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>
187 lines
6.0 KiB
Markdown
187 lines
6.0 KiB
Markdown
---
|
||
id: wiki-2026-0508-게임-밸런싱
|
||
title: 게임 밸런싱
|
||
category: 10_Wiki/Topics
|
||
status: verified
|
||
canonical_id: self
|
||
aliases: [Game Balancing, 밸런스 디자인]
|
||
duplicate_of: none
|
||
source_trust_level: A
|
||
confidence_score: 0.9
|
||
verification_status: applied
|
||
tags: [game-design, balancing, simulation]
|
||
raw_sources: []
|
||
last_reinforced: 2026-05-10
|
||
github_commit: pending
|
||
tech_stack:
|
||
language: Python/TypeScript
|
||
framework: Unity/Unreal/web
|
||
---
|
||
|
||
# 게임 밸런싱
|
||
|
||
## 매 한 줄
|
||
> **"매 fairness × engagement × progression의 quantitative tuning loop"**. 게임 밸런싱은 단순 number tweak이 아닌, player skill curve와 reward schedule을 데이터 기반으로 calibrate하는 systems engineering이다. 2026 현업은 telemetry-driven A/B + LLM-assisted simulation으로 cycle을 일/주 단위로 단축한다.
|
||
|
||
## 매 핵심
|
||
|
||
### 매 밸런싱 차원
|
||
- **Power balance**: weapon/character/spell 의 win-rate convergence to ~50%.
|
||
- **Resource economy**: gold/XP/material 의 inflation/sink ratio.
|
||
- **Difficulty curve**: time-to-mastery 의 monotonic with checkpoints.
|
||
- **Matchmaking**: MMR/Elo/Glicko-2 — skill variance bounded.
|
||
|
||
### 매 측정 지표
|
||
- Win rate, pick rate, ban rate (MOBA/FGC).
|
||
- Time-to-kill (TTK), DPS, EHP (effective HP).
|
||
- Retention D1/D7/D30, session length, churn at level X.
|
||
- Gini coefficient of resource distribution.
|
||
|
||
### 매 응용
|
||
1. League of Legends 의 patch cycle (2-week) — champion winrate band [47%, 53%].
|
||
2. Hearthstone 의 nerf/buff 의 telemetry-driven (Vicious Syndicate stats).
|
||
3. Slay the Spire 의 Monte Carlo simulation 의 deck balance.
|
||
4. Destiny 2 의 sandbox team 의 sandbox tuning (Bungie quarterly).
|
||
|
||
## 💻 패턴
|
||
|
||
### 1. Win-rate convergence target
|
||
```python
|
||
# Bayesian winrate estimate with prior
|
||
import numpy as np
|
||
from scipy.stats import beta
|
||
|
||
def champion_winrate(wins, losses, prior_a=50, prior_b=50):
|
||
a = prior_a + wins
|
||
b = prior_b + losses
|
||
mean = a / (a + b)
|
||
ci_low, ci_high = beta.ppf([0.025, 0.975], a, b)
|
||
return mean, (ci_low, ci_high)
|
||
|
||
# Patch decision: nerf if CI bound > 0.53
|
||
mean, (lo, hi) = champion_winrate(wins=12500, losses=10800)
|
||
needs_nerf = lo > 0.53
|
||
```
|
||
|
||
### 2. DPS / TTK calculation
|
||
```python
|
||
def time_to_kill(damage_per_shot, fire_rate_hz, target_hp, armor=0):
|
||
effective_dps = damage_per_shot * fire_rate_hz * (1 - armor)
|
||
return target_hp / effective_dps
|
||
|
||
# Weapon balance check: TTK in [0.4s, 1.2s] band
|
||
for w in weapons:
|
||
ttk = time_to_kill(w.dmg, w.rpm/60, target_hp=200, armor=0.1)
|
||
assert 0.4 <= ttk <= 1.2, f"{w.name} TTK={ttk:.2f}s out of band"
|
||
```
|
||
|
||
### 3. Resource economy faucet/sink
|
||
```typescript
|
||
type Economy = { faucets: number; sinks: number; supply: number };
|
||
|
||
function inflationRate(econ: Economy, dt: number): number {
|
||
const net = econ.faucets - econ.sinks;
|
||
return net / econ.supply / dt; // per-day inflation
|
||
}
|
||
|
||
// Target: |inflation| < 0.02 per week (2%)
|
||
```
|
||
|
||
### 4. Monte Carlo deck simulation
|
||
```python
|
||
def simulate_deck(deck, opponents, n_runs=10000):
|
||
wins = 0
|
||
