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I went straight to a sorted set keyed by negative room and arrival sequence, which handles getTop cleanly but I fumbled explaining why that makes proceedToNextRoom more expensive since you're doing a delete and reinsert.
Start by clarifying requirements and constraints (e.g., n, m, operation frequency, tie-breaking rules). Then propose an object-oriented design with classes like Player, Room, and RankingSystem, and discuss data structures for efficient getTop(k), proceedToNextRoom, and getPeople. Finally, analyze trade-offs and consider scalability and concurrency.
Pro tip: Demonstrate maturity by discussing how to handle ties consistently and how to scale the system for large n and m, possibly using a combination of hash maps and balanced trees or skip lists.
Ask about expected number of rooms and players, frequency of operations, and whether ties are broken by arrival time or other criteria. Confirm if players can move backward or if rooms are strictly increasing.
Identify core classes: Player (id, current room, arrival timestamp), Room (number, list of players), and RankingSystem (manages players and rooms). Define interfaces for the three operations.
For getTop(k), consider a balanced BST or skip list keyed by (room, arrival time) to allow O(log m + k) retrieval. For getPeople(room), use a hash map from room number to count. For proceedToNextRoom, update player's room and adjust data structures.
Discuss time and space complexity of each operation. Consider alternatives like maintaining a sorted list (O(m) for getTop) vs. tree (O(log m + k)). Address concurrency if multiple threads access the system.
Recap the design, mention potential extensions (e.g., persistence, distributed system), and invite feedback or questions.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.