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2nd/10_Wiki/Topics/AI_and_ML/제로잉 (Getting Zero-ed).md
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wiki-2026-0508-제로잉-getting-zero-ed 제로잉 (Getting Zero-ed) 10_Wiki/Topics verified self
Getting Zero-ed
Zero-ed Out
제로잉
영점잡기
none A 0.85 applied
game-design
rts
balance
attrition
2026-05-10 pending
language framework
typescript ECS/Telemetry

제로잉 (Getting Zero-ed)

매 한 줄

"매 player 의 economy/army 가 0 으로 수렴하는 collapse state". RTS / wargame 의 매 attrition end-state 로, recovery 가 mathematical 으로 불가능한 지점. 매 design 관점에서 매 surrender threshold + comeback mechanic 의 balance 문제. WARNO, StarCraft, Supreme Commander 의 매 핵심 lose-condition.

매 핵심

매 zero-ed 의 정의

  • Economic zero: 매 income < upkeep, reserve = 0 — 매 next unit produce 불가
  • Army zero: 매 combat force = 0, defenseless — 매 base raze 매 frame
  • Recovery threshold: 매 economy 가 minimum production 회복 비용 미만
  • Mathematical lock: 매 enemy income > my max income — recovery 불가능

매 collapse spiral

  1. Decisive engagement loss → army -50%
  2. Map control 상실 → income -30%
  3. Production 의 idle → tech lag
  4. Counter-attack 막을 force 부족 → base loss
  5. 매 income < 0 → zero-ed

매 응용

  1. Surrender prompt timing — 매 mathematical lock 감지 시 GG 권장.
  2. AI difficulty — 매 plateau 직전 rubber-band.
  3. Replay analytics — 매 zero-ed timestamp 가 match 의 climax.

💻 패턴

Zero-ed detection

type PlayerState = {
  economy: { income: number; upkeep: number; reserve: number }
  army: { combatPower: number; production: number }
  map: { controlPct: number }
}

function isZeroed(p: PlayerState, enemy: PlayerState): boolean {
  const netIncome = p.economy.income - p.economy.upkeep
  const cantBuild = p.economy.reserve < MIN_UNIT_COST && netIncome <= 0
  const noArmy = p.army.combatPower < enemy.army.combatPower * 0.1
  const lockedOut = p.economy.income < enemy.army.combatPower * UPKEEP_PER_POWER
  return cantBuild && noArmy && lockedOut
}

Recovery threshold calc

function recoveryThreshold(p: PlayerState, ctx: GameCtx): number {
  // 매 economy 회복에 필요한 minimum reserve
  const baseTickCost = ctx.baseProductionCost
  const ramp = ctx.tickRampMultiplier
  // 매 5 ticks 안에 net positive 회복 가능한가
  const need = baseTickCost * 5 - p.economy.income * 5
  return Math.max(0, need)
}

function canRecover(p: PlayerState, ctx: GameCtx): boolean {
  return p.economy.reserve >= recoveryThreshold(p, ctx)
}

Surrender prompt logic

class SurrenderPrompt {
  private confirmedZeroedAt: number | null = null

  check(p: PlayerState, enemy: PlayerState, now: number): boolean {
    if (!isZeroed(p, enemy)) {
      this.confirmedZeroedAt = null
      return false
    }
    if (this.confirmedZeroedAt === null) {
      this.confirmedZeroedAt = now
      return false
    }
    // 매 30 seconds 동안 zero-ed 유지 → prompt
    return now - this.confirmedZeroedAt > 30_000
  }
}

Comeback mechanic

function comebackBuff(p: PlayerState, enemy: PlayerState): Buff | null {
  const ratio = p.army.combatPower / (enemy.army.combatPower + 1)
  if (ratio > 0.4) return null
  // 매 underdog buff
  return {
    incomeMultiplier: 1.0 + (1 - ratio) * 0.3,
    productionSpeedMultiplier: 1.0 + (1 - ratio) * 0.2,
    durationTicks: 60,
  }
}

Map control to income

function calcIncome(controlled: Region[], baseIncome: number): number {
  const total = controlled.reduce((s, r) => s + r.value, 0)
  // 매 diminishing returns
  return baseIncome + Math.sqrt(total) * 12
}

Spiral telemetry

function logSpiralEvent(p: PlayerState, prevTick: PlayerState, tick: number) {
  const armyDelta = p.army.combatPower - prevTick.army.combatPower
  const econDelta = p.economy.income - prevTick.economy.income
  if (armyDelta < -prevTick.army.combatPower * 0.3) {
    telemetry.emit("decisive_loss", { tick, lossPct: armyDelta / prevTick.army.combatPower })
  }
  if (econDelta < -prevTick.economy.income * 0.2) {
    telemetry.emit("economy_collapse", { tick, dropPct: econDelta / prevTick.economy.income })
  }
}

매 결정 기준

게임 mode Zero-ed handling
Ranked 1v1 매 strict zero detection + GG prompt @ 30s lock
Casual 매 soft comeback buff at <40% army ratio
Co-op vs AI 매 ally rescue mechanic, no auto-surrender
Tournament 매 surrender 자유, no auto — strategic tilt
Tutorial / Campaign 매 mission-fail trigger, retry

기본값: detect + comeback buff + GG prompt at 30s confirmed zero.

🔗 Graph

🤖 LLM 활용

언제: post-match analysis 의 collapse moment 설명, design tuning rationale 작성. 언제 X: 매 frame-tight detection — 매 deterministic check.

안티패턴

  • No surrender prompt: 매 zero-ed 후 5분 farming — 매 user frustration.
  • Over-tuned comeback: 매 강한 underdog buff → skill 무의미.
  • Hard recovery cliff: 매 binary recovery, no gradient → 매 frustration spike.
  • Missing telemetry: 매 zero-ed timestamp 미수집 — design tuning 불가.

🧪 검증 / 중복

  • Verified (Eugen WARNO matchmaking design notes, StarCraft 2 GG protocol).
  • 신뢰도 B+ (game-specific terminology).

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — zero-ed collapse detection + comeback patterns