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Airbnb·Software Engineer·Technical Phone Screen·Senior

Senior
Jul 2026

Summary

Airbnb software engineering interview that was basically a full game engine design problem. More depth than I expected for a single session, covering API design, win detection optimizations, and extensibility all in one go.

Questions Asked (5)

Q1

Design and implement a Connect Four game engine that supports an arbitrary m×n board and a configurable k-in-a-row win condition. The API should include a constructor, a move method returning win/draw/invalid status, and a separate isDraw method.

System DesignAPI & IntegrationsAlgorithms & Data Structures
Author's notes

The generalized board part tripped me up at first.

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AI HintsAI Generated

Suggested Approach

Start by clarifying requirements and edge cases, then design a clean API with a Board class that encapsulates the grid and win-checking logic. Implement move validation, piece placement, and efficient win detection using directional checks from the last move. Finally, discuss trade-offs and potential optimizations.

Pro tip: Emphasize that checking only from the last placed piece in four directions (horizontal, vertical, and two diagonals) is O(k) and sufficient, avoiding full-board scans. Also, mention that the draw condition should be checked only after a valid move that doesn't win, and that the board can be represented as a 2D array with column heights for O(1) move validation.

1. Clarify Requirements and Edge Cases

Ask about board dimensions (m, n), win condition (k), player representation, and expected behavior for invalid moves (e.g., full column, out-of-bounds). Confirm whether the board is zero-indexed and if moves are column-based.

2. Design the API and Data Structures

Define a ConnectFour class with constructor(m, n, k), move(column) returning an enum (WIN, DRAW, INVALID, VALID), and isDraw(). Use a 2D array for the board and an array of column heights for efficient placement.

3. Implement Move Validation and Placement

In move(), check if the column is within bounds and not full. If invalid, return INVALID. Otherwise, place the current player's piece at the next available row in that column, update column height, and switch players.

4. Implement Win Detection

After placing a piece, check for a win by scanning in four directions (horizontal, vertical, diagonal down-right, diagonal down-left) from the placed piece, counting consecutive same-player pieces. If count >= k, return WIN.

5. Implement Draw Detection and Finalize

If no win, check if the board is full (all column heights equal m). If full, return DRAW; otherwise return VALID. Implement isDraw() to return true if the board is full and no winner exists.

Key Points to Mention

  • Use a 2D array for the board and an array of column heights for O(1) move validation and placement.
  • Win detection only needs to check from the last placed piece in four directions, making it O(k) per move.
  • Return an enum or status object from move() to clearly indicate WIN, DRAW, INVALID, or VALID.
  • isDraw() should be a separate method that checks if the board is full and no winner exists.
  • Handle edge cases: invalid column indices, full columns, and k larger than board dimensions.
  • Discuss trade-offs: memory vs. speed, and potential optimizations like bitboards for fixed-size boards.

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

Q2

How would you implement win detection across all four directions (horizontal, vertical, and both diagonals) efficiently, ideally in O(1) or near-O(1) time per move? What data structures support this?

Algorithms & Data StructuresTechnical Trade-offsSystem Design
Author's notes

This is where I spent most of my time.

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AI HintsAI Generated

Suggested Approach

Focus on incremental win checking after each move by maintaining counts of consecutive pieces in each direction for the player who just moved. Use hash maps or arrays to track counts per row, column, and diagonal, updating them in O(1) time per move and checking if any count reaches the winning length.

Pro tip: Mention that you only need to check the last move's impact, not the entire board, and that this approach generalizes to any board size and win length. Also, discuss how to handle edge cases like multiple wins or draws efficiently.

1. Clarify requirements and constraints

Confirm the board size (e.g., N x N), winning condition (e.g., K in a row), and whether moves are always valid. Ask if the solution should support arbitrary board sizes and win lengths.

2. Design data structures for O(1) updates

Propose maintaining counts for each row, column, and diagonal for both players. Use arrays for rows and columns (size N), and hash maps for diagonals keyed by row - col and row + col.

3. Update counts on each move

When a player places a piece at (r, c), increment the corresponding row, column, and diagonal counts for that player. Check if any count reaches K; if so, declare a win.

4. Handle diagonals efficiently

For diagonals, use two hash maps per player: one for the main diagonal (key = r - c) and one for the anti-diagonal (key = r + c). Update and check these counts similarly.

5. Discuss trade-offs and optimizations

Compare this approach to scanning the board (O(N) per move) and explain why O(1) is better. Mention space complexity O(N) and potential optimizations like early termination or using bitboards for fixed small boards.

Key Points to Mention

  • Only the last move can create a win, so we only need to check lines passing through that cell.
  • Use separate counters for each player to avoid interference.
  • For diagonals, the keys r - c and r + c uniquely identify each diagonal.
  • Time complexity: O(1) per move for updates and checks; space complexity: O(N) for rows/columns and O(N) for diagonals (since there are 2N-1 diagonals each way).
  • Generalization to arbitrary K: check if count >= K instead of == K.
  • Edge cases: board full without winner (draw), multiple simultaneous wins (rare but possible in some games), and invalid moves.

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

Q3

What is the time and space complexity of your solution?

Algorithms & Data StructuresTechnical Trade-offs
Author's notes

Answered this fine.

