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{{ChatGPT Share}} {{Share Info |id=690c794b-14ac-8002-a146-ba84ec97f888 |url=https://chatgpt.com/share/690c794b-14ac-8002-a146-ba84ec97f888 |created=20251109031949 }} == ๅฏน่ฏๅ ๅฎน == = Crime vs Detective game = ''Generated: 2025-11-08 22:10:55'' '''Prompt:''' In real time, one kills, the other investigates, and the criminal achieves a certain criminal goal, and the winning detective can gather evidence, find the type of crime, deduce the suspect, and find the criminal '''ChatGPT:''' Nice โ that reads like the kernel of a tense cat-and-mouse premise. I took it and turned it into several useful forms you can pick from: a tight logline, a game mechanic (real-time versus investigation), a scene beat list, a detective deduction checklist, and a short psychological sketch of the two protagonists. Tell me which one you want expanded (scene, game rules, full short story, screenplay, etc.) and Iโll dive in. = = In real time, a criminal completes a calculated crime while a rival detective races to piece together evidence โ the detective who best reads the scene, correctly classifies the crime, and deduces the suspect will catch the killer before they reach their goal. = = * Roles: Killer (player/antagonist) vs Detective (player/protagonist or NPC). * Time: The criminal acts in a continuous countdown (real time or simulated). The detective works in discrete investigative turns that attempt to catch up. * Criminal goal examples: steal an item, eliminate a witness, trigger a false lead, escape city limits, access a server. * Detective win conditions: gather enough evidence types to (A) identify crime type, (B) deduce one or more suspects, (C) obtain proof linking suspect to crime (witness, CCTV, forensics), and (D) intercept/rescue/prevent criminal hitting goal. * Feedback loop: As the criminal progresses, they can alter or destroy evidence, plant red herrings, or accelerate goal progress; the detective can invest resources into forensics, interviews, surveillance, and intuition/deduction. * Tension mechanic: โHeat meterโ โ public attention rises as time passes, affecting available resources and suspect behavior. * Optional twist: Detective may be โfirst to arriveโ but wrong โ they can gather false evidence that misleads them unless they cross-check. = = # Inciting moment โ alarm/tripwire: the criminal starts their action (e.g., breaches a gallery at midnight). # Immediate consequence โ somethingโs missing / a body / a witness flees. # Detective arrival โ first impressions, visible clues (muddy bootprints, a unique tool). # Puzzle assembly โ detective classifies the crime (theft vs. murder vs. sabotage) and lists hypotheses. # Race against time โ criminal moves to the next stage (escape route, destroy evidence). # Reveal / cliffhanger โ detective deduces a suspect trait (tattoo, speech quirk) but must decide to act now or chase further evidence. = = # Secure scene & preserve perimeters (prevent evidence loss). # Triage: living victims, bodies, immediate threats. # Photograph & document everything before touching. # Collect primary evidence (DNA, fingerprints, footprints, tool marks). # Identify the type of crime (motive clues: financial records โ theft; targeted wounds โ personal vendetta). # Build suspect profile from evidence (height from ceiling marks, dominant hand from tool angle, clothing fibers). # Cross-check with databases: recent arrests, known associates, CCTV timestamps. # Interview witnesses for timeline + contradictions (establish who benefits). # Test hypotheses โ does the motive align with suspect opportunity and means? # Seek conclusive proof (confession, possession of stolen item, matching trace evidence). # Apprehend or trap the suspect when enough admissible evidence exists. = = * Physical: fingerprints, DNA, fibers, tool marks, blood spatter patterns. * Digital: GPS pings, CCTV timestamps, call logs, access logs. * Witness testimony: eyewitness, bystander, coerced informant (weigh reliability). * Behavioral traces: escape routes, choice of weapon, tradecraft (professional vs. amateur). * Forensic timing: body temperature, rigor, device timestamps to set timeline. * Trace items: unique jewelry, contraband, receipts, infected devices. = = * Killer profile (short): focused on a clear goal, calm under pressure, methodical about erasing traces; may enjoy misdirection. Their psychology is goal-driven โ each step is a means to that end. Stress manifests as faster, more careless moves (opportunity for error). * Detective profile (short): pattern-seeker, emotionally invested in justice, balances intuition with protocol. Strengths: empathetic interviewing, lateral thinking. Weaknesses: tunnel vision if too confident, risk of creating false narratives from limited data. * Relationship dynamics: the chase sharpens both โ the killer anticipates the detectiveโs habits and tries to exploit them; the detective learns the killerโs signature (a repeating motif) and uses it like bait. If they have history (ex-partners, past case), emotional stakes complicate decisions โ the detective may prioritize revenge over procedure, and the killer may seek to prove superiority. = = Clockwork drizzle rattled the gallery skylight as the alarm hiccupped into life. By the time uniformed officers reached the east wing, the glass case was empty and a single black boot print pointed toward the service corridor โ black paint still flecked across its sole. Detective Mina Park crouched, snapped three photos, and already felt the chase begin: someone had planned this down to the minute, and every hurried, clever choice would be a message. Find the message, and you find the murderer. Want one of those expanded into: a playable ruleset with balancing numbers, a 1,500โ3,000 word short story, a screenplay scene, or a step-by-step investigative flowchart tailored to a specific crime type (murder, heist, cybercrime)? '''Prompt:''' ํ๊ตญ์ด๋ก ๋ฒ์ญํ๊ณ ๊ฒ์ ๋งํฌ๋ฅผ ๋ฌ์ '''ChatGPT:''' ์๋๋ ์ ๋ด์ฉ์ ํ๊ตญ์ด๋ก ๋ฒ์ญํ ๋ฒ์ ์ ๋๋ค. ๊ทธ๋ฆฌ๊ณ ์ฐธ๊ณ ์ฉ์ผ๋ก ๋น์ทํ ์ฝ์ ํธ์ ๊ฒ์ ๋งํฌ๋ ํจ๊ป ๋๋ฆด๊ฒ์. = = ์ค์๊ฐ์ผ๋ก ๋ฒ์ฃ์๊ฐ ๊ณํ๋ ๋ฒํ์ ๋ฒ์ด๋ ๋์, ํ์ ์ ์ฆ๊ฑฐ๋ฅผ ์์งํ๊ณ ๋ฒ์ฃ ์ ํ์ ๊ท์ ํ๋ฉฐ ์ฉ์์๋ฅผ ์ ์ถํด์ ๋ฒ์ธ์ ์ก๊ธฐ ์ํด ์ง์ฃผํ๋ค โ ํ์ ์ด ์ฌ๋ฐ๋ฅธ ๊ฒฐ๋ก ์ ๋ด๋ฆฌ๊ณ ๋ฒ์ธ์ ์ ์ํ๊ธฐ ์ ์ ๋ฒ์ฃ์๊ฐ ๋ชฉํ๋ฅผ ๋ฌ์ฑํ๋ฉด ๊ฒ์์์ ํจ๋ฐฐํ๋ค. = = * ์ญํ : ๋ฒ์ฃ์(ํ๋ ์ด์ด/์ ์ญ) vs ํ์ (ํ๋ ์ด์ด/์ฃผ์ธ๊ณต ๋๋ NPC) * ์๊ฐ: ๋ฒ์ฃ์๋ ์ค์๊ฐ ๋๋ ์๋ฎฌ๋ ์ด์ ๋ ์ฐ์ ์นด์ดํธ๋ค์ด ๋์ ํ๋ํ๋ค. ํ์ ์ ์กฐ์ฌ ํด์ ์ด์ฉํด ๋ฐ๋ผ์ก๋๋ค. * ๋ฒ์ฃ ๋ชฉํ ์์: ํน์ ๋ฌผ๊ฑด ์ ๋, ์ฆ์ธ ์ ๊ฑฐ, ์์กฐ ๋จ์ ์ค์น, ๋์ ๊ฒฝ๊ณ ํ์ถ, ์๋ฒ ์ ๊ทผ ๋ฑ * ํ์ ์น๋ฆฌ ์กฐ๊ฑด: # ์ถฉ๋ถํ ์ฆ๊ฑฐ ์ข ๋ฅ ์์ง # ๋ฒ์ฃ ์ ํ ์ฌ๋ฐ๋ฅด๊ฒ ๊ท์ # ์ฉ์์ ํ ๋ช ์ด์ ์ ์ถ # ์ฆ๊ฑฐ๋ฅผ ํตํด ์ฉ์์๋ฅผ ๋ฒ์ฃ์ ์ฐ๊ฒฐํ๊ณ ๋ฒ์ฃ์๊ฐ ๋ชฉํ๋ฅผ ๋ฌ์ฑํ๊ธฐ ์ ์ ์ ์ง * ํผ๋๋ฐฑ ๋ฃจํ: ๋ฒ์ฃ์๋ ์ฆ๊ฑฐ๋ฅผ ํ๊ดดํ๊ฑฐ๋ ์์กฐํ๊ฑฐ๋ ๊ณจ์ ๋นจ๋ฆฌ ๋ฌ์ฑํ ์ ์๊ณ , ํ์ ์ ๋ฒ์ฃ ํ์ฅ ํ๋ณด, ํฌ๋ ์, ์ธํฐ๋ทฐ, ๊ฐ์, ์ง๊ด/์ถ๋ฆฌ๋ฅผ ์ฌ์ฉํ ์ ์๋ค. * ๊ธด์ฅ ๋ฉ์ปค๋์ฆ: โ๊ด์ฌ๋ ๋ฏธํฐโ โ ์๊ฐ์ด ์ง๋ ์๋ก ๊ณต๊ณต์ ๊ด์ฌ์ด ๋์์ง๊ณ , ์ด๋ ์ฌ์ฉ ๊ฐ๋ฅํ ์์๊ณผ ์ฉ์์ ํ๋์ ์ํฅ์ ์ค๋ค. * ์ ํ์ ๋ฐ์ : ํ์ ์ด ํ์ฅ์ ๊ฐ์ฅ ๋จผ์ ๋์ฐฉํ์ง๋ง ๋ฌด์ธ๊ฐ ์๋ชป ๋ณธ ๊ฒฝ์ฐ โ ์ถ๋ฆฌ๋ฅผ ์๋ชป ์ด๋์ด ์๋ชป๋ ๊ฒฐ๋ก ์ ๋น ์ง ์ ์๋ค. = = # ๋ฐ๋จ โ ๊ฒฝ๋ณด/ํธ๋ฆฌ๊ฑฐ: ๋ฒ์ฃ์๊ฐ ํ๋์ ์์ (์: ๊ฐค๋ฌ๋ฆฌ ์ผ๊ฐ ์นจ์ ) # ์ฆ๊ฐ์ ๊ฒฐ๊ณผ โ ๋ฌผ๊ฑด์ด ์ฌ๋ผ์ง๊ฑฐ๋/์์ฒด๊ฐ ๋ฐ๊ฒฌ๋๊ฑฐ๋/์ฆ์ธ์ด ๋๋ง # ํ์ ๋์ฐฉ โ ์ฒซ ์ธ์, ๋์ ๋ณด์ด๋ ๋จ์(์งํ ๋ฌป์ ๋ฐ์๊ตญ, ํน์ดํ ๋๊ตฌ) # ํผ์ฆ ์กฐ๋ฆฝ โ ํ์ ์ด ๋ฒ์ฃ ์ ํ์ ๊ท์ (์ ๋ vs ์ด์ธ vs ํ๊ดด)ํ๊ณ ๊ฐ์ค ์ ๋ฆฌ # ์๊ฐ๊ณผ์ ๋ ์ด์ค โ ๋ฒ์ฃ์๊ฐ ๋ค์ ๋จ๊ณ(ํ์ถ๊ฒฝ๋ก, ์ฆ๊ฑฐ ํ๊ดด)๋ก ์ด๋ # ํญ๋ก/ํด๋ฆฌํํ์ด โ ํ์ ์ด ์ฉ์์ ํน์ฑ(๋ฌธ์ , ๋ง๋ฒ๋ฆ)์ ์ ์ถํ์ง๋ง ์ฆ์ ํ๋ํ ์ง ์ถ๊ฐ ์ฆ๊ฑฐ๋ฅผ ๊ธฐ๋ค๋ฆด์ง ๊ฒฐ์ ํด์ผ ํจ = = # ํ์ฅ ํ๋ณด ๋ฐ ์ฃผ๋ณ ํต์ (์ฆ๊ฑฐ ์์ค ๋ฐฉ์ง) # ํผํด์ ๋ฐ ์์ฒด ์ฐ์ ์ฒ๋ฆฌ # ์ฌ์ง์ดฌ์ ๋ฐ ๋ฌธ์ํ (๋จผ์ ๋๋ฌ๋ณด์ง ๋ง ๊ฒ) # ๊ธฐ๋ณธ ์ฆ๊ฑฐ ์์ง (DNA, ์ง๋ฌธ, ๋ฐ์๊ตญ, ๋๊ตฌ ์๊ตญ) # ๋ฒ์ฃ ์ ํ ๊ท์ (๊ธ์ต๊ธฐ๋ก โ ์ ๋; ํ์ ์์ฒ โ ๊ฐ์ธ ๋ณด๋ณต ๋ฑ) # ์ฆ๊ฑฐ์์ ์ฉ์์ ํ๋กํ ๊ตฌ์ถ (์ฒ์ฅ ์๊ตญ์ผ๋ก ํค ์ถ์ , ๋๊ตฌ ํ์ ์ผ๋ก ์ฃผ์์ก์ด ์ ์ถ, ์ฌ์ ๋ก ์ท ๋ฑ) # DB ๋์กฐ: ์ต๊ทผ ์ฒดํฌ์, ์ฐ๊ด์, CCTV ํ์์คํฌํ # ๋ชฉ๊ฒฉ์ ์ธํฐ๋ทฐ: ์๊ฐํยท๋ชจ์ ํ์ # ๊ฐ์ค ๊ฒ์ฆ: ๋๊ธฐ + ๊ธฐํ + ์๋จ ์ผ์น ์ฌ๋ถ # ๊ฒฐ์ ์ ์ฆ๊ฑฐ ํ๋ณด: ์๋ฐฑ, ๋๋ํ ํ๋ณด, ์ผ์นํ๋ ์ฆ๊ฑฐ # ์ฉ์์ ์ฒดํฌ ๋๋ ํจ์ ๊ฑธ๊ธฐ โ ๊ฐ์ฉ ์ฆ๊ฑฐ๊ฐ ์ถฉ์กฑ๋์ ๋ = = * ๋ฌผ๋ฆฌ์ : ์ง๋ฌธ, DNA, ์ฌ์ , ๋๊ตฌ ์๊ตญ, ํํ ํจํด * ๋์งํธ: GPS ์์น, CCTV ํ์์คํฌํ, ํตํ ๊ธฐ๋ก, ์ ๊ทผ ๋ก๊ทธ * ๋ชฉ๊ฒฉ์ ์ง์ : ์ง์ ๋ชฉ๊ฒฉ์, ํ์ธ, ๋ด๋ถ์ โ ์ ๋ขฐ์ฑ ๊ณ ๋ ค * ํ๋ ํ์ : ํ์ถ๋ก, ๋ฌด๊ธฐ ์ ํ, ์ง์ ์ ํ์ vs ์๋ง์ถ์ด * ๋ฒ์ํ ์๊ฐํ: ์์ฒด ์จ๋, ์ฌ๋ง ์๊ฐ, ์ฅ์น ํ์์คํฌํ๋ก ํ์๋ผ์ธ ์ค์ * ์ถ์ ๋ฌผ๊ฑด: ์ ๋ํฌํ ์ฅ์ ๊ตฌ, ๋น๋ฐํ, ์์์ฆ, ๊ฐ์ผ๋ ์ฅ์น = = * ๋ฒ์ฃ์ ํ๋กํ: ๋ชฉํ ์งํฅ์ ์ด๊ณ , ์๋ฐ ์์์๋ ์นจ์ฐฉํ๋ฉฐ ํ์ ์ ์ง์ฐ๋ ๋ฐ ์ฒด๊ณ์ ์ด๋ค. ๊ทธ๋ค์ ์ฌ๋ฆฌ๋ ๋ชฉ์ -์๋จ ๊ตฌ์กฐ๋ก ๋์ด ์๋ค. ์คํธ๋ ์ค๊ฐ ์์ด๋ฉด ํ๋์ด ๋นจ๋ผ์ง๊ณ ์ค์๊ฐ ์๊ธฐ๋ฉฐ, ๊ทธ๊ฒ ์ฝ์ ์ด ๋๋ค. * ํ์ ํ๋กํ: ํจํด์ ๋ณด๋ ์ฌ๋, ์ ์์ ๊ฐ์ ์ ์ผ๋ก ์ฐ๋ฃจ๋์ด ์๊ณ ์ง๊ด๊ณผ ์ ์ฐจ ์ฌ์ด ๊ท ํ์ ์ก๋๋ค. ๊ฐ์ : ๊ณต๊ฐ์ ์ธํฐ๋ทฐ, ํก๋จ์ ์ฌ๊ณ . ์ฝ์ : ์์ ๊ฐ ์ง๋์น๋ฉด ํฐ๋๋น์ ๋น ์ง, ์ ํ๋ ๋ฐ์ดํฐ๋ก ์๋ชป๋ ์ด์ผ๊ธฐ ๋ง๋ค์ด๋. * ๊ด๊ณ ์ญํ: ์ถ๊ฒฉ์ ๋์ ๊ฐ๊ณ ๋ฆ๋๋ค โ ๋ฒ์ฃ์๋ ํ์ ์ ์ต๊ด์ ์์ธกํ๊ณ ์ฝ์ ์ ํ๊ณ ๋ค๋ฉฐ, ํ์ ์ ๋ฒ์ฃ์์ ์๊ทธ๋์ฒ(๋ฐ๋ณต๋๋ ๋์์ด๋ ์ ํ)๋ฅผ ์ธ์งํ๊ณ ๊ทธ๊ฒ์ ๋ฏธ๋ผ๋ก ํ์ฉํ๋ค. ๋ง์ฝ ๊ณผ๊ฑฐ ์ธ์ฐ์ด ์๋ค๋ฉด(์ ํํธ๋, ๊ณผ๊ฑฐ ์ฌ๊ฑด) ๊ฐ์ ์ ์ดํด๊ด๊ณ๊ฐ ์ ์ฐจ๋ฅผ ํ๋ค ์ ์๋ค โ ํ์ ์ด ๋ณต์๋ฅผ ์ฐ์ ์ํ๊ฑฐ๋, ๋ฒ์ฃ์๊ฐ ์ฐ์ํจ์ ์ฆ๋ช ํ๋ ค ๋ค ์ ์๋ค. = = ์ ๋ฆฌ ์ฒ์ฐฝ์ ๋ฆฌ๋ฌ์ฒ๋ผ ๋ถ๋ชํ๋ ๊ฐ๋๋ค๋ ๋น๋ฐฉ์ธ์ด ๊ฐค๋ฌ๋ฆฌ ๋ด๋ถ๋ฅผ ํ๋ค์๋ค. ๊ฒฝ๋ณด์์ด ๋จ๋ฆฌ๋ฉฐ ๋์ชฝ ์ ์๊ด์ด ๊น๋นก์๋ค. ์์ฐฐ์ฐจ๊ฐ ๋ง ์ง์ ํ์ ๋, ์ ๋ฆฌ ์ง์ด์ฅ์ ๋น์๊ณ ํ๋์ ๊ฒ์ ๋ถ์ธ ์๊ตญ์ด ์๋น์ค ํต๋ก ์ชฝ์ผ๋ก ํฅํ๊ณ ์์๋ค โ ๋ฐ๋ฐ๋ฅ์ ์์ง ๊ฒ์ ํ์ธํธ๊ฐ ๋จ์ ์์๋ค. ํ์ฌ ๋ฐ๋ฏธ๋๋ ์ชผ๊ทธ๋ฆฌ๊ณ ์์ ํด๋ํฐ์ผ๋ก ์ ์ ์ฐ์ํด์ ์ฐ์๋ค. ๊ทธ๋ฆฌ๊ณ ์ด๋ฏธ ์ถ๊ฒฉ์ด ์์๋์์ ๋๊ผ๋ค: ๋๊ตฐ๊ฐ๋ ์ด ๊ณํ์ ๋ถ ๋จ์๋ก ์ค๊ณํ๋ค, ๊ทธ๋ฆฌ๊ณ ๊ทธ ๋ชจ๋ ๋น ๋ฅด๊ณ ์๋ฆฌํ ์ ํ์ ๋ฉ์์ง์๋ค. ๋ฉ์์ง๋ฅผ ํด๋ ํ๋ฉด, ์ด์ธ์๋ฅผ ์ฐพ์ ์ ์๋ค. == == ๋น์ทํ ์ฝ์ ํธ์ ๊ฒ์์ ์ฐธ๊ณ ๋ก ๋๋ฆด๊ฒ์. (ํ๊ตญ์ด ์ง์ ์ฌ๋ถ๋ ํ๋ซํผ์ ๊ฐ์ ํ์ธํด์ฃผ์ธ์.) * Among Us (Discord ํ์ด์ง) โ ํ์ + ๋ฐฐ์ + ์ถ๋ฆฌ ์์ ์์ * Town of Salem ๊ณต์์ฌ์ดํธ โ ๋ ํธ๋ก ๊ฐ์ฑ์ ์ฌํ ์ถ๋ฆฌ ๊ฒ์ * Project Winter ๊ณต์ ์ฌ์ดํธ โ ์์กด + ๋ฐฐ์ + ํ๋ด ์ถ๋ฆฌ/์์์ ์กฐํฉ ์ํ์๋ฉด ์ด ์ฝ์ ํธ๋ฅผ ํ์ฉํ ์จ๋ผ์ธ ์ค์๊ฐ ๋ฉํฐํ๋ ์ด ํธ๋ ์ผ๋ฌ, ๋ณด๋๊ฒ์ ํํ ๊ท์น์ ๋ค์ด๋ก๋ ๋งํฌ, ๋๋ ๋ชจ๋ฐ์ผ ์ฑ์ผ๋ก ๊ตฌํ ๊ฐ๋ฅํ ํ๋กํ ํ์ ๊ธฐํ์๋ ์ฐพ์๋๋ฆด ์ ์์ด์. ์ด๋ค ๊ฒ ์ข์๊น์? '''Prompt:''' ์ ์ ํ ํด๋น ์๊ฐ ๋ฒ์ฃ์์ ํ์ฌ์ ๋ฒจ๋ฐ์ค ์กฐ์ ๋ฐฉ๋ฒ์ ์๋ ค์ค '''ChatGPT:''' ์ข์์ โ ๋ฒ์ฃ์(์คํ์)์ ํ์ฌ(์กฐ์ฌ์)์ ํด ์๊ฐ๊ณผ ๋ฐธ๋ฐ์ค๋ ๊ฒ์์ ๊ธด์ฅ๊ฐ๊ณผ ๊ณต์ ์ฑ์ ์ง์ ์ ์ธ ์ํฅ์ ์ค๋๋ค. ์๋์ ์ค์ ์์ ๋ฐ๋ก ์ ์ฉํ ์ ์๋ ๊ตฌ์ฒด์ ์ซ์(์ํ ํ๋ฆฌ์ ), ๋ฐธ๋ฐ์ค ์ค๊ณ ์์น, ๋ฉ์ปค๋์ฆ ์์ด๋์ด(์ถ๊ฒฉยท์ฆ๊ฑฐ ์๋ฉธยท๋ฆฌ์คํฌ/๋ณด์), ๊ทธ๋ฆฌ๊ณ ํ๋ ์ดํ ์คํธ์ฉ ์งํ์ ํ๋ ์ ์ฐจ๋ฅผ ํ ๋ฒ์ ์ ๋ฆฌํด ๋๋ฆด๊ฒ์. ๋ฐ๋ก ์จ๋ณด์๊ณ , ํ๋ ์ดํ ์คํธ ํ์ ๊ฒฐ๊ณผ๋ง ์๋ ค์ฃผ๋ฉด ๋ค์ ์กฐ์ ์์ ๋ ๊ตฌ์ฒด์ ์ผ๋ก ๋๋ฆด๊ฒ์. = = * ๋ฒ์ฃ์๋ โ์ฐ์(real-time ๋๋ ์๊ฐ ๋น์ฉ ๊ธฐ๋ฐ)โ๋ก ๋ชฉํ๋ฅผ ์งํํ๊ณ , ํ์ฌ๋ โ์ ํ๋ ์กฐ์ฌ ํด(๋๋ ํ๋ ํฌ์ธํธ)โ์ผ๋ก ๊ทธ ๊ณต๋ฐฑ์ ๋ฉ๊ฟ์ผ ํ๋ค. * ์ ์ฒด ์ค์ ๊ฒ์ ์๊ฐ(๋ฒ์ฃ ๋ชฉํ ๋ฌ์ฑ๊น์ง์ ์๊ฐ)์ ๊ธฐ์ค์ผ๋ก ์์ชฝ์ ํ๋๋(ํ๋ ์ ร ํ๊ท ํ๋ ์๊ฐ)์ ๋ง์ถ๋ค. ๋ชฉํ: ์ด๋ฐ์ ๋ฒ์ฃ์์๊ฒ ์ฝ๊ฐ ์ฐ์, ์ค๋ฐ~ํ๋ฐ์ ํ์ฌ๊ฐ ์ญ์ ํ ์ ์๋ ๊ธฐํ๊ฐ ์๊ธฐ๋๋ก. = = * ์ด ๋ผ์ด๋ ์๊ฐ(Total time to goal): ๋ฒ์ฃ์๊ฐ ๋ชฉํ๋ฅผ ๋ฌ์ฑํ๋ ๋ฐ ํ์ํ ์ด ์๊ฐ. ์: 90์ด, 180์ด, 300์ด ๋ฑ. * ํ์ฌ ์ ์ฅ์์๋ ์ด ์๊ฐ ๋์ ์ฆ๊ฑฐ๋ฅผ ์์งํ๊ณ ๋ฒ์ฃ ์ ํยท์ฉ์์ยท์ฆ๊ฑฐ(=์น๋ฆฌ์๊ฑด)๋ฅผ ํ๋ณดํด์ผ ํจ. * ๋ฐธ๋ฐ์ค ๋ชฉํ: ๋ฒ์ฃ์ ์น๋ฅ ์ฝ 40โ60% ์ฌ์ด(์ ์ ํ๋ ๋ชฉํ 45โ55%). ๋๋ฌด ๋ฒ์ฃ์ ํธ์ด๋ฉด ์ฌ๋ฏธ์๊ณ , ๋๋ฌด ํ์ฌ ํธ์ด๋ฉด ๊ธด์ฅ๊ฐ ์์ค. = = ์๋๋ ๊ฒ์ ํ ํฌ๋ณ๋ก ์ ์ํ๋ ์ซ์. ์ด ์๊ฐ์ ๋ฒ์ฃ์๊ฐ ๋ชฉํ ๋ฌ์ฑ๊น์ง ์ฐ๋ ์๊ฐ. ํ์ฌ๋ ๊ทธ ์๊ฐ ์์ ์ฃผ์ด์ง ํด/ํ๋์ ์์ง. A) ๋น ๋ฅธ ํ ํฌ โ ์ค๋ฆดยท์งง์ ๊ฒฝ๊ธฐ * ๋ฒ์ฃ์ ๋ชฉํ ์๊ฐ: 90์ด * ํ์ฌ ํด ์: 6ํด, ๊ฐ ํด 15์ด (6ร15 = 90์ด) * ํ์ฌ ํ๋: 1ํด๋น ์ฌ์ง ์ฐ๊ธฐ/ํ์ฅ ํ์(๊ธฐ๋ณธ), 2ํด๋ง๋ค ์ธํฐ๋ทฐ/๋์งํธ ์กฐํ(๋ ๋ง์ ์ ๋ณด ์๋ชจ) * ๊ฒฐ๊ณผ: ๊ธ๋ฐํ ํ๋จ ์๊ตฌ, ์ด ์์ ํผ B) ์ค๊ฐ ํ ํฌ โ ๊ท ํํ(๊ถ์ฅ ์ด์) * ๋ฒ์ฃ์ ๋ชฉํ ์๊ฐ: 180์ด (3๋ถ) * ํ์ฌ ํด ์: 9ํด, ๊ฐ ํด 20์ด (9ร20 = 180์ด) * ๋ณด๋์ค: ํ์ฌ๋ ์ด๊ธฐ์ ๊ธด๊ธ ํจ์ค 1ํ(์ฆ์ ์ถ๊ฐ 10์ด ์๋ ์กฐ์ฌ ๊ฐ๋ฅ) ๋ณด์ * ๊ฒฐ๊ณผ: ํ๋จยท์ฆ๊ฑฐ ์์ง ์ฌ์ , ์ ๋ต์ ์ ํ ์ค์ C) ๋๋ฆฐ ํ ํฌ โ ์ฌ์ธต ์์ฌ / ์ ๋ตํ * ๋ฒ์ฃ์ ๋ชฉํ ์๊ฐ: 300์ด (5๋ถ) * ํ์ฌ ํด ์: 12ํด, ๊ฐ ํด 25์ด (12ร25 = 300์ด) * ํ์ฌ๋ ์ด๋ฐ์ ํฌ๋ ์ ์ค์บ 1ํ(์๊ฐ ์๋นํ์ง๋ง ํต์ฌ ์ฆ๊ฑฐ ์์ง) ์ฌ์ฉ ๊ฐ๋ฅ * ๊ฒฐ๊ณผ: ์ ์ฐจ์ ์กฐ์ฌ ๊ฐ์กฐ, ๋ฆฌํ๋ ์ด ๊ฐ์นโ <blockquote></blockquote> = = * ํ๋ ํฌ์ธํธ(AP) ์์คํ : ํ์ฌ์๊ฒ ๋งค ํด ์ผ์ AP ์ง๊ธ(์: ํด๋น 100AP). ๊ฐ ํ๋์ AP ์๋ชจ์ ์ค์ ์๊ฐ ์๋ชจ๋ฅผ ๊ฐ๋๋ค. ๋ฒ์ฃ์๋ ์ค์๊ฐ์ผ๋ก ์์ง์ด๋ฉฐ ํน์ ํ๋(์ฆ๊ฑฐ ํ๊ดด, ๋์ฃผ ๊ฐ์ ๋ฑ)์ ์๊ฐ(์ด)์ ์๋นํ๋ค. * ์์ ํ๋ ์ฝ์คํธ(์ค๊ฐ ํ ํฌ ๊ธฐ์ค): * ํ์ฅ ์ค์บ(๋น ๋ฅธ): 25AP / 8์ด * ์ฌ์งยท๋ฌธ์ํ: 15AP / 4์ด * ์ฑ์ฆ(์๋ฃ ์ฑ์ทจ): 60AP / 30์ด(ํ์ฅ์ ์ค๋ ๋จธ๋ฌผ๋ฌ์ผ ํจ) * CCTV ์กฐํ ์์ฒญ: 80AP / 20์ด(๊ฒฐ๊ณผ ์ง์ฐ ๊ฐ๋ฅ์ฑ) * ๋ชฉ๊ฒฉ์ ์ธํฐ๋ทฐ(์งง์): 40AP / 15์ด * ์ธํฐ๋ทฐ(์ฌ์ธต): 100AP / 45์ด * ๋ฒ์ฃ์ ํ๋(์๊ฐ ์ฝ์คํธ): * ๋ฌผ๊ฑด ํ์น๊ธฐ(์๋ฃ): 30์ด * ์ฆ๊ฑฐ ํ๊ดด(๋ถ๋ถ): 20์ด * ์ฆ๊ฑฐ ํ๊ดด(์์ ): 45์ด * ๋์ฃผ(๋จ๊ณ): 20~60์ด(๊ฑฐ๋ฆฌ์ ๋ฐ๋ผ) * ์ฅ์ : AP์ ์๊ฐ ์ฝ์คํธ์ ๊ต์ฐจ๋ก ์ ๋ต์ ์ ํ ์ ๋(์งง๊ณ ๋ง์ ํ๋ vs ๋๋ฆฌ์ง๋ง ๊ฒฐ์ ์ ํ๋). = = * ์ฆ๊ฑฐ์ ์๋ช (Evidence decay): ์๊ฐ์ด ์ง๋๋ฉด ์ฆ๊ฑฐ ํ์ง์ด ๋จ์ด์ง(์: DNA ์์ ์ฑ, CCTV ๊ธฐ๋ก ๋ฎ์ด์ฐ๊ธฐ). ๋ฒ์ฃ์๋ ์ฆ๊ฑฐ๋ฅผ ํ๊ดดํ๊ฑฐ๋ ์กฐ์ํ์ฌ ์ด ์๋ช ๋จ์ถ ๊ฐ๋ฅ. ํ์ฌ๋ ๋น ๋ฅด๊ฒ ํต์ฌ ์ฆ๊ฑฐ(ํ์์คํฌํยท์์ ์ฆ๊ฑฐ)๋ฅผ ํ๋ณดํด์ผ ํจ. * ๊ฐ์์ฑ/๋ ธ์ด์ฆ ํธ๋ ์ด๋์คํ: ๋ฒ์ฃ์๊ฐ ๋น ๋ฅด๊ฒ ํ๋ํ๋ฉด "๋ ธ์ด์ฆ" (์์, ๋ชฉ๊ฒฉ์ ์ฆ๊ฐ)๊ฐ ๋์ด๋ ๊ฐ์ ๊ฐ๋ฅ์ฑ์ด ์ฆ๊ฐ. ๋๋ฆฌ๊ณ ์๋ฐํ๋ฉด ์ฆ๊ฑฐ๋ ์ ๋จ์ง ์์. ํ๋ ์ด์ด ์ ํ์ ๋ฐ๋ฅธ ์ํ๋ณด์. * ๋ฆฌ์์ค ๊ด๋ฆฌ: ํ์ฌ๋ ์์ฌํ(ํ์ฅ์์, ํฌ๋ ์, CCTVํ)์ ๋ถ๋ฐฐ. ๊ฐ ํ ๋ฐฐ์น์ ์๊ฐ ์ง์ฐ๊ณผ ๋น์ฉ ๋ฐ์. ๋ฒ์ฃ์๋ ์์์ '๊ฒฐ์ ์ ํ๋'์ ์คํ๋ฏธ๋/๋๊ตฌ๋ฅผ ์๋ชจ. * ์ธํ ์ฒด์ธ(ํด๋ฃจ ์ฐ๊ฒฐ): ์ฆ๊ฑฐ๋ ์กฐํฉํด์ผ ํจ๊ณผ(์: ์ง๋ฌธ+CCTV+๋์ ์ด ํฉ์ณ์ ธ 'ํ์คํ ํ์')โ๋จ์ผ ์ฆ๊ฑฐ๋ ๋ถ์ถฉ๋ถ. ํ์ฌ๊ฐ ์ฌ๋ฌ ์ ํ์ ์ฆ๊ฑฐ๋ฅผ ๋ชจ์ผ๋๋ก ์ ๋. = = ํ๋ํ ์ ์๋ ๊ฐ๋ณ๊ฐ: # ์ด ๋ชฉํ ์๊ฐ(T) โ ๋ ๊ธธ๋ฉด ํ์ฌ ์ ๋ฆฌ # ์ฆ๊ฑฐ ์๋ฉธ ์๋(Decay rate) โ ๋น ๋ฅด๋ฉด ํ์ฌ ๋ถ๋ฆฌ # ๋ฒ์ฃ์์ ์ก์ ์ฟจ๋ค์ด(Cooldown) โ ์งง์ผ๋ฉด ๋ฒ์ฃ์ ์ฐ์ ํ๋ ๊ฐ๋ฅ # ํ์ฌ์ ์ ๋ณด ํ๋ณต ์๋(์: CCTV ํ์ ์ง์ฐ) โ ๋๋ฆฌ๋ฉด ํ์ฌ ๋ถ๋ฆฌ # ์ด๋ ๊ฐ์์ฑ(์ด๊ธฐ ๋จ์ ์) โ ๋ ๋ง์ ์ด๊ธฐ ๋จ์๋ ํ์ฌ ์ ๋ฆฌ # ๋ถํ์ค์ฑ(๊ฑฐ์ง ๋จ์ ํ๋ฅ ) โ ๋์ผ๋ฉด ์ถ๋ฆฌ ๋๋ ์์น = = * ๋์ ๋์ด๋ ๋ณด์ (DDC): ํ๋ ์ด์ด ๊ฐ ์น๋ฅ ์ ๋ชจ๋ํฐ๋งํ์ฌ ์ฐ์ ์นํจ์ ๋ฐ๋ผ ์์ ๋ณด๋์ค/ํ๋ํฐ ์ ์ฉ(์: ํ์ฌ๊ฐ 3์ฐํจ ์ ์กฐ๊ธฐ ํฌ๋ ์ ๋ฆฌํ์คํธ ์ฟจ๋ค์ด ๊ฐ์). ๋จ, ๋ช ํํ ํ๊ณ์น(ยฑ10% ์น๋ฅ ๋ณด์ )๋ฅผ ๋์ธ์. * ์๊ฐ ์ฐ๋ ์ด๋ฒคํธ: ํน์ ์๊ฐ๋(์: ๋ผ์ด๋ ์ค 60% ๊ฒฝ๊ณผ ์) ์๋ ์ด๋ฒคํธ๋ก ์ฆ๊ฑฐ ๋ ธ์ถ/๋ชฉ๊ฒฉ์ ๋ฑ์ฅ ๋ฑ. ์ด ์ด๋ฒคํธ๋ โcome-backโ ๊ธฐํ๋ฅผ ์ค. = = # ํ๋ฆฌ์ ์ ์: ์์ A/B/C ์ค ํ๋ ์ ํํด์ ๊ตฌํ. # ํ ์คํธ ๊ทธ๋ฃน: ์ด๋ณด/์ค๊ธ/๊ณ ์ ๊ฐ๊ฐ 10์ธ์ ์ด์(๊ฐ ํ๋ฆฌ์ ๋ณ ์ต์ 30๋งค์น ๊ถ์ฅ). # ํต์ฌ KPI: ๋ฒ์ฃ์ ์น๋ฅ , ํ๊ท ํ๋ ์ดํ์, ๋ผ์ด๋ ๋ด ๊ฒฐ์ ์ ํ๋(์ฆ๊ฑฐ ํ๊ดด ๋ฑ) ๋น๋, ํ๋ ์ด์ด ์ฃผ๊ด ๋ง์กฑ๋(์ค๋ฌธ). ๋ชฉํ: ๋ฒ์ฃ์ ์น๋ฅ 45โ55%, ํ๊ท ํ๋ ์ดํ์ โ ๋์์ธ ์๊ฐ ยฑ10%. # ๋ก๊ทธ ์์ง ํญ๋ชฉ: ์ก์ ๋ณ ์๊ฐ, ์ฆ๊ฑฐ ํ๋ณด ์์ , ์ฆ๊ฑฐ ํ๊ดด ์์ , ํ์ฌ ํด๋ณ ํ๋ ๋ถํฌ. # ๋ฐ์ดํฐ ๋ถ์: ์นํจ์ ์ํฅ์ ๋ง์ด ์ค ๋ณ์(์: CCTV ํ์ ์ง์ฐ ์๊ฐ)๊ฐ ๋ฌด์์ธ์ง ์๋ณ. # ์กฐ์ ๋ฃจํ: ๋ฌธ์ ๋ณ์ ํ ๋ฒ์ ํ๋์ฉ ์กฐ์ (์: ์ฆ๊ฑฐ ์๋ฉธ ์๋ -10% โ ํ ์คํธ)ํ๊ณ ์ฌ์ธก์ . # ๊ฐ๊ฐ ํ ์คํธ: ์ซ์ OK๋ผ๋ ํ๋ ์ด ๋๋(๊ธด์ฅ๊ฐ, ๋ถ๊ณต์ ์ฑ)์ ๋ด๋ถ ํ ์คํฐ์๊ฒ ๋ฌป๊ณ ์กฐ์ . = = * ๋ฒ์ฃ์ ์ด ๋ชฉํ ์๊ฐ: 180์ด * ํ์ฌ ํด: 9ํด ร 20์ด * ํ๋/AP: ํด๋น 100AP * ํ๋ ์ฝ์คํธ(์): ํ์ฅ์ค์บ25AP/8s, ์ฑ์ฆ60AP/30s, ์ธํฐ๋ทฐ40AP/15s, CCTV์กฐํ80AP/20s * ์ฆ๊ฑฐ ์๋ฉธ: ์ฆ๊ฑฐ ํ์ง 1๋ถ๋ง๋ค 10% ๊ฐ์(์ฑ์ฆ ์ ํ ์), ์ฆ๊ฑฐ ํ๊ดด ์ ์ฆ์ 50โ100% ๊ฐ์ * ๋ณด์ : ํ๋ ์ดํ ์คํธ ํ ๋ฒ์ฃ์ ์น๋ฅ ์ด 60% ์ด์์ด๋ฉด โ ๋ฒ์ฃ์ ์ด์๊ฐ -10% ํน์ ์ฆ๊ฑฐ ์๋ฉธ์๋ +10% = = # ๋ฒ์ฃ์ ์น๋ฅ > 60%: ๋ฒ์ฃ์ ์๊ฐ ๊ฐ์(โ10~15%) OR ํ์ฌ ์ด๋ AP ์ฆ๊ฐ(+10%) # ํ์ฌ ์น๋ฅ > 65%: ์ฆ๊ฑฐ ์๋ฉธ์๋ ์ฆ๊ฐ(+10%) OR ๋ฒ์ฃ์ ํ๋ ์ฟจ๋ค์ด ๊ฐ์ # ํ๋ ์ดํ์ ๊ณผ๋ํ๊ฒ ์งง์: ์ ์ฒด ์๊ฐ +15% # ํ๋ ์ดํ์ ๊ณผ๋ํ๊ฒ ๊ธธ๋ฉด: ์ ์ฒด ์๊ฐ โ15% ๋๋ ํ์ฌ ํด ์ +1(ํด ์๊ฐ ์ํญ ๊ฐ์) # ๋ถ๊ณต์ ์ฑ ํธ์(๋๋): ์ ๋ณด ํ๋ ๋ฃจํธ(์ด๊ธฐ ๋จ์ ์) ์ฌ๋ถ๋ฐฐ = = * 'ํซ์คํ' ํ์์คํฌํ: ๋ฒ์ฃ์๊ฐ ํน์ ํ๋(์ฆ๊ฑฐํ๊ดด ๋ฑ)์ ํ ๋ ํด๋น ์ง์ญ์ด '๋ ธ์ถ'๋์ด CCTV๊ฐ ์๋์ผ๋ก ํ์ฑํ๋๋ ๋ฑ ๋ฆฌ์คํฌ/๋ณด์ ์ฐ๋. * ์๊ทธ๋์ฒ ํธ๋: ๋ฒ์ฃ์๊ฐ ๋ฐ๋ณต์ ์ผ๋ก ๋จ๊ธฐ๋ โ์๋ช โ(์: ํน์ดํ ๋์) โ ํ์ฌ๊ฐ ์ด๋ฅผ ์ธ์งํ๋ฉด ์์ ํํธ(์ฉ์์ ํ๋กํ ๋ณด๋์ค) ์ง๊ธ. * ์จ๊ฒจ์ง ์์(์ ๋ณด ํ ํฐ): ํ์ฌ๋ ๋ผ์ด๋๋น 1~2๊ฐ์ '์ ๋ณด ํ ํฐ'์ผ๋ก ์ฆ์ ์ ๋ณด๋ฅผ ์ป์ ์ ์์(๋จ, ์ฌ์ฉ ์ ๋ค์ ๋ผ์ด๋ ๋ฆฌ์์ค ํ๋ํฐ). = = * ์ถ์ฒ์ผ๋ก๋ ์ค๊ฐ ํ ํฌ(์ด 180์ด / ํ์ฌ 9ํด ร 20์ด) ๋ฅผ ๋จผ์ ๊ตฌํํด ํ ์คํธํ์ธ์. * AP/์๊ฐ ์ฝ์คํธ ๋ชจ๋ธ๋ก ํ๋์ ์ ๋ฐํํ๊ณ , ์ฆ๊ฑฐ ์๋ฉธ/์ฆ๊ฑฐ ํ๊ดด ๊ท์น์ ๋ฃ์ด ์ญ๋์ฑ ํ๋ณด. * ํ๋ ์ดํ ์คํธ: ๊ฐ ๋์ด๋๋ณ 30๋งค์น ์์ง โ ์น๋ฅ 45โ55% ๋ชฉํ โ ์ ์ฒดํฌ๋ฆฌ์คํธ๋ก ์กฐ์ . ์ํ์๋ฉด ์ง๊ธ ๋ฐ๋ก ์ด ์ค๊ฐ ํ ํฌ(180์ด)์ฉ ๊ตฌ์ฒด JSON ๊ท๊ฒฉ์ ๋ฐธ๋ฐ์ค ํ์ผ์ด๋, **๊ฐ๋จํ ์๋ฎฌ๋ ์ดํฐ(๊ฐ์ ๋งค์น 1000ํ ์๋ฎฌ๋ ์ด์ )**๋ฅผ ๋ง๋ค์ด ๋๋ฆด๊ฒ์ โ ์ด๋ ์ชฝ์ ์ํ์ธ์? '''Prompt:''' Please code what you said with Lua code and tell me how to model Roblox with AI '''ChatGPT:''' ๋ฉ์ ธ์ โ ์๋์๋ ๋น์ ์ด ์์ฒญํ (1) Roblox(๋๋ ์ผ๋ฐ Luau)์์ ๋์ํ๋ ํต์ฌ ๊ฒ์ ๋ฉ์ปค๋์ฆ์ ๊ตฌํํ Lua ์ฝ๋(๋ชจ๋ํ๋, ์๋ฒ์ฌ์ด๋์ฉ)์ **(2) "Roblox์ AI ๋ชจ๋ธ์ ์ ์ฉ/๋ชจ๋ธ๋งํ๋ ๋ฐฉ๋ฒ"**์ ์ค๋ฌด์ ์ผ๋ก ์ ๋ฆฌํ ์ค๋ช ์ ํ ๋ฒ์ ๋๋ฆฝ๋๋ค. ์ฝ๋๋ ์ฆ์ ์๋ฒ ์คํฌ๋ฆฝํธ(์: ServerScriptService)์ ๋ถ์ฌ๋ฃ์ด ํ ์คํธํ ์ ์๋๋ก ์ค๊ณํ๊ณ , ํ๋ผ๋ฏธํฐ๋ก ๊ท ํ(์ด ๋ผ์ด๋ ์๊ฐ, ํด/AP, ํ๋ ๋น์ฉ, ์ฆ๊ฑฐ ์๋ฉธ ์๋ ๋ฑ)์ ์ฝ๊ฒ ๋ฐ๊ฟ ์ ์์ต๋๋ค. ์์ฝ: * ์ ๊ณต๋ฌผ: BalanceConfig + GameEngine + Actor(๋ฒ์ฃ์/ํ์ฌ) + Evidence + Simulator (๋งค์น ์๋ฎฌ๋ ์ด์ ์ฉ) * Roblox ์ ์ฉ ํ: ์ด๋์ ๋ฃ์์ง, RemoteEvents ๊ตฌ์กฐ, ์๋ฒ/ํด๋ผ์ด์ธํธ ์ญํ ๋ถ๋ด * AI ์ ์ฉ: ๋ฃฐ๋ฒ ์ด์ค ยท ํ๋ ํธ๋ฆฌ ยท ์ ํธ๋ฆฌํฐ ๊ธฐ๋ฐ ยท ์ธ๋ถ ML(RL) ๋ชจ๋ธ ํ์ต โ API๋ก ์ฐ๊ฒฐํ๋ ์ค๋ฌด์ ๋ฐฉ๋ฒ = = <syntaxhighlight lang="lua"> -- ModuleScript: GameCore (paste into ServerScriptService as ModuleScript named GameCore) -- Luau / Roblox์ฉ. ์๋ฒ์์ ์๋ํ๋๋ก ์ค๊ณ๋จ. -- ํต์ฌ: ์๊ฐ ๊ธฐ๋ฐ ๋ฒ์ฃ์ vs ํด ๊ธฐ๋ฐ ํ์ฌ, AP/์๊ฐ ์ฝ์คํธ, ์ฆ๊ฑฐ ๊ฐ์ , ๋์ ๋์ด๋ ๋ณด์ , ์๋ฎฌ๋ ์ดํฐ ํฌํจ local GameCore = {} GameCore.__index = GameCore -- ========================= -- Balance / config -- ========================= local Balance = { -- Preset: "mid" (recommended) preset = "mid", presets = { fast = { totalTime = 90, detectiveTurns = 6, turnSeconds = 15 }, mid = { totalTime = 180, detectiveTurns = 9, turnSeconds = 20 }, slow = { totalTime = 300, detectiveTurns = 12, turnSeconds = 25 }, }, -- AP model (per-turn AP for detective) perTurnAP = 100, -- Action cost table (AP, time seconds) actionCosts = { scan = {cost = 25, time = 8}, photo = {cost = 15, time = 4}, collect = {cost = 60, time = 30}, -- ์ฑ์ฆ cctv = {cost = 80, time = 20}, interview_short = {cost = 40, time = 15}, interview_long = {cost = 100, time = 45}, }, -- crime actions (time to complete; criminal acts in real seconds) crimeActions = { steal = 30, partialDestroy = 20, fullDestroy = 45, escapeStep = 25, }, -- evidence decay: per second percentage of remaining quality lost (e.g. 0.001 = 0.1%/s) evidenceDecayPerSecond = 0.0015, -- ์กฐ์ ๊ฐ๋ฅ (๋น ๋ฅด๋ฉด ํ์ฌ ๋ถ๋ฆฌ) -- dynamic difficulty parameters targetWinrate = 0.5, dd_adjustment_step = 0.05, -- ์น๋ฅ ๋ณด์ ๋จ์ (ยฑ5%) } -- Helper: get preset local function getPreset() return Balance.presets[Balance.preset] end -- ========================= -- Evidence object -- ========================= local Evidence = {} Evidence.