Palantir Coding Interview: War Card Game Simulation
Question Description
Problem summary
You must implement a simulator for one round of an extended multiplayer version of the card game “War”. Each player has a deck modeled as a queue (top = pop from left, bottom = append to right). In a single round, every active player places a face-up card into a shared common pile; the highest unique face-up card wins the pile. Ties among top face-up cards trigger a tie-resolution loop where only the tied players add up to three face-down cards followed by a new face-up card, repeating until one winner emerges or all tied players are eliminated.
What you'll be asked to do
You should provide a clear function signature (for example, simulate_round(decks: List[Deque[int]]) -> (updated_decks, winner_index)) and implement exactly one round. Be explicit about: how player indices map to decks, how the common pile preserves play order, how and when players are eliminated, and what happens when a player cannot supply the required number of cards.
Flow / stages
- Initial face-up draw by all active players
- Compare face-up cards; if unique max → winner collects pile in played order
- If tie → tie-resolution among tied subset (up to 3 face-down + 1 face-up per tied player)
- If a player runs out of cards they place all remaining cards; empty decks → eliminated
- If all tied players are eliminated → no winner; pile removed from play
Skill signals the interviewer is evaluating
You should demonstrate correct queue/deque usage, careful ordering of the common pile, robust handling of edge cases (insufficient cards, simultaneous elimination), and clear complexity reasoning. Bonus: detect and reason about long-running games or cycle detection if asked to simulate until a single remaining player.
Common Follow-up Questions
- •How would you extend your implementation to simulate the entire game until one player holds all cards? Explain termination and detect cycles.
- •Analyze time and space complexity for one round and for a full-game simulation; how can you optimize pile operations and deque usage?
- •If tie resolution required a variable number of face-down cards (not fixed 3), how would you generalize your implementation and test it?
- •How would you modify the simulator to preserve provenance of cards (which player originally owned each card) and why might that be useful for debugging or metrics?
- •Design a version that supports a very large number of players and cards (streaming/externally stored decks). What data structures or IO changes are required?
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