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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 engineering role, focused entirely on designing a chess game from scratch and then scaling it into a full multiplayer service. Pretty deep dive, way more ground to cover than I expected going in.

Questions Asked (6)

Q1

Design a chess game system, starting with the core domain model: Board, Piece types (Pawn, Rook, Knight, Bishop, Queen, King), Player, Game, and Move.

System DesignData ModelingTechnical Trade-offs
Author's notes

I started with the Piece class hierarchy and went abstract base class with subclasses per piece type.

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AI HintsAI Generated

Suggested Approach

Start by clarifying requirements and scope, then iteratively design the core domain model using object-oriented principles, focusing on relationships and responsibilities. Emphasize extensibility and separation of concerns, and discuss trade-offs in data modeling choices.

Pro tip: Demonstrate deep understanding by discussing how to model special moves like castling and en passant without cluttering the core classes, and how to make the design testable and extensible for variants.

1. Clarify Requirements and Scope

Ask questions to understand the expected features (e.g., standard chess only? AI? UI?) and constraints. This ensures the design meets the actual needs.

2. Identify Core Entities and Relationships

Define the main classes (Board, Piece, Player, Game, Move) and their associations, such as Board contains Pieces, Game has Players and a Board, Move involves Pieces.

3. Define Responsibilities and Interfaces

Assign clear responsibilities to each class, e.g., Board manages positions, Piece knows its movement rules, Game controls turn flow and win conditions.

4. Address Special Rules and Extensibility

Discuss how to handle special moves (castling, en passant, promotion) and design for extensibility (e.g., using strategy pattern for piece movements).

5. Discuss Trade-offs and Alternatives

Compare design choices, such as using inheritance vs. composition for pieces, or storing board as 2D array vs. map, and justify decisions.

Key Points to Mention

  • Use of object-oriented principles: encapsulation, inheritance, polymorphism
  • Board representation: 2D array vs. map, and implications for performance and simplicity
  • Piece movement validation: encapsulating rules within piece classes or using a movement strategy
  • Game state management: turn tracking, check/checkmate detection, and move history
  • Handling special moves: castling, en passant, pawn promotion
  • Extensibility: supporting chess variants or AI players without major refactoring

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

Q2

How would you implement move legality checks, including detection of check, checkmate, and stalemate?

Algorithms & Data StructuresSystem DesignTechnical Trade-offs
Author's notes

This is where I got a bit turned around.

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AI HintsAI Generated

Suggested Approach

Start by clarifying the scope (e.g., standard chess, performance constraints) and then outline a modular design: board representation, move generation, and legality validation. Explain how to detect check, checkmate, and stalemate by simulating moves and evaluating the resulting position, emphasizing efficiency and correctness.

Pro tip: Mention that checkmate and stalemate are determined by generating all legal moves for the side to move; if none exist, it's checkmate if the king is in check, otherwise stalemate. Also, highlight the importance of avoiding infinite recursion by using a depth limit or memoization.

1. Clarify Requirements and Assumptions

Ask about the scope: standard chess rules, performance needs, and whether to include special moves like castling and en passant. Confirm the expected input/output format.

2. Choose Board Representation and Move Generation

Describe a data structure (e.g., 8x8 array or bitboards) and how to generate pseudo-legal moves for each piece. Explain how to handle special moves.

3. Implement Legality Checks

For each pseudo-legal move, simulate it on a copy of the board and verify that the moving side's king is not in check. This filters out illegal moves.

4. Detect Check, Checkmate, and Stalemate

After a move, check if the opponent's king is in check. Then generate all legal moves for the opponent; if none, it's checkmate if in check, else stalemate.

5. Optimize and Discuss Trade-offs

Discuss performance optimizations (e.g., bitboards, incremental updates) and trade-offs between simplicity and speed. Mention testing strategies.

Key Points to Mention

  • Board representation (e.g., 8x8 array, bitboards) and its impact on performance.
  • Pseudo-legal move generation vs. legal move filtering.
  • Simulation of moves to detect check (e.g., copying board or using make/unmake).
  • Checkmate and stalemate detection by generating all legal moves for the side to move.
  • Handling special moves (castling, en passant, promotion) and their legality constraints.
  • Optimization techniques (e.g., precomputed attack tables, incremental check detection) and trade-offs.

