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Thread: My reflection on the evolution of F2L style (+ task for the community)

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    Default My reflection on the evolution of F2L style (+ task for the community)

    This post attempts to describe the line of reasoning that inspired the recent effort on my advanced F2L page. I held off writing this up then to avoid cluttering that thread, but it seems more appropriate now, after Feliks's new WR average, as several people mentioned the "style of the future." Let me know whether or not you're convinced.



    A little background. While I was in Europe this spring, a number of cubers remarked on my unique fingertricks. My fingers stay very close to the cube, and I often use not the tips but more inner parts of my fingers. During the F2L, I frequently use double layer turns, tilts (often to left cross), or even some wrist turning. For example, instead of LU2'L'U'LUL', I often tilt the cube slightly to x' and z while moving my whole right hand to hold the BUL sticker with the index, FU with thumb, and BU-BUR with the rest; do L with the right index while moving the whole left hand to hold the B center with thumb and F with the rest; pull back the left hand for Dw2'; then continue with right-handed R'U'RUR'.

    I started speedcubing in 2002. Back then, since there were less F2L algorithms that avoided whole cube turns (no R'FRF'RU'R' or R'FRF'R'U'R yet), the faster tilts and double layer turns were natural ways to speed up the F2L. Since double layer turns also help with recognition, I took this to an extreme as in the example above to smoothen my F2L. Another explanation is that cubes from this period POPed when turned too fast with a slight inaccuracy. I avoided the problem altogether by concentrating on UR turns. While I don't think that other top cubers through 2006 used double layer turns to this extent, many of the first sub-15 cubers used an F2L style consistent with the slogan, "go slow, and look ahead."

    Then, in 2007, came the Japanese cubers (because I don't really count).* They used whole cube turns. They had a choppier F2L. And they turned fast. Their F2L almost seemed to be pairs being "processed" one after another--in a way, not unlike OLL/PLL. Turning speed and lookahead are the two ever-conflicting essences of F2L. My impression is that the majority of top cubers since 2007 have stressed the former at a slight cost of the latter, with spectacular success; rather than gradually increasing the turning speed while maintaining a complete lookahead, turning speed now drags along lookahead.

    (*I'm obviously greatly simplifying the story here by skipping over a number of major historical cubers. Perhaps there was a gradual shift towards the eventual evolution that I describe. Honestly, I haven't carefully watched enough videos from this period to judge.)

    The recent development in hardware certainly supports this evolution. With anti-POP mechanisms and lighter cubes, today's top cubers are better equipped than ever to pursue increasingly high tps. Whole cube turns, which once helped to solidify lookahead, are now the biggest hindrance to turning speed. For some F2L cases, the problem has already been solved: U'L'ULDwRU'R' was first replaced by R'FRF'RUR', and then by F'RUR'U'R'FR. But even for this case, different starting angles and target slots still often require a whole cube turn.

    It was under such considerations that I set out to compile a collection of rotationless F2L algorithms. To address the issue, I needed to consider every target slot for each pair pattern, plus AUFs as appropriate. Thus, for pair pattern V1 to target slot FL, I noted the old but not often used FRU2'R'F' and also proposed (U2)FLw'ULwF2' (with left index push for the first F) as an alternative to the traditional (U2)yRUR'URU'R'. As for empty-slot cases, Joël's recent contribution of RU2'R'UR'U'R demonstrated that there were even simple alternative reductions waiting to be found. After adding mirrors and rotations of existing F2L tricks from various sources, I explored variants of existing algorithms for as yet undocumented ones. The result is what should be a fairly comprehensive list that I myself have yet to sift through.

    My list is not meant to be a final word on F2L. Rather, it is made as thorough as possible so that the community can judge the merits of each algorithm, comparing with traditional ones. It is also meant to encourage further explorations; to this end, the right index push for F' should be essential to many fast rotationless algorithms. It is my strong belief that a thorough review of F2L, optimizing algorithms for the new style, should be one of the main tasks for today's CFOP community.

    macky
    Last edited by macky; 12-08-2011 at 08:48 PM. Reason: edited link
    Tell me your cubing stories: Story Time with Uncle Tyson. Seriously, not enough people know about my advanced F2L section.

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    Extremely fascinating.

