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wiki-2026-0508-combined-arms Combined Arms (제병협동) 전술 10_Wiki/Topics verified self
combined arms
제병협동
mixed platoon
RTS tactics
WARNO
rock-paper-scissors balance
none B 0.85 applied
game-design
rts
tactics
combined-arms
warno
war-commander
balance
counter-class
2026-05-10 pending
language applicable_to
game design
RTS Design
Tactical Game
Counter-Class System

Combined Arms (제병협동)

매 한 줄

"매 가위바위보 + 매 형태 의 supplement". 매 infantry + armor + artillery + air + recon 의 mix. 매 single-class 의 X — 매 mutual support. 매 modern RTS (WARNO, Steel Division) 의 핵심. 매 Arc 2 기술 및 2026년 연구 업데이트(March 2026 Research Drop) 의 platform-resistance 와 의 same principle.

매 핵심

매 rock-paper-scissors

Counter Beats Beaten by
Tank AT infantry, AA Helicopter
Helicopter Tank AA
AA Helicopter Artillery, Tank
Infantry Recon, Light Tank, Arty
Artillery Static, Crowd Recon + fast unit
Recon (vision) Anything direct

→ 매 single class 의 dominance X.

매 component

  1. Strike: 매 firepower (tank, IFV).
  2. Anti-air: 매 helicopter / aircraft 의 defense.
  3. Recon: 매 vision (vision의 win).
  4. Infantry: 매 flank, 매 cover, 매 garrison.
  5. Artillery: 매 long-range pressure.
  6. Air support: 매 mobile firepower.
  7. Engineer / supply.

매 deployment principle

  • Armor in front: 매 absorb damage.
  • High-armor unit in front: 매 shield low-armor.
  • Long-range behind short-range: 매 outrange.
  • Stealth in front of low-stealth (AA hidden by recon).
  • Smoke 의 lateral: 매 flank cover.

매 modern RTS

WARNO (2024)

  • 매 Cold War theme.
  • 매 Army General campaign.
  • 매 system-level combined arms bonus.

Steel Division 2

  • 매 prequel.

Wargame: Red Dragon

  • 매 forerunner.

Combat Mission

  • 매 turn-based combined arms.

Total War

  • 매 melee + ranged + cavalry + artillery.

매 design pattern

  1. Counter chain explicit: 매 player 의 understand.
  2. No single dominant class.
  3. Platform-specific resistance (50% reduction).
  4. Mixing reward (system bonus).
  5. Stealth + optics game.
  6. Smoke / electronic warfare.

Arc 2 기술 및 2026년 연구 업데이트(March 2026 Research Drop) 의 modern example.

매 응용 (game design)

  1. Esports balance: 매 single-class meta 방지.
  2. Single-player AI: 매 adaptive force.
  3. PvE design: 매 player 의 mix 의 강제.
  4. Strategy depth: 매 build 의 think.

💻 패턴 (응용 — RTS design)

Rock-paper-scissors damage table

const COUNTER_TABLE: Record<UnitClass, Record<UnitClass, number>> = {
  tank:       { tank: 1.0, helicopter: 0.3, aa: 1.5, infantry: 1.2, artillery: 1.5 },
  helicopter: { tank: 1.5, helicopter: 1.0, aa: 0.3, infantry: 0.8, artillery: 1.2 },
  aa:         { tank: 0.5, helicopter: 1.5, aa: 0.8, infantry: 0.6, artillery: 0.5 },
  infantry:   { tank: 0.5, helicopter: 0.4, aa: 0.6, infantry: 1.0, artillery: 0.7 },
  artillery:  { tank: 1.2, helicopter: 0.5, aa: 0.8, infantry: 1.0, artillery: 0.5 },
  recon:      { tank: 0.2, helicopter: 0.2, aa: 0.4, infantry: 0.4, artillery: 0.5 },
};

function damageMultiplier(attacker: UnitClass, defender: UnitClass): number {
  return COUNTER_TABLE[attacker][defender];
}

Combined arms bonus

function computeCombinedArmsBonus(army: Unit[]): number {
  const classes = new Set(army.map(u => u.class));
  
