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ๅฏน่ฏๅ†…ๅฎน edit

Crime vs Detective game edit

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 Iโ€™ll dive in.

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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.

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  • 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: โ€œHeat meterโ€ โ€” public attention rises as time passes, affecting available resources and suspect behavior.
  • Optional twist: Detective may be โ€œfirst to arriveโ€ but wrong โ€” they can gather false evidence that misleads them unless they cross-check.

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  1. Inciting moment โ€” alarm/tripwire: the criminal starts their action (e.g., breaches a gallery at midnight).
  2. Immediate consequence โ€” somethingโ€™s missing / a body / a witness flees.
  3. Detective arrival โ€” first impressions, visible clues (muddy bootprints, a unique tool).
  4. Puzzle assembly โ€” detective classifies the crime (theft vs. murder vs. sabotage) and lists hypotheses.
  5. Race against time โ€” criminal moves to the next stage (escape route, destroy evidence).
  6. Reveal / cliffhanger โ€” detective deduces a suspect trait (tattoo, speech quirk) but must decide to act now or chase further evidence.

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  1. Secure scene & preserve perimeters (prevent evidence loss).
  2. Triage: living victims, bodies, immediate threats.
  3. Photograph & document everything before touching.
  4. Collect primary evidence (DNA, fingerprints, footprints, tool marks).
  5. Identify the type of crime (motive clues: financial records โ†’ theft; targeted wounds โ†’ personal vendetta).
  6. Build suspect profile from evidence (height from ceiling marks, dominant hand from tool angle, clothing fibers).
  7. Cross-check with databases: recent arrests, known associates, CCTV timestamps.
  8. Interview witnesses for timeline + contradictions (establish who benefits).
  9. Test hypotheses โ€” does the motive align with suspect opportunity and means?
  10. Seek conclusive proof (confession, possession of stolen item, matching trace evidence).
  11. Apprehend or trap the suspect when enough admissible evidence exists.

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  • 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.

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  • 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 detectiveโ€™s habits and tries to exploit them; the detective learns the killerโ€™s 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.

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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 1,500โ€“3,000 word short story, a screenplay scene, or a step-by-step investigative flowchart tailored to a specific crime type (murder, heist, cybercrime)?


Prompt: ํ•œ๊ตญ์–ด๋กœ ๋ฒˆ์—ญํ•˜๊ณ  ๊ฒŒ์ž„ ๋งํฌ๋ฅผ ๋‹ฌ์•„

ChatGPT: ์•„๋ž˜๋Š” ์œ„ ๋‚ด์šฉ์„ ํ•œ๊ตญ์–ด๋กœ ๋ฒˆ์—ญํ•œ ๋ฒ„์ „์ž…๋‹ˆ๋‹ค. ๊ทธ๋ฆฌ๊ณ  ์ฐธ๊ณ ์šฉ์œผ๋กœ ๋น„์Šทํ•œ ์ฝ˜์…‰ํŠธ์˜ ๊ฒŒ์ž„ ๋งํฌ๋„ ํ•จ๊ป˜ ๋“œ๋ฆด๊ฒŒ์š”.

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์‹ค์‹œ๊ฐ„์œผ๋กœ ๋ฒ”์ฃ„์ž๊ฐ€ ๊ณ„ํš๋œ ๋ฒ”ํ–‰์„ ๋ฒŒ์ด๋Š” ๋™์•ˆ, ํƒ์ •์€ ์ฆ๊ฑฐ๋ฅผ ์ˆ˜์ง‘ํ•˜๊ณ  ๋ฒ”์ฃ„ ์œ ํ˜•์„ ๊ทœ์ •ํ•˜๋ฉฐ ์šฉ์˜์ž๋ฅผ ์œ ์ถ”ํ•ด์„œ ๋ฒ”์ธ์„ ์žก๊ธฐ ์œ„ํ•ด ์งˆ์ฃผํ•œ๋‹ค โ€” ํƒ์ •์ด ์˜ฌ๋ฐ”๋ฅธ ๊ฒฐ๋ก ์„ ๋‚ด๋ฆฌ๊ณ  ๋ฒ”์ธ์„ ์ œ์••ํ•˜๊ธฐ ์ „์— ๋ฒ”์ฃ„์ž๊ฐ€ ๋ชฉํ‘œ๋ฅผ ๋‹ฌ์„ฑํ•˜๋ฉด ๊ฒŒ์ž„์—์„œ ํŒจ๋ฐฐํ•œ๋‹ค.

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  • ์—ญํ• : ๋ฒ”์ฃ„์ž(ํ”Œ๋ ˆ์ด์–ด/์•…์—ญ) vs ํƒ์ •(ํ”Œ๋ ˆ์ด์–ด/์ฃผ์ธ๊ณต ๋˜๋Š” NPC)
  • ์‹œ๊ฐ„: ๋ฒ”์ฃ„์ž๋Š” ์‹ค์‹œ๊ฐ„ ๋˜๋Š” ์‹œ๋ฎฌ๋ ˆ์ด์…˜๋œ ์—ฐ์† ์นด์šดํŠธ๋‹ค์šด ๋™์•ˆ ํ–‰๋™ํ•œ๋‹ค. ํƒ์ •์€ ์กฐ์‚ฌ ํ„ด์„ ์ด์šฉํ•ด ๋”ฐ๋ผ์žก๋Š”๋‹ค.
  • ๋ฒ”์ฃ„ ๋ชฉํ‘œ ์˜ˆ์‹œ: ํŠน์ • ๋ฌผ๊ฑด ์ ˆ๋„, ์ฆ์ธ ์ œ๊ฑฐ, ์œ„์กฐ ๋‹จ์„œ ์„ค์น˜, ๋„์‹œ ๊ฒฝ๊ณ„ ํƒˆ์ถœ, ์„œ๋ฒ„ ์ ‘๊ทผ ๋“ฑ
  • ํƒ์ • ์Šน๋ฆฌ ์กฐ๊ฑด: # ์ถฉ๋ถ„ํ•œ ์ฆ๊ฑฐ ์ข…๋ฅ˜ ์ˆ˜์ง‘ # ๋ฒ”์ฃ„ ์œ ํ˜• ์˜ฌ๋ฐ”๋ฅด๊ฒŒ ๊ทœ์ • # ์šฉ์˜์ž ํ•œ ๋ช… ์ด์ƒ ์œ ์ถ” # ์ฆ๊ฑฐ๋ฅผ ํ†ตํ•ด ์šฉ์˜์ž๋ฅผ ๋ฒ”์ฃ„์™€ ์—ฐ๊ฒฐํ•˜๊ณ  ๋ฒ”์ฃ„์ž๊ฐ€ ๋ชฉํ‘œ๋ฅผ ๋‹ฌ์„ฑํ•˜๊ธฐ ์ „์— ์ œ์ง€
  • ํ”ผ๋“œ๋ฐฑ ๋ฃจํ”„: ๋ฒ”์ฃ„์ž๋Š” ์ฆ๊ฑฐ๋ฅผ ํŒŒ๊ดดํ•˜๊ฑฐ๋‚˜ ์œ„์กฐํ•˜๊ฑฐ๋‚˜ ๊ณจ์„ ๋นจ๋ฆฌ ๋‹ฌ์„ฑํ•  ์ˆ˜ ์žˆ๊ณ , ํƒ์ •์€ ๋ฒ”์ฃ„ ํ˜„์žฅ ํ™•๋ณด, ํฌ๋ Œ์‹, ์ธํ„ฐ๋ทฐ, ๊ฐ์‹, ์ง๊ด€/์ถ”๋ฆฌ๋ฅผ ์‚ฌ์šฉํ•  ์ˆ˜ ์žˆ๋‹ค.
  • ๊ธด์žฅ ๋ฉ”์ปค๋‹ˆ์ฆ˜: โ€œ๊ด€์‹ฌ๋„ ๋ฏธํ„ฐโ€ โ€” ์‹œ๊ฐ„์ด ์ง€๋‚ ์ˆ˜๋ก ๊ณต๊ณต์˜ ๊ด€์‹ฌ์ด ๋†’์•„์ง€๊ณ , ์ด๋Š” ์‚ฌ์šฉ ๊ฐ€๋Šฅํ•œ ์ž์›๊ณผ ์šฉ์˜์ž ํ–‰๋™์— ์˜ํ–ฅ์„ ์ค€๋‹ค.
  • ์„ ํƒ์  ๋ฐ˜์ „: ํƒ์ •์ด ํ˜„์žฅ์— ๊ฐ€์žฅ ๋จผ์ € ๋„์ฐฉํ•˜์ง€๋งŒ ๋ฌด์–ธ๊ฐ€ ์ž˜๋ชป ๋ณธ ๊ฒฝ์šฐ โ€” ์ถ”๋ฆฌ๋ฅผ ์ž˜๋ชป ์ด๋Œ์–ด ์ž˜๋ชป๋œ ๊ฒฐ๋ก ์— ๋น ์งˆ ์ˆ˜ ์žˆ๋‹ค.

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  1. ๋ฐœ๋‹จ โ€• ๊ฒฝ๋ณด/ํŠธ๋ฆฌ๊ฑฐ: ๋ฒ”์ฃ„์ž๊ฐ€ ํ–‰๋™์„ ์‹œ์ž‘ (์˜ˆ: ๊ฐค๋Ÿฌ๋ฆฌ ์•ผ๊ฐ„ ์นจ์ž…)
  2. ์ฆ‰๊ฐ์  ๊ฒฐ๊ณผ โ€• ๋ฌผ๊ฑด์ด ์‚ฌ๋ผ์ง€๊ฑฐ๋‚˜/์‹œ์ฒด๊ฐ€ ๋ฐœ๊ฒฌ๋˜๊ฑฐ๋‚˜/์ฆ์ธ์ด ๋„๋ง
  3. ํƒ์ • ๋„์ฐฉ โ€• ์ฒซ ์ธ์ƒ, ๋ˆˆ์— ๋ณด์ด๋Š” ๋‹จ์„œ(์ง„ํ™ ๋ฌป์€ ๋ฐœ์ž๊ตญ, ํŠน์ดํ•œ ๋„๊ตฌ)
  4. ํผ์ฆ ์กฐ๋ฆฝ โ€• ํƒ์ •์ด ๋ฒ”์ฃ„ ์œ ํ˜•์„ ๊ทœ์ •(์ ˆ๋„ vs ์‚ด์ธ vs ํŒŒ๊ดด)ํ•˜๊ณ  ๊ฐ€์„ค ์ •๋ฆฌ
  5. ์‹œ๊ฐ„๊ณผ์˜ ๋ ˆ์ด์Šค โ€• ๋ฒ”์ฃ„์ž๊ฐ€ ๋‹ค์Œ ๋‹จ๊ณ„(ํƒˆ์ถœ๊ฒฝ๋กœ, ์ฆ๊ฑฐ ํŒŒ๊ดด)๋กœ ์ด๋™
  6. ํญ๋กœ/ํด๋ฆฌํ”„ํ–‰์–ด โ€• ํƒ์ •์ด ์šฉ์˜์ž ํŠน์„ฑ(๋ฌธ์‹ , ๋ง๋ฒ„๋ฆ‡)์„ ์œ ์ถ”ํ•˜์ง€๋งŒ ์ฆ‰์‹œ ํ–‰๋™ํ• ์ง€ ์ถ”๊ฐ€ ์ฆ๊ฑฐ๋ฅผ ๊ธฐ๋‹ค๋ฆด์ง€ ๊ฒฐ์ •ํ•ด์•ผ ํ•จ