    I too noticed the change during the japanese cubers' styles.
    Cubing Journal. ლ(;__;ლ)

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    Quote Originally Posted by macky View Post
    the right index push for F' should be essential to many fast rotationless algorithms

    I bet this gives rowan a boner.


    Thanks for the read, macky!

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    Good read.

    The last layer has been researched and processed so much now, that any change/improvement that is made now will be doing such a little effect on their solves. The great thing about knowing/learning F2L tricks like these is that you can use them multiple times within the same solve.

    I never before noticed how fast that F' can be - I shall use that increasingly now when CFOPing.

    I would suggest that a really nice wiki page were made, and we could just work on that, but when a thread is bumped, it reminds people to think about it.
    So I kinda that it would be best if we were to have a nice wiki page, in a grid much like yours, where each row had the 4 angles, and we could edit, etc, and when someone made an edit, to just post about it in the other thread quick. Agreement at all?
    Last edited by StachuK1992; 07-12-2010 at 05:48 PM.

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    Rowan must be proud
    1 corner and 1 edge solved, 6 corner targets, 10 edge targets = pwn

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    Quote Originally Posted by Stachuk1992 View Post
    I never before noticed how fast that F' can be - I shall use that increasingly now when CFOPing.
    I don't see how that's any faster than thumb :/
    LIKE OMG AND WOW FAMOUS UPSIDE-DOWN RUBIKS

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    Quote Originally Posted by blah View Post
    Quote Originally Posted by Stachuk1992 View Post
    I never before noticed how fast that F' can be - I shall use that increasingly now when CFOPing.
    I don't see how that's any faster than thumb :/
    When you're going into an R.
    Like in the CLS F' (R U2 R' U' R U' R') F

    Actually, hrm, they are about the same, now that I try both after each other.

    Yet another edit - actually, I seem to be locking up less with the pointer finger, but if executed correctly, same speed.
    Last edited by StachuK1992; 07-12-2010 at 06:08 PM.

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    Quote Originally Posted by Stachuk1992 View Post
    I would suggest that a really nice wiki page were made, and we could just work on that, but when a thread is bumped, it reminds people to think about it.
    So I kinda that it would be best if we were to have a nice wiki page, in a grid much like yours, where each row had the 4 angles, and we could edit, etc, and when someone made an edit, to just post about it in the other thread quick. Agreement at all?
    (lolgrammar)

    My job is to sell the idea to the community, so I'd be happy to transfer control if we can get the format worked out and there are enough new contributions to make me busy. Someone will need to set up a similar skeleton on the wiki, customizable color scheme for VisualCube like on my site (currently not working, by the way, because of server-side issues). I'm configuring my page with CSS, but I don't know how to fine-control the format on wiki, leaving the possibility for future changes.

    Quote Originally Posted by blah View Post
    Quote Originally Posted by Stachuk1992 View Post
    I never before noticed how fast that F' can be - I shall use that increasingly now when CFOPing.
    I don't see how that's any faster than thumb :/
    In the J-perm that starts RUR'F'R..., for example, I find that right index push for F' more naturally leads to R.


    Quote Originally Posted by Stachuk1992 View Post
    When you're going into an R.
    Like in the CLS F' (R U2 R' U' R U' R') F
    With thumb, F'RU2' is fine for me, but not F'RU2. No choice of direction for the J perm.
    Last edited by macky; 07-12-2010 at 06:23 PM.
    Tell me your cubing stories: Story Time with Uncle Tyson. Seriously, not enough people know about my advanced F2L section.

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    I saw this de facto presentation in person yesterday... and as much as I've been ingrained in the really old style of slow TPS/super look ahead, I have to say that I'm going to attempt to train myself like this from now on (or at least after US Nationals...)

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    Quote Originally Posted by macky View Post
    Quote Originally Posted by blah View Post
    Quote Originally Posted by Stachuk1992 View Post
    I never before noticed how fast that F' can be - I shall use that increasingly now when CFOPing.
    I don't see how that's any faster than thumb :/
    In the J-perm that starts RUR'F'R..., for example, I find that right index push for F' more naturally leads to R.
    For this algorithm I've started to do the F' by pushing the DFR cubie upwards with my index finger because I've practised OH enough with my right hand that it's kinda easy (Just an alternative)

    Unfortunately I cannot do this with my left hand very easily, but I guess with enough practice, I might be able to do it...

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