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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 | |||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-defensive-architecture | Defensive Architecture (Game Design) | 10_Wiki/Topics | verified | self |
|
none | B | 0.85 | applied |
|
2026-05-10 | pending |
|
Defensive Architecture
매 한 줄
"매 base 의 geometric layering". 매 attacker 의 multi-kill-zone 의 force. 매 cross-fire field. 매 modern: 매 platform-specific resistance + 매 EW (electronic warfare) bunker. 매 Combined Arms (제병협동) 전술 + Baiting 의 응용.
매 핵심 principle
Function > Form
- 매 high-value 의 center.
- 매 expendable 의 outer.
Layered Defense
- 매 multiple ring.
- 매 매 ring 의 specific role.
- 매 attacker 의 매 ring 의 통과 의 force.
Kill Zone
- 매 cross-fire of N turrets.
- 매 attacker 의 most damage.
Funnel
- 매 wall 의 narrow path.
- 매 mine field + concentrated fire.
Heterogeneous defense
- 매 다양한 turret type.
- 매 매 damage type 의 cover.
매 modern (Arc 2 / WARNO style)
- 매 platform 의 50% damage type resistance (Arc 2 기술 및 2026년 연구 업데이트(March 2026 Research Drop)).
- 매 EW field (Nightwatch turbulence).
- 매 mixed garrison.
매 typical layout
Square Base
- 매 corner 의 turret.
- 매 wall 의 perimeter.
- 매 가장 generic.
Blitz Base
- 매 long-range turret 의 spread out.
- 매 baiting 의 counter.
Honey Pot
- 매 fake weak spot.
- 매 mine concentration.
- 매 ambush.
Ring base
- 매 concentric defense.
- 매 가장 expensive 가 매 strong.
매 anti-baiting layout
- 매 long-range hidden 의 spread.
- 매 funnel attacker 의 mine.
💻 패턴 (응용 — RTS / tower defense design)
Base layout validator
interface Building { id: string; type: string; pos: Vec2; range: number; }
function validateLayout(buildings: Building[]): ValidationResult {
const issues: string[] = [];
// 매 1. core building 의 center 의 protect
const cores = buildings.filter(b => b.type === 'command_center');
for (const core of cores) {
const enclosingRing = buildings.filter(b =>
b.pos.distance(core.pos) < 30 && b.type !== 'command_center'
);
if (enclosingRing.length < 5) issues.push('Insufficient outer ring');
}
// 매 2. cross-fire coverage
const turrets = buildings.filter(b => b.type === 'turret');
for (const turret of turrets) {
const overlap = turrets.filter(t =>
t.id !== turret.id && t.pos.distance(turret.pos) < t.range + turret.range
);
if (overlap.length < 2) issues.push(`Turret ${turret.id} no cross-fire support`);
}
return issues;
}
Kill zone calculator
function killZoneIntensity(point: Vec2, turrets: Building[]): number {
return turrets.filter(t => point.distance(t.pos) < t.range).length;
}
function generateKillZoneHeatmap(map: Map, turrets: Building[]): number[][] {
const heatmap: number[][] = [];
for (let y = 0; y < map.height; y++) {
heatmap.push([]);
for (let x = 0; x < map.width; x++) {
heatmap[y].push(killZoneIntensity(new Vec2(x, y), turrets));
}
}
return heatmap; // 매 visualize: 매 zones with 3+ overlapping turrets.
}
Funnel design
function computeFunnel(walls: Wall[], entry: Vec2): Path {
// 매 path-finding 의 enemy 의 forced path.
const blockedCells = walls.flatMap(w => w.cells);
const path = aStar(entry, base.center, blockedCells);
return path; // 매 매 cell 의 mine + 매 turret cover.
