docs(10_Wiki): Topic_Business/General/Graphic/Programming을 Topics/ 하위로 이동
최상위 10_Wiki/Topic_*였던 4개 카테고리 폴더를 10_Wiki/Topics/Topic_* 로 재배치. 콘텐츠 변경 없음(순수 폴더 이동) — Topics/ 하위 나머지 폴더는 이미 지난 커밋에서 전부 정리된 상태(잔존 항목은 에이전트 운영 상태 및 사용자가 보존을 요청한 업데이트0615/무제 3.canvas 뿐).
This commit is contained in:
@@ -0,0 +1,186 @@
|
||||
---
|
||||
id: wiki-2026-0508-게임-밸런싱
|
||||
title: 게임 밸런싱
|
||||
category: 10_Wiki/Topics
|
||||
status: verified
|
||||
canonical_id: self
|
||||
aliases: [Game Balancing, 밸런스 디자인]
|
||||
duplicate_of: none
|
||||
source_trust_level: A
|
||||
confidence_score: 0.9
|
||||
verification_status: applied
|
||||
tags: [game-design, balancing, simulation]
|
||||
raw_sources: []
|
||||
last_reinforced: 2026-05-10
|
||||
github_commit: pending
|
||||
tech_stack:
|
||||
language: Python/TypeScript
|
||||
framework: Unity/Unreal/web
|
||||
---
|
||||
|
||||
# 게임 밸런싱
|
||||
|
||||
## 매 한 줄
|
||||
> **"매 fairness × engagement × progression의 quantitative tuning loop"**. 게임 밸런싱은 단순 number tweak이 아닌, player skill curve와 reward schedule을 데이터 기반으로 calibrate하는 systems engineering이다. 2026 현업은 telemetry-driven A/B + LLM-assisted simulation으로 cycle을 일/주 단위로 단축한다.
|
||||
|
||||
## 매 핵심
|
||||
|
||||
### 매 밸런싱 차원
|
||||
- **Power balance**: weapon/character/spell 의 win-rate convergence to ~50%.
|
||||
- **Resource economy**: gold/XP/material 의 inflation/sink ratio.
|
||||
- **Difficulty curve**: time-to-mastery 의 monotonic with checkpoints.
|
||||
- **Matchmaking**: MMR/Elo/Glicko-2 — skill variance bounded.
|
||||
|
||||
### 매 측정 지표
|
||||
- Win rate, pick rate, ban rate (MOBA/FGC).
|
||||
- Time-to-kill (TTK), DPS, EHP (effective HP).
|
||||
- Retention D1/D7/D30, session length, churn at level X.
|
||||
- Gini coefficient of resource distribution.
|
||||
|
||||
### 매 응용
|
||||
1. League of Legends 의 patch cycle (2-week) — champion winrate band [47%, 53%].
|
||||
2. Hearthstone 의 nerf/buff 의 telemetry-driven (Vicious Syndicate stats).
|
||||
3. Slay the Spire 의 Monte Carlo simulation 의 deck balance.
|
||||
4. Destiny 2 의 sandbox team 의 sandbox tuning (Bungie quarterly).
|
||||
|
||||
## 💻 패턴
|
||||
|
||||
### 1. Win-rate convergence target
|
||||
```python
|
||||
# Bayesian winrate estimate with prior
|
||||
import numpy as np
|
||||
from scipy.stats import beta
|
||||
|
||||
def champion_winrate(wins, losses, prior_a=50, prior_b=50):
|
||||
a = prior_a + wins
|
||||
b = prior_b + losses
|
||||
mean = a / (a + b)
|
||||
ci_low, ci_high = beta.ppf([0.025, 0.975], a, b)
|
||||
return mean, (ci_low, ci_high)
|
||||
|
||||
# Patch decision: nerf if CI bound > 0.53
|
||||
mean, (lo, hi) = champion_winrate(wins=12500, losses=10800)
|
||||
needs_nerf = lo > 0.53
|
||||
```
|
||||
|
||||
### 2. DPS / TTK calculation
|
||||
```python
|
||||
def time_to_kill(damage_per_shot, fire_rate_hz, target_hp, armor=0):
|
||||
effective_dps = damage_per_shot * fire_rate_hz * (1 - armor)
|
||||
return target_hp / effective_dps
|
||||
|
||||
# Weapon balance check: TTK in [0.4s, 1.2s] band
|
||||
for w in weapons:
|
||||
ttk = time_to_kill(w.dmg, w.rpm/60, target_hp=200, armor=0.1)
|
||||
assert 0.4 <= ttk <= 1.2, f"{w.name} TTK={ttk:.2f}s out of band"
|
||||
```
|
||||
|
||||
### 3. Resource economy faucet/sink
|
||||
```typescript
|
||||
type Economy = { faucets: number; sinks: number; supply: number };
|
||||
|
||||
function inflationRate(econ: Economy, dt: number): number {
|
||||
const net = econ.faucets - econ.sinks;
|
||||
return net / econ.supply / dt; // per-day inflation
|
||||
}
|
||||
|
||||
// Target: |inflation| < 0.02 per week (2%)
|
||||
```
|
||||
|
||||
### 4. Monte Carlo deck simulation
|
||||
```python
|
||||
def simulate_deck(deck, opponents, n_runs=10000):
|
||||
wins = 0
|
||||
for _ in range(n_runs):
|
||||
opp = random.choice(opponents)
|
||||
result = play_match(deck, opp)
|
||||
wins += result == "win"
|
||||
return wins / n_runs
|
||||
|
||||
# Auto-balance: card value = marginal winrate Δ when included
|
||||
```
|
||||
|
||||
### 5. Elo / Glicko-2 matchmaking
|
||||
```python
|
||||
def glicko2_update(rating, rd, opponents):
|
||||
# rd = rating deviation; volatility tracked separately
|
||||
g = lambda phi: 1 / math.sqrt(1 + 3 * phi**2 / math.pi**2)
|
||||
# ... (full Glicko-2 spec)
|
||||
return new_rating, new_rd
|
||||
```
|
||||
|
||||
### 6. Difficulty curve fitting
|
||||
```python
|
||||
import numpy as np
|
||||
# Player completion rate per level
|
||||
levels = np.arange(1, 51)
|
||||
completion = np.array([...]) # telemetry
|
||||
# Target: monotonic decrease, no cliff > 15% drop
|
||||
diff = np.diff(completion)
|
||||
cliffs = np.where(diff < -0.15)[0]
|
||||
# cliffs → level redesign candidates
|
||||
```
|
||||
|
||||
### 7. A/B test with CUPED variance reduction
|
||||
```python
|
||||
def cuped_estimate(treatment_y, control_y, treatment_x, control_x):
|
||||
# x = pre-experiment covariate (e.g., D7 retention)
|
||||
theta = np.cov(np.concatenate([treatment_y, control_y]),
|
||||
np.concatenate([treatment_x, control_x]))[0,1] / \
|
||||
np.var(np.concatenate([treatment_x, control_x]))
|
||||
adj_t = treatment_y - theta * treatment_x
|
||||
adj_c = control_y - theta * control_x
|
||||
return adj_t.mean() - adj_c.mean()
|
||||
```
|
||||
|
||||
### 8. LLM-assisted balance review (2026)
|
||||
```python
|
||||
# Claude Opus 4.7 의 patch note review
|
||||
prompt = f"""
|
||||
Patch diff:
|
||||
{diff}
|
||||
|
||||
Telemetry (last 7d): {telemetry_json}
|
||||
|
||||
Identify:
|
||||
1. Champions exceeding [47%, 53%] winrate band.
|
||||
2. Hidden interactions (item × champion synergy outliers).
|
||||
3. Risk score (1-10) per change.
|
||||
"""
|
||||
review = claude.messages.create(model="claude-opus-4-7", ...)
|
||||
```
|
||||
|
||||
## 매 결정 기준
|
||||
| 상황 | Approach |
|
||||
|---|---|
|
||||
| Competitive PvP | Winrate convergence + telemetry-driven nerf cycle |
|
||||
| Single-player | Difficulty curve + retention cliff analysis |
|
||||
| Gacha/F2P | Whale vs F2P parity + pity timer math |
|
||||
| Esports patch | 2-week cycle + pro-play meta watch |
|
||||
| New release | Closed beta MC sim + open beta A/B |
|
||||
|
||||
**기본값**: telemetry → Bayesian winrate → 2-week patch cycle 의 [47%, 53%] band.
|
||||
|
||||
## 🔗 Graph
|
||||
- 부모: [[Game_Design]]
|
||||
|
||||
## 🤖 LLM 활용
|
||||
**언제**: patch note generation, telemetry anomaly detection, balance hypothesis brainstorming, sim scenario writing.
|
||||
**언제 X**: 최종 numerical tuning (designer judgment + playtesting 의 X-able), competitive integrity decision.
|
||||
|
||||
## ❌ 안티패턴
|
||||
- **Whale-only balancing**: F2P player 의 churn 의 무시.
|
||||
- **Knee-jerk nerf**: 1-day data 의 over-react — sample size 의 부족.
|
||||
- **Symmetric balance obsession**: asymmetric design 의 intentional 의 flatten의 X.
|
||||
- **Nerf-only meta**: power creep 의 reverse — fun 의 erosion.
|
||||
- **Ignoring rank-stratified data**: bronze 와 challenger 의 winrate 의 different — aggregate 의 misleading.
|
||||
|
||||
## 🧪 검증 / 중복
|
||||
- Verified (Riot Games engineering blog, GDC talks 2023-2025, Vicious Syndicate).
|
||||
- 신뢰도 A.
|
||||
|
||||
## 🕓 Changelog
|
||||
| 날짜 | 변경 |
|
||||
|---|---|
|
||||
| 2026-05-08 | Phase 1 |
|
||||
| 2026-05-10 | Manual cleanup — game balancing full content with patterns |
|
||||
Reference in New Issue
Block a user