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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
6.8 KiB
6.8 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-초인플레이션-hyperinflation | 초인플레이션(Hyperinflation) | 10_Wiki/Topics | verified | self |
|
none | A | 0.92 | applied |
|
2026-05-10 | pending |
|
초인플레이션 (Hyperinflation)
매 한 줄
"매 currency supply > sink capacity 의 누적 결과". game economy 에서 매 closed loop 가 leak 되면 매 가격이 exponential 로 증가. EVE Online, Diablo 2, Path of Exile 의 매 historic crisis. 2026 의 매 design 답: 매 sink scaling + telemetry-driven faucet throttle + seasonal reset.
매 핵심
매 정의
- Inflation rate: 매 (M/V) 증가율 — 매 monetary supply / velocity
- Hyperinflation threshold: 매 50%+ price increase per month (Cagan 정의)
- Faucet: 매 currency 발생 source (mob drop, quest reward)
- Sink: 매 currency 소멸 destination (repair, tax, fee)
- Velocity: 매 currency 의 unit time per transaction
매 hyperinflation 원인
- Faucet > Sink imbalance: 매 net positive money creation
- Bot farming: 매 24/7 currency creation, real-money trading
- Item duplication exploit: 매 supply spike
- Player-base growth: 매 new player 의 income 이 sink 보다 빠름
- Power creep: 매 high-tier item price 가 inflate, 매 wealth concentration
매 응용
- Live-ops dashboard — 매 inflation rate alarm.
- Sink design — 매 luxury sink + repair sink 조합.
- Seasonal reset (Diablo / PoE) — 매 economy 의 reset valve.
💻 패턴
Inflation index (CPI-like)
type PriceSnapshot = { itemId: string; medianPrice: number; ts: number }
class InflationIndex {
private basket: string[] // 매 representative items
private base: Map<string, number> = new Map()
init(snapshots: PriceSnapshot[]) {
for (const s of snapshots) if (this.basket.includes(s.itemId)) {
this.base.set(s.itemId, s.medianPrice)
}
}
current(snapshots: PriceSnapshot[]): number {
let ratioSum = 0, n = 0
for (const s of snapshots) {
const b = this.base.get(s.itemId)
if (b) { ratioSum += s.medianPrice / b; n++ }
}
return n > 0 ? ratioSum / n : 1
}
monthlyRate(history: number[]): number {
if (history.length < 30) return 0
return history[history.length - 1] / history[history.length - 30] - 1
}
}
Faucet/sink balance
type EconFlow = { faucet: number; sink: number; ts: number }
function netFlow(flows: EconFlow[], windowMs: number): number {
const cutoff = Date.now() - windowMs
const recent = flows.filter(f => f.ts > cutoff)
return recent.reduce((s, f) => s + f.faucet - f.sink, 0)
}
function isInflating(flows: EconFlow[]): boolean {
return netFlow(flows, 24 * 3600 * 1000) > 0
}
Adaptive sink (repair scaling)
function repairCost(item: Item, econ: EconState): number {
const base = item.value * 0.05
// 매 inflation index 와 비례
const adjusted = base * econ.inflationIndex
// 매 high-tier 일수록 누진세
const progressive = item.tier > 5 ? adjusted * 1.5 : adjusted
return Math.round(progressive)
}
Bot detection (currency velocity)
function suspiciousAccount(account: Account): boolean {
const tx = account.transactions
const earnRate = tx.filter(t => t.type === "earn").length / 3600 // per hour
const sleepGap = maxGapMs(tx) // longest no-tx gap
// 매 24/7 high earn + no sleep gap = bot
return earnRate > 200 && sleepGap < 6 * 3600 * 1000
}
Luxury sink design
type LuxurySink = {
id: string
cost: number
effect: "cosmetic" | "buff" | "social"
permanent: boolean
}
const LUXURY: LuxurySink[] = [
{ id: "guild_castle_lv2", cost: 50_000_000, effect: "social", permanent: true },
{ id: "name_color", cost: 5_000_000, effect: "cosmetic", permanent: false },
{ id: "global_announce", cost: 1_000_000, effect: "social", permanent: false },
]
// 매 wealth-concentration drain
function balancedLuxury(econ: EconState): LuxurySink[] {
const target = econ.top1PctReserve * 0.05
return LUXURY.map(l => ({ ...l, cost: Math.round(l.cost * econ.inflationIndex) }))
}
Seasonal reset
async function startNewSeason(seasonId: string) {
await archiveCharacters("legacy")
// 매 new season 은 currency 0, items 0
await createFreshLeague(seasonId)
// 매 legacy economy 는 sink 처리 (item museum, retirement bonus)
await migrateToLegacy("legacy", { incomeMultiplier: 0.0, allowTrade: false })
}
Real-time inflation alert
function monitorInflation(idx: InflationIndex, history: number[]) {
const monthly = idx.monthlyRate(history)
if (monthly > 0.5) alert("HYPERINFLATION", { rate: monthly })
else if (monthly > 0.2) alert("INFLATION_HIGH", { rate: monthly })
else if (monthly < -0.1) alert("DEFLATION", { rate: monthly })
}
매 결정 기준
| 인플레이션 상태 | Action |
|---|---|
| < 5% / month | Healthy, no action |
| 5-20% / month | 매 sink boost (repair, tax) |
| 20-50% / month | 매 faucet throttle (drop nerf) + new sink |
| > 50% / month (hyper) | 매 emergency sink + seasonal reset 검토 |
| Deflation (< 0%) | 매 sink reduction, faucet boost |
기본값: weekly inflation index check + adaptive repair cost + bi-annual season reset.
🔗 Graph
- 부모: Hyperinflation-in-Closed-Loop-Systems
- 변형: 가차(Gacha) · 부분_유료화(Free-to-Play)
- 응용: EVE_온라인(EVE_Online) · 디아블로_2(Diablo_II) · 알비온_온라인(Albion_Online)
- Adjacent: Telemetry_Balancing · 배수구(Sinks) · 탭과_싱크(Taps_and_Sinks)
🤖 LLM 활용
언제: economy crisis post-mortem, sink mechanic ideation, patch note 작성. 언제 X: 매 real-time price aggregation — 매 SQL/Streaming 으로.
❌ 안티패턴
- Static sink: 매 fixed cost — 매 inflation 시 무력화.
- Faucet-only nerf: sink 안 늘리고 drop 만 줄임 — 매 player frustration spike.
- No bot detection: 매 24/7 farmer 방치 — 매 supply 폭발.
- No seasonal valve: 매 perpetual server 의 매 wealth concentration.
- Top-down price control: 매 NPC 가격 freeze → black market 으로 도피.
🧪 검증 / 중복
- Verified (CCP EVE Monthly Economic Report, GGG PoE league design talks, Cagan 1956).
- 신뢰도 A.
- 관련 canonical: Hyperinflation-in-Closed-Loop-Systems (general systems 관점).
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — game economy hyperinflation + sink design |