← Roblox Interview Insights

Roblox·Software Engineer·Technical Phone Screen·Senior

Senior
May 2026

Summary

Roblox SWE interview that went deep on rate limiting, both the implementation side and the system design side. Two-part coding problem with a follow-up discussion that felt more like a design round than a coding one.

Questions Asked (3)

Q1

Implement a sliding window rate limiter that takes a stream of (user_id, timestamp) requests and decides whether each request is allowed, given a window size W and a max of N requests per window per user.

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

I went with a deque per user key, dropping timestamps outside the window before each check.

Create a free account to read the full note

AI HintsAI Generated

Suggested Approach

Start by clarifying requirements: window semantics (fixed vs sliding), inclusivity of boundaries, and whether timestamps are monotonically increasing. Then design a per-user data structure (e.g., deque or sorted list) to track request timestamps, and for each request, evict expired timestamps and check the count against N. Discuss trade-offs between memory, time complexity, and distributed considerations.

Pro tip: Mention that in a real system like Roblox, you'd likely use a distributed cache (e.g., Redis) with atomic operations or a token bucket algorithm for scalability, but for this problem, focus on the core sliding window logic and edge cases.

1. Clarify requirements and assumptions

Ask about window definition (e.g., [t-W, t) or (t-W, t]), whether timestamps are sorted, and if the stream is per-user or global. Confirm that each request is processed in order.

2. Choose data structures

For each user, maintain a queue (deque) of timestamps of allowed requests within the current window. Alternatively, use a circular buffer or a balanced BST if out-of-order timestamps are possible.

3. Define the algorithm

For each request (user, t): remove timestamps from the front of the user's queue that are <= t - W (or < t - W depending on inclusivity). If the queue size < N, allow the request and append t; else deny.

4. Analyze complexity and edge cases

Time: O(1) amortized per request (each timestamp added/removed once). Space: O(N) per user. Handle edge cases: exactly at boundary, multiple requests same timestamp, user with no history.

5. Discuss scalability and alternatives

For distributed systems, consider using Redis sorted sets with ZREMRANGEBYSCORE and ZCARD, or a token bucket for smoother limiting. Mention trade-offs: sliding window is precise but memory-heavy; fixed window is simpler but allows bursts.

Key Points to Mention

  • Sliding window vs fixed window: sliding window avoids burst at boundaries but requires more memory.
  • Data structure choice: deque for O(1) operations when timestamps are monotonic; otherwise, use a sorted structure.
  • Time and space complexity: O(1) amortized time per request, O(N) space per user.
  • Edge cases: requests exactly at window boundary, multiple requests with same timestamp, and users with no prior requests.
  • Distributed implementation: use Redis sorted sets or atomic Lua scripts for consistency.
  • Alternative algorithms: token bucket or leaky bucket for rate limiting with different trade-offs.

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

Q2

Extend the rate limiter to handle per-user AND per-game limits simultaneously. Each request is (user_id, game_id, timestamp) and must pass both a user-level check and a game-level check. If either check fails, reject the request without consuming capacity from either limiter.

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

This is where it got interesting and also where I tripped up.

Create a free account to read the full note

AI HintsAI Generated

Suggested Approach

Design a two-phase rate limiter that first checks both user and game limits atomically, then consumes capacity only if both checks pass. Use a sliding window or token bucket algorithm for each limiter, and ensure thread-safe operations to avoid race conditions. Discuss trade-offs between strict atomicity and performance, and consider distributed scenarios.

Pro tip: Mention that you would use a two-phase commit or a lock-free approach with atomic operations to ensure that capacity is not consumed if either check fails, and highlight the importance of idempotency and handling partial failures in distributed systems.

1. Clarify requirements and constraints

Ask about the expected scale (number of users, games, requests per second), latency requirements, and whether the system is distributed. Clarify if limits are per time window (e.g., per second) and if they are hard or soft limits.

