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Scalable Asymmetrical Matchmaking with Diarkis: Powering Real-Time Multiplayer for Games

Published on
2025-05-13

Asymmetrical multiplayer games like Dead by Daylight and Dragon Ball: The Breakers present unique challenges in matchmaking due to their distinct player roles and team compositions. Traditional matchmaking systems often struggle to accommodate these complexities, leading to imbalanced matches and suboptimal player experiences. Diarkis offers a robust solution tailored for such scenarios, providing a decentralized, in-memory matchmaking system designed for real-time, low-latency player matching across distributed server clusters.

Understanding Asymmetrical Matchmaking Challenges

In asymmetrical games, players assume roles with differing objectives and capabilities. For instance, in Dead by Daylight, one player takes on the role of a killer, while four others play as survivors. Similarly, Dragon Ball: The Breakers pits a powerful Raider against a team of seven survivors. These role disparities necessitate matchmaking systems that can account for varying player skills, preferences, and team dynamics.(GameWatcher, Sportskeeda)

Traditional matchmaking systems, often reliant on centralized databases, may not efficiently handle such complexities. They can suffer from latency issues, single points of failure, and limited scalability, leading to mismatched games and player dissatisfaction.

Diarkis MatchMaker: A Tailored Solution

Diarkis addresses these challenges with its MatchMaker module, a decentralized, in-memory system designed for high-performance matchmaking. Key features include:

  • Decentralized State Storage: Match data is dynamically distributed across multiple nodes within the Diarkis server cluster, eliminating single points of failure and enhancing both redundancy and availability.
  • High Throughput and Low Latency: Designed for fast player pairing, the system supports high matchmaking concurrency with minimal latency, ideal for session-based or competitive multiplayer environments.
  • Fault Tolerance and Scalability: The distributed architecture enables horizontal scaling, allowing additional nodes to be added seamlessly without impacting system performance. In the event of a node failure, matchmaking continuity is maintained by rerouting tasks to other healthy nodes within the cluster.
  • Robust Query & Grouping Logic: Diarkis MatchMaker supports customizable match logic, including rule-based filters, dynamic prioritization, and conditional queueing for optimized player experience.

At its core, Diarkis MatchMaker uses user-defined matching rules and query conditions. Developers are free to implement complex or simple rules, including but not limited to:

  • Matching based on custom player attributes such as level, rank, role, or latency.
  • Filtering players using dynamic criteria, such as play style, past match history, or regional constraints.
  • Supporting role-based and asymmetrical matchmaking, where players can be placed into different team configurations (e.g., 1 vs 4, 3 vs 3 with unique roles).

This flexibility is made possible through match profiles, which group players based on developer-defined criteria. For instance, players can be automatically assigned to buckets using attributes like level, region, or game mode, allowing the system to maintain balance and ensure fair matches.

Comparative Overview: Diarkis MatchMaker vs. Typical Matchmaking Systems

Feature / Capability Diarkis MatchMaker Typical Matchmaking Implementation
Architecture Decentralized, in-memory, distributed across server nodes Centralized server or database-driven queue
Scalability Horizontally scalable with node-based load balancing Limited by single-point architecture or static rules
Latency & Performance Ultra-low latency due to in-memory processing Can experience delays due to database lookups or centralized queue bottlenecks
Fault Tolerance Built-in resilience with distributed failover Vulnerable to downtime or data loss if centralized server fails
Asymmetrical Match Composition Natively supports multi-role matching with customizable logic per role Often requires bespoke code and manual workarounds for role-specific grouping
Role-Based Grouping Easy definition of role slots (e.g., 1 Killer, 4 Survivors) using rule-based logic Not inherently supported; requires significant engineering effort
Custom Rule Definition Fully programmable via profiles and filters (e.g., by level, latency, region, roles) Limited to predefined filters (e.g., MMR, latency), less control over complex rules
Real-Time Query Flexibility Allows real-time, dynamic queue conditions and progressive relaxation of match strictness Rarely supports live condition updates; usually static during matchmaking
Group & Party Support Supports matching whole parties or dynamically constructed teams Usually optimized for individual queues or fixed teams only
Session Lifecycle Control Developers can manage pre-match, timeout, confirmation, and server handoff stages Requires additional services or manual hooks for lifecycle management
Integration with Game Server Logic Tight integration with Diarkis LoadBalancer and other modules for seamless handoff and game start Often disconnected or manually integrated with server infrastructure
Live Rule Adjustability Matchmaking logic can be updated on-the-fly without restarting services Requires service redeploys or major changes to modify matchmaking rules
Support for Asymmetrical Team Scaling Enables flexible team sizes (e.g., 1v4, 3v5) with role requirements and queue balancing Hardcoded and difficult to expand without breaking matchmaking flow
Ideal Use Cases Real-time games, mobile games, online multiplayer, asymmetrical games, esports Traditional multiplayer, casual mobile games, or synchronous team games

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Implementing Diarkis in Asymmetrical Games

Integrating Diarkis into games like Dead by Daylight and Dragon Ball: The Breakers can enhance matchmaking by:(Game Informer)

  • Role-Based Matching: Assigning players to roles based on preferences and skill levels.
  • Dynamic Team Composition: Forming teams that balance experience and capabilities.
  • Real-Time Adjustments: Adapting matchmaking criteria based on player behavior and game dynamics.

By leveraging Diarkis's capabilities, developers can create more engaging and balanced asymmetrical multiplayer experiences.(Game Developer)

In conclusion, Diarkis offers a comprehensive solution for the intricate demands of asymmetrical game matchmaking. Its decentralized, scalable, and customizable architecture addresses the limitations of traditional systems, ensuring balanced and engaging multiplayer experiences.

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