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Thread: Cubetimer?

  1. #1

    Default Cubetimer?

    How exactly does cube timer get their scrambles? I mean is it just a random set of moves or is it something more specific?

  2. #2
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    Cubetimer.com? I believe they generate random sets of moves with some constraints to keep small sets of moves from undoing themselves.
    The person posting below me is a genius.

  3. #3

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    Just a random sequence of moves, if I'm reading it correctly. Using a 3x3x3 solver and random position isn't easy in JavaScript.

  4. #4

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    Okay that makes sense but what about 180 degree turns wouldn't they undo themselves?

  5. #5

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    There are just two kinds of cancellations that scramble generators need to forbid: U U and U D U. Whether the turn is 90 or 180 degrees doesn't matter, just the face.
    Last edited by Johannes91; 05-26-2008 at 10:43 AM. Reason: clarified

  6. #6

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    Oh, I see, thanks.

  7. #7

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    Quote Originally Posted by Johannes91 View Post
    Using a 3x3x3 solver and random position isn't easy in JavaScript.
    Is it easier in other languages? If so, which and why? Or I should directly ask why it's not easy in JavaScript, because I know other languages but JavaScript not really. So does it have significant disadvantages?

  8. #8

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    Quote Originally Posted by StefanPochmann View Post
    Quote Originally Posted by Johannes91 View Post
    Using a 3x3x3 solver and random position isn't easy in JavaScript.
    Is it easier in other languages? If so, which and why? Or I should directly ask why it's not easy in JavaScript, because I know other languages but JavaScript not really. So does it have significant disadvantages?
    I tried to write a solver that's reasonably fast and doesn't use too many moves a while ago, but gave up. I couldn't even get Thistlethwaite's algorithm working decently. Then I tried Haskell, and found it quite easy to implement Kociemba's algorithm and to make it find solutions shorter than 25 moves in less than a second. JavaScript is in my opinion more difficult, because:

    * there are no native types, so tables take much more space than they need to;
    * it's a very slow language, so without big tables the solver will be slow;
    * if JavaScript code takes too long to finish, some browsers will freeze and/or terminate it.

    There are many different implementations, of course, and the above points might not be true for all of them. I used SpiderMonkey for testing. And I'm far from an expert at JavaScript, it's very possible that I was just doing something stupid.

    That said, it would be possible to connect to a server-side solver.
    Last edited by Johannes91; 05-27-2008 at 10:10 AM.

  9. #9
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    CubeTimer randomly picks a face on each iteration through a loop of the desired number of turns, but there are restrictions:

    • Each time a face is turned, the possibility that the same face is selected for turning on a future iteration is disabled
    • Once a face is disabled, it will not be turned again until enabled by the turning of an intersecting face


    As far as I can figure, there is no chance for a move, or even a series of moves to undo itself. The one thing I'm not real happy with and will probably change soon is that a face does allow an opposite face to still be selected for turning. This is fine for something like U D, because they are in opposite directions, but in cases like U2 D2 or U D', it's the equivalent of just turning the equator.

    There are no cases where moves will cancel each other out, but this case takes 2 turns to do the equivalent of one, which means you aren't REALLY getting a full 25 turns, sometimes.
    Dan Dailey
    Get faster with CubeTimer!

  10. #10

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    Quote Originally Posted by cubetimer View Post
    As far as I can figure, there is no chance for a move, or even a series of moves to undo itself.
    A series of moves can, like (R U' R' U) x 6 or (R2 U2) x 6, unless I'm misunderstanding the algorithm.

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