Rubik's Cube - Wikipedia, the Free Encyclopedia 5/11/11 6:47 PM Rubik's Cube from Wikipedia, the Free Encyclopedia
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CubeRoot Contents Contents Contents Purple denotes upcoming contents. 1 Preface 2 Signatures of Top Cubers in the World 3 Quotes 4 Photo Albums 5 Getting Started 5.1 Cube History 5.2 WCA Events 5.3 WCA Notation 5.4 WCA Competition Tutorial 5.5 Tips to Cubers 6 Rubik's Cube 6.1 Beginner 6.1.1 LBL Method (Layer-By-Layer) 6.1.2 Finger and Toe Tricks 6.1.3 Optimizing LBL Method 6.1.4 4LLL Algorithms 6.2 Intermediate 进阶 6.2.1 Triggers 6.2.2 How to Get Faster 6.2.3 Practice Tips 6.2.4 CN (Color Neutrality) 6.2.5 Lookahead 6.2.6 CFOP Algorithms 6.2.7 Solve Critiques 3x3 - 12.20 Ao5 6.2.8 Solve Critiques 3x3 - 13.99 Ao5 6.2.9 Cross Algorithms 6.2.10 Xcross Examples 6.2.11 F2L Algorithms 6.2.12 F2L Techniques 6.2.13 Multi-Angle F2L Algorithms 6.2.14 Non-Standard F2L Algorithms 6.2.15 OLL Algorithms, Finger Tricks and Recognition 6.2.16 PLL Algorithms and Finger Tricks 6.2.17 CP Look Ahead 6.2.18 Two-Sided PLL Recognition 6.2.19 Pre-AUF CubeRoot Contents Contents 7 Speedcubing Advice 7.1 How To Get Faster 7.2 Competition Performance 7.3 Cube Maintenance 8 Speedcubing Thoughts 8.1 Speedcubing Limit 8.2 2018 Plans, Goals and Predictions 8.3 2019 Plans, Goals and Predictions 8.4 Interviewing Feliks Zemdegs on 3.47 3x3 WR Single 9 Advanced - Last Slot and Last Layer 9.1 COLL Algorithms 9.2 CxLL Recognition 9.3 Useful OLLCP Algorithms 9.4 WV Algorithms 9.5 Easy VLS Algorithms 9.6 BLE Algorithms 9.7 Easy CLS Algorithms 9.8 Easy EOLS Algorithms 9.9 VHLS Algorithms 9.10 Easy OLS Algorithms 9.11 ZBLL Algorithms 9.12 ELL Algorithms 9.13 Useful 1LLL Algorithms -
Math Games: Sliding Block Puzzles 09/17/2007 12:22 AM
Math Games: Sliding Block Puzzles 09/17/2007 12:22 AM Search MAA Membership Publications Professional Development Meetings Organization Competitions Math Games sliding-block Puzzles Ed Pegg Jr., December 13, 2004 The December issue of The Economist contains an article with a prominent question. Has an inventor found the hardest possible simple sliding-block puzzle? It goes on to describe the Quzzle puzzle, by Jim Lewis. The article finishes with "Mr Lewis claims that Quzzle, as he dubs his invention, is 'the world's hardest simple sliding-block puzzle.' Within the terms of his particular definition of 'simple,' he would seem to have succeeded." The claim is wrong. Quzzle is not the world's hardest simple sliding-block puzzle, no matter how you define "hard." Sometimes, hard means lot and lots of moves. Junk Kato has succinctly described a record setting series for the most moves required with n pieces. The basic underlying principle is Edouard Lucas' Tower of Hanoi puzzle. Move the red piece to the bottom slot. Figure 1. Junk's Hanoi by Junk Kato. From Modern sliding-block Puzzles. Often, "hard" maximizes complexity with a sparse number of pieces. Usually, the fewer the pieces, the better the puzzle. Two people at the forefront of making really hard sliding-block puzzles with just a few pieces are Oskar van Deventer and James Stephens. James started with Sliding-Block Puzzles. The two of them collaborated to create the ConSlide Puzzle and the Bulbous Blob Puzzle. Oskar even went so far as to make a prototype of the excellent Simplicity puzzle. -
Benchmarking Beginner Algorithms for Rubik's Cube
DEGREE PROJECT, IN COMPUTER SCIENCE , FIRST LEVEL STOCKHOLM, SWEDEN 2015 Benchmarking Beginner Algorithms for Rubik's cube ANDREAS NILSSON, ANTON SPÅNG KTH ROYAL INSTITUTE OF TECHNOLOGY CSC SCHOOL Supervisor: Michael Schliephake Examiner: Örjan Ekeberg Abstract Over the years different algorithms have been developed to step-by-step solve parts of the Rubik’s cube until fi- nally reaching the unique solution. This thesis explores two commonly known beginner algorithms for solving Rubik’s cube to find how they differ in solving speed and amount of moves. The algorithms were implemented and run on a large amount of scrambled cubes to collect data. The re- sults showed that Layer-by-layer with daisy algorithm had a lower average amount of moves than the Dedmore al- gorithm. The main difference in amount of moves lies in the steps that solve the last layer of the cube. The Layer- by-layer with daisy algorithm uses only one-seventh of the time-consuming operations that Dedmore algorithm uses, which concludes that it is more suitable for speedcubing. Sammanfattning Över åren har ett antal olika algoritmer utvecklats för att steg-för-steg lösa delar av Rubik’s kub för att till sist kom- ma fram till den unika lösningen. Denna rapport utforskar två allmänt kända nybörjaralgoritmer för att lösa Rubik’s kub, för att finna hur dem skiljer sig åt i tid samt antal operationer för att nå lösningen. Algoritmerna implemen- terades och kördes på ett stort antal blandade kuber för att samla data. Resultatet visar att Lager-för-lager med daisy algoritmen hade ett lägre genomsnittligt antal förflyttning- ar jämfört med Dedmore algoritmen. -
Breaking an Old Code -And Beating It to Pieces
Breaking an Old Code -And beating it to pieces Daniel Vu - 1 - Table of Contents About the Author................................................ - 4 - Notation ............................................................... - 5 - Time for Some Cube Math........................................................................... Error! Bookmark not defined. Layer By Layer Method................................... - 10 - Step One- Cross .................................................................................................................................. - 10 - Step Two- Solving the White Corners ................................................................................................. - 11 - Step Three- Solving the Middle Layer................................................................................................. - 11 - Step Four- Orient the Yellow Edges.................................................................................................... - 12 - Step Five- Corner Orientation ............................................................................................................ - 12 - Step Six- Corner Permutation ............................................................................................................. - 13 - Step Seven- Edge Permutation............................................................................................................ - 14 - The Petrus Method........................................... - 17 - Step One- Creating the 2x2x2 Block .................................................................................................. -