Difference between revisions of "Move count"

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'''Move count''' is usally the number of [[move]]s that a [[method]] or a [[sub step]] is using in total taking all possible cases in account.
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'''Move count''' is the number of [[move]]s that a [[method]] or a [[substep]] uses. The number of moves can be measured according to several different [[metric]]s:
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# Half turns ([[HTM]]), also sometimes called 'face turns' ([[FTM]])
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# Slice turns ([[STM]])
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# Outer block turns ([[OBTM]])
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# Execution movements ([[ETM]])
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# Quarter turns ([[QTM]])
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# Axial turns ([[ATM]])
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# Quarter-Slice turns ([[QSTM]])
  
How the steps are solved, the type of algorithms that are used may affect the move count, if a method uses many 2-gen algs it will have a higer move count than if all sides are used.
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How the steps are solved or the type of algorithms that are used may affect the move count. For example, using a [[blockbuilding]] approach during early stages of a solve is known to be very move efficient. On the other hand, if a method uses many 2-gen algs it will have a higher move count than if all sides are used. Move count efficiency is important in speedsolving, but it is often necessary to sacrifice move efficiency to improve recognition and execution. However, in fewest moves solving ([[FMC]]) move count efficiency is the sole objective.
  
[[Category:Cubing Terminology]]
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== See also ==
{{Stub}}
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* [[Fewest Moves]]
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* [[Metric]]
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* [[HTM]]
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* [[QTM]]
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* [[STM]]
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* [[ATM]]
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* [[ETM]]
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[[Category:Terminology]]

Latest revision as of 02:17, 3 January 2018

Move count is the number of moves that a method or a substep uses. The number of moves can be measured according to several different metrics:

  1. Half turns (HTM), also sometimes called 'face turns' (FTM)
  2. Slice turns (STM)
  3. Outer block turns (OBTM)
  4. Execution movements (ETM)
  5. Quarter turns (QTM)
  6. Axial turns (ATM)
  7. Quarter-Slice turns (QSTM)

How the steps are solved or the type of algorithms that are used may affect the move count. For example, using a blockbuilding approach during early stages of a solve is known to be very move efficient. On the other hand, if a method uses many 2-gen algs it will have a higher move count than if all sides are used. Move count efficiency is important in speedsolving, but it is often necessary to sacrifice move efficiency to improve recognition and execution. However, in fewest moves solving (FMC) move count efficiency is the sole objective.

See also