Matchmaking glossary

General terms
Joining playerThe player being matched to a server in your experience.
Common deviceThe device type shared between existing players in the server and the joining player. Can be a mobile device, a desktop, a laptop, a tablet, or a console.
Common languageThe language shared between existing players in the server and the joining player.
Scoring
ServerAn RCC instance hosting a place.
Signal weightA non-negative number that describes the importance of a signal relative to other signals.
Weighted sumThe sum of all weighted signal scores for a server. The basis for picking the best server for a player.
Server scoreThe final matchmaking score for a server, based on the weighted sum of its signals. Players are matched to the server with the highest score.
Weighted signal scoreThe value after multiplying the signal score by its weight.
Signals
SignalThe processed version of an attribute. A signal is created when an attribute is transformed to fit the matchmaking scoring system.
Signal scoreThe value of a signal after transformations, ranging between 0 and 1.
WeightDescribes the importance of a signal in the scoring process. Signals with higher weights have a bigger impact in matchmaking.
Weighted signal scoreThe result of multiplying a signal's score by its weight. Reflects both the value and importance of the signal.
Numerical custom signalThe difference between the joining player's attribute and the server's average.
Categorical custom signalHow common the joining player's attribute is when compared to the other players in the server.
Attributes
AttributeA property used in matchmaking scoring. Represents “raw signal values” before they're processed.

Can be a number or a string.
Custom attributeA universe-level property defined by creators. Can be a player attribute or a server attribute.
Player attributeA characteristic of a player, like their preferred game mode or skill level.
Server attributeA characteristic of a server, like the server's response time or active game mode.