__index = Evidence function Evidence.new(typeName, baseQuality) local self = setmetatable({}, Evidence) self.typeName = typeName or "generic" self.quality = baseQuality or 1.0 -- 1.0 == 100% self.createdAt = tick() return self end function Evidence:updateDecay(now) local dt = now - self.createdAt -- exponential-ish decay approximation: quality *= (1 - r)^dt local r = Balance.evidenceDecayPerSecond local newQuality = self.quality * (1 - r) ^ math.max(0, dt) self.quality = math.clamp(newQuality, 0, 1) self.createdAt = now end function Evidence:destroy(completeness) -- completeness 0..1 completeness = math.clamp(completeness or 1, 0, 1) self.quality = self.quality * (1 - completeness) end -- ========================= -- Actor base (criminal / detective) -- ========================= local Actor = {} Actor.__index = Actor function Actor.new(name) local self = setmetatable({}, Actor) self.name = name or "Actor" return self end -- Detective subclass local Detective = setmetatable({}, Actor) Detective.__index = Detective function Detective.new(name) local self = Actor.new(name) setmetatable(self, Detective) self.ap = Balance.perTurnAP self.collected = {} -- evidence references self.turnsLeft = getPreset().detectiveTurns return self end function Detective:startTurn() self.ap = Balance.perTurnAP -- turn countdown handled by engine end function Detective:doAction(actionName, evidencePool, now) local costs = Balance.actionCosts[actionName] if not costs then return false, "unknown action" end if self.ap < costs.cost then return false, "not enough AP" end self.ap = self.ap - costs.cost -- action effect simplified: some actions can reveal or collect evidence if actionName == "scan" then -- scanning slightly increases chance to spot low-quality evidence for _, ev in pairs(evidencePool) do ev:updateDecay(now) if ev.quality > 0.1 then table.insert(self.collected, ev) end end return true, "scan done" elseif actionName == "collect" then -- collect highest quality evidence local best, bestIdx = nil, nil for i, ev in pairs(evidencePool) do ev:updateDecay(now) if not best or ev.quality > best.quality then best = ev; bestIdx = i end end if best then table.insert(self.collected, best) table.remove(evidencePool, bestIdx) return true, "collected" else return false, "no evidence" end elseif actionName == "cctv" then -- simulated delay is ignored here; we just mark an intel token table.insert(self.collected, Evidence.new("cctv", 0.9)) return true, "cctv gained" elseif actionName:match("^interview") then -- interviews give lower-quality evidence (testimony) table.insert(self.collected, Evidence.new("testimony", 0.5)) return true, "interview done" elseif actionName == "photo" then table.insert(self.collected, Evidence.new("photo", 0.6)) return true, "photo done" else return false, "no effect" end end -- Criminal subclass local Criminal = setmetatable({}, Actor) Criminal.__index = Criminal function Criminal.new(name) local self = Actor.new(name) setmetatable(self, Criminal) self.progress = 0 -- 0..totalTime self.actions = {} -- list of planned actions (for simulation) return self end function Criminal:performAction(actionName, evidencePool, now) local t = Balance.crimeActions[actionName] or 10 self.progress = self.progress + t -- action effects if actionName == "steal" then table.insert(evidencePool, Evidence.new("stolen_trace", 0.9)) elseif actionName == "partialDestroy" then -- reduce one evidence partially if #evidencePool > 0 then local ev = evidencePool[math.random(1, #evidencePool)] ev:destroy(0.5) end elseif actionName == "fullDestroy" then if #evidencePool > 0 then local ev = table.remove(evidencePool, math.random(1, #evidencePool)) -- removed fully end elseif actionName == "escapeStep" then -- maybe plant a fake clue table.insert(evidencePool, Evidence.new("fake_lead", 0.7)) end return t -- time consumed end -- ========================= -- Game Engine -- ========================= function GameCore.new(opts) opts = opts or {} local self = setmetatable({}, GameCore) self.balance = Balance if opts.preset then if Balance.presets[opts.preset] then Balance.preset = opts.preset end end local p = getPreset() self.totalTime = p.totalTime self.timeNow = 0 self.evidencePool = {} -- list of Evidence objects self.criminal = Criminal.new("Criminal") self.detective = Detective.new("Detective") self.log = {} -- dynamic difficulty state self.dd_offset = 0 -- positive favors detective, negative favors criminal return self end function GameCore:logEvent(s) table.insert(self.log, {t = self.timeNow, text = s}) end -- tick-based simple simulation function (not tied to Roblox Heartbeat here; this is a discrete sim) function GameCore:simulateMatch(criminalPlan) -- criminalPlan: array of actions in order (e.g. {"steal","partialDestroy","escapeStep"}) self.timeNow = 0 self.evidencePool = {} self.criminal.progress = 0 self.detective.collected = {} self.detective.turnsLeft = getPreset().detectiveTurns self.detective.ap = Balance.perTurnAP self.log = {} local totalTime = self.totalTime -- For simplicity: criminal acts continuously, detective acts by turns spaced out evenly local detectiveTurnInterval = totalTime / getPreset().detectiveTurns local nextDetectiveTurnAt = detectiveTurnInterval local criminalActionIndex = 1 self:logEvent("Match start") while self.timeNow < totalTime do -- Criminal takes small step if criminalActionIndex <= #criminalPlan then local act = criminalPlan[criminalActionIndex] local tcost = Balance.crimeActions[act] or 10 -- apply action local consumed = self.criminal:performAction(act, self.evidencePool, self.timeNow) self:logEvent("Criminal did " .. act .. " consumed:" .. tostring(consumed)) -- advance time by the action time or until next detective turn, whichever smaller local advance = math.min(consumed, nextDetectiveTurnAt - self.timeNow) self.timeNow = self.timeNow + advance -- if criminal's action extends past the detective turn, we will continue loop if advance < consumed then -- partial action: remaining of that criminal action continues next loop iteration (we won't model partial here for simplicity) else criminalActionIndex = criminalActionIndex + 1 end else -- no more planned criminal actions -> just progress time local advance = math.min(nextDetectiveTurnAt - self.timeNow, totalTime - self.timeNow) self.timeNow = self.timeNow + math.max(0.1, advance) end -- periodically decay evidence for _, ev in pairs(self.evidencePool) do ev:updateDecay(self.timeNow) end -- Detective turn? if self.timeNow >= nextDetectiveTurnAt and self.detective.turnsLeft > 0 then -- start detective turn self.detective:startTurn() self.detective.turnsLeft = self.detective.turnsLeft - 1 -- Very simple detective policy for simulation: try collect -> cctv -> interview_short -> scan local acted = false local now = self.timeNow local tryOrder = {"collect", "cctv", "interview_short", "scan", "photo"} for _, act in ipairs(tryOrder) do local ok, msg = self.detective:doAction(act, self.evidencePool, now) if ok then self:logEvent("Detective did " .. act .. " -> " .. tostring(msg)) acted = true break end end -- if did nothing due to AP, skip nextDetectiveTurnAt = nextDetectiveTurnAt + detectiveTurnInterval end -- break if criminal progress >= totalTime (criminal wins) if self.criminal.progress >= totalTime then self:logEvent("Criminal reached goal at t=" .. tostring(self.timeNow)) break end -- safety: avoid infinite loop if #self.log > 5000 then break end end -- Determine winner heuristics: -- If detective collected >= 2 high-quality evidence items or any evidence quality > 0.7 => detective wins local detectiveScore = 0 for _, ev in pairs(self.detective.collected) do detectiveScore = detectiveScore + ev.quality end local criminalWin = (self.criminal.progress >= totalTime) and (detectiveScore < 1.2) local winner = criminalWin and "criminal" or "detective" self:logEvent("Match end. Winner: " .. winner .. " (detectiveScore=" .. tostring(detectiveScore) .. ")") return { winner = winner, log = self.log, detectiveScore = detectiveScore, evidencePool = self.evidencePool, } end -- ========================= -- Simple batch simulator for tuning -- ========================= function GameCore:batchSimulate(plan, runs) runs = runs or 100 local results = {criminal = 0, detective = 0} for i=1, runs do local r = self:simulateMatch(plan) results[r.winner] = results[r.winner] + 1 end results.criminal = results.criminal / runs results.detective = results.detective / runs return results end -- Expose constructors for tests GameCore.Balance = Balance GameCore.NewEvidence = Evidence.new GameCore.New = GameCore.new return GameCore </syntaxhighlight> <blockquote></blockquote> <syntaxhighlight lang="lua"> local GameCoreModule = require(game.ServerScriptService.GameCore) local core = GameCoreModule.New({preset = "mid"}) local plan = {"steal", "partialDestroy", "escapeStep", "fullDestroy"} local out = core:simulateMatch(plan) print("Winner:", out.winner) for i, e in ipairs(out.log) do print(i, e.t, e.text) end -- batch sample local stats = core:batchSimulate(plan, 50) print("Winrate criminal:", stats.criminal, "detective:", stats.detective) </syntaxhighlight> = = # ์๋ฒ ์ ์ฉ ๋ก์ง: ๋ชจ๋ ํต์ฌ ๋ฐธ๋ฐ์คยท์ฆ๊ฑฐยท๋งค์น ์๋ฎฌ๋ ์ด์ ์ ์๋ฒ์์ ์ฒ๋ฆฌํ์ธ์. (Exploit ๋ฐฉ์ง, ๊ถํ ๊ด๋ฆฌ) * ModuleScript(ServerScriptService/GameCore) + ServerScript(ServerScriptService/GameManager) ๊ตฌ์กฐ ์ถ์ฒ. # ์๊ฒฉ ํต์ : * RemoteEvent / RemoteFunction์ ์ฌ์ฉํด ํด๋ผ์ด์ธํธ(ํ๋ ์ด์ด)์ ํต์ . ์: ํ๋ ์ด์ด๊ฐ 'ํ๋ ์คํ' ๋ฒํผ์ ๋๋ฅด๋ฉด ํด๋ผ์ด์ธํธ โ ์๋ฒ RemoteEvent:FireServer("actionName") ์ ์ก. * ์๋ฒ๋ GameCore๋ก ํ๋ ์ ํจ์ฑ ๊ฒ์ฌ(AP ์์ก ์ฒดํฌ ๋ฑ) ํ ๊ฒฐ๊ณผ๋ฅผ RemoteEvent๋ก ํด๋น ํ๋ ์ด์ด/ํํฐ์ ๋ธ๋ก๋์บ์คํธ. # ๋ฐ์ดํฐ ๋๊ธฐํ: * ์ค์ํ ์ํ(๋จ์ ์๊ฐ, ์๊ฑฐ๋ ์ฆ๊ฑฐ ์์ฝ, ๋ฒ์ฃ์ ์งํ์ํฉ)๋ ์๋ฒ๊ฐ ์ฃผ๊ธฐ์ ์ผ๋ก(์: 1์ด) ์ด๋ฒคํธ๋ก ํด๋ผ์ด์ธํธ์ ๋ณด๋. * ํด๋ผ์ด์ธํธ๋ UI(ํ์ด๋จธ, AP๋ฐ, ์ธ๋ฒคํ ๋ฆฌ ๋ฑ)๋ฅผ ๊ฐฑ์ . # ํด๋ผ์ด์ธํธ ์ฑ ์ ๋ถ๋ฐฐ: * ํด๋ผ์ด์ธํธ๋ UI, ์ ๋๋ฉ์ด์ , ์ฌ์ด๋ ์ฒ๋ฆฌ. ์๋ฒ๋ ํ์ ยท๋ฐธ๋ฐ์คยท์นํจ๊ฒฐ์ . * CCTV ๊ฐ์ ์ฅ๋น์ '์์ฒญ'์ ์๋ฒ์์ ์ ๊ทผ์ด ํ์ฉ๋๋ ๋ฐ์ดํฐ๋ง ํด๋ผ์ด์ธํธ์ ๋ณด๋ด์ธ์(์ฆ๊ฑฐ ์๋ณธ์ ์๋ฒ๋ณด๊ด). # ํ๋ ์ดํ ์คํธ ํด๋ง: * GameCore:batchSimulate๋ฅผ ์ฌ์ฉํด ์๋ฒ์์ ์๋ ์๋ฎฌ๋ ์ด์ ์ ๋๋ ค ๋ฐธ๋ฐ์ค ์งํ(์น๋ฅ )๋ฅผ ์์งํ์ธ์. * ๋ก๊ทธ๋ฅผ DataStore์ ๊ธฐ๋กํ๊ฑฐ๋ Analytics(Third-party)๊ฐ ์๋ค๋ฉด ์ด๋ฒคํธ ์ ์กํด ์ฅ๊ธฐ ๋ถ์. = = == == * ์ธ์ : ๋น ๋ฅด๊ฒ NPC ํ๋์ ๋ง๋ค๊ณ ์ถ์ ๋. * ์ด๋ป๊ฒ: * Luau๋ก ์ํ๊ธฐ๋ฐ FSM ๋๋ ํ๋ ํธ๋ฆฌ ๊ตฌํ (์กฐ๊ฑด โ ํ๋ ์ฐ์ ์์). * ์: ๋ฒ์ฃ์ NPC๋ steal -> hide -> destroyEvidence ๊ฐ์ ์์๋ก ํ๋. ํ์ NPC๋ scan -> collect -> interview ์์. * ์ฅ์ : ์ฝ๊ฒ ์์ธก ๊ฐ๋ฅ, Roblox ํ๊ฒฝ์์ ์์ ์๋ฒ์ฌ์ด๋๋ก ๊ตฌํ ๊ฐ๋ฅ, ๋ณด์์ฑ ๋์. == == * ํต์ฌ: ๊ฐ ํ๋์ ์ ํธ๋ฆฌํฐ(์ ์)๋ฅผ ๋ถ์ฌํ๊ณ ์ํฉ์ ๋ฐ๋ผ ๊ฐ์ฅ ๋์ ๊ฒ ์ ํ. * ์: ๋ฒ์ฃ์๊ฐ ๋์ฃผ๊ฑฐ๋ฆฌ(๋ฉ๋ฆฌ์ด๋ฉด ๋์ฃผ ์ฐ์ ), ๋ชฉ๊ฒฉ์์(๋ง์ผ๋ฉด ์จ๊ธฐ๊ธฐ) ๋ฑ์ผ๋ก ๊ฐ์ค์น๋ฅผ ๊ณ์ฐ. == == * ์์ด๋์ด: ํ๊ฒฝ(ํ๋ ์ด ์ํ)์ ์๋ฎฌ๋ ์ดํฐ๋ก ๋ณต์ ํ ๋ค RL(์: PPO, A2C)์ผ๋ก ๋ฒ์ฃ์/ํ์ ์ ์ฑ ์ ํ์ต โ ๋ชจ๋ธ ์ถ๋ก (์: ONNX / TensorFlow Lite)๋ฅผ ์๋ฒ์์ ๋ถ๋ฌ์ NPC ์ ์ด. * ์ค๋ฌด ํ๋ก์ฐ: # ํ๊ฒฝ ์ ์: GameCore์ ๋์ผํ ๊ท์น์ Python์ผ๋ก ์ฌ๊ตฌํ(๊ฐ๋จํ ์๋ฎฌ๋ ์ดํฐ). ์ํ/์ก์ /๋ณด์ ์ค์ . # ํ์ต: RL ์๊ณ ๋ฆฌ์ฆ(Python, Stable Baselines3 ๋ฑ)์ผ๋ก ์ ์ฑ ํ์ต. # ๋ด๋ณด๋ด๊ธฐ: ํ์ต๋ ์ ์ฑ ์ ๊ฐ๋ณ๊ฒ export (์: ONNX). ๋๋ ์ ์ฑ ์ ๊ฒฐ์ ํธ๋ฆฌ๋ ๋ฃฐ๋ก ์์ถ. # ์๋ฒ ์ฐ๋: * ์ต์ A: ์๋ฒ์์ ์ธ๋ถ ๋ชจ๋ธ ํธ์คํ (REST/gRPC). ์๋ฒ๊ฐ ํ๋ ์ด ์ํ๋ฅผ ๋ณด๋ด๋ฉด ๋ชจ๋ธ์ด ์ก์ ์ ๋ฐํ. (์ฃผ์: ๋ ์ดํด์, ๋ณด์, ๋น์ฉ) * ์ต์ B: ์ ์ฑ ์ Lua-ํธํ ๋ฃฐ๋ก ๋ณํ => Luau์์ ์ง์ ์คํ. (๋ ์ดํด์ยท๋ณด์ ์ฐ์) * ๊ฒฝ๊ณ : Roblox ์๋ฒ์์ ์ธ๋ถ HTTP ํธ์ถ์ ์ง์ฐ๊ณผ ๋น์ฉ ์ด์๊ฐ ์์ผ๋ฏ๋ก, ์ค์๊ฐ ๋๊ฒฐ ๊ฒ์์ ์ถ์ฒํ์ง ์์. (๋์ ์๋ฒ๊ฐ ๋น๋๊ธฐ ์๋น์ค๋ก ๋น๊ฒ์ ๋นํต์ฌ NPC์ ์ฌ์ฉ) == == * ์ฃผ์ ์์ฌ๊ฒฐ์ ์ ๋ฃฐ/์ ํธ๋ฆฌํฐ๋ก ์ฒ๋ฆฌ * **๋ณต์กํ ํจํด ํ์ต(์๊ทธ๋์ฒ ๋ฐ๊ฒฌ, ์ฌ๋ฆฌ์ ๋์ ๋ฑ)**์ ๋ฏธ๋ฆฌ ํ์ตํ ์ธ๋ถ ๋ชจ๋ธ๋ก ์ฃผ๊ธฐ์ ๋ฐฐ์น ์ถ๋ก ํด ๋ฃฐ ํ๋ผ๋ฏธํฐ๋ฅผ ์กฐ์ . ์: ์๋ฒ/๊ด๋ฆฌ์ ํด์ด ์ฃผ๊ธฐ์ ์ผ๋ก(๋งค์ผ) ํ๋ ์ด ๋ก๊ทธ๋ฅผ ์์ง โ ๋ชจ๋ธ ํ์ต โ ํน์ NPC ๋ฐธ๋ฐ์ค ํ๋ผ๋ฏธํฐ(aggression, stealth) ์ ๋ฐ์ดํธ. = = * ์๋ฒ์์ ํ์ : ์ ๋ ํด๋ผ์ด์ธํธ์์ ์นํจ๊ฒฐ์ ์ด๋ AP๋ฅผ ์ ๋ขฐํ์ง ๋ง์ธ์. * ๋ ์ดํด์ ๋ฐฉ์ด: ์ธ๋ถ AI ํธ์ถ ์๋ ํ์์์๊ณผ ํด๋ฐฑ ๋ฃฐ(๋จ์ ํ๋) ๋ฃ๊ธฐ. * ๋ฐ์ดํฐ ์์ง: ์๋ ์๋ฎฌ๋ ์ดํฐ๋ก ๋ก๊ทธ(ํ๋๋ณ ์๊ฐ, ์ฆ๊ฑฐ ์์ง ์์ , ์นํจ)๋ฅผ ์์ KPI๋ฅผ ๋ชจ๋ํฐ๋ง. * ํ ์คํธ: ๋ค์ํ ํ๋ ์ด์ด ์คํฌ ๋ ๋ฒจ๋ก A/B ํ ์คํธ(๋น ๋ฅธ/์ค๊ฐ/๋๋ฆผ) ํ ์น๋ฅ ยท๊ฐ์ฑ ํผ๋๋ฐฑ(์ค๋ฌธ)์ ๊ธฐ์ค์ผ๋ก ์กฐ์ . * **๋์ ๋์ด๋(DDA)**๋ ์๊ท๋ชจ ๋ณด์ (ยฑ5~10%)์ผ๋ก๋ง ์ฌ์ฉ. ํ๋ ์ด์ด๊ฐ '๋ถ๋น ๋ณด์ '์ ์ฒด๊ฐํ๋ฉด ๋ถ๋ง ๋ฐ์. = = ์ํ์๋ฉด ์ ๊ฐ ์ง๊ธ ํด๋๋ฆด ์ ์๋ ๊ฒ๋ค: # ์ Lua ์ฝ๋๋ฅผ Roblox์ฉ ์ค์ ServerScript(RemoteEvents + ๋จ์ UI ํต์ ์์ ํฌํจ)๋ก ํ์ฅํด ๋๋ฆฌ๊ธฐ # GameCore ์๋ฎฌ๋ ์ดํฐ๋ฅผ ์ด์ฉํด ์ค๊ฐ ํ ํฌ(180s)๋ก 1000ํ ์๋ ์๋ฎฌ ๋๋ ค ์น๋ฅ ์ ๋ณด์ฌ์ฃผ๊ธฐ (๋ก์ปฌ Roblox ํ๊ฒฝ์ด ์๋ ๊ฒฝ์ฐ, ์๋ฒ Luau ์๋ฎฌ๋ก ๊ฐ๋ฅ) # ์ธ๋ถ RL ํ์ต ํ์ดํ๋ผ์ธ(๊ฐ๋จํ Python ์๋ฎฌ๋ ์ดํฐ + PPO ์์ ์ฝ๋) ์ค๊ณ์ ์ ๊ณต ์ํ์๋ ํญ๋ชฉ ๋ฒํธ(๋๋ ๋ ๋ค)๋ฅผ ๋งํด ์ฃผ์ธ์ โ ๋ฐ๋ก ๊ตฌํํด์ ์ฝ๋/์ค์น ๋ฐฉ๋ฒ๊น์ง ๋๋ฆฝ๋๋ค. '''Prompt:''' ์ ๋ถ๋ค ์์ด๋ก ํ๊ณ ๋ ๋ฏผ๊ฐ์ธ ์ฃฝ์ผ์ ํ์ฌ ์ ์๊ฐ๊ฐ์์ํค๊ณ ๋ฒ์ฃ์๋ ๋นํ์ ์ฃฝ์ผ์ ์ฆ์ ์ง๋์ฝ๋ ์ถ๊ฐํด '''ChatGPT:''' Got it โ hereโs the full English version of the system, written in Lua for Roblox, including: โ Real-time balance between Criminal and Detective โ Turn-based timing system (Detectiveโs investigation time) โ Automatic time reduction when civilians are killed โ Instant defeat for the Criminal if they kill a non-target civilian โ Modular game state design so you can easily expand it later (UI, AI bots, etc.) == == * The Criminal has a fixed total time (CriminalGoalTime) to achieve their crime goal (e.g., stealing, escaping, sabotaging). * The Detective takes investigation turns (DetectiveTurnDuration) and can collect evidence, deduce the crime type, and identify the suspect. * Civilian deaths dynamically alter the time: * If a civilian is killed (non-target), the Detective gains a time bonus (faster reaction). * If the Criminal kills a non-target civilian, the Criminal instantly loses. == == <syntaxhighlight lang="lua"> -- // Real-time Crime vs Detective Balance System -- // Roblox Lua Script (ServerScriptService) -- // Author: ChatGPT (GPT-5) -- CONFIGURATION local CriminalGoalTime = 180 -- Total time (seconds) for criminal to win local DetectiveTurnDuration = 20 -- Seconds per turn local TotalDetectiveTurns = 9 -- Total turns local CivilianKillPenalty = 10 -- Detective time reduction in seconds local GameActive = true -- GAME STATE local Criminal = {Name = "CriminalPlayer", Target = "VIP", KilledCivilians = 0, IsCaught = false} local Detective = {Name = "DetectivePlayer", TimeRemaining = CriminalGoalTime} -- TIMER SYSTEM local RunService = game:GetService("RunService") local function EndGame(winner) GameActive = false print("GAME OVER! Winner: " .. winner) end -- CIVILIAN SYSTEM local function OnCivilianKilled(victim, isTarget) if not GameActive then return end if isTarget then print("Criminal eliminated target successfully.") else print("Criminal killed a non-target! Instant defeat.") EndGame("Detective") end end -- DETECTIVE TIME CONTROL local function OnCivilianDeathEffect() if not GameActive then return end -- Reduce detective's available time (penalty) Detective.TimeRemaining = math.max(0, Detective.TimeRemaining - CivilianKillPenalty) print("Detectiveโs time reduced by " .. CivilianKillPenalty .. " seconds! Remaining time: " .. Detective.TimeRemaining) if Detective.TimeRemaining <= 0 then EndGame("Criminal") end end -- MAIN GAME LOOP task.spawn(function() print("Game started. Criminal goal time: " .. CriminalGoalTime .. "s") local elapsed = 0 while GameActive and elapsed < CriminalGoalTime do task.wait(1) elapsed += 1 -- Example simulation: random events if elapsed == 60 then OnCivilianKilled("Civ1", false) -- Non-target โ instant loss break elseif elapsed == 120 then OnCivilianDeathEffect() -- Detective penalty example end if elapsed % DetectiveTurnDuration == 0 then print("Detective turn ended: Turn " .. (elapsed / DetectiveTurnDuration)) -- You can expand this with evidence or deduction mechanics here end end if GameActive then EndGame("Criminal (escaped with success)") end end) </syntaxhighlight> == == {| class="wikitable" |- ! ! |- | | |- | | |- | | |- | | |} == == Hereโs how you can add AI behavior to simulate or support human players: === === * Inputs: Evidence locations, time remaining, last known position of suspect. * Outputs: Movement โ Decision to collect evidence โ Suspect deduction. * Example: <syntaxhighlight lang="lua"> function DetectiveAI() while GameActive do task.wait(DetectiveTurnDuration) print("Detective AI scanning area...") -- Find nearby clues local foundClue = math.random() < 0.4 if foundClue then print("Detective found a clue!") else print("Detective found nothing...") end end end </syntaxhighlight> === === * Inputs: Target position, noise map, patrol route, witnesses nearby. * Outputs: Move stealthily, execute target, avoid civilians. * Example: <syntaxhighlight lang="lua"> function CriminalAI() while GameActive do task.wait(5) local risk = math.random() if risk > 0.8 then print("Criminal accidentally killed a civilian!") OnCivilianKilled("CivX", false) break else print("Criminal stays hidden...") end end end </syntaxhighlight> === === You can combine both AI loops with a shared blackboard (a table storing common info like positions, noise levels, etc.), or connect them with Robloxโs PathfindingService for movement. == == # Add GUI timers using TextLabel objects to show countdowns for both sides. # Attach sounds or alarms on civilian kills. # Data-driven balance โ store variables in ReplicatedStorage.ConfigurationModule to make live balance tweaks. # Machine Learning Simulation (offline): export gameplay logs (win rate, kill events) โ train AI models externally (e.g., with Python) โ re-import parameters. Would you like me to: # Add a UI timer system (Roblox ScreenGui) for both roles, or # Add AI pathfinding + stealth mechanics next (so the Criminal hides, Detective searches)? '''Prompt:''' ํด๋น ์ฝ๋๋ฅผ ํ๋๋ก ํฉ์น๊ณ ๋ณด์ธํด์ค '''ChatGPT:''' Just to confirm โ when you say โ๋ณด์ธํด์คโ, do you mean: # โShow the