EOline

Spooter

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Joined
Feb 25, 2009
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I am having some trouble finding help for the EOline. I understand the concept and I can implement that concept, but I'm having trouble finding the edges that are wrong, and actually solving those bad edges in a short number of moves.

Currently I use these algorithms:

2 opposite edges: M' U M' U M' U2 M U M U M U2

4 top edges: (M' U)*4 (M U)*4

The example solve on the main page for ZZ doesn't help much with the EOline part as it only uses 4 moves to solve the 4 edges.

If someone can give me a website or just some information that can help me with the concept of finding the edges as well as solving that would be great. Thanks

Also I am not new to speed cubing... Average=25.46 seconds Best = 20.89 seconds.
 
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Ugh, your algorithms are about 10 moves longer than they should be. The point of EOline is that an edge is oriented if you can solve it with only U, L, R, and D moves, so if you do F you will flip the four edges on F (and B will flip the four edges on B). That's what you should be using to orient the edges. Recognize orientation in the same way people do with pre-orient BLD methods.
 
Ok, That helps but when I do Either a F or B it will also make all the good pieces in those faces bad. Must I move all the bad edges to the front or back and then rotate that face?
 
my.php


I found this picture from another thread that just helped me out a lot.
 
...but I'm having trouble finding the edges that are wrong


Look at your U/D faces if you see:
  1. U/D colour its good
  2. L/R colour its bad
  3. F/B colour means you need to look to the side of the edge
    • U/D on the side is bad
    • L/R on the side is good
Then look at the mid-slice edges on the L/R faces if you see:
  1. U/D colour its bad
  2. L/R colour its good
  3. F/B colour means you need to look round the side (F/B faces in this case)
    • U/D on the side is good
    • L/R on the side is bad

I like this method of detecting bad edges, because U/D colours and R/L colours instantly tell me if its good or bad. Every time theres an F/B colour I know to check the side to determine good/bad. ;)
 
When guides say that for a edge to be oriented correctly it must be able to be put into its correct spot with any non 1/4 F/B turns, does that mean it also has to be turned correctly (ie. green face has the orange side of the edge, orange side has the green side of the edge would be incorrectly turned).

I also dont understand what Asheboy said, if i have 2 incorrectly oriented edges and i put them into UF and UR positions and then do F R' F' it doesnt orient the edges at all.

I've never done Petrus, just Fridrich with around 30 sec average so if there is a petrus page that would help this make sense could someone find me it?

Also the main ZZ page doesnt have any examples of EOLine building except for 1 random solve. I cant find any sites for EOLine with demonstrations that aren't in Polish. I have the feeling that if i saw a vid or a applet I would understand EOLine concept better.
 
Hello

I've decided to upload and translate for you a EOLine solver made by ZZ which is actually available at ZZ's site (http://speedcubing.com.pl/nooks_zz.htm#zzspeed_narzedzia), but there is a lot of applets in java and the site load "for yonks"...

http://rubiks-cube.c0.pl/inne/eoline.html - here is this solver...

And 2 example zzf2l solves :

1)

scramble: B2 F2 D L R2 D' L' B F2 D2 L2 B' R F U2 L' B2 R' D2 L2 B' R2 F U2 B2 (blue on front, yellow on top)

you have 6 flipped edges..

EOLine: R L2 B F' L' F'

F2L: R' L' U L2 U' L' R U2 L' R' U R' U' R U R' U'

end 1.1) (without phasing) R2 U2 R'

end 1.2) (with phasing) R2 U' R' U R U2 R'

---------------------------------

2)

scramble: F' U2 L' B2 R' F D L2 B' R2 F D' B2 F' D L R2 F2 D' L' B F' D2 L B'

EOLine: L U D B

to show you good trick to f2l: U R' U' R2 L u L2 u'

L' U' L' U' L U' L2 U L U L U2 L' U' L U L' U2 R' U R U L' R' U R U' L (oc with phasing)

I know that this can be easily solve in lower count of moves but I want to show you tricks to ZZF2L
 
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scramble: B2 F2 D L R2 D' L' B F2 D2 L2 B' R F U2 L' B2 R' D2 L2 B' R2 F U2 B2 (blue on front, yellow on top)

you have 6 flipped edges..

