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It's easier to just keep it in one thread. Anyone who wants to follow the discussion will know to look here for new posts.
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Yes for sequences up to 12 moves. Any position that requires more than 12 moves in the second phase is ignored and alternative first-phase solutions are tried until a good overall solution is found. The 12 move threshold is partly because of the time taken for my current algorithm to find optimal entries of more moves but more importantly because of the sheer size of the two tables and the amount of RAM available in my laptop![]()
That's neat. So the second step is pretty much always an optimal 12 moves. Maybe you should get someone with more RAM to generate tables for you and send them to you.
One think I was thinking of last night is that webcam input is a bit cumbersome for cubers looking to generate their own algorithms - but there is a plethora of alternatives I'm sure you know about.
Any particular favourites?
Facelet definition is usually the fastest method, but permutation and orientation definition can be faster in certain circumstances. Both I think are the most efficient input methods for humans when done visually, however; command line based input isn't too much of a problem - this is what Acube does.
Other methods I can think of are definition of the cubestate by an actual algorithm.
Just thinking.... this thread has already gone way beyond a "Member's Introduction". Do you think we should create a new thread somewhere more appropriate to continue the discussion or is it ok and easier to keep track of the thread if we just continue here?
If you ask one of the mods they can move the thread for you if you like.
I have assembled a lego robot to solve the 3x3 too, but the ones you did look awesome. They seem very reliable and accurate.
I am curious, how does it handle the pure edge flip case for the 4x4 and 5x5. (Can you post the algorithm)?
Edit:
An optimal (in quarter turns please), not necessarily fast one.
I have assembled a lego robot to solve the 3x3 too, but the ones you did look awesome. They seem very reliable and accurate.
Cool - do you have any videos of it? Have you considered trying to build a robot to solve sizes other than 3x3x3?
Thanks - yes, the MultiCuber solvers in particular are fairly reliable - they have to be to solve the larger cubes!![]()
I have assembled a lego robot to solve the 3x3 too, but the ones you did look awesome. They seem very reliable and accurate.
Cool - do you have any videos of it? Have you considered trying to build a robot to solve sizes other than 3x3x3?
Thanks - yes, the MultiCuber solvers in particular are fairly reliable - they have to be to solve the larger cubes!![]()
Yes I have one in my youtube channel. http://www.youtube.com/watch?v=QWyE5Ly9Oq8
As you can see though, it has a very inaccurate rotating system. I had very limited pieces, that was probably why though. Your idea of boxing the cube is very good.
By the way, how did you get the camera to read all the colors so well every time, even with the 5x5? That was always a problem with me. I tried every different thing possible, like RGB, CMYK, HSV etc. A slight change of lighting could make the software mix red and orange up.
I have assembled a lego robot to solve the 3x3 too, but the ones you did look awesome. They seem very reliable and accurate.
Cool - do you have any videos of it? Have you considered trying to build a robot to solve sizes other than 3x3x3?
Thanks - yes, the MultiCuber solvers in particular are fairly reliable - they have to be to solve the larger cubes!![]()
Yes I have one in my youtube channel. http://www.youtube.com/watch?v=QWyE5Ly9Oq8
As you can see though, it has a very inaccurate rotating system. I had very limited pieces, that was probably why though. Your idea of boxing the cube is very good.
By the way, how did you get the camera to read all the colors so well every time, even with the 5x5? That was always a problem with me. I tried every different thing possible, like RGB, CMYK, HSV etc. A slight change of lighting could make the software mix red and orange up.
Thanks for the video link - I've 'liked' and 'favourited' this and added it to my playlist which is an attempt to collect all the unique LEGO Rubik Cube solvers
I can find!
I have tried several methods for colour "discrimination". My most reliable (which is needed for the 6x6x6!) uses HSL. My approach is to compare all of the colours observed with each other and make relative comparisons rather than trying to match each individual piece to absolute colours. This means that shadows and variations in lighting have less effect. White and yellow are the colours my solver typically has problems with, particularly under incandescent lighting which is itself slightly yellow
EDIT: and oh yes - I'm very impressed by your apparent unicycling talent - I tried unsuccessfully myself a number of years ago. BTW - do you juggle too?![]()
now im feeling inspired. I want to to get the nxt set...
then i saw the price... lol
I am curious, how does it handle the pure edge flip case for the 4x4 and 5x5. (Can you post the algorithm)?
Edit:
An optimal (in quarter turns please), not necessarily fast one.
Here is the first sequence that my solver finds to flip the last edge for 4x4x4 (it works in face turn metrics). I don't know if this is optimal and it does swap the corners adjacent to the edge so effectively flips an entire edge of 2 corners and two edge pieces... is this what you meant by "pure edge flip"?
F2 D2 Lw' F2 Lw D2 Lw' D2 Lw B2 Lw' U2 Rw' U2 Lw B2
(I hand translated the output from my current program to what I believe is the appropriate notation... I am using Lw to mean two layers of the left face - is this correct?)
I am curious, how does it handle the pure edge flip case for the 4x4 and 5x5. (Can you post the algorithm)?
Edit:
An optimal (in quarter turns please), not necessarily fast one.
Here is the first sequence that my solver finds to flip the last edge for 4x4x4 (it works in face turn metrics). I don't know if this is optimal and it does swap the corners adjacent to the edge so effectively flips an entire edge of 2 corners and two edge pieces... is this what you meant by "pure edge flip"?
