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Roblox·Software Engineer·Technical Phone Screen·Senior

SeniorPrefer not to say
Jun 2026Remote

Summary

Roblox SWE interview that was basically one big coding problem split into two parts, both centered on rate limiting. The second part is where things get interesting and where I think most people either shine or completely fall apart.

Questions Asked (2)

Q1

Design and implement an in-memory sliding-window rate limiter that tracks requests per user. The API should be a single method that takes a user ID and a timestamp in milliseconds, and returns whether the request is allowed given a max of N requests in the last W milliseconds.

Algorithms & Data StructuresSystem Design
Author's notes

My first instinct was a fixed window and I had to catch myself before saying it out loud.

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AI HintsAI Generated

Suggested Approach

Clarify requirements and constraints, then propose a solution using a hash map from user ID to a deque of timestamps. Explain the sliding window logic: on each request, remove timestamps older than the current time minus W, check if the deque size is less than N, and if so, add the current timestamp and allow the request.

Pro tip: Discuss the trade-offs between different implementations (e.g., deque vs. circular buffer vs. counter with buckets) and mention how you would handle concurrency and memory management in a production system.

1. Clarify Requirements

Ask about assumptions: Is the timestamp guaranteed to be monotonically increasing? What should happen if the same timestamp is used multiple times? Are there memory constraints? Should the solution be thread-safe?

2. Choose Data Structures

Select a hash map to map user IDs to their request history. For each user, use a deque (double-ended queue) to store timestamps of recent requests, allowing efficient addition and removal from both ends.

3. Implement Sliding Window Logic

For a given user and timestamp, remove timestamps from the front of the deque that are <= timestamp - W. Then check if the deque size is less than N. If yes, add the timestamp to the back and return true; otherwise, return false.

4. Analyze Complexity and Optimize

Explain that each request is processed in amortized O(1) time because each timestamp is added and removed at most once. Discuss potential optimizations like using a circular buffer or bucketed counters to reduce memory overhead.

5. Address Edge Cases and Extensions

Consider edge cases: empty user history, exactly N requests, timestamps out of order, and memory cleanup for inactive users. Mention how to extend to distributed systems using Redis sorted sets or similar.

Key Points to Mention

  • Use a hash map to store per-user request timestamps for O(1) average access.
  • Use a deque (or queue) to maintain the sliding window of timestamps, enabling O(1) amortized operations.
  • The sliding window condition: remove timestamps <= current_time - W, then allow if count < N.
  • Time complexity: O(1) amortized per request; space complexity: O(U * N) where U is number of active users.
  • Concurrency considerations: use locks or concurrent data structures if the rate limiter is accessed by multiple threads.
  • Memory management: periodically clean up inactive users or use a time-based eviction policy to prevent unbounded growth.

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

Q2

Extend the rate limiter so each request also carries a game ID. A request is only allowed if it passes both a per-user limit and a per-game limit independently. How do you structure this, and what are the complexity and eviction trade-offs?

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

This is the part I fumbled a bit.

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AI HintsAI Generated

Suggested Approach

Structure the rate limiter as two independent limiters (per-user and per-game) that must both pass, using a composite key approach or separate data structures. Discuss the complexity of checking both limits and the eviction strategies for each dimension, highlighting trade-offs between memory, accuracy, and performance.

Pro tip: Emphasize that the limits are independent, so a request is allowed only if both pass; consider using a single data structure with composite keys to reduce overhead, but be aware of the trade-off in eviction granularity.

1. Clarify requirements and assumptions

Confirm the rate limiting algorithm (e.g., token bucket, sliding window), the time window, and whether limits are per second/minute. Ask if the limits are hard or soft, and if distributed rate limiting is needed.

2. Design data structures for per-user and per-game limits

Propose separate data structures for each limit (e.g., hash maps keyed by user ID and game ID) or a composite key approach. Discuss how to store counters and timestamps efficiently.

3. Implement the check and update logic

For each request, check both limiters independently; if either fails, reject. Update both counters atomically if allowed. Consider concurrency and atomicity in a multi-threaded environment.

4. Analyze time and space complexity

Time complexity is O(1) per check with hash maps. Space complexity is O(U + G) for separate structures, where U is active users and G is active games. Composite key approach uses O(U*G) worst-case but often less.

5. Discuss eviction strategies and trade-offs

For per-user, evict least recently used (LRU) or use TTL. For per-game, similar. Trade-offs: separate structures allow independent eviction but double memory; composite keys reduce memory but eviction is coarser and may evict active users/games prematurely.

Key Points to Mention

  • Independent limiters: both must pass for request to be allowed.
  • Data structure choices: separate hash maps vs. composite key (e.g., userID:gameID).
  • Time complexity: O(1) per check with hash maps; space complexity: O(U + G) vs. O(U*G).
  • Eviction strategies: LRU, TTL, or sliding window expiration; trade-offs in memory and accuracy.
  • Concurrency: need atomic operations or locks to avoid race conditions.
  • Distributed considerations: if multiple servers, need shared state (e.g., Redis) with appropriate eviction policies.

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