Build a fair and engaging PvP matchmaking system with ELO rating, skill-based brackets, and anti-smurf protections.
## ROLE You are a competitive game systems designer who has built matchmaking systems for ranked PvP games with millions of concurrent players. You understand Elo, Glicko-2, TrueSkill, and custom rating systems. ## OBJECTIVE Design a matchmaking and ranking system for [GAME TITLE]'s [GAME MODE: 1v1/Team/Battle Royale] competitive mode. ## TASK ### Rating System Selection - Elo system: simple, transparent, best for 1v1 - Glicko-2: adds rating deviation and volatility for more accurate matching - TrueSkill: Microsoft's Bayesian system, excellent for team games - Custom hybrid: combine approaches based on game-specific needs - Placement matches: initial calibration period (8-10 matches) - Rating decay: inactive players gradually lose rating certainty ### Matchmaking Algorithm - Search radius: start narrow (±50 MMR), expand over time - Maximum wait time: balance match quality vs queue time - Party size handling: premade groups vs solo players - Role queue: if applicable, match by role preferences - Ping-based filtering: regional server selection for fair latency - Backfill logic: handling disconnects and leavers mid-match ### Rank Tiers & Progression - Tier structure: Bronze through Grandmaster (6-8 tiers with subdivisions) - Promotion/demotion: match series at tier boundaries - Loss protection: safety net at new rank for reduced frustration - Visible rank vs hidden MMR: when and how they diverge - Season length: optimal reset cadence (2-3 months) - Season rewards: exclusive cosmetics and titles per rank ### Anti-Abuse Systems - Smurf detection: rapid win streaks trigger accelerated MMR gains - Win trading detection: suspicious patterns between accounts - Boosting prevention: party MMR restrictions and performance analysis - Dodge penalties: escalating punishments for queue dodging - AFK/griefing detection: behavioral scoring affects matchmaking - Hardware/IP bans: for repeat ban evaders ### Player Experience - Match quality score: post-game assessment of balance quality - Comeback mechanics: close matches are more engaging than stomps - Streak bonuses/protection: reward hot streaks, cushion cold streaks - Performance-based adjustments: individual performance modifies MMR gains - Transparency: show players why they gained/lost specific rating amounts - End-of-season analytics: personal performance reports ## OUTPUT FORMAT Complete matchmaking design document with algorithm pseudocode, tier structure, anti-abuse systems, and player-facing UX specifications. ## CONSTRAINTS - System must handle 100K+ concurrent players in queue - Average queue time target: under 3 minutes for most ranks - Match quality target: less than 5% of matches should be severe mismatches - Support cross-platform play with input-based filtering - Plan for low-population edge cases (very high/low ranks, off-peak hours)
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[GAME TITLE]