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  1. ํ˜„์žฅ ํ™•๋ณด ๋ฐ ์ฃผ๋ณ€ ํ†ต์ œ (์ฆ๊ฑฐ ์†์‹ค ๋ฐฉ์ง€)
  2. ํ”ผํ•ด์ž ๋ฐ ์‹œ์ฒด ์šฐ์„  ์ฒ˜๋ฆฌ
  3. ์‚ฌ์ง„์ดฌ์˜ ๋ฐ ๋ฌธ์„œํ™” (๋จผ์ € ๋ˆŒ๋Ÿฌ๋ณด์ง€ ๋ง ๊ฒƒ)
  4. ๊ธฐ๋ณธ ์ฆ๊ฑฐ ์ˆ˜์ง‘ (DNA, ์ง€๋ฌธ, ๋ฐœ์ž๊ตญ, ๋„๊ตฌ ์ž๊ตญ)
  5. ๋ฒ”์ฃ„ ์œ ํ˜• ๊ทœ์ • (๊ธˆ์œต๊ธฐ๋ก โ†’ ์ ˆ๋„; ํ‘œ์  ์ƒ์ฒ˜ โ†’ ๊ฐœ์ธ ๋ณด๋ณต ๋“ฑ)
  6. ์ฆ๊ฑฐ์—์„œ ์šฉ์˜์ž ํ”„๋กœํ•„ ๊ตฌ์ถ• (์ฒœ์žฅ ์ž๊ตญ์œผ๋กœ ํ‚ค ์ถ”์ •, ๋„๊ตฌ ํ”์ ์œผ๋กœ ์ฃผ์†์žก์ด ์œ ์ถ”, ์„ฌ์œ ๋กœ ์˜ท ๋“ฑ)
  7. DB ๋Œ€์กฐ: ์ตœ๊ทผ ์ฒดํฌ์ž, ์—ฐ๊ด€์ž, CCTV ํƒ€์ž„์Šคํƒฌํ”„
  8. ๋ชฉ๊ฒฉ์ž ์ธํ„ฐ๋ทฐ: ์‹œ๊ฐ„ํ‘œยท๋ชจ์ˆœ ํŒŒ์•…
  9. ๊ฐ€์„ค ๊ฒ€์ฆ: ๋™๊ธฐ + ๊ธฐํšŒ + ์ˆ˜๋‹จ ์ผ์น˜ ์—ฌ๋ถ€
  10. ๊ฒฐ์ •์  ์ฆ๊ฑฐ ํ™•๋ณด: ์ž๋ฐฑ, ๋„๋‚œํ’ˆ ํ™•๋ณด, ์ผ์น˜ํ•˜๋Š” ์ฆ๊ฑฐ
  11. ์šฉ์˜์ž ์ฒดํฌ ๋˜๋Š” ํ•จ์ • ๊ฑธ๊ธฐ โ€” ๊ฐ€์šฉ ์ฆ๊ฑฐ๊ฐ€ ์ถฉ์กฑ๋์„ ๋•Œ

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  • ๋ฌผ๋ฆฌ์ : ์ง€๋ฌธ, DNA, ์„ฌ์œ , ๋„๊ตฌ ์ž๊ตญ, ํ˜ˆํ” ํŒจํ„ด
  • ๋””์ง€ํ„ธ: GPS ์œ„์น˜, CCTV ํƒ€์ž„์Šคํƒฌํ”„, ํ†ตํ™” ๊ธฐ๋ก, ์ ‘๊ทผ ๋กœ๊ทธ
  • ๋ชฉ๊ฒฉ์ž ์ง„์ˆ : ์ง์ ‘ ๋ชฉ๊ฒฉ์ž, ํ–‰์ธ, ๋‚ด๋ถ€์ž โ€” ์‹ ๋ขฐ์„ฑ ๊ณ ๋ ค
  • ํ–‰๋™ ํ”์ : ํƒˆ์ถœ๋กœ, ๋ฌด๊ธฐ ์„ ํƒ, ์ง์—…์  ํ”์  vs ์•„๋งˆ์ถ”์–ด
  • ๋ฒ•์˜ํ•™ ์‹œ๊ฐ„ํ‘œ: ์‹œ์ฒด ์˜จ๋„, ์‚ฌ๋ง ์‹œ๊ฐ„, ์žฅ์น˜ ํƒ€์ž„์Šคํƒฌํ”„๋กœ ํƒ€์ž„๋ผ์ธ ์„ค์ •
  • ์ถ”์  ๋ฌผ๊ฑด: ์œ ๋‹ˆํฌํ•œ ์žฅ์‹ ๊ตฌ, ๋น„๋ฐ€ํ’ˆ, ์˜์ˆ˜์ฆ, ๊ฐ์—ผ๋œ ์žฅ์น˜

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  • ๋ฒ”์ฃ„์ž ํ”„๋กœํ•„: ๋ชฉํ‘œ ์ง€ํ–ฅ์ ์ด๊ณ , ์••๋ฐ• ์†์—์„œ๋„ ์นจ์ฐฉํ•˜๋ฉฐ ํ”์ ์„ ์ง€์šฐ๋Š” ๋ฐ ์ฒด๊ณ„์ ์ด๋‹ค. ๊ทธ๋“ค์˜ ์‹ฌ๋ฆฌ๋Š” ๋ชฉ์ -์ˆ˜๋‹จ ๊ตฌ์กฐ๋กœ ๋˜์–ด ์žˆ๋‹ค. ์ŠคํŠธ๋ ˆ์Šค๊ฐ€ ์Œ“์ด๋ฉด ํ–‰๋™์ด ๋นจ๋ผ์ง€๊ณ  ์‹ค์ˆ˜๊ฐ€ ์ƒ๊ธฐ๋ฉฐ, ๊ทธ๊ฒŒ ์•ฝ์ ์ด ๋œ๋‹ค.
  • ํƒ์ • ํ”„๋กœํ•„: ํŒจํ„ด์„ ๋ณด๋Š” ์‚ฌ๋žŒ, ์ •์˜์— ๊ฐ์ •์ ์œผ๋กœ ์—ฐ๋ฃจ๋˜์–ด ์žˆ๊ณ  ์ง๊ด€๊ณผ ์ ˆ์ฐจ ์‚ฌ์ด ๊ท ํ˜•์„ ์žก๋Š”๋‹ค. ๊ฐ•์ : ๊ณต๊ฐ์  ์ธํ„ฐ๋ทฐ, ํšก๋‹จ์  ์‚ฌ๊ณ . ์•ฝ์ : ์ž์‹ ๊ฐ ์ง€๋‚˜์น˜๋ฉด ํ„ฐ๋„๋น„์ „ ๋น ์ง, ์ œํ•œ๋œ ๋ฐ์ดํ„ฐ๋กœ ์ž˜๋ชป๋œ ์ด์•ผ๊ธฐ ๋งŒ๋“ค์–ด๋ƒ„.
  • ๊ด€๊ณ„ ์—ญํ•™: ์ถ”๊ฒฉ์€ ๋‘˜์„ ๊ฐˆ๊ณ  ๋‹ฆ๋Š”๋‹ค โ€” ๋ฒ”์ฃ„์ž๋Š” ํƒ์ •์˜ ์Šต๊ด€์„ ์˜ˆ์ธกํ•˜๊ณ  ์•ฝ์ ์„ ํŒŒ๊ณ ๋“ค๋ฉฐ, ํƒ์ •์€ ๋ฒ”์ฃ„์ž์˜ ์‹œ๊ทธ๋‹ˆ์ฒ˜(๋ฐ˜๋ณต๋˜๋Š” ๋™์ž‘์ด๋‚˜ ์„ ํƒ)๋ฅผ ์ธ์ง€ํ•˜๊ณ  ๊ทธ๊ฒƒ์„ ๋ฏธ๋ผ๋กœ ํ™œ์šฉํ•œ๋‹ค. ๋งŒ์•ฝ ๊ณผ๊ฑฐ ์ธ์—ฐ์ด ์žˆ๋‹ค๋ฉด(์ „ ํŒŒํŠธ๋„ˆ, ๊ณผ๊ฑฐ ์‚ฌ๊ฑด) ๊ฐ์ •์  ์ดํ•ด๊ด€๊ณ„๊ฐ€ ์ ˆ์ฐจ๋ฅผ ํ”๋“ค ์ˆ˜ ์žˆ๋‹ค โ€” ํƒ์ •์ด ๋ณต์ˆ˜๋ฅผ ์šฐ์„ ์‹œํ•˜๊ฑฐ๋‚˜, ๋ฒ”์ฃ„์ž๊ฐ€ ์šฐ์›”ํ•จ์„ ์ฆ๋ช…ํ•˜๋ ค ๋“ค ์ˆ˜ ์žˆ๋‹ค.

