AvGalen
Premium Member
I am probably one of very few people that has actually used the old notation for scrambles. It basically meant that 1 person that knew how that notation worked scrambled all megaminxes during a competition because nobody else could. It also took me minutes to perform and only about half of the time I got it right.
With the new method everyone can help scrambling megaminx resulting in more competitors during tournaments, less burden on 1 scrambler and most importantly competitors actually have to solve the same scramble because it is so easy to perform it correct. (I pop megaminxes more often than I make scrambling mistakes). With the increased interest has come increased solving speed and I think we are getting to the point where we could change the format of megaminx to be average of 5 (with a possible cut-off time to prevent beginners to take to much time) much like 5x5x5.
For me the most important things about any scramble is that it is
1) "random enough"
2) the same for all competitors
Getting a perfectly random stated generated scramble with an optimal generated scramble-string would be ideal for every puzzle, but it isn't going to happen for megaminx. The current method Just Works (tm).
The thing I am most interested in are the exclusive double turns. They seem to reduce randomness of scrambles (possible number of positions) without a good need for that. The only sources I could find about this choice are the following two quotes and they are both not very scientific (doesn't make them less true though). The first only mentions a belief without any further explanation, the second takes the extreme of only 10 moves in the example (with only one double turn). I have tested the following:
1) Perform the scramble as stated, alternating y and y' rotations at the end of each line
2) Perform the scramble as stated, alternating y and y' rotations at the end of each line but also alternating between single and double turns (a++b++c++d++e++f++g++h++ becomes a++b++c+d+e++f++g+h+)
The first had one pair build after the entire scramble, the second didn't have any pairs build at all. Both looked like they had no solved corners or edges at all. Both had 3 faces where 1 cross-edge was attached, but not solved (like FRB D would do to the D-face on a cube
I realise that this isn't a good scientific analysis, but for me it is Good Enough (another tm). I would like to know in more detail why Stephan thinks exclusive double turns are a good idea. Changing the scrambler to include quarterturns would greatly increase the amount of possible results (from 2^70 to 4^70 or 10^42 if my math is not mistaken not taking rotations into account) and didn't significantly increase the difficulty/accurarcy/time of scrambling.
The two quotes I mentioned earlier:
With the new method everyone can help scrambling megaminx resulting in more competitors during tournaments, less burden on 1 scrambler and most importantly competitors actually have to solve the same scramble because it is so easy to perform it correct. (I pop megaminxes more often than I make scrambling mistakes). With the increased interest has come increased solving speed and I think we are getting to the point where we could change the format of megaminx to be average of 5 (with a possible cut-off time to prevent beginners to take to much time) much like 5x5x5.
For me the most important things about any scramble is that it is
1) "random enough"
2) the same for all competitors
Getting a perfectly random stated generated scramble with an optimal generated scramble-string would be ideal for every puzzle, but it isn't going to happen for megaminx. The current method Just Works (tm).
The thing I am most interested in are the exclusive double turns. They seem to reduce randomness of scrambles (possible number of positions) without a good need for that. The only sources I could find about this choice are the following two quotes and they are both not very scientific (doesn't make them less true though). The first only mentions a belief without any further explanation, the second takes the extreme of only 10 moves in the example (with only one double turn). I have tested the following:
1) Perform the scramble as stated, alternating y and y' rotations at the end of each line
2) Perform the scramble as stated, alternating y and y' rotations at the end of each line but also alternating between single and double turns (a++b++c++d++e++f++g++h++ becomes a++b++c+d+e++f++g+h+)
The first had one pair build after the entire scramble, the second didn't have any pairs build at all. Both looked like they had no solved corners or edges at all. Both had 3 faces where 1 cross-edge was attached, but not solved (like FRB D would do to the D-face on a cube
I realise that this isn't a good scientific analysis, but for me it is Good Enough (another tm). I would like to know in more detail why Stephan thinks exclusive double turns are a good idea. Changing the scrambler to include quarterturns would greatly increase the amount of possible results (from 2^70 to 4^70 or 10^42 if my math is not mistaken not taking rotations into account) and didn't significantly increase the difficulty/accurarcy/time of scrambling.
The two quotes I mentioned earlier:
Notice that "++" means two-fifth turns clockwise (in the direction of the arrow) and "--" means two-fifth turns counterclockwise (against the direction of the arrow). It's intentional that there are only two-fifth turns and no one-fifth turns, I believe this improves the scramble quality.
Now an improvement...
I thought I use many more "two fifth" turns than "one fifth" turns when I scramble for practice, and I just checked it and it turns out I do 2/5 turns *exclusively*. And they look better, too. Try just the first line of the above scramble:
R- D- R++ D+ R+ D- R- D- R+ D-
It leaves a large part of the megaminx untouched. Now undo that and instead do:
R-- D-- R++ D++ R++ D-- R-- D-- R++ D--
That's the same but all 1/5 turns turned into 2/5 turns. It has effects all around the megaminx. I then tried this scramble:
R++ D++ R-- D++ R++ D-- R++ D-- R-- D++
R++ D++ R++ D-- R++ D++ R-- D-- R-- D--
R++ D-- R++ D++ R++ D++ R-- D-- R-- D++
R-- D++ R++ D++ R++ D++ R-- D-- R++ D--
R-- D-- R-- D-- R++ D-- R-- D++ R-- D--
R-- D++ R++ D-- R++ D++ R-- D++ R++ D++
R++ D++ R++ D-- R++ D++ R-- D++ R-- D++
R++ D-- R-- D-- R++ D-- R-- D-- R-- D--
R++ D++ R++ D++ R-- D++ R++ D-- R++ D--
R-- D-- R++ D++ R++ D-- R++ D++ R++ D++
After the first sixty moves, there was not a single unbroken pair left.