chore(wiki): dangling 링크 canonical 정규화 (768파일/1200건)

이름만 다른(표기 변형) [[위키링크]]를 대상 문서의 canonical 제목으로 치환해
끊겼던 1,200개 링크를 연결. 제목/파일명 정규화 일치만 적용하고 별칭 매칭은
과병합 위험으로 제외(애매성 가드). 원본은 _link_reconcile_backup/ 에 백업.
도구: Datacollect/scripts/link_reconcile_apply.mjs

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-08 12:24:15 +09:00
parent 2ddf30f8e4
commit d8a80f6272
768 changed files with 1085 additions and 1085 deletions
@@ -129,7 +129,7 @@ def display_endgame_summary(playthrough):
## 🔗 Graph
- 부모: [[Procedural Rhetoric]]
- 변형: [[Persuasive Games]]
- 응용: [[Papers Please]]
- 응용: [[Papers Please — Bureaucracy as Mechanic]]
- Adjacent: [[Ludonarrative Dissonance]] · [[Algorithmic Bias]]
## 🤖 LLM 활용
@@ -130,7 +130,7 @@ async function validateBuff(unit_id: string, ptr_data: TelemetryWindow) {
**기본값**: 매 telemetry > 1000 sample + 매 conservative +5% first pass.
## 🔗 Graph
- 부모: [[게임 밸런싱|Game-Balance]] · [[Live-Ops]]
- 부모: [[게임 밸런싱|Game-Balance]] · [[LiveOps]]
- 응용: [[Defense-Buildings]] · [[Damage-Resistance-Platforms]]
- Adjacent: [[Evolution-of-the-War-Commander-Combat-Ecosystem]]
@@ -154,7 +154,7 @@ def select_offer_with_guardrails(p: PlayerFeatures, ml_pick: int, offers: list)
**기본값**: 매 segment + bandit + 매 rule guardrails 의 layered.
## 🔗 Graph
- 부모: [[Live-Ops]]
- 부모: [[LiveOps]]
- 변형: [[Dynamic Offers]] · [[Adaptive-Difficulty]]
- 응용: [[Game_Monetization_Strategy]] · [[Capybara GO!]]
- Adjacent: [[CPI (Cost Per Install)]] · [[Gacha Mechanics Analysis]]
+1 -1
View File
@@ -162,7 +162,7 @@ async function offerConversionRate(offer_id: string, since_ms: number) {
**기본값**: 매 trigger + eligibility + cooldown + 매 explainable rules first, ML overlay second.
## 🔗 Graph
- 부모: [[Game_Monetization_Strategy]] · [[Live-Ops]]
- 부모: [[Game_Monetization_Strategy]] · [[LiveOps]]
- 응용: [[Capybara GO!]] · [[Data-Driven Personalization]]
- Adjacent: [[CPI (Cost Per Install)]]
@@ -146,7 +146,7 @@ game:
## 🔗 Graph
- 부모: [[Game_Monetization_Strategy]]
- 변형: [[Game-of-War]] · [[Mobile-Strike]]
- 변형: [[Game-of-War]] · [[Mobile Strike]]
## 🤖 LLM 활용
**언제**: 매 mobile 4X monetization 분석, 매 IP licensing strategy 평가, 매 dark pattern 식별.
@@ -145,7 +145,7 @@ Iterations: 4
## 🔗 Graph
- 부모: [[Level_Design]] · [[Procedural_Content_Generation]]
- 변형: [[Cellular_Automata]]
- 변형: [[Cellular Automata]]
- Adjacent: [[Base-Layouts-and-Kill-Zones]] · [[Immersive-Sims-Deus-Ex-Thief]]
## 🤖 LLM 활용
@@ -164,7 +164,7 @@ async function checkSentiment(message: string, ticket: Ticket) {
**기본값**: Helpshift + Claude-powered bot deflection — 매 cost-effective 매 mobile games 의 industry standard.
## 🔗 Graph
- 부모: [[Game Design]] · [[Live Ops]]
- 부모: [[Game Design]] · [[LiveOps]]
- Adjacent: [[Player Retention]]
## 🤖 LLM 활용
@@ -182,7 +182,7 @@ def grant_vip_daily(player):
## 🔗 Graph
- 변형: [[Mobile Strike]] · [[Game of War]]
- 응용: [[Kingdom vs Kingdom]]
- Adjacent: [[Gacha Mechanics Analysis]] · [[게임_디자인_및_가상_경제_시스템|VIP System]] · [[Power Creep (Content Treadmills)]]
- Adjacent: [[Gacha Mechanics Analysis]] · [[게임 디자인 및 가상 경제 시스템|VIP System]] · [[Power Creep (Content Treadmills)]]
## 🤖 LLM 활용
**언제**: 4X mobile MMO design reference, gacha + speedup + VIP layered monetization 의 case study.