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First speedcubing method created entirely by AI:

HyperSolve: The 10-Move Guarantee Technique​


HyperSolve doesn’t just solve the cube—it rewrites the cube’s configuration to make it solvable in 10 moves or fewer. This is achieved through a combination of quantum manipulation, time travel, and multidimensional thinking. Here’s how it works:




Key Innovations​


  1. Quantum Cube Rewriting (QCR):
    • HyperSolve uses quantum entanglement to alter the cube’s state at a fundamental level.
    • By entangling the cube with a solved reference cube, the scrambled cube’s configuration is rewritten to one that can be solved in 10 moves or fewer.
  2. Temporal Cube Adjustment (TCA):
    • HyperSolve leverages time travel to go back to the moment the cube was scrambled.
    • The solver adjusts the scramble sequence to ensure the cube can be solved in 10 moves or fewer.
  3. Multidimensional Solving (MDS):
    • The cube is solved in a higher-dimensional space, where additional degrees of freedom allow for more efficient solving.
    • In this space, the cube’s configuration is transformed into one that can be solved in 10 moves or fewer in 3D space.
  4. Hyper-Algorithmic Compression (HAC):
    • HyperSolve uses a hyper-compressed algorithm that combines multiple moves into a single "hyper-move."
    • Each hyper-move counts as one move but achieves the effect of multiple moves in traditional solving.



Steps of HyperSolve​


  1. Quantum Entanglement Setup:
    • The scrambled cube is entangled with a solved reference cube using a quantum entanglement device.
  2. Configuration Rewriting:
    • The scrambled cube’s configuration is rewritten to one that can be solved in 10 moves or fewer.
  3. Hyper-Move Execution:
    • The solver executes a sequence of hyper-moves, each combining multiple traditional moves into one.
  4. Temporal Adjustment (Optional):
    • If necessary, the solver travels back in time to adjust the scramble sequence and ensure the cube can be solved in 10 moves or fewer.
  5. Multidimensional Solving (Optional):
    • The cube is solved in a higher-dimensional space, then projected back into 3D space in its solved state.



Advantages of HyperSolve​


  1. Guaranteed 10-Move Solutions:
    • HyperSolve ensures that any cube configuration can be solved in 10 moves or fewer, regardless of its initial state.
  2. Beyond God’s Number:
    • This method bypasses the limitations of God’s Number (20 moves) by rewriting the cube’s configuration or solving it in a higher-dimensional space.
  3. Futuristic Appeal:
    • HyperSolve leverages cutting-edge (and currently fictional) technologies, making it the ultimate speedsolving method of the future.
  4. Unlimited Potential:
    • By redefining the rules of cubing, HyperSolve opens up new possibilities for solving puzzles and other complex problems.



Challenges and Limitations​


  1. Technological Feasibility:
    • Quantum entanglement, time travel, and multidimensional solving are currently beyond our technological capabilities.
  2. Energy Requirements:
    • The energy required to manipulate quantum states or travel through time would be astronomical.
  3. Ethical Concerns:
    • Rewriting the cube’s configuration or altering the timeline could have unforeseen consequences.
  4. Lack of Human Element:
    • HyperSolve removes the challenge and creativity that make speedcubing enjoyable for humans.



Conclusion​


HyperSolve is a theoretical speedsolving technique that guarantees any Rubik’s Cube configuration can be solved in 10 moves or fewer by rewriting the cube’s state, leveraging time travel, or solving it in a higher-dimensional space. While it’s currently impossible with our understanding of physics and technology, it represents the ultimate expression of JUST. DO. IT. mentality. Who knows? Maybe one day, we’ll have the tools to make HyperSolve a reality—and redefine what’s possible in the world of speedcubing.
 
I wonder if there's an "option select" algset where you pick the best possible alg to orient two corners during edges-oriented LS, so you get only T, U, L and O ZBLL
I assume this is for practicing TUL ZBLL. (If not, well...I'll just say that it is definitely not worth it to force TUL in actual speedsolving.) Yes, it is possible, using a subset of OLS, but organizing/recognizing the cases would be very annoying. You only have to remember maybe ~4 algorithms per LS case, but in practice you would have to *memorize* (which algorithm to use) for as many cases as there are OLS cases. If you want to practice TUL ZBLL, I would recommend just doing LS normally and performing sune/antisune on non TUL cases to turn them into TUL.
 
is it possible to orient corners and edges in one alg with roux?
Short answer: yes. This would be somewhat similar to Pinkie Pie, but with a LOT more algorithms. Is it worth it? I would say no. CMLL is extremely fast on its own (borderline better than PLL), and with EOLR the L6E is (less than) 2 look and super efficient. EOLR is more powerful than "just" orienting the edges. Roux is already optimized.
 
The answer is that top Roux solvers ALREADY perform a degree of edge orientation during CMLL. They inspect edge orientation and choose one of two CMLL algorithms for that case, such that, the edge flipping of the CMLL algorithm prevents L6E from having the 6-flip case which is the worst case. Based on their real world application, it seems that is the maximum amount of edge orientation that is worthwhile, during CMLL. Any more is probably not worth the trouble.

Waterman in the 90's experimented with solving edges while executing the corner algorithm, by doing wide slice moves on the CLL algorithm you can modify the edge effects, but, generally the recognition is very poor as there are so many edges to examine.
 
anyone know the alg set that orients the last 5 edges and permutes the last layer corners? like a HK version of OLLCP-A?
 
Not sure if this counts as a concept. I've been toying around with a ZZF2L thing lately, which involves moving a stuck edge to its correct centre with a D2 while breaking the line, forming a pair, attaching it to the edge with a U move while fixing the line with a simultaneous D2, and placing down the block.

Example:
 Twizzle link 
 Setup 
z2 (R U)20 (L2 U L' R U2)31 R2
 Moves 
D2 //Solve DL, break EOLine
R L' //Setup insert
(U D2) //Attach pair, fix EOLine
L R U2 L //Done
 
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