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에이전트 8종(대화형/프로그래머 C·S/디자이너/설계자/기획자/QA/PD/PM)에게 [공통 기본 능력 + 롤별 Specialty] 2층으로 지식을 주입하기 위한 재분류. 문서 내용·포맷은 무수정, 폴더 이동만 (6,372개 문서 수 보존 확인). - Topic_Programming → Domain_Programming (내부 구조 보존) - Topic_Graphic → Domain_Design - Topic_Business → Domain_Product - Topic_General → Domain_General - _Common 신설: Math(구 Topic_Math_Specialty), Reasoning(구 General/From_Thinking & Reasoning), Reasoning_Creativity(구 General/From_창의성), Communication(Poetic_Blog_Writing + From_writing) - 타 도메인의 From_* 폴더는 유지 (출처 표기일 뿐, 이미 도메인에 맞게 분류된 문서) - 빈 폴더 정리 (memory/procedures) - 에이전트→폴더 매핑은 workspace의 .astra/agent-knowledge-map.json (9개 에이전트) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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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 | ||||||||||||
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| wiki-2026-0508-immersive-sim-genre | Immersive Sim Genre | 10_Wiki/Topics | verified | self |
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none | A | 0.9 | applied |
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2026-05-10 | pending |
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Immersive Sim Genre
매 한 줄
"매 player 의 매 problem 매 solving 의 매 multiplicity 가 매 매 genre 의 매 정의". 매 Immersive Sim (Imm Sim) 은 매 simulated world + 매 reactive system + 매 player choice 의 매 trinity. 매 Looking Glass Studios (Ultima Underworld 1992, System Shock 1994, Thief 1998) 의 매 origin. 매 modern lineage: 매 Arkane Studios (Dishonored, Prey 2017), 매 Warren Spector (Deus Ex 2000), 매 indie 매 revival (Gloomwood, Peripeteia, 2023-2024).
매 핵심
매 Trinity (Spector & Smith)
- 매 Player choice: 매 다수의 매 path (lethal/non-lethal, stealth/combat).
- 매 Reactive systems: 매 NPC, 매 environment 가 매 player action 에 매 응답.
- 매 Coherent world: 매 internal logic 의 매 consistency.
매 Systemic Interactions
- 매 fire + oil → spread.
- 매 water + electricity → conduct.
- 매 NPC + AI memory → 매 long-term consequence.
매 Emergent Gameplay
- 매 designer intent 외 매 player solution 의 매 등장.
- e.g., 매 Dishonored — 매 corpse 매 throw 로 매 guard distraction.
- e.g., 매 Prey — 매 GLOO Cannon 으로 매 climbing.
매 응용
- Deus Ex (Ion Storm 2000) — 매 RPG hybrid imm sim.
- Dishonored series (Arkane 2012-2017).
- Prey 2017 (Arkane Austin) — 매 magnum opus.
- Weird West (WolfEye 2022).
- System Shock Remake (Nightdive 2023).
💻 패턴
Pattern 1: Verb Multiplicity
class GameVerbs:
"""Each player verb should have multiple use cases."""
def use_lean(self):
# Combat (peek), stealth (hide), exploration (look around)
pass
def use_throw(self, item):
# Weapon, distraction, puzzle (throw on pressure plate),
# traversal (throw box, jump on it)
pass
# Imm Sim rule: every verb should solve 3+ problem types
Pattern 2: Reactive World Schema
interface WorldState {
fires: Set<Position>;
electrified_water: Set<Position>;
oiled_surfaces: Set<Position>;
npc_memory: Map<NpcId, Event[]>;
}
function tickInteractions(world: WorldState) {
for (const fire of world.fires) {
for (const oil of world.oiled_surfaces) {
if (distance(fire, oil) < 2) world.fires.add(oil);
}
}
}
Pattern 3: NPC Awareness Hierarchy
#[derive(Debug, Clone)]
enum AwarenessLevel {
Unaware,
Suspicious,
Searching,
Combat,
LostTarget,
}
struct NpcAi {
level: AwarenessLevel,
last_known_pos: Option<Position>,
memory_decay_sec: f32,
}
impl NpcAi {
fn on_stimulus(&mut self, s: Stimulus) {
self.level = match (self.level.clone(), s) {
(AwarenessLevel::Unaware, Stimulus::Sound) => AwarenessLevel::Suspicious,
(AwarenessLevel::Suspicious, Stimulus::Sight(_)) => AwarenessLevel::Combat,
(l, _) => l,
};
}
}
Pattern 4: Multi-Solution Puzzle
public class SecuredDoor : Puzzle {
public List<Solution> ValidSolutions => new() {
new Solution { Verb = "lockpick", Skill = "Hacking", Difficulty = 3 },
new Solution { Verb = "find_key", Item = "vault_key" },
new Solution { Verb = "vent", Pos = new(2, 5) },
new Solution { Verb = "explosive", Item = "C4" },
new Solution { Verb = "persuade", Npc = "guard_03" },
};
}
Pattern 5: Emergent Combo Detection
def telemetry_emergent_solutions(playthrough_log):
designer_solutions = load_intended_solutions()
for puzzle in playthrough_log.puzzles:
if puzzle.solution not in designer_solutions[puzzle.id]:
log_for_review(puzzle.solution)
# This is how Dishonored's "rat tunnel" became canonical
매 결정 기준
| 상황 | Approach |
|---|---|
| 매 puzzle/gate 디자인 | 매 3+ solution path 보장 (lockpick/key/vent/explosive/social) |
| 매 system 디자인 | 매 element (fire/water/electricity) 매 cross-interaction 정의 |
| 매 NPC AI | 매 awareness hierarchy + 매 memory + decay |
| 매 level 디자인 | 매 vertical layering (vent, rooftop, sewer) |
| 매 narrative | 매 NPC reactive memory — 매 player history 반영 |
기본값: 매 Spector trinity 준수 + 매 telemetry-driven emergent path 기록.
🔗 Graph
🤖 LLM 활용
언제: 매 imm sim level 설계, 매 system interaction matrix 정의, 매 emergent telemetry 분석. 언제 X: 매 linear narrative game, 매 lobby PvP — 매 systemic complexity 의 매 비용 가치 없음.
❌ 안티패턴
- Single-solution gate: 매 only 매 lockpick 만 매 가능 — 매 imm sim 정신 위배.
- No system interaction: 매 fire 가 매 oil 매 ignite 안 함 — 매 reactive world 부재.
- Static NPC: 매 player crime 후 매 동일 routine — 매 immersion 파괴.
- Verb scarcity: 매 verb 가 매 single-use — 매 emergent gameplay 봉쇄.
- Patchout emergent solutions: 매 player 의 매 creative path 매 nerf — 매 community 분노.
🧪 검증 / 중복
- Verified (Spector "Postcards from the Edge" GDC, Arkane design talks, Looking Glass postmortems).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Imm Sim 의 trinity + 5-pattern (verb, reactive world, NPC AI, multi-solution, emergent telemetry) |