shadowslice e
Legend
So this is something that I've been thinking about for a little bit in that the most popular methods (and some more obscure ones) can be classified into two different sorts: top down and bottom up due to what the core idea behind that method is.
A few observations:
Sorry if this induces wall of text syndrome but I hope you find it interesting.
- Bottom up: where the best step of the method is nearer the start so there are many ways to finish the method after the best steps.
- Examples include CFOP (where F2L is the core idea), SSC (<20 moves for the first phase) and ZZ (ZZF2L)
- Top down: where the last steps of the method is the best idea so everything leading up to it is created so that the best step is reached as quickly as possible
- Examples include Roux (for LSE), M-CELL (for the CELL stuff) and redux (for a non 3x3 example)
A few observations:
- Bottom up methods seem to have many more improvements or extensions as the second phase is arguably the weaker one so it is relatively easy to find options to solve it. This I believe is why CFOP, ZZ and Petrus have so many LSLL variations compared to Roux (and don't even get me started on SSC). It could also be that while the second half of methods have reduced options for solutions, this could actually work to the advantage of method developers as the fewer options lead to more viable options and can have more abstract concepts work (such as SIMPLE).
- Top down methods, in contrast are much harder to find good variations as there are so many options that it is only really viable to solve specific blocks or pieces at any one time as otherwise the pieces get in the way (for example try solving FB+UFR+UBR then continuing the solve without going back on your previous process). In addition, there are set pieces which must remain unsolved or else the usefulness of the best step becomes reduced (hence why LSE is much more common than L5E). This is perhaps why only PCMS is a method similar to Roux in both approach and style (arguably waterman or RICE is as well but these are more CF methods that Rouxlike methods).
- Interestingly, it appears that 3x3 is the only real puzzle with this distinction as many of the other puzzles more in favour of top down. For example, 2x2 and big cubes methods are usually top down methods. My personal theory on this is that either the puzzles are small and relatively simple so it is easier to get to a good state (hence favouring a top down method) or they are bigger and focus on reduction to get to a state which can be solved easily (also favouring a top down approach). However, 3x3 falls into that grey area where it is reasonably easy for humans to get a handle on it while not being too simple to get to a phase easily and quickly- perhaps it is also because 3x3 is where blockbuilding is effective as a fairly portion can be blockbuilt easily enough without part of the way through being reduced enough for an algorithm step. Megaminx seems to be the main exception here where most methods are more bottom up. However, this seems to be consistent with the blockbuilding reasoning as it is easy enough to blockbuild. Of course, on the other hand it may simply be that 3x3 has had the most development so has had more time for all the options to be explored.
- Good/popular methods appear to solve the same number of permutations orientations in their core step (8 permutations and 8 orientations for CFOP, 6 orientations, 6 permutations and 6 centres for Roux, 10 permuations and 4 orientations for ZZ). This may also be a reason why other puzzles are fixed in their approaches as there are either too many pieces to solve in a quick step or not enough for the step to be effective.
- Sort of the converse of the previous observation, less "successful" methods either try to solve too many or too few pieces in their good steps. For example, FreeFOP's best step asks the user to solve 8 permutations, 8 orientations and 6 centres arguably causing too much pressure on a human's limited ability. On the other hand, 2GLL only solves only 4 permutations and 4 orientations perhaps not taking full advantage of the solver's potential ability or placing too many constraints to get to such a step causing the rest of the solve to be unwieldy to solve quickly with less thought.
- Many methods best step appears to be at least somewhat intuitive. The only real exception to this which I can think of is ZB. On the other hand, a lot of the methods also seem to be slightly algorithmic so fall into a weird category which is somewhere in between. I think that F2L and LSE are the best examples of this (again, ZB is an exception to this as well).
- In addition to the previous point, it is common that while many solvers must learn to solve the step braindead without much or any though to the point it is almost instinctive, the best solvers begin to put more thought into it after they get to a certain point to become truly a master. A couple of examples of this would be multislotting in F2L or combining 4a and 4b in LSE or influencing 4c during 4b.
Sorry if this induces wall of text syndrome but I hope you find it interesting.
