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Roblox·Software Engineer·Technical Phone Screen·Intermediate

IntermediatePrefer not to say
May 2026

Summary

Roblox coding round focused on a rate limiter problem that kept evolving mid-interview. The core implementation wasn't too bad but the follow-up extensions caught me off guard and I made some sloppy off-by-one mistakes under pressure.

Questions Asked (2)

Q1

Implement a rate limiter with an allow(timestamp) function that permits or denies a request based on a configurable limit of N requests per W-second window.

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

Started with a fixed-window approach and it seemed fine until they asked me to walk through edge cases.

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AI HintsAI Generated

Suggested Approach

Start by clarifying the requirements: is the window fixed or sliding? Then propose a sliding window log using a queue or deque to store timestamps, and implement allow(timestamp) by removing expired timestamps and checking the count. Discuss trade-offs between time and space complexity, and consider optimizations like a circular buffer or token bucket for high-throughput scenarios.

Pro tip: Mention that using a deque gives O(1) amortized time per operation, but if memory is a concern, you can use a fixed-size circular buffer or a counter with a timestamp for a fixed window. Also, clarify whether the timestamp is monotonically increasing; if not, you may need to handle out-of-order requests.

1. Clarify requirements

Ask whether the window is fixed or sliding, if timestamps are monotonically increasing, and if the rate limiter needs to be thread-safe or distributed.

2. Choose data structure

Select a sliding window log with a queue (deque) to store timestamps of allowed requests, or a fixed window counter with a timestamp for simpler implementation.

3. Implement allow(timestamp)

For sliding window: remove timestamps older than timestamp - W, then if size < N, add timestamp and return true; else return false. For fixed window: reset counter if timestamp - windowStart >= W, then increment if count < N.

4. Analyze complexity and trade-offs

Discuss time complexity (O(1) amortized for deque, O(1) for fixed window) and space complexity (O(N) for deque, O(1) for fixed window). Mention that sliding window is more accurate but uses more memory.

5. Consider extensions

Mention how to handle distributed rate limiting (e.g., using Redis sorted sets) or alternative algorithms like token bucket or leaky bucket for smoother rate limiting.

Key Points to Mention

  • Sliding window log vs fixed window counter: accuracy vs memory trade-off
  • Using a deque for O(1) amortized operations
  • Handling edge cases: timestamp exactly at window boundary, out-of-order timestamps
  • Time and space complexity analysis
  • Thread safety and distributed rate limiting considerations
  • Alternative algorithms: token bucket, leaky bucket

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

Q2

How would you extend the rate limiter to support per-user limits and handle a distributed deployment?

System DesignTechnical Trade-offsAPI & Integrations
Author's notes

This is where it got interesting.

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AI HintsAI Generated

Suggested Approach

Start by clarifying the current rate limiter design and requirements (e.g., algorithm, storage, scale). Then propose a per-user keying strategy and a distributed architecture using a centralized store like Redis with atomic operations. Discuss trade-offs between accuracy, latency, and complexity, and how to handle edge cases like hot keys and failures.

Pro tip: Mention that per-user limits require a unique identifier (e.g., user ID) and that in distributed systems, you must consider consistency vs. availability. Also, highlight the importance of monitoring and dynamic limit adjustments for a platform like Roblox with millions of users.

1. Clarify Requirements and Current Design

Ask about the existing rate limiter (algorithm, storage, scale) and the specific goals for per-user limits and distributed deployment. Confirm whether limits are global, per-endpoint, or per-user, and the expected scale.

2. Design Per-User Keying and Storage

Propose using a unique user identifier (e.g., user ID) as part of the rate limit key. Choose a storage solution that supports fast atomic increments and expiration, such as Redis with Lua scripts or a dedicated rate limiting service.

3. Address Distributed Challenges

Discuss how to handle multiple data centers, network partitions, and consistency. Consider using a centralized Redis cluster with replication, or a decentralized approach with local counters and periodic sync, weighing accuracy vs. latency.

4. Handle Edge Cases and Failures

Outline strategies for hot keys (e.g., sharding by user ID), Redis failures (fallback to local limits or allow traffic), and clock skew. Mention the need for idempotency and atomic operations to avoid race conditions.

5. Discuss Trade-offs and Monitoring

Compare trade-offs: strict global limits vs. approximate local limits, latency vs. accuracy, and cost. Emphasize monitoring, alerting, and the ability to adjust limits dynamically without redeployment.

Key Points to Mention

  • Use of Redis or similar in-memory store with atomic operations (e.g., INCR, EXPIRE) for per-user counters.
  • Keying strategy: combine user ID with endpoint or action to allow granular limits.
  • Distributed consistency: eventual consistency vs. strong consistency, and the CAP theorem implications.
  • Hot key mitigation: sharding counters across multiple Redis nodes or using local caching with periodic sync.
  • Failure modes: what happens if the rate limiter store is unavailable? Graceful degradation strategies.
  • Monitoring and observability: tracking rate limit hits, latency, and adjusting limits based on traffic patterns.

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