The cycle handling is what tripped me up first.
Clarify the graph representation and define 'follow layers' as the maximum depth of the reachable subgraph. Use DFS with a visited set to avoid cycles, and compute the maximum depth recursively by exploring each neighbor and taking the maximum depth plus one. Discuss trade-offs between recursion depth and iterative BFS if the graph is large.
Pro tip: Mention that in production systems like Roblox, recursion depth can be a limitation, so an iterative BFS with level tracking is often preferred; also highlight the importance of handling disconnected components and self-loops.
Ask clarifying questions about the graph representation (adjacency list vs. edge list), whether the starting user is included in the layer count, and how to handle cycles (e.g., visited set).
Define a function that takes a node and a visited set, returns the maximum depth from that node. For each unvisited neighbor, recursively compute depth and track the maximum.
Mark the current node as visited before recursing. If a node has no unvisited neighbors, return 0 (or 1 if counting the node itself). Ensure visited set is shared across recursion to avoid infinite loops.
Discuss time and space complexity (O(V+E) time, O(V) space for visited set and recursion stack). Mention edge cases: empty graph, start node not in graph, self-loops, and very deep graphs causing stack overflow.
Suggest iterative BFS with level tracking to avoid recursion limits, or memoization if the graph is a DAG. Mention that for very large graphs, distributed processing might be needed.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.