docs(10_Wiki): 위키 전체 재구성 — Topic_* 폴더를 4개 카테고리로 통합 + 대규모 중복 제거

Topic_Agent/Topic_Blog/Topics/Topics_Biz/Topics_Meeting/Topics_Rag의 마크다운 지식 문서를
Topic_General/Topic_Programming/Topic_Graphic/Topic_Business 4개 카테고리로 재분류.

- 중복 제거: frontmatter의 status:duplicate/merged + duplicate_of/redirect_to 필드로
  자기 자신을 중복으로 선언한 리다이렉트 stub 1032개 제거, 완전 동일 내용 파일 472개 제거,
  동일 파일명·다른 내용 충돌 시 더 큰(완전한) 버전만 유지(162개 제거) — 총 1639개 중복 제거.
- 분류: 폴더 단위로 명확한 항목(AI_and_ML/Coding/Architecture 등 → Programming,
  Comfyui/Visual_Effects → Graphic, Topics_Biz/Topics_Meeting/사업 등 → Business,
  Poetic_Blog_Writing/창의성/Game_Design 등 → General)은 폴더 우선순위로,
  나머지 혼재 폴더(Topic_Agent/Topic_Blog/Topics 루트/Thinking & Reasoning/Other/UI_UX_Assets)는
  title/tags 키워드 스코어링으로 파일 단위 분류(불명확한 경우 General로 폴백).
  원본 폴더명은 "From_*" 서브폴더로 보존해 추적 가능성 유지.
- 최종 배치: Programming 2784 / General 1608 / Graphic 285 / Business 249 = 4926개 문서.
- 에이전트 운영 상태(.astra/.agent/.obsidian/sessions/memory/_company/docs/lessons/_shared/src)는
  지식 콘텐츠가 아니므로 재분류 대상에서 제외하고 원위치 유지.
- Topics/Topic_email(상위 보호 폴더 Topic_email과 파일명 100% 중복) 삭제 — 보호 폴더 자체는 미변경.
- 완전히 비게 된 Topic_Agent/Topic_Blog/Topics_Biz/Topics_Rag 폴더 제거.
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---
id: wiki-2026-0508-combat-timeline-difficulty-scali
title: Combat Timeline Difficulty Scaling
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Combat Difficulty Curve, Encounter Scaling, Dynamic Difficulty Adjustment]
duplicate_of: none
source_trust_level: B
confidence_score: 0.85
verification_status: applied
tags: [game-design, combat, difficulty, ddа, encounter]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: C#/Python
framework: Game-engine-agnostic
---
# Combat Timeline Difficulty Scaling
## 매 한 줄
> **"매 combat encounter 의 매력 = 매 player skill 곡선과 challenge 곡선의 일치 (flow channel)."**. 매 timeline-based scaling 은 encounter 의 시작/중반/끝 phase 별로 enemy 능력을 progress 시키며, 매 player metric (DPS, HP%, time-to-kill) 을 feedback 으로 받아 dynamic 하게 조정. 매 2026 modern AAA (Elden Ring DLC, Helldivers 2) 가 telemetry-driven scaling 채택.
## 매 핵심
### 매 scaling axis
- **Static curve**: 매 fixed level → enemy stat lookup table.
- **Dynamic (DDA)**: 매 runtime player perf 로 parameter 조정.
- **Timeline phase**: 매 encounter 내부 phase 분할 (intro → escalation → climax).
- **Hybrid**: 매 baseline curve + DDA correction.
### 매 measurable metric
- **TTK** (time to kill enemy).
- **TTD** (time to death — player).
- **Damage taken / second**.
- **Resource economy** (potions/ammo per minute).
- **Player retry count**.
### 매 응용
1. **Soulslike boss phase transition**: 매 50%/25% HP → new moveset.
2. **Roguelike floor scaling**: 매 depth × player level 함수.
3. **MMO raid enrage timer**: 매 hard cutoff DPS check.
4. **Casual mode auto-easing**: 매 3회 사망 → enemy HP -10%.