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์œ ๋ฆฌ ์ฒœ์ฐฝ์— ๋ฆฌ๋“ฌ์ฒ˜๋Ÿผ ๋ถ€๋”ชํžˆ๋Š” ๊ฐ€๋А๋‹ค๋ž€ ๋น—๋ฐฉ์šธ์ด ๊ฐค๋Ÿฌ๋ฆฌ ๋‚ด๋ถ€๋ฅผ ํ”๋“ค์—ˆ๋‹ค. ๊ฒฝ๋ณด์Œ์ด ๋–จ๋ฆฌ๋ฉฐ ๋™์ชฝ ์ „์‹œ๊ด€์ด ๊นœ๋นก์˜€๋‹ค. ์ˆœ์ฐฐ์ฐจ๊ฐ€ ๋ง‰ ์ง„์ž…ํ–ˆ์„ ๋•Œ, ์œ ๋ฆฌ ์ง„์—ด์žฅ์€ ๋น„์—ˆ๊ณ  ํ•˜๋‚˜์˜ ๊ฒ€์€ ๋ถ€์ธ  ์ž๊ตญ์ด ์„œ๋น„์Šค ํ†ต๋กœ ์ชฝ์œผ๋กœ ํ–ฅํ•˜๊ณ  ์žˆ์—ˆ๋‹ค โ€” ๋ฐœ๋ฐ”๋‹ฅ์—” ์•„์ง ๊ฒ€์€ ํŽ˜์ธํŠธ๊ฐ€ ๋‚จ์•„ ์žˆ์—ˆ๋‹ค. ํ˜•์‚ฌ ๋ฐ•๋ฏธ๋‚˜๋Š” ์ชผ๊ทธ๋ฆฌ๊ณ  ์•‰์•„ ํœด๋Œ€ํฐ์œผ๋กœ ์…‹์„ ์—ฐ์†ํ•ด์„œ ์ฐ์—ˆ๋‹ค. ๊ทธ๋ฆฌ๊ณ  ์ด๋ฏธ ์ถ”๊ฒฉ์ด ์‹œ์ž‘๋์Œ์„ ๋А๊ผˆ๋‹ค: ๋ˆ„๊ตฐ๊ฐ€๋Š” ์ด ๊ณ„ํš์„ ๋ถ„ ๋‹จ์œ„๋กœ ์„ค๊ณ„ํ–ˆ๋‹ค, ๊ทธ๋ฆฌ๊ณ  ๊ทธ ๋ชจ๋“  ๋น ๋ฅด๊ณ  ์˜๋ฆฌํ•œ ์„ ํƒ์€ ๋ฉ”์‹œ์ง€์˜€๋‹ค. ๋ฉ”์‹œ์ง€๋ฅผ ํ•ด๋…ํ•˜๋ฉด, ์‚ด์ธ์ž๋ฅผ ์ฐพ์„ ์ˆ˜ ์žˆ๋‹ค.

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๋น„์Šทํ•œ ์ฝ˜์…‰ํŠธ์˜ ๊ฒŒ์ž„์„ ์ฐธ๊ณ ๋กœ ๋“œ๋ฆด๊ฒŒ์š”. (ํ•œ๊ตญ์–ด ์ง€์› ์—ฌ๋ถ€๋‚˜ ํ”Œ๋žซํผ์€ ๊ฐ์ž ํ™•์ธํ•ด์ฃผ์„ธ์š”.)

  • Among Us (Discord ํŽ˜์ด์ง€) โ€” ํ˜‘์—… + ๋ฐฐ์‹  + ์ถ”๋ฆฌ ์š”์†Œ ์žˆ์Œ
  • Town of Salem ๊ณต์‹์‚ฌ์ดํŠธ โ€” ๋ ˆํŠธ๋กœ ๊ฐ์„ฑ์˜ ์‚ฌํšŒ ์ถ”๋ฆฌ ๊ฒŒ์ž„
  • Project Winter ๊ณต์‹ ์‚ฌ์ดํŠธ โ€” ์ƒ์กด + ๋ฐฐ์‹  + ํŒ€๋‚ด ์ถ”๋ฆฌ/์†์ž„์ˆ˜ ์กฐํ•ฉ

์›ํ•˜์‹œ๋ฉด ์ด ์ฝ˜์…‰ํŠธ๋ฅผ ํ™œ์šฉํ•œ ์˜จ๋ผ์ธ ์‹ค์‹œ๊ฐ„ ๋ฉ€ํ‹ฐํ”Œ๋ ˆ์ด ํŠธ๋ ˆ์ผ๋Ÿฌ, ๋ณด๋“œ๊ฒŒ์ž„ ํ˜•ํƒœ ๊ทœ์น™์„œ ๋‹ค์šด๋กœ๋“œ ๋งํฌ, ๋˜๋Š” ๋ชจ๋ฐ”์ผ ์•ฑ์œผ๋กœ ๊ตฌํ˜„ ๊ฐ€๋Šฅํ•œ ํ”„๋กœํ† ํƒ€์ž… ๊ธฐํš์„œ๋„ ์ฐพ์•„๋“œ๋ฆด ์ˆ˜ ์žˆ์–ด์š”. ์–ด๋–ค ๊ฒŒ ์ข‹์„๊นŒ์š”?


Prompt: ์ ์ ˆํ•œ ํ„ด๋‹น ์‹œ๊ฐ„ ๋ฒ”์ฃ„์ž์™€ ํ˜•์‚ฌ์˜ ๋ฒจ๋Ÿฐ์Šค ์กฐ์ ˆ ๋ฐฉ๋ฒ•์„ ์•Œ๋ ค์ค˜

ChatGPT: ์ข‹์•„์š” โ€” ๋ฒ”์ฃ„์ž(์‹คํ–‰์ž)์™€ ํ˜•์‚ฌ(์กฐ์‚ฌ์ž)์˜ ํ„ด ์‹œ๊ฐ„๊ณผ ๋ฐธ๋Ÿฐ์Šค๋Š” ๊ฒŒ์ž„์˜ ๊ธด์žฅ๊ฐ๊ณผ ๊ณต์ •์„ฑ์— ์ง์ ‘์ ์ธ ์˜ํ–ฅ์„ ์ค๋‹ˆ๋‹ค. ์•„๋ž˜์— ์‹ค์ „์—์„œ ๋ฐ”๋กœ ์ ์šฉํ•  ์ˆ˜ ์žˆ๋Š” ๊ตฌ์ฒด์  ์ˆซ์ž(์ƒ˜ํ”Œ ํ”„๋ฆฌ์…‹), ๋ฐธ๋Ÿฐ์Šค ์„ค๊ณ„ ์›์น™, ๋ฉ”์ปค๋‹ˆ์ฆ˜ ์•„์ด๋””์–ด(์ถ”๊ฒฉยท์ฆ๊ฑฐ ์†Œ๋ฉธยท๋ฆฌ์Šคํฌ/๋ณด์ƒ), ๊ทธ๋ฆฌ๊ณ  ํ”Œ๋ ˆ์ดํ…Œ์ŠคํŠธ์šฉ ์ง€ํ‘œ์™€ ํŠœ๋‹ ์ ˆ์ฐจ๋ฅผ ํ•œ ๋ฒˆ์— ์ •๋ฆฌํ•ด ๋“œ๋ฆด๊ฒŒ์š”. ๋ฐ”๋กœ ์จ๋ณด์‹œ๊ณ , ํ”Œ๋ ˆ์ดํ…Œ์ŠคํŠธ ํ›„์— ๊ฒฐ๊ณผ๋งŒ ์•Œ๋ ค์ฃผ๋ฉด ๋‹ค์Œ ์กฐ์ •์•ˆ์„ ๋” ๊ตฌ์ฒด์ ์œผ๋กœ ๋“œ๋ฆด๊ฒŒ์š”.

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  • ๋ฒ”์ฃ„์ž๋Š” โ€œ์—ฐ์†(real-time ๋˜๋Š” ์‹œ๊ฐ„ ๋น„์šฉ ๊ธฐ๋ฐ˜)โ€๋กœ ๋ชฉํ‘œ๋ฅผ ์ง„ํ–‰ํ•˜๊ณ , ํ˜•์‚ฌ๋Š” โ€œ์ œํ•œ๋œ ์กฐ์‚ฌ ํ„ด(๋˜๋Š” ํ–‰๋™ ํฌ์ธํŠธ)โ€์œผ๋กœ ๊ทธ ๊ณต๋ฐฑ์„ ๋ฉ”๊ฟ”์•ผ ํ•œ๋‹ค.
  • ์ „์ฒด ์‹ค์ œ ๊ฒŒ์ž„ ์‹œ๊ฐ„(๋ฒ”์ฃ„ ๋ชฉํ‘œ ๋‹ฌ์„ฑ๊นŒ์ง€์˜ ์‹œ๊ฐ„)์„ ๊ธฐ์ค€์œผ๋กœ ์–‘์ชฝ์˜ ํ–‰๋™๋Ÿ‰(ํ–‰๋™ ์ˆ˜ ร— ํ‰๊ท  ํ–‰๋™ ์‹œ๊ฐ„)์„ ๋งž์ถ˜๋‹ค. ๋ชฉํ‘œ: ์ดˆ๋ฐ˜์—” ๋ฒ”์ฃ„์ž์—๊ฒŒ ์•ฝ๊ฐ„ ์šฐ์œ„, ์ค‘๋ฐ˜~ํ›„๋ฐ˜์—” ํ˜•์‚ฌ๊ฐ€ ์—ญ์ „ํ•  ์ˆ˜ ์žˆ๋Š” ๊ธฐํšŒ๊ฐ€ ์ƒ๊ธฐ๋„๋ก.

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  • ์ด ๋ผ์šด๋“œ ์‹œ๊ฐ„(Total time to goal): ๋ฒ”์ฃ„์ž๊ฐ€ ๋ชฉํ‘œ๋ฅผ ๋‹ฌ์„ฑํ•˜๋Š” ๋ฐ ํ•„์š”ํ•œ ์ด ์‹œ๊ฐ„. ์˜ˆ: 90์ดˆ, 180์ดˆ, 300์ดˆ ๋“ฑ.
  • ํ˜•์‚ฌ ์ž…์žฅ์—์„œ๋Š” ์ด ์‹œ๊ฐ„ ๋™์•ˆ ์ฆ๊ฑฐ๋ฅผ ์ˆ˜์ง‘ํ•˜๊ณ  ๋ฒ”์ฃ„ ์œ ํ˜•ยท์šฉ์˜์žยท์ฆ๊ฑฐ(=์Šน๋ฆฌ์š”๊ฑด)๋ฅผ ํ™•๋ณดํ•ด์•ผ ํ•จ.
  • ๋ฐธ๋Ÿฐ์Šค ๋ชฉํ‘œ: ๋ฒ”์ฃ„์ž ์Šน๋ฅ  ์•ฝ 40โ€“60% ์‚ฌ์ด(์ •์ƒ ํŠœ๋‹ ๋ชฉํ‘œ 45โ€“55%). ๋„ˆ๋ฌด ๋ฒ”์ฃ„์ž ํŽธ์ด๋ฉด ์žฌ๋ฏธ์—†๊ณ , ๋„ˆ๋ฌด ํ˜•์‚ฌ ํŽธ์ด๋ฉด ๊ธด์žฅ๊ฐ ์ƒ์‹ค.

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์•„๋ž˜๋Š” ๊ฒŒ์ž„ ํ…œํฌ๋ณ„๋กœ ์ œ์•ˆํ•˜๋Š” ์ˆซ์ž. ์ด ์‹œ๊ฐ„์€ ๋ฒ”์ฃ„์ž๊ฐ€ ๋ชฉํ‘œ ๋‹ฌ์„ฑ๊นŒ์ง€ ์“ฐ๋Š” ์‹œ๊ฐ„. ํ˜•์‚ฌ๋Š” ๊ทธ ์‹œ๊ฐ„ ์•ˆ์— ์ฃผ์–ด์ง„ ํ„ด/ํ–‰๋™์„ ์†Œ์ง„.

