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Character AI·Software Engineer·Onsite - System Design / Architecture·Senior

SeniorPrefer not to say
Jun 2026Remote

Summary

System design round at Character AI for a software engineer role. The whole session was one big question about building an online chess platform, and it went pretty deep into real-time communication, timer logic, and scaling. Felt like a solid 60-minute grind.

Questions Asked (5)

Q1

Design an online chess game service that supports matchmaking, real-time gameplay with move validation, per-player timers, and resign/draw mechanics.

System DesignTechnical Trade-offs
Author's notes

This was the whole interview basically.

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AI HintsAI Generated

Suggested Approach

Start by clarifying requirements and scale, then design a high-level architecture with separate services for matchmaking, game state, and real-time communication. Focus on the core challenges: consistent move validation, low-latency updates, and reliable timers, while discussing trade-offs in consistency, scalability, and fault tolerance.

Pro tip: Emphasize that chess is a deterministic, turn-based game, so you can use an event-sourced model with a single writer per game to avoid conflicts and simplify move validation. This also enables easy replay and recovery.

1. Clarify Requirements and Scale

Ask about expected user base, concurrent games, latency requirements, and whether features like spectating or chat are needed. This scopes the design and highlights trade-offs.

2. High-Level Architecture

Propose a microservices architecture with separate services for matchmaking, game management, and real-time communication (e.g., WebSockets). Use a load balancer and consider regional deployments for latency.

3. Matchmaking Service

Design a matchmaking system using a queue or rating-based algorithm (e.g., Elo). Discuss how to handle concurrent match requests and ensure fair pairings.

4. Game State and Move Validation

Model each game as an event-sourced entity with a single writer (e.g., using a actor model or per-game lock). Validate moves using a chess engine library, and persist moves for durability and replay.

5. Real-Time Communication and Timers

Use WebSockets for low-latency updates. Implement timers server-side with periodic checks or scheduled events, and handle disconnections gracefully with reconnection logic.

Key Points to Mention

  • Event sourcing for game state to ensure consistency and enable replay.
  • Single writer per game to avoid race conditions in move validation.
  • Use of WebSockets for real-time bidirectional communication.
  • Server-side timers with drift correction and handling of network latency.
  • Resign/draw mechanics as special events that terminate the game.
  • Scalability considerations: sharding games, using Redis for pub/sub, and load balancing.

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

Q2

How would you handle ELO-based matchmaking and pairing players in a queue?

System DesignAlgorithms & Data Structures
Author's notes

Covered a priority queue sorted by ELO with an expanding tolerance window over time so players don't wait forever.

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AI HintsAI Generated

Suggested Approach

Start by clarifying requirements and constraints, then propose a scalable architecture that balances match quality with queue times. Discuss the ELO rating system, matchmaking algorithm, and data structures for efficient pairing, and address edge cases like new players and rating inflation.

Pro tip: Emphasize the trade-off between match quality and wait time, and propose a dynamic tolerance that expands over time—this shows you understand real-world product needs beyond pure algorithms.

1. Clarify Requirements

Ask about expected queue sizes, latency requirements, match quality vs. wait time trade-offs, and whether the system is for 1v1 or team games.

2. Design Data Structures

Propose using a balanced binary search tree (e.g., Red-Black Tree) or a skip list to store players by ELO, enabling efficient range queries for nearby ratings.

3. Matchmaking Algorithm

Describe a greedy approach: for each player, find the closest ELO within a dynamic tolerance that increases with wait time. For team games, consider average team ELO and role composition.

4. Scalability and Concurrency

Discuss sharding by ELO ranges or game modes, using a distributed queue, and handling concurrent match attempts with locks or optimistic concurrency.

5. Edge Cases and Improvements

Address new players (provisional ratings), rating inflation/deflation, and potential improvements like using TrueSkill or Glicko, or machine learning for better predictions.

Key Points to Mention

  • ELO rating system and its limitations (e.g., assumes normal distribution, not ideal for team games)
  • Dynamic matchmaking tolerance that expands with wait time to balance quality and latency
  • Data structures for efficient range queries (e.g., balanced BST, skip list, or sorted arrays with binary search)
  • Handling team games: average team ELO, role-based matching, and party support
  • Scalability considerations: sharding, distributed queues, and concurrency control
  • Alternative rating systems like Glicko or TrueSkill for better accuracy

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

Q3

How do you approach real-time bidirectional communication between the client and game server, and what are the trade-offs between WebSockets and polling?

System DesignTechnical Trade-offsAPI & Integrations
Author's notes

WebSockets felt like the obvious answer and I said so immediately.

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AI HintsAI Generated

Suggested Approach

Start by clarifying the real-time requirements and constraints of the game, then compare WebSockets and polling across dimensions like latency, overhead, scalability, and reliability. Conclude with a recommendation that often favors WebSockets for bidirectional, low-latency communication, while acknowledging scenarios where polling or long-polling might be appropriate.

Pro tip: Demonstrate awareness of fallback strategies and hybrid approaches, such as using WebSockets for gameplay and HTTP polling for non-critical updates, to show you can balance trade-offs in real-world systems.

1. Clarify Requirements

Ask about the game's real-time needs: update frequency, latency tolerance, number of concurrent players, and whether communication is truly bidirectional.

2. Compare WebSockets vs Polling

Discuss WebSockets' full-duplex, low-latency nature versus polling's simplicity and compatibility, highlighting trade-offs in overhead, scalability, and firewall/proxy issues.