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

Q3

Walk through how you'd handle special moves like castling, en passant, and pawn promotion.

System DesignData Modeling
Author's notes

En passant is always the one that gets people and yeah, it got me.

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AI HintsAI Generated

Suggested Approach

Start by clarifying that you'll model the board state and move generation to handle special moves as exceptions to normal rules. Then walk through each special move, explaining the conditions, state updates, and edge cases, emphasizing clean separation of concerns and testability.

Pro tip: Mention that you'd encapsulate special move logic in dedicated functions or classes and write unit tests for each scenario, showing you prioritize maintainability and correctness.

1. Clarify requirements and assumptions

Confirm the scope: are we building a full chess engine or just move validation? Assume standard chess rules and a board representation with piece positions and move history.

2. Design board state and move representation

Explain how you'll track board state (e.g., 2D array or bitboards) and move history, including flags for castling rights, en passant target, and promotion.

3. Handle castling

Describe conditions: king and rook haven't moved, squares between are empty, king not in check, and doesn't pass through attacked squares. Update king and rook positions and revoke castling rights.

4. Handle en passant

Explain that en passant is available only immediately after a pawn's double-step move. Track the en passant target square, validate the capturing pawn's position, and remove the captured pawn from its square.

5. Handle pawn promotion

When a pawn reaches the last rank, prompt for promotion piece (or default to queen). Replace the pawn with the chosen piece and update board state.

Key Points to Mention

  • State management: tracking castling rights, en passant target, and move history.
  • Edge cases: castling through check, en passant only on immediate next move, promotion choice.
  • Separation of concerns: special move logic in dedicated functions/classes.
  • Testing: unit tests for each special move scenario.
  • Performance: efficient board representation and move generation.
  • Integration: how special moves interact with check/checkmate detection.

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

Q4

How would you represent game state using FEN notation, and how would you implement move history and undo functionality?

System DesignData Modeling
Author's notes

FEN I knew well enough to explain the encoding.

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AI HintsAI Generated

Suggested Approach

Start by explaining FEN as a compact string representation of a chess position, then describe how to model move history using a stack of moves or FEN snapshots. Finally, detail undo functionality by popping from the history stack and restoring the previous state, discussing trade-offs between memory and performance.

Pro tip: Mention that storing full FEN snapshots simplifies undo but can be memory-heavy, while storing move deltas is more efficient but requires careful reversal logic. Choose based on expected usage patterns and constraints.

1. Explain FEN notation

Describe the six fields of FEN: piece placement, active color, castling rights, en passant target, halfmove clock, and fullmove number. Give an example to illustrate.

2. Represent game state with FEN

Discuss how to parse and generate FEN strings, and how to store the current state as a FEN string or a structured object derived from it.

3. Design move history

Propose a data structure for move history, such as a stack of moves (each with source, destination, piece, captured piece, etc.) or a list of FEN snapshots after each move.

4. Implement undo functionality

Explain how to undo a move by either reversing the move's effects (if using deltas) or restoring the previous FEN snapshot (if using snapshots). Discuss edge cases like castling, en passant, and promotions.

5. Discuss trade-offs and optimizations

Compare memory vs. performance for different approaches, and mention possible optimizations like storing only necessary state or using persistent data structures.

Key Points to Mention

  • FEN string format and its components
  • Parsing and serializing FEN
  • Move representation (e.g., UCI notation, piece movement details)
  • Stack-based history for undo/redo
  • Handling special moves (castling, en passant, promotion) in undo
  • Memory vs. performance trade-offs between snapshots and deltas

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

Q5

How would you extend this into a multiplayer online service? Think about matchmaking, real-time move synchronization, persistence, ELO ratings, anti-cheat, and spectator support.

System DesignTechnical Trade-offsAPI & Integrations
Author's notes

This is where the question opened up into a full distributed systems problem.

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AI HintsAI Generated

Suggested Approach

Start by clarifying requirements and scale, then propose a high-level architecture that separates concerns: matchmaking, game state sync, persistence, ratings, anti-cheat, and spectators. Walk through each component, highlighting trade-offs and how they integrate, and finish with a discussion of scalability and reliability.

