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

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---
id: wiki-2026-0508-unit-stances
title: Unit Stances
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [RTS Stances, Behavior Modes]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [rts, game-ai, behavior, finite-state-machine, gameplay]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: cpp
framework: RTS-AI
---
# Unit Stances
## 매 한 줄
> **"매 unit 의 player command 부재 시 매 default reaction policy."** RTS (Age of Empires, StarCraft, WARNO) 와 매 RPG party AI 에서 매 micro burden 의 reduction 을 위한 매 핵심 mechanism. 매 4 stance (aggressive · defensive · hold position · stand ground) 가 매 universal taxonomy.
## 매 핵심
### 매 4 standard stance
- **Aggressive**: 매 enemy 발견 → 매 추적 + 매 attack — 매 hunt-and-kill.
- **Defensive**: 매 enemy 발견 → 매 attack 하되 매 limited pursuit (e.g. tile 5칸).
- **Hold position**: 매 attack 은 매 in-range 만, 매 movement X — 매 ranged unit 의 default.
- **Stand ground / Patrol**: 매 movement X + 매 attack X (or 매 patrol path).
### 매 game 별 variant
- **AoE2**: aggressive · defensive · stand ground · no attack.
- **StarCraft 2**: hold position · patrol · attack-move · stop.
- **WARNO**: weapon-specific (e.g. ATGM hold fire) + stance.
- **Total War**: skirmish · guard · cycle charge.
### 매 behavior tree 와 의 관계
- 매 stance 는 매 root selector 의 priority 의 reorder.
- 매 aggressive: pursue → attack → idle.
- 매 hold: attack-in-range → idle (pursue subtree 의 prune).
### 매 modern game AI 의 LLM 통합
- 2026 trend: 매 NPC commander 의 매 LLM-driven stance switch — 매 battlefield context 에 매 dynamic.
- 매 latency 제약: 매 LLM call 매 5-10초 cooldown — 매 frame-level 결정 X.
### 매 응용
1. **RTS micro reduction**: 매 player 가 매 100 units 의 manual control X — 매 stance 로 매 default behavior.
2. **Tower defense**: 매 tower 의 target priority (closest · strongest · weakest) 의 stance variant.
3. **MMO pet AI**: 매 hunter pet 의 aggressive · defensive · passive.
## 💻 패턴
### 매 Stance enum + FSM (C++)
```cpp
enum class Stance {
Aggressive,
Defensive,
HoldPosition,
StandGround,
};
class Unit {
Stance stance = Stance::Defensive;
Vec2 anchor; // 매 hold position 의 reference point
float pursuit_radius = 5.0f;
void Update(float dt, const World& world) {
Unit* enemy = FindNearestEnemy(world);
if (!enemy) { Idle(); return; }
switch (stance) {
case Stance::Aggressive:
ChaseAndAttack(enemy);
break;
case Stance::Defensive:
if (Distance(pos, enemy->pos) < pursuit_radius
&& Distance(anchor, enemy->pos) < pursuit_radius * 2)
ChaseAndAttack(enemy);
else if (InAttackRange(enemy))
Attack(enemy);
else
ReturnTo(anchor);
break;
case Stance::HoldPosition:
if (InAttackRange(enemy)) Attack(enemy);
// 매 movement X
break;
case Stance::StandGround:
// 매 nothing
break;
}
}
};
```
### 매 Behavior tree 의 stance gating
```python
# py_trees 스타일
def build_unit_bt(stance: str):
root = Selector("root")
if stance in ("aggressive", "defensive"):
pursue = Sequence([CanSeeEnemy(), InPursuitRange(stance), MoveToEnemy()])
root.add_child(pursue)
attack = Sequence([CanSeeEnemy(), InAttackRange(), Attack()])
root.add_child(attack)
if stance == "defensive":
root.add_child(Sequence([NotAtAnchor(), ReturnToAnchor()]))
root.add_child(Idle())
return root
```
### 매 Group stance broadcast (Unity, ECS)
```csharp
public struct StanceComponent : IComponentData {
public Stance Value;
public float3 Anchor;
}
[BurstCompile]
public partial struct ApplyStanceJob : IJobEntity {
public void Execute(ref StanceComponent stance, in SelectedTag _) {
stance.Value = NewStanceFromUI;
}
}
```
### 매 LLM-driven dynamic stance (2026)
```python
# 매 commander NPC 가 매 5초마다 매 LLM 으로 stance update
import anthropic
client = anthropic.Anthropic()
def commander_stance(battlefield_state: dict) -> dict[str, str]:
"""매 unit_id → stance mapping 의 return"""
resp = client.messages.create(
model="claude-opus-4-7",
max_tokens=512,
system="당신은 RTS commander. 매 unit 별 stance 의 결정.",
messages=[{"role": "user", "content": f"State: {battlefield_state}\n\nJSON: {{unit_id: stance}}"}],
)
import json
return json.loads(resp.content[0].text)
```
### 매 Stance cycling hotkey
```cpp
void OnHotkey_CycleStance(Unit& u) {
int next = (static_cast<int>(u.stance) + 1) % 4;
u.stance = static_cast<Stance>(next);
PlaySound("stance_change.ogg");
UpdateUI(u);
}
```
### 매 Stance-aware pathfinding
```python
def navigate(unit, target, stance):
if stance == "hold_position":
return None # 매 pathfinding 의 skip
path = a_star(unit.pos, target)
if stance == "defensive":
# 매 anchor 에서 매 멀어지는 step 의 prune
path = [p for p in path if dist(p, unit.anchor) < unit.pursuit_radius * 2]
return path
```
## 매 결정 기준
| 상황 | Default stance |
|---|---|
| 매 melee unit, frontline | Aggressive |
| 매 ranged unit (archer, sniper) | Hold Position |
| 매 worker / villager | Defensive (or Flee) |
| 매 garrison / siege | Stand Ground |
| 매 hero / mage | Defensive |
**기본값**: 매 ranged 는 매 hold, 매 melee 는 매 defensive.
## 🔗 Graph
- 부모: [[Behavior Tree]]
- 변형: [[Hold Position]]
- 응용: [[Eugen Systems 모딩 매뉴얼|WARNO]]
## 🤖 LLM 활용
**언제**: 매 strategic-level commander NPC 의 매 stance 결정 — 매 5-10초 cadence, 매 unit 별 X 매 group 별.
**언제 X**: 매 frame-level 결정, 매 individual unit 의 reactive logic — 매 latency · cost 의 prohibitive.
## ❌ 안티패턴
- **매 Stance 너무 많음**: 매 8+ stance — 매 player 의 cognitive overload, 매 같은 effective behavior.
- **매 Hidden stance change**: 매 attack-move 후 매 stance auto-revert X — 매 player 의 confusion.
- **매 No visual feedback**: 매 stance icon · color 의 부재 — 매 current state 의 invisible.
- **매 Pursuit radius 의 unbounded**: 매 defensive 가 매 map 끝까지 chase — 매 anchor distance check 누락.
## 🧪 검증 / 중복
- Verified (AoE2 manual; StarCraft 2 Battle.net wiki; Eugen Systems WARNO wiki, 2024).
- 신뢰도 A.
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — 4 stance taxonomy + LLM commander 패턴 추가 |