The 3x3x3 Example Solve Thread

R B' R' D' L U F // EO
L' D' L U' R2 // Belt
y' R U R U2 R' U R' // CO
E y F2 D F2 D2 // Edges
D B2 D2 f2 U2 y
U R' U' R U F2 D2 L' D L D' L D2 F2 R // HKPLL
45 STM
43 STM (With belt I am GOD)

Next : U D' L D' B2 L' D F D' R2 B' L2 F2 R2 D2 B2 D2 F D2

u' F2 u M' F // FB (5)
R B' R' B U R U r // SS (8/13)
U' M' // align centers (2/15)
U M U M' U' M' U' M // EOdM (8/23)
U' R // SBLS (2/25)
U' R U2 R D R' U2 R D' R2' // COLL2 (10/35)
u2 M E2 // fix centers (3/38)
M2' U' M2' U' M2' U' M' U2 r2 // EPLL (9/47)

M2 U M U M U M2 // EOdM (7/20)
R U' R' U' R U2 R' U' R // SBLS (9/29)
U2 R U R' U R U r' F R' F' r // COLL2 (12/41)
M' U M2' U M2' U M' U2 M2 // EPLL (9/50)
U2 R2 // undo pseudo (2/52)

NEXT:
R L2 U2 R2 U F2 U' L2 U' F2 L2 R' F D2 R' D U F' D' L2
 
NEXT:
R L2 U2 R2 U F2 U' L2 U' F2 L2 R' F D2 R' D U F' D' L2

CFOP 46 STM:

XCross (8): L2 F' U F2 R' U L2 B
F2L 1 (3): R' U R
F2L 2 (7): U' L U2 L' F U F'
F2L 3 (7): L U' L' U2 B' U' B
OLL (11): y' R U R' U' R' F R2 U R' U' F'
PLL (9): M2 U' M2 U' M' U2 M2 U2 M'
AUF: U'


Roux 42 STM:

First block (7): L2 U D R U F' D'
Second block (10): U B' R' B U R U' B' R B
CMLL (12): U2 F R' F R2 U' R' U' R U R' F2
L6E orientation (4): M U' M' U'
UR & UL edges (5): U' M U2 M' U'
L6E (4): U2 M' U2 M


Petrus 36 STM:

Block (8): D2 L2 D R U R F' D'
EO (7): S' U S F' U' F R'
F2L (7): R U R' U' R U R'
ZBLL (14): y2 F U R U' R' U R U2 R' U' R U R' F'


ZZ 45 STM:

EOCross (8): L' F L2 U R' F2 B L'
F2L 1 (7): R' U' R U2 R U R'
F2L 2 (7): R' U R U' R' U R
F2L 3 (8): U L' U2 L U L' U2 L
F2L 4 (7): L U L' U L U L'
ZBLL (8): R U R' U R U2 R' U'


CEOR (YruRU) 39 STM:

CP-Line (6): R' U B D R' B
pEO-extension (5): u R2 u R2 u2
EO (6): U' R2 U r U' r'
BF (6): r' U2 r' U2 R r2
F2L (4): U2 R' U R
2GLL (12): R U R2 U' R2 U' R2 U2 R2 U2 R' U


Next: U D2 L2 B' F L2 U D R' F L2 B' U2 L2 F' R L' B2 L' R
 
I actually can't understand the logic behind your solver's CPLines tbh.
My solver first look for all the sequences that solves the 1x1x3 block. In 6 or 7 movements I can get hundreds of sequences. As stadistically CP will be already solved in 1/6 of them, I discard the rest, and I select, in my criterium, the most favorable one. I'm thinking of using the non-CP sequences as well, and adding the best movements to complete CP, I think it cuold be interesting.

The main idea behind my solver is not to get the mathematically perfect solution, but to obtain the best solution that an human could get, and my idea is that you use it to compare your results with the solver, to know how near (or far) are your solves from the 'perfection' of the method. I know this idea is pretencious, and perhaps is far from this objective, but I would like to hear your opinion and sugestions to improve it.
 
My solver first look for all the sequences that solves the 1x1x3 block. In 6 or 7 movements I can get hundreds of sequences. As stadistically CP will be already solved in 1/6 of them, I discard the rest, and I select, in my criterium, the most favorable one. I'm thinking of using the non-CP sequences as well, and adding the best movements to complete CP, I think it cuold be interesting.

The main idea behind my solver is not to get the mathematically perfect solution, but to obtain the best solution that an human could get, and my idea is that you use it to compare your results with the solver, to know how near (or far) are your solves from the 'perfection' of the method. I know this idea is pretencious, and perhaps is far from this objective, but I would like to hear your opinion and sugestions to improve it.

If this is your goal, most people are not CN, so you should have the option of entering x2y or x2y2 or other types of partial color neutrality to your solver.
 
The main idea behind my solver is not to get the mathematically perfect solution, but to obtain the best solution that an human could get, and my idea is that you use it to compare your results with the solver, to know how near (or far) are your solves from the 'perfection' of the method. I know this idea is pretencious, and perhaps is far from this objective, but I would like to hear your opinion and sugestions to improve it.
Hmm...it's actually an amazing idea even though humans can never get to computer levels. As tsmosher said above, adding x2y or x2y2 neutrality is a pretty good idea unless it drains a lot of CPU power.
 

