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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".