Games & engineering
State is where the trouble starts
Rough outline
Define the state that matters
- Separate durable facts, temporary context, and derived values
- Make ownership and lifetime visible
Walk through a failure
- Use an illustrative sequence involving stale or partially updated state
- Identify the first point where the system’s assumptions diverge
Design for recovery
- Discuss checkpoints, idempotency, and reconciliation
- Explain the tradeoff between retaining history and restoring a usable state
Connect interactive and autonomous software
- Compare game-state transitions with agent memory and tool side effects
- Identify which patterns transfer and which require different guarantees