advanced pyraminx solution

I found a 10 turn 4 edge flip for Pyraminx.

Notation: Hold the cube so there is a U face and a F face, then you got the cornes at R, L, D and B so the turns I use are R, R', L, L', D, D', B, B'

Alg: R' L D' L D R L' B L' B'

There is one more case of 4 edges fliped but this is more common (4 of 5)

For this case I normally use the 8 turn two edge flip twice so this is 6 turns better :)

(I get it as my last two steps, the second last one solves the last FL edge and the last step is ELL, sometimes I can solve both in one, to always do it it is some 30 algs to learn, maybe I shall, not sure)

Superflip anyone?, max turns for Pyraminx is 11...
 
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That's almost exactly the method I use in practice Erik :) Except 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 method :P I 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:cool:

- Per
 
That's almost exactly the method I use in practice Erik :) Except 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 method :P I 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:cool:

- Per

Per, do you have a solver for pyraminx?

I tried fewest moves for it too. I got 11 before.
 
That's almost exactly the method I use in practice Erik :) Except 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 method :P I 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:cool:

- Per

He means before permuting the edges, which is significantly harder to recognize. That's basically the reason why all of us gave up on this approach.
 
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

That's the same as my first step, the second I do an adjacent edge and a third corner (or "centre", some like to call them that). I wrote about it earlier. The last corner I do while I look for the third FL edge that I solve as 7 cases, then ELL (5 cases). I mostly practice inspection and got methods to see the first two steps in some 80% of the solves, the last two steps is pure brute force and really fast. Recognition is almost instant and in most of my algs I got no regrips and I practice to not regrip between the two last steps, that I find "learnable" =)

Average is currently 10 secs for my best 3(5)'s and 11 secs for 10(12)'s, still I'm not a wery fast cuber.

A comon method is to place two edges and then orient corners using the third edge's place as a keyhole, then place the third edge and do ELL = the last two steps are the same as mine but comparing the first two is like comparing kehole F2L to Fridrich F2L, I simply do corner-edge pairs as my first two steps :)
 
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Hi :-)

And here's a superflip (flip all edges) on the pyraminx:

(R' L U)*3

See the image below. R turns the R tip together with the (middle) layer next to it. Same with L and U. R' mean counterclockwise turn (2 steps clockwise ..)

pyraminx_superflip.gif

Regards,

Per
 
For my "Ortega"-like method:

I found that building one face is quite a bit easier than building a layer. I'm not very good at either, but I average about 5 moves for face and 10 for layer. Recognition of the algs is quite easy. I can recognize almost as fast the the previous method, but I haven't looked for the algs yet. This I expect to yield about 12 move solutions on average once you get good at it.
 
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 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.
 
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.
That's the keyhole method.
 
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