What Constitutes Lucky in BLD?

Leo

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Dec 2, 2007
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Well I've been wondering this for awhile. What constitutes a "lucky" case in blindfold cubing? I mean other than the obvious whole step skip, such as for three cycle, no edge orientation needed. But what else?
 
"For blindfold solving a lucky case is defined by:
1) more than 5 corners are correctly oriented, or
2) more than 8 edges are correctly oriented, or
3) more than 3 corners are correctly positioned, or
4) more than 4 edges are correctly positioned."

Taken from speedcubing.com
But this doesn't all make sense for non orient methods.
So I just use:
"1) more than 3 corners are correctly positioned, or
2) more than 4 edges are correctly positioned."

But then does a piece which is in the correct place but wrong orientation count here? I don't think so, because I have to remember to flip it, which is not a primary part of my method.

I think we should try set some non-method specific rules, which could be difficult.
 
I don't understand the separation of corners and edges. You can have 7 pieces completely solved and not call it lucky? That's more than a third of the puzzle! I noticed Rowe's "non-lucky" unofficial record had six pieces solved, and I think that's quite lucky.

Edit: Um, actually I don't understand Rowe's notation. Looks like an 8-cycle of edges and two 3-cyles of corners which is impossible.
 
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I wonder if it would be better to give two definitions, depending on wether orientation is used or not?

For someone using COCPEOEP, a skip of CO and EO, would definitely be lucky, but for me who doesn't orient, is that lucky? It *would* be an easy solve, but since they are not parts to my method, is it lucky?

If we said soemthing like, more than 4 pieces solved is lucky. What if a piece was correctly permuted, but incorrectly oriented? Does that piece come under "solved" pieces?
 
A general rule could be something like "Luck is when you have 20% fewer steps than average" and then that could be translated to each method.
 
That would be a nice rule (although sometimes it could be tough to calculate). I had a 4x4x4 BLD yesterday that I decided was lucky because there were only 3 corners permuted (and 3 misoriented). But if I counted every 3-cycle that I do, I would imagine the total on that solve was really pretty average, since the centers weren't all that great.

But "lucky" is awfully subjective anyway.
 
But "lucky" is awfully subjective anyway.

Well, I guess thats what we are trying to do. Make "lucky" non-subjective, by defining a simple set of rules.

"Easy" on the other hand, will always be subjective. For example, yesterday me and alex yu were racing BLD. We came to a scramble, of which I got a low 1-min, but he had a realtively high DNF. It was because I found the scramble ridiculously easy, but because he has a different memo method and excution for him the scramble was very hard. I don't think its possible to really create equally fair scrambles.
 
But "lucky" is awfully subjective anyway.

Well, I guess thats what we are trying to do. Make "lucky" non-subjective, by defining a simple set of rules.

"Easy" on the other hand, will always be subjective. For example, yesterday me and alex yu were racing BLD. We came to a scramble, of which I got a low 1-min, but he had a realtively high DNF. It was because I found the scramble ridiculously easy, but because he has a different memo method and excution for him the scramble was very hard. I don't think its possible to really create equally fair scrambles.

Yes, I agree with you. A major part of whether a solve is easy or not is by your memo and execution method. Memo because a solve with many two cycles is generally easier to do visually than with images. (at least I find that) Execution obviously because of different buffers, whether you orient first, etc.
 
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