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Coordination with Behavior Trees: Synchronizing Multiple Agents in CryEngine 2

Ricardo Pillosu on July 22, 2009

As behavior trees become the implementation of choice for individual game characters, game developers are increasingly turning towards them to coordinate multiple agents. Ricardo Pillosu's talk at the Paris Game/AI Conference 2009 focused on his recent experience applying the behavior tree paradigm on top of the CryEngine 2's existing AI system, and in particular to coordinating multiple AI agents simulate group tactics.