Rubik's cube: how to figure it out

porkynator

Veteran
Joined
Oct 27, 2010
Messages
1,324
Location
Belluno, Italy
WCA ID
2011TRON02
YouTube
Visit Channel
Hello forum, long time since I posted a new thread here :)

Today I managed to write something that I have had in mind for quite some time: a tutorial for beginners, aimed at people that want to figure out how to solve a cube by themselves rather than following a step-by-step guide. As such, it explain 3 "basic" concepts:
  • How the cube works (centers are fixed, edges have two colors etc...)
  • Blockbuilding
  • Commutators
Now you might argue that commutators are an advanced topic, but I think it makes sense to teach them to beginners, at least if they want to try and solve a cube without reading a proper tutorial.

Here is a link to my writeup:

Rubik's cube: how to figure it out.
 
Last edited:
Hello forum, long time since I posted a new thread here :)

Today I managed to write something that I have had in mind for quite some time: a tutorial for beginners, aimed at people that want to figure out how to solve a cube by themselves rather than following a step-by-step guide. As such, it explain 3 "basic" concepts:
  • How the cube works (centers are fixed, edges have two colors etc...)
  • Blockbuilding
  • Commutators
Now you might argue that commutators are an advanced topic, but I think it makes sense to teach them to beginners, at least if they want to try and solve a cube without reading a proper tutorial.

Here is a link to my writeup:

Rubik's cube: how to figure it out.
yay commutators
 
Just as an FYI, https://alpha.twizzle.net/edit/ is going to eventually replace alg.cubing.net. And for 8x8x8 +, https://alpha.twizzle.net/explore/

What I noticed that twizzle (Thread 1, Thread 2, etc.) doesn't have that alg.cubing.net has is some of the alg simplication/modification tools. (And it appears that "Simplify" has bugs. It also fails to parse some algs with parenthesis for repetition and/or setup moves, should there be no spaces between components.)

So, although not perfected yet, links to alg.cubing.net will most likely be redirected to Twizzle sooner or later.
 
good paper, it's really helpful

I actually use this method with megaminx and 4x4 and up

I like to just sit down and blockbuild stuff, preserve block, and finish with basic cycles or conjugates

by knowing those fundamental techniques you can solve lots of puzzles
 
Hello forum, long time since I posted a new thread here :)

Today I managed to write something that I have had in mind for quite some time: a tutorial for beginners, aimed at people that want to figure out how to solve a cube by themselves rather than following a step-by-step guide. As such, it explain 3 "basic" concepts:
  • How the cube works (centers are fixed, edges have two colors etc...)
  • Blockbuilding
  • Commutators
Now you might argue that commutators are an advanced topic, but I think it makes sense to teach them to beginners, at least if they want to try and solve a cube without reading a proper tutorial.

Here is a link to my writeup:

Rubik's cube: how to figure it out.

A true legend returns <3

So, I had a similar though experiment a few years ago. My partner, at the time, refused to let me teach them how to solve a rubik's cube because she, "needed to figure it out herself". Naturally, a question arose, "How do you teach someone to solve a rubik's cube while imparting the least information possible". This would include everything, including things like notation. We're assuming the person we are teaching has no background knowledge whatsoever. The method/approach would need to be completely intuitive, including algs; ones which could be "reasonably" found. This would leave out things like commutators/conjugates. Idealy, our method would be broken down into subpuzzles, ones which could be bruteforced (Not exactly what we want but passes the bar of "reasonability"). What I came up with is a mix of LMCF, Morozov, SSC, HSC, and Guimond

Steps:
(1) Corner Orientation. Same step as in Guimond. All of the CO algs are <R U>. The apporach would be to setup into R U R', R U2 R', R U' R'. Our subpuzzle is 2-Gen Corner Orientation.
(2) Corner Separation. Separation is inuitive - no notes.
(3) Corner Permutation (CPBL). All you need to do is figure out Adj/Adj. Our subspuzzle is solving corners with <R2 U D F2 B2 L2>
(4) E-Slice Edges. <R U D M>. Setups into R U M* U' R' and other variations (Reflections and Inverses).
(5) Edge Orientation. Roux EO with D moves to set up into <M U> EO. Variations of M' U M.
(6) Edge Permutation. Roux 4c with 2 extra edges, <M U D>. Setups into M' U2 M and other variations.

