After that, they throw over to Edouard Imbert, their lead combat designer, to talk about something that they're excited to talk about called “Swarm AI” … which, if I'm utterly frank and honest, really just looks like they applied shared initiative rules to enemies (up to four at a time; it uses the same graphical signifier and everything), and it doesn't need a fancy name or a big back-pat session.
I don't think that your dismissive complaint is fair.
Edouard explained that what they had to do to get that working is to have all enemies AI process their turns at the same time - movement, action, bonus action, all for appropriate targets, and without it affecting game performance, and then execute them all at once. It's a thing which sounds easy to do, but which is not so easy in practice.