Inspiration

Toxic multiplayer experiences have seemed to be ever present in my online gaming life. I wondered if utilizing the decentralized web of trust model from cryptography might inspire a different way for people to connect through matchmaking.

What it does

This project simulates a matchmaking environment. Instead of a centralized power handing out bans players simply note whether or not they would like to play with someone again after playing. This is the trust in the web of trust. When evaluating new players to matchmake with the trust of other players in your web can be taken into account, naturally phasing out bad actors and favoring players who cultivate good relationships with others.

How we built it

This project was built in python with the visualization using the networkx and matplotlib libraries.

Challenges we ran into

Turns out algorithmically combing an ever widening web of users is a bit of a nightmare. Had to scale the project somewhat to make it workable on a desktop. Had a feeling I might be stumbling on an NP-Hard kinda problem and I think I definitely did.

Accomplishments that we're proud of

I think the visualization turned out decently, and initial results were promising in showing good faith players being rewarded and bad faith players being phased out. Ultimately the project also left a lot of questions to be followed up on which is exciting in a way.

What we learned

Matchmaking is hard. I already knew this, but now I know know it. I think there's promise to a web like structure, but scaling it up to the 1000s and introducing latency/skill considerations certainly make it all the more daunting.

What's next for Just Trust Me

Probably more tinkering and graphs. I think there's still plenty to be learned by just tweaking parameters.

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