EOLine: R L2 B F' L' F'

F2L: R' L' U L2 U' L' R U2 L' R' U R' U' R U R' U'

end 1.1) (without phasing) R2 U2 R'

end 1.2) (with phasing) R2 U' R' U R U2 R'

end 1.3) (winter variation) R U' L' U2 R U R' U2 L
 
I also dont understand what Asheboy said, if i have 2 incorrectly oriented edges and i put them into UF and UR positions and then do F R' F' it doesnt orient the edges at all.

What this does is place one bad edge into the F face. The quarter turn fixes the 1 bad edge, but also creates 3 new bad ones in the process. You're then swapping the 1 fixed good edge with your final bad one. This leaves the F face with four bad edges, which are then fixed by the quarter turn.

NOTE: If you have only 2 bad edges, it may not seem so, but this is the most efficient way to do it. If you were to place both bad edges into the F face and turn, you would simply end up with two more bad edges!

Finally, in case it helps, here's what I do for each number of bad edges:
  • 0: You should be so lucky :p
  • 2: As above, move one to F/B, turn, move the other to replace it, turn.
  • 4: Easy, just move them all to F/B and turn
  • 6: Most common, probably hardest. Either do 4, then deal with the other 2 as above ... or, flip 3, then add the 1 new bad edge to the other 3 to make a 4.
  • 8: Easy, 4 on one side, turn, then 4 on the other side turn.
  • 10: Forget about the bad edges. Move the 2 remaining good edges out of F/B, turn F and B, then deal with the final 2 bad edges as above.
  • 12: Easy, do F and B and you're left with 4.
... now once you've mastered that, you need to start looking at where the DF and DB edges are. I they're bad, then its good to have them in the FR/FL or BF/BL so that they can be rotated into place during your F/B turn. If they're good, or its not efficient to do as before I usually try to get them into the DL and DR positions. A simple D face turn after edge orientation gets the line. Remember though, there are plenty more ways to do it. This is usually efficient but not always!
 
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I also dont understand what Asheboy said, if i have 2 incorrectly oriented edges and i put them into UF and UR positions and then do F R' F' it doesnt orient the edges at all.

What this does is place one bad edge into the F face. The quarter turn fixes the 1 bad edge, but also creates 3 new bad ones in the process. You're then swapping the 1 fixed good edge with your final bad one. This leaves the F face with four bad edges, which are then fixed by the quarter turn.

NOTE: If you have only 2 bad edges, it may not seem so, but this is the most efficient way to do it. If you were to place both bad edges into the F face and turn, you would simply end up with two more bad edges!

Finally, in case it helps, here's what I do for each number of bad edges:
  • 0: You should be so lucky :p
  • 2: As above, move one to F/B, turn, move the other to replace it, turn.
  • 4: Easy, just move them all to F/B and turn
  • 6: Most common, probably hardest. Either do 4, then deal with the other 2 as above ... or, flip 3, then add the 1 new bad edge to the other 3 to make a 4.
  • 8: Easy, 4 on one side, turn, then 4 on the other side turn.
  • 12: Forget about the bad edges. Move the 2 remaining good edges out of F/B, turn F and B, then deal with the final 2 bad edges as above.
  • 14: Easy, do F and B and you're left with 4.
... now once you've mastered that, you need to start looking at where the DF and DB edges are. I they're bad, then its good to have them in the FR/FL or BF/BL so that they can be rotated into place during your F/B turn. If they're good, or its not efficient to do as before I usually try to get them into the DL and DR positions. A simple D face turn after edge orientation gets the line. Remember though, there are plenty more ways to do it. This is usually efficient but not always!

