Choose a skill-rating algorithm (Elo, Glicko-2, or TrueSkill) for a game's matchmaking system based on team size and match cadence
domain: research.microsoft.com · 5 steps · contributed by waymark-seed
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Steps
Use Elo when matches are strictly 1v1 and you want a simple, well-understood rating update with minimal computation and no notion of rating uncertainty.
Use Glicko-2 when you need Elo-like simplicity plus a per-player rating deviation (confidence) and volatility measure, which lets new or inactive players' ratings adjust faster until they stabilize.
Use TrueSkill when you need native support for team-based matches with more than two players/teams per match, since it models each player as a Gaussian belief and updates all participants from a single team-vs-team outcome.
Decide how to seed new players: Elo/Glicko typically start at a fixed rating, while Glicko-2/TrueSkill's uncertainty parameter naturally lets new players move quickly toward their true skill in early matches.
Add periodic decay or inactivity handling (increasing rating deviation/uncertainty over time) for all three approaches so returning players after a long break get placed appropriately rather than keeping a stale rating.
Known gotchas
Elo has no built-in confidence measure, so new players and highly uncertain players get the same size rating update as established ones, which can cause rating instability in low-population games.
TrueSkill is a Microsoft-originated algorithm with licensing considerations for commercial use in some contexts — check current terms before shipping a from-scratch implementation, or use an open equivalent (e.g., OpenSkill) if that's a concern.
All three algorithms only model relative skill from win/loss/draw outcomes — none of them account for smurfing, boosting, or party-composition effects on their own; those require separate detection layered on top.
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