}
Layered ring (concentric)
function buildLayeredDefense(center: Vec2, levels = 3) {
const layout: Building[] = [];
// 매 매 ring
for (let r = 1; r <= levels; r++) {
const radius = r * 8;
const turretCount = 4 * r; // 매 outer 가 더 많음
for (let i = 0; i < turretCount; i++) {
const angle = (2 * Math.PI * i) / turretCount;
const pos = center.add(new Vec2(Math.cos(angle), Math.sin(angle)).mul(radius));
layout.push({
id: `ring${r}_${i}`,
type: r === levels ? 'sniper_turret' : 'machine_gun_turret', // 매 outer 의 long-range
pos,
range: r === levels ? 25 : 15,
});
}
}
return layout;
}
Damage-type-aware deployment
function placeResistancePlatforms(threat_profile: DamageProfile, slots: Vec2[]) {
// 매 [[Arc 2 기술 및 2026년 연구 업데이트(March 2026 Research Drop)]] 참조
const platforms: Building[] = [];
// 매 매 expected attack type 의 counter
if (threat_profile.burst > 0.3) {
platforms.push({ type: 'support_reinforced', resists: 'burst', pos: slots.shift()! });
}
if (threat_profile.area > 0.3) {
platforms.push({ type: 'support_insulated', resists: 'area', pos: slots.shift()! });
}
if (threat_profile.air > 0.4) {
platforms.push({ type: 'support_aerojet', resists: 'air', pos: slots.shift()! });
}
return platforms;
}
Honey pot
function deployHoneyPot(weakLookingPath: Cell[]) {
return [
...weakLookingPath.flatMap(cell =>
Math.random() < 0.7 ? [{ type: 'mine', pos: cell.pos }] : []
),
{ type: 'sniper_in_bunker', pos: weakLookingPath[0].pos.offset(2, 0) },
];
}
Anti-bait positioning
function placeBaitProofUnit(unit: Unit, garrison_options: Vec2[]) {
// 매 baiting 의 counter — 매 long-range + hidden + Hold Position
const hiddenCover = garrison_options.find(p => isHidden(p) && hasLongRangeView(p));
return {
pos: hiddenCover,
stance: 'hold_position', // 매 don't chase
};
}
Defense effectiveness simulation
def simulate_defense(layout, attacker_compositions, n_trials=1000):
"""매 매 attacker composition 의 defeat rate."""
results = {}
for comp in attacker_compositions:
defeats = sum(1 for _ in range(n_trials) if simulate_attack(layout, comp).defender_wins)
results[comp.name] = defeats / n_trials
return results
Layout iteration loop
function evolveLayout(initial: Layout, attacker_pool: Composition[], generations = 50) {
let current = initial;
for (let g = 0; g < generations; g++) {
const variants = mutateLayout(current, n=10);
const scored = variants.map(v => ({
layout: v,
score: average(attacker_pool.map(a => simulateDefense(v, a))),
}));
current = scored.sort((a, b) => b.score - a.score)[0].layout;
}
return current;
}
매 결정 기준
| 상황 | Layout |
|---|---|
| Generic | Square base + 4 corner turret |
| Anti-bait | Blitz base (long-range spread) |
| Vs heavy ground | Ring + AT specialist |
| Vs air | Layered AA + Nightwatch EW |
| Vs mortar | Spread + dispersion |
| New base | Square baseline → 매 evolve |
기본값: 매 layered + 매 cross-fire + 매 funnel + 매 platform-resistance + 매 anti-bait.
🔗 Graph
- 부모: Game-Design
- 변형: Square-Base · Blitz-Base
- 응용: Combat Controls Update (Feb 2014) · Combined Arms (제병협동) 전술 · Arc 2 기술 및 2026년 연구 업데이트(March 2026 Research Drop) · Combat-System-and-Bullet-Interaction-Pipeline
- Adjacent: Baiting · CPTED (real-world parallel) · Boss-Orchestration-and-Gimmick-Management
🤖 LLM 활용
언제: 매 RTS / tower defense design. 매 base layout planning. 매 defense balance. 언제 X: 매 abstract / non-spatial game.
❌ 안티패턴
- Single layer: 매 break-through 의 fast.
- No cross-fire: 매 isolated turret 의 weak.
- Symmetric obvious: 매 attacker 의 read.
- No funnel: 매 mine 의 unutilized.
- No anti-bait: 매 Baiting 의 vulnerable.
- All same damage type: 매 single resistance 의 nullify.
🧪 검증 / 중복
- Verified (War Commander community, RTS design literature).
- 신뢰도 B.
- Related: Combat Controls Update (Feb 2014) · Combined Arms (제병협동) 전술 · Arc 2 기술 및 2026년 연구 업데이트(March 2026 Research Drop) · Baiting · CPTED.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — principle + layout type + 매 validator / kill zone / funnel / honey pot code |