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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

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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
wiki-2026-0508-magic-sort Magic Sort! 10_Wiki/Topics verified self
Magic Sort
Sort Puzzle
none B 0.85 applied
game-design
casual
puzzle
mobile
hypercasual
sort
2026-05-10 pending
language framework
design-pattern casual-puzzle

Magic Sort!

매 한 줄

"매 colored items 의 tubes/containers 의 across 매 sort". Magic Sort! 매 2021-2024 hypercasual sort puzzle 의 representative title — 매 pour-bottle / ball-sort / nut-sort 의 lineage 의 따라 매 satisfying haptic + clear win-state 의 deliver. 2026 매 hybridcasual era 매 meta-progression + LiveOps 의 layered.

매 핵심

매 Core Loop

  • Pour mechanic: 매 source tube 의 select → matching-color top portion 의 dest tube 의 transfer.
  • Win condition: 매 each tube 의 single color (or empty).
  • Constraint: 매 dest tube 의 top color 매 source top color 와 match (or empty).

매 Layers (hypercasual → hybridcasual)

  • 매 Layer 0: Pure puzzle (300+ levels).
  • 매 Layer 1: Power-ups (extra tube, undo, bomb).
  • 매 Layer 2: Meta-progression (themes, decoration unlock).
  • 매 Layer 3: LiveOps events (timed leagues, gacha skins).

매 응용

  1. Sort puzzle blueprint — Water Sort, Ball Sort, Nut Sort 의 same family.
  2. Hybridcasual reference — 매 2024-2026 evolution model.
  3. Difficulty curve study — 매 procedural level generator 의 case.

💻 패턴

Tube state + pour move

type Tube = string[]; // bottom-to-top color stack

function topRun(t: Tube): { color: string | null; count: number } {
  if (t.length === 0) return { color: null, count: 0 };
  const c = t[t.length - 1];
  let n = 0;
  for (let i = t.length - 1; i >= 0 && t[i] === c; i--) n++;
  return { color: c, count: n };
}

function canPour(src: Tube, dst: Tube, capacity: number): boolean {
  const s = topRun(src);
  if (s.color === null) return false;
  if (dst.length === capacity) return false;
  if (dst.length === 0) return true;
  return dst[dst.length - 1] === s.color && dst.length + s.count <= capacity;
}

function pour(src: Tube, dst: Tube, capacity: number): [Tube, Tube] {
  const s = topRun(src);
  const space = capacity - dst.length;
  const moved = Math.min(s.count, space);
  return [
    src.slice(0, src.length - moved),
    [...dst, ...Array(moved).fill(s.color)],
  ];
}

Solver (BFS — 매 level validity check)

function isSolved(tubes: Tube[], capacity: number): boolean {
  return tubes.every(t =>
    t.length === 0 ||
    (t.length === capacity && t.every(c => c === t[0]))
  );
}

function solve(initial: Tube[], capacity: number, maxDepth = 200): number | null {
  const seen = new Set<string>();
  const queue: [Tube[], number][] = [[initial, 0]];
  while (queue.length) {
    const [state, depth] = queue.shift()!;
    if (isSolved(state, capacity)) return depth;
    if (depth >= maxDepth) continue;
    const key = state.map(t => t.join(',')).join('|');
    if (seen.has(key)) continue;
    seen.add(key);
    for (let i = 0; i < state.length; i++) {
      for (let j = 0; j < state.length; j++) {
        if (i !== j && canPour(state[i], state[j], capacity)) {
          const next = state.map(t => [...t]);
          [next[i], next[j]] = pour(next[i], next[j], capacity);
          queue.push([next, depth + 1]);
        }
      }
    }
  }
  return null;
}

Procedural level generator

function genLevel(colors: number, capacity: number, extraTubes = 2): Tube[] {
  // 매 reverse generation: 매 solved state 의 from 매 random pours 의 unwind
  const solved: Tube[] = [];
  for (let c = 0; c < colors; c++) {
    solved.push(Array(capacity).fill(`c${c}`));
  }
  for (let e = 0; e < extraTubes; e++) solved.push([]);

  let state = solved;
  for (let i = 0; i < 50 + colors * 10; i++) {
    const moves = legalReversePours(state, capacity);
    if (moves.length === 0) break;
    const m = moves[Math.floor(Math.random() * moves.length)];
    state = applyReverse(state, m, capacity);
  }
  return state;
}

Difficulty score (move-graph branching)

function difficulty(level: Tube[], capacity: number): number {
  const optimal = solve(level, capacity);
  if (optimal === null) return Infinity;
  const branchingFactor = avgLegalMoves(level, capacity);
  return optimal * Math.log2(branchingFactor + 1);
}

Power-up: extra tube

function applyExtraTube(tubes: Tube[]): Tube[] {
  return [...tubes, []];
}

매 결정 기준

상황 Approach
Hypercasual launch (CPI 의 minimize) 매 pure mechanic + IAA 만
Hybridcasual evolution 매 meta + battle pass + LiveOps 의 layer
Brain-training positioning 매 difficulty curve + procedural infinite levels
IP collab opportunity 매 themed skins + limited gacha

기본값: 매 2026 hybridcasual — pure mechanic + light meta + weekly events.

🔗 Graph

🤖 LLM 활용

언제: Level theme brainstorming, tutorial copy, retention email variants. 언제 X: Solver / difficulty calibration (deterministic algorithm 의 superior), economy calibration.

안티패턴

  • Unsolvable levels: 매 procedural generator 매 solver verification 의 absent.
  • Difficulty cliffs: 매 monotonic difficulty 매 churn spike.
  • Forced ad walls: 매 hypercasual 매 acceptable, hybridcasual 매 retention 의 destroy.
  • No win-state telegraph: 매 player 매 solved 의 모를 — 매 satisfaction loop break.

🧪 검증 / 중복

  • Verified (Sensor Tower hypercasual reports 2024-2025, Deconstructor of Fun, Naavik hybridcasual analyses).
  • 신뢰도 B+.

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — sort puzzle mechanics, BFS solver, procedural generation