deepSubDiver
Regular
I am currently working on a 3x3x3 cube solver (Java).
It works pretty fine for the first two layers and averages 400ms for it.
Since it is pretty trivial brute force, a problem comes up with the last layer. Theoretically, I need a search width of 18 (3 moves for each of the 6 sides), which blows up the brute force queue abnormally.
All edges are oriented, which makes the LL a little easier.
Can anyone come up with an idea which helps dividing the last layer into a few smaller problems? FYI, I don't want to use predefined alg tables for the solver.
For example, an idea I had:
# permute the corners
# solve a 2x2x1 block on U with R and U only, preserving the CP
# cause cp is solved, while solving the block on U the remaining 2 edges will be solved as well, which leaves me with a
# 3-corner cycle, which in the worst case can have a length of 12 moves
\Edit: Wait, no. It leaves me with three unoriented but placed corners, which makes it quite awkward to solve.
More ideas, please
It works pretty fine for the first two layers and averages 400ms for it.
Since it is pretty trivial brute force, a problem comes up with the last layer. Theoretically, I need a search width of 18 (3 moves for each of the 6 sides), which blows up the brute force queue abnormally.
All edges are oriented, which makes the LL a little easier.
Can anyone come up with an idea which helps dividing the last layer into a few smaller problems? FYI, I don't want to use predefined alg tables for the solver.
For example, an idea I had:
# permute the corners
# solve a 2x2x1 block on U with R and U only, preserving the CP
# cause cp is solved, while solving the block on U the remaining 2 edges will be solved as well, which leaves me with a
# 3-corner cycle, which in the worst case can have a length of 12 moves
\Edit: Wait, no. It leaves me with three unoriented but placed corners, which makes it quite awkward to solve.
More ideas, please
Last edited: