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Bridge·Software Engineer·Onsite - System Design / Architecture·Senior

Senior
Jul 2026

Summary

Bridge SWE interview that was basically one big system design question dressed up as a coding problem. They wanted a full Minesweeper implementation plus a follow-up on scaling it to huge sparse boards, which honestly felt like two separate interviews crammed into one.

Questions Asked (2)

Q1

Design and implement a Minesweeper game: initialize an m×n board with k randomly placed bombs, implement a printBoard() method that returns the current player-visible state, and implement a click(r, c) method that handles bomb hits, cell reveals, and BFS/DFS flood fill for zero-adjacent-bomb regions. Discuss data structures, algorithms, and time/space complexity, and provide test cases.

Algorithms & Data StructuresSystem Design
Author's notes

I started with a 2D array for the board and a separate boolean grid for revealed state, which felt clean at first.

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AI HintsAI Generated

Suggested Approach

Start by clarifying requirements and edge cases (e.g., first-click safety, win condition), then outline the data structures and algorithms before coding. Implement the board with a 2D array and a separate visibility state, use BFS/DFS for flood fill, and analyze complexity. Finally, walk through test cases covering normal play, edge cases, and performance.

Pro tip: Mention the first-click safety feature (guaranteeing the first click is never a bomb) as it shows attention to user experience and is a common Minesweeper requirement. Also, discuss how to handle large boards efficiently by using iterative BFS to avoid stack overflow.

1. Clarify requirements and constraints

Ask about board size limits, bomb density, first-click safety, win/lose conditions, and whether the board can be modified after initialization. This ensures you design the right solution.

2. Design data structures

Choose a 2D array (or list of lists) to represent the board, with each cell storing bomb status, adjacent bomb count, and visibility state. Consider using an enum for cell states (hidden, revealed, flagged).

3. Implement initialization and printBoard

Randomly place k bombs (ensuring first-click safety if required), compute adjacent bomb counts for all cells, and implement printBoard to return a string representation of the visible state.

4. Implement click with flood fill

Handle bomb hits (game over), reveal cells, and use BFS/DFS to recursively reveal connected zero-adjacent-bomb regions. Use a queue (BFS) or stack (DFS) to avoid recursion depth issues.

5. Analyze complexity and test

Discuss time and space complexity for initialization (O(m*n)), click (O(m*n) worst-case for flood fill), and printBoard (O(m*n)). Provide test cases for edge cases, bomb hits, flood fill, and win condition.

Key Points to Mention

  • Use a 2D array for the board and a separate 2D boolean array for visibility to keep concerns separate.
  • Precompute adjacent bomb counts during initialization to make click operations O(1) per cell.
  • Implement flood fill using BFS with a queue to avoid recursion stack overflow on large boards.
  • Handle edge cases: clicking a bomb, clicking an already revealed cell, clicking a flagged cell, and winning when all non-bomb cells are revealed.
  • Time complexity: O(m*n) for initialization and worst-case click (flood fill), O(1) for a single cell reveal; space complexity: O(m*n) for the board and queue.
  • Test cases: single cell board, all bombs, no bombs, first-click safety, flood fill on a large empty region, and win/lose conditions.

AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.

Q2

For very large, sparse boards (huge m and n, but very few bombs), how would you optimize click() to be fast and memory-efficient? Walk through options like lazy board generation, sparse data structures, on-demand neighbor counting, caching, and pruning, and discuss the trade-offs.

System DesignTechnical Trade-offsAlgorithms & Data Structures
Author's notes

This is where I felt the pressure.

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AI HintsAI Generated

Suggested Approach

Start by acknowledging that the naive dense grid is infeasible due to memory, then propose a sparse representation (e.g., hash map of bombs) and lazy evaluation of cells. Walk through the click() algorithm: check if the clicked cell is a bomb, count neighboring bombs on-demand by querying the sparse structure, and only reveal/expand cells as needed. Discuss trade-offs between time and space, and mention caching and pruning optimizations.

Pro tip: Emphasize that the key insight is to treat the board as a sparse graph where only bomb cells and their neighbors matter; most cells are empty and can be generated on the fly. This shows you can identify the minimal state needed and avoid premature optimization.

1. Identify the bottleneck

Explain that a dense 2D array of size m x n is impossible for huge m and n, so we must avoid allocating memory for empty cells. The only essential data is the set of bomb locations.

2. Choose sparse data structures

Propose using a hash set or hash map to store bomb coordinates (e.g., key = row * n + col or a tuple). This gives O(1) average lookup for bomb presence and uses O(k) memory where k is the number of bombs.

3. Design lazy click() logic

For a click at (r, c), first check if it's a bomb (game over). If not, compute the number of adjacent bombs by checking the 8 neighbors against the bomb set. If count > 0, reveal just that cell; if count == 0, reveal it and recursively expand to neighbors, but only generate/reveal cells on demand.

4. Optimize with caching and pruning

Cache computed neighbor counts for revealed cells to avoid recomputation. Prune expansion by not revisiting already revealed cells and by stopping at cells with adjacent bombs. Optionally, use a union-find or flood-fill with a queue to handle large empty regions efficiently.

5. Discuss trade-offs

Compare time vs. space: sparse structures save memory but may have slower constant factors. Lazy evaluation reduces initial cost but may increase per-click latency. Caching speeds up repeated clicks but uses extra memory. Pruning avoids unnecessary work but complicates logic.

Key Points to Mention

  • Sparse representation: hash map/set for bomb coordinates instead of dense grid.
  • On-demand neighbor counting: check only the 8 neighbors of a clicked cell against the bomb set.
  • Lazy board generation: only create/reveal cells that are clicked or expanded.
  • Caching: memoize neighbor counts for revealed cells to avoid recomputation.
  • Pruning: stop expansion at cells with adjacent bombs and avoid revisiting revealed cells.
  • Trade-offs: memory vs. time, initial cost vs. per-click latency, complexity vs. performance.

AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.