Status
Not open for further replies.
Is there a shorter algorithm for the step at 5:32?


I apologize if I posted at the wrong thread.
 
Last edited by a moderator:
Is there a shorter algorithm for the step at 5:32?
It depends. If you consider that algorithm to be 15 moves, and if you are not wishing to destroy any part of the 4x4x4 except for the last layer, then no. There are a total of 26 unique 15 move algorithms which solve this case. They can all be found here. In reality, there are only 4 unique paths for 15 movers (and you might go as far to say that there are only two...the algorithm you have seen and Frédérick Badie's).

However, if you count that algorithm as 25 moves, then yes. For starters, I made two 23 move algorithms which do the exactly same thing as that 25 mover.
x' r2 U2 l' U2 r U2 r U2 x' U r U' F2 U r' U r2 x
r U2 x U2 F' r' F U2 F' r F r U2 r' U2 x' r' U2 r'

And, there are many short "pure" algorithms here (the first number in the parentheses at the end of the algorithm tells you how many moves it is).

If you don't care about preserving the first three layers (meaning that you don't mind affecting the last layer + additional layers), then see the algorithms in this section.

If you don't care about preserving the first three layers or the centers, then see the algorithms in this section.

By the way, this is the correct thread to request algorithms, so you're fine. :)
 
Thanks a lot for your help. I know this sounds dumb but how do you use the alg.garron.us link site that you have given me? Does it only show the algorithm or does it depicts how the cube moves in 3D by following the algorithm? It's would be beneficial for me as I am more of a visual person. Also what does x and l mean in the algorithm?

Sorry I'm a beginner so I don't really know.
 
Does it only show the algorithm or does it depicts how the cube moves in 3D by following the algorithm?
If you only see the algorithm when you click on the links, it might be because you don't have java installed on your computer. Also check to make sure that the java pluggin is not disabled. But yeah, you should see a 3d cube applet animation on the right of your screen and an algorithm box on the left. It's a great tool, so try to get it to work.

Also what does x and l mean in the algorithm?
x means you rotate the entire cube away from you once. x' means you rotate the cube toward you once. l stands for left.

It's a little confusing, but there are several big cube "move notations" floating around.
1) WCA
2) SiGN
3) Rubik's

However, the Rubik's notation is avoided on this site, so stick with the first two (there also is superset and maybe other customized notations as well, but these are the notations on alg.garron.us).

In the case of the two algorithms in my previous post, they are in SiGN notation. So lower case letters mean "wide turns". So l in SiGN means Lw in WCA notation = (L l) = L* in Rubik's notation (but please use l, for SiGN notation or Lw for WCA notation to refer to this move, not L*). It means move the left half of your 4x4x4 towards you once (90 degrees).

In WCA notation, lower case letters mean single inner layer turns.

I would strongly recommend trying to get alg.garron.us to work on your machine and then you will see what all of these letters mean.
 
Last edited:
Thanks a lot for all the information. Really appreciate it. I enable java and the animation works. It is a really helpful website. Although I wish it would move a little slower but I'm not complaining since there is a pause button.
Anywhere for all the algorithm and moves, it might seem really confusing to me but I think I just have to take some time to play around with and familiarise with it because for now it's all like ancient to me.

What is the algorithm for the 4x4 cube in a cube in a cube pattern?
 
Last edited by a moderator:
Thanks for that, time to learn it.

Thanks a lot for all the information. Really appreciate it. I enable java and the animation works. It is a really helpful website. Although I wish it would move a little slower but I'm not complaining since there is a pause button.

Anywhere for all the algorithm and moves, it might seem really confusing to me but I think I just have to take some time to play around with and familiarise with it because for now it's all like ancient to me.
look in the lower right hand side of the animation, click on the gear, look a new speed slider is here.
 
Last edited by a moderator:
Adv cross algs wanted.

Sometimes when doing the cross, i will mess up and finish the f2l with a cross piece flipped wrong. Is there an algorithm for this that preserves f2l (that is not M' U M U' M' U2 M)? Another case is when 2 peices are flipped wrong but in right permutation. Is there an algorithm for this? Sorry if this has been posted before, but i could't find one. Also, particularly R/L moves. I am sub 20.
 
speedy alternatives to standard G perms? I just know of R2 F2 R U2 R U2 R' F R U R' U' R' F R2 for G(c),any more <RUF> ones for other Gs?
G perms from different angles also.

4X4 edge parity alg for when same edges are not opposite to each other.So far I only know of y' z' Lw' U2 Lw' U2 F2 Lw' F2 Rw U2 Rw' U2 Lw2 z y but it needs a bad rotation and its lengthy.
 
4X4 edge parity alg for when same edges are not opposite to each other.So far I only know of y' z' Lw' U2 Lw' U2 F2 Lw' F2 Rw U2 Rw' U2 Lw2 z y but it needs a bad rotation and its lengthy.
Dw R F' U R' F Dw'
 
Uhhh Nevermind,I asked for something else -.-
Hey ilikecubing,
You should be more specific. It's not anyone's fault that they cannot guess what you need. When I read your request, I was debating whether you wanted what others have given you or if you wanted this:

Did you want an alg for this case?
Diag.opp.png

​
If so, here's a whole list of all of the shortest existing algs for this case in probably all move metrics.

http://www.speedsolving.com/wiki/index.php/4x4x4_Parity_Algorithms#Opposite.2Fdiagonal_2-Swap

Alslo, there is no 2-cycle of wing edges algorithm of any form which preserves the centers shorter than 12 half turns, so if you wanted a shorter algorithm for that, you're out of luck.

However, my Uw Lw' Uw' l' Uw Lw Fw' Lw2 Uw' l' Uw Lw' L' Fw Uw' is pretty fast, and it's much shorter in quarter turns than the 14 half turn algorithms in that list.

Lastly, if you wanted this 2-cycle case to be in the intersection of the E slice and F face, I don't think any fast algorithms use l and r slices which do that. For example, I rotated my (18,15) alg in that list and got:
Lw' U2 Fw r' Fw' Uw2 Fw U' Fw r' Fw' Uw Bw' r2 Uw z'
 
Status
Not open for further replies.
Back
Top