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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 | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-procedural-level-geometry | Procedural Level Geometry | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
Procedural Level Geometry
매 한 줄
"매 grammar + constraint = playable layout". Procedural level geometry 는 매 1980s Rogue 의 BSP 부터 매 2010s Spelunky 의 room template, 매 2020s Minecraft / No Man's Sky / Townscaper 의 WFC, 매 2026 ML-assisted hybrid (Pixar's RayBend, Nvidia GANverse) 까지 매 evolution. 매 핵심 trade-off: 매 controllability ↔ matrix variety.
매 핵심
매 algorithm families
- BSP / partition: Rogue, NetHack — 매 simple, 매 grid-only.
- Cellular automata: Cave generation — 매 organic shape.
- Random walk / drunkard: 매 cave / path.
- Template + stitching: Spelunky, Enter the Gungeon — 매 controllable.
- Wave Function Collapse (WFC): Townscaper, Bad North — 매 high constraint.
- Grammar / L-system: Vegetation, dungeons (Lindenmayer).
- ML-assisted: 2026 — diffusion-based heightmap, GAN tile generation.
매 pipeline
Seed → Macro layout (zones) → Meso (rooms / chunks)
→ Micro (geometry, props) → Validation → Polish
매 응용
- Roguelike dungeons (Caves of Qud, Brogue, Cogmind).
- Open-world terrain (Minecraft, Valheim, NMS).
- City generation (Cities Skylines mods, Townscaper).
- Mission layouts (Hitman freelancer mode, XCOM).
💻 패턴
BSP dungeon
def bsp_split(rect, depth=0, max_depth=4):
if depth >= max_depth or rect.too_small():
return [rect.shrink(margin=1)] # leaf = room
axis = "h" if rect.w < rect.h else "v"
cut = random.uniform(0.4, 0.6)
a, b = rect.split(axis, cut)
return bsp_split(a, depth+1, max_depth) + bsp_split(b, depth+1, max_depth)
def connect_rooms(rooms, grid):
for r1, r2 in zip(rooms, rooms[1:]):
carve_corridor(grid, r1.center, r2.center)
Cellular automata cave
def cave(w, h, fill=0.45, iters=5):
g = [[1 if random.random() < fill else 0 for _ in range(w)] for _ in range(h)]
for _ in range(iters):
g = [
[smooth(g, x, y) for x in range(w)]
for y in range(h)
]
return g
def smooth(g, x, y):
walls = sum(g[y+dy][x+dx]
for dy in (-1,0,1) for dx in (-1,0,1)
if 0 <= x+dx < len(g[0]) and 0 <= y+dy < len(g))
return 1 if walls >= 5 else 0
Wave Function Collapse (sketch)
def wfc(tiles, w, h, adjacency):
grid = [[set(tiles) for _ in range(w)] for _ in range(h)]
while not all_collapsed(grid):
x, y = lowest_entropy(grid)
choice = random.choice(list(grid[y][x]))
grid[y][x] = {choice}
propagate(grid, x, y, adjacency)
return grid
Spelunky-style template stitching
ROOM_TEMPLATES = {
"side": ["....", "..S.", "....", ".###"],
"drop": [".S..", "....", "###.", "...."],
"trap": [["X" if random.random()<.1 else "." for _ in range(4)] for _ in range(4)],
}
def build_level(plan):
"""plan: 4×4 grid of (template_kind)."""
return [
ROOM_TEMPLATES[kind] for row in plan for kind in row
]
Validation — solvability check
def is_solvable(grid, start, goal):
return bfs_reachable(grid, start, goal)
def regenerate_until_valid(generator, validate, max_tries=100):
for _ in range(max_tries):
level = generator()
if validate(level):
return level
raise GenerationFailure()
L-system dungeon grammar
Axiom: ROOM
Rules:
ROOM → ROOM CORRIDOR ROOM
ROOM → ROOM CORRIDOR JUNCTION
JUNCTION → ROOM | LOOP_BACK
Iterations: 4
→ post-process: place geometry, add doors
매 결정 기준
| 상황 | Approach |
|---|---|
| Tight authored feel needed | Template stitching (Spelunky) |
| Organic cave / terrain | Cellular automata + erosion |
| Strict constraint (city, building) | WFC |
| Branching dungeon | BSP + grammar |
| Open world heightmap | Perlin / Simplex + erosion + biome mask |
| Fully ML-driven (2026) | Diffusion + WFC fallback |
기본값: Template + WFC hybrid + validation regen-loop.
🔗 Graph
- 부모: Level_Design · Procedural_Content_Generation
- 변형: Cellular Automata
- Adjacent: Base-Layouts-and-Kill-Zones · Immersive-Sims-Deus-Ex-Thief
🤖 LLM 활용
언제: 매 roguelike / sandbox / open-world 의 generation system, 매 designer 의 매 toolkit, 매 controllability ↔ variety trade-off discussion. 언제 X: 매 highly-authored linear narrative — 매 PCG 의 cost > benefit.
❌ 안티패턴
- No validation: 매 unreachable goal / 매 closed-off key item.
- Over-randomization: 매 every tile random = 매 chaos, 매 design intent X.
- No reproducibility: 매 seed 의 expose 의 X — 매 bug repro / 매 speedrun 의 X.
🧪 검증 / 중복
- Verified (Shaker / Togelius "Procedural Content Generation in Games" 2016; WFC paper Gumin 2016; Spelunky postmortem GDC 2014).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — algorithm taxonomy, BSP / CA / WFC / template code, validation pattern |