A) ๋น ๋ฅธ ํ…œํฌ โ€” ์Šค๋ฆดยท์งง์€ ๊ฒฝ๊ธฐ

  • ๋ฒ”์ฃ„์ž ๋ชฉํ‘œ ์‹œ๊ฐ„: 90์ดˆ
  • ํ˜•์‚ฌ ํ„ด ์ˆ˜: 6ํ„ด, ๊ฐ ํ„ด 15์ดˆ (6ร—15 = 90์ดˆ)
  • ํ˜•์‚ฌ ํ–‰๋™: 1ํ„ด๋‹น ์‚ฌ์ง„ ์ฐ๊ธฐ/ํ˜„์žฅ ํƒ์ƒ‰(๊ธฐ๋ณธ), 2ํ„ด๋งˆ๋‹ค ์ธํ„ฐ๋ทฐ/๋””์ง€ํ„ธ ์กฐํšŒ(๋” ๋งŽ์€ ์ •๋ณด ์†Œ๋ชจ)
  • ๊ฒฐ๊ณผ: ๊ธ‰๋ฐ•ํ•œ ํŒ๋‹จ ์š”๊ตฌ, ์šด ์š”์†Œ ํผ

B) ์ค‘๊ฐ„ ํ…œํฌ โ€” ๊ท ํ˜•ํ˜•(๊ถŒ์žฅ ์ดˆ์•ˆ)

  • ๋ฒ”์ฃ„์ž ๋ชฉํ‘œ ์‹œ๊ฐ„: 180์ดˆ (3๋ถ„)
  • ํ˜•์‚ฌ ํ„ด ์ˆ˜: 9ํ„ด, ๊ฐ ํ„ด 20์ดˆ (9ร—20 = 180์ดˆ)
  • ๋ณด๋„ˆ์Šค: ํ˜•์‚ฌ๋Š” ์ดˆ๊ธฐ์— ๊ธด๊ธ‰ ํŒจ์Šค 1ํšŒ(์ฆ‰์‹œ ์ถ”๊ฐ€ 10์ดˆ ์ˆ˜๋™ ์กฐ์‚ฌ ๊ฐ€๋Šฅ) ๋ณด์œ 
  • ๊ฒฐ๊ณผ: ํŒ๋‹จยท์ฆ๊ฑฐ ์ˆ˜์ง‘ ์—ฌ์œ , ์ „๋žต์  ์„ ํƒ ์ค‘์š”

C) ๋А๋ฆฐ ํ…œํฌ โ€” ์‹ฌ์ธต ์ˆ˜์‚ฌ / ์ „๋žตํ˜•

  • ๋ฒ”์ฃ„์ž ๋ชฉํ‘œ ์‹œ๊ฐ„: 300์ดˆ (5๋ถ„)
  • ํ˜•์‚ฌ ํ„ด ์ˆ˜: 12ํ„ด, ๊ฐ ํ„ด 25์ดˆ (12ร—25 = 300์ดˆ)
  • ํ˜•์‚ฌ๋Š” ์ดˆ๋ฐ˜์— ํฌ๋ Œ์‹ ์Šค์บ” 1ํšŒ(์‹œ๊ฐ„ ์†Œ๋น„ํ•˜์ง€๋งŒ ํ•ต์‹ฌ ์ฆ๊ฑฐ ์ˆ˜์ง‘) ์‚ฌ์šฉ ๊ฐ€๋Šฅ
  • ๊ฒฐ๊ณผ: ์ ˆ์ฐจ์  ์กฐ์‚ฌ ๊ฐ•์กฐ, ๋ฆฌํ”Œ๋ ˆ์ด ๊ฐ€์น˜โ†‘

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  • ํ–‰๋™ ํฌ์ธํŠธ(AP) ์‹œ์Šคํ…œ: ํ˜•์‚ฌ์—๊ฒŒ ๋งค ํ„ด ์ผ์ • AP ์ง€๊ธ‰(์˜ˆ: ํ„ด๋‹น 100AP). ๊ฐ ํ–‰๋™์€ AP ์†Œ๋ชจ์™€ ์‹ค์ œ ์‹œ๊ฐ„ ์†Œ๋ชจ๋ฅผ ๊ฐ–๋Š”๋‹ค. ๋ฒ”์ฃ„์ž๋Š” ์‹ค์‹œ๊ฐ„์œผ๋กœ ์›€์ง์ด๋ฉฐ ํŠน์ • ํ–‰๋™(์ฆ๊ฑฐ ํŒŒ๊ดด, ๋„์ฃผ ๊ฐ€์† ๋“ฑ)์€ ์‹œ๊ฐ„(์ดˆ)์„ ์†Œ๋น„ํ•œ๋‹ค.
  • ์˜ˆ์‹œ ํ–‰๋™ ์ฝ”์ŠคํŠธ(์ค‘๊ฐ„ ํ…œํฌ ๊ธฐ์ค€): * ํ˜„์žฅ ์Šค์บ”(๋น ๋ฅธ): 25AP / 8์ดˆ * ์‚ฌ์ง„ยท๋ฌธ์„œํ™”: 15AP / 4์ดˆ * ์ฑ„์ฆ(์‹œ๋ฃŒ ์ฑ„์ทจ): 60AP / 30์ดˆ(ํ˜„์žฅ์— ์˜ค๋ž˜ ๋จธ๋ฌผ๋Ÿฌ์•ผ ํ•จ) * CCTV ์กฐํšŒ ์š”์ฒญ: 80AP / 20์ดˆ(๊ฒฐ๊ณผ ์ง€์—ฐ ๊ฐ€๋Šฅ์„ฑ) * ๋ชฉ๊ฒฉ์ž ์ธํ„ฐ๋ทฐ(์งง์Œ): 40AP / 15์ดˆ * ์ธํ„ฐ๋ทฐ(์‹ฌ์ธต): 100AP / 45์ดˆ
  • ๋ฒ”์ฃ„์ž ํ–‰๋™(์‹œ๊ฐ„ ์ฝ”์ŠคํŠธ): * ๋ฌผ๊ฑด ํ›”์น˜๊ธฐ(์™„๋ฃŒ): 30์ดˆ * ์ฆ๊ฑฐ ํŒŒ๊ดด(๋ถ€๋ถ„): 20์ดˆ * ์ฆ๊ฑฐ ํŒŒ๊ดด(์™„์ „): 45์ดˆ * ๋„์ฃผ(๋‹จ๊ณ„): 20~60์ดˆ(๊ฑฐ๋ฆฌ์— ๋”ฐ๋ผ)
  • ์žฅ์ : AP์™€ ์‹œ๊ฐ„ ์ฝ”์ŠคํŠธ์˜ ๊ต์ฐจ๋กœ ์ „๋žต์  ์„ ํƒ ์œ ๋„(์งง๊ณ  ๋งŽ์€ ํ–‰๋™ vs ๋А๋ฆฌ์ง€๋งŒ ๊ฒฐ์ •์  ํ–‰๋™).

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  • ์ฆ๊ฑฐ์˜ ์ˆ˜๋ช…(Evidence decay): ์‹œ๊ฐ„์ด ์ง€๋‚˜๋ฉด ์ฆ๊ฑฐ ํ’ˆ์งˆ์ด ๋–จ์–ด์ง(์˜ˆ: DNA ์•ˆ์ •์„ฑ, CCTV ๊ธฐ๋ก ๋ฎ์–ด์“ฐ๊ธฐ). ๋ฒ”์ฃ„์ž๋Š” ์ฆ๊ฑฐ๋ฅผ ํŒŒ๊ดดํ•˜๊ฑฐ๋‚˜ ์กฐ์ž‘ํ•˜์—ฌ ์ด ์ˆ˜๋ช… ๋‹จ์ถ• ๊ฐ€๋Šฅ. ํ˜•์‚ฌ๋Š” ๋น ๋ฅด๊ฒŒ ํ•ต์‹ฌ ์ฆ๊ฑฐ(ํƒ€์ž„์Šคํƒฌํ”„ยท์†Œ์œ ์ฆ๊ฑฐ)๋ฅผ ํ™•๋ณดํ•ด์•ผ ํ•จ.
  • ๊ฐ€์‹œ์„ฑ/๋…ธ์ด์ฆˆ ํŠธ๋ ˆ์ด๋“œ์˜คํ”„: ๋ฒ”์ฃ„์ž๊ฐ€ ๋น ๋ฅด๊ฒŒ ํ–‰๋™ํ•˜๋ฉด "๋…ธ์ด์ฆˆ" (์†Œ์Œ, ๋ชฉ๊ฒฉ์ž ์ฆ๊ฐ€)๊ฐ€ ๋Š˜์–ด๋‚˜ ๊ฐ์‹œ ๊ฐ€๋Šฅ์„ฑ์ด ์ฆ๊ฐ€. ๋А๋ฆฌ๊ณ  ์€๋ฐ€ํ•˜๋ฉด ์ฆ๊ฑฐ๋Š” ์ž˜ ๋‚จ์ง€ ์•Š์Œ. ํ”Œ๋ ˆ์ด์–ด ์„ ํƒ์— ๋”ฐ๋ฅธ ์œ„ํ—˜๋ณด์ƒ.
  • ๋ฆฌ์†Œ์Šค ๊ด€๋ฆฌ: ํ˜•์‚ฌ๋Š” ์ˆ˜์‚ฌํŒ€(ํ˜„์žฅ์š”์›, ํฌ๋ Œ์‹, CCTVํŒ€)์„ ๋ถ„๋ฐฐ. ๊ฐ ํŒ€ ๋ฐฐ์น˜์— ์‹œ๊ฐ„ ์ง€์—ฐ๊ณผ ๋น„์šฉ ๋ฐœ์ƒ. ๋ฒ”์ฃ„์ž๋Š” ์†Œ์ˆ˜์˜ '๊ฒฐ์ •์  ํ–‰๋™'์— ์Šคํƒœ๋ฏธ๋„ˆ/๋„๊ตฌ๋ฅผ ์†Œ๋ชจ.
  • ์ธํ…” ์ฒด์ธ(ํด๋ฃจ ์—ฐ๊ฒฐ): ์ฆ๊ฑฐ๋Š” ์กฐํ•ฉํ•ด์•ผ ํšจ๊ณผ(์˜ˆ: ์ง€๋ฌธ+CCTV+๋™์„ ์ด ํ•ฉ์ณ์ ธ 'ํ™•์‹คํ•œ ํ˜์˜')โ€”๋‹จ์ผ ์ฆ๊ฑฐ๋Š” ๋ถˆ์ถฉ๋ถ„. ํ˜•์‚ฌ๊ฐ€ ์—ฌ๋Ÿฌ ์œ ํ˜•์˜ ์ฆ๊ฑฐ๋ฅผ ๋ชจ์œผ๋„๋ก ์œ ๋„.

