refactor(topics): 멀티 에이전트용 지식 재편 — _Common(공통 기본기) + Domain_* 구조
에이전트 8종(대화형/프로그래머 C·S/디자이너/설계자/기획자/QA/PD/PM)에게 [공통 기본 능력 + 롤별 Specialty] 2층으로 지식을 주입하기 위한 재분류. 문서 내용·포맷은 무수정, 폴더 이동만 (6,372개 문서 수 보존 확인). - Topic_Programming → Domain_Programming (내부 구조 보존) - Topic_Graphic → Domain_Design - Topic_Business → Domain_Product - Topic_General → Domain_General - _Common 신설: Math(구 Topic_Math_Specialty), Reasoning(구 General/From_Thinking & Reasoning), Reasoning_Creativity(구 General/From_창의성), Communication(Poetic_Blog_Writing + From_writing) - 타 도메인의 From_* 폴더는 유지 (출처 표기일 뿐, 이미 도메인에 맞게 분류된 문서) - 빈 폴더 정리 (memory/procedures) - 에이전트→폴더 매핑은 workspace의 .astra/agent-knowledge-map.json (9개 에이전트) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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---
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id: wiki-2026-0508-live-operations-liveops
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title: Live Operations (LiveOps)
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [LiveOps, Live Service Operations, 라이브옵스]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [liveops, operations, f2p, monetization, retention]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: typescript
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framework: node
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---
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# Live Operations (LiveOps)
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## 매 한 줄
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> **"매 game 의 매 launch ≠ ship — 매 ongoing service 의 매 continuous content + event + balance"**. 매 2010s Korean MMO 의 매 origin → 매 2020 Fortnite / Genshin / Royal Match 의 매 dominant model. 매 calendar + segment + offer + content 의 매 4-rail orchestration.
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## 매 핵심
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### 매 4 rail
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- **Calendar**: 매 daily / weekly / monthly cadence + season pulse.
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- **Content**: 매 chapter / event / collab drop.
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- **Economy**: 매 sink / source / sale / 매 inflation control.
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- **Communication**: 매 patch note / community / push notification.
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### 매 KPI
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- **DAU / WAU / MAU**.
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- **D1 / D7 / D30 retention**.
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- **ARPDAU + LTV**.
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- **Event participation rate**.
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### 매 응용
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1. Genshin Impact (41-day banner cycle).
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2. Royal Match (daily-event empire).
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3. Fortnite (chapter-season pulse).
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4. Clash Royale (deck-rotation balance).
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## 💻 패턴
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### Event scheduler
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```typescript
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interface LiveEvent {
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id: string;
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startUtc: string;
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endUtc: string;
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segments: string[];
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rewardTable: Reward[];
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}
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function activeEvents(now: Date, all: LiveEvent[], userSeg: string): LiveEvent[] {
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return all.filter(e =>
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new Date(e.startUtc) <= now &&
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new Date(e.endUtc) >= now &&
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e.segments.includes(userSeg)
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);
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}
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```
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### Segmentation engine
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```typescript
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type Segment = 'newbie' | 'engaged' | 'whale' | 'churner' | 'returner';
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function segmentUser(p: PlayerProfile, now: number): Segment {
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const daysSinceInstall = (now - p.installAt) / 86400_000;
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const daysSincePlay = (now - p.lastPlayAt) / 86400_000;
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if (daysSincePlay > 7) return 'churner';
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if (daysSinceInstall < 7) return 'newbie';
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if (p.lifetimeSpend > 500) return 'whale';
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if (daysSincePlay < 1 && p.sessionCount30d > 20) return 'engaged';
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return 'engaged';
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}
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```
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### Dynamic offer engine
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```typescript
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interface Offer { id: string; priceUsd: number; contents: { id: string; qty: number }[]; expiresAt: number; }
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function generateOffer(seg: Segment, ctx: GameContext): Offer | null {
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if (seg === 'newbie' && ctx.justFailedHardLevel)
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return { id:'starter_boost', priceUsd:0.99, contents:[{id:'lives',qty:5}], expiresAt: Date.now()+15*60_000 };
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if (seg === 'whale' && ctx.bannerEndsIn < 12*3600_000)
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return { id:'whale_finisher', priceUsd:99.99, contents:[{id:'gem',qty:8000}], expiresAt: ctx.bannerEnd };
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return null;
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}
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```
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### Hot-config / remote balance
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```typescript
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interface LiveConfig { version: number; goldRatePerWin: number; bossHp: Record<string,number>; bannerWeights: Record<string,number>; }
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let CONFIG: LiveConfig = INITIAL;
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async function pollConfig(): Promise<void> {
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const remote = await fetch('https://liveops/cfg').then(r => r.json());
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if (remote.version > CONFIG.version) CONFIG = remote;
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}
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setInterval(pollConfig, 60_000);
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```
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### A/B test harness
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```typescript
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function variant(userId: string, exp: string): 'A' | 'B' {
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const h = hash(userId + exp) % 100;
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return h < 50 ? 'A' : 'B';
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}
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function logExposure(userId: string, exp: string, v: 'A'|'B'): void {
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analytics.track('exp_exposure', { userId, exp, v, ts: Date.now() });
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}
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```
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### Push-notification scheduler
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```typescript
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function maybePush(p: PlayerProfile, now: number): PushPayload | null {
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const idle = (now - p.lastPlayAt) / 3600_000;
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if (idle > 24 && idle < 72) return { title:'Energy is full!', body:'Come claim your gift.' };
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if (p.activeEventEndsIn < 2*3600_000) return { title:'Event ends in 2h', body:'Last chance!' };
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return null;
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Mid-core RPG | 41-day banner + weekly event + daily quest |
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| Casual puzzle | Daily-event + streak + dynamic offer |
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| Competitive PvP | Short season (2-4w) + balance-patch cadence |
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| Sandbox MMO | Long expansion (6-12mo) + living-world events |
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**기본값**: weekly cadence + monthly content drop + 41-day major arc — 매 modern F2P template.
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## 🔗 Graph
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- 부모: [[Game Monetization Strategy]] · [[Live Service]]
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- 응용: [[Genshin Impact]] · [[Fortnite]]
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- Adjacent: [[Dynamic Offers]] · [[Player Retention]] · [[Power Creep (Content Treadmills)]]
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## 🤖 LLM 활용
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**언제**: event calendar drafting, segment-rule design, offer copy generation.
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**언제 X**: 매 final balancing decision (designer + analyst 영역).
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## ❌ 안티패턴
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- **Over-eventing**: 매 too-many-overlapping event 의 매 player fatigue.
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- **Whale-only design**: 매 mid/low spender alienation.
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- **No-rollback**: 매 bad balance patch 의 매 hot-config rollback path 의 X.
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## 🧪 검증 / 중복
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- Verified (deconstructoroffun.com, GDC LiveOps talks 2022-2024, Adjust LiveOps report 2024).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — full LiveOps 4-rail + scheduler/segment/offer code |
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