Files
maplecontest/tools/sim-balance.mjs
gahusb f42e03a006 feat(F): AI 전투 밸런스 시뮬레이터 tools/sim-balance.mjs
data/*.json을 입력으로 전투를 몬테카를로 N회 시뮬 → 승률·턴·OP 카드 리포트.

- 전투 엔진 JS 재현(gen-slaydeck Lua 미러): 에너지3·드로우5·방어우선차감·결정적 의도·승패·턴상한
- 플레이어 휴리스틱 정책: 치사 우선 → 적 공격의도 시 방어 → 공격 우선, 에너지 효율순
- 시드 PRNG(mulberry32)로 재현성, OP 탐지(kind별 효율 중앙값 1.5배↑ 플래그)
- CLI: node tools/sim-balance.mjs [N] [--seed S]
- node:test 단위 테스트 10종(applyDamage·정책·엔진·집계)
- 검증: 현 데이터 승률 100%(슬라임 약함 신호), 적 HP 45→300 시 평균턴 5.6→39.6(데이터 반영)
- 전투 규칙은 Lua와 중복이라 동기화 주석 명시

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-09 01:39:21 +09:00

200 lines
7.7 KiB
JavaScript

// AI 전투 밸런스 시뮬레이터 — 오프라인 몬테카를로.
// ⚠️ 전투 규칙은 tools/gen-slaydeck.mjs 의 Lua(SlayDeckController)와 동기화 유지할 것.
// (데이터는 data/*.json 공유, 규칙 로직은 JS로 중복 재현)
import { readFileSync } from 'node:fs';
export const PLAYER_HP = 80; // 데이터 미포함 placeholder (codeblock과 일치)
export const ENERGY = 3;
export const HAND_SIZE = 5;
export const MAX_TURNS = 100;
export function mulberry32(seed) {
let a = seed >>> 0;
return function () {
a |= 0; a = (a + 0x6D2B79F5) | 0;
let t = Math.imul(a ^ (a >>> 15), 1 | a);
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
export function shuffle(arr, rng) {
const a = arr.slice();
for (let i = a.length - 1; i > 0; i--) {
const j = Math.floor(rng() * (i + 1));
[a[i], a[j]] = [a[j], a[i]];
}
return a;
}
// 방어 우선 차감 후 hp 적용 → { hp, block }
export function applyDamage(hp, block, amount) {
let dmg = amount;
if (block > 0) {
const absorbed = Math.min(block, dmg);
block -= absorbed;
dmg -= absorbed;
}
hp -= dmg;
if (hp < 0) hp = 0;
return { hp, block };
}
export function loadData() {
const cardsData = JSON.parse(readFileSync('data/cards.json', 'utf8'));
const enemiesData = JSON.parse(readFileSync('data/enemies.json', 'utf8'));
const enemy = enemiesData.enemies[enemiesData.activeEnemy];
if (!enemy) throw new Error(`activeEnemy 없음: ${enemiesData.activeEnemy}`);
return { cards: cardsData.cards, starterDeck: cardsData.starterDeck, enemy };
}
// 손패에서 다음에 낼 카드의 인덱스 반환(-1=턴 종료). hand=카드 id 배열.
export function chooseAction(hand, cards, energy, enemyHp, enemyBlock, enemyIntent) {
const entries = hand.map((id, i) => ({ id, i })).filter((x) => cards[x.id].cost <= energy);
const attacks = entries.filter((x) => cards[x.id].kind === 'Attack');
const skills = entries.filter((x) => cards[x.id].kind === 'Skill');
const dmgEff = (x) => (cards[x.id].damage || 0) / cards[x.id].cost;
const blkEff = (x) => (cards[x.id].block || 0) / cards[x.id].cost;
const bestBy = (list, fn) => list.slice().sort((a, b) => fn(b) - fn(a))[0];
// 1) 치사: 에너지 한도 내 효율순 공격 데미지 합 >= 적 유효 hp?
let e = energy, lethalDmg = 0;
for (const x of attacks.slice().sort((a, b) => dmgEff(b) - dmgEff(a))) {
if (cards[x.id].cost <= e) { e -= cards[x.id].cost; lethalDmg += cards[x.id].damage || 0; }
}
if (attacks.length && lethalDmg >= enemyHp + enemyBlock) return bestBy(attacks, dmgEff).i;
// 2) 적 공격 의도면 방어 우선
if (enemyIntent && enemyIntent.kind === 'Attack' && skills.length) return bestBy(skills, blkEff).i;
// 3) 공격 우선, 없으면 스킬, 없으면 종료
if (attacks.length) return bestBy(attacks, dmgEff).i;
if (skills.length) return bestBy(skills, blkEff).i;
return -1;
}
function bump(s, cost, dmg, blk) {
s = s || { plays: 0, energy: 0, damage: 0, block: 0 };
s.plays++; s.energy += cost; s.damage += dmg; s.block += blk;
return s;
}
// 단일 전투 시뮬. stats(선택): {cardId: {plays,energy,damage,block}} 누적.
// 반환: { win, turns, playerHpRemaining, draw? }
export function simulateCombat(data, rng, stats) {
const { cards, starterDeck, enemy } = data;
let drawPile = shuffle(starterDeck, rng);
let discard = [];
let hand = [];
let pHp = PLAYER_HP, pBlock = 0;
let eHp = enemy.maxHp, eBlock = 0, intentIdx = 0;
let turns = 0;
function draw(n) {
for (let k = 0; k < n; k++) {