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ํŠœ๋‹ํ•  ์ˆ˜ ์žˆ๋Š” ๊ฐ€๋ณ€๊ฐ’:

  1. ์ด ๋ชฉํ‘œ ์‹œ๊ฐ„(T) โ€” ๋” ๊ธธ๋ฉด ํ˜•์‚ฌ ์œ ๋ฆฌ
  2. ์ฆ๊ฑฐ ์†Œ๋ฉธ ์†๋„(Decay rate) โ€” ๋น ๋ฅด๋ฉด ํ˜•์‚ฌ ๋ถˆ๋ฆฌ
  3. ๋ฒ”์ฃ„์ž์˜ ์•ก์…˜ ์ฟจ๋‹ค์šด(Cooldown) โ€” ์งง์œผ๋ฉด ๋ฒ”์ฃ„์ž ์—ฐ์† ํ–‰๋™ ๊ฐ€๋Šฅ
  4. ํ˜•์‚ฌ์˜ ์ •๋ณด ํšŒ๋ณต ์†๋„(์˜ˆ: CCTV ํšŒ์‹  ์ง€์—ฐ) โ€” ๋А๋ฆฌ๋ฉด ํ˜•์‚ฌ ๋ถˆ๋ฆฌ
  5. ์ดˆ๋™ ๊ฐ€์‹œ์„ฑ(์ดˆ๊ธฐ ๋‹จ์„œ ์ˆ˜) โ€” ๋” ๋งŽ์€ ์ดˆ๊ธฐ ๋‹จ์„œ๋Š” ํ˜•์‚ฌ ์œ ๋ฆฌ
  6. ๋ถˆํ™•์‹ค์„ฑ(๊ฑฐ์ง“ ๋‹จ์„œ ํ™•๋ฅ ) โ€” ๋†’์œผ๋ฉด ์ถ”๋ฆฌ ๋‚œ๋„ ์ƒ์Šน

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  • ๋™์  ๋‚œ์ด๋„ ๋ณด์ •(DDC): ํ”Œ๋ ˆ์ด์–ด ๊ฐ„ ์Šน๋ฅ ์„ ๋ชจ๋‹ˆํ„ฐ๋งํ•˜์—ฌ ์—ฐ์† ์ŠนํŒจ์— ๋”ฐ๋ผ ์ž‘์€ ๋ณด๋„ˆ์Šค/ํŽ˜๋„ํ‹ฐ ์ ์šฉ(์˜ˆ: ํ˜•์‚ฌ๊ฐ€ 3์—ฐํŒจ ์‹œ ์กฐ๊ธฐ ํฌ๋ Œ์‹ ๋ฆฌํ€˜์ŠคํŠธ ์ฟจ๋‹ค์šด ๊ฐ์†Œ). ๋‹จ, ๋ช…ํ™•ํ•œ ํ•œ๊ณ„์น˜(ยฑ10% ์Šน๋ฅ  ๋ณด์ •)๋ฅผ ๋‘์„ธ์š”.
  • ์‹œ๊ฐ„ ์—ฐ๋™ ์ด๋ฒคํŠธ: ํŠน์ • ์‹œ๊ฐ„๋Œ€(์˜ˆ: ๋ผ์šด๋“œ ์ค‘ 60% ๊ฒฝ๊ณผ ์‹œ) ์ž๋™ ์ด๋ฒคํŠธ๋กœ ์ฆ๊ฑฐ ๋…ธ์ถœ/๋ชฉ๊ฒฉ์ž ๋“ฑ์žฅ ๋“ฑ. ์ด ์ด๋ฒคํŠธ๋Š” โ€˜come-backโ€™ ๊ธฐํšŒ๋ฅผ ์คŒ.

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  1. ํ”„๋ฆฌ์…‹ ์ •์˜: ์œ„์˜ A/B/C ์ค‘ ํ•˜๋‚˜ ์„ ํƒํ•ด์„œ ๊ตฌํ˜„.
  2. ํ…Œ์ŠคํŠธ ๊ทธ๋ฃน: ์ดˆ๋ณด/์ค‘๊ธ‰/๊ณ ์ˆ˜ ๊ฐ๊ฐ 10์„ธ์…˜ ์ด์ƒ(๊ฐ ํ”„๋ฆฌ์…‹๋ณ„ ์ตœ์†Œ 30๋งค์น˜ ๊ถŒ์žฅ).
  3. ํ•ต์‹ฌ KPI: ๋ฒ”์ฃ„์ž ์Šน๋ฅ , ํ‰๊ท  ํ”Œ๋ ˆ์ดํƒ€์ž„, ๋ผ์šด๋“œ ๋‚ด ๊ฒฐ์ •์  ํ–‰๋™(์ฆ๊ฑฐ ํŒŒ๊ดด ๋“ฑ) ๋นˆ๋„, ํ”Œ๋ ˆ์ด์–ด ์ฃผ๊ด€ ๋งŒ์กฑ๋„(์„ค๋ฌธ). ๋ชฉํ‘œ: ๋ฒ”์ฃ„์ž ์Šน๋ฅ  45โ€“55%, ํ‰๊ท  ํ”Œ๋ ˆ์ดํƒ€์ž„ โ‰ˆ ๋””์ž์ธ ์‹œ๊ฐ„ ยฑ10%.
  4. ๋กœ๊ทธ ์ˆ˜์ง‘ ํ•ญ๋ชฉ: ์•ก์…˜๋ณ„ ์‹œ๊ฐ„, ์ฆ๊ฑฐ ํ™•๋ณด ์‹œ์ , ์ฆ๊ฑฐ ํŒŒ๊ดด ์‹œ์ , ํ˜•์‚ฌ ํ„ด๋ณ„ ํ–‰๋™ ๋ถ„ํฌ.
  5. ๋ฐ์ดํ„ฐ ๋ถ„์„: ์ŠนํŒจ์— ์˜ํ–ฅ์„ ๋งŽ์ด ์ค€ ๋ณ€์ˆ˜(์˜ˆ: CCTV ํšŒ์‹  ์ง€์—ฐ ์‹œ๊ฐ„)๊ฐ€ ๋ฌด์—‡์ธ์ง€ ์‹๋ณ„.
  6. ์กฐ์ • ๋ฃจํ”„: ๋ฌธ์ œ ๋ณ€์ˆ˜ ํ•œ ๋ฒˆ์— ํ•˜๋‚˜์”ฉ ์กฐ์ •(์˜ˆ: ์ฆ๊ฑฐ ์†Œ๋ฉธ ์†๋„ -10% โ†’ ํ…Œ์ŠคํŠธ)ํ•˜๊ณ  ์žฌ์ธก์ •.
  7. ๊ฐ๊ฐ ํ…Œ์ŠคํŠธ: ์ˆซ์ž OK๋ผ๋„ ํ”Œ๋ ˆ์ด ๋А๋‚Œ(๊ธด์žฅ๊ฐ, ๋ถˆ๊ณต์ •์„ฑ)์„ ๋‚ด๋ถ€ ํ…Œ์Šคํ„ฐ์—๊ฒŒ ๋ฌป๊ณ  ์กฐ์ •.

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  • ๋ฒ”์ฃ„์ž ์ด ๋ชฉํ‘œ ์‹œ๊ฐ„: 180์ดˆ
  • ํ˜•์‚ฌ ํ„ด: 9ํ„ด ร— 20์ดˆ
  • ํ–‰๋™/AP: ํ„ด๋‹น 100AP
  • ํ–‰๋™ ์ฝ”์ŠคํŠธ(์˜ˆ): ํ˜„์žฅ์Šค์บ”25AP/8s, ์ฑ„์ฆ60AP/30s, ์ธํ„ฐ๋ทฐ40AP/15s, CCTV์กฐํšŒ80AP/20s
  • ์ฆ๊ฑฐ ์†Œ๋ฉธ: ์ฆ๊ฑฐ ํ’ˆ์งˆ 1๋ถ„๋งˆ๋‹ค 10% ๊ฐ์†Œ(์ฑ„์ฆ ์•ˆ ํ•  ์‹œ), ์ฆ๊ฑฐ ํŒŒ๊ดด ์‹œ ์ฆ‰์‹œ 50โ€“100% ๊ฐ์†Œ
  • ๋ณด์ •: ํ”Œ๋ ˆ์ดํ…Œ์ŠคํŠธ ํ›„ ๋ฒ”์ฃ„์ž ์Šน๋ฅ ์ด 60% ์ด์ƒ์ด๋ฉด โ†’ ๋ฒ”์ฃ„์ž ์ด์‹œ๊ฐ„ -10% ํ˜น์€ ์ฆ๊ฑฐ ์†Œ๋ฉธ์†๋„ +10%

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  1. ๋ฒ”์ฃ„์ž ์Šน๋ฅ  > 60%: ๋ฒ”์ฃ„์ž ์‹œ๊ฐ„ ๊ฐ์†Œ(โˆ’10~15%) OR ํ˜•์‚ฌ ์ดˆ๋™ AP ์ฆ๊ฐ€(+10%)
  2. ํ˜•์‚ฌ ์Šน๋ฅ  > 65%: ์ฆ๊ฑฐ ์†Œ๋ฉธ์†๋„ ์ฆ๊ฐ€(+10%) OR ๋ฒ”์ฃ„์ž ํ–‰๋™ ์ฟจ๋‹ค์šด ๊ฐ์†Œ
  3. ํ”Œ๋ ˆ์ดํƒ€์ž„ ๊ณผ๋„ํ•˜๊ฒŒ ์งง์Œ: ์ „์ฒด ์‹œ๊ฐ„ +15%
  4. ํ”Œ๋ ˆ์ดํƒ€์ž„ ๊ณผ๋„ํ•˜๊ฒŒ ๊ธธ๋ฉด: ์ „์ฒด ์‹œ๊ฐ„ โˆ’15% ๋˜๋Š” ํ˜•์‚ฌ ํ„ด ์ˆ˜ +1(ํ„ด ์‹œ๊ฐ„ ์†Œํญ ๊ฐ์†Œ)
  5. ๋ถˆ๊ณต์ •์„ฑ ํ˜ธ์†Œ(๋А๋‚Œ): ์ •๋ณด ํš๋“ ๋ฃจํŠธ(์ดˆ๊ธฐ ๋‹จ์„œ ์ˆ˜) ์žฌ๋ถ„๋ฐฐ

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  • 'ํ•ซ์ŠคํŒŸ' ํƒ€์ž„์Šคํƒฌํ”„: ๋ฒ”์ฃ„์ž๊ฐ€ ํŠน์ • ํ–‰๋™(์ฆ๊ฑฐํŒŒ๊ดด ๋“ฑ)์„ ํ•  ๋•Œ ํ•ด๋‹น ์ง€์—ญ์ด '๋…ธ์ถœ'๋˜์–ด CCTV๊ฐ€ ์ž๋™์œผ๋กœ ํ™œ์„ฑํ™”๋˜๋Š” ๋“ฑ ๋ฆฌ์Šคํฌ/๋ณด์ƒ ์—ฐ๋™.
  • ์‹œ๊ทธ๋‹ˆ์ฒ˜ ํŠธ๋ž™: ๋ฒ”์ฃ„์ž๊ฐ€ ๋ฐ˜๋ณต์ ์œผ๋กœ ๋‚จ๊ธฐ๋Š” โ€˜์„œ๋ช…โ€™(์˜ˆ: ํŠน์ดํ•œ ๋™์ž‘) โ€” ํ˜•์‚ฌ๊ฐ€ ์ด๋ฅผ ์ธ์ง€ํ•˜๋ฉด ์ž‘์€ ํžŒํŠธ(์šฉ์˜์ž ํ”„๋กœํ•„ ๋ณด๋„ˆ์Šค) ์ง€๊ธ‰.
  • ์ˆจ๊ฒจ์ง„ ์ž์›(์ •๋ณด ํ† ํฐ): ํ˜•์‚ฌ๋Š” ๋ผ์šด๋“œ๋‹น 1~2๊ฐœ์˜ '์ •๋ณด ํ† ํฐ'์œผ๋กœ ์ฆ‰์‹œ ์ •๋ณด๋ฅผ ์–ป์„ ์ˆ˜ ์žˆ์Œ(๋‹จ, ์‚ฌ์šฉ ์‹œ ๋‹ค์Œ ๋ผ์šด๋“œ ๋ฆฌ์†Œ์Šค ํŽ˜๋„ํ‹ฐ).

