Thank for your pretty algorithm. I'm still looking for good recognition system (the pattern is very bad) and need to improve the movecount of this method
Đỗ Viên, I really like the concept, and I generated all the possible algs needed for the last step (lets call it Perry Last Corner-Edge [PCLE].)
There are 4 main categories in PCLE:
I define the pure cases using the bottom edge/corner in relation to the UBL block (R=right edge, F=UFR corner) and blocks on top.
- "Pure"-both a corner and an edge need to be put in
- "HKPLL"-only edge insertion
- "TTLL"-only corner insertion
- "PLL"- Ja, Jb, V, Aa, Ab
HKPLL is mostly identified by corners/blocks and basically same story with TTLL.
Pure has 36 algs
HKPLL has 9 algs
TTLL has 18 algs
PLL has 5 algs (didn't generate these, didn't see a reason as basically everyone knows PLL)
In total there are 68 algs, hopefully I didn't miss any cases. I'd say it's within reason to learn, but you'd probably need a solid recognition system if used for speedcubing. As of now, the algs have been created without the F/B faces, so move-count may be slightly better than whats given here. Keep looking into it, I think you've got some good potential here!