The chess framing threw me a bit at first because I started thinking about game logic before I thought about scale.
Start by clarifying requirements and scale, then focus on the core real-time game service and matchmaking, and finally address data storage, scalability, and reliability. Emphasize trade-offs and justify your choices based on the constraints.
Pro tip: Discuss how you would handle the 'thundering herd' problem when millions of users try to matchmake simultaneously, and propose a solution like consistent hashing with virtual nodes or a queue-based system.
Ask questions to understand functional and non-functional requirements, such as game rules, latency, consistency, and availability. Estimate the scale: 100M MAU, ~25M weekly active users, ~3.6M daily games, and peak concurrency.
Outline the main components: client, API gateway, matchmaking service, game service, database, cache, and message queue. Sketch a diagram and explain data flow.
Detail the matchmaking algorithm (e.g., Elo-based), game state management (in-memory with persistence), and real-time communication (WebSockets). Discuss how to ensure low latency and high availability.
Choose databases for different needs: a relational DB for user profiles and game history, a cache for active games, and possibly a time-series DB for analytics. Discuss consistency models and replication.
Explain how to scale horizontally (sharding, partitioning), handle failures (redundancy, failover), and monitor the system. Address trade-offs like CAP theorem and cost.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.