Building a Doom-Like World to Explore Agentic Systems - Alexander Chernov - NDC Toronto 2026

Building a Doom-Like World to Explore Agentic Systems - Alexander Chernov - NDC Toronto 2026

🎙 Alexander Chernov 👥 227K 📅 August 13, 2026 ⏱ 52 min 👁 60 📄 expert opinion 🧭 2026-08-13
Available in: English (current) Français

Keywords

agentic systemsDoomgame engineMCPsimulation

Summary

The talk presents a novel approach to designing and evaluating agentic systems using a modified Doom game engine as a controlled testbed. The speaker, Alexander Chernov, a data engineer in pharmaceutical R&D, explains how game engines provide strict control loops, complex state transitions, and real-time feedback, making them ideal for exploring agent-based AI. He introduces the concept of a ‘semantic mirror’ where the game world is mirrored at three tiers: structural (observer state machines), semantic (lens brokers attaching labels), and behavioral (a swarm of 1000 agents). The architecture includes a two-tier vision system (cheap deterministic observer and LM-based broker), a policy guard for defining agent constraints, and MCP gateway integration for external control. Key invariants are that all agent actions must be observable, attributable, and reproducible. The talk includes a live demo showing agents identifying objects and reacting to gameplay, and discusses how these techniques can inform real-world agentic applications. The speaker emphasizes the importance of separating fast deterministic processing from slower LM reasoning, and using semantic caching to reduce costs. The presentation concludes with insights on transferring these patterns to production systems.

183 words

Critical Evaluation

Value of the Information & Strength of the Argument

The talk provides valuable insights into using game engines as testbeds for agentic systems, offering a concrete architecture with practical implementation details. The argumentation is strong, supported by a live demo and clear explanations of design decisions. The speaker effectively argues that game engines offer unique advantages for testing agent behavior, such as deterministic loops and shared state. However, the talk is more of an expert opinion and demonstration than a rigorous empirical study, lacking quantitative evaluation of the system’s performance or comparison with alternative approaches.

Scientific Rigor, Source Quality, Title Accuracy

The talk is based on the speaker’s personal experience and does not cite external sources. The title accurately reflects the content. The speaker mentions using GZDoom and Project Brutality but clarifies he is not affiliated. The talk is a conference presentation, so it is not peer-reviewed, but it provides a detailed technical account. The description includes links to NDC conferences, which are not directly related to the content.

169 words

Title / Content Match

The title accurately reflects the content, which focuses on building a Doom-like environment to explore agentic systems.

Quality & Reliability

7/10

The talk presents a detailed architecture for using a game engine as a testbed for agentic systems, with concrete implementation details and a live demo. However, it is based on personal experience and lacks formal evaluation or peer review.

Key Moments

Cited Sources

Concurring Sources

Contribution & Novelties

The talk presents a novel approach to using a game engine as a testbed for agentic systems, with a concrete architecture that includes a two-tier vision system, policy guard, and MCP integration. The main contribution is the demonstration of how game development techniques can inform the design of real-world agentic applications.

Pour aller plus loin :

90 words

Radar Profile

The radar profile shows high scores in information quantity, technical level, and quality, but lower in global reliability due to lack of formal evaluation. This suggests a technically rich talk that is more of an expert demonstration than a rigorous study.

Reliability 6/10

💬 No comments were provided for analysis.