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Probability Thread

Sounds like PBL but on 3x3. Should be the same number as sq1: 21^2 = 441

edit: you were pretty vague with your terminology ("oriented" relative to what?) and I may have misinterpreted what you are looking for.
This definitely matters whether it's PBL or PBL + separation but the number for PBL is actually higher.
The number you described is when both U and D layers have even parity, but both could also have odd parity (e.g. opp/adj PBL).
There are 2 different scenarios:
Even/even = 22^2 (because we have to include solved), -22 because both PLLs being the same would create duplicate cases = 462
Odd/odd = 22^2 again, but -22 again because of duplicates = 462

So we get a total of 462 x 2 = 924 PBL cases

924 is definitely more feasible to gen than 200 million, so I hope this is what @Imsoosm meant
 
This definitely matters whether it's PBL or PBL + separation but the number for PBL is actually higher.
The number you described is when both U and D layers have even parity, but both could also have odd parity (e.g. opp/adj PBL).
There are 2 different scenarios:
Even/even = 22^2 (because we have to include solved), -22 because both PLLs being the same would create duplicate cases = 462
Odd/odd = 22^2 again, but -22 again because of duplicates = 462

So we get a total of 462 x 2 = 924 PBL cases

924 is definitely more feasible to gen than 200 million, so I hope this is what @Imsoosm meant
Thanks for the correction 22^2 instead of 21^2. I didn't multiply by 2 because I was taking into consideration Imsoosm's request to exclude z2 rotational symmetry
 
Are the chances of a PLL skip higher if you learn full OLL?
I always wondered if that's true as I seem to get PLL skips more often the more OLLs I learn, or maybe I am just lucky.
 
No. Assuming you're not using different OLL algorithms to influence what PLL you get (e.g. choosing between R U' L' U R' U' L or R U R' U R U2 R' for the sune OLL), you have a 1/72 chance of skipping PLL regardless of whether you complete OLL with 1 or 2 algs.

EDIT (reply):
Ever so slightly yes. It increases the chances of you having 1LLL by using more OLLs.
While this is true, this does not increase the chances of a PLL skip, unless the alg you're doing is purposefully affecting PLL (like COLL or ZBLL algs).
 
Last edited:
FMC related request:

For DR minus 4C4E, does anyone know the chances of getting a case that is solvable in x moves, with x being anywhere from 1-7? I wouldn't mind knowing the numbers for 4C2E and 3C2E as well but they're much less important, at least to me

I'm mostly curious because I just missed optimal by 1 on an attempt where I decided to look for more DR's instead of looking closely at the DR's I had, which I think was a mistake given the quality of the DR's (they were very good) and the quality of the scramble/EO's (they were pretty bad)
It'd be nice to know more or less how likely you are to get these move counts from DR triggers to know whether or not it's likely to be a waste of your time or not (especially considering the corners could end up being awful)
 
FMC related request:

For DR minus 4C4E, does anyone know the chances of getting a case that is solvable in x moves, with x being anywhere from 1-7? I wouldn't mind knowing the numbers for 4C2E and 3C2E as well but they're much less important, at least to me

I'm mostly curious because I just missed optimal by 1 on an attempt where I decided to look for more DR's instead of looking closely at the DR's I had, which I think was a mistake given the quality of the DR's (they were very good) and the quality of the scramble/EO's (they were pretty bad)
It'd be nice to know more or less how likely you are to get these move counts from DR triggers to know whether or not it's likely to be a waste of your time or not (especially considering the corners could end up being awful)
Bumping for visibility. Would really appreciate if anyone could help me with this :D
 
FMC related request:

For DR minus 4C4E, does anyone know the chances of getting a case that is solvable in x moves, with x being anywhere from 1-7? I wouldn't mind knowing the numbers for 4C2E and 3C2E as well but they're much less important, at least to me

I'm mostly curious because I just missed optimal by 1 on an attempt where I decided to look for more DR's instead of looking closely at the DR's I had, which I think was a mistake given the quality of the DR's (they were very good) and the quality of the scramble/EO's (they were pretty bad)
It'd be nice to know more or less how likely you are to get these move counts from DR triggers to know whether or not it's likely to be a waste of your time or not (especially considering the corners could end up being awful)
Optimal move count to complete DR (U-D) from EO already being solved (F-B). F and B quarter turns are allowed in solving DR, i.e. EO can be temporarily broken.

