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Design a Real-Time Chess Service

Last updated: May 5, 2026

Quick Overview

This question evaluates a candidate's ability to design scalable, correct real-time backend systems for multiplayer games, covering state modeling and persistence, move ordering and validation, clock management, fault recovery, and low-latency messaging; it falls under the System Design category and tests backend and distributed systems knowledge.

  • medium
  • OpenAI
  • System Design
  • Backend Engineer

Design a Real-Time Chess Service

Company: OpenAI

Role: Backend Engineer

Category: System Design

Difficulty: medium

Interview Round: Technical Screen

Design an online chess service that supports real-time two-player games. The system should allow users to create or join a chess game, make legal moves, see the opponent's moves with low latency, and finish games by checkmate, timeout, resignation, draw, or abandonment. Focus especially on: 1. How to represent and persist game state. 2. How to validate and order moves correctly. 3. How to track each player's remaining clock time accurately. 4. How to recover when a client disconnects, crashes, or reconnects from another device. 5. How to scale the service to many concurrent games while preserving correctness. Assume real-time play is required, so moves should usually reach the opponent in under a few hundred milliseconds. State any additional assumptions you need.

Quick Answer: This question evaluates a candidate's ability to design scalable, correct real-time backend systems for multiplayer games, covering state modeling and persistence, move ordering and validation, clock management, fault recovery, and low-latency messaging; it falls under the System Design category and tests backend and distributed systems knowledge.

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OpenAI
Apr 22, 2026, 12:00 AM
Backend Engineer
Technical Screen
System Design
11
0

Design an online chess service that supports real-time two-player games.

The system should allow users to create or join a chess game, make legal moves, see the opponent's moves with low latency, and finish games by checkmate, timeout, resignation, draw, or abandonment.

Focus especially on:

  1. How to represent and persist game state.
  2. How to validate and order moves correctly.
  3. How to track each player's remaining clock time accurately.
  4. How to recover when a client disconnects, crashes, or reconnects from another device.
  5. How to scale the service to many concurrent games while preserving correctness.

Assume real-time play is required, so moves should usually reach the opponent in under a few hundred milliseconds. State any additional assumptions you need.

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