F2 D2 Lw' F2 Lw D2 Lw' D2 Lw B2 Lw' U2 Rw' U2 Lw B2
(I hand translated the output from my current program to what I believe is the appropriate notation... I am using Lw to mean two layers of the left face - is this correct?)
Or if you meant just flipping the last two edge pieces but preserving the rest of the 4x4x4 cube how about the following 36 move sequence?
D B2 D' R2 U R2 B L' B' L U' B' U2 B U Dw2 R2 Dw B2 L2 F2 Dw' F2 Dw F2 Dw' L2 Dw L2 Dw' B2 Dw B2 Dw2 R2 Dw2
Just done a bit of research and found the thread http://www.speedsolving.com/forum/forumdisplay.php?f=9 to which you are contributing.... 36 face turns is a little slow isn't it!
A little improvement is needed before my software would really be useful to the speedcubing cimmunity perhaps?
Here is the first sequence that my solver finds to flip the last edge for 4x4x4 (it works in face turn metrics). I don't know if this is optimal and it does swap the corners adjacent to the edge so effectively flips an entire edge of 2 corners and two edge pieces... is this what you meant by "pure edge flip"?
F2 D2 Lw' F2 Lw D2 Lw' D2 Lw B2 Lw' U2 Rw' U2 Lw B2
(I hand translated the output from my current program to what I believe is the appropriate notation... I am using Lw to mean two layers of the left face - is this correct?)
Or if you meant just flipping the last two edge pieces but preserving the rest of the 4x4x4 cube how about the following 36 move sequence?
D B2 D' R2 U R2 B L' B' L U' B' U2 B U Dw2 R2 Dw B2 L2 F2 Dw' F2 Dw F2 Dw' L2 Dw L2 Dw' B2 Dw B2 Dw2 R2 Dw2
Just done a bit of research and .... 36 face turns is a little slow isn't it!
A little improvement is needed before my software would really be useful to the speedcubing community perhaps?
FROM:My 20 years of SpeedCubing - Jessica Fridrich
http://www.ws.binghamton.edu/fridrich/history.html
"I would dare to say that nothing important happened in speed cubing and cubing in general over the next decade. Then, in 1992 Herbert Kociemba developed a computer algorithm with a performance very close to the God's Algorithm (the shortest moves from any position). It was, in my opinion, the biggest event in cubing in general. Suddenly, we could obtain the shortest moves for any position and any pattern. Surprisingly, Kociemba's algorithm always seemed to find a solution within 20 face moves. The famous cube-in-cube pattern turned out to have an elegant short solution L F L D'B D L² F² D'F'R U'R'F² D as we suspected for a long time but never found it. Progress has been made in identifying the farthest positions on the cube (superflip and supertwist). To give you an idea how revolutionary Kociemba's discovery was, the previous best computer solution was always able to solve the cube within 38 moves, but could not guarantee better (Thistlewaite's algorithm). Even though Kociemba's algorithm did not provide a proof that the diameter of the cube group is indeed 20 in face counting, it has been an impressive piece of work, indeed. As the computer speed and memory increased, optimal solvers came to life, and suddenly, to my opinion, the cube lost much of its enigma."
Here is the first sequence that my solver finds to flip the last edge for 4x4x4
There are many cases that we still don't have good algs for, and probably would never have them,...
What cases are you talking about?
It seems that algorithms which are "good" to speedcubers are ones which are formed from the conventional method (done with a 3X3X3 solver), as they only use the moves involving {U2, B2, D2, F2, Rw',Rw2, Rw2,Lw', Lw2, Lw} (this is the whole set, but of course, opinions will vary one whether or not an algorithm should just have U2, or have U2 with F2 or B2...and whether or not Rw22 and Lw22 are a waste of time or not).
Cride: cube applet can custom display for >3x3x3 soon?
It would be great to have a system which sorts algorithm lists based on these complex metrics, also with the possibility of allowing the user to choose their own metrics to reflect their cubing style.
I'm seriously thinking about adapting my generic algorithm to being able to generate "algorithms" for the 4x4x4 cube initially but are you suggesting that even for the 3x3x3 there is scope for a more flexible, configurable generator?
Can you PLEASE stop putting idiotic "proof"s on the forum? Not only are many of them nonsensical or wrong, but you sound like a crank and I think you could do a lot better. Stop trying to take over someone's thread with meaningless mathematical-sounding language, bold text, and minefields of asterisks. This guy has some interesting stuff to contribute and we don't want to push him away by concentrating on one tiny and irrelevant topic.Speedsolving Theorem:
Let A be a potentially good speedsolving parity algorithm.
Then A must contain some elements of X={U2, B2, D2, F2, Rw',Rw2, Rw2, Lw', Lw2, Lw}, but not all elements of X.
PROOF:
Ask any speedsolver for big cubes
.... This guy has some interesting stuff to contribute and we don't want to push him away by concentrating on one tiny and irrelevant topic.
... Currently, as far as I'm aware no 3x3x3 solvers actually conduct the search using any of these kind of metrics. The most they allow is to exclude the use of selected faces. It may be easier to apply these metrics after alg-generation, so that large generated lists can be sorted/filtered before being presented to the user. Is this how your solver currently generates good solutions for your robot?
It would be better if these metrics were actually built into the solver. Instead of generating a huge pile of sub-optimal algs and reducing it down, the system would simply generate the best algs for the chosen metrics directly.