# c, # e0 move1 move2 moves3 moves4 moves5 moves6 moves7 moves8 moves9 moves10 movesavg moves
0c0e​
1​
0​
0​
0​
0​
0​
0​
0​
0​
0​
0​
0.00​
2c0e​
0​
0​
0​
0​
0​
24​
16​
16​
0​
0​
0​
5.86​
3c0e​
0​
0​
0​
0​
0​
0​
0​
112​
0​
0​
0​
7.00​
4c0e​
0​
0​
0​
0​
0​
0​
64​
220​
128​
8​
0​
7.19​
5c0e​
0​
0​
0​
0​
0​
0​
0​
112​
448​
0​
0​
7.80​
6c0e​
0​
0​
0​
0​
0​
0​
0​
0​
136​
480​
0​
8.78​
7c0e​
0​
0​
0​
0​
0​
0​
0​
0​
192​
144​
0​
8.43​
8c0e​
0​
0​
0​
0​
0​
0​
2​
2​
28​
36​
18​
8.77​
0c1e​
0​
0​
0​
0​
0​
8​
24​
0​
0​
0​
0​
5.75​
2c1e​
0​
0​
0​
0​
0​
48​
376​
1112​
256​
0​
0​
6.88​
3c1e​
0​
0​
0​
16​
120​
552​
1520​
1328​
48​
0​
0​
6.16​
4c1e​
0​
0​
0​
8​
64​
392​
2120​
5960​
4712​
184​
0​
7.15​
5c1e​
0​
0​
0​
0​
0​
0​
440​
4344​
11064​
2072​
0​
7.82​
6c1e​
0​
0​
0​
0​
0​
0​
32​
1664​
11448​
6552​
16​
8.25​
7c1e​
0​
0​
0​
0​
0​
0​
32​
488​
4144​
5920​
168​
8.53​
8c1e​
0​
0​
0​
0​
0​
0​
0​
96​
776​
1616​
264​
8.74​
0c2e​
0​
0​
0​
0​
2​
16​
62​
80​
8​
0​
0​
6.45​
2c2e​
0​
0​
0​
0​
0​
48​
532​
3540​
4916​
372​
0​
7.53​
3c2e​
0​
0​
0​
0​
0​
184​
1712​
7272​
9048​
600​
0​
7.43​
4c2e​
0​
2​
16​
84​
476​
2486​
10520​
28446​
26718​
1812​
0​
7.18​
5c2e​
0​
0​
0​
0​
64​
704​
6056​
31392​
48376​
7488​
0​
7.59​
6c2e​
0​
0​
0​
0​
12​
284​
2832​
19912​
58196​
21996​
256​
7.96​
7c2e​
0​
0​
0​
0​
16​
144​
1104​
8200​
31136​
15696​
152​
8.09​
8c2e​
0​
0​
0​
0​
2​
16​
86​
1222​
6350​
6440​
332​
8.39​
0c3e​
0​
0​
0​
0​
0​
0​
0​
24​
128​
72​
0​
8.21​
2c3e​
0​
0​
0​
0​
0​
0​
16​
1072​
7024​
4424​
8​
8.27​
3c3e​
0​
0​
0​
0​
16​
144​
1056​
5576​
14056​
4208​
32​
7.84​
4c3e​
0​
0​
0​
8​
64​
496​
3776​
21360​
52480​
15832​
64​
7.84​
5c3e​
0​
0​
0​
0​
64​
768​
6864​
37088​
66664​
13984​
8​
7.69​
6c3e​
0​
0​
0​
0​
40​
768​
6904​
37984​
75024​
17192​
72​
7.73​
7c3e​
0​
0​
0​
0​
0​
240​
2792​
17920​
43368​
10936​
8​
7.82​
8c3e​
0​
0​
0​
0​
0​
8​
216​
2936​
11320​
4752​
32​
8.07​
0c4e​
0​
0​
0​
0​
0​
0​
1​
2​
9​
46​
12​
8.94​
2c4e​
0​
0​
0​
0​
0​
0​
0​
0​
648​
2844​
428​
8.94​
3c4e​
0​
0​
0​
0​
0​
0​
32​
368​
2880​
4336​
224​
8.56​
4c4e​
0​
0​
0​
0​
0​
0​
80​
1582​
12368​
14944​
426​
8.48​
5c4e​
0​
0​
0​
0​
0​
24​
528​
5976​
22592​
9984​
96​
8.08​
6c4e​
0​
0​
0​
0​
12​
148​
1240​
9412​
24336​
7920​
52​
7.90​
7c4e​
0​
0​
0​
16​
104​
624​
3112​
9648​
9320​
696​
0​
7.25​
8c4e​
0​
0​
1​
2​
9​
88​
772​
2922​
2082​
144​
0​
7.23​

