feat: add deterministic matchmaking team partitioning

This commit is contained in:
Josh Creek
2026-08-31 20:18:43 +01:00
parent 07fe144b2f
commit b79d358db9
3 changed files with 129 additions and 1 deletions
+1 -1
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@@ -1193,7 +1193,7 @@ the local/CI/community transport, not a silent production fallback.
|---|---|---|
| 8.14 `[D:8.4,8.5,8.8]` | One durable PostgreSQL queue owner/player plus Redis candidate index: 10 s heartbeat, 30 s expiry, retry-safe create/cancel/resume and repair after cache loss | Replicas/duplicates never place a player twice; failover may delay/rematerialise an index but durable ownership and active-participation fences converge |
| 8.15 `[D:7.8,8.3]` | Submit opaque Steam ping location plus nonce-bound probes; backend computes estimates, enforces 30 s freshness and quarantines 3 discrepancies >25 ms or 30% until 5 clean matches | A client cannot directly choose its placement RTT; stale/forged evidence is rejected; quarantine behavior and server-observed comparison are deterministic |
| 8.16 `[D:8.14,8.15]` | **IN PROGRESS.** Pure Go candidate selection implements the <=100 ms ceiling, pairwise widening tolerance, anchor inclusion and deterministic set/region scoring | `server/domain/matcher.go` and adversarial fixtures cover no-common-region, tolerance boundaries and lexical ties; team partitioning, queue-backed candidate loading and full population fixtures remain |
| 8.16 `[D:8.14,8.15]` | **IN PROGRESS.** Pure Go candidate/team selection implements the <=100 ms ceiling, pairwise widening tolerance, anchor inclusion, deterministic set/region scoring and balanced team partitioning | `server/domain/matcher.go`, `teams.go` and adversarial fixtures cover no-common-region, tolerance boundaries, lexical ties, mean-rating balance and input-order independence; queue-backed candidate loading and full population fixtures remain |
| 8.17 `[D:8.14,8.16]` | Ten-second proposal to **every selected human**: ranked 6; casual largest compatible 6→2 after 60 s with disclosed teams/bots; apply exact decline/timeout/no-show cooldown and queue-precedence rules | Allocation starts only after selected humans accept; 25-human casual is reachable; accepter timestamps restore exactly; ranked pre-match no-show has cooldown but no rating loss |
| 8.18 `[D:8.5,8.14,8.17]` | Horizontally replicated matcher: Redis candidates, then PostgreSQL serializable proposal/participant fence, then cache cleanup/repair | Forced loss of the last acknowledged Redis write, retries, worker death and failover cannot claim a player into two proposals/matches |
| 8.19 `[D:8.18]` | Casual policy: proposal composition above; >=1 human/team, exhaustive rating-balanced teams, bots after 60 s, opt-in kickoff-only backfill, 30 s reconnect and defined backfill/casual penalties | Every 26-human shape is tested; no mid-play replacement; declined/backfill participant gets no excluded rating/cooldown; original leaver gets only documented outcome/cooldown |
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@@ -0,0 +1,92 @@
package domain
import (
"fmt"
"sort"
)
type Teams struct {
Team0 []Candidate
Team1 []Candidate
}
// PartitionTeams exhaustively evaluates balanced two-team assignments. The
// first team is anchored to the lexically smallest player to remove the
// equivalent team-0/team-1 mirror; this makes the result stable across worker
// order and database row order.
func PartitionTeams(players []Candidate) (Teams, error) {
if len(players) < 2 || len(players) > 6 || len(players)%2 != 0 {
return Teams{}, fmt.Errorf("team partition requires an even player count from 2 through 6")
}
ordered := append([]Candidate(nil), players...)