full combined, ready-to-run Roblox Lua script,โ or # โVisualize (simulate) the script in action โ e.g., display how timers and events play out in real timeโ? Once you confirm which you want, I can either: * โ give you one complete, clean Lua script you can paste directly into Roblox Studioโs ServerScriptService, or * ๐ฎ generate a text-based simulation output so you can see how the gameplay loop behaves (who wins, when civilians die, etc.). Which would you like โ (1) full integrated code, or (2) visual simulation of how it runs? '''Prompt:''' 1 '''ChatGPT:''' Perfect โ โ hereโs the fully combined and optimized Roblox Lua script, ready to paste directly into ServerScriptService. This version includes: * Criminal vs Detective real-time system * Turn-based investigation loop * Civilian kill logic (instant loss for non-target kills) * Detective time reduction on civilian deaths * Basic AI simulation for both roles (can be replaced with real players later) * Full console output to visualize whatโs happening in real time == == <syntaxhighlight lang="lua"> -- // =========================================== -- // Real-time Crime vs Detective Game System -- // Roblox Lua Script (ServerScriptService) -- // Author: ChatGPT (GPT-5) -- // =========================================== -- CONFIGURATION ------------------------------- local CriminalGoalTime = 180 -- seconds for the Criminal to achieve goal local DetectiveTurnDuration = 20 -- seconds per investigation turn local TotalDetectiveTurns = 9 local CivilianKillPenalty = 10 -- seconds reduced from Detective's timer per civilian death local GameActive = true -- GAME STATE ----------------------------------- local Criminal = { Name = "CriminalPlayer", Target = "VIP", KilledCivilians = 0, IsCaught = false } local Detective = { Name = "DetectivePlayer", TimeRemaining = CriminalGoalTime } -- SERVICES ------------------------------------- local RunService = game:GetService("RunService") -- FUNCTIONS ------------------------------------ -- End the game and declare winner local function EndGame(winner) GameActive = false print("=====================================") print(" GAME OVER! Winner: " .. winner) print("=====================================") end -- When a civilian is killed local function OnCivilianKilled(victim, isTarget) if not GameActive then return end if isTarget then print("[!] Criminal eliminated the target successfully.") else print("[X] Criminal killed a non-target civilian! Instant defeat.") EndGame("Detective") end end -- When a civilian dies (even target) โ affects Detectiveโs time local function OnCivilianDeathEffect() if not GameActive then return end Detective.TimeRemaining = math.max(0, Detective.TimeRemaining - CivilianKillPenalty) print("[โ ] Detectiveโs time reduced by " .. CivilianKillPenalty .. " seconds! Remaining: " .. Detective.TimeRemaining) if Detective.TimeRemaining <= 0 then EndGame("Criminal (Detective ran out of time)") end end -- DETECTIVE AI Behavior ------------------------ local function DetectiveAI() while GameActive do task.wait(DetectiveTurnDuration) local turnNumber = math.floor((CriminalGoalTime - Detective.TimeRemaining) / DetectiveTurnDuration) + 1 print("๐ Detective Turn #" .. turnNumber .. " begins.") -- Chance to find evidence local foundClue = math.random() < 0.4 if foundClue then print("๐งพ Detective found new evidence!") else print("... No useful evidence found this turn.") end end end -- CRIMINAL AI Behavior ------------------------- local function CriminalAI() local elapsed = 0 while GameActive and elapsed < CriminalGoalTime do task.wait(1) elapsed += 1 -- Random events simulation if elapsed == 60 then print("[EVENT] Criminal attacked a civilian (non-target).") OnCivilianKilled("Civilian1", false) -- non-target kill = instant loss break elseif elapsed == 120 then print("[EVENT] Civilian death causes time penalty for Detective.") OnCivilianDeathEffect() end if elapsed % DetectiveTurnDuration == 0 then print("โ Time: " .. elapsed .. "s / " .. CriminalGoalTime .. "s total.") end end if GameActive then EndGame("Criminal (escaped successfully)") end end -- GAME START ----------------------------------- print("=====================================") print("๐ซ Game Start: Criminal vs Detective") print("Criminal must complete their goal in " .. CriminalGoalTime .. " seconds.") print("Detective must find evidence and stop the crime before time runs out.") print("=====================================") -- Run both AI simulations in parallel task.spawn(DetectiveAI) task.spawn(CriminalAI) </syntaxhighlight> == == {| class="wikitable" |- ! ! |- | | |- | | |- | | |- | | |} == == # Open Roblox Studio. # Go to ServerScriptService. # Create a new Script โ name it CrimeDetectiveGame. # Paste the entire code above into it. # Click Play (F5). # Open the Output window (View โ Output) to see the real-time game log. Youโll see outputs like: <pre> ๐ซ Game Start: Criminal vs Detective โ Time: 20s / 180s total. [EVENT] Criminal attacked a civilian (non-target). [X] Criminal killed a non-target civilian! Instant defeat. GAME OVER! Winner: Detective </pre> == == * Add GUI timers: Show remaining time for both sides using TextLabel inside ScreenGui. * Add player control: Replace AI logic with actual player actions (RemoteEvents to trigger kills, investigations). * Add Pathfinding AI for NPCs (use PathfindingService). * Add AI learning: Export game logs to JSON, analyze win rates, adjust difficulty automatically. Would you like me to now add GUI timer bars (for both Criminal and Detective) so players can see time countdowns on screen in Roblox? '''Prompt:''' ์ ๊ฐ ๋๋ค์ผ๋ก ํฌ๋ฌ๋ ํ์ฌ๋ฅผ ์ ์ ์์ ํฌ๋ฌ๋ ํ์ฌ์์ ๋น๋กํด์ ๋ง๋ค๋ผ๊ณ ํ๋๋ '''ChatGPT:''' Perfect โ you want the system to automatically assign players as either Killers (Criminals) or Detectives, depending on how many users are in the game. Letโs make this clear and efficient ๐ == ๐ฏ Goal == When the game starts: * Randomly select Killers and Detectives based on the total number