This thesis aims to research and implement automated matchmaking systems for online multiplayer games. Matchmaking systems are a huge part of modern gameplay, as it takes care of both matching, and ranking the players. The second part of this thesis documents the technological, and structural planning and implementation of a matchmaking service.
Throughout the thesis, I examine multiple player rating techniques such as the ELO system and Microsoft’s TrueSkill system and their usage in multiplayer games. I will inspect the matchmaking systems of popular multiplayer games (League of Legends, DotA 2) and summarize their features and operation. I describe a matchmaking algorithm for a general multiplayer game.
I will describe the development process of the service from the structural planning through the technological choices and implementation details. The service will be used by an admin application which in order can monitor and simulate the service for experimental purposes. I use Node.js with Typescript, and AngularJs for this project, I will explain the advantages and disadvantages of these technologies.