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In case I don't eventually finish full LL, here is ZB reduced to ~160 cases.

http://pastebin.com/ggQGCqve

I could really make this any number, but 160 was about the lowest I would go before setups got ridiculous. 120 wouldn't have been much worse. Like a lot of my ideas, I'm posting this here because I think it's interesting but don't intend this for speedsolving or I don't see it getting much attention in it's own topic.
 
3^4 corner orientations times 5! corner permutations is 9720. 5 edge permutations times two edge orientations is 10. 9720 times 10 is 97200. Divide by 4 to eliminate AUFs and get 24300. Well over 1000.

ahahaha that's amazing - based on your other posts, I was not expecting you to have done any actual math, especially not for it to be correct ;)
 
ahahaha that's amazing - based on your other posts, I was not expecting you to have done any actual math, especially not for it to be correct ;)

I didn't expect the math to be correct either. And actually it isn't :p

You have to consider the different possible cases:

- if both edge and corner are already in the slot: 6 possible orientations, and the U corners correspond to the 43 CLL cases (including skip) which makes 258 cases. (the D corner being misoriented doesn't change the number of cases.)
- If the corner is in the slot but the edge isn't: 6 orientations again, 3^3*4!=648 possibilities for the U corners, hence 3888 cases.
- If the edge is in the slot but the corner isn't: 6 prientations again. The U corner being in the slot doesn't matter because of the final AUF; that leaves 3^3*3!=162 possibllities for the U corners, hence 972 cases.
- If both edge and corner are on the U layer: 6 orientations again. As above, the U corner being in the slot doesn't matter, which leaves 648 possibilities for coners, hence 3888 cases.

We thus obtain a grand total of 258 + 3888 + 972 + 3888 = 9006 cases (including skip). Still well over 1000.
 
You have to consider the different possible cases:

- if both edge and corner are already in the slot: 6 possible orientations, and the U corners correspond to the 43 CLL cases (including skip) which makes 258 cases. (the D corner being misoriented doesn't change the number of cases.)
- If the corner is in the slot but the edge isn't: 6 orientations again, 3^3*4!=648 possibilities for the U corners, hence 3888 cases.
- If the edge is in the slot but the corner isn't: 6 prientations again. The U corner being in the slot doesn't matter because of the final AUF; that leaves 3^3*3!=162 possibllities for the U corners, hence 972 cases.
- If both edge and corner are on the U layer: 6 orientations again. As above, the U corner being in the slot doesn't matter, which leaves 648 possibilities for coners, hence 3888 cases.

We thus obtain a grand total of 258 + 3888 + 972 + 3888 = 9006 cases (including skip). Still well over 1000.

Well, TMOY seems to be reducing the number of cases by both pre-AUF and post-AUF, except in the case of corner in slot, edge not in slot.

The total number of configurations, and cases reduced by pre-AUF and post-AUF, or post-AUf only are:

Code:
                            total         Cases reduced by      cases reduced
                        configurations   pre-AUF & post-AUF   only by post-AUF
C in slot, E in slot         3888              258                 972        
C in slot, E not in slot    15552              972                3888
C not in slot, E in slot    15552              972                3888
Neither C nor E in slot     62208             3888               15552
                            -----             ----               -----
Total                       97200             6090               24300

If you use both pre-AUF and post-AUF reduction for the both corner and edge in slot cases, and only post-AUF for the other cases, then the case count would be 258+3888+3888+24300 = 23586.
 
OK, I see what I did wrong. Actually in the case C in slot and E not in slot, I reduced by pre-AUF only, not post-AUF only.

I agree with the result of 6090. Whici is still well over 1000 :p
 
Reflex games improve my "look ahead"

I don't know if any of you guys have done this... I was playing A LOT of reflex games like the ones on missionred.com and OSU! to improve my mouse precision in RTS games. And after a few days I notice that my look ahead during F2L started to improve, I was able to find pairs a bit faster and solve them without looking. In a week more or less I went for a barely under 30" Ao12 to now almost consistent 25, 26 sec average.

So I encourage you guys to try this and tell me what your results and thoughts are, because to me it helps a lot.

Cheers and sorry for my english.

Nico.
 
I was thinking about a new set of algorithms that could help. Say you have f2l solved except one of the edges is flipped. Instead of fixing it, what if we had algorithms that could solve OLL and flip the edge too. I know the algorithms could be nasty, but this would shave off a few seconds.
 
I was thinking about a new set of algorithms that could help. Say you have f2l solved except one of the edges is flipped. Instead of fixing it, what if we had algorithms that could solve OLL and flip the edge too. I know the algorithms could be nasty, but this would shave off a few seconds.

I published this not even a month ago :) http://www.speedsolving.com/forum/showthread.php?36481-Yet-another-OLS-subset-OLS-FE

Wow, ninja'd so close together the posts seemed to merge after I pressed quick reply O_O
 
You want to know what I saw during my year of cubing:
Last year, the puzzles called Knockoffs were very frowned upon.
Now, because of the recent activity of Verdes, and Seven Towns:
Everybody is saying: "Screw originals, go knockoffs!
 
Checking FB. I find the smallest Rubiks cube unofficial. But the cube it sits on looks nothing like a Rubiks. More like a dayan.(BTW its 6mm in size)
2zyvo15.jpg
 
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