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		<id>https://www.speedsolving.com/wiki/index.php?title=God%27s_Algorithm&amp;diff=9823</id>
		<title>God&#039;s Algorithm</title>
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		<updated>2010-08-11T07:28:31Z</updated>

		<summary type="html">&lt;p&gt;Ravi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;God&#039;s Algorithm&#039;&#039;&#039; is the optimal [[solution]] from a puzzle state to another state, commonly the solved state. The term is sometimes used to refer to the [[algorithm]] itself, or an algorithmic procedure that finds such a solution efficiently.&lt;br /&gt;
&lt;br /&gt;
== God&#039;s Number ==&lt;br /&gt;
&#039;&#039;&#039;God&#039;s Number&#039;&#039;&#039; is either used to refer to the diameter of the [[group]] of the puzzle (the furthest distance two states can be from each other) or to the furthest distance any position can be from solved. God&#039;s Number has long been known for smaller puzzles, such as [[2x2x2]] and [[Pyraminx]], but for [[3x3x3]] it was unknown until July 2010, when Davidson, Dethridge, Kociemba, and Rokicki [http://cube20.org proved] it to equal 20. The [[Superflip|superflip]] is the best-known example of a position which requires 20 moves to solve in [[HTM]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Cubing Terminology]]&lt;br /&gt;
[[Category:Puzzle Theory]]&lt;br /&gt;
[[Category:Computer Algorithms]]&lt;/div&gt;</summary>
		<author><name>Ravi</name></author>
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