Files
2nd/10_Wiki/Topics/AI_and_ML/제병협동 (Combined Arms).md
T
koriweb d8a80f6272 chore(wiki): dangling 링크 canonical 정규화 (768파일/1200건)
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>
2026-06-08 12:24:15 +09:00

5.8 KiB

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-제병협동-combined-arms 제병협동 (Combined Arms) 10_Wiki/Topics verified self
Combined Arms
제병협동
제병협동 전술
none A 0.95 applied
game-design
doctrine
rts
wargame
2026-05-10 pending
language framework
typescript ECS

제병협동 (Combined Arms)

매 한 줄

"매 단일 병종은 counter 가 있고, 매 multi-arms 는 counter 의 counter". 1차 대전 후 독일군 Stoßtruppen 에서 doctrine 화, 2차 대전 Blitzkrieg 와 modern AirLand Battle (FM 100-5) 의 핵심. RTS/wargame 에서는 매 unit synergy graph + bonus stacking 으로 modeling.

매 핵심

매 doctrine 본질

  • 상호보완: 매 병종이 다른 병종의 weakness 를 cover
  • synergy bonus: presence 자체로 stat boost (morale, accuracy, suppression)
  • threat dilemma: 적이 1 axis 만 counter 못 함 — multi-axis 로 강제 trade-off
  • tempo amplifier: 매 arm 이 다른 arm 의 OODA 를 가속

매 5대 arm (modern)

  1. Infantry: terrain hold, urban, recon-by-fire
  2. Armor: shock, breakthrough, overmatch
  3. Artillery: suppression, area denial, indirect kill
  4. Air: deep strike, CAS (close air support), reconnaissance
  5. EW/Cyber: jamming, sensor blind, comm denial

매 응용

  1. RTS army composition validator — entropy + synergy score.
  2. Wargame mission gating — 매 player 가 매 arm 사용 강제.
  3. Auto-battler / TFT-style — synergy 표 가 design 핵심.

💻 패턴

Synergy graph

type ArmType = "infantry" | "armor" | "artillery" | "air" | "ew"

const SYNERGY: Record<ArmType, Partial<Record<ArmType, number>>> = {
  infantry:  { armor: 0.20, artillery: 0.15, air: 0.10 },
  armor:     { infantry: 0.20, air: 0.25, ew: 0.10 },
  artillery: { infantry: 0.15, ew: 0.20 },
  air:       { armor: 0.25, ew: 0.30 },
  ew:        { air: 0.30, artillery: 0.20 },
}

function synergyScore(army: Unit[]): number {
  const types = new Set(army.map(u => u.arm))
  let score = 0
  for (const a of types) for (const b of types) {
    if (a !== b) score += SYNERGY[a]?.[b] ?? 0
  }
  return score
}

Composition entropy

function composition Entropy(army: Unit[]): number {
  const counts: Record<string, number> = {}
  for (const u of army) counts[u.arm] = (counts[u.arm] ?? 0) + 1
  const total = army.length
  let H = 0
  for (const k in counts) {
    const p = counts[k] / total
    H -= p * Math.log2(p)
  }
  return H // higher = more diverse
}

Threat dilemma checker

function poses Dilemma(myArmy: Unit[], enemyDoctrine: ArmType[]): boolean {
  const myArms = new Set(myArmy.map(u => u.arm))
  const counters = new Set(enemyDoctrine.flatMap(a => COUNTERS_FOR[a]))
  // 매 적이 모든 my-arms 를 동시에 counter 할 수 없으면 dilemma
  return [...myArms].some(a => !counters.has(a))
}

Suppression + assault combo

class CombinedAssault {
  async execute(infantry: Unit[], artillery: Unit[], target: Vec2) {
    // 매 step 1: artillery suppression
    await artillery[0].fireSuppression(target, { duration: 30 })
    // 매 step 2: infantry advance under suppression
    const advanceBonus = 0.3
    for (const i of infantry) i.modifyAccuracy(advanceBonus)
    await Promise.all(infantry.map(i => i.moveTo(target)))
    // 매 step 3: artillery shifts to depth
    await artillery[0].shiftFire(target.add({ x: 0, y: 200 }))
  }
}

Air-armor pincer

function planPincer(armor: Unit[], air: Unit[], enemy: Position): Plan {
  return {
    armorAxis: { from: enemy.flank("west"), bearing: "east" },
    airAxis:   { strikeAt: enemy.flank("east"), timing: "T+30s" },
    rationale: "armor fixes, air kills retreat — 매 dilemma",
  }
}

EW + artillery deep strike

async function deepStrike(ew: Unit, arty: Unit, hvt: HighValueTarget) {
  await ew.jamRadar(hvt.airDefense, { duration: 60 })
  // 매 SAM blind window 에 artillery 가 deep target 타격
  await arty.fireMission(hvt.position, { round: "GMLRS", count: 6 })
}

매 결정 기준

상황 Composition
Open terrain, mobile war Armor + Air + EW
Urban, defensive Infantry + Artillery + Limited Armor
Initial breakthrough Artillery + Armor + Air (full combined)
Recon phase Infantry + Air (UAV) + EW
Asymmetric / insurgent Light Infantry + Air + EW (no heavy armor)

기본값: 매 3-arm minimum (infantry + armor + artillery), entropy ≥ 1.5 bits.

🔗 Graph

🤖 LLM 활용

언제: army roster validation, mission briefing 자동 생성, doctrine tutorial 작성. 언제 X: real-time per-frame coordination — 매 deterministic state machine 으로.

안티패턴

  • Mono-arm doom stack: 매 단일 병종 mass — 1 counter 로 collapse.
  • Synergy 무시 stat boost: 매 합산 boost 가 너무 크면 doom-stack 으로 회귀.
  • Arm count 고정: 매 mission terrain 무시한 fixed roster.
  • EW 빠짐: 2026 modern war 의 매 sensor blind 무시.

🧪 검증 / 중복

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — combined arms doctrine + synergy patterns