The 4x4x4 example solve game

Discussion in 'Example Solves Forum' started by QQW, Jun 20, 2014.

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  1. martinss

    martinss Member

    Jul 17, 2014
    I don't know...
    You forgot the next scramble...
    So, let's say : Next : r' R' b2 f l R2 d' U2 b2 f F' U' B d' R2 f2 F' U2 b D' U B F' l' d u L' u U b2
  2. martinss

    martinss Member

    Jul 17, 2014
    I don't know...

    F2 d R' d' //white center
    l2 L2 f' L2 f //yellow center
    F U' r //2 edges
    F B' //place them
    U' r2 //1 edge
    R' B' //place it
    r2 //1 edge
    R2 L F' //place it
    U R B r2 R U' r //red center
    R2 F' r R' F //2 blue "half centers" + 1 edge
    r' //red center
    L R F2 //180° F center
    r2 R2' F2 r2 //blue
    x2 R L2 l' U' l //3/4 of orange/green centers + 1 edge
    R' l F' l' //orange/green centers + 1 edge
    z' R2 B //prepare "2 more edges"
    d' L' U' L d //2 more edges
    z2 U' L B' //prepare "3 more edges"
    u L' U2 L u' //3 more edges
    r' E u2 f u r' 2R' f' 2R f r u' f' u 2R u E' r //OLL parity
    F' L U L F' L' //cross
    F' U' F U2 R U' R' y2 D'//2 F2L pairs keyhole
    F' U' F L' U' L //3rd pair
    R U R' U' F R' F' R //F2L
    R U R' U R U2 R' U R U R' U' R' F R F' //OLL 29
    L U F L' U' L U L F' L2 U L U L' U' L U' L' //PLL F

    Next : D2 d U' B' b f2 R2 B l' d2 u' U F r2 D' b u R B f' L' l' U2 b L l2 D2 l' r U2
  3. unsolved

    unsolved Member

    Mar 2, 2014
    Doylestown, PA
    I have a bunch of center algs that I use. I can solve any 2-adjacent, 3-adjacent, or 4-adjacent centers (as well as all of the other well-known center swaps) in the minimum number of moves. 3-adjacent centers can always be swapped in 14 moves or less, it's the hardest. 4 adjacent centers is a 10-mover.

    This is as far as I got transcribing tonight.
  4. JWinslow23

    JWinslow23 Member

    Mar 1, 2015
    Well, this is the first time I'm solving a 4x4x4 for let me try the Yau method:

    L' b' r' // red center
    L b' r B' r' B' d' R2 d // orange center
    f' R b' U R' D F2 D b' F' U // 3 red edge pairs
    D' f' F D' f2 // yellow center
    U2 b' U b F R' F' b U2 b' // blue center
    b' U b U f F' U f' // last 2 centers
    f2 R' B' R f2 F' D2 // last red edge pair
    D' B2 D U B' U' L B L' b D' B2 D U B U' R B R' b' R' B R b U' B2 U R B R' b' // edge pairing (woo no OLL parity!)
    D' B' D // yellow-green dedge
    F B2 U' B' U2 B2 U' // white-green (keyhole) F2L pair
    R B R2 B2 R // yellow-blue (keyhole) F2L pair
    U' B' U F' // F2L-2C
    L U B U' B' L' // EOLL
    b2 u2 B2 u2 U2 B2 u2 b2 // PLL parity
    B L' F R L B' L' B R' F' B' L // corner 3-cycle
    L' B L F2 L' B' L F2 // L3C

    Final solution: L' b' r' L b' r B' r' B' d' R2 d f' R b' U R' D F2 D b' F' U D' f' F D' f2 U2 b' U b F R' F' b U2 b2 U b U f F' U f R' B' R f2 F' D B2 D U B' U' L B L' b D' B2 D U B U' R B R' b' R' B R b U' B2 U R B R' b' D' B' D F B2 U' B' U2 B2 U' R B R2 B2 R U' B' U F' L U B U' B' L' b2 u2 B2 u2 U2 B2 u2 b2 B L' F R L B' L' B R' F' L F2 L' B' L F2 (130 OBTM)

    If anybody has a different method I can use that may reduce average movecount, let me know.