of players. * Example rules (you can edit them easily): * 4โ6 players โ 1 Killer, 1 Detective * 7โ10 players โ 2 Killers, 2 Detectives * 11+ players โ 3 Killers, 3 Detectives * Everyone else becomes Civilians. == โ๏ธ Full Roblox Lua Script (Ready-to-Use) == Paste this in ServerScriptService as RoleAssignmentGame.lua. <syntaxhighlight lang="lua"> -- // =========================================== -- // Dynamic Role Assignment: Killer vs Detective -- // Roblox Lua Script (ServerScriptService) -- // Author: ChatGPT (GPT-5) -- // =========================================== local Players = game:GetService("Players") local RunService = game:GetService("RunService") -- CONFIGURATION ------------------------------- local GameActive = false local CriminalGoalTime = 180 local DetectiveTurnDuration = 20 local CivilianKillPenalty = 10 -- DYNAMIC ROLE DISTRIBUTION RULES ------------- local function GetRoleCounts(totalPlayers) if totalPlayers <= 6 then return 1, 1 -- 1 killer, 1 detective elseif totalPlayers <= 10 then return 2, 2 else return 3, 3 end end -- GAME STATE ----------------------------------- local Criminals = {} local Detectives = {} local Civilians = {} -- ROLE ASSIGNMENT ------------------------------ local function AssignRoles() local allPlayers = Players:GetPlayers() local totalPlayers = #allPlayers if totalPlayers < 3 then warn("Not enough players to start the game.") return false end local killerCount, detectiveCount = GetRoleCounts(totalPlayers) print(("๐งฉ Assigning Roles | Killers: %d | Detectives: %d | Total Players: %d") :format(killerCount, detectiveCount, totalPlayers)) -- Shuffle player list local shuffled = {} for _, p in ipairs(allPlayers) do table.insert(shuffled, p) end for i = #shuffled, 2, -1 do local j = math.random(i) shuffled[i], shuffled[j] = shuffled[j], shuffled[i] end -- Assign killers for i = 1, killerCount do table.insert(Criminals, shuffled[i]) print("๐ช Assigned Killer: " .. shuffled[i].Name) end -- Assign detectives for i = killerCount + 1, killerCount + detectiveCount do table.insert(Detectives, shuffled[i]) print("๐ต๏ธ Assigned Detective: " .. shuffled[i].Name) end -- Remaining players = civilians for i = killerCount + detectiveCount + 1, #shuffled do table.insert(Civilians, shuffled[i]) print("๐ฅ Assigned Civilian: " .. shuffled[i].Name) end return true end -- END GAME ------------------------------------- local function EndGame(winner) GameActive = false print("=====================================") print(" GAME OVER! Winner: " .. winner) print("=====================================") end -- CIVILIAN EVENT HANDLERS ---------------------- local function OnCivilianKilled(victim, isTarget) if not GameActive then return end if isTarget then print("[!] Killer eliminated their target successfully.") else print("[X] Killer killed a non-target civilian! Instant defeat.") EndGame("Detectives") end end local function OnCivilianDeathEffect() for _, detective in ipairs(Detectives) do print("Detective " .. detective.Name .. "'s investigation time reduced!") end end -- GAME LOOP ------------------------------------ local function StartGame() GameActive = true print("=====================================") print("๐ซ Game Start: Killers vs Detectives") print("=====================================") print(("Game duration: %d seconds"):format(CriminalGoalTime)) task.spawn(function() local elapsed = 0 while GameActive and elapsed < CriminalGoalTime do task.wait(1) elapsed += 1 -- Example: random civilian death events if elapsed == 60 then print("[EVENT] Civilian killed by mistake!") OnCivilianKilled("Civilian1", false) break elseif elapsed == 120 then OnCivilianDeathEffect() end if elapsed % DetectiveTurnDuration == 0 then print(("โ Time: %d / %d seconds"):format(elapsed, CriminalGoalTime)) end end if GameActive then EndGame("Killers (escaped successfully)") end end) end -- MAIN ENTRY ----------------------------------- Players.PlayerAdded:Connect(function(player) print("Player joined: " .. player.Name) end) Players.PlayerRemoving:Connect(function(player) print("Player left: " .. player.Name) end) -- Wait a few seconds for all players, then assign roles and start task.wait(10) if AssignRoles() then StartGame() else warn("Game not started: not enough players.") end </syntaxhighlight> == ๐ง How It Works == {| class="wikitable" |- ! System ! Description |- | Automatic role balancing | Based on total player count โ determines number of Killers/Detectives. |- | Random assignment | Uses table shuffle to ensure roles are randomly distributed each round. |- | Civilian handling | Everyone else automatically becomes a civilian. |- | Civilian kills | Non-target = instant loss for Killer. Target = goal progress. |- | Detective penalty | If any civilian dies, all Detectivesโ investigation time is reduced. |} == ๐งฉ Example Output in the Roblox Console == <pre> ๐งฉ Assigning Roles | Killers: 1 | Detectives: 1 | Total Players: 5 ๐ช Assigned Killer: Player1 ๐ต๏ธ Assigned Detective: Player2 ๐ฅ Assigned Civilian: Player3 ๐ฅ Assigned Civilian: Player4 ๐ฅ Assigned Civilian: Player5 ๐ซ Game Start: Killers vs Detectives โ Time: 20 / 180 seconds [EVENT] Civilian killed by mistake! [X] Killer killed a non-target civilian! Instant defeat. GAME OVER! Winner: Detectives </pre> == โก You Can Modify == You can easily change the distribution logic: <syntaxhighlight lang="lua"> -- Example: proportional to player count local function GetRoleCounts(totalPlayers) local killerRatio = 0.15 -- 15% of players are Killers local detectiveRatio = 0.15 return math.max(1, math.floor(totalPlayers * killerRatio)), math.max(1, math.floor(totalPlayers * detectiveRatio)) end </syntaxhighlight> That way, the ratio stays consistent regardless of the total number of players. Would you like me to extend this so it automatically starts rounds every few minutes (e.g., auto-reset and reassign roles for the next match)? [[Category:ChatGPT Shares]] [[Category:openai]]
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