Open Match: Open source game matchmaker
github.com
github.com
Is this the only supported deployment method? It's interesting if Google is OSS'ing cool projects to increase GCE/GKE marketshare.
> Matchmaking is a complicated process, and when large player populations are involved, many popular matchmaking approaches touch on significant areas of computer science including graph theory and massively concurrent processing
My impression is that a good matchmaking algorithm (especially in ranked ladder play) can make or break a game - so when you finally shipped your game, it's awesome - then the balancing comes. After the balancing... matchmaking can still ruin it, so it seems to be a very delicate process. To cut it short, not the thing you'd want to grab some random code from github (from Google especially, where you never know how long it will be supported... ah well, at least better than Facebook) - we're not talking "I'm taking a webserver battle tested by millions of users" code reuse.
So either it's a new problem for you, then you don't need scale. Or you have problems scaling - then you probably already have some matchmaking algorithm you're happy with - so where does this thing come in? Applying some engineering framework approach in making your thing scale? Sounds like a very small niche.
Honestly a little confused.
My biggest criticism with matchmaking systems is they're too good. The skill rating is so accurate in such a short amount of time that every match is frustrating and/or boring.
[0]: https://www.microsoft.com/en-us/research/project/trueskill-r...
I'm confused: wouldn't a boring game (too easy) or a frustrating game (too hard) be indicative of a bad matchmaking? Wouldn't good matchmaking always feel winnable, with a 1/competitors chance of winning? (That is, 50% for two players, 33% for 3, etc.)
Then again you could just add variance to the known game and it becomes u competitive because of chance.