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The matchmaking algorithm is the unsung hero that determines exactly who you will face every time you press the 'Battle' button.
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This article explores how developers design these algorithms to keep queue times short while maintaining a competitive environment.
+Trophy and Rating Systems
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Your trophy count is a numerical representation of your skill; win a match, and you take trophies from the loser.
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This is why winning streaks inevitably end in a 'wall' of difficult matches; the system is functioning exactly as intended.
+There is no 'anti-deck' conspiracy.Accept the RNG.In the lower arenas, the system often includes 'bots'.
+Level-Based Matchmaking
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The standard Elo system works perfectly for chess because all pieces are equal, but [tower rush](https://gitlab.rightease.com:443/louisalooney63/tower-rush2011/-/issues/1) games feature upgradeable cards.
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The system will try its best to match you with someone who has the same trophies AND a similar tower level.
+System PrioritySignificanceElo RatingAbsolute Highest PriorityAccount StrengthThe system tries to match levels, but will abandon this check if the queue takes longer than 10 seconds
+Maintaining Competitive Integrity
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By artificially capping all card levels to a specific number, the algorithm can rely purely on the Elo rating.
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The algorithm is blind; it only respects victory.
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