Curvy copter 2-look L4C algorithms(move optimal!)

Would you support curvy copter as an event?

  • Yes

    Votes: 23 54.8%
  • No

    Votes: 4 9.5%
  • After better hardware / solutions exist

    Votes: 15 35.7%

  • Total voters
    42

Wish Lin

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There are a lot of curvy copter discussions in the past couple weeks, so I figured to do this:
Here is an old thread talking about basically the same thing:
https://www.speedsolving.com/threads/curvy-copter-oll-and-pll-algorithms.45494/

In the thread, OP called the algs OLL/PLL algs but that's not actually correct IMO since the algs only deal with CORNERS but not the entire layer, so I think they should be called OL4C/PL4C(orient/permute last 4 corners) algs and these algs in general should be called L4C(last 4 corners) algs. Also I will just use F R B L as the notation for UF, UR, UB and UL edge’s 180 degree turn.

The algs in that old thread are easy to remember but slow due to repeated, hard to fingertrick moves. Here are some better but harder to remember ones that I found:

A good fingertrick I found is use your left hand to move L and flick(pushing) B with your right index finger from home grip, need some practice to get fast at, but it's quite good. I try to make the algs to have as much L and B moves as possible.

Thanks to @whatshisbucket ‘s program, all of the algs here are proven move optimal.
2184-487a091a944aba9c1a6c3a06c12e04a4.png
Sune: L B L B R B L B R L (RedKB inverse)
2178-0ffdb2d2c8e13182cb3c50a5779f762d.png
AntiSune: L R B L B R B L B L (RedKB)
2181-19ec34e742a0545c71cc653985bf1731.png T: F R B L B R B L B F (by @whatshisbucket )
2183-06455732953db210b27e1352842ec107.png
U: (R B L B)2
2180-82e0bfb0ae2dbf258d3acfc9478f369f.png L: (B L B R)2 (U inverse)
2185-f53b60aaf2794da4c4bb3650fad6fae6.png H: L F L F R F R B L R F L R B (by @whatshisbucket)
2179-c84752bef3cf876dc9935d8d25b2e6b4.png Pi: R B R B F L B R B L R F (by @whatshisbucket )
2176-75cd8200f84d1b35c47f16a76d605833.pngAa perm: B L F R B R F R B L R B
2177-22804db62a12a0fb910d0ea4dec82f07.pngAb perm: B R L B R F R B R F L B
2182-00bcbdea6069b295fa8d1fbf929600e4.png E perm: (R B R F R B R) (L B L F L B L) (by @whatshisbucket )
2186-553a9a15fcfa8cb2a5dcfe60efd5920d.png X perm: (F L F R B R) F (L R) F (L B L F R F) (by @whatshisbucket )
 
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For H:

(R B L B)2 y2 (R B L B)2

or

(R B L B)2 (L F R F)2
Thanks for the alg! I would like to translate it to SALOW but since they are all U moves I think it’s not necessary.

Also, your Jumble alg made me think: is it possible to make OL4C algs that can solve jumble parities on last layer triangles simultaneously, like the 4x4 PLL+ parity algs?

Ps: I know all this because I saw your original post’s notification.;)
 
An example of a pure "Unusual" Jumble: UR+ LF- UF UR-' LF+'
Thanks for the alg! I would like to translate it to SALOW but since they are all U moves I think it’s not necessary.

Also, your Jumble alg made me think: is it possible to make OL4C algs that can solve jumble parities on last layer triangles simultaneously, like the 4x4 PLL+ parity algs?

Ps: I know all this because I saw your original post’s notification.;)

I'd advise you write your algs without x2 since "x2" is a rotation, and that can confuse a large marjority of people.
 
What did you use to find these algs?
One of the helper files for my solver has optimal solutions for each of the 419904 cases for after F2L is solved. These are just two of them. The file was made with a simple BFS from the solved position.

P.S. I cannot guarantee that they are actually move optimal, just that they are move optimal under the restriction that only the U edges are used. I doubt there are any better ways with the other edges.
 
Here are shorter algs than written for some of the Orientation cases:
T: F R B L B R B L B F
H: L F L F R F R B L R F L R B (there are lots of ways to do this in 14 moves)
Pi: R B R B F L B R B L R F
 
One of the helper files for my solver has optimal solutions for each of the 419904 cases for after F2L is solved. These are just two of them. The file was made with a simple BFS from the solved position.

P.S. I cannot guarantee that they are actually move optimal, just that they are move optimal under the restriction that only the U edges are used. I doubt there are any better ways with the other edges.
Thanks! I’ll check your program out after I get back home.
 
The difference in the quality of these algs and the ones I learned a few years ago is quite an improvement! I’m gonna have to dump my old algs and learn all the new ones.

I think a good end goal alg set would be the CC equivalent of COLL
 
The difference in the quality of these algs and the ones I learned a few years ago is quite an improvement! I’m gonna have to dump my old algs and learn all the new ones.

I think a good end goal alg set would be the CC equivalent of COLL
It seems like some sort of COLL would be best for Curvy Copter.
OLL and PLL seem to contain a lot of moves, and a second look wouldn't help either.
I'd imagine that any COLL alg wouldn't be crazy long, so it seems like maybe going for move-optimal, even with an extra second of delay for recognition, would be better than the 25+ moves needed for both OLL and PLL.
Definitely something to consider.
 
It seems like some sort of COLL would be best for Curvy Copter.
OLL and PLL seem to contain a lot of moves, and a second look wouldn't help either.
I'd imagine that any COLL alg wouldn't be crazy long, so it seems like maybe going for move-optimal, even with an extra second of delay for recognition, would be better than the 25+ moves needed for both OLL and PLL.
Definitely something to consider.
Of course, and using @whatshisbucket ‘s program, this can be done in no time. But this thread is just a step to that. You won’t expect a CC beginner to memorize all 28 COLL algs, right?
 
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