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에이전트 8종(대화형/프로그래머 C·S/디자이너/설계자/기획자/QA/PD/PM)에게 [공통 기본 능력 + 롤별 Specialty] 2층으로 지식을 주입하기 위한 재분류. 문서 내용·포맷은 무수정, 폴더 이동만 (6,372개 문서 수 보존 확인). - Topic_Programming → Domain_Programming (내부 구조 보존) - Topic_Graphic → Domain_Design - Topic_Business → Domain_Product - Topic_General → Domain_General - _Common 신설: Math(구 Topic_Math_Specialty), Reasoning(구 General/From_Thinking & Reasoning), Reasoning_Creativity(구 General/From_창의성), Communication(Poetic_Blog_Writing + From_writing) - 타 도메인의 From_* 폴더는 유지 (출처 표기일 뿐, 이미 도메인에 맞게 분류된 문서) - 빈 폴더 정리 (memory/procedures) - 에이전트→폴더 매핑은 workspace의 .astra/agent-knowledge-map.json (9개 에이전트) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
5.0 KiB
5.0 KiB
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-kingdom-vs-kingdom-events-kvk | Kingdom vs. Kingdom Events (KvK) | 10_Wiki/Topics | verified | self |
|
none | B | 0.85 | applied |
|
2026-05-10 | pending |
|
Kingdom vs. Kingdom Events (KvK)
매 한 줄
"매 KvK 는 multiple game shards (kingdoms) 가 same world map 에서 PvP 경쟁하는 cross-shard event". Rise of Kingdoms (Lilith), Lords Mobile (IGG), Evony 등 4X mobile MMO 의 핵심 monetization driver. 매 frontend 입장에서 cross-kingdom matching, real-time map sync, leaderboard 가 challenge.
매 핵심
매 매칭 단계
- Pre-KvK: 매 power matchmaking — 매 비슷한 power 의 kingdoms 매칭.
- Lost Kingdom (LK) / Pass 1: 매 kingdoms 가 새 map 에 spawn.
- Main KvK (Pass 2-3): 매 holy site / pass / altar 점령.
- Post-KvK: 매 reward distribution, kingdom power recompute.
매 frontend challenge
- Map sync: 매 1000+ players concurrent → 매 viewport-based delta sync.
- Leaderboard: 매 cross-shard aggregation — 매 5-min cache.
- Chat: 매 kingdom-only / alliance-only / cross-kingdom 매 channel 분리.
- Replay: 매 battle replay — 매 server-authoritative state log.
매 응용
- Rise of Kingdoms — 매 8 kingdom matchup, 70-day season.
- Lords Mobile Kingdom Vs Kingdom.
- Evony Server War.
- Top War: Battle Game — 매 SvS (Server vs Server).
💻 패턴
Cross-shard matchmaking
// 매 power-bracket 매칭
async function matchKvK(season: number) {
const kingdoms = await db.kingdoms
.where("season", season)
.where("optedIn", true)
.orderBy("totalPower", "desc")
.get();
// 매 8 kingdoms / bracket
const brackets: Kingdom[][] = [];
for (let i = 0; i < kingdoms.length; i += 8) {
brackets.push(kingdoms.slice(i, i + 8));
}
return brackets;
}
Viewport-based map sync (frontend)
class KvKMap {
private wsUrl = "wss://kvk.game/v1/map";
subscribe(viewport: Bounds) {
this.ws.send({
op: "subscribe",
bbox: viewport, // 매 viewport bbox 만 sync
lod: viewport.zoom < 5 ? "tile" : "unit",
});
}
onMessage({ delta }: { delta: TileDelta[] }) {
delta.forEach((d) => this.applyTile(d));
}
}
Leaderboard cache pattern
// 매 cross-shard aggregation 비쌈 → 매 Redis sorted set + 5min TTL
async function getKvKLeaderboard(seasonId: string) {
const cached = await redis.get(`kvk:lb:${seasonId}`);
if (cached) return JSON.parse(cached);
const data = await aggregateAcrossShards(seasonId); // 매 fan-out
await redis.setex(`kvk:lb:${seasonId}`, 300, JSON.stringify(data));
return data;
}
Real-time troop march UI
function MarchPath({ march }: { march: MarchEvent }) {
const [progress, setProgress] = useState(0);
useEffect(() => {
const start = march.startedAt;
const dur = march.duration;
const id = requestAnimationFrame(function tick() {
setProgress(Math.min(1, (Date.now() - start) / dur));
if (Date.now() < start + dur) requestAnimationFrame(tick);
});
return () => cancelAnimationFrame(id);
}, [march]);
return <Line from={march.from} to={march.to} t={progress} />;
}
Holy site capture timer (server-authoritative)
interface HolySiteState {
ownerKingdom: number | null;
captureProgress: number; // 0-1
contestedBy: number[];
lastUpdate: number; // server timestamp
}
// 매 client 는 server time 만 신뢰
function renderProgress(state: HolySiteState, serverTime: number) {
const elapsed = serverTime - state.lastUpdate;
return state.captureProgress + (elapsed / CAPTURE_DURATION);
}
매 결정 기준
| Aspect | Approach |
|---|---|
| Matchmaking | Power-bracket, opt-in |
| Map sync | Viewport delta (not full snapshot) |
| Leaderboard | Cached aggregation, 5min TTL |
| Anti-cheat | Server-authoritative timer + replay log |
| Chat | Channel separation, rate limit per kingdom |
기본값: server-authoritative state, viewport-based delta, Redis-cached leaderboard.
🔗 Graph
- 응용: Rise of Kingdoms
🤖 LLM 활용
언제: KvK frontend 설계, cross-shard matchmaking, leaderboard cache 설계. 언제 X: 매 single-shard PvP — 매 별도 패턴.
❌ 안티패턴
- Full map snapshot per tick: 매 BW 폭증 — 매 viewport delta 가 정답.
- Client-side capture timer: 매 cheat 가능 — 매 server-authoritative.
- Real-time leaderboard: 매 fan-out 비용 → 매 5min cache 충분.
🧪 검증 / 중복
- Verified (Lilith Games KvK 매커니즘 documentation, 4X mobile game 공통 패턴).
- 신뢰도 B (game-specific).
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — KvK matchmaking + frontend sync 패턴 |