  // 매 매 class 의 add 의 bonus
  if (classes.size >= 4) return 1.20;  // 매 +20%
  if (classes.size >= 3) return 1.10;  // 매 +10%
  if (classes.size >= 2) return 1.05;  // 매 +5%
  return 1.0;  // 매 single class 의 penalty 의 implicit
}

Formation auto-arrange

function arrangeFormation(units: Unit[], facing: Vec3): Position[] {
  const sorted = [...units].sort((a, b) => {
    // 매 high armor / short range 의 front
    return (b.armor / a.armor) * (a.range / b.range);
  });
  
  const positions = [];
  let depth = 0;
  for (let i = 0; i < sorted.length; i++) {
    const x = (i % 5 - 2) * 5;
    const y = -depth * 8;
    positions.push(new Position(x, y).rotate(facing));
    if (i % 5 === 4) depth++;
  }
  return positions;
}

Stealth-aware deployment

function isStealthCovered(unit: Unit, allies: Unit[]): boolean {
  if (unit.stealth >= 0.6) return true;
  
  // 매 frontal stealth-cover unit 의 search
  return allies.some(a => 
    a.stealth >= 0.6 && 
    a.position.distance(unit.position) < 3 &&
    a.position.isFrontOf(unit.position, unit.facing)
  );
}

Counter-suggestion (player UI)

function suggestCounter(enemyArmy: Army, ownArmy: Army): UnitClass[] {
  const enemyComposition = countByClass(enemyArmy);
  const suggestions: UnitClass[] = [];
  
  for (const [enemyClass, count] of enemyComposition) {
    if (count > ownArmy.size * 0.3) {
      // 매 dominant 의 counter
      const counter = bestCounterTo(enemyClass);
      if (countByClass(ownArmy)[counter] < count * 0.5) {
        suggestions.push(counter);
      }
    }
  }
  return suggestions;
}

Smoke / EW (lateral cover)

class SmokeScreen {
  position: Vec3;
  radius: number = 10;
  duration: number = 30;  // sec
  
  blocksLineOfSight(from: Vec3, to: Vec3): boolean {
    return Line.from(from, to).intersectsCircle(this.position, this.radius);
  }
}

class ECMField {
  affectsTargeting(attacker: Unit, target: Unit): number {
    if (this.position.distance(target.position) < this.radius) {
      return 0.5;  // 매 50% accuracy ↓
    }
    return 1.0;
  }
}

Force composition validator

def validate_force_composition(army):
    issues = []
    classes = collections.Counter(u.unit_class for u in army)
    
    if 'recon' not in classes:
        issues.append('NO RECON: vision 의 lose')
    if 'aa' not in classes and any('helicopter' in enemy_typical for _ in [1]):
        issues.append('NO AA: helicopter 의 vulnerable')
    if classes.most_common(1)[0][1] / len(army) > 0.6:
        issues.append('MONOCULTURE: 매 60%+ 의 single class')
    
    if len(set(classes)) < 3:
        issues.append('LOW DIVERSITY: combined arms bonus X')
    
    return issues

🤔 결정 기준

상황 Composition
Defensive Tank front + AA + arty + recon
Offensive push Tank + IFV + air + arty cover
Recon-heavy Light + stealth-recon + ATGM ambush
Anti-air AA + recon + interceptor
City fight Infantry + light armor + smoke
Open field Tank + air + arty

기본값: 매 4 class 의 minimum (tank + AA + recon + infantry) + 매 smoke 의 cover.

🔗 Graph

🤖 LLM 활용

언제: 매 RTS design. 매 game balance. 매 player tutorial. 매 AI opponent design. 언제 X: 매 single-class genre (FPS deathmatch).

안티패턴

  • Single dominant class: 매 meta 의 stale.
  • No counter chain: 매 strategy depth X.
  • No combined arms reward: 매 player 의 incentive X.
  • Hidden counter: 매 player 의 frustration.
  • No formation help: 매 micro 의 burden.
  • Stealth ignored: 매 deployment 의 simplistic.

🧪 검증 / 중복

🕓 Changelog

날짜 변경
2026-04-28 Auto-mapped
2026-05-08 Phase 1
2026-05-10 Manual cleanup — RPS table + composition + 매 formation / smoke / validator code