Difference between revisions of "Algorithm"
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In terms of [[twisty puzzle]]s, an '''algorithm''' refers to a sequence of [[move]]s that accomplishes something. For example, an algorithm is used to cycle 3 edges, or 3 corners. A [[commutator]] is also considered an algorithm. Specific [[notation]] is typically used to display algorithms which makes it easy to see and understand. In [[speedcubing]], algorithms are typically memorized in order to solve specific positions in a short amount of time (recognition of what needs to be solved, recalling the algorithm needed to solve the position, and executing the algorithm to solve the position). | In terms of [[twisty puzzle]]s, an '''algorithm''' refers to a sequence of [[move]]s that accomplishes something. For example, an algorithm is used to cycle 3 edges, or 3 corners. A [[commutator]] is also considered an algorithm. Specific [[notation]] is typically used to display algorithms which makes it easy to see and understand. In [[speedcubing]], algorithms are typically memorized in order to solve specific positions in a short amount of time (recognition of what needs to be solved, recalling the algorithm needed to solve the position, and executing the algorithm to solve the position). | ||
− | == See | + | == See also == |
* [[Algorithm Database]] | * [[Algorithm Database]] | ||
* [[Puzzle Notation]] | * [[Puzzle Notation]] | ||
− | [[Category:Cubing | + | [[Category:Cubing terminology]] |
{{stub}} | {{stub}} |
Revision as of 18:35, 19 May 2012
In terms of twisty puzzles, an algorithm refers to a sequence of moves that accomplishes something. For example, an algorithm is used to cycle 3 edges, or 3 corners. A commutator is also considered an algorithm. Specific notation is typically used to display algorithms which makes it easy to see and understand. In speedcubing, algorithms are typically memorized in order to solve specific positions in a short amount of time (recognition of what needs to be solved, recalling the algorithm needed to solve the position, and executing the algorithm to solve the position).
See also
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