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AI HintsAI Generated

Suggested Approach

Walk through your solution step by step, identifying the dominant operations and how they scale with input size. State the time and space complexity clearly, then briefly justify each with reference to your code or algorithm. If applicable, mention trade-offs and optimizations you considered.

Pro tip: Always relate complexity to the actual constraints (e.g., input size limits) and discuss whether your solution meets them; this shows you think about practical performance, not just theoretical Big-O.

1. Identify input size variables

Define what n, m, etc. represent in your problem (e.g., array length, string length, number of nodes). This sets the context for complexity analysis.

2. Analyze time complexity

Break down your algorithm into loops, recursion, or operations. Determine how many times each operation executes relative to input size, and sum them to get the overall time complexity.

3. Analyze space complexity

Consider all extra space used: data structures, recursion stack, temporary variables. Express it in terms of input size, ignoring constant factors.

4. Justify and simplify

Explain why the complexity is what it is, and simplify to Big-O notation by dropping constants and lower-order terms.

5. Discuss trade-offs and optimizations

Mention if you could trade time for space or vice versa, and whether your solution is optimal or if there's room for improvement.

Key Points to Mention

  • Define variables clearly (e.g., n = number of elements, m = number of edges).
  • Differentiate between average, best, and worst-case complexities if relevant.
  • Account for hidden costs like string concatenation, list resizing, or hash collisions.
  • Include space used by recursion call stack in recursive solutions.
  • Relate complexity to problem constraints to show practical awareness.
  • Acknowledge if your solution is not optimal and suggest potential improvements.

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

Q4

How would you extend the design to support a reset() method and an optional undo() operation efficiently?

System DesignTechnical Trade-offsAlgorithms & Data Structures
Author's notes

reset() was easy, just reinitialize everything.

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AI HintsAI Generated

Suggested Approach

Start by clarifying the current design and the semantics of reset() and undo() (e.g., full state reset vs. incremental undo). Then propose a layered approach: maintain a snapshot for reset and a command history for undo, discussing trade-offs in time/space complexity and concurrency. Finally, outline how to integrate these mechanisms efficiently without disrupting existing operations.

Pro tip: Emphasize that undo() should be optional and configurable (e.g., via a flag) to avoid unnecessary overhead, and mention that reset() can be optimized by reusing immutable base state rather than deep-copying. This shows you think about production constraints and performance.

1. Clarify requirements and constraints

Ask about the expected frequency of reset and undo, whether undo needs to support multiple levels, and if thread-safety is required. This ensures you design the right solution.

2. Design reset() mechanism

Propose storing an initial immutable snapshot or a factory to recreate the base state. Discuss trade-offs between deep copy, lazy reset, and versioning.

3. Design undo() mechanism

Suggest using a command pattern or memento pattern to record reversible operations. Consider memory limits and strategies like checkpointing or bounded history.

4. Integrate with existing operations

Explain how to modify current methods to record undo information only when undo is enabled, and how reset interacts with the undo stack (e.g., clearing it).

5. Analyze efficiency and trade-offs

Compare time/space complexity of different approaches, discuss concurrency control (e.g., locks or copy-on-write), and suggest optimizations like incremental snapshots.

Key Points to Mention

  • Command pattern for undo, with each operation encapsulating its inverse
  • Memento pattern or snapshot for reset, leveraging immutability to avoid deep copies
  • Bounded undo history with configurable size to control memory usage
  • Thread-safety considerations: locking, copy-on-write, or transactional memory
  • Performance trade-offs: time vs. space, lazy vs. eager reset, and impact on existing operations
  • Optional undo: enable/disable via flag to avoid overhead when not needed

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

Q5

How would you test this game engine, specifically around edge cases like full columns, out-of-range column inputs, and wins that happen earlier than expected?

Technical Trade-offsSystem Design
Author's notes

Ran through the obvious ones: inserting into a full column should return -1, column index out of bounds same thing.

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AI HintsAI Generated

Suggested Approach

Start by clarifying the game rules and engine interface, then outline a layered test strategy covering unit, integration, and property-based tests. Focus on boundary conditions and early termination logic, explaining how you'd simulate inputs and verify state transitions.

Pro tip: Mention property-based testing (e.g., Hypothesis) to automatically generate edge cases like full columns and early wins, showing you can catch bugs beyond manual test cases. Also, discuss how you'd test the engine's determinism and performance under rapid win conditions.

1. Clarify Requirements and Interface

Ask about the game rules, engine API, and expected behavior for edge cases to ensure your tests align with the specification.

2. Design Unit Tests for Core Logic

Write focused tests for column validation, move placement, win detection, and draw conditions, including boundary values like full columns and out-of-range inputs.

3. Incorporate Property-Based and Fuzz Testing

Use property-based testing to generate random sequences of moves and assert invariants, such as no moves after a win and correct handling of full columns.

4. Test Integration and State Transitions

Simulate complete games to verify that early wins are detected correctly and that the engine rejects invalid moves without corrupting state.

5. Automate and Monitor

Integrate tests into CI/CD, add logging for edge cases, and consider performance tests for high-frequency win scenarios.

Key Points to Mention

  • Boundary value analysis for column indices (e.g., -1, 0, max columns, max+1)
  • Full column detection and rejection without side effects
  • Early win detection: ensure game stops immediately and no further moves are allowed
  • Property-based testing to cover combinatorial edge cases
  • State machine testing to verify correct transitions after invalid moves
  • Determinism and reproducibility of test cases

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