Interesting that 0c1e and 2c0e are better on average than 3c1e, but they're also harder to set up to (so setting up to 0c1e or 2c0e isn't necessarily better overall).

The actual thing you asked for, 4c4e, is:
0.3% solvable in at most 6 moves
5.7% solvable in at most 7 moves
47.7% solvable in at most 8 moves
98.6% solvable in at most 9 moves
100% solvable in at most 10 moves
 
Last edited:
Optimal move count to complete DR (U-D) from EO already being solved (F-B). F and B quarter turns are allowed in solving DR, i.e. EO can be temporarily broken.

# c, # e0 move1 move2 moves3 moves4 moves5 moves6 moves7 moves8 moves9 moves10 movesavg moves
0c0e​
1​
0​
0​
0​
0​
0​
0​
0​
0​
0​
0​
0.00​
2c0e​
0​
0​
0​
0​
0​
24​
16​
16​
0​
0​
0​
5.86​
3c0e​
0​
0​
0​
0​
0​
0​
0​
112​
0​
0​
0​
7.00​
4c0e​
0​
0​
0​
0​
0​
0​
64​
220​
128​
8​
0​
7.19​
5c0e​
0​
0​
0​
0​
0​
0​
0​
112​
448​
0​
0​
7.80​
6c0e​
0​
0​
0​
0​
0​
0​
0​
0​
136​
480​
0​
8.78​
7c0e​
0​
0​
0​
0​
0​
0​
0​
0​
192​
144​
0​
8.43​
8c0e​
0​
0​
0​
0​
0​
0​
2​
2​
28​
36​
18​
8.77​
0c1e​
0​
0​
0​
0​
0​
8​
24​
0​
0​
0​
0​
5.75​
2c1e​
0​
0​
0​
0​
0​
48​
376​
1112​
256​
0​
0​
6.88​
3c1e​
0​
0​
0​
16​
120​
552​
1520​
1328​
48​
0​
0​
6.16​
4c1e​
0​
0​
0​
8​
64​
392​
2120​
5960​
4712​
184​
0​
7.15​
5c1e​
0​
0​
0​
0​
0​
0​
440​
4344​
11064​
2072​
0​
7.82​
6c1e​
0​
0​
0​
0​
0​
0​
32​
1664​
11448​
6552​
16​
8.25​
7c1e​
0​
0​
0​
0​
0​
0​
32​
488​
4144​
5920​
168​
8.53​
8c1e​
0​
0​
0​
0​
0​
0​
0​
96​
776​
1616​
264​
8.74​
0c2e​
0​
0​
0​
0​
2​
16​
62​
80​
8​
0​
0​
6.45​
2c2e​
0​
0​
0​
0​
0​
48​
532​
3540​
4916​
372​
0​
7.53​
3c2e​
0​
0​
0​
0​
0​
184​
1712​
7272​
9048​
600​
0​
7.43​
4c2e​
0​
2​
16​
84​
476​
2486​
10520​
28446​
26718​
1812​
0​
7.18​
5c2e​
0​
0​
0​
0​
64​
704​
6056​
31392​
48376​
7488​
0​
7.59​
6c2e​
0​
0​
0​
0​
12​
284​
2832​
19912​
58196​
21996​
256​
7.96​
7c2e​
0​
0​
0​
0​
16​
144​
1104​
8200​
31136​
15696​
152​
8.09​
8c2e​
0​
0​
0​
0​
2​
16​
86​
1222​
6350​
6440​
332​
8.39​
0c3e​
0​
0​
0​
0​
0​
0​
0​
24​
128​
72​
0​
8.21​
2c3e​
0​
0​
0​
0​
0​
0​
16​
1072​
7024​
4424​
8​
8.27​
3c3e​
0​
0​
0​
0​
16​
144​
1056​
5576​
14056​
4208​
32​
7.84​
4c3e​
0​
0​
0​
8​
64​
496​
3776​
21360​
52480​
15832​
64​
7.84​
5c3e​
0​
0​
0​
0​
64​
768​
6864​
37088​
66664​
13984​
8​
7.69​
6c3e​
0​
0​
0​
0​
40​
768​
6904​
37984​
75024​
17192​
72​
7.73​
7c3e​
0​
0​
0​
0​
0​
240​
2792​
17920​
43368​
10936​
8​
7.82​
8c3e​
0​
0​
0​
0​
0​
8​
216​
2936​
11320​
4752​
32​
8.07​
0c4e​
0​
0​
0​
0​
0​
0​
1​
2​
9​
46​
12​
8.94​
2c4e​
0​
0​
0​
0​
0​
0​
0​
0​
648​
2844​
428​
8.94​
3c4e​
0​
0​
0​
0​
0​
0​
32​
368​
2880​
4336​
224​
8.56​
4c4e​
0​
0​
0​
0​
0​
0​
80​
1582​
12368​
14944​
426​
8.48​
5c4e​
0​
0​
0​
0​
0​
24​
528​
5976​
22592​
9984​
96​
8.08​
6c4e​
0​
0​
0​
0​
12​
148​
1240​
9412​
24336​
7920​
52​
7.90​
7c4e​
0​
0​
0​
16​
104​
624​
3112​
9648​
9320​
696​
0​
7.25​
8c4e​
0​
0​
1​
2​
9​
88​
772​
2922​
2082​
144​
0​
7.23​

