General terms | |
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Joining player | The player being matched to a server in your experience. |
Common device | The 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 language | The language shared between existing players in the server and the joining player. |
Scoring | |
Server | An RCC instance hosting a place. |
Signal weight | A non-negative number that describes the importance of a signal relative to other signals. |
Weighted sum | The sum of all weighted signal scores for a server. The basis for picking the best server for a player. |
Server score | The 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 score | The value after multiplying the signal score by its weight. |
Signals | |
Signal | The processed version of an attribute. A signal is created when an attribute is transformed to fit the matchmaking scoring system. |
Signal score | The value of a signal after transformations, ranging between 0 and 1. |
Weight | Describes the importance of a signal in the scoring process. Signals with higher weights have a bigger impact in matchmaking. |
Weighted signal score | The result of multiplying a signal's score by its weight. Reflects both the value and importance of the signal. |
Numerical custom signal | The difference between the joining player's attribute and the server's average. |
Categorical custom signal | How common the joining player's attribute is when compared to the other players in the server. |
Attributes | |
Attribute | A property used in matchmaking scoring. Represents “raw signal values” before they're processed. Can be a number or a string. |
Custom attribute | A universe-level property defined by creators. Can be a player attribute or a server attribute. |
Player attribute | A characteristic of a player, like their preferred game mode or skill level. |
Server attribute | A characteristic of a server, like the server's response time or active game mode. |