3. Consider Alternatives and Hybrids

Mention long-polling, Server-Sent Events (SSE), and WebRTC data channels as alternatives, and propose hybrid models for different game features.

4. Address Scalability and Reliability

Explain how to handle scaling (e.g., load balancers, sticky sessions, pub/sub backends) and reliability (reconnection logic, heartbeats, message ordering).

5. Recommend and Justify

Provide a clear recommendation based on the requirements, and justify it with the trade-offs discussed, showing engineering judgment.

Key Points to Mention

  • WebSockets provide full-duplex communication over a single TCP connection, reducing latency and overhead compared to HTTP polling.
  • Polling (short/long) is simpler to implement and works with existing HTTP infrastructure, but introduces latency and unnecessary requests.
  • Scalability considerations: WebSockets require stateful connections, which can complicate load balancing and horizontal scaling; polling is stateless and easier to scale.
  • Reliability: WebSockets need reconnection logic, heartbeats, and handling of network interruptions; polling naturally retries.
  • Hybrid approaches: use WebSockets for real-time gameplay and HTTP for non-critical updates (e.g., leaderboards).
  • Alternatives like WebRTC data channels for peer-to-peer communication or SSE for server-to-client streaming.

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

Q4

How would you shard or scale the game session service as the number of concurrent games grows?

System DesignTechnical Trade-offs
Author's notes

Sharding by game ID made sense and I got there quickly.

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AI HintsAI Generated

Suggested Approach

Start by clarifying requirements like scale, latency, and consistency needs, then propose a sharding strategy that aligns with the game session model. Discuss trade-offs between different sharding keys and scaling approaches, and how to handle rebalancing and failures.

Pro tip: Emphasize that sharding should be driven by data access patterns and session lifecycle; for example, sharding by game ID ensures all session data for a game is co-located, but consider hot shards from popular games and mitigate with dynamic splitting or consistent hashing.

1. Clarify requirements and constraints

Ask about expected concurrent games, session duration, latency SLAs, consistency requirements, and whether sessions are stateful or stateless. This shapes the sharding strategy.

2. Choose a sharding key

Evaluate options like game ID, user ID, or region. Game ID is often natural for co-locating session state, but consider hot shards from popular games and whether to use composite keys.

3. Select a sharding mechanism

Compare range-based, hash-based, or directory-based sharding. Discuss consistent hashing for minimal data movement during scaling, and how to handle rebalancing.

4. Address scaling and failure handling

Plan for horizontal scaling by adding shards, and ensure fault tolerance with replication, failover, and session migration. Consider using a coordination service like ZooKeeper or etcd.

5. Discuss trade-offs and alternatives

Acknowledge trade-offs: e.g., hash-based sharding simplifies distribution but complicates range queries; directory-based offers flexibility but adds complexity. Mention alternatives like using a managed service or a distributed database.

Key Points to Mention

  • Sharding key selection (e.g., game ID, user ID) and its impact on data locality and hot spots
  • Consistent hashing to minimize reshuffling when adding/removing shards
  • Replication and failover for high availability
  • Session migration and rebalancing strategies
  • Monitoring and auto-scaling based on load metrics
  • Trade-offs between different sharding approaches (range vs. hash vs. directory)

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

Q5

Walk through how the server should handle clock updates: should the timer be pushed to clients continuously or pulled by clients on demand?

System DesignTechnical Trade-offs
Author's notes

This was the most interesting sub-question of the whole thing.

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AI HintsAI Generated

Suggested Approach

Start by clarifying the requirements: what 'clock' means (server time, countdown timer, or synchronized clock), the scale of clients, and latency/accuracy needs. Then compare push (server-sent events, WebSockets) versus pull (polling) trade-offs, and propose a hybrid approach that balances accuracy, server load, and client simplicity.

Pro tip: Mention that you would avoid sending a full timestamp every tick; instead, send a base time plus a rate, and let clients extrapolate locally, correcting only on drift or significant events. This shows you understand bandwidth and clock synchronization at scale.

1. Clarify requirements and constraints

Ask about the nature of the timer (countdown, elapsed time, or wall-clock sync), expected client count, update frequency, and tolerance for drift. This determines whether push or pull is viable.

2. Compare push vs. pull trade-offs

Push (WebSockets/SSE) gives low latency and real-time updates but increases server load and complexity. Pull (polling) is simpler and stateless but can be wasteful and laggy. Discuss when each is appropriate.

3. Propose a hybrid or optimized solution

Suggest a hybrid: push periodic sync messages (e.g., every few seconds) and let clients interpolate locally. Or use long polling/SSE for efficiency. Emphasize reducing server load while maintaining accuracy.

4. Address edge cases and failure modes

Cover reconnection, clock drift, timezone handling, and how to handle missed updates. Mention idempotency and versioning of timer state.

5. Summarize recommendation and rationale

Conclude with a clear recommendation based on the clarified requirements, and explain why it best balances latency, scalability, and complexity.

Key Points to Mention

  • Push mechanisms: WebSockets, Server-Sent Events (SSE), and their overhead vs. benefits.
  • Pull mechanisms: short polling, long polling, and their latency and server load implications.
  • Clock synchronization techniques: NTP-style offset calculation, client-side interpolation, and drift correction.
  • Scalability: fan-out cost of pushing to many clients, and how to shard or use pub/sub.
  • Bandwidth optimization: sending deltas or base time + rate instead of full timestamps.
  • Client-side handling: local timer extrapolation, re-sync on reconnect, and handling tab visibility changes.

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