for _ in range(n_runs):
|
||
opp = random.choice(opponents)
|
||
result = play_match(deck, opp)
|
||
wins += result == "win"
|
||
return wins / n_runs
|
||
|
||
# Auto-balance: card value = marginal winrate Δ when included
|
||
```
|
||
|
||
### 5. Elo / Glicko-2 matchmaking
|
||
```python
|
||
def glicko2_update(rating, rd, opponents):
|
||
# rd = rating deviation; volatility tracked separately
|
||
g = lambda phi: 1 / math.sqrt(1 + 3 * phi**2 / math.pi**2)
|
||
# ... (full Glicko-2 spec)
|
||
return new_rating, new_rd
|
||
```
|
||
|
||
### 6. Difficulty curve fitting
|
||
```python
|
||
import numpy as np
|
||
# Player completion rate per level
|
||
levels = np.arange(1, 51)
|
||
completion = np.array([...]) # telemetry
|
||
# Target: monotonic decrease, no cliff > 15% drop
|
||
diff = np.diff(completion)
|
||
cliffs = np.where(diff < -0.15)[0]
|
||
# cliffs → level redesign candidates
|
||
```
|
||
|
||
### 7. A/B test with CUPED variance reduction
|
||
```python
|
||
def cuped_estimate(treatment_y, control_y, treatment_x, control_x):
|
||
# x = pre-experiment covariate (e.g., D7 retention)
|
||
theta = np.cov(np.concatenate([treatment_y, control_y]),
|
||
np.concatenate([treatment_x, control_x]))[0,1] / \
|
||
np.var(np.concatenate([treatment_x, control_x]))
|
||
adj_t = treatment_y - theta * treatment_x
|
||
adj_c = control_y - theta * control_x
|
||
return adj_t.mean() - adj_c.mean()
|
||
```
|
||
|
||
### 8. LLM-assisted balance review (2026)
|
||
```python
|
||
# Claude Opus 4.7 의 patch note review
|
||
prompt = f"""
|
||
Patch diff:
|
||
{diff}
|
||
|
||
Telemetry (last 7d): {telemetry_json}
|
||
|
||
Identify:
|
||
1. Champions exceeding [47%, 53%] winrate band.
|
||
2. Hidden interactions (item × champion synergy outliers).
|
||
3. Risk score (1-10) per change.
|
||
"""
|
||
review = claude.messages.create(model="claude-opus-4-7", ...)
|
||
```
|
||
|
||
## 매 결정 기준
|
||
| 상황 | Approach |
|
||
|---|---|
|
||
| Competitive PvP | Winrate convergence + telemetry-driven nerf cycle |
|
||
| Single-player | Difficulty curve + retention cliff analysis |
|
||
| Gacha/F2P | Whale vs F2P parity + pity timer math |
|
||
| Esports patch | 2-week cycle + pro-play meta watch |
|
||
| New release | Closed beta MC sim + open beta A/B |
|
||
|
||
**기본값**: telemetry → Bayesian winrate → 2-week patch cycle 의 [47%, 53%] band.
|
||
|
||
## 🔗 Graph
|
||
- 부모: [[Game_Design]]
|
||
|
||
## 🤖 LLM 활용
|
||
**언제**: patch note generation, telemetry anomaly detection, balance hypothesis brainstorming, sim scenario writing.
|
||
**언제 X**: 최종 numerical tuning (designer judgment + playtesting 의 X-able), competitive integrity decision.
|
||
|
||
## ❌ 안티패턴
|
||
- **Whale-only balancing**: F2P player 의 churn 의 무시.
|
||
- **Knee-jerk nerf**: 1-day data 의 over-react — sample size 의 부족.
|
||
- **Symmetric balance obsession**: asymmetric design 의 intentional 의 flatten의 X.
|
||
- **Nerf-only meta**: power creep 의 reverse — fun 의 erosion.
|
||
- **Ignoring rank-stratified data**: bronze 와 challenger 의 winrate 의 different — aggregate 의 misleading.
|
||
|
||
## 🧪 검증 / 중복
|
||
- Verified (Riot Games engineering blog, GDC talks 2023-2025, Vicious Syndicate).
|
||
- 신뢰도 A.
|
||
|
||
## 🕓 Changelog
|
||
| 날짜 | 변경 |
|
||
|---|---|
|
||
| 2026-05-08 | Phase 1 |
|
||
| 2026-05-10 | Manual cleanup — game balancing full content with patterns |
|