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EnMatch: Matchmaking for Better Player Engagement via Neural Combinatorial Optimization
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Proposes EnMatch, an engagement-oriented k-vs-k matchmaking framework that couples a learned engagement model with a PPO-trained graph-encoder/masked-decoder neural combinatorial optimization policy and an LNS heuristic operator.
Problem
Tier-based fair matchmaking ignores player engagement; engagement-oriented team formation in k-vs-k games is an NP-hard combinatorial optimization with non-linear (neural) objectives and large search spaces.
Approach
Formulate matchmaking as an MDP where a neural engagement model provides rewards, and a GAT encoder with a Transformer masked decoder (KNN-based pointer-like selection) generates 2K players per match, refined by a large-neighborhood-search heuristic operator and trained with PPO.
Key results
- Engagement model EnMatchNet reaches ACC 0.734 / AUC 0.683 on SPG and 0.798 / 0.774 on RPGPVP, 2.6-3.2% ACC gains over the second-best method.
- In simulation, EnMatch improves average reward over the best baseline by 2.15% on SPG (66.5 vs 65.1) and 11.76% on RPGPVP (58.9 vs 52.7).
- In a two-week online A/B test, EnMatch increases total matches played by 1.64% on SPG and 7.19% on RPGPVP over the best baselines.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add the auxiliary task during engagement-model training (ablation) | EnMatchNet · SPG | ACC: 0.708 -> 0.734 | Helped |
| add the auxiliary task during engagement-model training (ablation) | EnMatchNet · SPG | AUC: 0.664 -> 0.683 | Helped |
| add the auxiliary task during engagement-model training (ablation) | EnMatchNet · RPGPVP | ACC: 0.778 -> 0.798 | Helped |
| add the auxiliary task during engagement-model training (ablation) | EnMatchNet · RPGPVP | AUC: 0.751 -> 0.774 | Helped |
| use EnMatch instead of the strongest baseline | matchmaking · SPG simulation | cumulative reward per episode: 2.15% | Helped |
| use EnMatch instead of the strongest baseline | matchmaking · RPGPVP simulation | cumulative reward per episode: 11.76% | Helped |
| use EnMatch instead of the strongest baseline | online matchmaking · SPG online deployment | number of matches: 1.64% | Helped |
| use EnMatch instead of the strongest baseline | online matchmaking · RPGPVP online deployment | number of matches: 7.19% | Helped |
Surprising findings
- Fair-game matchmaking is not sufficient for engagement: cross-tier 'diversity teams' showed higher chat and upvote rates and higher retention than fair teams in the data analysis.
- Main players with three consecutive wins did not have clearly lower churn than other scenarios, suggesting diverse win-loss and role experiences boost engagement.
Limitations
- Evaluated on proprietary industrial game datasets and a deployment on two games, limiting reproducibility.
- Simulation relies on a learned engagement model as the reward rather than real player-level feedback for training.
Experimental setup
Datasets: SPG RPGPVP
Benchmarks: SPG RPGPVP online A/B test on two games
Metrics: accuracy AUC average cumulative reward per episode number of matches played
Baselines: Tier-based Heuristics PointerNetwork GloMatch OptMatch EOMM MBNet Random
Builds on: Proximal Policy Optimization Pointer Network EOMM GloMatch Large Neighborhood Search
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