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Meta·Software Engineer·Onsite - Coding / Algorithms·Intermediate

Intermediate
Jun 2026

Summary

Meta SWE interview using an AI-assisted coding environment where you're given a broken maze solver and asked to fix and extend it across four progressively harder subproblems. Interesting format, not a typical leetcode grind.

Questions Asked (4)

Q1

The maze solver's print function is producing incorrect output. Find and fix the bug.

Algorithms & Data StructuresRoot Cause Analysis
Author's notes

Warmup task but I still fumbled around longer than I should have.

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AI HintsAI Generated

Suggested Approach

Start by understanding the expected output and the maze representation, then systematically trace the print function with a small example to identify where the output diverges. Once the bug is found, explain the fix and verify it with edge cases like empty mazes or different path characters.

Pro tip: Demonstrate a methodical debugging process: verbalize your assumptions, test them with a minimal case, and use print statements or a debugger to isolate the issue. This shows you can handle ambiguous bugs in real codebases.

1. Clarify requirements and assumptions

Ask about the expected output format, maze dimensions, and characters used for walls, paths, start, and end. Confirm whether the maze is a 2D array or grid of strings.

2. Reproduce the bug with a minimal example

Create a small maze (e.g., 3x3) and manually compute the expected output. Run the print function mentally or with code to see the actual output and identify the discrepancy.

3. Trace the code to locate the bug

Walk through the print function line by line, checking loop bounds, indexing, and character mapping. Look for off-by-one errors, swapped dimensions, or incorrect conditionals.

4. Propose and implement a fix

Explain the root cause and suggest a specific code change. Ensure the fix addresses the issue without introducing new problems.

5. Verify with edge cases

Test the fix with empty mazes, single-cell mazes, mazes with no solution, and different path characters to ensure robustness.

Key Points to Mention

  • Off-by-one errors in loops (e.g., using <= instead of <)
  • Incorrect indexing (e.g., swapping row and column indices)
  • Character mapping issues (e.g., printing '#' for paths instead of '.')
  • Handling of special cells (start/end) and path markers
  • Edge cases: empty maze, 1x1 maze, no solution
  • Time and space complexity of the print function (should be O(rows*cols))

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

Q2

The BFS implementation in the maze solver doesn't track visited cells. Fix it so the solver doesn't loop infinitely.

Algorithms & Data Structures
Author's notes

This one I actually felt good about.

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AI HintsAI Generated

Suggested Approach

First, explain why BFS without visited tracking loops infinitely: cycles in the maze cause repeated enqueuing of the same cells. Then, describe adding a visited set or marking cells as visited when enqueued, ensuring each cell is processed at most once. Finally, discuss how this preserves BFS's shortest-path guarantee and prevents infinite loops.

Pro tip: Mention that marking cells as visited when enqueued (rather than when dequeued) avoids duplicate entries in the queue, which is more efficient and prevents redundant work. Also, note that if the maze is mutable, you can mark cells in-place to save memory, but be aware of side effects.

1. Identify the infinite loop cause

Explain that without tracking visited cells, BFS can revisit the same cell multiple times, especially in mazes with cycles, leading to an infinite loop.

2. Choose a visited tracking mechanism

Decide between a separate visited set (e.g., HashSet) or modifying the maze in-place (e.g., marking cells as walls or with a special value). Consider trade-offs like memory usage and side effects.

3. Integrate visited checks into BFS

When exploring neighbors, check if a neighbor is already visited before enqueuing it. Mark the cell as visited either when enqueued or when dequeued, but enqueue-time marking is preferred to avoid duplicates.

4. Verify correctness and complexity

Confirm that the modified BFS still finds the shortest path and runs in O(V+E) time, where V is the number of cells and E is the number of edges (connections between cells).

5. Test with edge cases

Test with mazes containing cycles, no path, and large sizes to ensure no infinite loops and correct results.

Key Points to Mention

  • BFS without visited tracking can loop infinitely due to cycles.
  • Use a visited set or mark cells in-place to track visited cells.
  • Mark cells as visited when enqueued to prevent duplicate queue entries.
  • Maintain BFS's shortest-path property by processing each cell once.
  • Time complexity remains O(V+E) with visited tracking.
  • Consider memory vs. mutability trade-offs when choosing tracking method.

