The sliding part was fine, I just treated each row or column as a 1D array and wrote a helper to compact it left.
First, clarify the rules: tiles slide as far as possible in the chosen direction, and when two tiles of the same value collide, they merge into one tile with double the value, with each tile merging at most once per move. Then, implement a helper function to process a single row (or column) by removing zeros, merging adjacent equal values from the direction of movement, and padding with zeros. Finally, apply this helper to all rows or columns based on the direction, using transposition and reversal to reuse the same logic.
Pro tip: Write a helper that processes a single line (row or column) in the left direction, then for other directions, transform the board (reverse rows for right, transpose for up/down) so you can reuse the same helper. This reduces code duplication and potential bugs.
Confirm the exact merging rules: each tile can merge only once per move, and merges happen in the direction of movement. Discuss edge cases like empty board, no possible moves, and multiple merges in a line.
Create a function that takes a list of 4 integers and returns the list after sliding and merging to the left. This involves removing zeros, merging adjacent equal values, and padding with zeros.
For left, apply the helper to each row. For right, reverse each row, apply the helper, then reverse back. For up/down, transpose the board, apply the row helper, then transpose back.
Write the code, ensuring in-place or new board creation as required. Test with various cases: simple slides, merges, multiple merges, and no-op moves.
Discuss time and space complexity: O(16) operations per move, which is constant. Mention potential optimizations like early termination if board unchanged.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.
This part I actually liked more than the move simulation.
Treat the 4x4 board as a 16-cell array where each cell's exponent (0-15) is packed into 4 bits of a 64-bit integer. Use bitwise shifts and masks to encode each cell at position i*4, and decode by extracting 4-bit chunks. Discuss edge cases like maximum exponent (15) and ensure lossless round-trip.
Pro tip: Mention that this compact representation enables efficient board hashing and memoization in game AI, and that using unsigned 64-bit integers avoids sign-extension issues during bitwise operations.
Confirm that each cell stores an exponent from 0 to 15 (since 2^15 = 32768, typical for 2048), and that the 64-bit integer must be lossless. Ask if the board is always 4x4 and if any cell can exceed 15.
Map each cell (row-major order) to a 4-bit field at bit position i*4. Use bitwise OR with shifted values to pack all cells into a single uint64_t.
Iterate over the 16 cells, compute the exponent (e.g., log2(value) or stored directly), and set the corresponding 4 bits using bitwise operations: encoded |= (exponent << (i*4)).
Extract each 4-bit chunk by shifting right and masking with 0xF: exponent = (encoded >> (i*4)) & 0xF. Reconstruct the board by converting exponent back to value (1 << exponent).
Verify round-trip correctness with edge cases (all zeros, max exponents). Discuss trade-offs: compactness vs. readability, and potential use in game state hashing or network transmission.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.