update rules

This commit is contained in:
Joe 2026-02-02 14:05:11 -06:00
parent 4c390fdd37
commit d5522b2fef
8549 changed files with 11783 additions and 1888 deletions

View file

@ -1,115 +0,0 @@
---
title: Matchmaking glossary
description: Glossary of matchmaking terms.
---
<table>
<thead>
<tr>
<th>**General terms**</th>
<th></th>
</tr>
</thead>
<tbody>
<tr>
<td>**Joining player**</td>
<td>The player being matched to a server in your experience.</td>
</tr>
<tr>
<td>**Common device**</td>
<td>The device type shared between existing players in the server and the joining player. Can be a mobile device, a desktop, a laptop, a tablet, or a console.</td>
</tr>
<tr>
<td>**Common language**</td>
<td>The language shared between existing players in the server and the joining player.</td>
</tr>
</tbody>
<thead>
<tr>
<th>**Scoring**</th>
<th></th>
</tr>
</thead>
<tbody>
<tr>
<td>**Server**</td>
<td>An RCC instance hosting a place.</td>
</tr>
<tr>
<td>**Signal weight**</td>
<td>A non-negative number that describes the importance of a signal relative to other signals.</td>
</tr>
<tr>
<td>**Weighted sum**</td>
<td>The sum of all weighted signal scores for a server. The basis for picking the best server for a player.</td>
</tr>
<tr>
<td>**Server score**</td>
<td>The final matchmaking score for a server, based on the weighted sum of its signals. Players are matched to the server with the highest score.</td>
</tr>
<tr>
<td>**Weighted signal score**</td>
<td>The value after multiplying the signal score by its weight.</td>
</tr>
</tbody>
<thead>
<tr>
<th>**Signals**</th>
<th></th>
</tr>
</thead>
<tbody>
<tr>
<td>**Signal**</td>
<td>The processed version of an attribute. A signal is created when an attribute is transformed to fit the matchmaking scoring system.</td>
</tr>
<tr>
<td>**Signal score**</td>
<td>The value of a signal after transformations, ranging between 0 and 1.</td>
</tr>
<tr>
<td>**Weight**</td>
<td>Describes the importance of a signal in the scoring process. Signals with higher weights have a bigger impact in matchmaking.</td>
</tr>
<tr>
<td>**Weighted signal score**</td>
<td>The result of multiplying a signal's score by its weight. Reflects both the value and importance of the signal.</td>
</tr>
<tr>
<td>**Numerical custom signal**</td>
<td>The difference between the joining player's attribute and the server's average.</td>
</tr>
<tr>
<td>**Categorical custom signal**</td>
<td>How common the joining player's attribute is when compared to the other players in the server.</td>
</tr>
</tbody>
<thead>
<tr>
<th>**Attributes**</th>
<th></th>
</tr>
</thead>
<tbody>
<tr>
<td>**Attribute**</td>
<td>A property used in matchmaking scoring. Represents “raw signal values” before they're processed.<br/><br/>
Can be a number or a string.</td>
</tr>
<tr>
<td>**Custom attribute**</td>
<td>A universe-level property defined by creators. Can be a **player attribute** or a **server attribute**.</td>
</tr>
<tr>
<td>**Player attribute**</td>
<td>A characteristic of a player, like their preferred game mode or skill level.</td>
</tr>
<tr>
<td>**Server attribute**</td>
<td>A characteristic of a server, like the server's response time or active game mode.</td>
</tr>
</tbody>
</table>