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  • ์ถ”์ฒœ์œผ๋กœ๋Š” ์ค‘๊ฐ„ ํ…œํฌ(์ด 180์ดˆ / ํ˜•์‚ฌ 9ํ„ด ร— 20์ดˆ) ๋ฅผ ๋จผ์ € ๊ตฌํ˜„ํ•ด ํ…Œ์ŠคํŠธํ•˜์„ธ์š”.
  • AP/์‹œ๊ฐ„ ์ฝ”์ŠคํŠธ ๋ชจ๋ธ๋กœ ํ–‰๋™์„ ์ •๋ฐ€ํ™”ํ•˜๊ณ , ์ฆ๊ฑฐ ์†Œ๋ฉธ/์ฆ๊ฑฐ ํŒŒ๊ดด ๊ทœ์น™์„ ๋„ฃ์–ด ์—ญ๋™์„ฑ ํ™•๋ณด.
  • ํ”Œ๋ ˆ์ดํ…Œ์ŠคํŠธ: ๊ฐ ๋‚œ์ด๋„๋ณ„ 30๋งค์น˜ ์ˆ˜์ง‘ โ†’ ์Šน๋ฅ  45โ€“55% ๋ชฉํ‘œ โ†’ ์œ„ ์ฒดํฌ๋ฆฌ์ŠคํŠธ๋กœ ์กฐ์ •.

์›ํ•˜์‹œ๋ฉด ์ง€๊ธˆ ๋ฐ”๋กœ ์ด ์ค‘๊ฐ„ ํ…œํฌ(180์ดˆ)์šฉ ๊ตฌ์ฒด JSON ๊ทœ๊ฒฉ์˜ ๋ฐธ๋Ÿฐ์Šค ํŒŒ์ผ์ด๋‚˜, **๊ฐ„๋‹จํ•œ ์‹œ๋ฎฌ๋ ˆ์ดํ„ฐ(๊ฐ€์ƒ ๋งค์น˜ 1000ํšŒ ์‹œ๋ฎฌ๋ ˆ์ด์…˜)**๋ฅผ ๋งŒ๋“ค์–ด ๋“œ๋ฆด๊ฒŒ์š” โ€” ์–ด๋А ์ชฝ์„ ์›ํ•˜์„ธ์š”?


Prompt: Please code what you said with Lua code and tell me how to model Roblox with AI

ChatGPT: ๋ฉ‹์ ธ์š” โ€” ์•„๋ž˜์—๋Š” ๋‹น์‹ ์ด ์š”์ฒญํ•œ (1) Roblox(๋˜๋Š” ์ผ๋ฐ˜ Luau)์—์„œ ๋™์ž‘ํ•˜๋Š” ํ•ต์‹ฌ ๊ฒŒ์ž„ ๋ฉ”์ปค๋‹ˆ์ฆ˜์„ ๊ตฌํ˜„ํ•œ Lua ์ฝ”๋“œ(๋ชจ๋“ˆํ™”๋œ, ์„œ๋ฒ„์‚ฌ์ด๋“œ์šฉ)์™€ **(2) "Roblox์— AI ๋ชจ๋ธ์„ ์ ์šฉ/๋ชจ๋ธ๋งํ•˜๋Š” ๋ฐฉ๋ฒ•"**์„ ์‹ค๋ฌด์ ์œผ๋กœ ์ •๋ฆฌํ•œ ์„ค๋ช…์„ ํ•œ ๋ฒˆ์— ๋“œ๋ฆฝ๋‹ˆ๋‹ค. ์ฝ”๋“œ๋Š” ์ฆ‰์‹œ ์„œ๋ฒ„ ์Šคํฌ๋ฆฝํŠธ(์˜ˆ: ServerScriptService)์— ๋ถ™์—ฌ๋„ฃ์–ด ํ…Œ์ŠคํŠธํ•  ์ˆ˜ ์žˆ๋„๋ก ์„ค๊ณ„ํ–ˆ๊ณ , ํŒŒ๋ผ๋ฏธํ„ฐ๋กœ ๊ท ํ˜•(์ด ๋ผ์šด๋“œ ์‹œ๊ฐ„, ํ„ด/AP, ํ–‰๋™ ๋น„์šฉ, ์ฆ๊ฑฐ ์†Œ๋ฉธ ์†๋„ ๋“ฑ)์„ ์‰ฝ๊ฒŒ ๋ฐ”๊ฟ€ ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

์š”์•ฝ:

  • ์ œ๊ณต๋ฌผ: BalanceConfig + GameEngine + Actor(๋ฒ”์ฃ„์ž/ํ˜•์‚ฌ) + Evidence + Simulator (๋งค์น˜ ์‹œ๋ฎฌ๋ ˆ์ด์…˜์šฉ)
  • Roblox ์ ์šฉ ํŒ: ์–ด๋””์— ๋„ฃ์„์ง€, RemoteEvents ๊ตฌ์กฐ, ์„œ๋ฒ„/ํด๋ผ์ด์–ธํŠธ ์—ญํ•  ๋ถ„๋‹ด
  • AI ์ ์šฉ: ๋ฃฐ๋ฒ ์ด์Šค ยท ํ–‰๋™ ํŠธ๋ฆฌ ยท ์œ ํ‹ธ๋ฆฌํ‹ฐ ๊ธฐ๋ฐ˜ ยท ์™ธ๋ถ€ ML(RL) ๋ชจ๋ธ ํ•™์Šต โ†’ API๋กœ ์—ฐ๊ฒฐํ•˜๋Š” ์‹ค๋ฌด์  ๋ฐฉ๋ฒ•

edit

-- ModuleScript: GameCore (paste into ServerScriptService as ModuleScript named GameCore)
-- Luau / Roblox์šฉ. ์„œ๋ฒ„์—์„œ ์ž‘๋™ํ•˜๋„๋ก ์„ค๊ณ„๋จ.
-- ํ•ต์‹ฌ: ์‹œ๊ฐ„ ๊ธฐ๋ฐ˜ ๋ฒ”์ฃ„์ž vs ํ„ด ๊ธฐ๋ฐ˜ ํ˜•์‚ฌ, AP/์‹œ๊ฐ„ ์ฝ”์ŠคํŠธ, ์ฆ๊ฑฐ ๊ฐ์‡ , ๋™์  ๋‚œ์ด๋„ ๋ณด์ •, ์‹œ๋ฎฌ๋ ˆ์ดํ„ฐ ํฌํ•จ

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}, -- ์ฑ„์ฆ
        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 • ๊ฐ€๋Šฅ (๋น ๋ฅด๋ฉด ํ˜•์‚ฌ ๋ถˆ๋ฆฌ)

    -- dynamic difficulty parameters
    targetWinrate = 0.5,
    dd_adjustment_step = 0.05, -- ์Šน๋ฅ  ๋ณด์ • ๋‹จ์œ„ (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
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)

edit

  1. ์„œ๋ฒ„ ์ „์šฉ ๋กœ์ง: ๋ชจ๋“  ํ•ต์‹ฌ ๋ฐธ๋Ÿฐ์Šคยท์ฆ๊ฑฐยท๋งค์น˜ ์‹œ๋ฎฌ๋ ˆ์ด์…˜์€ ์„œ๋ฒ„์—์„œ ์ฒ˜๋ฆฌํ•˜์„ธ์š”. (Exploit ๋ฐฉ์ง€, ๊ถŒํ•œ ๊ด€๋ฆฌ) * ModuleScript(ServerScriptService/GameCore) + ServerScript(ServerScriptService/GameManager) ๊ตฌ์กฐ ์ถ”์ฒœ.
  2. ์›๊ฒฉ ํ†ต์‹ : * RemoteEvent / RemoteFunction์„ ์‚ฌ์šฉํ•ด ํด๋ผ์ด์–ธํŠธ(ํ”Œ๋ ˆ์ด์–ด)์™€ ํ†ต์‹ . ์˜ˆ: ํ”Œ๋ ˆ์ด์–ด๊ฐ€ 'ํ–‰๋™ ์‹คํ–‰' ๋ฒ„ํŠผ์„ ๋ˆ„๋ฅด๋ฉด ํด๋ผ์ด์–ธํŠธ โ†’ ์„œ๋ฒ„ RemoteEvent:FireServer("actionName") ์ „์†ก. * ์„œ๋ฒ„๋Š” GameCore๋กœ ํ–‰๋™ ์œ ํšจ์„ฑ ๊ฒ€์‚ฌ(AP ์ž”์•ก ์ฒดํฌ ๋“ฑ) ํ›„ ๊ฒฐ๊ณผ๋ฅผ RemoteEvent๋กœ ํ•ด๋‹น ํ”Œ๋ ˆ์ด์–ด/ํŒŒํ‹ฐ์— ๋ธŒ๋กœ๋“œ์บ์ŠคํŠธ.
  3. ๋ฐ์ดํ„ฐ ๋™๊ธฐํ™”: * ์ค‘์š”ํ•œ ์ƒํƒœ(๋‚จ์€ ์‹œ๊ฐ„, ์ˆ˜๊ฑฐ๋œ ์ฆ๊ฑฐ ์š”์•ฝ, ๋ฒ”์ฃ„์ž ์ง„ํ–‰์ƒํ™ฉ)๋Š” ์„œ๋ฒ„๊ฐ€ ์ฃผ๊ธฐ์ ์œผ๋กœ(์˜ˆ: 1์ดˆ) ์ด๋ฒคํŠธ๋กœ ํด๋ผ์ด์–ธํŠธ์— ๋ณด๋ƒ„. * ํด๋ผ์ด์–ธํŠธ๋Š” UI(ํƒ€์ด๋จธ, AP๋ฐ”, ์ธ๋ฒคํ† ๋ฆฌ ๋“ฑ)๋ฅผ ๊ฐฑ์‹ .
  4. ํด๋ผ์ด์–ธํŠธ ์ฑ…์ž„ ๋ถ„๋ฐฐ: * ํด๋ผ์ด์–ธํŠธ๋Š” UI, ์• ๋‹ˆ๋ฉ”์ด์…˜, ์‚ฌ์šด๋“œ ์ฒ˜๋ฆฌ. ์„œ๋ฒ„๋Š” ํŒ์ •ยท๋ฐธ๋Ÿฐ์Šคยท์ŠนํŒจ๊ฒฐ์ •. * CCTV ๊ฐ™์€ ์žฅ๋น„์˜ '์‹œ์ฒญ'์€ ์„œ๋ฒ„์—์„œ ์ ‘๊ทผ์ด ํ—ˆ์šฉ๋˜๋Š” ๋ฐ์ดํ„ฐ๋งŒ ํด๋ผ์ด์–ธํŠธ์— ๋ณด๋‚ด์„ธ์š”(์ฆ๊ฑฐ ์›๋ณธ์€ ์„œ๋ฒ„๋ณด๊ด€).
  5. ํ”Œ๋ ˆ์ดํ…Œ์ŠคํŠธ ํˆด๋ง: * GameCore:batchSimulate๋ฅผ ์‚ฌ์šฉํ•ด ์„œ๋ฒ„์—์„œ ์ž๋™ ์‹œ๋ฎฌ๋ ˆ์ด์…˜์„ ๋Œ๋ ค ๋ฐธ๋Ÿฐ์Šค ์ง€ํ‘œ(์Šน๋ฅ )๋ฅผ ์ˆ˜์ง‘ํ•˜์„ธ์š”. * ๋กœ๊ทธ๋ฅผ DataStore์— ๊ธฐ๋กํ•˜๊ฑฐ๋‚˜ Analytics(Third-party)๊ฐ€ ์žˆ๋‹ค๋ฉด ์ด๋ฒคํŠธ ์ „์†กํ•ด ์žฅ๊ธฐ ๋ถ„์„.

