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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>
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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-전투-전술-battle-strategies | 전투 전술(Battle Strategies) | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
전투 전술 (Battle Strategies)
매 한 줄
"매 전투 전술은 unit composition × terrain × tempo 의 곱". RTS/wargame design 의 핵심 axis 로, Sun Tzu 의 고전 doctrine 에서 출발해 modern wargame (WARNO, Steel Division 2, Broken Arrow) 에서는 fog-of-war + recon priority + combined-arms 로 진화. AI opponent 는 utility-based scoring 과 behavior tree 로 구현.
매 핵심
매 4대 축
- Composition: unit roster 의 다양성 — infantry / armor / artillery / recon / support
- Terrain: cover, elevation, choke point — line-of-sight 와 movement cost 의 변형
- Tempo: 매 OODA loop — observe → orient → decide → act, 반복 주기
- Information: fog-of-war, recon, EW (electronic warfare) — 정보 비대칭 활용
매 doctrine 분류
- Attrition: 매 firepower 압박 — losses 를 강제, 적 reinforcement curve 를 break
- Maneuver: 매 flanking + encirclement — Schwerpunkt (focal point) 에 mass 집중
- Defensive-elastic: 매 layered defense — kill zone 유도 후 counter-attack
- Asymmetric: 매 guerilla / hit-and-run — engagement 거부, 공급망 공격
매 응용
- RTS AI controller — utility scoring 으로 매 frame 행동 선택.
- Wargame mission design — objective gating 으로 player 가 doctrine 학습.
- Auto-battler balance — 상성 표 + composition entropy 측정.
💻 패턴
Utility-based unit AI
type UnitState = { hp: number; ammo: number; pos: Vec2; supply: number }
type Action = "attack" | "retreat" | "hold" | "flank"
function score(s: UnitState, a: Action, ctx: BattleCtx): number {
switch (a) {
case "attack": return s.ammo * 0.4 + ctx.enemyExposed * 0.6 - s.hpDeficit * 0.5
case "retreat": return s.hpDeficit * 0.8 - ctx.allyNearby * 0.3
case "hold": return ctx.cover * 0.7 + ctx.objectiveDist * -0.2
case "flank": return ctx.enemyFlankExposed * 0.9 - s.supply * 0.4
}
}
function pickAction(s: UnitState, ctx: BattleCtx): Action {
const actions: Action[] = ["attack", "retreat", "hold", "flank"]
return actions.reduce((best, a) =>
score(s, a, ctx) > score(s, best, ctx) ? a : best
)
}
Threat assessment grid
function buildThreatMap(units: Unit[], grid: Grid): Float32Array {
const map = new Float32Array(grid.w * grid.h)
for (const u of units) {
if (u.team !== "enemy") continue
const range = u.weaponRange
for (let dy = -range; dy <= range; dy++) {
for (let dx = -range; dx <= range; dx++) {
const x = u.pos.x + dx, y = u.pos.y + dy
if (!grid.inBounds(x, y)) continue
const dist = Math.hypot(dx, dy)
if (dist > range) continue
map[y * grid.w + x] += u.firepower * (1 - dist / range)
}
}
}
return map
}
Schwerpunkt detection
function findSchwerpunkt(allies: Unit[], threatMap: Float32Array, grid: Grid): Vec2 {
let bestScore = -Infinity, bestPos = allies[0].pos
for (const u of allies) {
const idx = u.pos.y * grid.w + u.pos.x
const massNearby = allies.filter(a => Vec2.dist(a.pos, u.pos) < 200).length
const threatGap = 1 / (threatMap[idx] + 0.1)
const score = massNearby * threatGap
if (score > bestScore) { bestScore = score; bestPos = u.pos }
}
return bestPos
}
Tempo controller (OODA)
class TempoController {
private lastDecisionAt = 0
private cycleMs = 800
tick(now: number, ctx: BattleCtx) {
if (now - this.lastDecisionAt < this.cycleMs) return
const obs = this.observe(ctx)
const orient = this.orient(obs)
const decision = this.decide(orient)
this.act(decision)
this.lastDecisionAt = now
this.cycleMs = Math.max(300, 800 - ctx.pressureLevel * 100)
}
}
Recon priority queue
function reconTargets(unknown: Cell[], objectives: Vec2[]): Cell[] {
return unknown
.map(c => ({
cell: c,
score: objectives.reduce((s, o) => s + 1 / (Vec2.dist(c.pos, o) + 1), 0),
}))
.sort((a, b) => b.score - a.score)
.slice(0, 5)
.map(x => x.cell)
}
Combined-arms morale boost
function moraleBonus(unit: Unit, allies: Unit[]): number {
const nearby = allies.filter(a => Vec2.dist(a.pos, unit.pos) < 150)
const types = new Set(nearby.map(a => a.type))
return types.size >= 3 ? 0.25 : types.size >= 2 ? 0.1 : 0
}
매 결정 기준
| 상황 | Approach |
|---|---|
| Numeric superiority + open terrain | Attrition + frontal mass |
| Mobile force vs static defense | Maneuver, flank Schwerpunkt |
| Outnumbered, defensive | Elastic defense + kill zones |
| Unknown enemy composition | Recon-heavy, delay engagement |
| Long campaign, supply-limited | Asymmetric, denial |
기본값: combined-arms balanced doctrine + recon-first opening.
🔗 Graph
- 부모: 제병협동 (Combined Arms) · Game_Design
- 변형: 유닛 상성(Unit Counters) · 제로잉 (Getting Zero-ed)
- 응용: Eugen Systems 모딩 매뉴얼 · Eugen Systems 모딩 매뉴얼 · 4X_전략
- Adjacent: AI 추적 논리(AI Pursuit Logic) · Combat_Timeline_Difficulty_Scaling
🤖 LLM 활용
언제: tactical AI scripting, mission designer 의 pacing 검증, opening-book 생성. 언제 X: 매 frame-tight pathfinding 의 inner loop — LLM latency 가 너무 큼, behavior tree 에 위임.
❌ 안티패턴
- Single-unit doctrine: 단일 병종 spam — counter unit 1 종류로 전체 collapse.
- Static formation: tempo 무시 — 매 적의 OODA 가 빨라 reactive 가 됨.
- Recon skip: 매 fog-of-war 무시 → blind commit, ambush 함정.
- Schwerpunkt 부재: 매 force dispersion → 어디서도 decisive mass 못 만듦.
🧪 검증 / 중복
- Verified (Eugen Systems WARNO design docs, US FM 3-0 Operations).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — battle tactics doctrine + AI scoring patterns |