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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---
id: wiki-2026-0508-triple-match-3d
title: Triple Match 3D
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Match 3D, Triple Match, Tile Match, Match Triple 3D]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [game-design, mobile, casual, match-3d, hyper-casual]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: csharp
framework: unity6
---
# Triple Match 3D
## 매 한 줄
> **"매 3 개 의 same item 의 collect — 매 satisfying haptic loop"**. 2021 Triple Match 3D (Rollic) → 2022 Match Factory! → 2024 Match Triple 3D 의 evolution. 매 'tile-match' subgenre 의 mobile casual 의 leader — 매 7-slot tray + 3D physics + 매 daily LiveOps 의 핵심.
## 매 핵심
### 매 core loop
- **3D 환경 of items**: pile/scene 의 visible items.
- **Tap to pick**: tap → item 의 7-slot tray 의 send.
- **Match 3 of same**: tray 의 3 same items → auto-clear.
- **Tray full = lose**: 매 7 slots 의 fill → game over.
### 매 progression
- **Level structure**: handcrafted scenes (50+ unique) + procedural variations.
- **Booster system**: undo, freeze, shuffle, +3 slots — 매 IAP 의 hook.
- **Daily challenges**: 매 reward calendar 의 retention engine.
- **Meta layer**: collection album, area decoration (Match Factory! style).
### 매 응용
1. Triple Match 3D — Rollic 의 originator (2021, 100M+ downloads).
2. Match Factory! — Peak Games (Zynga) 의 evolution + meta.
3. Tile Busters — Playrix 의 entry.
## 💻 패턴
### Tray + Match Logic (Unity C#)
```csharp
public class MatchTray : MonoBehaviour {
[SerializeField] int capacity = 7;
List<Item> slots = new();
public bool TryAdd(Item item) {
if (slots.Count >= capacity) return false;
// 매 same-type items 의 그룹화
int insertIdx = slots.FindLastIndex(s => s.type == item.type) + 1;
if (insertIdx == 0) insertIdx = slots.Count;
slots.Insert(insertIdx, item);
item.MoveTo(GetSlotPosition(insertIdx), 0.3f);
StartCoroutine(CheckMatchAfterMove());
return true;
}
IEnumerator CheckMatchAfterMove() {
yield return new WaitForSeconds(0.35f);
for (int i = 0; i + 2 < slots.Count; i++) {
if (slots[i].type == slots[i+1].type && slots[i].type == slots[i+2].type) {
ClearMatch(i, i+2);
yield break;
}
}
if (slots.Count >= capacity) GameOver();
}
void ClearMatch(int start, int end) {
for (int i = end; i >= start; i--) {
slots[i].PlayMatchVFX();
Destroy(slots[i].gameObject, 0.4f);
slots.RemoveAt(i);
}
Haptics.Light();
ScoreManager.Add(30);
}
}
```
### 3D Pickable Item
```csharp
public class PickableItem : MonoBehaviour {
public ItemType type;
Rigidbody rb;
Collider col;
void OnMouseDown() {
if (!IsTopOfPile()) { ShakeNo(); return; }
if (!MatchTray.Instance.CanAccept()) { ShakeNo(); return; }
rb.isKinematic = true;
col.enabled = false;
MatchTray.Instance.TryAdd(this);
SoundManager.Play("pick_pop");
}
bool IsTopOfPile() {
// 매 raycast 의 위 → 매 obstruction 의 X
return !Physics.Raycast(transform.position, Vector3.up, 0.5f);
}
}
```
### Booster: Undo
```csharp
public class UndoBooster : Booster {
Stack<Item> history = new();
public void Record(Item item) => history.Push(item);
public override void Activate() {
if (history.Count == 0) return;
Item last = history.Pop();
MatchTray.Instance.Remove(last);
last.ReturnToScene();
Spend(1);
}
}
```
### Difficulty Curve
```csharp
public static class DifficultyCurve {
public static LevelConfig Generate(int level) {
return new LevelConfig {
uniqueTypes = Mathf.Min(6 + level / 5, 14),
totalItems = 30 + level * 3,
obstructed = level >= 10,
timeLimit = level >= 20 ? 90f - level * 0.5f : 0f,
};
}
}
```
### LiveOps Daily Challenge
```csharp
[Serializable]
public class DailyChallenge {
public string id;
public DateTime date;
public int targetMatches;
public ItemType requiredType;
public Reward reward;
public bool Check(MatchEvent e) {
if (DateTime.UtcNow.Date != date) return false;
if (requiredType != ItemType.Any && e.type != requiredType) return false;
progress++;
if (progress >= targetMatches) GrantReward();
return true;
}
}
```
## 매 결정 기준
| 상황 | Approach |
|---|---|
| pure casual, fast loop | 7-slot tray, no time limit |
| meta progression 매 retention | collection album + area unlock (Match Factory!) |
| difficulty 매 increase | unique types + obstructions, not slot count |
| monetization | booster IAP + ad-rewarded continues |
**기본값**: 7-slot tray + 50 handcrafted levels + booster IAP — 매 proven Rollic formula.
## 🔗 Graph
- 부모: [[Game Design]]
- 변형: [[Match Triple 3D]]
## 🤖 LLM 활용
**언제**: 매 level layout brainstorming, theme generation, daily challenge variation.
**언제 X**: 매 difficulty tuning 의 final — 매 player data 의 driven.
## ❌ 안티패턴
- **Random pile**: 매 unsolvable layouts → frustration. 매 hand-tested 의 X 매 unsafe.
- **Booster paywall**: 매 ad-rewarded option 의 X → churn.
- **Slot count 의 increase**: 매 difficulty 의 fake — 매 type variety 의 better lever.
- **No haptic**: 매 'satisfying' core feel 의 lost.
## 🧪 검증 / 중복
- Verified (Rollic blog, Sensor Tower 2024 reports, Match Factory! GDC talk 2025).
- 신뢰도 A.
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Triple Match 3D genre analysis + 5 Unity implementation patterns |