edit

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  • ์–ธ์ œ: ๋น ๋ฅด๊ฒŒ NPC ํ–‰๋™์„ ๋งŒ๋“ค๊ณ  ์‹ถ์„ ๋•Œ.
  • ์–ด๋–ป๊ฒŒ: * Luau๋กœ ์ƒํƒœ๊ธฐ๋ฐ˜ FSM ๋˜๋Š” ํ–‰๋™ ํŠธ๋ฆฌ ๊ตฌํ˜„ (์กฐ๊ฑด โ†’ ํ–‰๋™ ์šฐ์„ ์ˆœ์œ„). * ์˜ˆ: ๋ฒ”์ฃ„์ž NPC๋Š” steal -> hide -> destroyEvidence ๊ฐ™์€ ์ˆœ์„œ๋กœ ํ–‰๋™. ํƒ์ • NPC๋Š” scan -> collect -> interview ์ˆœ์„œ. * ์žฅ์ : ์‰ฝ๊ฒŒ ์˜ˆ์ธก ๊ฐ€๋Šฅ, Roblox ํ™˜๊ฒฝ์—์„œ ์™„์ „ ์„œ๋ฒ„์‚ฌ์ด๋“œ๋กœ ๊ตฌํ˜„ ๊ฐ€๋Šฅ, ๋ณด์•ˆ์„ฑ ๋†’์Œ.

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  • ํ•ต์‹ฌ: ๊ฐ ํ–‰๋™์— ์œ ํ‹ธ๋ฆฌํ‹ฐ(์ ์ˆ˜)๋ฅผ ๋ถ€์—ฌํ•˜๊ณ  ์ƒํ™ฉ์— ๋”ฐ๋ผ ๊ฐ€์žฅ ๋†’์€ ๊ฒƒ ์„ ํƒ.
  • ์˜ˆ: ๋ฒ”์ฃ„์ž๊ฐ€ ๋„์ฃผ๊ฑฐ๋ฆฌ(๋ฉ€๋ฆฌ์ด๋ฉด ๋„์ฃผ ์šฐ์„ ), ๋ชฉ๊ฒฉ์ž์ˆ˜(๋งŽ์œผ๋ฉด ์ˆจ๊ธฐ๊ธฐ) ๋“ฑ์œผ๋กœ ๊ฐ€์ค‘์น˜๋ฅผ ๊ณ„์‚ฐ.

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  • ์•„์ด๋””์–ด: ํ™˜๊ฒฝ(ํ”Œ๋ ˆ์ด ์ƒํƒœ)์„ ์‹œ๋ฎฌ๋ ˆ์ดํ„ฐ๋กœ ๋ณต์ œํ•œ ๋’ค RL(์˜ˆ: PPO, A2C)์œผ๋กœ ๋ฒ”์ฃ„์ž/ํƒ์ • ์ •์ฑ…์„ ํ•™์Šต โ†’ ๋ชจ๋ธ ์ถ”๋ก (์˜ˆ: ONNX / TensorFlow Lite)๋ฅผ ์„œ๋ฒ„์—์„œ ๋ถˆ๋Ÿฌ์™€ NPC ์ œ์–ด.
  • ์‹ค๋ฌด ํ”Œ๋กœ์šฐ: # ํ™˜๊ฒฝ ์ •์˜: GameCore์™€ ๋™์ผํ•œ ๊ทœ์น™์„ Python์œผ๋กœ ์žฌ๊ตฌํ˜„(๊ฐ„๋‹จํ•œ ์‹œ๋ฎฌ๋ ˆ์ดํ„ฐ). ์ƒํƒœ/์•ก์…˜/๋ณด์ƒ ์„ค์ •. # ํ•™์Šต: RL ์•Œ๊ณ ๋ฆฌ์ฆ˜(Python, Stable Baselines3 ๋“ฑ)์œผ๋กœ ์ •์ฑ… ํ•™์Šต. # ๋‚ด๋ณด๋‚ด๊ธฐ: ํ•™์Šต๋œ ์ •์ฑ…์„ ๊ฐ€๋ณ๊ฒŒ export (์˜ˆ: ONNX). ๋˜๋Š” ์ •์ฑ…์„ ๊ฒฐ์ • ํŠธ๋ฆฌ๋‚˜ ๋ฃฐ๋กœ ์••์ถ•. # ์„œ๋ฒ„ ์—ฐ๋™: * ์˜ต์…˜ A: ์„œ๋ฒ„์—์„œ ์™ธ๋ถ€ ๋ชจ๋ธ ํ˜ธ์ŠคํŒ… (REST/gRPC). ์„œ๋ฒ„๊ฐ€ ํ”Œ๋ ˆ์ด ์ƒํƒœ๋ฅผ ๋ณด๋‚ด๋ฉด ๋ชจ๋ธ์ด ์•ก์…˜์„ ๋ฐ˜ํ™˜. (์ฃผ์˜: ๋ ˆ์ดํ„ด์‹œ, ๋ณด์•ˆ, ๋น„์šฉ) * ์˜ต์…˜ B: ์ •์ฑ…์„ Lua-ํ˜ธํ™˜ ๋ฃฐ๋กœ ๋ณ€ํ™˜ => Luau์—์„œ ์ง์ ‘ ์‹คํ–‰. (๋ ˆ์ดํ„ด์‹œยท๋ณด์•ˆ ์šฐ์ˆ˜)
  • ๊ฒฝ๊ณ : Roblox ์„œ๋ฒ„์—์„œ ์™ธ๋ถ€ HTTP ํ˜ธ์ถœ์€ ์ง€์—ฐ๊ณผ ๋น„์šฉ ์ด์Šˆ๊ฐ€ ์žˆ์œผ๋ฏ€๋กœ, ์‹ค์‹œ๊ฐ„ ๋Œ€๊ฒฐ ๊ฒŒ์ž„์—” ์ถ”์ฒœํ•˜์ง€ ์•Š์Œ. (๋Œ€์‹  ์„œ๋ฒ„๊ฐ„ ๋น„๋™๊ธฐ ์„œ๋น„์Šค๋กœ ๋น„๊ฒŒ์ž„ ๋น„ํ•ต์‹ฌ NPC์— ์‚ฌ์šฉ)

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  • ์ฃผ์š” ์˜์‚ฌ๊ฒฐ์ •์€ ๋ฃฐ/์œ ํ‹ธ๋ฆฌํ‹ฐ๋กœ ์ฒ˜๋ฆฌ
  • **๋ณต์žกํ•œ ํŒจํ„ด ํ•™์Šต(์‹œ๊ทธ๋‹ˆ์ฒ˜ ๋ฐœ๊ฒฌ, ์‹ฌ๋ฆฌ์  ๋Œ€์‘ ๋“ฑ)**์€ ๋ฏธ๋ฆฌ ํ•™์Šตํ•œ ์™ธ๋ถ€ ๋ชจ๋ธ๋กœ ์ฃผ๊ธฐ์  ๋ฐฐ์น˜ ์ถ”๋ก ํ•ด ๋ฃฐ ํŒŒ๋ผ๋ฏธํ„ฐ๋ฅผ ์กฐ์ •. ์˜ˆ: ์„œ๋ฒ„/๊ด€๋ฆฌ์ž ํˆด์ด ์ฃผ๊ธฐ์ ์œผ๋กœ(๋งค์ผ) ํ”Œ๋ ˆ์ด ๋กœ๊ทธ๋ฅผ ์ˆ˜์ง‘ โ†’ ๋ชจ๋ธ ํ•™์Šต โ†’ ํŠน์ • NPC ๋ฐธ๋Ÿฐ์Šค ํŒŒ๋ผ๋ฏธํ„ฐ(aggression, stealth) ์—…๋ฐ์ดํŠธ.

