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-preserving-state-in-procedural-w
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title: Preserving State in Procedural Worlds
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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: [Procedural World Persistence, Seed-Based State]
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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: [procedural-generation, game-dev, state, persistence]
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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: any
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---
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# Preserving State in Procedural Worlds
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## 매 한 줄
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> **"매 infinite-world 의 finite-memory tradeoff"**. 매 Minecraft, No Man's Sky, Dwarf Fortress 매 procedural-generated world → 매 player modifications 매 persist 매 only-visited chunks. 매 seed + delta-overlay 의 standard pattern.
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## 매 핵심
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### 매 problem
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- World 매 effectively infinite (2^64 seed space).
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- Cannot store every chunk (memory + disk).
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- But player modifications must survive.
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### 매 standard pattern
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1. Deterministic seed-based generator G(seed, x, y, z) → chunk.
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2. Delta overlay D(x, y, z) → player edits relative to G.
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3. On load: chunk = G(seed, ...) ⊕ D(...).
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4. Disk: store only non-empty D entries.
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### 매 응용
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1. Sandbox games (Minecraft, Terraria).
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2. Roguelikes (Dwarf Fortress, Caves of Qud).
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3. Open-world MMOs (No Man's Sky regions).
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## 💻 패턴
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### Seed-based deterministic generator (Perlin/Simplex)
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```ts
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import { createNoise2D } from 'simplex-noise';
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class WorldGen {
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private noise2D: ReturnType<typeof createNoise2D>;
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constructor(seed: number) {
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const rng = mulberry32(seed);
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this.noise2D = createNoise2D(rng);
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}
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height(x: number, z: number): number {
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return Math.floor(64 + 32 * this.noise2D(x * 0.01, z * 0.01));
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}
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}
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function mulberry32(a: number) { return () => { /* ... */ }; }
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```
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### Delta-overlay storage (sparse)
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```ts
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type ChunkKey = `${number},${number}`; // chunk coord
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type BlockKey = `${number},${number},${number}`; // block coord within chunk
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class DeltaStore {
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private deltas = new Map<ChunkKey, Map<BlockKey, BlockId | null>>();
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set(cx: number, cz: number, bx: number, by: number, bz: number, b: BlockId | null) {
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const key: ChunkKey = `${cx},${cz}`;
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let chunk = this.deltas.get(key);
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if (!chunk) this.deltas.set(key, (chunk = new Map()));
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chunk.set(`${bx},${by},${bz}`, b);
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}
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applyTo(cx: number, cz: number, generated: Block[][][]): Block[][][] {
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const chunk = this.deltas.get(`${cx},${cz}`);
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if (!chunk) return generated;
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for (const [bk, b] of chunk) {
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const [bx, by, bz] = bk.split(',').map(Number);
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generated[bx][by][bz] = b ?? AIR;
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}
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return generated;
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}
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}
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```
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### Chunk persistence (NBT-style binary)
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```ts
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import { writeFile } from 'fs/promises';
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import { gzipSync } from 'zlib';
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async function saveChunk(cx: number, cz: number, store: DeltaStore) {
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const data = store.deltas.get(`${cx},${cz}`);
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if (!data || data.size === 0) return;
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const buf = encodeNBT([...data.entries()]);
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await writeFile(`world/c.${cx}.${cz}.dat`, gzipSync(buf));
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}
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```
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### LRU chunk cache (memory bound)
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```ts
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import LRU from 'lru-cache';
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const cache = new LRU<ChunkKey, Chunk>({ max: 256, dispose: (chunk, k) => persist(k, chunk) });
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function getChunk(cx: number, cz: number): Chunk {
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const key: ChunkKey = `${cx},${cz}`;
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let c = cache.get(key);
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if (!c) {
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c = applyDeltas(generate(cx, cz), key);
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cache.set(key, c);
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}
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return c;
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}
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```
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### Player-modification log (event-sourced variant)
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```ts
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type Edit = { t: number; x: number; y: number; z: number; before: BlockId; after: BlockId };
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const log: Edit[] = [];
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function setBlock(x: number, y: number, z: number, after: BlockId) {
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const before = world.get(x, y, z);
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log.push({ t: Date.now(), x, y, z, before, after });
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world.set(x, y, z, after);
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}
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// rebuild deltas by replaying log (audit + rollback)
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```
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## 매 결정 기준
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| 상황 | Pattern |
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|---|---|
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| Few edits, infinite world | Seed + sparse delta |
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| Heavy editing, finite world | Full chunk storage |
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| Audit / rollback needed | Event-sourced log |
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| Multi-player concurrent | Authoritative server + delta sync |
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**기본값**: Seed + delta-overlay + LRU cache + on-demand disk persistence.
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## 🔗 Graph
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- 부모: [[Procedural-Generation]]
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- 변형: [[Event Sourcing]]
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- Adjacent: [[Perlin Noise]]
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## 🤖 LLM 활용
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**언제**: voxel/sandbox game architecture, infinite-world design, save-system design.
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**언제 X**: linear-level games (use whole-state save).
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## ❌ 안티패턴
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- **Storing every chunk**: 매 disk explosion.
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- **Non-deterministic generator**: 매 seed-replay 매 broken.
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- **No LRU bound**: 매 OOM on long sessions.
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## 🧪 검증 / 중복
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- Verified (Minecraft Anvil format docs, Perlin noise paper, "Dwarf Fortress" GDC talks).
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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 — Procedural state preservation FULL with seed+delta pattern |
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