Start by clarifying requirements and constraints, then outline a class hierarchy with clear separation of concerns (board, pieces, rules, players, game controller). Walk through the public APIs and core algorithms (move validation, capture logic, win detection) before diving into a partial implementation of one or two key methods, explicitly addressing edge cases and trade-offs.
Pro tip: Demonstrate test-driven thinking by describing how you would unit test the move validator and capture logic, and mention how you'd extend the design for variants (e.g., different board sizes or rules) without modifying existing classes.
Ask about board size, piece types, movement rules, win conditions, and whether AI or network play is needed. Confirm the scope of 'partially implement' (e.g., focus on core move validation).
Define classes like Board, Piece, Player, Move, Game, and RuleEngine. Specify key public methods (e.g., Board.getPiece, Game.makeMove, RuleEngine.isValidMove) and their signatures.
Explain move generation, validation (including captures and multi-jumps), turn management, and win/draw detection. Discuss data structures (e.g., 2D array for board) and algorithmic complexity.
Choose one or two methods (e.g., isValidMove or applyMove) and write clean, well-commented code. Highlight edge cases like boundary checks, forced captures, and promotion.
Discuss handling of invalid moves, simultaneous captures, stalemate, and extensibility. Mention trade-offs between simplicity and flexibility (e.g., rule engine vs. hardcoded rules).
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.