I would still do it just like in the example I did above...
on any touch start, create a touchpoint object to track the touch
while in touch update each touchpoint object
on any touch end, destroy the related touchpoint object
the only extra logic I would add is a lock on the paddles, to lock them to a touchpoint object, so that a player can't try to take over control of the other paddle. (remember to release the lock when the touch is released)