CHAMP: Cross-domain Hybrid Architecture for Matchmaking and Prediction in Online Multi-Player Games
Organizations: Independent Researcher Santa Clara, United States · Independent Researcher Hangzhou, China · Independent Researcher Beijing, China · The Hong Kong University of Science and Technology Hong Kong SAR, China ·
Abstract
Multiplayer Online Battle Arena (MOBA) games rely on matchmaking to maintain competitive balance. Our prior work, CUPID, framed matchmaking as an assignment re-optimization problem and showed that a single-mode win-rate predictor can meaningfully rebalance teams. However, deploying such a system across diverse player populations exposes three practical bottlenecks: most queueing players lack sufficient in-mode match history (cold start), skill distributions shift drastically across rank tiers (distribution inconsistency), and extreme skill segments are severely data-starved. We present CHAMP, a cross-domain matchmaking framework that resolves these deployment bottlenecks. To address data sparsity and cold starts, CHAMP replaces the target-mode-only player profile with a hybrid domain feature collection: a timestamp-ordered cross-mode short-term sequence whose slices are annotated with target-domain features, plus per-mode breakdowns of long-term, real-time and team statistics. We further propose the Domain-Aware Win-rate Network (DAWN): a Domain-aware Knowledge Extractor (DAKE) compiles target-mode attributes into learnable representations that feed Domain-Aware Temporal/Spatial/Permutation OmniNet Encoders (DATOE/DASOE/DAPOE), so that mode-conditioned representations and per-mode debiasing are learned jointly inside a single shared network. Online, one trained DAWN serves every supported mode, with per-mode position-satisfaction thresholds as the only mode-specific knob. Offline, DAWN achieves 67.73% win-rate prediction accuracy, outperforming all evaluated attention and sequence baselines. Online A/B tests across the entire League ladder of a large-scale MOBA game, from novice players up to the top-expert players served by Elite Mode, demonstrate consistent drops in imbalanced matches. For lower-tier players, CHAMP reduces the 5-minute kill crushing rate by up to 20.73%.
Figures & tables
| Model | Casual | League | Elite | |||
|---|---|---|---|---|---|---|
| ACC | RMSE | ACC | RMSE | ACC | RMSE | |
| LR | 0.5657 | 0.4976 | 0.5040 | 0.5069 | 0.5912 | 0.4938 |
| MLP | 0.5753 | 0.4771 | 0.5153 | 0.4866 | 0.6041 | 0.4725 |
| LSTM | 0.5931 | 0.4582 | 0.5231 | 0.4701 | 0.6336 | 0.4514 |
| Transformer | 0.6012 | 0.4412 | 0.5429 | 0.4518 | 0.6528 | 0.4316 |
| OwO | 0.6321 | 0.4203 | 0.5565 | 0.4349 | 0.6559 | 0.4160 |
| Mode | Economy Crushing Rate | Kill Crushing Rate | |||
|---|---|---|---|---|---|
| @5min | @10min | @15min | @5min | @15min | |
| League Mode | 2.14% | 3.05% | 3.45% | 9.00% | 8.05% |
| Elite Mode | 3.32% | 3.75% | 3.84% | 9.62% | 8.19% |
| Rank Tier | Economy Crushing Rate | Kill Crushing Rate | |||
|---|---|---|---|---|---|
| @5min | @10min | @15min | @5min | @15min | |
| Novice | 4.98% | 7.32% | 8.15% | 20.73% | 16.45% |
| Junior | 2.74% | 3.70% | 4.35% | 12.74% | 10.61% |
| Senior | 1.99% | 3.00% | 3.59% | 8.73% | 8.76% |
| Expert | 1.71% | 2.32% | 2.45% | 6.30% | 5.62% |
Cross-Domain Transfer Learning
Cross-domain transfer learning reuses knowledge across datasets, populations, devices, or tasks when their distributions and feature spaces differ.
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