Matchmaking — Notes
Functional
- Pair / group players for matches.
- Skill, latency, party size considered.
- Wait-time relaxation.
- Penalties for quits.
Non-functional
- Time-to-match < 60 s typical.
- Fair team balance.
- Region-aware to keep RTT low.
Trade-offs
- Strict skill window = fair but slow; wide = fast but mismatched.
- Solo vs party queues kept separate to avoid stomping.
- Smurf detection = quality lever.
Refs
- Microsoft TrueSkill paper.
- Riot / Blizzard / Activision engineering posts.
- ByteByteGo "Design matchmaking".