Figure 1: The social group dynamics simulation in four steps. (a) Someone walking by is noticed when stepping inside the territory. Through common attention, somebody looks back after watching a member looking at the passerby. (b) The passerby is engaged and invited to join. Other members notice the salutation. (c) The newcomer is welcomed with a short glance. (d) The group opens up to make room for the new member that finally joins.State-of-the-art technology allows for photo-realistic graphics but this is not always enough. The gaming industry is slowly evolving the art of story telling but no matter how compelling the graphics or thrilling a story, awkward character behavior often breaks player immersion. In previous seminal work [Pedica and H. Vilhjálmsson 2010] we showed how the social theories of human territoriality and face-to-face interaction can serve as a solid base to model reactions expected by users when interacting with virtual characters. Figure 2: The architecture in a nutshell. (a) Behaviors generate different types of action requests to control different bodily parts. (b) Action requests are gathered in groups of same type, combined, and packed into a motivation. (c) The motivation is sent to an actuation interface for action rendition.We have now integrated our reactive approach for social territoriality with Behavior Trees (BTs), an emerging game A.I. technique that is fast becoming a standard in the industry. This integration led to a variant of BTs where multiple branches can run simultaneously and blend. A middle-layer of custom-made arbitration strategies performs the blending before actuation, resembling command fusion architectures. We also gave behavior nodes a priority. High priority behavior branches can subsume lower priority ones to respond immediately to critical contingencies, akin to subsumption architectures. The resulting behavior achieves responsiveness, smoothness and continuity of motion when the decision logic simultaneously controls where to look, where to stand, how to orient the body and what animation to play.In our variant of BTs, the leaf nodes generate action requests. A re- *