Game engines, in his framing, supply the engineering discipline agent systems need: control loops, state management and event systems.
Policy is enforced from the inside. Each state machine or agent carries its own policy and runs autonomously, so enforcement does not have to be applied from outside the agent.
Simulation is the foundation. The agent system can be plugged into this game, another game, or a real-time process, and the semantic links between them can be reproduced and replayed. Chernov expects that to matter in other industries later, including the one he comes from.
On cost, he treats routing as an architectural decision rather than a budget line: semantic cache, local model and escalation belong to design. Semantic caching is the part he calls a big deal, because the cache is not over text — it is over images, trying to capture the semantics inside them, which is what the vision lenses produce. The named implementations for the whole build are gz doom, a Rust MCP implementation, and React DOOM.