Interesting that 0c1e and 2c0e are better on average than 3c1e, but they're also harder to set up to (so setting up to 0c1e or 2c0e isn't necessarily better overall).

The actual thing you asked for, 4c4e, is:
0.3% solvable in at most 6 moves
5.7% solvable in at most 7 moves
47.7% solvable in at most 8 moves
98.6% solvable in at most 9 moves
100% solvable in at most 10 moves

Thanks a ton for doing this! I'll analyze this myself later today (btw, when I said 4C4E I was originally referring to what you've listed as 4C2E, but I should be able to get the info I need from this data table)

I already see some interesting things for me to look into outside the scope of normal DR triggers (4C4E/4C2E/3C2E) which might be worthwhile
 
btw, when I said 4C4E I was originally referring to what you've listed as 4C2E
Ah, right, could've figured that out from context. I thought it was more common for XcYe to mean X corners twisted and Y E-slice edges out of place, rather than Y edges unsolved altogether.

Thank goodness I made the full table instead of just computing the results for one row, huh.
 
Idk if this is the right thread, but I want to know something. The average cross move count is 7 STM or maybe less. So I want to know the (Average or optimal, correct me if I'm wrong) movecount in STM for
- an xcross
- an xxcross
- EOLine
- EOCross
- EOxcross
- cross too, Cus I feel my estimations are wrong


For cross, xcross and xxcross, I'm regarding colour neutrality. For EOLine, EOCross and EOxcross, I'm ignoring colour neutrality and assuming a fixed orientation (Yellow top, Blue front )
 
Last edited:
I think to have heard that EOCross can always be solved in 10 moves.
I did a cosets at depth calculation on the EO_Cross subgroup (ie the cube subgroup with the Up face edges solved). The deepest coset in the quarter turn metric is 9, the deepest coset in the face turn metric is 8 and the deepest coset in the slice turn metric is 7.