## 💻 패턴
### Phase-based encounter timeline
```csharp
public class BossEncounter : MonoBehaviour {
enum Phase { Intro, Build, Climax, Enrage }
Phase phase = Phase.Intro;
float t;
void Update() {
t += Time.deltaTime;
var hpFrac = boss.HP / boss.MaxHP;
var newPhase = phase;
if (hpFrac < 0.25f) newPhase = Phase.Climax;
else if (hpFrac < 0.60f) newPhase = Phase.Build;
else if (t > 180f) newPhase = Phase.Enrage;
if (newPhase != phase) { OnPhaseEnter(newPhase); phase = newPhase; }
ApplyPhaseModifiers(phase);
}
}
```
### Stat curve table
```yaml
# enemies/orc_warrior.yaml
levels:
1: { hp: 100, dmg: 10, speed: 3.0 }
10: { hp: 250, dmg: 22, speed: 3.5 }
20: { hp: 600, dmg: 50, speed: 4.0 }
50: { hp: 5000, dmg: 220, speed: 5.0 }
# interpolate between keypoints
```
```csharp
EnemyStats Lerp(EnemyStats a, EnemyStats b, float t) =>
new EnemyStats {
HP = Mathf.Lerp(a.HP, b.HP, t),
Damage = Mathf.Lerp(a.Damage, b.Damage, t),
Speed = Mathf.Lerp(a.Speed, b.Speed, t),
};
```
### DDA — sliding window perf
```python
class DDAController:
def __init__(self, target_ttd=45.0, window=5):
self.target = target_ttd
self.history = collections.deque(maxlen=window)
self.scale = 1.0
def record_death(self, ttd_seconds):
self.history.append(ttd_seconds)
if len(self.history) < 3: return
avg = sum(self.history) / len(self.history)
# too easy → ramp up; too hard → ease
delta = (avg - self.target) / self.target # +0.2 = 20% too easy
self.scale = clamp(self.scale + delta * 0.05, 0.7, 1.5)
def apply(self, enemy):
enemy.hp *= self.scale
enemy.dmg *= math.sqrt(self.scale) # damage scales softer
```
### Enrage timer
```csharp
void Update() {
enrageT += Time.deltaTime;
if (enrageT > enrageStart) {
var f = Mathf.Clamp01((enrageT - enrageStart) / 30f);
boss.DamageMultiplier = 1f + f * 4f; // 5x dmg over 30s
}
}
```
### Skill-bracket matchmaking adjust
```python
def select_encounter(player_mmr: int, depth: int):
target_difficulty = base_curve(depth) * mmr_multiplier(player_mmr)
candidates = [e for e in pool if abs(e.difficulty - target_difficulty) < 0.15]
return random.choice(candidates) if candidates else fallback(pool, target_difficulty)
```
### Telemetry-driven re-tuning (offline)
```sql
-- find under-tuned bosses (too easy)
SELECT boss_id,
AVG(time_to_kill) AS avg_ttk,
AVG(player_deaths) AS avg_deaths,
COUNT(*) AS attempts
FROM encounter_log
WHERE patch_version = '2.4.0'
GROUP BY boss_id
HAVING avg_ttk < 30 AND avg_deaths < 0.3
ORDER BY attempts DESC;
```
### Adaptive damage curve
```csharp
// damage taken curves softer the lower player HP — "comeback mechanic"
float TakenMultiplier(float hpFrac) =>
Mathf.Lerp(1.2f, 0.7f, 1f - hpFrac); // low HP = less dmg taken
```
## 매 결정 기준
| 상황 | Scaling |
|---|---|
| Linear narrative game | static curve |
| Roguelike / replayable | static + run-level scale |
| Live-service skill gap | DDA + bracket matchmaking |
| Boss fight 10+ min | phase-based + enrage |
| Accessibility mode | one-way DDA (only ease) |
**기본값**: phase-based timeline + soft DDA (max ±20%) + telemetry retune per patch.
## 🔗 Graph
- 부모: [[Game_Design]] · [[Combat_System]]
- 변형: [[Dynamic_Difficulty_Adjustment]]
## 🤖 LLM 활용
**언제**: encounter design, difficulty curve tuning, DDA controller 설계.
**언제 X**: pure narrative pacing (story beats 영역).
## ❌ 안티패턴
- **HP-sponge scaling**: 매 단순 HP × 10 → boring, not harder.
- **Hidden DDA without disclosure**: 매 player 가 눈치채면 frustration.
- **No floor on DDA**: 매 player 일부러 죽으며 game 망가뜨림.
- **One curve for all enemies**: 매 archetype 별 differentiation 부재.
- **Untested enrage timer**: 매 DPS check 가 unfair RNG 가 되면 community 폭발.
## 🧪 검증 / 중복
- Verified (GDC talks "Resident Evil 4 DDA" 2005, "Helldivers 2 mission director" 2024).
- 신뢰도 B.
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — phase timeline, DDA controller, telemetry retuning |