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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

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Hyperinflation
초인플레이션
Game Economy Inflation
none A 0.92 applied
game-economy
mmorpg
monetization
telemetry
2026-05-10 pending
language framework
typescript Telemetry/Analytics

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

  1. Live-ops dashboard — 매 inflation rate alarm.
  2. Sink design — 매 luxury sink + repair sink 조합.
  3. 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

🤖 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

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — game economy hyperinflation + sink design