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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

6.4 KiB

id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
id title category status canonical_id aliases duplicate_of source_trust_level confidence_score verification_status tags raw_sources last_reinforced github_commit tech_stack
wiki-2026-0508-baiting Baiting (Game AI Tactic) 10_Wiki/Topics verified self
미끼 전술
baiting
kiting
aggro pull
AI exploit
Wild Goose Chase
none B 0.85 applied
game-ai
rts
war-commander
ai-exploit
behavior-tree
aggro
kiting
npc-design
2026-05-10 pending
language applicable_to
game design
RTS Tactics
NPC AI Design
Behavior Tree

Baiting (Game AI Tactic)

📌 한 줄 통찰

"매 NPC chase logic 의 reverse-exploit". 매 fortified enemy 의 매 defense 의 outside 의 lure. 매 RTS 의 essential. 매 NPC AI design 의 antithesis — 매 player 가 AI 의 weakness 의 exploit. 매 designer 의 lesson: 매 stance 의 design.

📖 핵심

매 mechanism (War Commander 식)

  • 매 enemy 의 AI 의 'chase nearest visible threat'.
  • 매 bait unit 가 visible 의 → 매 chase.
  • 매 chased 가 cover 의 lose → 매 vulnerable.
  • 매 main force 가 ambush 의 destroy.

매 stance 의 dependency

Stance 매 Bait
Fire at Will effective
Normal effective
Hold Position X
Stand Ground X
Aggressive over-extends

→ 매 player setting 의 critical.

매 tactic

  1. Wild Goose Chase: 매 fast unit 가 매 slow / heavy 의 lure → 매 ambush range.
  2. Bait and Bash: 매 air unit 의 매 AA 의 chase → 매 ground attack.
  3. Plasma Baiting: 매 expendable 의 매 long-CD turret 의 fire → 매 longer-range unit 의 turret destroy.
  4. Asymmetric pairing: 매 counter-unit pairing 의 maximize.

매 defender response

  1. Hold Position: 매 stance 의 lock.
  2. Honey Pot: 매 fake weak 의 trap (mine field).
  3. Long-range counter (Sniper, Rocket Barrage): 매 baiter 의 preemptive hit.
  4. Layout: 매 funnel 의 design.

매 NPC AI design 의 lesson

  1. Chase 의 default 의 dangerous: 매 bait 의 vulnerability.
  2. Stance 의 design: 매 player choice.
  3. Threat 의 multi-factor: 매 distance + HP + counter-class.
  4. Group cohesion: 매 individual chase 의 group break.
  5. Leash: 매 spawn 의 max distance.

Behavior tree 의 baiting-resistant

Sequence:
  ├─ Threat 의 evaluate (multi-factor)
  ├─ Group cohesion check (peer 의 distance)
  ├─ Leash check (spawn 의 max range)
  ├─ Counter-class check (매 vulnerable target X)
  └─ Chase OR Hold

매 modern game 의 적용

  • MMO: 매 aggro pull, 매 raid mechanic.
  • MOBA: 매 jungle gank.
  • FPS (Hunt: Showdown): 매 audio bait.
  • Souls-like: 매 enemy aggro 의 manipulate.
  • Stealth (MGS): 매 distraction.

매 PvP 의 application

  • 매 chase logic 의 player ↔ player 의 same.
  • 매 over-extension 의 punish.
  • 매 fake retreat (Mongol cavalry).

💻 패턴 (응용 — NPC AI design)

Baiting-resistant threat eval

function evaluateThreat(npc: Unit, target: Unit): number {
  const distance = npc.distance(target);
  const counterClass = npc.counters(target.class);
  const peerDist = npc.peers().map(p => p.distance(target));
  const isolated = peerDist.every(d => d > 30);  // 매 alone 의 chase 의 risk
  
  let score = 100 / (distance + 1);
  if (counterClass) score *= 2;
  if (isolated) score *= 0.5;  // 매 isolated 의 trap risk
  if (target.hp < 0.2) score *= 1.5;  // 매 finishing
  
  return score;
}

→ 매 single nearest 의 X — 매 multi-factor.

Group cohesion (anti-bait)

function shouldChase(npc: Unit, target: Unit): boolean {
  const peers = npc.nearbyAllies(20);
  const peerCanFollow = peers.filter(p => 
    p.distance(target) < npc.maxLeash + 10
  );
  
  // 매 alone 의 chase 의 X
  return peerCanFollow.length >= 2;
}

Leash (max distance)

class Unit {
  spawnPos: Vec3;
  maxLeash = 30;
  
  update() {
    if (this.distance(this.spawnPos) > this.maxLeash) {
      this.target = null;
      this.moveTo(this.spawnPos);
      this.heal(0.5);  // 매 disengage 의 reset
    }
  }
}

→ 매 무한 chase 의 prevent.

Stance 의 system

enum Stance { HoldPosition, Normal, FireAtWill, Aggressive }

class Unit {
  stance: Stance = Stance.Normal;
  
  shouldEngage(target: Unit): boolean {
    switch (this.stance) {
      case Stance.HoldPosition:
        return this.canFireWithoutMoving(target);
      case Stance.Normal:
        return this.distance(target) < this.engagementRange;
      case Stance.FireAtWill:
        return this.distance(target) < this.engagementRange * 1.5;
      case Stance.Aggressive:
        return this.distance(target) < this.engagementRange * 2;
    }
  }
}

Honey pot (defender side)

function generateHoneyPot(layout: BaseLayout): Trap {
  const weakLookingPath = layout.findFakeOpening();
  const minefield = placeMines(weakLookingPath, density=0.8);
  const sniperBunker = placeSniper(weakLookingPath.entrance);
  return { path: weakLookingPath, mines: minefield, sniper: sniperBunker };
}

🤔 결정 기준

상황 Approach
Player wants safe attack Bait → ambush
Defender wants stable Hold Position
Counter to bait Honey pot + sniper
NPC design Multi-factor threat + leash + cohesion
MMO raid Tank-aggro + threat ceiling
Soulslike Enemy aggro 의 fixed range

기본값: 매 player tactic = bait + ambush. 매 NPC design = multi-factor + leash + cohesion.

🔗 Graph

🤖 LLM 활용

언제: 매 RTS / MMO tactic. 매 NPC AI design. 매 player 의 AI exploit pattern 분석. 언제 X: 매 turn-based (different mechanic). 매 narrative-only.

안티패턴 (NPC design 측)

  • Single-target chase: 매 trivially baitable.
  • No leash: 매 무한 chase.
  • No group cohesion: 매 individual extract.
  • Stance X: 매 player control X.
  • Static threat (distance only): 매 counter-class 의 ignore.
  • Spawn camping vulnerability: 매 spawn 의 leash break.

🧪 검증 / 중복

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — mechanism + tactic + behavior tree code + NPC design lesson