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Does someone have a good alg for orienting 4 edges? Mine just sucks, and takes as many moves as my av. solution, but is essential to a part of my speedsolving method.
Try this: U L' U L R U' B U' B' R'.
That's almost exactly the method I use in practice ErikExcept I usually do the tips earlier, to take advantage of otherwise wasted delays on my part.
fanwuq: Did you know that Jaap's pyraminx applet comes with an optimal solver? If you set up a position and press the "solve" key it will do one move of an optimal solution, so all you have to do is write down and iterate. That's how I got the algs for my methodI like your idea, though, it could be very fast. Maybe you could also solve the last five edges a bit more Heise-style: solve one edge in the first layer and one in the last, and then the last three in one step (which has a lot of 4-move algs as ooveehoo pointed out).
Oh, and while we are talking about ridiculously efficient methods, Tim Sun's Petrus version got me some really good results. Solve one edge and its associated corners (along with all the tips since the next step is tough); then you have basically 2-gen left, so orient all edges Petrus-style and then solve 2-gen (very easy and intuitive). I don't know the exact movecount for this but I remember being able to average around 13 moves on Tetraminx with it. Orienting edges is the only hard part really, and it might end up requiring some kind of non-color-neutrality if you hope to do a speedsolve.
That's almost exactly the method I use in practice ErikExcept I usually do the tips earlier, to take advantage of otherwise wasted delays on my part.
fanwuq: Did you know that Jaap's pyraminx applet comes with an optimal solver? If you set up a position and press the "solve" key it will do one move of an optimal solution, so all you have to do is write down and iterate. That's how I got the algs for my methodI like your idea, though, it could be very fast. Maybe you could also solve the last five edges a bit more Heise-style: solve one edge in the first layer and one in the last, and then the last three in one step (which has a lot of 4-move algs as ooveehoo pointed out).
Oh, and while we are talking about ridiculously efficient methods, Tim Sun's Petrus version got me some really good results. Solve one edge and its associated corners (along with all the tips since the next step is tough); then you have basically 2-gen left, so orient all edges Petrus-style and then solve 2-gen (very easy and intuitive). I don't know the exact movecount for this but I remember being able to average around 13 moves on Tetraminx with it. Orienting edges is the only hard part really, and it might end up requiring some kind of non-color-neutrality if you hope to do a speedsolve.
Hi
Why is orienting edges hard? Or you talk about orienting more than 2 of them? Flipping only 2 edges takes 8 easy commutator turns ...
I once "fewest moved" the pyraminx in 7 turns, that was way lucky of course
- Per
That's almost exactly the method I use in practice ErikExcept I usually do the tips earlier, to take advantage of otherwise wasted delays on my part.
fanwuq: Did you know that Jaap's pyraminx applet comes with an optimal solver? If you set up a position and press the "solve" key it will do one move of an optimal solution, so all you have to do is write down and iterate. That's how I got the algs for my methodI like your idea, though, it could be very fast. Maybe you could also solve the last five edges a bit more Heise-style: solve one edge in the first layer and one in the last, and then the last three in one step (which has a lot of 4-move algs as ooveehoo pointed out).
Oh, and while we are talking about ridiculously efficient methods, Tim Sun's Petrus version got me some really good results. Solve one edge and its associated corners (along with all the tips since the next step is tough); then you have basically 2-gen left, so orient all edges Petrus-style and then solve 2-gen (very easy and intuitive). I don't know the exact movecount for this but I remember being able to average around 13 moves on Tetraminx with it. Orienting edges is the only hard part really, and it might end up requiring some kind of non-color-neutrality if you hope to do a speedsolve.
Hi
Why is orienting edges hard? Or you talk about orienting more than 2 of them? Flipping only 2 edges takes 8 easy commutator turns ...
I once "fewest moved" the pyraminx in 7 turns, that was way lucky of course
- Per
Oh, and while we are talking about ridiculously efficient methods, Tim Sun's Petrus version got me some really good results. Solve one edge and its associated corners
Does someone have a good alg for orienting 4 edges? Mine just sucks, and takes as many moves as my av. solution, but is essential to a part of my speedsolving method.
Try this: U L' U L R U' B U' B' R'.
I'm almost done learning my method. I don't use all of the 95 algs. I just use 2 commutators and algorithms for special cases.
I'm almost done learning my method. I don't use all of the 95 algs. I just use 2 commutators and algorithms for special cases.
Beat my pathetic NR next competition!
That's the keyhole method.I got a pyra for my birthday,(got it in the evening ~ 6:30pm) and by the time I went to bed I had figured out a way to solve it by myself(It seems kinda like a simplified 1-flip method). so here it is:
1.solve 2 edges around 1 center.
2.using inverted U moves(hold the U center and twist the bottom) move around and fix the centers
3.set up and solve the center with an alg I came up with: L' R'(I used to do R2) L R.
4.solve the last 3 edges using commutators like R L R' L' until either it is solved or you get a pure flip. Then use a commutator to solve the pure flip.