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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 | |||||||||||
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| wiki-2026-0508-structural-dynamics-of-combat-ec | Structural Dynamics of Combat Ecosystem | 10_Wiki/Topics | verified | self |
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none | A | 0.9 | applied |
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2026-05-10 | pending |
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Structural Dynamics of Combat Ecosystem
매 한 줄
"매 combat ecosystem 의 structural feedback loop 의 분석". 매 unit roster, counter-graph, build-economy, player skill 의 four-way feedback — 매 stable rotation vs runaway dominance 의 결정 의 lever. 매 RTS/MOBA/MMO/strategy 의 universal frame.
매 핵심
매 4 layer
- Roster layer: 매 units 의 stat space.
- Counter graph: 매 RPS + soft counter + ability interaction.
- Economy layer: build cost, tech tree, time gate.
- Skill layer: APM, decision quality, micro/macro.
매 feedback loop
- Roster → Counter graph (stats determine matchups).
- Counter graph → Skill (which unit micro matters).
- Skill → Economy (resource efficiency).
- Economy → Roster (which units 의 affordable).
매 응용
- Patch design — 매 lever 의 isolation.
- Telemetry analysis — 매 dominant strategy 의 detect.
- Esports balance — 매 high-skill vs casual 의 tradeoff.
💻 패턴
Counter graph 의 build
type UnitId = string;
interface Counter { from: UnitId; to: UnitId; mult: number; }
export class CounterGraph {
private edges = new Map<UnitId, Counter[]>();
add(c: Counter) {
const arr = this.edges.get(c.from) ?? [];
arr.push(c); this.edges.set(c.from, arr);
}
matchup(a: UnitId, b: UnitId): number {
return this.edges.get(a)?.find(e => e.to === b)?.mult ?? 1.0;
}
}
Dominance detector (eigenvalue)
import { Matrix, EigenvalueDecomposition } from 'ml-matrix';
export function rosterDominance(matchupMatrix: number[][]): { unitId: number; score: number }[] {
const m = new Matrix(matchupMatrix);
const e = new EigenvalueDecomposition(m);
const principal = e.realEigenvectors.getColumn(0);
return principal.map((v, i) => ({ unitId: i, score: v }))
.sort((a, b) => b.score - a.score);
}
Build economy curve
interface BuildOption { unit: string; cost: number; tier: number; powerScore: number; }
export function paretoFront(options: BuildOption[]): BuildOption[] {
return options.filter(a => !options.some(b =>
b !== a && b.powerScore >= a.powerScore && b.cost <= a.cost && (b.powerScore > a.powerScore || b.cost < a.cost)
));
}
Telemetry: pick-rate vs win-rate
interface MatchRecord { winner: string; loser: string; winnerComp: string[]; loserComp: string[]; }
export function unitStats(records: MatchRecord[]) {
const stats = new Map<string, { picks: number; wins: number }>();
for (const r of records) {
for (const u of r.winnerComp) {
const s = stats.get(u) ?? { picks: 0, wins: 0 };
s.picks++; s.wins++; stats.set(u, s);
}
for (const u of r.loserComp) {
const s = stats.get(u) ?? { picks: 0, wins: 0 };
s.picks++; stats.set(u, s);
}
}
return [...stats.entries()].map(([u, s]) => ({
unit: u,
pickRate: s.picks / records.length,
winRate: s.wins / s.picks,
}));
}
Skill ladder elo
export function eloUpdate(rA: number, rB: number, scoreA: 0 | 0.5 | 1, k = 32): [number, number] {
const expA = 1 / (1 + Math.pow(10, (rB - rA) / 400));
const expB = 1 - expA;
return [rA + k * (scoreA - expA), rB + k * ((1 - scoreA) - expB)];
}
Patch impact simulation
export function simulatePatch(graph: CounterGraph, change: Counter, samples = 10_000) {
graph.add(change);
const wins = new Map<string, number>();
for (let i = 0; i < samples; i++) {
// randomized 5v5 sim — 생략
}
return wins;
}
매 결정 기준
| 상황 | Approach |
|---|---|
| 매 dominant strategy detected | Nerf the apex — gentle 5-10% adjustment first. |
| 매 stale meta | Buff under-picked tier 3 — add a soft counter edge. |
| 매 economy abuse | Tax the dominant build path — not the unit. |
| 매 skill ceiling 너무 high | Lower micro reward — smooth ability curves. |
기본값: 4-layer monitoring + monthly micro-patch + quarterly meta refresh.
🔗 Graph
- 부모: War-Commander-Combat-Ecosystem · Player-Experience-Modeling
- 변형: Structural-Dynamics-and-Tactical-Evolution-of-the-Combat-Ecosystem · Evolution-of-the-War-Commander-Combat-Ecosystem
- 응용: Anti-Air-and-Anti-Ground-Combat · Damage-Resistance-Platforms
- Adjacent: Power Creep (Content Treadmills) · Combat_Balance_Buff
🤖 LLM 활용
언제: patch note draft, meta narrative summary, balance hypothesis 의 brainstorm. 언제 X: 매 production telemetry pipeline (deterministic).
❌ 안티패턴
- Single-layer fix: 매 stat-only nerf 의 economy/skill cause 의 무시.
- Reactive whack-a-mole: 매 weekly patch 의 player whiplash.
- Eigen-blind: 매 spreadsheet matchup 만 — 매 emergent meta 의 miss.
🧪 검증 / 중복
- Verified: SC2 balance council 2024 reports, DOTA 2 patch analyses, RTS academic literature (Robertson & Watson 2014).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — 4-layer model + dominance eigen 추가 |