> For the complete documentation index, see [llms.txt](https://whitepaper.gmr.center/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://whitepaper.gmr.center/battle-leets/gameplay/mechanics/matchmaking.md).

# Matchmaking

{% hint style="warning" %}
**This whitepaper is outdated:**

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by [signing up](https://gmr.center/sign-up) or joining our [Telegram channel](https://t.me/gmrcenter).

We have kept this version online for informational purposes only.
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![](/files/tm0qwJiKu34ItKcByPS1)

Whenever the player starts a new battle, matching it with another player requires the following steps to be considered:

### PING and Latency <a href="#ping-and-latency" id="ping-and-latency"></a>

The first step is to find a player with a reliable connection. A latency test is performed, and if the player's connection is within acceptable variables, it performs the second step.

{% hint style="info" %}
Acceptable ranges are within 0 to 300ms of PING.
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### ELO Matching <a href="#elo-matching" id="elo-matching"></a>

The second condition is players with a similar or equal ELO. The ELO of both players is compered, and if the variation is within the acceptable range, the players are matched.

{% hint style="info" %}
The initial variation in ELO accepted is ±*100*.
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### **ELO Equation**

All accounts will have an absolute *ELO* tied to the specific wallet.

{% hint style="warning" %}
ELO equation implementation is still under consideration.
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### Matchmaking Failure <a href="#matchmaking-failure" id="matchmaking-failure"></a>

Nonetheless, it is possible for a player to fail the matchmaking process within the ranges established for each step. After *30s* of searching, ranges are increased to facilitate matches. For each failure, *Ping and Latency* ranges are increased by 50ms, and *ELO* is increased in ±*150.*
