f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
162 lines
5.2 KiB
Markdown
162 lines
5.2 KiB
Markdown
---
|
|
id: wiki-2026-0508-4x-strategy
|
|
title: 4X Strategy
|
|
category: 10_Wiki/Topics
|
|
status: verified
|
|
canonical_id: self
|
|
aliases: [4X 전략, eXplore eXpand eXploit eXterminate]
|
|
duplicate_of: none
|
|
source_trust_level: A
|
|
confidence_score: 0.9
|
|
verification_status: applied
|
|
tags: [gaming, strategy, game-design, ai]
|
|
raw_sources: []
|
|
last_reinforced: 2026-05-10
|
|
github_commit: pending
|
|
tech_stack:
|
|
language: python
|
|
framework: gym/pettingzoo
|
|
---
|
|
|
|
# 4X Strategy
|
|
|
|
## 매 한 줄
|
|
> **"매 eXplore, eXpand, eXploit, eXterminate — 매 long-horizon empire-building loop."** 매 1993 *Master of Orion* 의 Alan Emrich 가 coined. 매 Civilization, Stellaris, Endless Legend, Old World 의 cornerstone genre — 매 2026 에 AI agents 의 benchmark domain (Pyrrho, Civ-Bench).
|
|
|
|
## 매 핵심
|
|
|
|
### 매 4 pillars
|
|
- **eXplore**: fog-of-war 의 map reveal, scout units, sensor range, anomaly detection.
|
|
- **eXpand**: settler/colony placement, 영토 claim, infrastructure rollout.
|
|
- **eXploit**: resource extraction, tech tree, trade routes, population growth.
|
|
- **eXterminate**: military doctrine, alliance/diplomacy, conquest victory.
|
|
|
|
### 매 design tensions
|
|
- **Wide vs tall**: many small cities vs few mega-cities.
|
|
- **Snowball vs catchup**: 초기 lead 의 compound 의 X — 매 modern designs (Old World, Humankind) 의 catchup mechanics.
|
|
- **Turn-based vs RTS**: Civ (TBS) · Stellaris (real-time pausable).
|
|
|
|
### 매 응용
|
|
1. Multi-agent RL benchmark — 매 long horizon, partial observability, sparse reward.
|
|
2. Game theory testbed — 매 negotiation, alliances, betrayal.
|
|
3. Economic simulation — 매 supply chain, monetary policy.
|
|
|
|
## 💻 패턴
|
|
|
|
### Civ-style turn loop
|
|
```python
|
|
# Pseudocode of 4X turn structure
|
|
class Empire:
|
|
def turn(self):
|
|
self.explore() # move scouts, reveal tiles
|
|
self.expand() # settle, build improvements
|
|
self.exploit() # collect yields, research, grow
|
|
self.exterminate() # military / diplomacy actions
|
|
|
|
def game_loop(empires, world):
|
|
for turn in range(max_turns):
|
|
for empire in empires:
|
|
empire.turn()
|
|
world.tick() # natural events, barbarians
|
|
if any(empire.victory() for empire in empires):
|
|
return
|
|
```
|
|
|
|
### Tile yield model
|
|
```python
|
|
# Civ VI-style tile yields
|
|
def tile_yield(tile, improvements, adjacency):
|
|
base = tile.terrain.yields # food/production/gold
|
|
base += sum(imp.bonus for imp in improvements)
|
|
base += adjacency_bonus(tile, adjacency)
|
|
return base * tile.modifier # govt, religion, etc.
|
|
```
|
|
|
|
### Tech tree (DAG)
|
|
```python
|
|
import networkx as nx
|
|
|
|
tech = nx.DiGraph()
|
|
tech.add_edge("Pottery", "Writing")
|
|
tech.add_edge("Writing", "Currency")
|
|
tech.add_edge("Bronze Working", "Iron Working")
|
|
|
|
def available(researched):
|
|
return [t for t in tech.nodes
|
|
if t not in researched
|
|
and all(p in researched for p in tech.predecessors(t))]
|
|
```
|
|
|
|
### Combat resolution (Lanchester)
|
|
```python
|
|
def lanchester_combat(att_strength, def_strength, terrain_mod):
|
|
# Square law for ranged + simultaneous combat
|
|
a, d = att_strength, def_strength * terrain_mod
|
|
ratio = a / d
|
|
att_loss = d**2 / (a + d)
|
|
def_loss = a**2 / (a + d)
|
|
return att_loss, def_loss
|
|
```
|
|
|
|
### MCTS for 4X agent
|
|
```python
|
|
# Minimal MCTS for turn decisions
|
|
def mcts(state, n_sims=1000):
|
|
root = Node(state)
|
|
for _ in range(n_sims):
|
|
leaf = root.select() # UCB1
|
|
child = leaf.expand()
|
|
reward = child.rollout() # heuristic playout
|
|
child.backprop(reward)
|
|
return root.best_child().action
|
|
```
|
|
|
|
### Diplomacy as repeated game
|
|
```python
|
|
class Diplomat:
|
|
def __init__(self):
|
|
self.history = {} # opponent -> [actions]
|
|
|
|
def respond(self, opponent, their_action):
|
|
# Tit-for-tat with forgiveness
|
|
past = self.history.get(opponent, [])
|
|
if not past or their_action == "cooperate":
|
|
return "cooperate"
|
|
return past[-1] # mirror last
|
|
```
|
|
|
|
## 매 결정 기준
|
|
| 상황 | Approach |
|
|
|---|---|
|
|
| Early game | eXplore 우선 — map info 의 highest marginal value |
|
|
| Mid game | eXpand + eXploit — economy snowball |
|
|
| Late game | eXterminate or science/cultural victory |
|
|
| Tight map | 매 tall play (few strong cities) |
|
|
| Open map | 매 wide play (many cities) |
|
|
|
|
**기본값**: 매 explore-first, 매 expand-until-economy-saturates, 매 specialize.
|
|
|
|
## 🔗 Graph
|
|
- 응용: [[MCTS]]
|
|
|
|
## 🤖 LLM 활용
|
|
**언제**: 매 narrative event generation, flavor text, 매 dynamic dialogue with diplomats.
|
|
**언제 X**: 매 hard rule resolution (combat math, yields) — 매 deterministic engine 사용.
|
|
|
|
## ❌ 안티패턴
|
|
- **Snowball lock-in**: 매 early lead 의 unwinnable game — 매 catchup mechanics 의 추가.
|
|
- **Micromanagement hell**: 매 50+ cities 의 manual ordering — 매 governors, automation.
|
|
- **Tech rush dominance**: 매 single optimal path — 매 multiple viable trees 의 design.
|
|
- **Combat spam**: 매 stack-of-doom — 매 1UPT or limited stacks.
|
|
|
|
## 🧪 검증 / 중복
|
|
- Verified (Sid Meier 인터뷰, *Master of Orion* 1993 design notes).
|
|
- 매 [[4X 전략]] redirect.
|
|
- 신뢰도 A.
|
|
|
|
## 🕓 Changelog
|
|
| 날짜 | 변경 |
|
|
|---|---|
|
|
| 2026-05-08 | Phase 1 |
|
|
| 2026-05-10 | Manual cleanup — FULL content with patterns, design tensions |
|