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Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-08 12:24:15 +09:00

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Platform Resistances
Unit Resistance
Damage Type Resistance
none A 0.9 applied
game-design
combat
balance
rts
tactics
2026-05-10 pending
language framework
csharp unity

플랫폼 저항성(Platform Resistances)

매 한 줄

"매 platform 의 매 damage type 의 distinct resistance profile 의 가짐". 매 RTS / tactics game 의 combined-arms 의 mathematical backbone — 매 unit class (보병, 차륜, 궤도, 항공) 의 vs 매 weapon type (소화기, AP, HE, AT) 의 multiplier matrix 의 의 emergent rock-paper-scissors 의 generate.

매 핵심

매 resistance matrix 의 anatomy

  • Platform axis: 매 unit chassis category — Infantry / Wheeled / Tracked / Helo / VTOL / Naval.
  • Damage axis: 매 weapon damage class — Small Arms / HE / AP / HEAT / Energy.
  • Cell value: 매 damage multiplier (0.0 = immune, 1.0 = neutral, 2.0+ = vulnerable).
  • Asymmetry: 매 matrix 의 deliberate non-symmetric — 매 Infantry vs HE 의 4.0× 의 brutal, vs AP 의 0.3× 의 trivial.

매 design principle

  • Hard counter: 매 cell ≥ 3.0 의 rare — 매 specific match-up 의 decisive (e.g. AT missile vs MBT).
  • Soft counter: 매 1.2-2.0 의 common — 매 player choice 의 reward 의 X dictate.
  • Identity 의 hint: 매 unit's resistance profile 의 매 role 의 communicate (light scout = high mobility / paper armor).
  • No universal: 매 every unit 의 매 weakness 의 의 가짐 — combined-arms 의 force.

매 응용

  1. Wargame Red Dragon / WARNO 의 armor-vs-AP-front/side/rear matrix.
  2. StarCraft 2 의 light/armored/biological/mechanical/massive tag system.
  3. XCOM 2 의 pierce + shred + armor HP.
  4. Battle Brothers 의 cut/pierce/blunt vs body/head zone.
  5. AI rebalance loop: 매 telemetry 의 win-rate per matchup 의 LLM agent 의 propose tweak.

💻 패턴

Resistance matrix data (ScriptableObject)

// Unity 6.0 — ResistanceMatrix.asset
[CreateAssetMenu(menuName = "Combat/Resistance Matrix")]
public class ResistanceMatrix : ScriptableObject
{
    public enum Platform { Infantry, Wheeled, Tracked, Helo, VTOL, Naval }
    public enum DamageType { SmallArms, HE, AP, HEAT, Energy }

    [System.Serializable]
    public struct Row { public Platform platform; public float[] multipliers; }

    public Row[] rows; // length = Platform.count, multipliers = DamageType.count

    public float Lookup(Platform p, DamageType d)
        => rows[(int)p].multipliers[(int)d];
}

Damage application

public static class DamageResolver
{
    public static float Apply(Unit target, float rawDamage, DamageType type, ResistanceMatrix matrix)
    {
        float mult = matrix.Lookup(target.Platform, type);
        float effective = rawDamage * mult;
        // armor mitigation 의 secondary layer
        effective = Mathf.Max(0, effective - target.ArmorThickness * 0.1f);
        target.HP -= effective;
        return effective;
    }
}

Default matrix (typical RTS values)

// Infantry: weak to HE, strong vs AP
//             SmallArms  HE   AP   HEAT  Energy
// Infantry      1.0     4.0  0.3   0.5    1.0
// Wheeled       0.4     1.5  1.0   1.2    0.9
// Tracked       0.1     0.6  1.0   1.8    0.8
// Helo          1.2     0.8  0.5   1.0    1.3
// VTOL          1.0     0.7  0.4   0.9    1.4
// Naval         0.2     1.0  0.8   1.5    0.6

