167 lines
5.5 KiB
Markdown
167 lines
5.5 KiB
Markdown
---
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id: wiki-2026-0508-structural-dynamics-of-combat-ec
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title: Structural Dynamics of Combat Ecosystem
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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: [Combat Ecosystem Structure, Combat Meta Dynamics]
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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, balance, combat, meta, systems]
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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: nodejs
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---
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# Structural Dynamics of Combat Ecosystem
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## 매 한 줄
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> **"매 combat ecosystem 의 structural feedback loop 의 분석"**. 매 unit roster, counter-graph, build-economy, player skill 의 four-way feedback — 매 stable rotation vs runaway dominance 의 결정 의 lever. 매 RTS/MOBA/MMO/strategy 의 universal frame.
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## 매 핵심
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### 매 4 layer
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1. **Roster layer**: 매 units 의 stat space.
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2. **Counter graph**: 매 RPS + soft counter + ability interaction.
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3. **Economy layer**: build cost, tech tree, time gate.
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4. **Skill layer**: APM, decision quality, micro/macro.
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### 매 feedback loop
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- Roster → Counter graph (stats determine matchups).
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- Counter graph → Skill (which unit micro matters).
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- Skill → Economy (resource efficiency).
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- Economy → Roster (which units 의 affordable).
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### 매 응용
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1. Patch design — 매 lever 의 isolation.
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2. Telemetry analysis — 매 dominant strategy 의 detect.
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3. Esports balance — 매 high-skill vs casual 의 tradeoff.
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## 💻 패턴
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### Counter graph 의 build
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```typescript
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type UnitId = string;
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interface Counter { from: UnitId; to: UnitId; mult: number; }
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export class CounterGraph {
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private edges = new Map<UnitId, Counter[]>();
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add(c: Counter) {
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const arr = this.edges.get(c.from) ?? [];
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arr.push(c); this.edges.set(c.from, arr);
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}
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matchup(a: UnitId, b: UnitId): number {
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return this.edges.get(a)?.find(e => e.to === b)?.mult ?? 1.0;
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}
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}
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```
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### Dominance detector (eigenvalue)
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```typescript
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import { Matrix, EigenvalueDecomposition } from 'ml-matrix';
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export function rosterDominance(matchupMatrix: number[][]): { unitId: number; score: number }[] {
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const m = new Matrix(matchupMatrix);
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const e = new EigenvalueDecomposition(m);
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const principal = e.realEigenvectors.getColumn(0);
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return principal.map((v, i) => ({ unitId: i, score: v }))
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.sort((a, b) => b.score - a.score);
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}
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```
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### Build economy curve
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```typescript
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interface BuildOption { unit: string; cost: number; tier: number; powerScore: number; }
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export function paretoFront(options: BuildOption[]): BuildOption[] {
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return options.filter(a => !options.some(b =>
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b !== a && b.powerScore >= a.powerScore && b.cost <= a.cost && (b.powerScore > a.powerScore || b.cost < a.cost)
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));
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}
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```
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### Telemetry: pick-rate vs win-rate
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```typescript
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interface MatchRecord { winner: string; loser: string; winnerComp: string[]; loserComp: string[]; }
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export function unitStats(records: MatchRecord[]) {
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const stats = new Map<string, { picks: number; wins: number }>();
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for (const r of records) {
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for (const u of r.winnerComp) {
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const s = stats.get(u) ?? { picks: 0, wins: 0 };
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s.picks++; s.wins++; stats.set(u, s);
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}
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for (const u of r.loserComp) {
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const s = stats.get(u) ?? { picks: 0, wins: 0 };
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s.picks++; stats.set(u, s);
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}
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}
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return [...stats.entries()].map(([u, s]) => ({
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unit: u,
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pickRate: s.picks / records.length,
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winRate: s.wins / s.picks,
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}));
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}
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```
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### Skill ladder elo
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```typescript
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export function eloUpdate(rA: number, rB: number, scoreA: 0 | 0.5 | 1, k = 32): [number, number] {
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const expA = 1 / (1 + Math.pow(10, (rB - rA) / 400));
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const expB = 1 - expA;
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return [rA + k * (scoreA - expA), rB + k * ((1 - scoreA) - expB)];
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}
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```
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### Patch impact simulation
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```typescript
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export function simulatePatch(graph: CounterGraph, change: Counter, samples = 10_000) {
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graph.add(change);
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const wins = new Map<string, number>();
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for (let i = 0; i < samples; i++) {
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// randomized 5v5 sim — 생략
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}
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return wins;
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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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|---|---|
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| 매 dominant strategy detected | Nerf the apex — gentle 5-10% adjustment first. |
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| 매 stale meta | Buff under-picked tier 3 — add a soft counter edge. |
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| 매 economy abuse | Tax the dominant build path — not the unit. |
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| 매 skill ceiling 너무 high | Lower micro reward — smooth ability curves. |
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**기본값**: 4-layer monitoring + monthly micro-patch + quarterly meta refresh.
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## 🔗 Graph
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- 부모: [[War-Commander-Combat-Ecosystem]] · [[Player-Experience-Modeling]]
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- 변형: [[Structural-Dynamics-and-Tactical-Evolution-of-the-Combat-Ecosystem]] · [[Evolution-of-the-War-Commander-Combat-Ecosystem]]
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- 응용: [[Anti-Air-and-Anti-Ground-Combat]] · [[Damage-Resistance-Platforms]]
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- Adjacent: [[Power Creep (Content Treadmills)]] · [[Combat_Balance_Buff]]
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## 🤖 LLM 활용
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**언제**: patch note draft, meta narrative summary, balance hypothesis 의 brainstorm.
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**언제 X**: 매 production telemetry pipeline (deterministic).
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## ❌ 안티패턴
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- **Single-layer fix**: 매 stat-only nerf 의 economy/skill cause 의 무시.
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- **Reactive whack-a-mole**: 매 weekly patch 의 player whiplash.
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- **Eigen-blind**: 매 spreadsheet matchup 만 — 매 emergent meta 의 miss.
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## 🧪 검증 / 중복
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- Verified: SC2 balance council 2024 reports, DOTA 2 patch analyses, RTS academic literature (Robertson & Watson 2014).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — 4-layer model + dominance eigen 추가 |
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