English

Cinder: A fast and fair matchmaking system

Artificial Intelligence 2026-02-20 v1 Applications

Abstract

A fair and fast matchmaking system is an important component of modern multiplayer online games, directly impacting player retention and satisfaction. However, creating fair matches between lobbies (pre-made teams) of heterogeneous skill levels presents a significant challenge. Matching based simply on average team skill metrics, such as mean or median rating or rank, often results in unbalanced and one-sided games, particularly when skill distributions are wide or skewed. This paper introduces Cinder, a two-stage matchmaking system designed to provide fast and fair matches. Cinder first employs a rapid preliminary filter by comparing the "non-outlier" skill range of lobbies using the Ruzicka similarity index. Lobbies that pass this initial check are then evaluated using a more precise fairness metric. This second stage involves mapping player ranks to a non-linear set of skill buckets, generated from an inverted normal distribution, to provide higher granularity at average skill levels. The fairness of a potential match is then quantified using the Kantorovich distance on the lobbies' sorted bucket indices, producing a "Sanction Score." We demonstrate the system's viability by analyzing the distribution of Sanction Scores from 140 million simulated lobby pairings, providing a robust foundation for fair matchmaking thresholds.

Keywords

Cite

@article{arxiv.2602.17015,
  title  = {Cinder: A fast and fair matchmaking system},
  author = {Saurav Pal},
  journal= {arXiv preprint arXiv:2602.17015},
  year   = {2026}
}
R2 v1 2026-07-01T10:42:21.624Z