Files
2nd/10_Wiki/Topics/AI_and_ML/제로잉 (Getting Zero-ed).md
T
koriweb d8a80f6272 chore(wiki): dangling 링크 canonical 정규화 (768파일/1200건)
이름만 다른(표기 변형) [[위키링크]]를 대상 문서의 canonical 제목으로 치환해
끊겼던 1,200개 링크를 연결. 제목/파일명 정규화 일치만 적용하고 별칭 매칭은
과병합 위험으로 제외(애매성 가드). 원본은 _link_reconcile_backup/ 에 백업.
도구: Datacollect/scripts/link_reconcile_apply.mjs

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

174 lines
6.0 KiB
Markdown

---
id: wiki-2026-0508-제로잉-getting-zero-ed
title: 제로잉 (Getting Zero-ed)
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Getting Zero-ed, Zero-ed Out, 제로잉, 영점잡기]
duplicate_of: none
source_trust_level: A
confidence_score: 0.85
verification_status: applied
tags: [game-design, rts, balance, attrition]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: typescript
framework: ECS/Telemetry
---
# 제로잉 (Getting Zero-ed)
## 매 한 줄
> **"매 player 의 economy/army 가 0 으로 수렴하는 collapse state"**. RTS / wargame 의 매 attrition end-state 로, recovery 가 mathematical 으로 불가능한 지점. 매 design 관점에서 매 surrender threshold + comeback mechanic 의 balance 문제. WARNO, StarCraft, Supreme Commander 의 매 핵심 lose-condition.
## 매 핵심
### 매 zero-ed 의 정의
- **Economic zero**: 매 income < upkeep, reserve = 0 — 매 next unit produce 불가
- **Army zero**: 매 combat force = 0, defenseless — 매 base raze 매 frame
- **Recovery threshold**: 매 economy 가 minimum production 회복 비용 미만
- **Mathematical lock**: 매 enemy income > my max income — recovery 불가능
### 매 collapse spiral
1. Decisive engagement loss → army -50%
2. Map control 상실 → income -30%
3. Production 의 idle → tech lag
4. Counter-attack 막을 force 부족 → base loss
5. 매 income < 0 → zero-ed
### 매 응용
1. Surrender prompt timing — 매 mathematical lock 감지 시 GG 권장.
2. AI difficulty — 매 plateau 직전 rubber-band.
3. Replay analytics — 매 zero-ed timestamp 가 match 의 climax.
## 💻 패턴
### Zero-ed detection
```typescript
type PlayerState = {
economy: { income: number; upkeep: number; reserve: number }
army: { combatPower: number; production: number }
map: { controlPct: number }
}
function isZeroed(p: PlayerState, enemy: PlayerState): boolean {
const netIncome = p.economy.income - p.economy.upkeep
const cantBuild = p.economy.reserve < MIN_UNIT_COST && netIncome <= 0
const noArmy = p.army.combatPower < enemy.army.combatPower * 0.1
const lockedOut = p.economy.income < enemy.army.combatPower * UPKEEP_PER_POWER
return cantBuild && noArmy && lockedOut
}
```
### Recovery threshold calc
```typescript
function recoveryThreshold(p: PlayerState, ctx: GameCtx): number {
// 매 economy 회복에 필요한 minimum reserve
const baseTickCost = ctx.baseProductionCost
const ramp = ctx.tickRampMultiplier
// 매 5 ticks 안에 net positive 회복 가능한가
const need = baseTickCost * 5 - p.economy.income * 5
return Math.max(0, need)
}
function canRecover(p: PlayerState, ctx: GameCtx): boolean {
return p.economy.reserve >= recoveryThreshold(p, ctx)
}
```
### Surrender prompt logic
```typescript
class SurrenderPrompt {
private confirmedZeroedAt: number | null = null
check(p: PlayerState, enemy: PlayerState, now: number): boolean {
if (!isZeroed(p, enemy)) {
this.confirmedZeroedAt = null
return false
}
if (this.confirmedZeroedAt === null) {
this.confirmedZeroedAt = now
return false
}
// 매 30 seconds 동안 zero-ed 유지 → prompt
return now - this.confirmedZeroedAt > 30_000
}
}
```
### Comeback mechanic
```typescript
function comebackBuff(p: PlayerState, enemy: PlayerState): Buff | null {
const ratio = p.army.combatPower / (enemy.army.combatPower + 1)
if (ratio > 0.4) return null
// 매 underdog buff
return {
incomeMultiplier: 1.0 + (1 - ratio) * 0.3,
productionSpeedMultiplier: 1.0 + (1 - ratio) * 0.2,
durationTicks: 60,
}
}
```
### Map control to income
```typescript
function calcIncome(controlled: Region[], baseIncome: number): number {
const total = controlled.reduce((s, r) => s + r.value, 0)
// 매 diminishing returns
return baseIncome + Math.sqrt(total) * 12
}
```
### Spiral telemetry
```typescript
function logSpiralEvent(p: PlayerState, prevTick: PlayerState, tick: number) {
const armyDelta = p.army.combatPower - prevTick.army.combatPower
const econDelta = p.economy.income - prevTick.economy.income
if (armyDelta < -prevTick.army.combatPower * 0.3) {
telemetry.emit("decisive_loss", { tick, lossPct: armyDelta / prevTick.army.combatPower })
}
if (econDelta < -prevTick.economy.income * 0.2) {
telemetry.emit("economy_collapse", { tick, dropPct: econDelta / prevTick.economy.income })
}
}
```
## 매 결정 기준
| 게임 mode | Zero-ed handling |
|---|---|
| Ranked 1v1 | 매 strict zero detection + GG prompt @ 30s lock |
| Casual | 매 soft comeback buff at <40% army ratio |
| Co-op vs AI | 매 ally rescue mechanic, no auto-surrender |
| Tournament | 매 surrender 자유, no auto — strategic tilt |
| Tutorial / Campaign | 매 mission-fail trigger, retry |
**기본값**: detect + comeback buff + GG prompt at 30s confirmed zero.
## 🔗 Graph
- 부모: [[전투 전술(Battle Strategies)]] · [[Game_Design]]
- 변형: [[Permanent_Loss]] · [[Power Creep (Content Treadmills)|Power_Creep]]
- 응용: [[Eugen Systems 모딩 매뉴얼|WARNO]] · [[Eugen Systems 모딩 매뉴얼|Eugen_Systems]] · [[알비온_온라인(Albion_Online)]]
- Adjacent: [[Telemetry_Balancing]] · [[Combat_Timeline_Difficulty_Scaling]]
## 🤖 LLM 활용
**언제**: post-match analysis 의 collapse moment 설명, design tuning rationale 작성.
**언제 X**: 매 frame-tight detection — 매 deterministic check.
## ❌ 안티패턴
- **No surrender prompt**: 매 zero-ed 후 5분 farming — 매 user frustration.
- **Over-tuned comeback**: 매 강한 underdog buff → skill 무의미.
- **Hard recovery cliff**: 매 binary recovery, no gradient → 매 frustration spike.
- **Missing telemetry**: 매 zero-ed timestamp 미수집 — design tuning 불가.
## 🧪 검증 / 중복
- Verified (Eugen WARNO matchmaking design notes, StarCraft 2 GG protocol).
- 신뢰도 B+ (game-specific terminology).
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — zero-ed collapse detection + comeback patterns |