Dynamic Matchmaking Threshold Adjustment

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Solution Overview

Problem

Online gaming matchmaking processes often result in players waiting unacceptably long times for suitable matches, particularly when the pool of available players is reduced due to factors like time of day, game mode, or skill level, leading to either long waiting times or poorly matched sessions.

Innovation Solution

A dynamic matchmaking system that adjusts a matchmaking threshold based on observed waiting times relative to a target waiting time, using separate thresholds and times for different game categories to balance match quality and waiting time, by continuously updating the threshold based on player wait times and match outcomes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If a matchmaking process takes into account multiple factors such as skill level, geographical location, and connection quality to improve match quality, then the quality of matches is improved, but the waiting time for players becomes unacceptably long

Engineering Contradiction:
Improvematch qualityVSAvoidwaiting time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The matchmaking threshold is made dynamic rather than static. The system continuously adjusts the threshold based on real-time conditions including player availability, waiting times, and match quality metrics. This allows the system to adapt between strict matching criteria (for high quality) and more lenient criteria (for faster matching) as conditions change

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system implements feedback mechanisms where observed waiting times and match outcomes are fed back into the matchmaking algorithm. This feedback loop allows the system to learn from actual performance and adjust future matchmaking decisions to balance quality and speed based on real-world results

Inventive Principle:
Principle #23Feedback

2Reliability

If the matchmaking threshold is set strictly to ensure high quality matches, then match quality is improved, but players have to wait longer for matches

Engineering Contradiction:
Improvematch qualityVSAvoidmatch formation speed
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The system changes the threshold parameter dynamically based on current system state. When player availability is high and waiting times are short, the threshold can be relaxed to increase match formation speed. When availability is low or waiting times are already long, the threshold is tightened to maintain quality. This parameter adaptation resolves the contradiction between strict matching and fast matching

Inventive Principle:
Principle #35Parameter changes

3Reliability

If the pool of available players is reduced due to time of day, game mode, or skill level requirements, then match quality can be maintained, but waiting times become unacceptably long

Engineering Contradiction:
Improvematch qualityVSAvoidwaiting time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The matchmaking system dynamically adjusts its behavior based on the size and characteristics of the available player pool. When the pool is small (due to time of day, game mode, or skill level filters), the system temporarily relaxes matching criteria to reduce waiting times, while still attempting to maintain acceptable quality through adaptive threshold adjustment

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS8672764B2Adaptive matchmaking for games
Publication Date: 2014.03.18 MICROSOFT TECHNOLOGY LICENSING LLC
  • US8672764B2 patent drawing
  • US8672764B2 patent drawing
  • US8672764B2 patent drawing

AI summary

Matchmaking processes at online game services often result in players having to wait unacceptably long times to receive a match or immediately receiving a poorly matched session. By using a matchmaking process which dynamically adapts a good balance is achieved between the quality of proposed matches (for example, in terms of how balanced, interesting and fun those matches are likely to be) and the waiting time for potential matches. A matchmaking threshold is specified. When a player seeks a match a waiting time is observed, for example, as to how long that player waits until starting a game or dropping out. Information about such waiting times is used to dynamically update the matchmaking threshold. The update is made on the basis of a relationship between information about the observed waiting time and a target waiting time. Further control may be achieved by using separate matchmaking thresholds and target waiting times for different game categories.