[Help Thread] Master Pyraminx Discussion

The main thing that I have contributed is the 3-cycle algs - I couldn't find any good ones online, so I used ksolve to generate these. There were numerous 11 move optimal algs ksolve generated, and all were 2-gen! If anyone is interested in the full list of options, let me know, but I believed these to be the most ergonomic.
There's this easy-to-remember alg I found on TwistyPuzzles: Rw 2U Rw' 2U Rw 2U Rw' 2U where 2U = Uw U'. (Replace the 2U with 2L/2L' or whatever if that makes it better; I don't know pyraminx ergonomics.)

I also genned some 11-move algs for centre 3-cycles but I realised there was no way I'd remember them if I only do a couple of solves every few months, lol.
 
There's this easy-to-remember alg I found on TwistyPuzzles: Rw 2U Rw' 2U Rw 2U Rw' 2U where 2U = Uw U'. (Replace the 2U with 2L/2L' or whatever if that makes it better; I don't know pyraminx ergonomics.)

I also genned some 11-move algs for centre 3-cycles but I realised there was no way I'd remember them if I only do a couple of solves every few months, lol.

Yeah, I've seen that alg before, as well as the 14 move double sune, I've just usually found sunes to not be the most ergonomic to execute on pyraminx, especially with one of the moves essentially being a slice move. Maybe I just didn't play around with it enough, but I like my cycles enough at this point anyway.

What cube do you use?

It's the QiYi Master Pyraminx.
 
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I have a Master Pyraminx, what's the usual speed method? Typically what I do is:

Pair 4 edges/wings
Pyraminx solve
Centers
L2E using a comm (btw comms are super fun and easy on Master Pyraminx)

Also how would I pair L2E? I'm pretty sure it'd be way better than doing Pyra stage with 2 weird edges and then doing a comm
 
I have a Master Pyraminx, what's the usual speed method? Typically what I do is:

Pair 4 edges/wings
Pyraminx solve
Centers
L2E using a comm (btw comms are super fun and easy on Master Pyraminx)

Also how would I pair L2E? I'm pretty sure it'd be way better than doing Pyra stage with 2 weird edges and then doing a comm
Nice bump.
 
I got a master Pyraminx yesterday, and was wondering if there was a way to avoid having to solve the centers at the end. I saw @xyzzy god’s number for master Pyraminx thread, and he said it was 14 moves for edge reduction+ avoiding the messed up centers at the end, but there was no explanation as to how that worked
 
I got a master Pyraminx yesterday, and was wondering if there was a way to avoid having to solve the centers at the end. I saw @xyzzy god’s number for master Pyraminx thread, and he said it was 14 moves for edge reduction+ avoiding the messed up centers at the end, but there was no explanation as to how that worked
I can teach you the theory, but I don't think it's really usable in speedsolves or even in casual solves. (Maybe it is, maybe it's not? I'd love to be proven wrong here; at least it seems much easier to do this than OLL parity avoidance on big cubes.)

You can assign a number among {−1, 0, +1} to the orientation of each of the corner pieces (+1 if you need a cw turn to solve it, −1 if you need an acw turn), and you can also assign a number among {−1, 0, +1} to the permutation of the centre pieces (+1 if you need a cw turn to solve it, −1 if you need an acw turn, 0 if it's solved or a pair of 2-cycles). Let X be the sum of the corner orientations mod 3, and let Y be the centre permutation value. (These values should always be considered mod 3, so (+1) + (+1) = (−1), and so on.)

A clockwise non-wide move (i.e. turning one non-tip layer) changes X by −1 and does not affect Y. An anticlockwise non-wide move changes X by +1 and does not affect Y.

A clockwise wide move (i.e. turning two non-tip layers) changes both X and Y by −1. An anticlockwise wide move changes both X and Y by +1.

If X = Y and the edges are all paired, then you can solve it like a Jing's pyraminx (using only wide moves). In theory, you could determine the difference X−Y during inspection, do that many non-wide clockwise moves to start your solve, then restrict yourself to using commutators to do edge pairing (since comms will always have zero net effect on X and Y). This will force centres to be either solved or in a pair of 2-cycles (solved with triple sledge) once you have the corners and edges all solved.
 
I can teach you the theory, but I don't think it's really usable in speedsolves or even in casual solves. (Maybe it is, maybe it's not? I'd love to be proven wrong here; at least it seems much easier to do this than OLL parity avoidance on big cubes.)

You can assign a number among {−1, 0, +1} to the orientation of each of the corner pieces (+1 if you need a cw turn to solve it, −1 if you need an acw turn), and you can also assign a number among {−1, 0, +1} to the permutation of the centre pieces (+1 if you need a cw turn to solve it, −1 if you need an acw turn, 0 if it's solved or a pair of 2-cycles). Let X be the sum of the corner orientations mod 3, and let Y be the centre permutation value. (These values should always be considered mod 3, so (+1) + (+1) = (−1), and so on.)

A clockwise non-wide move (i.e. turning one non-tip layer) changes X by −1 and does not affect Y. An anticlockwise non-wide move changes X by +1 and does not affect Y.

A clockwise wide move (i.e. turning two non-tip layers) changes both X and Y by −1. An anticlockwise wide move changes both X and Y by +1.

If X = Y and the edges are all paired, then you can solve it like a Jing's pyraminx (using only wide moves). In theory, you could determine the difference X−Y during inspection, do that many non-wide clockwise moves to start your solve, then restrict yourself to using commutators to do edge pairing (since comms will always have zero net effect on X and Y). This will force centres to be either solved or in a pair of 2-cycles (solved with triple sledge) once you have the corners and edges all solved.
So I couldn’t figure out a (fast) way to do this with reduction, but with the method I use (z3/ruwix method), all you have to do is make sure either all the centers are solved or there is a 2-2 swap of centers after the solving corners or tri-centers or whatever you want to call them. This will take 1 turn at most, with a 1/3 chance of a skip. From there, the only turns you need to make are wide moves, sexy, sledge, and one move conjugates to sexy or sledge, none of which will affect the “parity” of the pyraminx.
yes, I know that it isn’t actually a parity, but I have no idea what to call it. Also, you can’t reduce this to a pyraminx, only a jings pyraminx. So why don’t we call this a master jings pyraminx?
 
Out of all the methods discussed in the thread, it does involve solving the inner centers at the last.
There are two main approaches, one is to do pure layer by layer, and the other is to reduce the master pyraminx to a pyraminx by edge pairing.

I was seeing Harsha's UWR solves, and I saw that he does not need to solve centers at last. How does he influence the centers and save the time executing that step. It seems like a novel method to me, and I have not tried such method in my 2.5 years of master pyraminx solving.

This is the tutorial:

 
It looks like he solves the centers and Jing's edges with a set of algorithms that he presents at 4:04 in the video.

It is a very impressive method. I'd love to learn it, but I suspect that I would have too much trouble remembering those algorithms, since I don't practice it enough. It's not many algorithms, but probably more than I will be able to remember.
 
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