Generally those names mean each the R, G, and B channels are being used as separate single channel textures packed into one. Looking at each channel individually can help you tell what each channel is.
M is probably metallic
R Roughness
AO is Ambient Occlusion
H is probably height
ID lets you mask out or lerp different material effects together easily.
Height and ID generally not plugged directly into an output but used for more advanced material effects.