    Next: B R' u b' U' r B' U2 f d2 U2 L2 u B2 d' U' F' U2 B2 f R B f' u' f' L u2 L2 R2 f F L R' B' U' R2 b' R2 d' r'
  5. martinss

    martinss Member

    Jul 17, 2014
    I don't know...
  6. unsolved

    unsolved Member

    Mar 2, 2014
    Doylestown, PA
    Just out of curiosity, does reduction pretty much guarantee a shorter move count per solution?
  7. martinss

    martinss Member

    Jul 17, 2014
    I don't know...
    I don't think so...
    First of all it depends of the definition of a move... if a method as the one you use ends by the center, it will have a very weaker move count in SSHTM than in OBHTM... (I asked about the different turn metrics here but no one answered : )
    Moreover reduction method isn't made in order to have a low move count but in order to be easy if we already know how to solve a 3x3x3...
    Well, the question is interresting...
  8. unsolved

    unsolved Member

    Mar 2, 2014
    Doylestown, PA
    I see. I never understood why a move such as r was defined to be 2 moves, the outer right face and the inner right slice. That forces a single slice turn to require 3 moves, the outer block turn and inner block turn, then reversing the outer block turn. Peculiar.

    If an outer face can move "all by itself" then an inner slice should have the same capability.

    I can see how reduction turns the 4x4x4 into a 3x3x3 for ease of learning. But what happens if you remembered the center layout incorrectly? :) Oops, you get to resolve at least 8 centers.

    I always do the corners first on the 4x4x4; it tells me what centers must go where. I am searching for better edge-pairing algorithms to reduce the movecount for that phase. My last layer solving is optimized now that I learned all of the algs. That leaves me a "ring" around the cube. I am having my program solve as many of these as possible. Currently it has every 4-turn, 5-turn, 6-turn, and 7-turn solution mapped. It can also probe these positions in RAM during the search, so that an 8-move search really is capable of seeing up to 15 moves into the future. Once it hits any such pre-computed position, the solution is applied, and the cube is solved.

    I am solving the 8-turn center database right now, but it will take a while to finish. The reason is, I solve each distance from each of the 24 possible rotated states. So I have 24 times as many positions, but the lookup speed is incredibly fast.


    I have enough RAM to solve the 9- and 10-turn center databases. I'm not sure what the longest "centers-unsolved-only" position is, but it will be cool if my program will be able to go instantly from the last-layer to the solved state :)
    Last edited: Mar 17, 2015
  9. adimare

    adimare Member

    Oct 29, 2009
    Costa Rica
    Solution using a method I use to apply ZZ to the 4x4:
    U2 r2 f' // First center
    F' r F r' y2 z' F' d R2 d' // Second center
    L F r U' // First cross edge
    L' U2 r2 U' // Second cross edge
    R2 F' D r L' U x // Third cross edge
    3r U2 3r' U' r U' // Half centers
    3r' U' r2 U r U' r' U2 3r' U2 r U r' // Finish centers
    3R' R' U' R U 3R L F' // Last "cross" edge
    z' u U F' L F L' U2 R U' R' y R U R' F R' F' R u' y2 // 5 more edges
    U' F R' F' R u' R U2 R' u D' // Finish edges
    U F // EO
    L U' L' r2 B2 U2 l U2 r' U2 r U2 F2 r F2 l' B2 r2 // Parity
    D U L U' L' R U2 R L' U2 L // L block
    U' R U' R' U R U' R U2 R' U' R' U R U' R' U' R // R block
    U2 R' U R2' D 3r' U2 3r D' R2 U' R // COLL
    U' R2 U R U R' U' R' U' R' U R' // PLL

    Next: R2 f R' r' U' r' f2 F u2 U' B r2 F' U' u' L' u' F U' B L2 u F' L' D R2 U' D2 F' r U2 D2 R2 u2 L2 U2 u' f R U'
  10. Cale S

    Cale S Member

    Jan 18, 2014
    Iowa, USA
  11. z
    U' r2 x' R' u // first center
    z x' U' r U' r' x' U r U2 r' // 2nd center
    y' U' D l D' // first cross edge
    F' R' U r L U // 2nd cross edge
    x U2 r 3r2 U // 3rd cross edge
    x U' 3r2 U2 3r' // half centers
    r U' r2 // orange center
    U2 r U' r' // green center
    r' U r // L2C
    x2 z' R u' R U R' F R' F' R u R' D' // cross
    u' y U' L' U L u R U R' u' y2 R U2 R' U L' U' L u // eww edges case
    y' U' R U R' u' R U R' u // L2E
    R' U R U2 R' U R // first pair
    U' D R U' R' D' // 2nd pair
    L U L' U y' L' U' L // 3rd pair
    R U' R' U' R U' R' U R U' R' // 4th pair
    R' U' R' F R F' U R // OLL
    M2 U' M2 U2 M2 U' M2 // PLL

    NEXT: Uw' F' U2 B2 Rw2 F2 U' Rw' F2 U' R Fw F' Uw B D2 Fw Uw Rw' Fw' Uw F' Uw' F2 Rw U B R2 B' Rw B' D Rw R2 Fw B R' B' Rw' L'

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