Difference between revisions of "God's Algorithm"
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== God's Number == | == God's Number == | ||
− | '''God's Number''' is either used to refer to the diameter of the [[Rubik's Cube Group|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 | + | '''God's Number''' is either used to refer to the diameter of the [[Rubik's Cube Group|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]]). |
=== God's Number for [[3x3x3]] === | === God's Number for [[3x3x3]] === |
Revision as of 21:34, 20 January 2015
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).
God's Number for 3x3x3
- In July 2010, Morley Davidson, John Dethridge, Herbert Kociemba, and Tomas Rokicki proved God's Number for 3x3x3 to equal 20 in HTM. The superflip is the best-known example of a position which requires 20 moves or moves to solve in HTM.
- In August 2014, Morley Davidson, John Dethridge, and Tomas Rokicki proved God's Number for 3x3x3 to equal 26 in QTM. The superflip plus fourspot is the first proved example of a position which requires 26 moves or moves to solve in QTM.