Coding questions · Nash AI
Implement Minesweeper click and print
Implement Minesweeper click and print evaluates algorithm design, data structures, correctness, complexity, edge cases, and implementation details in a realistic interview setting. A strong answer states assumptions, handles edge cases, explains trade-offs, and shows how to validate the result clearly.
Implement the Minesweeper click(row, col) operation and a function to print the board. Rules: (1) If the clicked cell is a mine, reveal it and indicate that the game is lost. (2) If the clicked cell has zero adjacent mines, recursively reveal all neighboring cells. (3) Otherwise, reveal the number of adjacent mines for that cell. Describe the data structures you will use to track states and neighbors, the traversal strategy (BFS or DFS) and how you prevent revisiting cells, and analyze time and space complexity.
What a Strong Answer Covers
- A clear algorithm with the right data structures and enough pseudocode or code-level detail to implement it.
- A correctness argument that explains why the algorithm covers all required cases.
- Time and space complexity, plus at least one alternative approach when relevant.
- Focused tests for normal cases, edge cases, and failure modes.
Follow-up Questions
- How would the approach change if the input were streaming or too large for memory?
- What invariants would you assert in production code?
- Which tests would catch off-by-one, duplicate, or tie-breaking bugs?
Minesweeper Click
You are given an m x n Minesweeper board represented as a 2D grid of single-character strings. Each cell is one of:
'M'— an unrevealed mine'E'— an unrevealed empty square'B'— a revealed blank square that has no adjacent mines (all 8 neighbors)- a digit
'1'–'8'— a revealed square showing exactly how many of its 8 neighbors are mines 'X'— a revealed mine
You are also given a click position (row, col) — the next square to reveal — that is guaranteed to be currently 'M' or 'E'. Apply these rules and return the resulting board:
- If the clicked square is a mine (
'M'), change it to'X'. The game is over. - If the clicked square is an empty square (
'E') with at least one adjacent mine, change it to the digit of how many mines are adjacent (1–8). - If the clicked square is an empty square (
'E') with no adjacent mines, change it to'B', then recursively reveal all of its 8 neighbors using the same rules. - When no further squares can be revealed this way, return the board.
Reveal cells using DFS (or BFS) flood fill: only 'E' cells are ever pushed onto the frontier, and each is marked the moment it is processed, which prevents revisiting. Adjacency is the 8 surrounding cells (including diagonals).
Write solution(board, click) that mutates and returns board.
Constraints
- 1 <= m, n <= 50 (board has m rows and n columns)
- Each board cell is one of 'M', 'E', 'B', 'X', or a digit '1'–'8'.
- click = (row, col) with 0 <= row < m and 0 <= col < n.
- The clicked cell is guaranteed to be 'M' or 'E'.
- Adjacency is the 8 surrounding cells (horizontal, vertical, and diagonal).
Examples
Example 1
Input: ([['E','E','E','E','E'],['E','E','M','E','E'],['E','E','E','E','E'],['E','E','E','E','E']], (3, 0))
Output: [['B','1','E','1','B'],['B','1','M','1','B'],['B','1','1','1','B'],['B','B','B','B','B']]
Explanation: Clicking the bottom-left empty cell, which has 0 adjacent mines, triggers a flood fill. The reveal spreads across all blank ('B') cells and stops at the ring of '1' cells bordering the single mine; the cells directly above and below the mine remain 'E' because they were never reached by a zero-adjacent expansion.
Example 2
Input: ([['B','1','E','1','B'],['B','1','M','1','B'],['B','1','1','1','B'],['B','B','B','B','B']], (1, 2))
Output: [['B','1','E','1','B'],['B','1','X','1','B'],['B','1','1','1','B'],['B','B','B','B','B']]
Explanation: Continuing the previous board, the player clicks directly on the mine. The single mine cell flips from 'M' to 'X' and the game is lost; nothing else changes.
Hints
- Handle the mine case first: if board[click] == 'M', set it to 'X' and return immediately.
- Use a DFS stack (or BFS queue) seeded with the clicked cell. Only ever push cells that are currently 'E'; mark each cell the instant you pop it so it is never revisited.
- For each popped empty cell, count mines among its 8 neighbors. If the count is > 0, write that digit and STOP — do not expand its neighbors. Only when the count is 0 do you write 'B' and push the neighboring 'E' cells.
- Because you only change cells from 'E' to a final state, the board itself acts as your visited set — no separate visited matrix is needed.
Solution
Solution Alignment
The prompt asks for an implementation-level answer. The safest way to present it is to define the state, maintain clear invariants, then walk through complexity and tests.
Problem Restatement
Implement the Minesweeper click(row, col) operation and a function to print the board. Rules: ( 1) If the clicked cell is a mine, reveal it and indicate that the game is lost. ( 2) If the clicked cell has zero adjacent mines, recursively reveal all neighboring cells. ( 3) Otherwise, reveal the number of adjacent mines for that cell. Describe the data structures you will use to track states and neighbors, the traversal strategy (BFS or DFS) and how you prevent revisiting cells, and analyze time and space complexity.
Recommended Approach
Model the states explicitly and use BFS for unweighted shortest paths, Dijkstra for weighted non-negative paths, or topological DP for DAGs. Track visited states at the right granularity so cycles do not cause repeated work.
Correctness
The implementation should maintain an invariant after each loop or operation that directly matches the problem statement. At termination, that invariant implies the returned value has considered every valid candidate exactly once, or has preserved the required data-structure state after every API call.
Complexity
BFS is O(V + E) time and O(V) space for a standard graph. Expanded-state problems multiply those bounds by the number of state dimensions.
Edge Cases and Tests
Disconnected graph, source equals target, cycles, duplicate edges, unreachable target, and whether the answer counts nodes, edges, moves, or transfers.