if (drawPile.length === 0) { drawPile = shuffle(discard, rng); discard = []; }
if (drawPile.length === 0) break;
hand.push(drawPile.pop());
}
}
while (turns < MAX_TURNS) {
turns++;
let energy = ENERGY; pBlock = 0; hand = []; draw(HAND_SIZE);
while (true) {
const intent = enemy.intents[intentIdx];
const idx = chooseAction(hand, cards, energy, eHp, eBlock, intent);
if (idx < 0) break;
const id = hand[idx], c = cards[id];
energy -= c.cost;
if (c.kind === 'Attack') {
const r = applyDamage(eHp, eBlock, c.damage || 0); eHp = r.hp; eBlock = r.block;
if (stats) stats[id] = bump(stats[id], c.cost, c.damage || 0, 0);
} else {
pBlock += c.block || 0;
if (stats) stats[id] = bump(stats[id], c.cost, 0, c.block || 0);
}
hand.splice(idx, 1); discard.push(id);
if (eHp <= 0) return { win: true, turns, playerHpRemaining: pHp };
}
discard.push(...hand); hand = [];
eBlock = 0;
const intent = enemy.intents[intentIdx];
if (intent.kind === 'Attack') { const r = applyDamage(pHp, pBlock, intent.value); pHp = r.hp; pBlock = r.block; }
else if (intent.kind === 'Defend') { eBlock += intent.value; }
intentIdx = (intentIdx + 1) % enemy.intents.length;
if (pHp <= 0) return { win: false, turns, playerHpRemaining: 0 };
}
return { win: false, turns, playerHpRemaining: pHp, draw: true };
}
function mean(a) { return a.length ? a.reduce((s, x) => s + x, 0) / a.length : 0; }
function median(a) {
if (!a.length) return 0;
const s = a.slice().sort((x, y) => x - y), m = Math.floor(s.length / 2);
return s.length % 2 ? s[m] : (s[m - 1] + s[m]) / 2;
}
export function runBatch(N, seed) {
const data = loadData();
const rng = mulberry32(seed);
const cardStats = {};
let wins = 0, draws = 0;
const turnsArr = [], hpArr = [];
for (let i = 0; i < N; i++) {
const r = simulateCombat(data, rng, cardStats);
if (r.draw) draws++;
if (r.win) { wins++; hpArr.push(r.playerHpRemaining); }
turnsArr.push(r.turns);
}
return {
N, wins, draws, losses: N - wins - draws,
winRate: wins / N,
avgTurns: mean(turnsArr), medianTurns: median(turnsArr),
avgHpOnWin: mean(hpArr),
cardStats, cards: data.cards, enemy: data.enemy, seed,
};
}
export function formatReport(r) {
const L = [];
L.push(`=== 밸런스 시뮬레이션 (적: ${r.enemy.name} HP ${r.enemy.maxHp}) ===`);
L.push(`시뮬 ${r.N}회 (seed=${r.seed})`);
L.push(`승률: ${(r.winRate * 100).toFixed(1)}% (승 ${r.wins} / 패 ${r.losses}${r.draws ? ` / 무 ${r.draws}` : ''})`);
L.push(`평균 턴: ${r.avgTurns.toFixed(2)} 중앙값 턴: ${r.medianTurns}`);
L.push(`승리 시 평균 잔여 HP: ${r.avgHpOnWin.toFixed(1)} / ${PLAYER_HP}`);
if (r.draws) L.push(`⚠️ 무승부 ${r.draws}건 (턴 상한 ${MAX_TURNS} 초과)`);
L.push('');
L.push('카드별:');
const rows = Object.entries(r.cardStats).map(([id, s]) => {
const kind = r.cards[id].kind;
const eff = kind === 'Attack' ? s.damage / s.energy : s.block / s.energy;
return { id, name: r.cards[id].name, kind, plays: s.plays, eff };
});
for (const kind of ['Attack', 'Skill']) {
const kr = rows.filter((x) => x.kind === kind);
if (!kr.length) continue;
const med = median(kr.map((x) => x.eff));
const unit = kind === 'Attack' ? '뎀/E' : '블록/E';
for (const x of kr) {
const op = med > 0 && x.eff >= med * 1.5 ? ' ⚠️ OP 의심' : '';
L.push(` ${x.name}(${x.id}): 사용 ${x.plays}, 효율 ${x.eff.toFixed(2)} ${unit}${op}`);
}
}
const sorted = rows.slice().sort((a, b) => b.plays - a.plays);
if (sorted.length) L.push(`최다 사용: ${sorted[0].name} / 최소 사용: ${sorted[sorted.length - 1].name}`);
return L.join('\n');
}
function main() {
const args = process.argv.slice(2);
let N = 2000, seed = 1;
for (let i = 0; i < args.length; i++) {
if (args[i] === '--seed') seed = parseInt(args[++i], 10);
else if (/^\d+$/.test(args[i])) N = parseInt(args[i], 10);
}
console.log(formatReport(runBatch(N, seed)));
}
if (process.argv[1] && process.argv[1].endsWith('sim-balance.mjs')) main();