Need Pyraminx Optimal Solver (not Jaapsch)

Tim Major

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I need a Pyraminx optimal solver that supplies an algorithm to you. Jaap kind of has one. http://www.jaapsch.net/puzzles/javascript/pyraminj.htm

But it doesn't give an algorithm, and is hard to set stickers/cubies. Where can I find one. Then main alg I need one for would be a shorter alg that would solve this:

L U R U' R' L' U L' U' L U R

My intuitive alg is below.

R' U' L' U L U' L R U R' U' L'

I need a faster form of this, and an optimal solver so I can work them out for myself.
Thanks.
 
I don't think it's all that hard to use. You can click on a corner to rotate that corner, and then just click "solve" to have it do one move at a time. Really easy to use if you have a pyraminx nearby to test things out on. It's easier for everyone if you just learn how to use what's out there rather than asking someone to make an entire optimal solver just for you.

The solution Jaap's program gives to your scramble is
U' L' B L R L B' R L'.
Not intuitive, but hey, it's optimal.
 
I don't think it's all that hard to use. You can click on a corner to rotate that corner, and then just click "solve" to have it do one move at a time. Really easy to use if you have a pyraminx nearby to test things out on. It's easier for everyone if you just learn how to use what's out there rather than asking someone to make an entire optimal solver just for you.

The solution Jaap's program gives to your scramble is
U' L' B L R L B' R L'.
Not intuitive, but hey, it's optimal.
Thanks. Maybe a mod should delete this thread. I find it hard to see the moves, as it doesn't turn. I'm currently modding my pyra, so I guess further algs will have to wait. I also didn't know you could do the solve 1 step at a time. Maybe an update, because last time I checked, you couldn't. Thanks for alg.

Edit: Thanks for alg. I may edit it slightly, or add in some rotations.
 
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I find it hard to see the moves, as it doesn't turn. I'm currently modding my pyra, so I guess further algs will have to wait. I also didn't know you could do the solve 1 step at a time. Maybe an update, because last time I checked, you couldn't.

As far as finding it hard to see the moves, that's why you keep a pyraminx around while you're finding algs, so you can check what the solver did. That's how I generated my complete l4e alg set. The one step at a time is not an update, it's been there for years; you probably just didn't notice because there is more than one button that solves the puzzle.
 
I find it hard to see the moves, as it doesn't turn. I'm currently modding my pyra, so I guess further algs will have to wait. I also didn't know you could do the solve 1 step at a time. Maybe an update, because last time I checked, you couldn't.

As far as finding it hard to see the moves, that's why you keep a pyraminx around while you're finding algs, so you can check what the solver did. That's how I generated my complete l4e alg set. The one step at a time is not an update, it's been there for years; you probably just didn't notice because there is more than one button that solves the puzzle.

Perhaps you could make a solver anyway? You do have optimal scrambling on qqtimer, it would'nt take super long would it? Cube explorer for other puzzles maybe?:D 'twould be very helpful for many experimental methods I come up with every day almost. Probably helpful for others too.
 
The pyraminx only has about 933000 possible states. So you could program a computer to do a brute force search for the optimal solution for a scrambled puzzle. At the same time you'd get God's Algorithm for the puzzle too.
 
The pyraminx only has about 933000 possible states. So you could program a computer to do a brute force search for the optimal solution for a scrambled puzzle. At the same time you'd get God's Algorithm for the puzzle too.

And I think every case can be solved in under 12 moves (maybe + or - 1 or 2), so it would figure out God's algorithm very fast.
 
The pyraminx only has about 933000 possible states. So you could program a computer to do a brute force search for the optimal solution for a scrambled puzzle. At the same time you'd get God's Algorithm for the puzzle too.
And I think every case can be solved in under 12 moves (maybe + or - 1 or 2), so it would figure out God's algorithm very fast.
The number of moves doesn't matter much when the number of states is so small. Even if some cases needed hundreds of moves to solve, they could be solved practically instantly.
 
intuitively I got: [B U B'] [U R' U R U'] [R'] 1: bad edges, 2: permute the rest around the messed up 2 centres... 2-gen ofc ;D, 3: AUF or what you call it xD

but with KSolve.exe I got:
Ruleset loaded.
Pussel laddat: 0.00183487
Pruning tables found on file.
Loading time: 0.000375187
Tabeller berõknade/laddade: 0.0013661
Scramble loaded.
Blandning laddad: 0.00188292

Solving L U R U' R' L' U L' U' L U R
Depth 1 2 3 4 5 6 7 8 9
B L U L B L B U R'
B L U L' U B R B R
B L' B R' B' U L B' U
B R B' L R B' U' B L'
B U B U B R L' R L
B U B' U R' U R U' R' <--- the one I found intuitive haha xD
B U' R B L B L R L
B U' R' U R U' R B' R
L R B R B L U' B L
L R' L B U B U B L
L U L' U' B U' R B' R
L' B L' R' L U B' L U
L' B R' U B' L B' U B
R L' B R' U' R B' L R
R U' B L' U' L B' U R
R U' L' B U' B' L U R
R U' L' B' U R L U' B
U' B U' R B' R L U L'
U' L' B L R L B' R L'
L÷sning berõknad: 3.59893
Time: 3.606s

KSolve can be downloaded here: http://apelgam.se/Rubik/ksolve.zip
it's a bit advanced program >.< try ask Gunnar Krig how it works (it's Kåre Krig who made it :P) xD he is so happy each time I as him hehe :P
 
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