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Meta·Software Engineer·Technical Phone Screen·Senior

SeniorPrefer not to say
Apr 2026

Summary

Meta SWE interview built around a card game problem, which I did not see coming. Four sub-tasks, each layering on the last, covering debugging, greedy implementation, test writing, and DP optimization. Felt more like a take-home stretched into a live session.

Questions Asked (4)

Q1

A unit test is failing but the bug isn't in the test itself. Given a card game implementation, find the missing branch in main and fix it so the test passes.

Algorithms & Data StructuresRoot Cause Analysis
Author's notes

This tripped me up at first because my instinct was to question the test.

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AI HintsAI Generated

Suggested Approach

Start by running the failing test to observe the exact failure and understand the expected behavior. Then trace the code path from the test through the card game implementation to identify the missing branch in main, and implement the fix while ensuring all tests pass.

Pro tip: Before diving into code, articulate your debugging strategy out loud—interviewers value a systematic approach over random guessing. Also, consider edge cases like empty hands or invalid moves that might reveal the missing branch.

1. Reproduce and Understand the Failure

Run the failing test and examine the error message, stack trace, and expected vs. actual output to pinpoint where the logic diverges.

2. Trace the Code Path

Follow the execution from the test through the card game functions to main, identifying all branches and conditions that could lead to the failure.

3. Identify the Missing Branch

Compare the expected behavior with the actual code to find the unhandled case or missing conditional in main that causes the test to fail.

4. Implement and Verify the Fix

Add the missing branch with correct logic, then rerun the test to confirm it passes and check for regressions in other tests.

Key Points to Mention

  • Systematic debugging: using test output and stack traces to isolate the issue.
  • Code tracing: following the call stack from test to main to find the missing branch.
  • Edge case analysis: considering scenarios like empty deck, invalid moves, or special card rules.
  • Root cause vs. symptom: ensuring the fix addresses the underlying logic, not just the test assertion.
  • Regression testing: running the full test suite after the fix to avoid breaking other functionality.
  • Communication: explaining your thought process clearly and asking clarifying questions if needed.

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

Q2

Implement a card-picking strategy for the game using a greedy approach: at each step, select any valid group of 3 cards whose values sum to 15. Validate by running multiple games and observing the score distribution.

Algorithms & Data StructuresTechnical Trade-offs
Author's notes

Greedy felt natural here so I didn't overthink the approach.

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AI HintsAI Generated

Suggested Approach

Start by clarifying the game rules and constraints, then outline a greedy algorithm that selects any valid group of 3 cards summing to 15 at each step. Discuss how you would validate the strategy by simulating multiple games and analyzing the score distribution, including potential pitfalls of greedy approaches.

Pro tip: Acknowledge that greedy may not be optimal and propose comparing against a brute-force or dynamic programming solution for small inputs to quantify the trade-off. This shows depth and avoids overclaiming.

1. Clarify the problem

Ask questions to understand the game: card values, deck composition, rules for picking groups, scoring, and what 'valid group' means. Confirm that the goal is to implement and validate a greedy strategy.

2. Design the greedy algorithm

Propose a greedy approach: at each step, scan for any triple of cards summing to 15 and remove them. Discuss data structures (e.g., hash map for complements) to efficiently find such triples.

3. Implement and simulate

Describe how to code the greedy strategy and run multiple game simulations. Track scores and collect data on the distribution of outcomes.

4. Analyze results and trade-offs

Interpret the score distribution, discuss whether greedy is effective, and compare with alternative strategies (e.g., optimal via DP) to highlight trade-offs between simplicity and optimality.

5. Summarize and conclude

Wrap up with key findings, potential improvements, and lessons learned about greedy algorithms in game contexts.

Key Points to Mention

  • Greedy choice property and when it may fail (e.g., picking a triple that blocks future moves)
  • Efficient triple detection using hash maps or sorting
  • Simulation methodology: number of games, random seeds, and statistical significance
  • Score distribution metrics: mean, variance, percentiles
  • Comparison with optimal strategy (e.g., dynamic programming or backtracking) for small cases
  • Time and space complexity of the greedy implementation

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

Q3

Write a unit test that runs 100 simulated games and counts how many achieve a perfect score of 180.

