A simple blindfold problem

I'm pretty sure that you can solve a 2cycle in 2-3cycles.

Copy pasted from Macky's site:

...
In effect, we replace the double transposition (XY)(ZW) with two 3-cycles, (XYZ)(XWZ). This is especially useful for 4x4, where double transpositions are hard to set up.

Keep in mind that sometimes (XZW)(XZY) is also useful.

Chris

Ah, that would be very helpful; Personally, I haven't tried using two 3-cycles in place of a double transposition, but remembering all the tough ones I've had, I'll try to use them. They seem much easier than awkward double transpositions.
 
The whole cube is solved except EP(1 7)(2 6). The orientation of the edges is alright - by the definition of the 3-cycle method (that's what I use). Now this should have been a simple double transposition problem. But think it over and you will see that setting it up is an involved process.

The relative orientation for edges (in this case UF<>BR) can be made different from the F2B2 orientation.

Well, *assuming* he's using Macky's guide so he's talking about F2B2 orientation and (UF BR)(UL BL), I'd say R'U'LU(Zperm)U'L'UR is obvious and U2lB(Hperm)B'l'U2 is shortest.

For this problem, I would do the 10-move DTcommutator [zF;M',U':M'] written out is, zF(M'(U'M'U)M(U'MU))F'z'

z F M' U' M' U M U' M U F' z'

Note that the setup (zF) places the pieces that need to be exchanged in the same spots as the common edge orientation alg (M'U')4, but I prefer by force of habit (M'U)4, and usually locate this and all double transpostions at (UL<>UB,DF<>DB), rather than (UR<>UB,DF<>DB). Therefore the alg that I use for simul swapping+ orientation on all 4 edge pieces is [S;M',U':M'] which written out is S(M'(U'M'U)M(U'MU))S'. Leaving out the *S* setup will prevent the top two edges (UR<>UB) from flipping, and is equivalent (less setup zF) to the original DTcommutator given earlier [zF;M',U':M'].
 
Personally I don't like to set up to Z perms. H perms can be setup to on any face (like N perms) and are faster as well as harder to mess up.

Assuming the edges are (UF BR) (UL BL):
- If you are allowed to do R/L quarter turns, I'd do something like U R' U L setup to H-perm on U. Stefan's 3-mover is fewer moves but more confusing.
- If you are allowed to do F/B quarter turns, I'd do B U' B2 setup to H-perm on U.
 
Personally I don't like to set up to Z perms. H perms can be setup to on any face (like N perms) and are faster as well as harder to mess up.

Assuming the edges are (UF BR) (UL BL):
- If you are allowed to do R/L quarter turns, I'd do something like U R' U L setup to H-perm on U. Stefan's 3-mover is fewer moves but more confusing.
- If you are allowed to do F/B quarter turns, I'd do B U' B2 setup to H-perm on U.

F/B turns are not allowed for 3OP; they'll mess up the orientation.
 
I looked it up with ACube, and there are a lot of 10 STM algorithms:

U L E2 L' U' B2 L E2 L' B2 . (18q, 12f, 10s)
U R S2 R' U' B2 R S2 R' B2 . (18q, 12f, 10s)
F L' E' L F' E' L' E L E . (14q, 14f, 10s)
F L' E' L E' L' E L E F' . (14q, 14f, 10s)
F E F' E' L' F E' F' L E . (14q, 14f, 10s)
F E' L' E' L E L' E L F' . (14q, 14f, 10s)
B M B' R' B U M' U' B' R . (12q, 12f, 10s)
B2 L E2 L' B2 U L E2 L' U' . (18q, 12f, 10s)
B2 R S2 R' B2 U R S2 R' U' . (18q, 12f, 10s)
L2 U' L' E L2 S' L' S D F2 . (16q, 13f, 10s)
L2 U' R E R2 S' R S D F2 . (16q, 13f, 10s)
L2 D' M' B M B2 E' B U B2 . (16q, 13f, 10s)
L2 D' M' F' M F2 E' F' U B2 . (16q, 13f, 10s)
R' B U M U' B' R B M' B' . (12q, 12f, 10s)
E M S D R E2 R' U' S' M . (18q, 16f, 10s)
E' L' F E F' L E F E' F' . (14q, 14f, 10s)
E' L' E' L E F L' E L F' . (14q, 14f, 10s)
S M U F E2 F' D' M' S E' . (18q, 16f, 10s)
S M U F E2 F' U' M S' M2 . (20q, 16f, 10s)
S M U B M2 B' U' S2 M' S . (20q, 16f, 10s)
S2 M S' U F E2 F' U' S' M' . (20q, 16f, 10s)
S' M S2 U B M2 B' U' M' S' . (20q, 16f, 10s)
M S U F E2 F' U' S M' S2 . (20q, 16f, 10s)
M2 S M' U F E2 F' U' M' S' . (20q, 16f, 10s)

The one that seems the best is the one I've bolded, with a cuberotation.
x' U M U' R' U F M' F' U' R x
 
Personally I don't like to set up to Z perms. H perms can be setup to on any face (like N perms) and are faster as well as harder to mess up.

Assuming the edges are (UF BR) (UL BL):
- If you are allowed to do R/L quarter turns, I'd do something like U R' U L setup to H-perm on U. Stefan's 3-mover is fewer moves but more confusing.
- If you are allowed to do F/B quarter turns, I'd do B U' B2 setup to H-perm on U.

F/B turns are not allowed for 3OP; they'll mess up the orientation.

I gave two options for a reason. Some people allow R/L but not F/B; some people allow F/B but not R/L. You choose one and neither is really better. I personally use 3OP and allow F/B.
 
Personally I don't like to set up to Z perms. H perms can be setup to on any face (like N perms) and are faster as well as harder to mess up.

Assuming the edges are (UF BR) (UL BL):
- If you are allowed to do R/L quarter turns, I'd do something like U R' U L setup to H-perm on U. Stefan's 3-mover is fewer moves but more confusing.
- If you are allowed to do F/B quarter turns, I'd do B U' B2 setup to H-perm on U.

F/B turns are not allowed for 3OP; they'll mess up the orientation.

I gave two options for a reason. Some people allow R/L but not F/B; some people allow F/B but not R/L. You choose one and neither is really better. I personally use 3OP and allow F/B.

Ah, now that I think about it, that makes sense. Using F/B would be like using R/L except with a y/y' turn.
 
Back
Top