// matchmaking-service.ts
class SmartMatchmaking {
private reputation: GamingReputationEngine;
constructor() {
this.reputation = new GamingReputationEngine();
}
async findMatch(
playerWallet: string,
gameType: string,
preferredSkillRange: [number, number]
): Promise<MatchmakingResult> {
const playerProfile = await this.reputation.calculatePlayerProfile(playerWallet);
// Get available players in queue
const availablePlayers = await this.getQueuedPlayers(gameType);
// Filter by skill and reputation compatibility
const compatiblePlayers = await this.filterCompatiblePlayers(
playerProfile,
availablePlayers,
preferredSkillRange
);
// Score potential matches
const scoredMatches = await this.scorePlayerMatches(
playerProfile,
compatiblePlayers
);
// Return best match
return this.selectBestMatch(scoredMatches);
}
private async filterCompatiblePlayers(
player: PlayerProfile,
availablePlayers: string[],
skillRange: [number, number]
): Promise<PlayerProfile[]> {
const compatible = [];
for (const playerWallet of availablePlayers) {
const profile = await this.reputation.calculatePlayerProfile(playerWallet);
// Skill level compatibility
if (profile.skillLevel < skillRange[0] || profile.skillLevel > skillRange[1]) {
continue;
}
// Reputation compatibility - avoid toxic players
if (profile.riskLevel === 'high' && player.riskLevel === 'low') {
continue; // Don't match high-risk with low-risk players
}
// Minimum reputation threshold
if (profile.overallReputation < 60) {
continue;\n }\n \n compatible.push(profile);\n }\n \n return compatible;\n }\n \n private async scorePlayerMatches(\n player: PlayerProfile,\n candidates: PlayerProfile[]\n ): Promise<ScoredMatch[]> {\n return candidates.map(candidate => {\n let score = 0;\n \n // Skill similarity (prefer close skill levels)\n const skillDiff = Math.abs(player.skillLevel - candidate.skillLevel);\n score += Math.max(100 - skillDiff * 2, 0);\n \n // Reputation compatibility\n const repDiff = Math.abs(player.overallReputation - candidate.overallReputation);\n score += Math.max(100 - repDiff, 0);\n \n // Teamwork compatibility\n if (player.categories.teamwork >= 80 && candidate.categories.teamwork >= 80) {\n score += 50; // Bonus for both being good teammates\n }\n \n // Communication compatibility\n if (player.categories.communication >= 80 && candidate.categories.communication >= 80) {\n score += 30;\n }\n \n // Avoid repeatedly matching with toxic players\n if (candidate.riskLevel === 'high') {\n score -= 100;\n }\n \n return {\n player: candidate,\n compatibilityScore: score\n };\n }).sort((a, b) => b.compatibilityScore - a.compatibilityScore);\n }\n}\n\ninterface ScoredMatch {\n player: PlayerProfile;\n compatibilityScore: number;\n}\n\ninterface MatchmakingResult {\n match?: {\n players: PlayerProfile[];\n estimatedQuality: number;\n };\n waitTime?: number;\n reason?: string;\n}\n```\n\n### 3. Gaming Services Marketplace\n\n```typescript\n// gaming-services.ts\ninterface GamingService {\n id: string;\n provider: string;\n type: 'coaching' | 'boosting' | 'item_trading' | 'tournament_org';\n title: string;\n description: string;\n price: number;\n gameTypes: string[];\n requirements?: {\n minReputation?: number;\n maxRiskLevel?: 'low' | 'medium' | 'high';\n };\n}\n\ninterface ServiceBooking {\n id: string;\n serviceId: string;\n client: string;\n provider: string;\n status: 'pending' | 'active' | 'completed' | 'disputed';\n reputationDealId?: string;\n agreedTerms: string;\n startTime?: Date;\n endTime?: Date;\n}\n\nclass GamingServicesMarketplace {\n private reputation: RepstationClient;\n \n constructor() {\n this.reputation = new RepstationClient({\n network: 'mainnet',\n packageId: process.env.REPSTATION_PACKAGE_ID!\n });\n }\n \n async createService(\n providerWallet: string,\n service: Omit<GamingService, 'id' | 'provider'>\n ): Promise<GamingService> {\n // Verify provider reputation meets service requirements\n const providerProfile = await this.getPlayerProfile(providerWallet);\n \n if (!this.meetsServiceRequirements(providerProfile, service.type)) {\n throw new Error('Insufficient reputation to offer this service type');\n }\n \n const newService: GamingService = {\n id: generateServiceId(),\n provider: providerWallet,\n ...service\n };\n \n return await this.saveService(newService);\n }\n \n async bookService(\n serviceId: string,\n clientWallet: string,\n terms: string\n ): Promise<ServiceBooking> {\n const service = await this.getService(serviceId);\n \n // Create reputation deal for the service\n const