← Databricks Interview Insights
Spent way too long bikeshedding the constructor signature before writing any real code.
Start by clarifying requirements and edge cases, then design the Game class with a 2D board and configurable dimensions and win condition. Implement move validation, win checking by scanning from the last move in all directions, and a method to return the board state. Discuss time/space complexity and potential optimizations.
Pro tip: Demonstrate awareness of scalability by mentioning that win checking can be optimized to O(k) per move instead of O(n^2) by only checking lines through the last placed piece, and discuss how this design could extend to a distributed setting.
Ask about board size limits, number of players, input validation, and what constitutes a win (exactly k or at least k). Confirm expected behavior for invalid moves and draw conditions.
Define the class with a 2D array for the board, current player, and configurable parameters (rows, cols, k). Consider using a 1D array for efficiency and discuss trade-offs.
Implement makeMove (validate, place piece, switch player), checkWin (scan from last move in all 8 directions), and getBoardState (return a copy or string representation).
Explain that win checking is O(k) per move by only checking lines through the last move, and overall space is O(n^2). Discuss potential optimizations like bitboards for small boards.
Walk through test cases (win, draw, invalid move) and mention how to extend to a distributed system (e.g., using a central server or consensus) if relevant to Databricks' scale.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.
First, clarify the interface of the random API and the game state representation. Then, design a function that collects all unoccupied cells, uses the random API to pick an index, and returns the corresponding move. Finally, discuss edge cases like no legal moves and how to integrate the AI player into the game loop.
Pro tip: Mention that you would inject the random API as a dependency to make the AI player testable and deterministic in tests. Also, consider performance if the board is large, but for typical board sizes, collecting legal moves is fine.
Ask about the random API's signature (e.g., returns a float in [0,1) or an integer in a range) and the game state's representation (e.g., 2D array, list of moves).
Outline a function that gathers all unoccupied cells, uses the random API to select one uniformly, and returns the move. If no legal moves, handle gracefully (e.g., return null or throw).
Explain how the AI player's turn is triggered, how the move is applied, and how to alternate turns with a human player.
Discuss handling full board, invalid moves, and how to test the AI with a mock random API to ensure deterministic behavior.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.