Notes:
You can solve 2-3 E-Slice edges (Psuedo-Pairs) and then solve CO. Example: 3 oriented corners + E-Slice minus FR Edge => <R U> CO => insert FR edge => CPBL
Step (2) and (3) can be combined.
Step (4) could be extended to DL + DR and ending with <M U> L6E.
You could start the solve with EO and continue as normal.

How would it be taught?
This is a wonderful question - but how does it help us? Well, we can reform our original question, "How do you teach someone to solve a rubik's cube while imparting the least information possible" and rather ask "How efficiently can we teach our method". We can quantify this by counting the number of concepts you need to learn and how much we can extrapolate and reapply from one step to another.

Our progression would looksomething like this:

(1) CP: Break down CS and CPBL into the <R2 U D F2 B2 L2> subgroup. Important concept: U/D colour pieces facing the same direction are oriented.
(2) EP: Same pinciple as CPBL with a <M U D> subgroup. Opposite U/D colours recognition transfer between steps. Trigger: M' U2 M. Congrats, you can now solve DR!
(3) EO: <R U M D> subgroup. Opposite U/D colours recognition transfer between steps. Trigger M* U* M*. EO is iterative.
(4) Inserts: Basic principle as EP with a setup. R U M* U' R'. This isn't that hard to figure out extrapolating from our M* U* M and M* U2 M* triggers.
(5) CO: 2-Gen CO. Opposite U/D colours recognition transfer between steps. Triggers: R U R', R U' R', and R U2 R'.

Notes:
Most of these steps are interchangable. Example: teach CP and then CO to give the solver the ability to solve a 2x2.

If we look through our steps we'll notice 2 things. (1) U/D colour recognition extends between steps and (2) our steps are all intuitve or brute forcable. 2-Gen CO and EO can be brute forced (both are iterative). EP and Inserts are intuitive. CPBL is reasonably findable (not 100% brute force but with practice you can "accidentally" solve corners). Another note is that since we break down steps into subgroups we don't need to teach notation. Its also allows the student to practice each step separately (Just need to scramble within the subgroup for each step).

Anyhow, I think that's everything.
 
Interesting idea- are you including a way for them to show their solutions? It would be cool to see what they come up with.
Thanks! No, there is nothing interactive in that page.

Just as an FYI, https://alpha.twizzle.net/edit/ is going to eventually replace alg.cubing.net. And for 8x8x8 +, https://alpha.twizzle.net/explore/

What I noticed that twizzle (Thread 1, Thread 2, etc.) doesn't have that alg.cubing.net has is some of the alg simplication/modification tools. (And it appears that "Simplify" has bugs. It also fails to parse some algs with parenthesis for repetition and/or setup moves, should there be no spaces between components.)

So, although not perfected yet, links to alg.cubing.net will most likely be redirected to Twizzle sooner or later.
Thanks for the heads up! I know about Twizzle, but I did not know the plan was to replace alg.cubing.net. In any case, I use the tool sufficiently often that I am going to notice and I can keep the links up to date, if needed.

I was wondering why webmasters are using third-party links (for me personally, not having a full control over the landing page would be an issue for several reasons) when there are alternatives like TwistySim, Roofpig, AnimCubeJS or VirtualCube.
In my case it is mostly because I wanted to keep the page compact and text + pictures only. I may expand it in the future and include some dynamic visualization :)
 
I can hardly think of a situation in which static images are more helpful than simulators (not necessarilly with button bar displayed) regardless of your target audience.

I mean, if an exemple is presented to me as a reader, I know I would like to see other sides of the cube as well, as long as it is not explicitely stated in which state those pieced are.

For me personally, another benefit would be a chance to experiment with my solving approach without a fear of scrambling a physical cube.

Too bad it's not compatible with your requirements as a webmaster (even though JS file is technically a text ;-) ).
 
Back
Top