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CHAMP: Cross-domain Hybrid Architecture for Matchmaking and Prediction in Online Multi-Player Games

arXiv · AI, language, vision and robotics · article · Sep 4, 2026 · UTC

Multiplayer Online Battle Arena (MOBA) games rely on matchmaking to maintain competitive balance. Our prior work, CUPID, framed matchmaking as an assignment re-optimization problem and showed that a single-mode win-rate predictor can meaningfully rebalance teams. However, deploying such a system across diverse player populations exposes three practical bottlenecks: most queueing players lack sufficient in-mode match history (cold start), skill distributions shift drastically across rank tiers (distribution inconsistency), and extreme skill segments are severely data-starved. We present CHAMP,

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Evidence & attribution

First collected: 2026-09-20T22:31:48.298Z. This is not the publication date.