Matchmaking Improvements - #43
Open
crescendo-ss wants to merge 9 commits into
Open
Conversation
…inish in diff orders
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Matchmaking enhancements, with new configuration options are added to optimize team formation.
The matchmaking module can now optionally wait for more players to enter the queue (LookAheadWindow). For example, if the window size is 3, then the next 11 queued players (8 + 3) are chosen from for match formation. Subsets of 8 players are first chosen from the 11 players in the window, with an effort to make sure that the skill level of all players is near each other using Least Trimmed Squares (LTS) selection.
The best subsets (measured with the LTS metric, which minimizes big skill outliers) are then evaluated for team formation. Of the 8 players, we will attempt to create balanced teams from those (using the current snake approach, which I will probably switch out for something more comprehensive in the future).
Important notes from this example is that we chose from the 11 next players in the queue, and only 8 are selected. So three are excluded. The three that are excluded may have been at the head of the queue. To make sure that those three are less likely to be excluded in the next selection, we apply a skill-annealing approach where we will intentionally boost/adjust their skill so it's closer to the mean skill level of other players in the queue next time we match make. This boost/adjustment is proportional to the amount of games they've been skipped.
We additionally allow some players to set a preference that allows them to be avoid being matchmade into games where their skill level is significantly higher than the lowest skill level. Players use the
?matchmaking strictor?matchmaking casualcommands to enable or disable this.