edward_9x
Veteran
For the past three days I've generated algorithms for all 40 COLL cases (including the sune and anti-sune subsets).
A lot of these turned out to just be the standard algs you would find on the internet (some written in slightly different notation). They are all not only half-turn optimal (but without accounting for AUF), but their executions are also not that bad. To view them, open up this maneuver file in Cube Explorer and read the algs written in the parantheses from the textboxes next to each alg: (not the "Generator" or "Solver"!)
gist.github.com
The arithmetic mean of all movecounts yields 9.525HTM. Please note that H2 was genned with "F S", which gets shortened to "f" and thus one move gets shaved off from that alg. Given that all EPLLs can be solved in exactly 7 moves from any angle, we get:
9.525+7=16.525, average LL movecount using these algs.
Add to that AUF and we get:
16.525+2*0.25=17.025 average LL movecount including AUF
The worst possible case is getting a 12-mover, which means your last layer (without AUF) is at most exactly 19 moves long (not accounting OLL skip/just PLL).
The algorithms are all of varying difficulty. Some have unconventional fingertricks, and you'll need to get creative (B and S moves). I have yet to memorize all of them, but most seem fine. I've tested all of them at least a couple times on actual hardware to get the most fingertrick-able algs.
Q: Why do this?
A: Because it's fun. And you get only ~3 more moves than the average 2GLL case, using a two look system (which in my opinion is very cool). Do I recommend using them? Eh. I'm not that fast so I can't tell if these are really the best algs in terms of speed.
A lot of these turned out to just be the standard algs you would find on the internet (some written in slightly different notation). They are all not only half-turn optimal (but without accounting for AUF), but their executions are also not that bad. To view them, open up this maneuver file in Cube Explorer and read the algs written in the parantheses from the textboxes next to each alg: (not the "Generator" or "Solver"!)
Move optimal COLL algs (ZZ-VH), genned in Cube Explorer
Move optimal COLL algs (ZZ-VH), genned in Cube Explorer - HTMOptimalCollAlgorithms.txt
The arithmetic mean of all movecounts yields 9.525HTM. Please note that H2 was genned with "F S", which gets shortened to "f" and thus one move gets shaved off from that alg. Given that all EPLLs can be solved in exactly 7 moves from any angle, we get:
9.525+7=16.525, average LL movecount using these algs.
Add to that AUF and we get:
16.525+2*0.25=17.025 average LL movecount including AUF
The worst possible case is getting a 12-mover, which means your last layer (without AUF) is at most exactly 19 moves long (not accounting OLL skip/just PLL).
The algorithms are all of varying difficulty. Some have unconventional fingertricks, and you'll need to get creative (B and S moves). I have yet to memorize all of them, but most seem fine. I've tested all of them at least a couple times on actual hardware to get the most fingertrick-able algs.
Q: Why do this?
A: Because it's fun. And you get only ~3 more moves than the average 2GLL case, using a two look system (which in my opinion is very cool). Do I recommend using them? Eh. I'm not that fast so I can't tell if these are really the best algs in terms of speed.
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