elrog
Veteran
The usuall approach on solving a 4x4 is to reduce to a 3x3, and use a 3x3 method to solve the cube, with the exception of parity cases. This is good because a fast 3x3 time can mean a fast 4x4 time. It could be improved upon by using less moves, but I'll talk about that later. I noticed a page on a Roux method for the 3x3x4 cube on a link on the wiki. It was a link from the 4x4 KBCM page. Then I began to wondaer, why always reduce to a 3x3? I know reducing to a 2x2 is impractical, butYou could reduce doen to a 3x3x4 or a 4x4x3 or something of the sorts. I think it could be interesting doing a 2x3x3. You could also do this with larger cubes such as the 6x6. Reduce the 6x6 down to a 4x4 or a 3x3x6. The possibilities are massive.
Are there already method out there that reduce to something other than a 3x3?
I've notices that direct solve methods for the 4x4 use many 3 cycle commutators to solve edge permutation, and thus solve orientation. This leads me to beleive that when an edge is in its correct place, it is oriented correctly and it flips while it is not in its correct cycle. Thus by orienting the edges, you limit their possible permutations. Knowing this, how practical would a 2 look ELL be doing orientation and then permutation, or is my assumption even correct? I am making a list of the orientation cases currecntly, and there doesn't seem to be too large of an amount. I'm worried that the permutation could take many, so you could reduce this by AUFing and doing L4C rather than CLL and ELL.
As for reducing the cubes state to that of a different cube/cuboid, you can save quite a bit of moves by solving centers and matching edges at the same time, however this takes more time to recognize and preform. My idea is to save mores 1: by solving some center peices, then match some edges, then do more centers, and by 2: placing edge pieces while you change them out for unmatched edges. I also had the idea of doing F2L on the 4x4 just as it is done on the 3x3, then with 1 slot emptly, go back and keyhole the 3rd layer edges. The last slot could then be solved by placing both edges and the corner at once. These are just some ideas I've been toying around with. I'm not sure how they'd actually work in the hands of a more experienced speedcuber.
I've noticed that a corners first method decreases more and more as the number of layers of a cube increases. This however would not be true of an edges first method, because a cube always has 8 corners. This gives me the idea that a edges first method may not be so bad for something like the 7x7. I do not have a 7x7, 6x6, or a 5x5, so I can't try this out.
I've noticed that Mf8 4x4s can have the circle either on the 4 center pieces, or on the edges. I don't think there is one, but I'd pay just about anything (if I had anything to pay, that is) for a 4x4 with a circle both on the edges and center pieces. That'd be a real challange
.
Are there already method out there that reduce to something other than a 3x3?
I've notices that direct solve methods for the 4x4 use many 3 cycle commutators to solve edge permutation, and thus solve orientation. This leads me to beleive that when an edge is in its correct place, it is oriented correctly and it flips while it is not in its correct cycle. Thus by orienting the edges, you limit their possible permutations. Knowing this, how practical would a 2 look ELL be doing orientation and then permutation, or is my assumption even correct? I am making a list of the orientation cases currecntly, and there doesn't seem to be too large of an amount. I'm worried that the permutation could take many, so you could reduce this by AUFing and doing L4C rather than CLL and ELL.
As for reducing the cubes state to that of a different cube/cuboid, you can save quite a bit of moves by solving centers and matching edges at the same time, however this takes more time to recognize and preform. My idea is to save mores 1: by solving some center peices, then match some edges, then do more centers, and by 2: placing edge pieces while you change them out for unmatched edges. I also had the idea of doing F2L on the 4x4 just as it is done on the 3x3, then with 1 slot emptly, go back and keyhole the 3rd layer edges. The last slot could then be solved by placing both edges and the corner at once. These are just some ideas I've been toying around with. I'm not sure how they'd actually work in the hands of a more experienced speedcuber.
I've noticed that a corners first method decreases more and more as the number of layers of a cube increases. This however would not be true of an edges first method, because a cube always has 8 corners. This gives me the idea that a edges first method may not be so bad for something like the 7x7. I do not have a 7x7, 6x6, or a 5x5, so I can't try this out.
I've noticed that Mf8 4x4s can have the circle either on the 4 center pieces, or on the edges. I don't think there is one, but I'd pay just about anything (if I had anything to pay, that is) for a 4x4 with a circle both on the edges and center pieces. That'd be a real challange