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

arXiv: https://arxiv.org/abs/2609.04870 · HTML: https://mlsanity.com/paper/2609.04870/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 13 of its 45 references that are in the map.
- First posted on arXiv 4 Sep 2026.

## Builds on (most cited first, 13 of 13)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [Deep Interest Evolution Network for Click-Through Rate Prediction](https://mlsanity.com/paper/1809.03672/) (2018)
- [Minimizing Finite Sums with the Stochastic Average Gradient](https://mlsanity.com/paper/1309.2388/) (2013)
- [One Model to Serve All: Star Topology Adaptive Recommender for Multi-Domain CTR Prediction](https://mlsanity.com/paper/2101.11427/) (2021)
- [Cross-Domain Recommendation: Challenges, Progress, and Prospects](https://mlsanity.com/paper/2103.01696/) (2021)
- [DDTCDR: Deep Dual Transfer Cross Domain Recommendation](https://mlsanity.com/paper/1910.05189/) (2019)
- [Using Machine Learning to Predict Game Outcomes Based on Player-Champion Experience in League of Legends](https://mlsanity.com/paper/2108.02799/) (2021)
- [QuickSkill: Novice Skill Estimation in Online Multiplayer Games](https://mlsanity.com/paper/2208.07704/) (2022)
- [MV-HAN: A Hybrid Attentive Networks based Multi-View Learning Model for Large-scale Contents Recommendation](https://mlsanity.com/paper/2210.07660/) (2022)
- [Preference Modeling by Exploiting Latent Components of Ratings](https://mlsanity.com/paper/1710.07072/) (2017)
- [CUPID: Improving Battle Fairness and Position Satisfaction in Online MOBA Games with a Re-matchmaking System](https://mlsanity.com/paper/2406.19720/) (2024)
- [A Structure-Agnostic Co-Tuning Framework for LLMs and SLMs in Cloud-Edge Systems](https://mlsanity.com/paper/2511.11678/) (2025)

## Abstract (arXiv)

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, a cross-domain matchmaking framework that resolves these deployment bottlenecks. To address data sparsity and cold starts, CHAMP replaces the target-mode-only player profile with a hybrid domain feature collection: a timestamp-ordered cross-mode short-term sequence whose slices are annotated with target-domain features, plus per-mode breakdowns of long-term, real-time and team statistics. We further propose the Domain-Aware Win-rate Network (DAWN): a Domain-aware Knowledge Extractor (DAKE) compiles target-mode attributes into learnable representations that feed Domain-Aware Temporal/Spatial/Permutation OmniNet Encoders (DATOE/DASOE/DAPOE), so that mode-conditioned representations and per-mode debiasing are learned jointly inside a single shared network. Online, one trained DAWN serves every supported mode, with per-mode position-satisfaction thresholds as the only mode-specific knob. Offline, DAWN achieves 67.73% win-rate prediction accuracy, outperforming all evaluated attention and sequence baselines. Online A/B tests across the entire League ladder of a large-scale MOBA game, from novice players up to the top-expert players served by Elite Mode, demonstrate consistent drops in imbalanced matches. For lower-tier players, CHAMP reduces the 5-minute kill crushing rate by up to 20.73%.
