f8b21af4be
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>
230 lines
7.5 KiB
Markdown
230 lines
7.5 KiB
Markdown
---
|
||
id: wiki-2026-0508-machinations
|
||
title: Machinations
|
||
category: 10_Wiki/Topics
|
||
status: verified
|
||
canonical_id: self
|
||
aliases: [Machinations Diagram, Game Economy Modeling]
|
||
duplicate_of: none
|
||
source_trust_level: A
|
||
confidence_score: 0.9
|
||
verification_status: applied
|
||
tags: [game-design, economy-modeling, simulation, balancing]
|
||
raw_sources: []
|
||
last_reinforced: 2026-05-10
|
||
github_commit: pending
|
||
tech_stack:
|
||
language: typescript
|
||
framework: machinations
|
||
---
|
||
|
||
# Machinations
|
||
|
||
## 매 한 줄
|
||
> **"매 game economy 의 visual flow simulation"**. Joris Dormans 의 PhD work (2009→) — node + connection 의 graph 로 매 resource flow, feedback loop, random event 를 simulate. 2026 의 Machinations.io SaaS + Live integration 으로 매 Unity/Unreal economy 를 매 design-time 에 balance 가능. F2P, gacha, idle 게임의 매 standard tool.
|
||
|
||
## 매 핵심
|
||
|
||
### 매 핵심 nodes
|
||
- **Pool**: resource 저장 (gold, energy, XP).
|
||
- **Source**: resource 생성.
|
||
- **Drain**: resource 소비.
|
||
- **Converter**: resource 변환 (예: 5 wood → 1 plank).
|
||
- **Trader**: bidirectional exchange.
|
||
- **Gate**: 매 conditional flow router.
|
||
- **End condition**: simulation 종료 trigger.
|
||
|
||
### 매 connection types
|
||
- **Resource connection**: rate (per tick) + label.
|
||
- **State connection**: source pool 의 value 가 매 다른 node 의 rate modifier.
|
||
- **Trigger**: event-based fire.
|
||
- **Activator**: enable/disable based on threshold.
|
||
|
||
### 매 simulation modes
|
||
- **Deterministic**: fixed rates → predictable.
|
||
- **Stochastic**: random with distribution → Monte Carlo.
|
||
- **Interactive**: player input 의 click on Source/Drain.
|
||
|
||
### 매 응용
|
||
1. F2P economy balancing (gacha rates, soft/hard currency).
|
||
2. Idle game progression curves.
|
||
3. RTS resource gathering loop.
|
||
4. Battle-pass / season pass tuning.
|
||
5. Player retention model (LTV simulation).
|
||
6. Educational economic modeling (supply/demand).
|
||
|
||
## 💻 패턴
|
||
|
||
### 1. Idle game core loop (Machinations-style pseudo)
|
||
```
|
||
[Source: idle] --1/sec--> [Pool: Gold]
|
||
[Pool: Gold] --click 10/click--> [Drain: Spend]
|
||
[Pool: Gold] --on >= 100--> [Converter: BuyUpgrade]
|
||
[Converter] --1--> [Pool: Multiplier]
|
||
[Pool: Multiplier] -- state * 0.5 --> [Source: idle].rate
|
||
# Feedback loop: more multiplier → faster gold → more upgrades
|
||
```
|
||
|
||
### 2. JS simulation harness (build your own)
|
||
```typescript
|
||
type Pool = { name: string; value: number };
|
||
type Edge = {
|
||
from: string;
|
||
to: string;
|
||
rate: (state: Record<string, number>) => number;
|
||
};
|
||
|
||
class Simulator {
|
||
pools: Pool[] = [];
|
||
edges: Edge[] = [];
|
||
tick = 0;
|
||
|
||
step() {
|
||
const state = Object.fromEntries(this.pools.map(p => [p.name, p.value]));
|
||
const deltas: Record<string, number> = {};
|
||
for (const e of this.edges) {
|
||
const r = e.rate(state);
|
||
deltas[e.from] = (deltas[e.from] ?? 0) - r;
|
||
deltas[e.to] = (deltas[e.to] ?? 0) + r;
|
||
}
|
||
for (const p of this.pools) p.value = Math.max(0, p.value + (deltas[p.name] ?? 0));
|
||
this.tick++;
|
||
}
|
||
}
|
||
|
||
const sim = new Simulator();
|
||
sim.pools = [{ name: "gold", value: 0 }, { name: "mult", value: 1 }];
|
||
sim.edges = [
|
||
{ from: "_source", to: "gold", rate: s => 1 * s.mult },
|
||
{ from: "gold", to: "mult", rate: s => s.gold >= 100 ? 100 : 0 }, // buy upgrade
|
||
];
|
||
```
|
||
|
||
### 3. Monte Carlo balance test
|
||
```typescript
|
||
function runMontecarlo(n = 1000) {
|
||
const completionTimes: number[] = [];
|
||
for (let i = 0; i < n; i++) {
|
||
const sim = buildEconomy({ seed: i });
|
||
while (!sim.done && sim.tick < 100_000) sim.step();
|
||
completionTimes.push(sim.tick);
|
||
}
|
||
completionTimes.sort((a, b) => a - b);
|
||
return {
|
||
p50: completionTimes[Math.floor(n * 0.5)],
|
||
p95: completionTimes[Math.floor(n * 0.95)],
|
||
p99: completionTimes[Math.floor(n * 0.99)],
|
||
};
|
||
}
|
||
// Use to validate "median player reaches L20 in ~2 hours".