Algorithms & Data Structures
Author's notes

Pretty straightforward after the implementation was done.

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AI HintsAI Generated

Suggested Approach

Start by clarifying the game's rules and the scoring logic, then design a unit test that simulates 100 games using a deterministic or seeded random generator. Use a loop to run the simulations, count perfect scores (180), and assert the count is within an expected range or simply log it for verification.

Pro tip: Make the test deterministic by injecting a seeded random number generator or mocking randomness, so the test is repeatable and not flaky. Also, consider separating the simulation logic from the test to keep it clean and testable.

1. Clarify requirements

Ask questions to understand the game rules, scoring system, and what constitutes a perfect score of 180. Confirm if randomness is involved and how it should be handled in tests.

2. Design test structure

Outline the test: set up a loop to run 100 games, call the game simulation function, and track the count of perfect scores. Decide on assertions or logging.

3. Handle randomness

Ensure the test is deterministic by seeding the random number generator or mocking random outcomes. This avoids flaky tests and makes results reproducible.

4. Implement and assert

Write the test code, run the simulations, and assert the count is as expected (e.g., within a range or exactly a known value if seeded). Use appropriate testing framework constructs.

5. Review and refine

Consider edge cases, performance (100 games should be fast), and maintainability. Discuss potential improvements like parameterizing the number of games.

Key Points to Mention

  • Deterministic testing via seeding or mocking randomness to avoid flaky tests
  • Separation of concerns: game logic vs. test code
  • Use of appropriate assertions (e.g., assert count >= 0, or exact count with seed)
  • Performance considerations: 100 simulations should be efficient
  • Edge cases: what if perfect score is impossible? Test should handle gracefully
  • Readability and maintainability of the test code

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

Q4

Improve the card selection strategy using dynamic programming: model the game state as the current hand plus remaining draw pile, and choose sets to maximize expected perfect-score rate. Also explain why no strategy can guarantee a perfect score.

Algorithms & Data StructuresTechnical Trade-offs
Author's notes

The DP part I could sketch conceptually but the state space blew up fast when I tried to formalize it.

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AI HintsAI Generated

Suggested Approach

Start by formalizing the game as a Markov Decision Process where the state is (current hand, remaining deck composition). Then define the value function as the maximum probability of achieving a perfect score from that state, and derive a recurrence that considers all possible sets to play and the resulting draws. Finally, explain why perfect guarantee is impossible due to randomness and adversarial deck ordering.

Pro tip: Emphasize that the DP state must capture the multiset of remaining cards, not just the count, because the probabilities of drawing specific cards depend on the exact composition. Also, mention that the optimal strategy may be non-greedy and require considering future draws.

1. Define the state space

Model the state as (current hand, remaining deck composition). The remaining deck should be represented as a multiset of card types to accurately compute draw probabilities.

2. Define the value function

Let V(hand, deck) be the maximum probability of achieving a perfect score from this state. The goal is to compute V(initial_hand, initial_deck).

3. Derive the recurrence

For each possible set that can be formed from the hand, consider playing it: remove those cards, draw new cards from the deck according to the hypergeometric distribution, and then recursively compute the expected value. The recurrence is V = max over sets of sum over possible draws of P(draw) * V(new_hand, new_deck).

4. Handle base cases and memoization

Base case: if the hand already contains a perfect set (or if perfect score is achieved), return 1; if no sets can be formed and deck is empty, return 0. Use memoization to avoid recomputing states.

5. Explain impossibility of guarantee

Argue that because the deck order is random and the player cannot control which cards are drawn, there is always a non-zero probability of drawing cards that prevent a perfect score, regardless of strategy. Thus no strategy can guarantee a perfect score.

Key Points to Mention

  • Markov Decision Process (MDP) formulation
  • State representation: hand and remaining deck as multiset
  • Value function: maximum probability of perfect score
  • Recurrence relation with expectation over draws
  • Memoization and complexity considerations
  • Probabilistic nature of draws and impossibility of guarantee

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