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

Q3

Extend the maze solver to support two new directional cell types that act as one-way passages.

Algorithms & Data StructuresTechnical Trade-offs
Author's notes

This is where it got interesting and also where I started to sweat a little.

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AI HintsAI Generated

Suggested Approach

First, clarify the exact behavior of the one-way passages (e.g., which directions are allowed) and how they interact with the existing maze representation. Then, adapt the traversal algorithm to respect these directional constraints, ensuring the solution remains correct and efficient. Finally, discuss trade-offs such as handling cycles, performance implications, and potential edge cases.

Pro tip: Demonstrate awareness of real-world constraints by mentioning that one-way passages can create directed cycles, so you must track visited states carefully to avoid infinite loops. Also, proactively discuss how you would test the solution with unit tests covering all directional combinations.

1. Clarify Requirements

Ask questions to confirm the exact semantics of the new cell types: which directions are allowed, whether they are symmetric, and if they can be combined with existing cell types.

2. Model the Maze

Decide how to represent the new cell types in the data structure, such as using an enum for cell types or a bitmask for allowed directions.

3. Adapt Traversal

Modify the maze-solving algorithm (e.g., BFS/DFS) to only move in permitted directions from each cell, ensuring that the one-way constraint is enforced.

4. Handle Edge Cases

Consider scenarios like cycles, dead ends, and unreachable exits, and ensure the algorithm terminates correctly without infinite loops.

5. Analyze Trade-offs

Discuss time/space complexity changes, potential performance impacts, and alternative approaches (e.g., graph transformation) with their pros and cons.

Key Points to Mention

  • Representation of one-way passages (e.g., bitmask or enum) and how it integrates with existing cell types.
  • Modification of traversal algorithm to respect directional constraints (e.g., checking allowed moves before enqueueing).
  • Cycle detection and visited state management to prevent infinite loops in directed graphs.
  • Time and space complexity analysis, noting any changes from the original solver.
  • Testing strategy: unit tests for each directional combination and edge cases like cycles and unreachable exits.
  • Potential optimizations or alternative approaches, such as converting the maze to a directed graph and using standard graph algorithms.

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

Q4

Further extend the maze solver to handle keys and locks, where certain paths are only accessible if the solver has picked up the right key.

Algorithms & Data StructuresTechnical Trade-offs
Author's notes

Hardest subproblem by a mile.

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AI HintsAI Generated

Suggested Approach

Model the maze as a graph where each state is (position, keys_collected). Use BFS to find the shortest path, since all moves have equal cost. Represent keys as a bitmask to efficiently track which keys have been collected.

Pro tip: Discuss how the state space grows exponentially with the number of keys, and mention optimizations like pruning visited states or using bidirectional BFS if the state space is too large.

1. Define State Representation

Represent each state as (row, col, keys_bitmask), where keys_bitmask indicates which keys have been collected. This captures all necessary information to determine possible moves.

2. Build Graph Transitions

From a given state, generate valid moves: move to adjacent cells if not a wall, and if the cell contains a lock, only allow if the corresponding key is in the bitmask. If the cell contains a key, update the bitmask.

3. Choose BFS for Shortest Path

Use BFS to explore states level by level, ensuring the first time we reach the target, we have the shortest path. Maintain a visited set of (row, col, keys_bitmask) to avoid cycles.

4. Analyze Complexity and Trade-offs

Time complexity is O(R*C*2^K), where K is number of keys. Discuss trade-offs: BFS guarantees shortest path but may be memory-intensive; A* with admissible heuristic could be faster but more complex.

5. Consider Optimizations

If K is large, consider pruning: e.g., only keep states with minimal steps for a given (position, keys). Or use bidirectional BFS if start and end are known. Mention that in practice, K is often small.

Key Points to Mention

  • State space explosion: exponential in number of keys, so bitmask is efficient.
  • BFS guarantees shortest path in unweighted graph.
  • Visited set must include keys bitmask to avoid revisiting same position with different keys.
  • Locked doors require specific key; keys are collected and persist.
  • Trade-offs: BFS vs A*, memory vs time, and potential optimizations.
  • Edge cases: no keys, multiple keys, unreachable target, start on key/lock.

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