Depth​
QTM​
FTM​
STM​
0​
1​
1​
1​
1​
10​
15​
21​
2​
73​
158​
275​
3​
500​
1,394​
2,815​
4​
3,078​
9,809​
21,136​
5​
15,528​
46,381​
88,454​
6​
57,180​
97,254​
76,592​
7​
91,654​
34,966​
786​
8​
21,849​
102​
​
9​
207​
​
​
 
I did a cosets at depth calculation on the EO_Cross subgroup (ie the cube subgroup with the Up face edges solved).
EOCross is cross and edge orientation. So the intersection of (subgroup with U-face edges solved) and ⟨U, D, L, R, F2, B2⟩.
 
According to the WIKI database here EOCross is:

View attachment 20449
The light-grey-coloured edges are meant to be ones that are oriented (wrt ⟨U, D, L, R, F2, B2⟩). Compare with, say, the pEOLine image, where the top four edges are left as dark grey.

(But also dang, these images are indeed confusing. There isn't even a description of what the edge colouring means.)
 
I did a cosets at depth calculation on the EO_Cross subgroup (ie the cube subgroup with the Up face edges solved). The deepest coset in the quarter turn metric is 9, the deepest coset in the face turn metric is 8 and the deepest coset in the slice turn metric is 7.


Depth​
QTM​
FTM​
STM​
0​
1​
1​
1​
1​
10​
15​
21​
2​
73​
158​
275​
3​
500​
1,394​
2,815​
4​
3,078​
9,809​
21,136​
5​
15,528​
46,381​
88,454​
6​
57,180​
97,254​
76,592​
7​
91,654​
34,966​
786​
8​
21,849​
102​
​
9​
207​
​
​
As xyzzy pointed out the above calculation is for the CROSS subgroup cosets not the EO_CROSS subgroup cosets. I added the orientation of the other eight edge cubies and redid the analysis:


Depth​
QTM​
FTM​
STM​
0​
1​
1​
1​
1​
10​
15​
21​
2​
85​
178​
313​
3​
744​
1,982​
4,329​
4​
6,194​
21,041​
55,730​
5​
49,009​
204,732​
643,385​
6​
360,175​
1,645,039​
5,444,086​
7​
2,277,947​
8,477,633​
16,008,710​
8​
9,529,222​
12,917,628​
2,173,545​
9​
11,407,300​
1,061,851​
120​
10​
699,495​
140​
​
11​
58​
​
​
I dumped out a representative member for ten of the depth 10 FTM cosets and solved them with a partial cube solver configured to solve to the EO_Cross subgroup and in each case got an optimal 10 move FTM solution so I am fairly confident in my numbers.


Generator: EO_CROSS FTM Antipodes​
EO_CROSS Optimal FTM Solution​
F' L' B' L' D' L2 R U F' U2 F' R U R' U2 R2 U2 F' U F​
R F B D' U2 L D R B U​
D F L' D R D2 L' U' B2 L2 B2 U L B L2 U' L' U2 B L B​
R F' U' B D' L' F U' R B'​
R U B F U2 L2 D B L U2 L' U' B' L' U2 B2 L B2 L2 B L'​
R U B' U2 F2 R' D F' L2 B'​
B' L2 F L D L B U B' R2 U R' U R B2 R' B' R2 B2 U2 R'​
R U' L2 F' U2 L' B' D' R2 F​
F U D2 B U R D2 L2 F U' F L' F U L' F' U L U2 L2​
R U R L D' F L' B U2 L​
R U F U2 L2 D U L' U2 B' L2 U B2 L' B2 L' B L U2 B L2 U L2​
R U B U2 F2 L D F R2 B​
U' D2 B L F L D L R' U F' R U F2 U2 R F2 R' F' U' F'​
R U' L B' L D F' R U B​
R D U2 B D2 L2 U D2 L' F L' F L' F2 L' D L2 D2 F' L' D​
R U B D' L' F' U B' F2 L2​
B F U' R' U' D F2 D2 B' R' B' U B2 U2 B R' U2 B2 R2 B' R' U2​
R U B D' B' L2 B L U F​
U L' F' L F2 U' L' U' F' U2 L U' F' B' R2 L2 D' U' R' D L'​
R F' U B R D F U L' B2​
 
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