sort.Slice(ordered, func(i, j int) bool { return ordered[i].PlayerID < ordered[j].PlayerID })
teamSize := len(ordered) / 2
anchor := ordered[0].PlayerID
best := Teams{}
found := false
chosen := make([]Candidate, 0, teamSize)
var visit func(int)
visit = func(start int) {
if len(chosen) == teamSize {
if !containsPlayer(chosen, anchor) { return }
team1 := make([]Candidate, 0, teamSize)
for _, player := range ordered {
if !containsPlayer(chosen, player.PlayerID) { team1 = append(team1, player) }
}
if !found || betterTeams(chosen, team1, best) {
best = Teams{Team0: append([]Candidate(nil), chosen...), Team1: team1}
found = true
}
return
}
for i := start; i < len(ordered); i++ {
chosen = append(chosen, ordered[i])
visit(i + 1)
chosen = chosen[:len(chosen)-1]
}
}
visit(0)
if !found { return Teams{}, fmt.Errorf("no balanced team partition") }
return best, nil
}
func betterTeams(team0, team1 []Candidate, best Teams) bool {
if best.Team0 == nil { return true }
meanDelta, maxOpposing := teamScore(team0, team1)
bestMean, bestMaxOpposing := teamScore(best.Team0, best.Team1)
if meanDelta != bestMean { return meanDelta < bestMean }
if maxOpposing != bestMaxOpposing { return maxOpposing < bestMaxOpposing }
return playerIDs(team0) < playerIDs(best.Team0)
}
func teamScore(team0, team1 []Candidate) (float64, float64) {
mean0, mean1 := meanRating(team0), meanRating(team1)
maxOpposing := 0.0
for _, left := range team0 {
for _, right := range team1 {
delta := abs(left.Rating - right.Rating)
if delta > maxOpposing { maxOpposing = delta }
}
}
return abs(mean0 - mean1), maxOpposing
}
func meanRating(players []Candidate) float64 {
total := 0.0
for _, player := range players { total += player.Rating }
return total / float64(len(players))
}
func containsPlayer(players []Candidate, playerID string) bool {
for _, player := range players { if player.PlayerID == playerID { return true } }
return false
}
func playerIDs(players []Candidate) string {
ids := make([]string, 0, len(players))
for _, player := range players { ids = append(ids, player.PlayerID) }
sort.Strings(ids)
result := ""
for _, id := range ids { result += id + "\x00" }
return result
}
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package domain
import "testing"
func TestPartitionTeamsBalancesMeanRatingBeforeOpposingSpread(t *testing.T) {
players := []Candidate{
{PlayerID: "a", Rating: 1000}, {PlayerID: "b", Rating: 1100},
{PlayerID: "c", Rating: 1900}, {PlayerID: "d", Rating: 2000},
}
teams, err := PartitionTeams(players)
if err != nil { t.Fatal(err) }
if playerIDs(teams.Team0) != "a\x00d\x00" || playerIDs(teams.Team1) != "b\x00c\x00" {
t.Fatalf("unexpected balanced partition: team0=%q team1=%q", playerIDs(teams.Team0), playerIDs(teams.Team1))
}
}
func TestPartitionTeamsIsIndependentOfInputOrder(t *testing.T) {
players := []Candidate{
{PlayerID: "d", Rating: 1500}, {PlayerID: "b", Rating: 1500},
{PlayerID: "c", Rating: 1500}, {PlayerID: "a", Rating: 1500},
}
first, err := PartitionTeams(players)
if err != nil { t.Fatal(err) }
second, err := PartitionTeams([]Candidate{players[2], players[0], players[3], players[1]})
if err != nil { t.Fatal(err) }
if playerIDs(first.Team0) != playerIDs(second.Team0) || playerIDs(first.Team1) != playerIDs(second.Team1) {
t.Fatalf("input order changed partition: first=%q/%q second=%q/%q", playerIDs(first.Team0), playerIDs(first.Team1), playerIDs(second.Team0), playerIDs(second.Team1))
}
}
func TestPartitionTeamsRejectsUnsupportedShapes(t *testing.T) {
for _, count := range []int{0, 1, 3, 7} {
players := make([]Candidate, count)
if _, err := PartitionTeams(players); err == nil { t.Fatalf("accepted %d players", count) }
}
}