I started with a simple match loop and a result enum, which felt fine, but the streak multiplier tripped me up a bit.
Start by clarifying requirements and defining the core entities (Player, Move, Game) with clean interfaces, then implement the basic game loop with a rules engine. Extend with a streak bonus system and a deterministic tie-break rule, ensuring the design remains extensible for more players and move types. Discuss trade-offs and scalability throughout.
Pro tip: Emphasize extensibility: use a strategy pattern for move resolution and a plugin-like registry for new moves, so adding moves or players doesn't require modifying core logic. Also, mention how you'd handle concurrency if scaling to many players.
Ask about expected number of players, move types, persistence, and whether the game is real-time or turn-based. Confirm the tie-break rule and streak bonus details.
Define Player, Move, Game, and a RulesEngine interface. Use enums or classes for moves and a resolver that determines the winner between two moves.
Code the game loop: collect moves, resolve winner, update scores. Ensure the tie-break rule is applied when moves are equal, and streak bonuses are tracked per player.
Refactor to support N players and new move types. Use a registry for moves and a tournament-style resolution for multiple players.
Talk about time/space complexity, potential concurrency issues, and how you'd test edge cases like ties and streak resets.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.