Overview
When you configure a matchmaking queue, you can assign each rule a Weight value. Weight is a numeric multiplier that controls how much influence a particular rule has when the matchmaking system ranks and sorts eligible tickets. It doesn’t change whether a ticket passes or fails a rule—it only affects how important that rule is relative to others when determining which tickets are the best candidates for a match. Understanding weight is essential for tuning match quality. By adjusting weights across your rules, you can prioritize what matters most for your game—whether that’s skill balance, geographic proximity, or shared content.How weight works
Every rule that supports weight computes a distance value for each pair of tickets being evaluated. This distance represents how similar or different two tickets are according to that rule:- A distance of 0 means the tickets are a perfect match for that rule.
- A distance closer to 1 means the tickets are at the edge of what the rule allows.
- A distance of infinite (hard rejection) means the tickets can’t match according to that rule, regardless of weight.
Weight does not override hard restrictions. If a rule determines that two tickets are incompatible, the tickets are excluded entirely. For example, this happens with a Difference Rule where the values exceed the maximum allowed difference. Weight only influences the priority order among tickets that are already eligible.
How each rule computes distance
Before you look at weight examples, it helps to understand how each weighted rule computes its distance value. The distance is always a number between 0 and 1, where lower values indicate a closer match.Which rules support weight
Weight applies to the standard rule types that participate in distance-based sorting. The following rules support the Weight property:
The following team rule types do not support weight. These rules act as validators—they either pass or fail a match and don’t participate in distance-based sorting:
Valid weight values
Weight must be a number greater than 0 and up to 1000 (inclusive). A weight of 0 isn’t permitted. If no weight is specified, the default value is 1.Examples
The following examples use a queue with a Difference Rule for skill and a Set Intersection Rule for preferred game maps. Three players—Alice, Bob, and Charlie—are in the queue. The matchmaking system needs to decide which of the two candidates (Bob or Charlie) is the better match for Alice.Queue configuration
Player attributes
Step 1: Compute per-rule distances
SkillRule (Difference Rule) uses the formulaabsoluteDifference / maxDifference:
- Alice vs Bob:
|20 - 24| / 10 = 4 / 10 = 0.4 - Alice vs Charlie:
|20 - 17| / 10 = 3 / 10 = 0.3
1 / (1 + sharedItemCount):
- Alice vs Bob: They share “Dustbowl” and “Summit” (two items) →
1 / (1 + 2) = 0.33 - Alice vs Charlie: They share “Lakeside” (one item) →
1 / (1 + 1) = 0.5
Example 1: Equal weights
With both rules at Weight = 1, the total distance is:Example 2: Prioritizing skill (Weight = 10 on SkillRule)
If your game is competitive and skill balance matters most, increase the SkillRule weight:Example 3: Prioritizing shared maps (Weight = 10 on MapRule)
If your game is casual and players care most about playing on their favorite maps, increase the MapRule weight instead:Example 4: When players can’t match (hard rejection)
Now add a fourth player, Dave, whose skill is far from Alice’s and who shares no preferred maps:
SkillRule:
|20 - 35| / 10 = 15 / 10 = 1.5—but the difference of 15 exceeds MaxDifference (10), so the rule returns infinite distance (hard rejection).
MapRule: Alice and Dave share 0 maps, and MinIntersectionSize is 1, so this rule also returns infinite distance.
Summary of the examples
The table below shows how weight changes which candidate is preferred, using the same player attributes and the same rules—only the weights differ.
The underlying distances never change—only the relative importance assigned to each rule changes. Dave is always rejected because the player’s attributes exceed the hard limits, regardless of weight. This approach is the power of weight tuning.
Weight and rule expansions
When a rule becomes optional (through Seconds until optional or expansion), it no longer hard-rejects tickets. However, tickets that would be rejected still receive a nonzero distance value. Weight continues to scale this distance, which means optional rules still influence the sort order—they push “violating” tickets lower in priority rather than excluding them entirely. This behavior is useful for ensuring that even when rules relax over time, the best matches are still preferred.Best practices
- Start with equal weights and adjust based on match quality feedback from your players.
- Use higher weights on the rules that are most important to your game’s experience (such as skill for competitive titles, or shared content for casual games).
- Remember that weight only affects sorting—it can’t make an impossible match happen. Use expansions to relax hard restrictions over time.
- Avoid extreme weight ratios (such as 1000:1) unless you intentionally want one rule to completely overshadow all others.
