Random Cubing Discussion

2x2 method idea:
0) 2x1 block of the same color on left half of D face.
1) Orient remaining 6 pieces without messing up the block.
2) Finish sorting by placing the other two pieces of the D color.
3) PBL.

Step 1 can easily be done in inspection, and steps 1+2 should be reasonable. Step 1 can often be done efficiently 2gen, and step 2 always can. I kinda like the idea of pure 2gen up to PBL.

If I find the algs for it, may I shamelessly suggest GG for Gottlieb-Garron? I'm more interested in it than the equally-cool-sounding SS, even though SS has CLS. :p

[ Place of the old URL]

The cases are pretty simple, short, cascade (like Square-1 shapes), always allow a choice of last R direction, and allow gradual PBL prediction.

EDIT: In a discussion with qq, we settled on his brainstorm idea of Sorgeta: http://cube.garron.us/sortega/
 
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If I find CFOP algs it doesn't mean I can call it FN.
I said I was being shameless. Half of a method is actually making it usable... and I needed a name for the file.

I welcome good suggestions for a descriptive name, though. Not sure if qq wants "Gottlieb," nor am I convinced he's the first to think of it (I've tried a few things in this direction, though I'm not sure I've looked into specifically this before), but the field is open.

By the way: 243 cases, 72 if you ignore AUF.
2-gen, the depth distribution is: {1, 1, 3, 9, 21, 33, 51, 69, 49, 6}
 
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I need a good alg for
R F' U2 R2 F' R F2 R' F R2 U2 F R'

Basically, I need it to
flip the top 4 edges
diagonal swap top corners

not care about DFR orientation
not care about orientation of corners
not care about permutation of edges.

Would be much appreciated, thanks.
 
222 method idea based on Sortega:

2x2 method idea:
0) 2x1x1 block on left half of D face.
1) Orient remaining 6 pieces without messing up the block (i.e. so that only opposite colours are pointing up and down)
2) Place a corner which belongs in the D layer, in the RDB (or RDF) position (max 2 moves I think?)
3) Permute the 6 corners

Step 3 recognition can be easy. If we place D corner in the RDB for step 2, and then if we turn the top layer so that the other D corner is in the LUB position, then we'll can easily see all of the U corners clustered together. All what we need to do is now is spot certain patterns using the stickers on the R and F faces, from which we can deduce the algorithm that we need to execute.

For example:

Do: y L' U' L F L' U2 L y' U2 R U' R'

Let's assume I can remember from step 2 that the D corner in the RDB position doesn't match with the LD block.

I've already turned the top layer so that the other D corner is in the LUB.

Now I've noticed that I've got a bar of the same colour in front of me from the RUF and RDF corner stickers and also, the colour of the front sticker of the LUF corner is the opposite of the bar.

Therefore I know which alg I need to do. (You can just do: R U R' U2' y L' U2 L F' L' U L for now. I haven't bothered to look through all of the solutions for this case, I just stopped when I found an algorithm that's decent enough)

Obviously, this is just one technique for recognition. You could perhaps do something else like: just look for bars (or the absence of bars).
 
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IRC team bld.
So, me and aronpm were going to do it, with me just posting 2 targets at a time. He messed up (I'm pretty sure) and then we were going to try another. It somehow changed to be him telling me the moves, with his bld method.

[19:48] <Nibblr> 3x3 Scramble #15003: R' F L2 D' L2 R U' L2 F2 L F D L2 U' R D' U' B' D R' L B U2 B' F'
[19:49] <Tim_Major> cfop, or bld method?
[19:49] <aronpm> bld
[19:50] <Tim_Major> go
[19:50] <aronpm> LD2L' U2 LD2L' U2
[19:50] <aronpm> X' L2 D2 LU2L' D2 LU2L X
[19:51] <aronpm> Y' X U' R'D2R U R'D2R X'Y
[19:51] <aronpm> Y X R'UR' D2 RU'R' D2 R2 X' Y'
[19:52] <aronpm> F2 SEXY*2 L' ANTISEXY*2 L F2
[19:52] <aronpm> L' U M2 U R' U' M2 U R U2 L
[19:53] <aronpm> U2 M2 X' U' R U M2 U' R' U X U2
[19:53] <aronpm> X' U R2 U M2 U' R2 U M2 U2 X
[19:53] <aronpm> U R2 U' M2 U R2 U' X' L U L' U' M2 U L U' L' X
[19:54] <aronpm> U' L2 U' M' U L2 U' M U2
[19:54] <aronpm> SEXY M2 ANTISEXY M2
[19:54] <aronpm> Y L2 TPERM L2
[19:54] <aronpm> DONE
[19:54] <Tim_Major> 4:13.03
[19:54] <Tim_Major> solved
[19:54] <Tim_Major> XD
[19:54] <Tim_Major> **** yeah

He said he used M2 for edges, but that's pretty ****ing freestyle M2 xD
Yeah so we got it :D
 
03:20:03 <+Nibblr> 3x3 Scramble #15048: U2 R2 F2 D2 F' U2 B D2 L B' D2 U2 R F2 D' U2 R' F' R' B2 U' R' U2 R B'
03:21:44 <+Kirjava> URFRLB'L x'y
03:22:34 <+Kirjava> RUrUMUR2U'R'
03:23:20 <+Kirjava> yRU2R2U'R2U'R2U2Ry
03:23:27 <+Kirjava> M'U2MU'
03:23:45 <+Kirjava> 28 moves total solve
 
Mildly fun unofficial event:

You get a scramble. You're given 1 hour to find the most speed friendly solution to the scramble, rules are basically the same as FMC. At the end of the hour, or whenever you're ready, you preform the solution as quickly as possible. You're scored on the time it took you to preform the solution.

Sort of a mix between FMC and SpeedBLD, sort of.
 
Mildly fun unofficial event:

You get a scramble. You're given 1 hour to find the most speed friendly solution to the scramble, rules are basically the same as FMC. At the end of the hour, or whenever you're ready, you preform the solution as quickly as possible. You're scored on the time it took you to preform the solution.

Sort of a mix between FMC and SpeedBLD, sort of.
Faz wins automatically.
 
How about FMC with some kind of non-HTM metric? It would be a similar idea, but much less emphasis would be placed on your individual speed. Something like this for instance:
- 1 point for every R, r, L, l, U, or M move
- 2 points for every other move
- 1 point for every rotation, not counting rotations before any actual turns are performed
- 0.5 points for every half turn (including rotations)
- -0.5 points for every sequence like RU' or F'R (etc.)
 
I learned heise

D2 B' D2 L B D2 B' L' F' B' D2 L B' D' R' D R U2 R D R L U2 B' F

y2FR2UR
DBUB'U2z2
LR'FRL'UL'U'L y'RU'R'
B2D2F2
xL'ULU'R'UL'U'Lx'
D2B2U2L'

38 moves
 
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