---
id: wiki-2026-0508-baiting
title: Baiting (Game AI Tactic)
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [미끼 전술, baiting, kiting, aggro pull, AI exploit, Wild Goose Chase]
duplicate_of: none
source_trust_level: B
confidence_score: 0.85
verification_status: applied
tags: [game-ai, rts, war-commander, ai-exploit, behavior-tree, aggro, kiting, npc-design]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: game design
  applicable_to: [RTS Tactics, NPC AI Design, Behavior Tree]
---

# Baiting (Game AI Tactic)

## 📌 한 줄 통찰
> **"매 NPC chase logic 의 reverse-exploit"**. 매 fortified enemy 의 매 defense 의 outside 의 lure. 매 RTS 의 essential. 매 NPC AI design 의 antithesis — 매 player 가 AI 의 weakness 의 exploit. 매 designer 의 lesson: 매 stance 의 design.

## 📖 핵심

### 매 mechanism (War Commander 식)
- 매 enemy 의 AI 의 'chase nearest visible threat'.
- 매 bait unit 가 visible 의 → 매 chase.
- 매 chased 가 cover 의 lose → 매 vulnerable.
- 매 main force 가 ambush 의 destroy.

### 매 stance 의 dependency
| Stance | 매 Bait |
|---|---|
| Fire at Will | ✅ effective |
| Normal | ✅ effective |
| Hold Position | ❌ X |
| Stand Ground | ❌ X |
| Aggressive | ✅ over-extends |

→ 매 player setting 의 critical.

### 매 tactic
1. **Wild Goose Chase**: 매 fast unit 가 매 slow / heavy 의 lure → 매 ambush range.
2. **Bait and Bash**: 매 air unit 의 매 AA 의 chase → 매 ground attack.
3. **Plasma Baiting**: 매 expendable 의 매 long-CD turret 의 fire → 매 longer-range unit 의 turret destroy.
4. **Asymmetric pairing**: 매 counter-unit pairing 의 maximize.

### 매 defender response
1. **Hold Position**: 매 stance 의 lock.
2. **Honey Pot**: 매 fake weak 의 trap (mine field).
3. **Long-range counter** (Sniper, Rocket Barrage): 매 baiter 의 preemptive hit.
4. **Layout**: 매 funnel 의 design.

### 매 NPC AI design 의 lesson
1. **Chase 의 default 의 dangerous**: 매 bait 의 vulnerability.
2. **Stance 의 design**: 매 player choice.
3. **Threat 의 multi-factor**: 매 distance + HP + counter-class.
4. **Group cohesion**: 매 individual chase 의 group break.
5. **Leash**: 매 spawn 의 max distance.

### Behavior tree 의 baiting-resistant
```
Sequence:
  ├─ Threat 의 evaluate (multi-factor)
  ├─ Group cohesion check (peer 의 distance)
  ├─ Leash check (spawn 의 max range)
  ├─ Counter-class check (매 vulnerable target X)
  └─ Chase OR Hold
```

### 매 modern game 의 적용
- **MMO**: 매 aggro pull, 매 raid mechanic.
- **MOBA**: 매 jungle gank.
- **FPS** (Hunt: Showdown): 매 audio bait.
- **Souls-like**: 매 enemy aggro 의 manipulate.
- **Stealth** (MGS): 매 distraction.

### 매 PvP 의 application
- 매 chase logic 의 player ↔ player 의 same.
- 매 over-extension 의 punish.
- 매 fake retreat (Mongol cavalry).

## 💻 패턴 (응용 — NPC AI design)

### Baiting-resistant threat eval
```ts
function evaluateThreat(npc: Unit, target: Unit): number {
  const distance = npc.distance(target);
  const counterClass = npc.counters(target.class);
  const peerDist = npc.peers().map(p => p.distance(target));
  const isolated = peerDist.every(d => d > 30);  // 매 alone 의 chase 의 risk
  
  let score = 100 / (distance + 1);
  if (counterClass) score *= 2;
  if (isolated) score *= 0.5;  // 매 isolated 의 trap risk
  if (target.hp < 0.2) score *= 1.5;  // 매 finishing
  
  return score;
}
```

→ 매 single nearest 의 X — 매 multi-factor.

### Group cohesion (anti-bait)
```ts
function shouldChase(npc: Unit, target: Unit): boolean {
  const peers = npc.nearbyAllies(20);
  const peerCanFollow = peers.filter(p => 
    p.distance(target) < npc.maxLeash + 10
  );
  
  // 매 alone 의 chase 의 X
  return peerCanFollow.length >= 2;
}
```

### Leash (max distance)
```ts
class Unit {
  spawnPos: Vec3;
  maxLeash = 30;
  
  update() {
    if (this.distance(this.spawnPos) > this.maxLeash) {
      this.target = null;
      this.moveTo(this.spawnPos);
      this.heal(0.5);  // 매 disengage 의 reset
    }
  }
}
```

→ 매 무한 chase 의 prevent.

### Stance 의 system
```ts
enum Stance { HoldPosition, Normal, FireAtWill, Aggressive }

class Unit {
  stance: Stance = Stance.Normal;
  
  shouldEngage(target: Unit): boolean {
    switch (this.stance) {
      case Stance.HoldPosition:
        return this.canFireWithoutMoving(target);
      case Stance.Normal:
        return this.distance(target) < this.engagementRange;
      case Stance.FireAtWill:
        return this.distance(target) < this.engagementRange * 1.5;
      case Stance.Aggressive:
        return this.distance(target) < this.engagementRange * 2;
    }
  }
}
```

### Honey pot (defender side)
```ts
function generateHoneyPot(layout: BaseLayout): Trap {
  const weakLookingPath = layout.findFakeOpening();
  const minefield = placeMines(weakLookingPath, density=0.8);
  const sniperBunker = placeSniper(weakLookingPath.entrance);
  return { path: weakLookingPath, mines: minefield, sniper: sniperBunker };
}
```

## 🤔 결정 기준
| 상황 | Approach |
|---|---|
| Player wants safe attack | Bait → ambush |
| Defender wants stable | Hold Position |
| Counter to bait | Honey pot + sniper |
| NPC design | Multi-factor threat + leash + cohesion |
| MMO raid | Tank-aggro + threat ceiling |
| Soulslike | Enemy aggro 의 fixed range |

**기본값**: 매 player tactic = bait + ambush. 매 NPC design = multi-factor + leash + cohesion.

## 🔗 Graph
- 부모: [[RTS-Tactics]]
- 변형: [[Kiting]] · [[Aggro-Pull]] · [[Wild-Goose-Chase]]
- 응용: [[Behavior-Tree]]
- Adjacent: [[War-Commander]]

## 🤖 LLM 활용
**언제**: 매 RTS / MMO tactic. 매 NPC AI design. 매 player 의 AI exploit pattern 분석.
**언제 X**: 매 turn-based (different mechanic). 매 narrative-only.

## ❌ 안티패턴 (NPC design 측)
- **Single-target chase**: 매 trivially baitable.
- **No leash**: 매 무한 chase.
- **No group cohesion**: 매 individual extract.
- **Stance X**: 매 player control X.
- **Static threat (distance only)**: 매 counter-class 의 ignore.
- **Spawn camping vulnerability**: 매 spawn 의 leash break.

## 🧪 검증 / 중복
- Verified (War Commander wiki, RTS design literature).
- 신뢰도 B.
- Related: [[Combat-AI]] · [[Behavior-Tree]] · [[Pursuit-Logic]].

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — mechanism + tactic + behavior tree code + NPC design lesson |