dealResult = await this.reputation.openDealAdmin({\n signer: process.env.GAMING_ADMIN_WALLET!,\n admin_cap_id: process.env.GAMING_ADMIN_CAP!,\n party_b: clientWallet,\n subject_ref: {\n type: 'GAMING_SERVICE',\n id: service.type + '-' + serviceId\n },\n amount: service.price.toString()\n });\n \n const booking: ServiceBooking = {\n id: generateBookingId(),\n serviceId,\n client: clientWallet,\n provider: service.provider,\n status: 'pending',\n reputationDealId: dealResult.deal_id,\n agreedTerms: terms\n };\n \n return await this.saveBooking(booking);\n }\n \n async startService(bookingId: string, clientSignature: string): Promise<void> {\n const booking = await this.getBooking(bookingId);\n \n // Accept the reputation deal\n await this.reputation.acceptDeal({\n signer: booking.client,\n deal_id: booking.reputationDealId!\n });\n \n // Update booking status\n booking.status = 'active';\n booking.startTime = new Date();\n await this.updateBooking(booking);\n }\n \n async completeService(\n bookingId: string,\n completionDetails: any\n ): Promise<void> {\n const booking = await this.getBooking(bookingId);\n \n // Close the reputation deal\n await this.reputation.closeDeal({\n signer: process.env.GAMING_ADMIN_WALLET!,\n deal_id: booking.reputationDealId!\n });\n \n // Update booking\n booking.status = 'completed';\n booking.endTime = new Date();\n await this.updateBooking(booking);\n \n // Send rating requests\n await this.sendServiceRatingRequests(booking);\n }\n \n private meetsServiceRequirements(profile: PlayerProfile, serviceType: string): boolean {\n const requirements = {\n 'coaching': {\n minReputation: 85,\n minSkill: 80,\n maxRiskLevel: 'low'\n },\n 'boosting': {\n minReputation: 80,\n minSkill: 90,\n maxRiskLevel: 'medium'\n },\n 'item_trading': {\n minReputation: 75,\n maxRiskLevel: 'medium'\n },\n 'tournament_org': {\n minReputation: 90,\n minReliability: 95,\n maxRiskLevel: 'low'\n }\n };\n \n const req = requirements[serviceType];\n if (!req) return true;\n \n if (req.minReputation && profile.overallReputation < req.minReputation) {\n return false;\n }\n \n if (req.minSkill && profile.skillLevel < req.minSkill) {\n return false;\n }\n \n if (req.minReliability && profile.categories.reliability < req.minReliability) {\n return false;\n }\n \n const riskLevels = ['low', 'medium', 'high'];\n if (req.maxRiskLevel && riskLevels.indexOf(profile.riskLevel) > riskLevels.indexOf(req.maxRiskLevel)) {\n return false;\n }\n \n return true;\n }\n}\n```\n\n### 4. Player Rating System\n\n```typescript\n// player-rating.ts\ninterface PlayerRating {\n matchId?: string;\n serviceId?: string;\n rater: string;\n ratee: string;\n categories: {\n teamwork?: number;\n communication?: number;\n reliability?: number;\n sportsmanship?: number;\n skill?: number;\n teaching?: number; // For coaches\n professionalism?: number; // For service providers\n };\n comment?: string;\n context: 'match' | 'coaching' | 'boosting' | 'trading' | 'tournament';\n}\n\nclass PlayerRatingSystem {\n private reputation: RepstationClient;\n \n constructor() {\n this.reputation = new RepstationClient({\n network: 'mainnet',\n packageId: process.env.REPSTATION_PACKAGE_ID!\n });\n }\n \n async ratePlayer(\n rating: PlayerRating,\n dealId: string\n ): Promise<void> {\n // Submit ratings for each category\n for (const [category, score] of Object.entries(rating.categories)) {\n if (score !== undefined) {\n await this.reputation.rate({\n signer: rating.rater,\n deal_id: dealId,\n score,\n category: `${rating.context}_${category}`\n });\n }\n }\n \n // Store detailed rating in database\n await this.saveDetailedRating(rating);\n }\n \n async getPlayerReputationSummary(walletAddress: string): Promise<ReputationSummary> {\n const profile = await this.reputation.getReputationProfile({ walletAddress });\n \n if (!profile.success || !profile.profile) {\n return this.getDefaultReputationSummary(walletAddress);\n }\n \n // Get category breakdowns\n const categories = await this.getCategoryBreakdowns(walletAddress);\n const badges = await this.getPlayerBadges(walletAddress);\n const recentTrend = await this.getReputationTrend(walletAddress, 30);\n \n return {\n overall: profile.profile.global,\n categories,\n badges,\n trend: recentTrend,\n riskAssessment: this.assessPlayerRisk(profile.profile)\n };\n }\n}\n\ninterface ReputationSummary {\n overall: { average: number; count: number };\n categories: {\n [key: string]: { average: number; count: number };\n };\n badges: string[];\n trend: 'improving' | 'stable' | 