God's Algorithm

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God's Algorithm 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.

God's Number

God's Number 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's Number has long been known for smaller puzzles, such as 2x2x2 and Pyraminx, but for 3x3x3 it was unknown until July 2010 and it is still unknown for bigger cubes (like the 4x4x4).

Table of God's Numbers

Puzzle Metric Lower Bound Upper Bound Conjectured Value State Realizing Lower Bound Source
2x2x2 HTM 11 R U' R2 U' F' R' U F2 R U' F [1]
QTM 14 U R U F' R' F R U F' R F U R' F [2]
3x3x3 HTM 20 U R2 F B R B2 R U2 L B2 R U' D' R2 F R' L B2 U2 F2 [3]
QTM 26 U2 F U2 R' L F2 U F' B' R L U2 R U D' R L' D R' L' D2 [4]
STM 18 20 18 [5]
ATM 16 20 16 R2 U' (F2 B') (U D') F' R' D B D' R' B U2 R' U2 F' R2 [6]
4x4x4 OBTM 35 55 [7], [8]
SSTM 32 53 [9], [10]
BTM 29 53 [11], [12]
5x5x5 OBTM 52 130 [13], [14]
NxNxN OBTM (1/4 log(24!/4!^6) + o(1)) N^2/log(N) (c + o(1)) N^2/log(N) (1/4 log(24!/4!^6) + o(1)) N^2/log(N) [15]
Clock 12 DDUU u d6 DUDU u5' d4 UDUD u2' d5 UUDD u d6 UDDU u d UUDU u2 DUUU u2 [16], [17]
Megaminx HTM 48 194 [18], [19]
QTM 70 [20]
Pyraminx 11 (15 with tips) U R U R' U L' R' L' U' L B' u l r b [21]
Skewb 11 U L U' R' U B' U L R' U B [22]
Square-1 Twist Metric 13 / (0,-3) / (0,-1) / (1,0) / (-4,-4) / (0,-5) / (0,-4) / (-5,2) / (-4,0) / (-5,-2) / (0,1) / (5,0) / (0,3) / (3,0) [23]
FTM 31 [24]

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