This question has a lot of moving parts and I don't think I scoped it well at the start.
Start by clarifying requirements and scale, then design the core components: real-time game service, undo mechanism, and leaderboard. Focus on trade-offs between consistency, latency, and complexity, and explain how you would handle the undo feature without breaking game integrity.
Pro tip: Emphasize that the undo feature must be implemented as a server-side state rollback with proper validation, not just a client-side UI trick, to prevent cheating and ensure consistency.
Ask about expected user base, concurrent games, latency requirements, and whether undo is allowed only before opponent's move. Establish functional and non-functional requirements.
Outline main components: API gateway, game service (WebSocket for real-time), matchmaking, leaderboard service, and data stores. Sketch data flow for a game move and leaderboard update.
Explain how to implement undo: store move history per game, allow undo only if opponent hasn't moved, validate on server, and rollback state. Discuss trade-offs (e.g., using event sourcing vs. snapshot).
Choose a data store for leaderboard (e.g., Redis sorted sets for real-time, or a relational DB with caching). Describe ELO calculation and update frequency, and how to handle high read volume.
Discuss consistency vs. availability, latency, and cost. Mention sharding, caching, and how to handle failures (e.g., game state recovery).
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.