Proof 2 is straight up not even a proof –
Yeah, it's potentially a straight up start to a potential sketch of proof to an alternate proof than Jaap's diagram. If anything can come out of it, it would probably lead to another case-by-case proof, but maybe the number of cases to observe could be less. Don't know, don't care to look into that. (My 2-gen 4x4x4 parity quest ended my fascination with 2-gen.) Maybe someone else can in the future.
Although definitely not an excuse for failing to write
Sketch of proof instead of
Proof, I should have spent more than a couple of hours writing that entire stackexchange post (and coming up with all of that
independently of Jaap in that time frame too), especially since I had zero knowledge of it before that day, but it is what it is. (I was in a hurry to write a response, because that was a Q/A board, not a website where I have all the time in the world to write up something and think it through. Still no excuse for me not editing it after the fact.)
I can't say I neglected the needed details for my commutator proof mentioned in my previous post. I unfortunately spent
2 years (rather than a few hours) on that to come up with two different
actual proofs!
it relies on the incorrect assumption that any 3-cycle can only be attained via a commutator, something that you yourself even said to not be true in your post above! ("It's not necessarily true that a 3-cycle = a commutator if you restrict moves.")
I wrote the above post at 3:00 AM when I abruptly woke up from sleep. So I wasn't thinking too far ahead when I wrote:
So that's how we can get away with a 3-cycle of edges in <R,U>.
Because . . . now that I'm wide and awake . . . it's "quite trivial" to isolate an edge in 2-gen by using the non-commutator 3-cycle itself as X.
[R' U' R' U' R U R U R U', R] So this assumption I mentioned may not actually be true
after all. (It in of itself requires proof and therefore you capitalizing on it as an argument against what I wrote was an error from
your end. Just returning the "favor" if that was your intent. I'm not quite sure what your intent actually was because again, you could have simply told me that my
Proofs were
sketchs of proofs or something along those lines. Saying the below didn't help me confirm your intent either, due to what I comment about what you wrote
there . . . mentioning something that I already said as if I didn't mention it.)
but it's also not wrong; with brute force, you can establish that only 2 of the 6 top-face 4-cycles can be reached in ⟨R,U⟩.
Thanks for saying that. I wasn't aware of that at all . . . I just mentioned the following because it was a hunch.
But you can see that Proof 1 kind of required semi-brute force observation that we can only do two of the six possible 4-cycles between those 6 corners.
Wow, I subscribed to that channel years ago when I was studying integer power sums and found your videos on them, I never thought I'd meet the channel creator! It's a small world I guess.
It's hard to believe, but of the little subscribers that I have, this actually happened once before. (The other member was on the twistypuzzles forum I think.
I did know of this edge 3-cycle, but this provides some formality to it that I didn't have before. Thank you.
You will probably see this one (or cyclic shifts of it) around town, but it follows the exact same logic. Just conjugate the move R2 instead of R (and therefore finish with U2 instead of R').
[R' U' R' U' : R2] U2
This is really cool! Can I still send you some scrambles for you to find the commutator?
Why certainly. Preferably 2x2x2-4x4x4 only, as larger cubes than that are more time-consuming to do. For convenience (if you didn't happen to
read that entire thread or my post about commutators on math.stackexchange!),
2x2x2 Example |
3x3x3 Example |
4x4x4 Example
Also how do you do this, is it by hand or do you have a program to do it for you?
I do it by hand, but it can be programmed. I use Cube Explorer to reduce the number of moves for X and Y in [X,Y] for the 2x2x2-3x3x3. I have to manually solve a 4x4x4 supercube by hand (using reduction) to reduce the moves of X and Y for the 4x4x4.