The process is more complex than you might imagine, as it's layered on top of other factors matchmaking systems today already take into account such as skill level, latency etc.
In an implementation, when a player makes a game-related purchase, microtransaction engine 128 may encourage future purchases by matching the player (e.g., using matchmaking described herein) in a gameplay session that will utilize the game-related purchase. For instance, the system may match a more expert/marquee player with a junior player to encourage the junior player to make game-related purchases of items possessed/used by the marquee player. It seems like a stretch and I have next to no doubt that this will basically end up being a case of players who don't pay up getting squashed in online matches until they do (or become very, very good).
With this matchmaking system, junior players can emulate marquee players as long as they are willing to obtain weapons and other items being used by their stronger rivals through in-game purchases. "In this manner, the junior player may be encouraged to make game-related purchases such as a rifle or other item used by the highly skilled sniper".
"For example, microtransaction engine 128 may identify a junior player to match with a marquee player based on a player profile of the junior player". In short, Activision patented a system that could allow them to match players together with a gulf in microtransaction spending, to encourage more sales.
The patent goes into detail on just how they can use their system to profit off of arranged matches. Furthermore, the new players who do fall for it and buy premium packs will then be pinned against other low level players by the server system so that their new weapons are more effective there.
Activision's patent also supposes that the technology could increase the chances of players making more future purchases. It's unclear what games this will be used in but Activision's next title is the highly anticipated Call of Duty: WWII, a series which is no stranger to the in-app purchases business model. Destiny is a good example (although as confirmed by Bungie's David Dague on Twitter that this system is not in Destiny) as players will often strive to acquire a gun through quests or gameplay like the Gjallarhorn rocket launcher.