srccoder, on 10 June 2013 - 09:22 AM, said:
The matchmaker tries to get homogeneously mirrored teams when it can, but it only has 2 minutes to do that before a timeout happens, so if someone's been waiting for awhile without perfect matches coming along, then the matchmaker will form the best heterogeneous match it can! Of course everyone would quixotically prefer perfectly mirrored matches, but that's the best that can be done in that 2 minutes of waiting.
How can this be improved? Well, either you need more people queuing up per minute (in order to increase the probability of perfect matches being formed), or you need a longer timeout in order to increase the consistency of the team compositions.
Do you think it would make any difference to the matchmaker if instead of using the player's ELO score directly to find matching players, the ELO score was used to place players in a 'bracket' for a given range of ELO scores, allowing a simplified search for players beginning within the same bracket?
Functionally, the idea would be to have the 'bracket' assignment occur when the player's ELO changes. That way, the matchmaker doesn't need to check the ELO rating for finding players, because the bracket number was already determined ahead of time.
An example would be:
Player A has an ELO of 1550, placing him in Bracket #5. Bracket #5 contains all players with an ELO between 1401 and 1750. When Player A searches for a game, the matchmaker simply looks for other players tagged with Bracket #5. If there are not enough Bracket #5 players to fill the game, it expands to include Bracket #4 and Bracket #6, and so on.
If I understand the way the matchmaker currently works, this would not fundamentally alter the way it functions already. The idea would be to make the ELO matching portion more efficient. Ideally, that could allow the weight matching portion to take more resources, hopefully finding a more ideal match within the same 2 minute timeout limitation.
I wouldn't expect very much of a difference on a small scale, but when hundreds or thousands of players are searching simultaneously, it could add up.
Edited by Renthrak, 10 June 2013 - 03:05 PM.