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It is your understanding that Villager engine are non-interference?

My understanding is that the term "non-interference" in the context of villager engines, or more generally, game AI engines, is not a standard or universally accepted property. There isn't a commonly defined "villager engine" as a distinct category. The term likely refers to AI systems controlling non-player characters (NPCs) in games, often those simulating simple worker or civilian behaviors.

Non-interference, in a computer science or security context, typically means that the execution of one process doesn't affect the observable behavior of another. This is a strong property that's rarely perfectly achieved in complex systems.

Applying this to game AI: A "non-interfering" villager AI engine might imply that the actions of one villager AI unit have no effect on the internal state or behavior of other villager AI units, beyond indirect effects like resource depletion or pathfinding conflicts. However, some degree of interaction is practically inevitable. Villagers might compete for resources, follow each other, or react to events in their environment.

Therefore, while we can conceptually talk about *approximations* of non-interference in villager AI, it's highly unlikely that a practical implementation would truly exhibit complete non-interference. The design choices would heavily influence the level of interaction and apparent interference. So, the answer is generally no, a typical "villager engine" is not truly non-interfering.