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  • ์„œ๋ฒ„์—์„œ ํŒ์ •: ์ ˆ๋Œ€ ํด๋ผ์ด์–ธํŠธ์—์„œ ์ŠนํŒจ๊ฒฐ์ •์ด๋‚˜ AP๋ฅผ ์‹ ๋ขฐํ•˜์ง€ ๋งˆ์„ธ์š”.
  • ๋ ˆ์ดํ„ด์‹œ ๋ฐฉ์–ด: ์™ธ๋ถ€ AI ํ˜ธ์ถœ ์‹œ๋Š” ํƒ€์ž„์•„์›ƒ๊ณผ ํด๋ฐฑ ๋ฃฐ(๋‹จ์ˆœ ํ–‰๋™) ๋„ฃ๊ธฐ.
  • ๋ฐ์ดํ„ฐ ์ˆ˜์ง‘: ์ž๋™ ์‹œ๋ฎฌ๋ ˆ์ดํ„ฐ๋กœ ๋กœ๊ทธ(ํ–‰๋™๋ณ„ ์‹œ๊ฐ„, ์ฆ๊ฑฐ ์ˆ˜์ง‘ ์‹œ์ , ์ŠนํŒจ)๋ฅผ ์Œ“์•„ KPI๋ฅผ ๋ชจ๋‹ˆํ„ฐ๋ง.
  • ํ…Œ์ŠคํŠธ: ๋‹ค์–‘ํ•œ ํ”Œ๋ ˆ์ด์–ด ์Šคํ‚ฌ ๋ ˆ๋ฒจ๋กœ A/B ํ…Œ์ŠคํŠธ(๋น ๋ฅธ/์ค‘๊ฐ„/๋А๋ฆผ) ํ›„ ์Šน๋ฅ ยท๊ฐ์„ฑ ํ”ผ๋“œ๋ฐฑ(์„ค๋ฌธ)์„ ๊ธฐ์ค€์œผ๋กœ ์กฐ์ •.
  • **๋™์  ๋‚œ์ด๋„(DDA)**๋Š” ์†Œ๊ทœ๋ชจ ๋ณด์ •(ยฑ5~10%)์œผ๋กœ๋งŒ ์‚ฌ์šฉ. ํ”Œ๋ ˆ์ด์–ด๊ฐ€ '๋ถ€๋‹น ๋ณด์ •'์„ ์ฒด๊ฐํ•˜๋ฉด ๋ถˆ๋งŒ ๋ฐœ์ƒ.

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์›ํ•˜์‹œ๋ฉด ์ œ๊ฐ€ ์ง€๊ธˆ ํ•ด๋“œ๋ฆด ์ˆ˜ ์žˆ๋Š” ๊ฒƒ๋“ค:

  1. ์œ„ Lua ์ฝ”๋“œ๋ฅผ Roblox์šฉ ์‹ค์ œ ServerScript(RemoteEvents + ๋‹จ์ˆœ UI ํ†ต์‹  ์˜ˆ์‹œ ํฌํ•จ)๋กœ ํ™•์žฅํ•ด ๋“œ๋ฆฌ๊ธฐ
  2. GameCore ์‹œ๋ฎฌ๋ ˆ์ดํ„ฐ๋ฅผ ์ด์šฉํ•ด ์ค‘๊ฐ„ ํ…œํฌ(180s)๋กœ 1000ํšŒ ์ž๋™ ์‹œ๋ฎฌ ๋Œ๋ ค ์Šน๋ฅ ์„ ๋ณด์—ฌ์ฃผ๊ธฐ (๋กœ์ปฌ Roblox ํ™˜๊ฒฝ์ด ์•„๋‹Œ ๊ฒฝ์šฐ, ์„œ๋ฒ„ Luau ์‹œ๋ฎฌ๋กœ ๊ฐ€๋Šฅ)
  3. ์™ธ๋ถ€ RL ํ•™์Šต ํŒŒ์ดํ”„๋ผ์ธ(๊ฐ„๋‹จํ•œ Python ์‹œ๋ฎฌ๋ ˆ์ดํ„ฐ + PPO ์˜ˆ์‹œ ์ฝ”๋“œ) ์„ค๊ณ„์•ˆ ์ œ๊ณต

์›ํ•˜์‹œ๋Š” ํ•ญ๋ชฉ ๋ฒˆํ˜ธ(๋˜๋Š” ๋‘˜ ๋‹ค)๋ฅผ ๋งํ•ด ์ฃผ์„ธ์š” โ€” ๋ฐ”๋กœ ๊ตฌํ˜„ํ•ด์„œ ์ฝ”๋“œ/์„ค์น˜ ๋ฐฉ๋ฒ•๊นŒ์ง€ ๋“œ๋ฆฝ๋‹ˆ๋‹ค.


Prompt: ์ „๋ถ€๋‹ค ์˜์–ด๋กœ ํ•˜๊ณ  ๋˜ ๋ฏผ๊ฐ„์ธ ์ฃฝ์ผ์‹œ ํ˜•์‚ฌ ์˜ ์‹œ๊ฐ„๊ฐ์†Œ์‹œํ‚ค๊ณ  ๋ฒ”์ฃ„์ž๋Š” ๋น„ํ‘œ์  ์ฃฝ์ผ์‹œ ์ฆ‰์‹œ ์ง€๋Š”์ฝ”๋“œ ์ถ”๊ฐ€ํ•ด

ChatGPT: Got it โ€” hereโ€™s the full English version of the system, written in Lua for Roblox, including:

โœ… Real-time balance between Criminal and Detective โœ… Turn-based timing system (Detectiveโ€™s investigation time) โœ… Automatic time reduction when civilians are killed โœ… Instant defeat for the Criminal if they kill a non-target civilian โœ… Modular game state design so you can easily expand it later (UI, AI bots, etc.)

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  • 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.

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-- // 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("Detectiveโ€™s 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)

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Hereโ€™s how you can add AI behavior to simulate or support human players:

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  • Inputs: Evidence locations, time remaining, last known position of suspect.
  • Outputs: Movement โ†’ Decision to collect evidence โ†’ Suspect deduction.
  • Example:
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

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  • Inputs: Target position, noise map, patrol route, witnesses nearby.
  • Outputs: Move stealthily, execute target, avoid civilians.
  • Example:
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

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You can combine both AI loops with a shared blackboard (a table storing common info like positions, noise levels, etc.), or connect them with Robloxโ€™s PathfindingService for movement.

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  1. Add GUI timers using TextLabel objects to show countdowns for both sides.
  2. Attach sounds or alarms on civilian kills.
  3. Data-driven balance โ€” store variables in ReplicatedStorage.ConfigurationModule to make live balance tweaks.
  4. 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:

  1. Add a UI timer system (Roblox ScreenGui) for both roles, or
  2. Add AI pathfinding + stealth mechanics next (so the Criminal hides, Detective searches)?


Prompt: ํ•ด๋‹น ์ฝ”๋“œ๋ฅผ ํ•˜๋‚˜๋กœ ํ•ฉ์น˜๊ณ  ๋ณด์ธํ•ด์ค˜

ChatGPT: Just to confirm โ€” when you say โ€œ๋ณด์ธํ•ด์ค˜โ€, do you mean:

  1. โ€œShow the full combined, ready-to-run Roblox Lua script,โ€ or
  2. โ€œVisualize (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:

  • โœ… give you one complete, clean Lua script you can paste directly into Roblox Studioโ€™s ServerScriptService, or
  • ๐ŸŽฎ 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 โœ… โ€” hereโ€™s 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 whatโ€™s happening in real time

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-- // ===========================================
-- // 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 Detectiveโ€™s time
local function OnCivilianDeathEffect()
	if not GameActive then return end

	Detective.TimeRemaining = math.max(0, Detective.TimeRemaining - CivilianKillPenalty)
	print("[โš ] Detectiveโ€™s 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("๐Ÿ” Detective Turn #" .. turnNumber .. " begins.")
		
		-- Chance to find evidence
		local foundClue = math.random() < 0.4
		if foundClue then
			print("๐Ÿงพ 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("โŒ› Time: " .. elapsed .. "s / " .. CriminalGoalTime .. "s total.")
		end
	end

	if GameActive then
		EndGame("Criminal (escaped successfully)")
	end
end

-- GAME START -----------------------------------
print("=====================================")
print("๐Ÿ”ซ 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)

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  1. Open Roblox Studio.
  2. Go to ServerScriptService.
  3. Create a new Script โ†’ name it CrimeDetectiveGame.
  4. Paste the entire code above into it.
  5. Click Play (F5).
  6. Open the Output window (View โ†’ Output) to see the real-time game log.

Youโ€™ll see outputs like:

๐Ÿ”ซ Game Start: Criminal vs Detective
โŒ› Time: 20s / 180s total.
[EVENT] Criminal attacked a civilian (non-target).
[X] Criminal killed a non-target civilian! Instant defeat.
GAME OVER! Winner: Detective

edit

  • 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: ์ œ๊ฐ€ ๋žœ๋ค์œผ๋กœ ํ‚ฌ๋Ÿฌ๋‚˜ ํ˜•์‚ฌ๋ฅผ ์œ ์ €์ˆ˜์— ํ‚ฌ๋Ÿฌ๋‚˜ ํ˜•์‚ฌ์ˆ˜์— ๋น„๋ก€ํ•ด์„œ ๋งŒ๋“ค๋ผ๊ณ  ํ•˜๋Š”๋””

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.

Letโ€™s make this clear and efficient ๐Ÿ‘‡

๐ŸŽฏ Goal edit

When the game starts:

  • Randomly select Killers and Detectives based on the total number of players.
  • Example rules (you can edit them easily): * 4โ€“6 players โ†’ 1 Killer, 1 Detective * 7โ€“10 players โ†’ 2 Killers, 2 Detectives * 11+ players โ†’ 3 Killers, 3 Detectives
  • Everyone else becomes Civilians.

โš™๏ธ Full Roblox Lua Script (Ready-to-Use) edit

Paste this in ServerScriptService as RoleAssignmentGame.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(("๐Ÿงฉ 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("๐Ÿ”ช Assigned Killer: " .. shuffled[i].Name)
	end

	-- Assign detectives
	for i = killerCount + 1, killerCount + detectiveCount do
		table.insert(Detectives, shuffled[i])
		print("๐Ÿ•ต๏ธ Assigned Detective: " .. shuffled[i].Name)
	end

	-- Remaining players = civilians
	for i = killerCount + detectiveCount + 1, #shuffled do
		table.insert(Civilians, shuffled[i])
		print("๐Ÿ‘ฅ 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("๐Ÿ”ซ 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(("โŒ› 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

๐Ÿง  How It Works edit

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.

๐Ÿงฉ Example Output in the Roblox Console edit

๐Ÿงฉ Assigning Roles | Killers: 1 | Detectives: 1 | Total Players: 5
๐Ÿ”ช Assigned Killer: Player1
๐Ÿ•ต๏ธ Assigned Detective: Player2
๐Ÿ‘ฅ Assigned Civilian: Player3
๐Ÿ‘ฅ Assigned Civilian: Player4
๐Ÿ‘ฅ Assigned Civilian: Player5

๐Ÿ”ซ Game Start: Killers vs Detectives
โŒ› Time: 20 / 180 seconds
[EVENT] Civilian killed by mistake!
[X] Killer killed a non-target civilian! Instant defeat.
GAME OVER! Winner: Detectives

โšก You Can Modify edit

You can easily change the distribution logic:

-- 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

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)?