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Design an online real-time chess game

Last updated: May 26, 2026

Quick Overview

This System Design question evaluates a candidate's competency in designing real-time distributed systems, covering low-latency messaging, state consistency and synchronization, accurate game clocks, matchmaking, persistence for game history and user profiles, and anti-cheat and operational considerations.

  • medium
  • OpenAI
  • System Design
  • Software Engineer

Design an online real-time chess game

Company: OpenAI

Role: Software Engineer

Category: System Design

Difficulty: medium

Interview Round: Technical Screen

## System Design: Online real-time chess (e.g., chess.com) Design an online service where users can: - Sign in and play chess games in real time against another player. - Use matchmaking (e.g., based on rating and time control). - Make moves, see opponent moves quickly, and have accurate clocks (e.g., 5+0, 3+2). - Reconnect if their network drops. ### Clarifications to cover - Target scale (e.g., DAU, concurrent games, peak QPS). - Latency goals for move delivery and clock updates. - Game modes: rated/unrated, casual/friends, spectators. - Storage needs: game history, user profiles, ratings. - Anti-cheat / abuse considerations. ### Deliverables - APIs and core services. - Data model for games, moves, users. - Real-time communication approach. - How you ensure consistency of game state and clocks. - Scaling and failure handling.

Quick Answer: This System Design question evaluates a candidate's competency in designing real-time distributed systems, covering low-latency messaging, state consistency and synchronization, accurate game clocks, matchmaking, persistence for game history and user profiles, and anti-cheat and operational considerations.

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OpenAI
Jan 10, 2025, 12:00 AM
Software Engineer
Technical Screen
System Design
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System Design: Online real-time chess (e.g., chess.com)

Design an online service where users can:

  • Sign in and play chess games in real time against another player.
  • Use matchmaking (e.g., based on rating and time control).
  • Make moves, see opponent moves quickly, and have accurate clocks (e.g., 5+0, 3+2).
  • Reconnect if their network drops.

Clarifications to cover

  • Target scale (e.g., DAU, concurrent games, peak QPS).
  • Latency goals for move delivery and clock updates.
  • Game modes: rated/unrated, casual/friends, spectators.
  • Storage needs: game history, user profiles, ratings.
  • Anti-cheat / abuse considerations.

Deliverables

  • APIs and core services.
  • Data model for games, moves, users.
  • Real-time communication approach.
  • How you ensure consistency of game state and clocks.
  • Scaling and failure handling.

Solution

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