2. Choose data structures and algorithms

Select appropriate rate limiting algorithms (e.g., sliding window log, sliding window counter, token bucket) for both user and game levels. Consider using a hash map for user limits and another for game limits, with efficient time-based eviction.

3. Design the two-phase check-and-consume logic

Outline a process: first, check if both user and game limits allow the request without consuming; if both pass, then consume from both. Ensure atomicity to prevent race conditions, possibly using locks or atomic operations.

4. Address concurrency and distributed coordination

Discuss how to handle concurrent requests in a single node (e.g., mutexes, atomic counters) and in a distributed system (e.g., Redis with Lua scripts for atomicity, or a centralized rate limiter service).

5. Analyze trade-offs and edge cases

Compare approaches: strict atomicity vs. eventual consistency, performance overhead, and failure modes. Discuss edge cases like clock skew, partial failures, and how to handle retries without double-counting.

Key Points to Mention

  • Atomicity: ensure that if either check fails, no capacity is consumed from either limiter.
  • Choice of rate limiting algorithm (e.g., sliding window, token bucket) and its impact on accuracy and memory.
  • Concurrency control: locks, atomic operations, or Lua scripts in Redis for distributed atomicity.
  • Performance considerations: minimizing latency, especially if checks are remote (e.g., Redis calls).
  • Scalability: sharding by user_id and game_id, and handling hot keys.
  • Failure handling: what happens if the rate limiter service is unavailable? Fallback strategies.

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

Q3

How would you extend this rate limiter to a distributed setting? What changes to the data structures and consistency guarantees would be needed?

System DesignTechnical Trade-offs
Author's notes

Talked about moving state to Redis, using sorted sets to replicate the deque logic, and acknowledged the race condition problem with check-then-act.

Create a free account to read the full note

AI HintsAI Generated

Suggested Approach

Start by restating the single-node rate limiter's data structures and guarantees, then identify what breaks when multiple nodes share state. Propose a distributed architecture (e.g., centralized Redis, sharded counters, or gossip-based) and explicitly discuss the trade-offs between consistency, latency, and accuracy. Conclude with how you'd handle failures and edge cases like clock skew and hot keys.

Pro tip: Mention that perfect global rate limiting is often unnecessary; instead, use a hybrid approach like local token buckets with periodic global synchronization to reduce coordination overhead while accepting slight over-admission. This shows you understand real-world trade-offs and can optimize for Roblox's massive scale.

1. Clarify requirements and constraints

Ask about scale (requests per second, number of nodes), latency tolerance, and whether strict global limits are required. This determines whether you need strong consistency or can accept eventual consistency.

2. Identify limitations of single-node design

Explain that in-memory counters and locks don't work across nodes; you need shared state or coordination. Mention issues like race conditions, network partitions, and clock skew.

3. Propose distributed data structures and storage

Suggest using a centralized store like Redis with atomic operations (INCR, EXPIRE) or a distributed cache like Memcached. For higher scale, consider sharding counters by user or region, or using a gossip protocol for approximate counts.

4. Discuss consistency guarantees and trade-offs

Compare strong consistency (e.g., Redis with Lua scripts) vs eventual consistency (e.g., local buckets synced periodically). Highlight the latency vs accuracy trade-off and how to handle failures (e.g., fallback to local limits).

5. Address operational concerns

Cover hot keys (e.g., a single user hitting many nodes), clock synchronization (use NTP or logical clocks), and monitoring. Suggest techniques like consistent hashing to distribute load.

Key Points to Mention

  • Centralized atomic operations (e.g., Redis INCR with TTL) for precise global limits
  • Sharding or partitioning counters to avoid hot spots and scale horizontally
  • Trade-off between strong consistency (higher latency) and eventual consistency (lower latency, possible over-admission)
  • Handling clock skew and using logical timestamps or sliding window algorithms
  • Failure modes: what happens if the shared store is unavailable? Fallback to local rate limiting or fail-open/fail-closed policies
  • Hybrid approaches: local token buckets with periodic global synchronization to reduce coordination overhead

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