Roadmap

Roadmap

AMP is engineered to become the default matchmaking and settlement layer for competitive games on Avalanche. The vision is broad: large-team formats, battle royales, persistent-world territorial control, and cross-chain settlement — all backed by the same escrow-and-attest model that ships today.

The path from here to that vision runs through clearly defined milestones. Each milestone unlocks new capabilities without breaking what already works.

Where we are today — Open Beta (Fuji)

The open beta ships with a complete vertical slice of the protocol:

  • Matchmaking: Glicko-2 ratings, composable rule engine (skill, region, language, latency, ping, skill-decay), sorted-MMR bucketed queue with 50ms tick.
  • Authentication: EIP-191 challenge-response, single-use nonces, rate-limited.
  • Outcome signing: EIP-712 verifier signatures, cross-language byte-identical digest (KAT-verified in CI across Rust, Go, C++, C#, Python, JS, Solidity).
  • On-chain settlement: custodial escrow on AMPRegistry, verifier-attested payouts via AMPSettlement, TimelockController-governed ownership.
  • SDKs: Rust, Go, C++ (Unreal), C# (Unity/Godot), Python, JS — all shipping tests in CI.
  • Embeddable library: amp-match-core crate with the rating math, rules, and queue, no server deps.
  • Operations: Docker Compose, supply-chain CI (cargo-deny), graceful shutdown with persistence flush.

The beta scope is 1v1 with stakes: chess-like games, card games, arcade duels, 1v1 tournament platforms. This is the surface where every piece of the protocol — matchmaking, escrow, signing, settlement, SDKs — is exercised end-to-end against real Avalanche blocks.

What's next

v0.2 — Team matchmaking & advanced rules

  • Party / squad matchmaking with role-complementarity scoring.
  • Team Glicko-2 / TrueSkill rating system (Bayesian team inference).
  • Backfill done right: per-rule relaxation policy (currently skill-only; v0.2 adds latency/region/party-size policies with operator control).
  • Avoidance / recent-opponent rules backed by actual state (currently stub evaluators).
  • N-player free-for-all mode (battle royale / arena).
  • Cross-region placement with latency-rule expansion.

The evaluator stubs shipped today (Schedule, Inventory, Party, Custom, Avoidance, RecentMatches, ConnectionQuality) exist precisely so this milestone is a "wire up the implementation" task rather than a schema break.

v0.3 — Mainnet (Avalanche C-Chain)

  • Independent third-party security audit.
  • 72-hour soak at 1k concurrent connections.
  • Chaos testing (kill -9 × 100 — assert no duplicate settlement, no fund lock).
  • Multisig over the TimelockController proposer role.
  • Mainnet deployment with deterministic CREATE2 and verified-bytecode gate.
  • bincode → postcard and sled → redb migrations (transactional archive path).
  • rustls 0.21 → 0.23 and capnp 0.19 → 0.20 upgrades (close the documented RUSTSEC advisories).

v0.4 — Decentralization

  • N-of-M verifier set with on-chain key rotation.
  • Optimistic settlement window — any party can dispute with cryptographic evidence.
  • Player-side fraud-proof submission so users don't depend solely on operator liveness.
  • Verifier DAO for whitelist governance and evidence requirements.
  • Open verifier node release for third-party hosting.

v1.0 — The AMP L1

  • Transition to a dedicated Avalanche L1 (appchain) for high-frequency settlement.
  • Warp messaging for cross-chain match-and-settle.
  • 10,000+ matches per day sustained target.

How we ship

Every milestone follows the same discipline:

  1. Scope it in the rule schema first. New rule types land as stubs before they're wired up — no schema breaks later.
  2. Test in CI before tag. Every Rust crate, every SDK, every contract test, plus the E2E integration test, must pass on every PR.
  3. Document before release. The docs you're reading now reflect what's shipping today; release notes cover the deltas.
  4. Timelock every economic change. No same-block operator action can move funds or change fees.

Comparisons

vs AWS FlexMatch

FlexMatch is fast, mature, and tightly integrated with AWS GameLift. AMP differs in three ways:

  1. On-chain settlement. FlexMatch has no settlement primitive. AMP ships escrow + verifier attestation by default.
  2. Self-hostable, no cloud lock-in. AMP is Apache-2.0; run it on any cloud, bare metal, or peer-to-peer.
  3. Embeddable matchmaking library. amp-match-core drops into your existing game server without taking over the whole network stack.

Where FlexMatch is ahead today: party/squad matchmaking, cross-region placement, backfill policies, and the operational polish of a managed service. The v0.2 / v0.3 milestones close those gaps.

vs Open Match

Open Match is a matchmaking framework (also open source) that leaves matchmaking logic to the user. AMP ships an opinionated rating + rule engine out of the box — closer to FlexMatch in scope, plus the settlement layer Open Match doesn't have.

vs custom in-house backends

AMP replaces the matchmaking + settlement surface of a custom backend. The embeddable amp-match-core library is specifically designed for studios that want AMP's algorithms without running the AMP service.

Long-term vision (2027+)

AMP aims to support the full range of competitive play — from 1v1 wagered matches to massive-scale battle royales and persistent-world territorial control — all settled on Avalanche. The protocol's separation of matchmaking (off-chain, fast) from settlement (on-chain, verifiable) is what makes that range possible: the same escrow-and-attest model scales from two players to thousands.