|
||
```
|
||
|
||
### 4. Gacha drop rate modeling
|
||
```typescript
|
||
type Rarity = "common" | "rare" | "sr" | "ssr";
|
||
const rates: Record<Rarity, number> = {
|
||
common: 0.79,
|
||
rare: 0.17,
|
||
sr: 0.035,
|
||
ssr: 0.005, // 0.5%
|
||
};
|
||
|
||
function pull(): Rarity {
|
||
const r = Math.random();
|
||
let acc = 0;
|
||
for (const [k, p] of Object.entries(rates) as [Rarity, number][]) {
|
||
acc += p;
|
||
if (r < acc) return k;
|
||
}
|
||
return "common";
|
||
}
|
||
|
||
function pityCounter() {
|
||
let pulls = 0;
|
||
return () => {
|
||
pulls++;
|
||
if (pulls >= 90) { pulls = 0; return "ssr" as Rarity; }
|
||
return pull();
|
||
};
|
||
}
|
||
// Simulate 10k players → expected SSR per player + variance.
|
||
```
|
||
|
||
### 5. Feedback loop classification
|
||
```
|
||
Positive feedback: A → ... → A+ (rich-get-richer, snowball)
|
||
Negative feedback: A → ... → A- (rubber-banding, balance)
|
||
Multiplayer dynamics: Mario Kart blue shell (negative for leader)
|
||
```
|
||
|
||
```typescript
|
||
// Detect runaway: if d(pool)/dt grows super-linearly → rebalance
|
||
function detectRunaway(history: number[]): boolean {
|
||
const ratios = history.slice(1).map((v, i) => v / Math.max(history[i], 1));
|
||
return ratios.slice(-10).every(r => r > 1.1); // 10% growth/tick sustained
|
||
}
|
||
```
|
||
|
||
### 6. Progression pacing curve
|
||
```typescript
|
||
// Target: L = sqrt(XP / 50) → quadratic XP curve
|
||
function xpForLevel(L: number) { return 50 * L * L; }
|
||
|
||
// Sim: drop rate × kill rate × time = level after T
|
||
function levelAtTime(t: number, xpPerSec = 2) {
|
||
const totalXP = xpPerSec * t;
|
||
return Math.floor(Math.sqrt(totalXP / 50));
|
||
}
|
||
// Plot levelAtTime over 0..7200 (2h) and check pacing.
|
||
```
|
||
|
||
### 7. Machinations.io live data hook (2026)
|
||
```typescript
|
||
// Fetch live economy params from Machinations.io
|
||
// (designers tune in browser; game pulls latest)
|
||
async function fetchEconomyConfig(diagramId: string) {
|
||
const r = await fetch(`https://api.machinations.io/v2/diagrams/${diagramId}/config`, {
|
||
headers: { Authorization: `Bearer ${process.env.MACH_TOKEN}` },
|
||
});
|
||
return r.json(); // { goldPerSec, ssRate, levelCurve, ... }
|
||
}
|
||
// Update server tunables without redeploy.
|
||
```
|
||
|
||
## 매 결정 기준
|
||
| 상황 | Approach |
|
||
|---|---|
|
||
| F2P economy balance | Machinations.io diagram + Monte Carlo. |
|
||
| Idle / incremental | Custom JS simulator (lighter). |
|
||
| MMO economy stability | Agent-based simulation (more nodes). |
|
||
| Single-player RPG progression | Spreadsheet + simple sim. |
|
||
| Real-time multiplayer balance | Live telemetry + A/B + small Machinations diagram. |
|
||
| PVP balance (rock-paper-scissors) | Game theory tool, not Machinations. |
|
||
|
||
**기본값**: 매 currency-flow heavy game 의 design phase 에 매 Machinations diagram. Pure combat balance 는 매 다른 tool.
|
||
|
||
## 🔗 Graph
|
||
- 부모: [[Game Design]]
|
||
- Adjacent: [[Monte Carlo Simulation]] · [[Feedback Loops]]
|
||
|
||
## 🤖 LLM 활용
|
||
**언제**: economy diagram review, drop rate sanity check, progression curve drafting, feedback loop identification.
|
||
**언제 X**: 매 combat balance, 매 narrative pacing, 매 art/UX concerns.
|
||
|
||
## ❌ 안티패턴
|
||
- **Diagram only, no simulation**: 매 visual 만 그리고 매 numeric Monte Carlo 의 X. 매 deterministic only 는 stochastic player 의 outlier 을 miss.
|
||
- **Over-detailed model**: 매 50+ nodes — designer 가 매 mental model 잃음. 매 module 단위 분리.
|
||
- **Static rates in live game**: 매 Machinations 에서 balanced 후 hardcode. 매 LiveOps tunable 로 expose.
|
||
- **Ignoring positive feedback**: 매 snowball loop 의 매 rich-get-richer — 매 churn driver.
|
||
- **Single-seed simulation**: 매 1 run 으로 결정 — 매 N=1000+ Monte Carlo 필수.
|
||
|
||
## 🧪 검증 / 중복
|
||
- Verified (Dormans, *Engineering Emergence: Applied Theory of Game Design* PhD thesis 2012, Machinations.io docs).
|
||
- 신뢰도 A.
|
||
|
||
## 🕓 Changelog
|
||
| 날짜 | 변경 |
|
||
|---|---|
|
||
| 2026-05-08 | Phase 1 |
|
||
| 2026-05-10 | Manual cleanup — Machinations primitives + Monte Carlo + gacha/idle pattern |
|