d8a80f6272
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>
182 lines
6.4 KiB
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182 lines
6.4 KiB
Markdown
---
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id: wiki-2026-0508-전투-전술-battle-strategies
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title: 전투 전술(Battle Strategies)
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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: [Battle Strategies, 전투 전술, Combat Tactics]
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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: [game-design, rts, tactics, combat]
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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: ECS/BehaviorTree
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---
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# 전투 전술 (Battle Strategies)
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## 매 한 줄
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> **"매 전투 전술은 unit composition × terrain × tempo 의 곱"**. RTS/wargame design 의 핵심 axis 로, Sun Tzu 의 고전 doctrine 에서 출발해 modern wargame (WARNO, Steel Division 2, Broken Arrow) 에서는 fog-of-war + recon priority + combined-arms 로 진화. AI opponent 는 utility-based scoring 과 behavior tree 로 구현.
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## 매 핵심
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### 매 4대 축
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- **Composition**: unit roster 의 다양성 — infantry / armor / artillery / recon / support
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- **Terrain**: cover, elevation, choke point — line-of-sight 와 movement cost 의 변형
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- **Tempo**: 매 OODA loop — observe → orient → decide → act, 반복 주기
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- **Information**: fog-of-war, recon, EW (electronic warfare) — 정보 비대칭 활용
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### 매 doctrine 분류
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- **Attrition**: 매 firepower 압박 — losses 를 강제, 적 reinforcement curve 를 break
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- **Maneuver**: 매 flanking + encirclement — Schwerpunkt (focal point) 에 mass 집중
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- **Defensive-elastic**: 매 layered defense — kill zone 유도 후 counter-attack
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- **Asymmetric**: 매 guerilla / hit-and-run — engagement 거부, 공급망 공격
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### 매 응용
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1. RTS AI controller — utility scoring 으로 매 frame 행동 선택.
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2. Wargame mission design — objective gating 으로 player 가 doctrine 학습.
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3. Auto-battler balance — 상성 표 + composition entropy 측정.
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## 💻 패턴
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### Utility-based unit AI
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```typescript
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type UnitState = { hp: number; ammo: number; pos: Vec2; supply: number }
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type Action = "attack" | "retreat" | "hold" | "flank"
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function score(s: UnitState, a: Action, ctx: BattleCtx): number {
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switch (a) {
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case "attack": return s.ammo * 0.4 + ctx.enemyExposed * 0.6 - s.hpDeficit * 0.5
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case "retreat": return s.hpDeficit * 0.8 - ctx.allyNearby * 0.3
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case "hold": return ctx.cover * 0.7 + ctx.objectiveDist * -0.2
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case "flank": return ctx.enemyFlankExposed * 0.9 - s.supply * 0.4
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}
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}
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function pickAction(s: UnitState, ctx: BattleCtx): Action {
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const actions: Action[] = ["attack", "retreat", "hold", "flank"]
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return actions.reduce((best, a) =>
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score(s, a, ctx) > score(s, best, ctx) ? a : best
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)
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}
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```
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### Threat assessment grid
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```typescript
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function buildThreatMap(units: Unit[], grid: Grid): Float32Array {
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const map = new Float32Array(grid.w * grid.h)
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for (const u of units) {
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if (u.team !== "enemy") continue
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const range = u.weaponRange
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for (let dy = -range; dy <= range; dy++) {
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for (let dx = -range; dx <= range; dx++) {
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const x = u.pos.x + dx, y = u.pos.y + dy
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if (!grid.inBounds(x, y)) continue
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const dist = Math.hypot(dx, dy)
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if (dist > range) continue
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map[y * grid.w + x] += u.firepower * (1 - dist / range)
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}
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}
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}
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return map
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}
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```
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### Schwerpunkt detection
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```typescript
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function findSchwerpunkt(allies: Unit[], threatMap: Float32Array, grid: Grid): Vec2 {
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let bestScore = -Infinity, bestPos = allies[0].pos
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for (const u of allies) {
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const idx = u.pos.y * grid.w + u.pos.x
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const massNearby = allies.filter(a => Vec2.dist(a.pos, u.pos) < 200).length
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const threatGap = 1 / (threatMap[idx] + 0.1)
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const score = massNearby * threatGap
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if (score > bestScore) { bestScore = score; bestPos = u.pos }
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}
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return bestPos
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}
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```
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### Tempo controller (OODA)
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```typescript
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class TempoController {
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private lastDecisionAt = 0
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private cycleMs = 800
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tick(now: number, ctx: BattleCtx) {
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if (now - this.lastDecisionAt < this.cycleMs) return
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const obs = this.observe(ctx)
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const orient = this.orient(obs)
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const decision = this.decide(orient)
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this.act(decision)
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this.lastDecisionAt = now
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this.cycleMs = Math.max(300, 800 - ctx.pressureLevel * 100)
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}
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}
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```
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### Recon priority queue
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```typescript
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function reconTargets(unknown: Cell[], objectives: Vec2[]): Cell[] {
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return unknown
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.map(c => ({
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cell: c,
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score: objectives.reduce((s, o) => s + 1 / (Vec2.dist(c.pos, o) + 1), 0),
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}))
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.sort((a, b) => b.score - a.score)
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.slice(0, 5)
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.map(x => x.cell)
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}
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```
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### Combined-arms morale boost
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```typescript
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function moraleBonus(unit: Unit, allies: Unit[]): number {
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const nearby = allies.filter(a => Vec2.dist(a.pos, unit.pos) < 150)
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const types = new Set(nearby.map(a => a.type))
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return types.size >= 3 ? 0.25 : types.size >= 2 ? 0.1 : 0
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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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| Numeric superiority + open terrain | Attrition + frontal mass |
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| Mobile force vs static defense | Maneuver, flank Schwerpunkt |
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| Outnumbered, defensive | Elastic defense + kill zones |
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| Unknown enemy composition | Recon-heavy, delay engagement |
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| Long campaign, supply-limited | Asymmetric, denial |
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**기본값**: combined-arms balanced doctrine + recon-first opening.
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## 🔗 Graph
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- 부모: [[제병협동 (Combined Arms)]] · [[Game_Design]]
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- 변형: [[유닛 상성(Unit Counters)]] · [[제로잉 (Getting Zero-ed)]]
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- 응용: [[Eugen Systems 모딩 매뉴얼|WARNO]] · [[Eugen Systems 모딩 매뉴얼|Eugen_Systems]] · [[4X_전략]]
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- Adjacent: [[AI 추적 논리(AI Pursuit Logic)]] · [[Combat_Timeline_Difficulty_Scaling]]
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## 🤖 LLM 활용
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**언제**: tactical AI scripting, mission designer 의 pacing 검증, opening-book 생성.
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**언제 X**: 매 frame-tight pathfinding 의 inner loop — LLM latency 가 너무 큼, behavior tree 에 위임.
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## ❌ 안티패턴
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- **Single-unit doctrine**: 단일 병종 spam — counter unit 1 종류로 전체 collapse.
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- **Static formation**: tempo 무시 — 매 적의 OODA 가 빨라 reactive 가 됨.
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- **Recon skip**: 매 fog-of-war 무시 → blind commit, ambush 함정.
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- **Schwerpunkt 부재**: 매 force dispersion → 어디서도 decisive mass 못 만듦.
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## 🧪 검증 / 중복
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- Verified (Eugen Systems WARNO design docs, US FM 3-0 Operations).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — battle tactics doctrine + AI scoring patterns |
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