When I use the term "deterministic" I am generally using it in the sense of major plot events, and the order in which they occur--not with respect to the outcome of any specific interaction. Games tend to get grouped into two rough categories when it comes to story/beat progression, although obviously there are games that contain elements of both or have edge cases that make the distinction a bit tougher. When I use the term, I use it loosely.
If you were actually desperately hoping this, you've had the entire run of the show to date during which you could have written an email to
questions@idlethumbs.net, which we mention in pretty much every episode! Although I think if I started referring to certain games as "regular" it would be essentially meaningless to the vast majority of readers, including myself. I am not a computer scientist, and searching for "Chomsky hierarchy game design" suggests that the application of this concept to game design is not even close to widespread enough that anyone should reasonably expect people to be drawing that connection. It might be a very interesting connection to draw, but I would leave it to somebody who has already done so to explain it to me in terms that I am likely to comprehend.