'declining';\n riskAssessment: {\n level: 'low' | 'medium' | 'high';\n factors: string[];\n };\n}\n```\n\n### 5. Gaming UI Components\n\n```tsx\n// components/PlayerCard.tsx\nimport React, { useState, useEffect } from 'react';\n\ninterface PlayerCardProps {\n walletAddress: string;\n showDetailed?: boolean;\n context: 'matchmaking' | 'service' | 'tournament';\n}\n\nexport function PlayerCard({ walletAddress, showDetailed = false, context }: PlayerCardProps) {\n const [profile, setProfile] = useState<PlayerProfile | null>(null);\n const [loading, setLoading] = useState(true);\n \n useEffect(() => {\n loadPlayerProfile();\n }, [walletAddress]);\n \n const loadPlayerProfile = async () => {\n try {\n const reputation = new GamingReputationEngine();\n const playerProfile = await reputation.calculatePlayerProfile(walletAddress);\n setProfile(playerProfile);\n } catch (error) {\n console.error('Failed to load player profile:', error);\n } finally {\n setLoading(false);\n }\n };\n \n if (loading) return <div className=\"player-card loading\">Loading...</div>;\n if (!profile) return <div className=\"player-card error\">Failed to load</div>;\n \n return (\n <div className={`player-card ${profile.riskLevel}-risk`}>\n <div className=\"player-header\">\n <div className=\"gamertag\">{profile.gamertag}</div>\n <div className=\"reputation-score\">\n <span className=\"score\">{profile.overallReputation}</span>\n <span className=\"max\">/100</span>\n </div>\n </div>\n \n <div className=\"player-badges\">\n {profile.badges.slice(0, 3).map((badge, index) => (\n <span key={index} className={`badge ${badge.toLowerCase().replace(' ', '-')}`}>\n {badge}\n </span>\n ))}\n </div>\n \n {showDetailed && (\n <div className=\"detailed-stats\">\n <div className=\"skill-level\">\n <label>Skill Level:</label>\n <div className=\"skill-bar\">\n <div className=\"fill\" style={{ width: `${profile.skillLevel}%` }} />\n <span>{profile.skillLevel}/100</span>\n </div>\n </div>\n \n <div className=\"category-breakdown\">\n {Object.entries(profile.categories).map(([category, score]) => (\n <div key={category} className=\"category\">\n <label>{category.charAt(0).toUpperCase() + category.slice(1)}:</label>\n <span className=\"score\">{score}/100</span>\n </div>\n ))}\n </div>\n \n <div className=\"match-stats\">\n <div className=\"stat\">\n <label>Matches:</label>\n <span>{profile.matchesPlayed}</span>\n </div>\n <div className=\"stat\">\n <label>Ratings:</label>\n <span>{profile.ratingsReceived}</span>\n </div>\n </div>\n </div>\n )}\n \n <TrustIndicator profile={profile} context={context} />\n </div>\n );\n}\n\nfunction TrustIndicator({ profile, context }: { profile: PlayerProfile; context: string }) {\n const getTrustMessage = () => {\n switch (context) {\n case 'matchmaking':\n if (profile.riskLevel === 'low') return '✓ Recommended teammate';\n if (profile.riskLevel === 'medium') return '⚠ Average reliability';\n return '⚠ Potential match issues';\n \n case 'service':\n if (profile.overallReputation >= 90) return '✓ Highly trusted provider';\n if (profile.overallReputation >= 75) return '✓ Reliable service';\n return '⚠ New or unproven provider';\n \n case 'tournament':\n if (profile.categories.reliability >= 90) return '✓ Tournament ready';\n return '⚠ May have commitment issues';\n \n default:\n return '';\n }\n };\n \n return (\n <div className={`trust-indicator ${profile.riskLevel}`}>\n {getTrustMessage()}\n </div>\n );\n}\n```\n\n## Key Benefits\n\n### For Gaming Platforms\n- **Better Matchmaking**: Match players based on skill AND behavior\n- **Toxicity Reduction**: Track and prevent toxic player interactions\n- **Service Quality**: Verify coaches, boosters, and service providers\n- **Tournament Organization**: Ensure reliable players for competitive events\n\n### For Players\n- **Better Matches**: Play with similarly skilled and well-behaved players\n- **Trusted Services**: Find reliable coaches and service providers\n- **Recognition**: Build reputation that follows across games\n- **Opportunities**: Access to tournaments and premium services\n\n### For Game Developers\n- **Community Health**: Improve overall player experience\n- **Retention**: Players stay longer in positive environments\n- **Monetization**: Enable trusted player-to-player services\n- **Competitive Integrity**: Better tournament and ranked play\n\nThis gaming platform example shows how IOTA Repstation can solve real trust and behavior problems in gaming communities, creating better experiences for all players.\n