Thoughts on Neutrality and it’s implications on Look-ahead:
I’ve been experimenting to figure out ways to tackle the bottleneck at EO, and I believe I’ve hit on something we can use.
On a parallel note, I had taken it for granted that x2 y neutrality is the way to go because I wanted to make the CP-line part efficient since that was kind-of the only thing I had to focus on building, the rest was trivial.
While doing the “intuit the number of bad edges” during EO, I found myself making errors sometimes, and almost every time, the error included either the FR edge or the BR edge. And it makes sense, these edges do not have a white/yellow sticker, their orientation state isn’t immediately obvious.
So, two days back, I started doing solves with x2 y2 neutrality, and here is what I found:
1. Most importantly, the EO step flows so much better. Since the rule for determining the EO state doesn’t change ever, I can determine EO in the blink of an eye with near-perfect accuracy with under 2 days of practice. Then, simply following the standardised way to do EO allows for amazing TPS here that I didn’t think was possible, or nobody did for that matter.
[The Rule I have now is, same as before with yellow/white; red/orange cannot be on U/D face; etc. This holds true for all solutions, so we do not have to think about EO actively]
2. Only L/R is always Red or Orange, so I found myself doing a little better during FB because of the filtering that is now possible. I’m sure this will evolve to make a big difference down the road and two days is too little a time to comment.
3. Strangely, my DF/DB solving got much faster, when I thought that wasn’t one of my weaknesses at all. We know that blue/Green is always F/B so that helps.
4. Inspection is standardised now. Initially, determining which edge was 5 and which was 6 took a split second of active thinking. Now, 5 and 6 are fixed as well, there is no shuffling around. This helps in speeding up the tracing part of inspection.
Those are some pretty huge advantages. Here is the only downside to it:
Instead of having a choice from 8/12 possible lines, we now have a choice from 4/12 possible lines. This almost halves the probability of finding solved DL corners (goes from around 40% to 25%) and increases the probability of having to do 2 moves before solving DL corner from around 10% to around 25%).
The choice in this trade off is obvious, and the EO step just got a whole lot faster! In fact, my ao100 with YruRU on OH fell by over 2 seconds; I now average close to 21; quite close to my CFOP OH average.
Aside: I am glad supporters and opposers of the method alike drew the line of where things were getting personal and forced a halt to the conversation. I didn’t feel attacked in the least, it’s usually easy to differentiate constructive criticism from attention seeking rebellion. The purpose of this thread is to develop YruRU and Make it accessible; and to keep most of the posts on this thread aligned to this goal, such interjections are best ignored till the person comes up with a sensible argument to back their claim. Lest, it simply degrades into the finger pointing game it did here.