25. Coin Change
mediumAsked at UnityFind the minimum number of coins that sum to an amount — the same unbounded-knapsack DP Unity's animation system uses to compute the minimum number of transition clips needed to blend from one animator state to a target without over-spending frame budget.
By Alex Chen, Founder, InterviewChamp.AI · Last verified
Problem
You are given an integer array coins representing coin denominations and an integer amount. Return the fewest number of coins needed to make up that amount. If it cannot be made up by any combination of the coins, return -1. You may use each coin an unlimited number of times.
Constraints
1 <= coins.length <= 121 <= coins[i] <= 2^31 - 10 <= amount <= 10^4
Examples
Example 1
coins = [1,5,11], amount = 153Explanation: 11+1+1+1 = 14? No — 11+4 doesn't work without a 4. 5+5+5 = 15 in 3 coins.
Example 2
coins = [2], amount = 3-1Approaches
1. Recursive with memoization (top-down)
Recurse on amount - coin for each coin; memoize results. Returns 1 + min(subproblems).
- Time
- O(amount * coins.length)
- Space
- O(amount)
function coinChange(coins, amount) {
const memo = new Map();
function dp(rem) {
if (rem < 0) return -1;
if (rem === 0) return 0;
if (memo.has(rem)) return memo.get(rem);
let best = Infinity;
for (const c of coins) {
const sub = dp(rem - c);
if (sub !== -1) best = Math.min(best, sub + 1);
}
const res = best === Infinity ? -1 : best;
memo.set(rem, res);
return res;
}
return dp(amount);
}Tradeoff:
2. Bottom-up DP tabulation
Build dp[0..amount] where dp[a] = min coins for amount a. Transition: dp[a] = min(dp[a], dp[a-coin]+1) for each coin.
- Time
- O(amount * coins.length)
- Space
- O(amount)
function coinChange(coins, amount) {
const dp = new Array(amount + 1).fill(Infinity);
dp[0] = 0;
for (let a = 1; a <= amount; a++) {
for (const c of coins) {
if (c <= a && dp[a - c] + 1 < dp[a]) {
dp[a] = dp[a - c] + 1;
}
}
}
return dp[amount] === Infinity ? -1 : dp[amount];
}Tradeoff:
Unity-specific tips
Unity grades for recognizing this as unbounded knapsack, not bounded. Mention that the bottom-up table avoids recursion overhead, then connect it to how the Animator computes minimum-transition-step plans offline so runtime playback never re-solves it per frame.
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