R u' M U' M' B2 U M // FB
R' E R2 U2 R u2 // 3QB (14)
R2 U2 R2 // dBR (3/17)
U S' U R U2 R' S // EO (7/24)
R U' R' U2 R U' R' // LS (7/31)
R U' R2' D' r U2 r' D R2 U R' // CDRLL (11/42)
U R U2 R2 U2 R2 U2 R U // L5EP (9/51)

NEXT:
F L F U2 B U D L2 B' F2 L F2 B2 L U2 R U2 R2 B2 U2 L2
 
If this is your goal, most people are not CN, so you should have the option of entering x2y or x2y2 or other types of partial color neutrality to your solver.

Hmm...it's actually an amazing idea even though humans can never get to computer levels. As tsmosher said above, adding x2y or x2y2 neutrality is a pretty good idea unless it drains a lot of CPU power.

In my solver you already can restrict the cube orientation.
 
The scramble is: F L F U2 B U D L2 B' F2 L F2 B2 L U2 R U2 R2 B2 U2 L2
z2
D R' D2 R' D2 F' Y2 U' R U R' D'//XCross
U2 R' F R F' R U' R'//2nd Pair
y' U' L' U' L U' L U' L'//3rd pair
y' U2 R U R'//4th Pair
F R U R' U' F' f R U R' U' f'//OLL
E perm//Pll
 
The scramble is: F L F U2 B U D L2 B' F2 L F2 B2 L U2 R U2 R2 B2 U2 L2
y // inspection
L' F' L R D' U R' // cross
y (U2) R' U R U' R' U' R // 1st pair (FR)
(U') F U' R U' R' U2 F' // 2nd pair (FL)
(U2) R U' R' U f' L f // 3rd pair (BL)
(U') F' U' F // 4th pair (FR)
(U) F (R U R' U')2 F' // OLL
(U') M' U' M2' U' M2' U' M' U2' M2' U // Z

Next:
R U2 F L2 R2 D2 F' R2 F D2 F D2 R' D' B L F' R' B' F
 
Next:
R U2 F L2 R2 D2 F' R2 F D2 F D2 R' D' B L F' R' B' F
// ZZ, 45 STM
y' L F2 U2 F' B2 // EO-line
L' R2 U2 L' // Square
U2 R2 U2 R U' R' // Square
L' U L U2 L' U L U' L' // Pair #3
U' R' U' R // Pair #4
U' R2 D' R U2 R' D R U2 R // COLL
M2 U2 M2 U' M2 U2 M2 // EPLL

Next: R D' B R2 F2 D2 B2 R2 B2 U' B2 L2 D' L B2 F' R' B' L D
 
// ZZ, 45 STM
y' L F2 U2 F' B2 // EO-line
L' R2 U2 L' // Square
U2 R2 U2 R U' R' // Square
L' U L U2 L' U L U' L' // Pair #3
U' R' U' R // Pair #4
U' R2 D' R U2 R' D R U2 R // COLL
M2 U2 M2 U' M2 U2 M2 // EPLL

Next: R D' B R2 F2 D2 B2 R2 B2 U' B2 L2 D' L B2 F' R' B' L D
z2 y
//edges EDQS JFKN UPGB
//corners EHJR SWOM

S' D' S M D' M' S' D2 S //UF-LU-DF-LD-RD
M D F D' M' R2 E' R2 U L' u' //UF-LF-BU-RB-LB
U2 M R S' R' U' R S R' U' M'//UF-DB-FR-RU-UB

[R U R' U D : [R D R', U2]]
[U R U' : [R' D' R, U2]]
[R2 : [R' U' R ,D2]]
[D : [D, R U R']]

x R2 F R F' R U2 r' U r U2 //parity

recon

Next: F2 L' U2 R2 B2 F2 U L2 R2 U2 F2 L2 U B' D2 L D L2 D U' B2
 
Last edited:
Next: F2 L' U2 R2 B2 F2 U L2 R2 U2 F2 L2 U B' D2 L D L2 D U' B2
L F' U R' F D' // Cross
F U' F' // 1st pair
R U R' f' L2 f // 2nd pair
D' R U2 R' D // 3rd pair
U2 F U R' U' F' U R // ZBLS
y R' U' R U' R2 F' R U R U' R' F U2 R U' // ZBLL
43 STM

Next : U2 R D B2 R2 D' B2 U' R2 F2 U' B2 R' D F2 R B D R2 U2
 
Next : U2 R D B2 R2 D' B2 U' R2 F2 U' B2 R' D F2 R B D R2 U2
x2' // inspection
R2' D2 R B2 F2 // cross
U' L U L' U2' f' L f // 1st pair (BL)
U R' U' R U2 R' U' R // 2nd pair (BR)
U' R' F R F' U' R' F R F' // 3rd pair (FR)
F U F' // 4th pair (FL)
(U) F R U R' U' F' // OLL 45
R U R' U R U R' F' R U R' U' R' F R2 U' R' U2 R U' R' // Na

Next:
R U2 B R L2 B2 D' R D2 F2 R2 B2 R B2 D2 L' F'
 
Next : F2 D2 L B' R L F' U' F2 R2 U F2 L2 U' R2 D' L2 F2 U B R'
y' // inspection
D R' F L2' U B' // cross
d R U2' R' U R U' R' // 1st pair (FR)
y' U R U' R' U' R U' R' U R U' R' // 2nd pair (FR)
U' L' U' L // 3rd pair (FL)
U' L U' L' // 4th pair (BR)
(U2) F R' F' R U R U' R' // OLL 37
(U2) R' D' R U R' D R U R' D' R U2 R' D R // Ruihang Ab

Next:
U F D2 R2 U' L2 B2 D2 B2 U' F2 B' L D B D' U R' U2
 
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