Which software do you use for 5x5 solver? Also I found this thread very interesting
I also added a "cascade solving mode." A picture can explain this better.
Each edge algorithm (in this phase) is accessible by an index, basically a number from 0 to 114,494,729 since there are 114,494,730 algorithms. I decided to write a recursive search routine where the index to the algorithm is passed in, rather than moves spawned by a move generator. The program "expands" the moves to the algorithm by simply going to the RAM location assigned to the index, and generating the moves found there.
There would be no way to examine all algs pairs up against all algs, but the program could pair every 4-move, 5-move, and 6-move alg against every one of the 114 million algs within a few hours. The 7-move alg list pairing would take a few days. You can see on the right of the screen is a number that shows 2.8 million algorithms are being processed per second. Since each algorithm is 18 moves long in this part of the solve, it's really equivalent to over 50 million moves/second being generated.
When you consider that depth 18 of the 5x5x5 has 370,667,354,480,380,735,149,206,536,695 positions total, and the program will finish its "depth 18" alg list in about 20 hours, the functional solving speed is
5,148,157,701,116,399,099,294,535 positions/second (5.1 septillion).
The result of a 6-move alg (shown in yellow) with a 12-move alg (shown in blue) that nets 16 edges being solved from a 300-move scramble is shown above. The numbers shown in parenthesis, {000000463} x {021970504}, are the indices of the current algs being tested to see if more edges are correctly solved. The moves associated with those algs appear to the right of them.
I was curious to see if the program could ever find a combination of two algs that would outperform finding the alg that nets the most edges solved twice in a row. In this case, it did, but the search took hours (and 6 fewer moves, which is pretty good).
This 300-move scramble, 8-move corner solve, and 16-move edge alg will recreate the position shown above:
B L2 F2 D' L F2 R' F' // corners solved in 8
L2 F' L2 R2 B R2 F2 R F' B L' F B' U' D2 R2 L B2 // 16 edges solved