Freestyle method

My thought/intention was like Michael explains. And yes, referring to Chris' post.
So sticker solving would be what Chris calls freestyle and piece solving (the permutation part of) 3OP.

But perhaps not a good choice. In Swedish we have "bit" which means piece like in edge or corner piece,
sida (side) for sticker.

Anyway I am more inclined to agree with Mike's definition of freestyle as using floating buffers.
 
My thought/intention was like Michael explains. And yes, referring to Chris' post.
So sticker solving would be what Chris calls freestyle and piece solving (the permutation part of) 3OP.

But perhaps not a good choice. In Swedish we have "bit" which means piece like in edge or corner piece,
sida (side) for sticker.

Although it's not an exciting term, I still think "direct solving" fits well for what we are trying to describe.

Anyway I am more inclined to agree with Mike's definition of freestyle as using floating buffers.

I would have to disagree though. I use floating buffers for all the edges on the larger cubes, and I certainly don't consider myself a freestyle solver in the sense that I have a "loose" or organic approach to my cycles. I still solve with the same BH techniques, just start from a different buffer whenever my cycles end.

I think the bigger issue is for us to come up with a meta-method name for methods that solve the position and orientation of a piece, or pieces, at the same time. From there we can then qualify this method with terms like "freestyle" or "fixed buffer" vs. "floating buffer."

So for example, and using my "direct solving" term, I could describe my generalized edges solving approach as being a 3-cycle direct solving approach, meaning that I solve position and orientation at the same time when orientation makes sense (central edges), and I do so with 3 cycles. To further qualify my method I could then say that I solve with "floating buffer BH."

Now, normally I would just say that I use BH, or that I use "floating buffer BH", but this tells you the further fact that I am saying that I use a 3-cycle direct solving approach as well (the meta-method).

How does something like this sound?

So Freestyle would mean that you are using a direct solving approach. You would then have to further qualify it as 2-cycle or 3-cycle freestyle if you wanted to be very precise. Or we could even let "Freestyle," with no qualifier, be an understood "3-cycle Freestyle" and this leaves M2/R2 and Classic Pochmann to be called the "2-cycle direct solving" approaches. There does not appear to be a "2-cycle freestyle" approach that is used right now, unless I am mistaken? This is because all 2-cycle direct solving approaches are currently very systemized, M2/R2, Classic Pochmann, U2 method for big cube centers, r2 method for big cube edges, etc.

How does this sound? I am proposing this as either a convention we can use, or a start to us coming up with a convention that everyone can agree on.

Chris
 
Direct solving seems like good name as an opposite of orient+permute. But direct solving would a be category for BH, M2, R2 Classic Pochmann, Turbo, like everything except 3OP.

But does everything need names? My method is "commutators", or more specific "commutators with fixed buffer", or to be very precise "Commutators mixed with algorithms with fixed buffer". My method is of using the method "Speed-optimal threecycles". If we should be very specific, we will probably need a lot of names, and too many to be practical, since not many will remember what the "treble-method" will mean.

I use commutators, that's my method.
 
I wonder if the freestyle "kings", such as Ville, use floating buffers.

Didn't you read the thread that Ville posted? He explained how he uses floating buffers. (kind of off-topic but I couldn't ignore this)

I don't like the term freestyle. It seems to imply that there is no set method for solving, but like Chris said, eventually you are bound to do the same thing each time you encounter a certain case.
 
Just wanted to concur with the sentiment in this thread that the term "freestyle" as it is currently used is terribly vague and not really useful as terminology for thinking about blindsolving, despite it's common usage until now. In fact, I would go further to say that the term itself engenders vague thinking and misguided conceptions of "structured" versus "unstructured" solving that do not correspond terribly well with the reality of how existing methodologies actually work in practice.

As Chris said, a better way of thinking about BLD methods is to distinguish between the two umbrella groups of simultaneous and split solving of orientation/permutation, then discuss general methods within those umbrella groups, i.e., fixed buffer 2-cycle direct solving with PLLs (old Pochmann), fixed buffer direct edge solving with M2 (M2), unbuffered 3-cycle direct solving with optimal commutators (unbuffered optimal BH), split solving with commutators and PLLs (3OP), etc.

People should really just stop using the term "freestyle" at all and instead use more representative categories when talking about how they or other people blindsolve.
 
Last edited:
so , for a method like BH which is based by commutators should we learn all the algs ? or they can be done intuitively by knowing how to do commutators ?
 
really ? so how to learn commutators ? any tutorial or something ?! I've read joel van noort's commutator's page but it wasn't what i was looking for anyway
 
really ? so how to learn commutators ? any tutorial or something ?! I've read joel van noort's commutator's page but it wasn't what i was looking for anyway

You say that Joël's commutator tutorial, which is thoroughly written and illustrated with example applets, is not what you're looking for. Are you looking for a bad tutorial with unclear explanations or no illustrated examples?

Chris
 
You say that Joël's commutator tutorial, which is thoroughly written and illustrated with example applets, is not what you're looking for. Are you looking for a bad tutorial with unclear explanations or no illustrated examples?

Chris

What Chris means is that if you don't find that tutorial good, you probably won't find any guide good enough.
 
What Chris means is that if you don't find that tutorial good, you probably won't find any guide good enough.

I was more so referring to the phrasing of his post. It's not that I think Joël's guide is the tutorial to end all tutorials, though I do think it is quite good. What bothered me is that mr6768 did not list any reasons as to why he does not like Joël's guide. Without knowing what about Joël's guide mr6768 did not like, I inferred that one or more of the characteristics of Joël's guide that we can see are possibly not what he's looking for. The characteristics I saw were an extremely thorough explanation of commutators, as well as example applets. I figured one of these was not satisfactory for the poster, since we were given no additional information about why the guide was not a good one for the poster.

@mr6768: We're more than willing to help you, but you must give us more information or ask us more detailed questions. Your post leads me to jump to the conclusion that you just want us to spoon feed you the easiest way to learn to do commutators without any necessary thought or work to understand them. I'm not saying that this is the case, but it is the impression you gave, for me at least.

Chris
 
Chris, I think what he's wanting is a list of commutators people use for BLD and how they use them. I'm guessing a detailed BH method with a plethora of examples of commutators (I don't know BH but I'm under the impression it's not a set method with only x, y, and z commutators; more like you can use any commutator you want) that are often used for bld.

mr6768, I'm with Chris on this one. You definitely need to ask more detailed questions, and you can't expect to be just given all your knowledge. Most of the "older" (in terms of time here / spent cubing, not necessarily age) cubers learned from toying with concepts, and as all cubers should, so should you.
 
alright people, My bad ! for some reason I thought that joel's page is a beginner tutorial.
Anyway I have to confess that I haven't read the joel's tutorial completely.and I read it a while ago and I can't recall it .
I think I have to read it completely .
thanks to you great guys for caring and helping (especially chris ) .

Is BH method just for corners ?!
 
Back
Top