Pro tip: Emphasize idempotency and reconciliation in move synchronization to handle network issues gracefully, and mention using server-authoritative logic with client-side prediction for responsiveness. Also, consider using a managed service like Redis for matchmaking queues and Elo calculations to simplify scaling.

1. Clarify Requirements and Scale

Ask about expected concurrent users, latency requirements, game type (turn-based vs real-time), and whether it's a new or existing game. This shapes architectural decisions.

2. Design Core Components

Outline matchmaking (e.g., Elo-based queues), real-time move synchronization (WebSockets, server-authoritative state), and persistence (database choice, game state storage).

3. Address Ratings and Anti-Cheat

Explain Elo rating updates after games, and anti-cheat measures like server-side validation, move timing analysis, and anomaly detection.

4. Incorporate Spectator Support

Describe how spectators can join games, with read-only access to game state, and how to scale broadcasts (e.g., pub/sub, fan-out).

5. Discuss Trade-offs and Scalability

Compare options (e.g., SQL vs NoSQL for persistence, centralized vs decentralized matchmaking) and propose a scalable deployment (e.g., microservices, Kubernetes).

Key Points to Mention

  • Matchmaking: Elo-based queues, skill brackets, and dynamic queue management to reduce wait times.
  • Real-time synchronization: WebSocket connections, server-authoritative game state, client-side prediction, and conflict resolution.
  • Persistence: Storing game state and move history in a database (e.g., PostgreSQL for ACID, Redis for caching), with considerations for replay and recovery.
  • ELO ratings: Incremental updates after each game, handling draws, and preventing rating manipulation.
  • Anti-cheat: Server-side validation of moves, rate limiting, statistical anomaly detection, and possibly machine learning for pattern recognition.
  • Spectator support: Read-only game state streaming, scalable pub/sub (e.g., Redis Pub/Sub, Kafka), and latency considerations for large audiences.

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

Q6

What scaling considerations would you address for this chess platform at high traffic?

System DesignTechnical Trade-offs
Author's notes

Talked about horizontal scaling of game servers, sharding game state by game ID, caching active game state in memory, and using a message queue for async tasks like ELO recalculation.

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AI HintsAI Generated

Suggested Approach

Start by clarifying the platform's core components (game logic, matchmaking, real-time moves, user data) and expected traffic patterns. Then systematically address scaling at each layer—compute, storage, network, and data consistency—while highlighting trade-offs and Openai-relevant considerations like AI integration and observability.

Pro tip: Emphasize that scaling is not just about handling more users but also about maintaining low latency for real-time moves and ensuring fairness in matchmaking; mention how you'd measure and monitor these metrics to drive iterative improvements.

1. Clarify Requirements and Assumptions

Ask about expected traffic (e.g., concurrent players, games per second), latency requirements, and consistency needs. State your assumptions to ground the discussion.

2. Identify Core Components and Bottlenecks

Break down the system into components (matchmaking, game state, move validation, persistence, AI opponents) and identify potential bottlenecks under high load.

3. Propose Scaling Strategies per Component

For each component, suggest horizontal scaling, caching, sharding, or asynchronous processing. Discuss trade-offs like consistency vs. availability.

4. Address Data Consistency and Real-Time Communication

Explain how to handle game state consistency (e.g., using CRDTs, event sourcing) and real-time updates (WebSockets, pub/sub) at scale.

5. Discuss Monitoring, Testing, and Iteration

Outline how you'd monitor performance, load test, and iterate. Mention Openai-specific considerations like integrating AI models efficiently.

Key Points to Mention

  • Horizontal scaling of stateless services (e.g., matchmaking, move validation) behind load balancers.
  • Sharding or partitioning of game state and user data to distribute load (e.g., by game ID or region).
  • Caching strategies (e.g., Redis) for frequently accessed data like leaderboards or user profiles.
  • Real-time communication using WebSockets with a pub/sub system (e.g., Redis Pub/Sub, Kafka) for move updates.
  • Consistency models: eventual consistency for non-critical data vs. strong consistency for game state (e.g., using distributed locks or consensus).
  • Observability: metrics, logging, and tracing to identify bottlenecks; load testing to simulate high traffic.

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