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Interview Question
Design a multiplayer online gaming platform with matchmaking, anti-cheat, and real-time state sync.
Key Points to Cover
- Matchmaking: skill-based, latency-aware algorithms
- State synchronization: client-server vs peer-to-peer
- Scalability: shards/realms, player distribution
- Anti-cheat: server authority, detection, bans
- Observability: telemetry, session analytics
Evaluation Rubric
Robust matchmaking algorithm25% weight
Reliable state synchronization design25% weight
Effective anti-cheat measures25% weight
Sharding and scaling strategies25% weight
Hints
- 💡Server-authoritative designs reduce cheating.
Common Pitfalls to Avoid
- ⚠️Over-reliance on client-side authority for game state, leading to exploitable cheats.
- ⚠️Neglecting latency-aware matchmaking, resulting in frustrating gameplay for players.
- ⚠️Underestimating the complexity of peer-to-peer networking and its security implications.
- ⚠️Designing for scalability too late in the development cycle, leading to costly re-architecting.
- ⚠️Implementing a single, rigid anti-cheat solution that quickly becomes obsolete against evolving cheat software.
Potential Follow-up Questions
- ❓How to minimize lag?
- ❓How do you prevent rage quitting abuse?
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