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이름만 다른(표기 변형) [[위키링크]]를 대상 문서의 canonical 제목으로 치환해 끊겼던 1,200개 링크를 연결. 제목/파일명 정규화 일치만 적용하고 별칭 매칭은 과병합 위험으로 제외(애매성 가드). 원본은 _link_reconcile_backup/ 에 백업. 도구: Datacollect/scripts/link_reconcile_apply.mjs Co-Authored-By: Claude Opus 4.8 <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-제로잉-getting-zero-ed | 제로잉 (Getting Zero-ed) | 10_Wiki/Topics | verified | self |
|
none | A | 0.85 | applied |
|
2026-05-10 | pending |
|
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
- Decisive engagement loss → army -50%
- Map control 상실 → income -30%
- Production 의 idle → tech lag
- Counter-attack 막을 force 부족 → base loss
- 매 income < 0 → zero-ed
매 응용
- Surrender prompt timing — 매 mathematical lock 감지 시 GG 권장.
- AI difficulty — 매 plateau 직전 rubber-band.
- 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
- 부모: 전투 전술(Battle Strategies) · Game_Design
- 변형: Permanent_Loss · Power Creep (Content Treadmills)
- 응용: Eugen Systems 모딩 매뉴얼 · Eugen Systems 모딩 매뉴얼 · 알비온_온라인(Albion_Online)
- Adjacent: Telemetry_Balancing · Combat_Timeline_Difficulty_Scaling
🤖 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 |