unsolved
Veteran
I am sure most readers are familiar with the Reduction Method for the 4x4x4 where the centers are solved first, the dedges next, and finally the corners.
Let me first state that I am not, and have never solved a 4x4x4 in this fashion.
I solve the 4x4x4 from the top down, resulting in those "last layer" conditions with the dedges everyone seems to loathe.
This brings me to the reason for the post.
Can the dedges always be solved without parity errors, and therefore with fewer moves on average, if they are attacked first?
I understand this may be awkward for a human, but I am writing C-code for a program to deal with it.
If those longer parity-correcting algs can be avoided altogether, it might be a worthwhile goal for a stage solver. If, however, there is no guarantee that a random scramble can bypass the parity en route to putting all 24-pair of dedges back together, it probably won't matter at what stage they are solved.
Let me first state that I am not, and have never solved a 4x4x4 in this fashion.
I solve the 4x4x4 from the top down, resulting in those "last layer" conditions with the dedges everyone seems to loathe.
This brings me to the reason for the post.
Can the dedges always be solved without parity errors, and therefore with fewer moves on average, if they are attacked first?
I understand this may be awkward for a human, but I am writing C-code for a program to deal with it.
If those longer parity-correcting algs can be avoided altogether, it might be a worthwhile goal for a stage solver. If, however, there is no guarantee that a random scramble can bypass the parity en route to putting all 24-pair of dedges back together, it probably won't matter at what stage they are solved.