I'm assuming you meant 10 and 12, respectively, here? :p
 
When guides say that for a edge to be oriented correctly it must be able to be put into its correct spot with any non 1/4 F/B turns, does that mean it also has to be turned correctly (ie. green face has the orange side of the edge, orange side has the green side of the edge would be incorrectly turned).

I also dont understand what Asheboy said, if i have 2 incorrectly oriented edges and i put them into UF and UR positions and then do F R' F' it doesnt orient the edges at all.

I've never done Petrus, just Fridrich with around 30 sec average so if there is a petrus page that would help this make sense could someone find me it?

Also the main ZZ page doesnt have any examples of EOLine building except for 1 random solve. I cant find any sites for EOLine with demonstrations that aren't in Polish. I have the feeling that if i saw a vid or a applet I would understand EOLine concept better.

I also dont understand what Asheboy said, if i have 2 incorrectly oriented edges and i put them into UF and UR positions and then do F R' F' it doesnt orient the edges at all.

What this does is place one bad edge into the F face. The quarter turn fixes the 1 bad edge, but also creates 3 new bad ones in the process. You're then swapping the 1 fixed good edge with your final bad one. This leaves the F face with four bad edges, which are then fixed by the quarter turn.

NOTE: If you have only 2 bad edges, it may not seem so, but this is the most efficient way to do it. If you were to place both bad edges into the F face and turn, you would simply end up with two more bad edges!

Finally, in case it helps, here's what I do for each number of bad edges:
  • 0: You should be so lucky :p
  • 2: As above, move one to F/B, turn, move the other to replace it, turn.
  • 4: Easy, just move them all to F/B and turn
  • 6: Most common, probably hardest. Either do 4, then deal with the other 2 as above ... or, flip 3, then add the 1 new bad edge to the other 3 to make a 4.
  • 8: Easy, 4 on one side, turn, then 4 on the other side turn.
  • 10: Forget about the bad edges. Move the 2 remaining good edges out of F/B, turn F and B, then deal with the final 2 bad edges as above.
  • 12: Easy, do F and B and you're left with 4.
... now once you've mastered that, you need to start looking at where the DF and DB edges are. I they're bad, then its good to have them in the FR/FL or BF/BL so that they can be rotated into place during your F/B turn. If they're good, or its not efficient to do as before I usually try to get them into the DL and DR positions. A simple D face turn after edge orientation gets the line. Remember though, there are plenty more ways to do it. This is usually efficient but not always!

I'm assuming you meant 10 and 12, respectively, here? :p

What :confused: your eyes must be deceiving you :p
 
I have a problem of what to do after EOLine. I don't see what the advantage of block building is and I do more of a EOCross:D. Plus the fact that I'm not that great at block building doesn't help.
 
If you avoid building the cross, it gives you more freedom to make c/e pairs; You have an entire side free for manipulating pieces, and you don't always have to make the same c/e pairs for the same block (sometimes you will make pairs which lie horizontally instead of vertically). I guess if you're REALLY good at block building, you could make blocks without intermediate steps, but here's how I do it:

1. Form a c/e pair which will be in the 2 by 2 by 1 block.
2. Form a centre/edge pair which will also be in the block.
3. Join the c/e pair and centre edge pair.

To make the block bigger (2 by 3 by 1), all you need to do is add another c/e pair to it.
 
I have a problem of what to do after EOLine. I don't see what the advantage of block building is and I do more of a EOCross:D. Plus the fact that I'm not that great at block building doesn't help.

I totally agree with ostracod here, its deffo less efficient if you build the whole cross first. However, I do find that having two unsolved cubies in the effectivly invisible in the DL and DR positions can ruin my lookahead. Because of this, I'll sometimes just quickly just position the DF edges if I'm having trouble finding my first C/E pair ... but this may be bad practice.

If you go for this approach, it reduces your 'blockbuilding' to three simple cases, depending on the orientation of the corner, and the orientation of its mid-slice edge. The last 1x1x2 block on each side can be a bit tricky to do efficiently when the C/E pair are already connected, so I've posted some EO preserving algs to deal with these situations for all the alg lovers out there :p
 
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