Here it is, the opening episode of my two-part series looking at Tom Clancy's The Division. This first episode looks at the enemy AI design and code architecture used. This was a pretty interesting problem to explore, given as shown in the video the behaviour tree architecture of this game is simply massive (no pun intended) and how they make that work for them is rather interesting.
The write-up for the episode is available both on the AI and Games website as well as Gamasutra:
Part 2 will be public next week (given it's already in early access for patrons) and focusses on the online integration used to ensure consistency between players.