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Openai·Software Engineer·Onsite - System Design / Architecture·Senior

SeniorPrefer not to say
May 2026

Summary

System design round at OpenAI for a software engineer role. The interviewer was quiet and gave almost nothing away, which made it hard to read how things were going. Came out feeling pretty good about it.

Questions Asked (2)

Q1

Design a chess game.

System DesignData ModelingTechnical Trade-offs
Author's notes

Prepped this one from a video walkthrough and it paid off.

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AI HintsAI Generated

Suggested Approach

Start by clarifying requirements and scope (e.g., is it a full game with AI, or just the core engine?). Then design the data model (board, pieces, moves) and outline the core components (game state, move validation, turn management). Finally, discuss trade-offs and potential extensions like AI or networking.

Pro tip: Demonstrate awareness of the difference between a simple implementation and a production-ready system by discussing extensibility, performance, and testing strategies. For example, mention how you would unit test move validation and how you might optimize for AI search.

1. Clarify Requirements

Ask questions to understand the scope: Is this a full game with UI, AI, or just the engine? What are the constraints (time, memory)? Are there specific features like undo, save/load, or multiplayer?

2. Design Data Model

Define the core objects: Board (8x8 grid), Piece (type, color, position), Move (from, to, special flags). Consider using a 2D array or a map for the board, and discuss representation of pieces (e.g., enums, classes).

3. Outline Core Logic

Describe the main components: GameState (board, turn, castling rights, en passant, halfmove clock), MoveValidator (checks legal moves, including check/checkmate), and GameController (handles turns, move execution, win conditions).

4. Discuss Trade-offs and Extensions

Talk about trade-offs: e.g., simple vs. efficient move generation, mutable vs. immutable state. Mention how you would extend for AI (minimax, alpha-beta pruning) or networking (serialization, synchronization).

5. Testing and Edge Cases

Highlight important edge cases: castling, en passant, pawn promotion, stalemate, threefold repetition. Explain how you would test these (unit tests, integration tests).

Key Points to Mention

  • Board representation: 2D array vs. bitboards, and trade-offs
  • Move validation: legal moves, check/checkmate detection, special moves (castling, en passant, promotion)
  • Game state management: turn tracking, move history, undo/redo, save/load
  • Design patterns: MVC for separation of concerns, Command pattern for moves
  • Performance considerations for AI: move generation efficiency, minimax with alpha-beta pruning
  • Testing strategy: unit tests for move validation, integration tests for game flow

AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.

Q2

How would you handle each player's move timer, given that you can't trust the client to report time accurately?

System DesignTechnical Trade-offs
Author's notes

Follow-up to the chess design.

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AI HintsAI Generated

Suggested Approach

Start by stating that the server must be the single source of truth for all timing, and the client should only display a countdown for UX. Then describe a server-authoritative design where the server records move start/end times, validates moves against its own clock, and handles latency and disconnections gracefully.

Pro tip: Emphasize that you'd never trust client-reported time, but you'd still send periodic server time syncs to the client so the displayed timer stays roughly accurate without being authoritative.

1. Establish server authority

Declare that the server owns the clock: it timestamps when a turn begins and when a move is received, and it alone decides if a move was within the time limit.

2. Design the timing protocol

Use server-side timers with a grace period for network latency; when a move arrives, compare server receipt time against the turn deadline, not any client-supplied timestamp.

3. Handle client display and sync

Send the client the server's deadline and periodically sync server time so the UI countdown is approximately correct, but never use client time for enforcement.

4. Address edge cases

Cover disconnections, reconnections, clock drift, and malicious clients; use idempotent move submission and server-side timeout events to finalize turns.

5. Discuss trade-offs

Acknowledge latency vs. fairness: a strict server timer may penalize players with slow connections, so consider a small grace period or latency compensation.

Key Points to Mention

  • Server-authoritative timing with no reliance on client clocks
  • Network latency and grace periods for move submission
  • Clock synchronization (e.g., NTP-style or periodic server time pings) for client display only
  • Handling disconnections and reconnections without granting extra time
  • Idempotent move handling and server-side timeout events
  • Trade-offs between strict enforcement and player experience

AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.