LeetCode #1406 — HARD

Stone Game III

Break down a hard problem into reliable checkpoints, edge-case handling, and complexity trade-offs.

Solve on LeetCode
The Problem

Problem Statement

Alice and Bob continue their games with piles of stones. There are several stones arranged in a row, and each stone has an associated value which is an integer given in the array stoneValue.

Alice and Bob take turns, with Alice starting first. On each player's turn, that player can take 1, 2, or 3 stones from the first remaining stones in the row.

The score of each player is the sum of the values of the stones taken. The score of each player is 0 initially.

The objective of the game is to end with the highest score, and the winner is the player with the highest score and there could be a tie. The game continues until all the stones have been taken.

Assume Alice and Bob play optimally.

Return "Alice" if Alice will win, "Bob" if Bob will win, or "Tie" if they will end the game with the same score.

Example 1:

Input: stoneValue = [1,2,3,7]
Output: "Bob"
Explanation: Alice will always lose. Her best move will be to take three piles and the score become 6. Now the score of Bob is 7 and Bob wins.

Example 2:

Input: stoneValue = [1,2,3,-9]
Output: "Alice"
Explanation: Alice must choose all the three piles at the first move to win and leave Bob with negative score.
If Alice chooses one pile her score will be 1 and the next move Bob's score becomes 5. In the next move, Alice will take the pile with value = -9 and lose.
If Alice chooses two piles her score will be 3 and the next move Bob's score becomes 3. In the next move, Alice will take the pile with value = -9 and also lose.
Remember that both play optimally so here Alice will choose the scenario that makes her win.

Example 3:

Input: stoneValue = [1,2,3,6]
Output: "Tie"
Explanation: Alice cannot win this game. She can end the game in a draw if she decided to choose all the first three piles, otherwise she will lose.

Constraints:

  • 1 <= stoneValue.length <= 5 * 104
  • -1000 <= stoneValue[i] <= 1000
Patterns Used

Roadmap

  1. Brute Force Baseline
  2. Core Insight
  3. Algorithm Walkthrough
  4. Edge Cases
  5. Full Annotated Code
  6. Interactive Study Demo
  7. Complexity Analysis
Step 01

Brute Force Baseline

Problem summary: Alice and Bob continue their games with piles of stones. There are several stones arranged in a row, and each stone has an associated value which is an integer given in the array stoneValue. Alice and Bob take turns, with Alice starting first. On each player's turn, that player can take 1, 2, or 3 stones from the first remaining stones in the row. The score of each player is the sum of the values of the stones taken. The score of each player is 0 initially. The objective of the game is to end with the highest score, and the winner is the player with the highest score and there could be a tie. The game continues until all the stones have been taken. Assume Alice and Bob play optimally. Return "Alice" if Alice will win, "Bob" if Bob will win, or "Tie" if they will end the game with the same score.

Baseline thinking

Start with the most direct exhaustive search. That gives a correctness anchor before optimizing.

Pattern signal: Array · Math · Dynamic Programming

Example 1

[1,2,3,7]

Example 2

[1,2,3,-9]

Example 3

[1,2,3,6]

Related Problems

  • Stone Game V (stone-game-v)
  • Stone Game VI (stone-game-vi)
  • Stone Game VII (stone-game-vii)
  • Stone Game VIII (stone-game-viii)
  • Stone Game IX (stone-game-ix)
Step 02

Core Insight

What unlocks the optimal approach

  • The game can be mapped to minmax game. Alice tries to maximize the total score and Bob tries to minimize it.
  • Use dynamic programming to simulate the game. If the total score was 0 the game is "Tie", and if it has positive value then "Alice" wins, otherwise "Bob" wins.
Interview move: turn each hint into an invariant you can check after every iteration/recursion step.
Step 03

Algorithm Walkthrough

Iteration Checklist

  1. Define state (indices, window, stack, map, DP cell, or recursion frame).
  2. Apply one transition step and update the invariant.
  3. Record answer candidate when condition is met.
  4. Continue until all input is consumed.
Use the first example testcase as your mental trace to verify each transition.
Step 04

Edge Cases

Minimum Input
Single element / shortest valid input
Validate boundary behavior before entering the main loop or recursion.
Duplicates & Repeats
Repeated values / repeated states
Decide whether duplicates should be merged, skipped, or counted explicitly.
Extreme Constraints
Largest constraint values
Re-check complexity target against constraints to avoid time-limit issues.
Invalid / Corner Shape
Empty collections, zeros, or disconnected structures
Handle special-case structure before the core algorithm path.
Step 05

Full Annotated Code

Source-backed implementations are provided below for direct study and interview prep.

// Accepted solution for LeetCode #1406: Stone Game III
class Solution {
    private int[] stoneValue;
    private Integer[] f;
    private int n;

    public String stoneGameIII(int[] stoneValue) {
        n = stoneValue.length;
        f = new Integer[n];
        this.stoneValue = stoneValue;
        int ans = dfs(0);
        if (ans == 0) {
            return "Tie";
        }
        return ans > 0 ? "Alice" : "Bob";
    }

    private int dfs(int i) {
        if (i >= n) {
            return 0;
        }
        if (f[i] != null) {
            return f[i];
        }
        int ans = -(1 << 30);
        int s = 0;
        for (int j = 0; j < 3 && i + j < n; ++j) {
            s += stoneValue[i + j];
            ans = Math.max(ans, s - dfs(i + j + 1));
        }
        return f[i] = ans;
    }
}
Step 06

Interactive Study Demo

Use this to step through a reusable interview workflow for this problem.

Press Step or Run All to begin.
Step 07

Complexity Analysis

Time
O(n)
Space
O(n)

Approach Breakdown

RECURSIVE
O(2ⁿ) time
O(n) space

Pure recursion explores every possible choice at each step. With two choices per state (take or skip), the decision tree has 2ⁿ leaves. The recursion stack uses O(n) space. Many subproblems are recomputed exponentially many times.

DYNAMIC PROGRAMMING
O(n × m) time
O(n × m) space

Each cell in the DP table is computed exactly once from previously solved subproblems. The table dimensions determine both time and space. Look for the state variables — each unique combination of state values is one cell. Often a rolling array can reduce space by one dimension.

Shortcut: Count your DP state dimensions → that’s your time. Can you drop one? That’s your space optimization.
Coach Notes

Common Mistakes

Review these before coding to avoid predictable interview regressions.

Off-by-one on range boundaries

Wrong move: Loop endpoints miss first/last candidate.

Usually fails on: Fails on minimal arrays and exact-boundary answers.

Fix: Re-derive loops from inclusive/exclusive ranges before coding.

Overflow in intermediate arithmetic

Wrong move: Temporary multiplications exceed integer bounds.

Usually fails on: Large inputs wrap around unexpectedly.

Fix: Use wider types, modular arithmetic, or rearranged operations.

State misses one required dimension

Wrong move: An incomplete state merges distinct subproblems and caches incorrect answers.

Usually fails on: Correctness breaks on cases that differ only in hidden state.

Fix: Define state so each unique subproblem maps to one DP cell.