Frontal vs side/rear armor (Wargame style)

public enum HitFacing { Front, Side, Rear, Top }

public class ArmoredUnit : Unit
{
    public float frontArmor, sideArmor, rearArmor, topArmor;

    public float ArmorAt(HitFacing f) => f switch {
        HitFacing.Front => frontArmor,
        HitFacing.Side  => sideArmor,
        HitFacing.Rear  => rearArmor,
        HitFacing.Top   => topArmor,
        _ => frontArmor
    };
}

Penetration roll

public static bool Penetrates(float ap, float armor)
{
    // Wargame-style: AP - Armor = success threshold
    int diff = Mathf.RoundToInt(ap - armor);
    if (diff >= 3) return true;       // overmatch
    if (diff <= -3) return false;     // bounces
    float chance = 0.5f + diff * 0.15f;
    return Random.value < chance;
}

Telemetry-driven rebalance

public class MatchupTelemetry
{
    Dictionary<(Platform,DamageType), (int kills, int deaths)> stats = new();

    public void Log(Platform attacker, DamageType dmg, Platform victim, bool killed)
    {
        var key = (victim, dmg);
        if (!stats.ContainsKey(key)) stats[key] = (0,0);
        var (k, d) = stats[key];
        stats[key] = (killed ? k+1 : k, d+1);
    }

    public float WinRate(Platform victim, DamageType dmg)
        => stats.TryGetValue((victim, dmg), out var s) && s.deaths > 0
           ? (float)s.kills / s.deaths : 0.5f;
}

Editor matrix UI

[CustomEditor(typeof(ResistanceMatrix))]
public class ResistanceMatrixEditor : Editor
{
    public override void OnInspectorGUI()
    {
        var m = (ResistanceMatrix)target;
        EditorGUILayout.LabelField("Platform \\ Damage", EditorStyles.boldLabel);
        // grid editor — 매 cell 의 colored by value (red = vulnerable, green = resistant)
        for (int p = 0; p < m.rows.Length; p++) {
            EditorGUILayout.BeginHorizontal();
            for (int d = 0; d < m.rows[p].multipliers.Length; d++) {
                float v = m.rows[p].multipliers[d];
                GUI.backgroundColor = Color.Lerp(Color.green, Color.red, v / 4f);
                m.rows[p].multipliers[d] = EditorGUILayout.FloatField(v, GUILayout.Width(50));
            }
            EditorGUILayout.EndHorizontal();
        }
        if (GUI.changed) EditorUtility.SetDirty(m);
    }
}

매 결정 기준

상황 Approach
Symmetric 1v1 RTS Light/Armored tag (StarCraft) — 매 simple, fast read
Realistic wargame Platform × Damage × Facing matrix — 매 deep, slower
Mobile auto-battler 3-type RPS (속성) — 매 one-glance readable
Tactics RPG Damage type vs body zone — 매 narrative depth

기본값: 매 6×5 platform×damage matrix + facing modifier — 매 readable + tactical.

🔗 Graph

🤖 LLM 활용

언제: 매 matrix tuning — 매 telemetry CSV 의 LLM 의 feed 의 imbalanced cell 의 propose; 매 tooltip 자동생성 ("light infantry — HE 의 weak"). 언제 X: 매 core balance decision 의 designer judgment 의 require — LLM 의 raw suggestion 의 final 의 X.

안티패턴

  • Universal counter: 매 1 unit 의 매 everything 의 beat — 매 RPS 의 collapse.
  • Symmetric matrix: 매 every cell = 1.0 — 매 platform identity 의 disappear.
  • Hidden multipliers: 매 player 의 매 matrix 의 의 see 의 X — counter-play 의 impossible.
  • Facing 의 forget: 매 tank vs AT 의 frontal-only — 매 flanking play 의 dead.

🧪 검증 / 중복

  • Verified (Wargame: Red Dragon armor-AP table; StarCraft 2 unit data).
  • 신뢰도 A.

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — platform×damage matrix + facing armor patterns 추가