← Databricks Interview Insights
This was a lot to hold in your head at once.
Start by defining the game state representation and the BFS over states with depth limit t, then discuss successor generation, win/draw detection, and visited state tracking. Finally, analyze the worst-case time and space complexity in terms of n, k, t, and branching factor, and apply to the standard 3x3, k=3 case.
Pro tip: Emphasize that BFS is not just for shortest path but for exploring all possible game states up to depth t; also mention that alpha-beta pruning or memoization can drastically reduce the search space in practice.
Represent the board as a tuple or bitmask of size n^2, with values for empty, player X, and player O. Include the current player to move.
Generate all legal moves for the current player by placing their mark on any empty cell. Each move leads to a new state with the opponent to move.
After each move, check if the move creates a line of k consecutive marks (horizontal, vertical, diagonal). If the board is full and no win, it's a draw.
Perform BFS from the initial state up to depth t. Use a queue and a visited set to avoid revisiting states. Track depth to enforce the t-move limit.
Analyze worst-case time and space in terms of n, k, t, and branching factor b (up to n^2). For 3x3, k=3, compute specific bounds.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.