Difference between revisions of "Snyder Method"

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{{Method Infobox
 
{{Method Infobox
 
|name=Snyder
 
|name=Snyder
|image=Snyder.png
+
|image=Snyder-60fps-loop.gif
 
|proposers=[[Anthony Snyder]]
 
|proposers=[[Anthony Snyder]]
 
|year=1982
 
|year=1982
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|variants=[[Heise Method]]
 
|variants=[[Heise Method]]
 
[[Petrus]]
 
[[Petrus]]
|steps=3-5
+
|steps=5
|moves=36-45
+
|moves=40
 
|purpose=<sup></sup>
 
|purpose=<sup></sup>
* [[Speedsolving]] [[FMC]]
+
*[[Speedsolving]]
 +
*[[FMC]]
 
}}
 
}}
The '''Snyder Method''', invented by [[Anthony Snyder]] in 1982, is both a [[fewest moves]] [[method]] and a [[speedsolving]] [[method]] for the [[3x3x3 cube]]. The start is similar to [[Petrus]], forming a 2x2x2 block with optional [[XCross]].  Then a variety of methods may be used to complete the rest of the F2L except for one CE.  (Anthony has since added optional starts using a 1x2x3 or a 2x2x3, also with or without the cross.)  Then the final CE pair is placed while simultaneously orienting and placing a minimum of one LLE.  Then all LL edges are solved together with one corner.  Then the [[last three corners]] are solved.
 
  
== Claimed Advantages ==
+
{{Method Header
The main objective to the Snyder Method is to orient and permute each piece at each stage simultaneously rather than separate steps, as he claims several strategic advantages to this:
+
|listofsteps=[[2x2x2 Block|2x2x2 block]] -> Go to [[F2L-1 cube state]] -> [[LastSlot +1E]] -> [[LL E+1C]] -> [[L3C]]
* a simultaneous orient and permute helps the person visualize piece relationships useful to intuitive cube solving
+
|description=[[Snyder Method|The '''Snyder Method''']] is a [[fewest moves]] and a [[speedsolving]] [[method]] for the [[3x3x3 cube]].
* Snyder is convinced there is a mathematical advantage to simultaneous orient and permute, though he has not proven this
+
}}
* all LL algs learned that fit this philosophy will also be a subset of the LL direct solve method, thereby making more efficient use of the learning process for people who have as an ultimate goal a LL direct solve
+
 
 +
The '''Snyder Method''', invented by [[Anthony Snyder]] in 1982, is both a [[fewest moves]] and a [[speedsolving]] [[method]] for the [[3x3x3 cube]]. It is based on [[blockbuilding]] and can be compared to [[Petrus]] and the [[Heise Method]].
 +
 
 +
== The steps ==
 +
* 1. ([[2x2x2 Block|'''2x2x2 block step''']] or [[Xcross|Xcross step]]) Form a [[2x2x2 Block cube state|2x2x2 block]], optionally an [[F2L-3 cube state|Xcross]]. (Anthony has since added optional starts using a 1x2x3 or a 2x2x3, also with or without the cross.)
 +
* 2. ('''Go to [[F2L-1 cube state]]''') Use any variety of methods to solve the rest of F2L, except for one slot.
 +
* 3. ([[LS+1E|'''LS+1E step''']]) Solve the final pair and insert it while simultaneously orienting and placing a minimum of one last layer edge to go to [[LL:1E (O+P) cube state]].
 +
* 4. ([[LLE+1C|'''LLE+1C step''']]) Orient and permute all the last layer edges, plus one corner to go to [[L3C cube state]].
 +
* 5. ([[L3C|'''L3C''']]) Solve the [[last three corners]].
 +
 
 +
== Claimed advantages ==
 +
A salient characteristic of the Snyder Method is to orient and permute each piece at each stage simultaneously. Anthony claims several advantages for this:
 +
* Simultaneous orientation and permutation helps to visualize piece relationships, useful to intuitive solving.
 +
* There is a mathematical advantage.
 +
Furthermore, all such last-layer algorithms will be a subset of [[1LLL]], making the Snyder Method a possible candidate as an intermediate method for [[1LLL]].
 +
 
 +
Though there are many cases to first solving the LLE+1C, the more common cases can generally be solved in 6-10 turns, making it quite turn efficient.
 +
 
 +
Although the Snyder Method closely resembles the [[Petrus Method]] in its F2L approach, its last-layer method differs considerably. This last-layer method was independently proposed in 2005 by [[Kenneth Gustavsson]], who called it "Fish & Chips".
 +
 
 +
== A word about algorithms ==
 +
Anthony found almost all of his algorithms independently and without computer aid, and claims that his method is one of the most efficient based primarily on human-generated algorithms. Anthony explained this as follows: "In the 80's there was a general stereotype that using a computer was cheating, plus [I] enjoyed thinking up [my] own algorithms." However, he plans to upgrade his method using a computer in the near future.
  
Though his F2L method closely resembles the F2L in [[Petrus]], his last layer method differs considerably.  Though there are many cases to first solving the LLE+1C, the more common cases can generally be solved in 6-10 turns, making it quite turn efficientIn 2005 [[Kenneth Gustavsson]] came up with the same LL method as Anthony, calling it "Fish & Chips".
+
In the early 80's, Anthony developed a complete set of fewest-move solutions for the CE pair cases and for the [[last three corners]] cases. However, he relied more extensively on the use of combinations and exchanges to efficiently put in the LL edges + cornerHe makes up for this with a large selection of approximate direct-solves on the entire LL, claiming to switch to this mode about 20% of the time.
  
== A Word about Algorithms ==
+
This method requires 1-2 looks for the block+cross start, then up to 1 look each for the 1-3 CE pairs, then 1-2 looks for the last layer. Though there are a lot of looks, an attentive solver can be quite efficient, and average around 40 turnsThough a beginner will likely take a lot more than this, and a pro taking their time may get his/her average down to about 36Many of the shorter algorithms were added throughout the 80's and 90's, and the library of LL direct solves were mostly added in the 00's.
Anthony developed nearly all of the algorithms independently without computer aid. He claims that his system is one of the most efficient based primarily on human-generated algorithmsIn the 80's there was a general stereotype that using a computer was cheating, plus Anthony enjoyed thinking up his own algorithmsHowever, he states that he will upgrade his system using computer modeling in the near future, possibly making it a serious contender.
 
  
 +
<small>'''Note:''' Having complete sets of short algorithms was very unusual in the 1980s (combining 2 algs in 1-look was a common solution). [[Kenneth Gustavsson]] suggested the same LL-method ('Fish & Chips') in 2005 but with [[VHF2L]] and the rest in two clearly defined steps, [[EP]] + 1 corner (36 cases, the 'fish' step) and then [[L3C]] (22 cases, the 'chips' step), this makes a 2-look [[ZBLL]], often a little more effective than [[COLL]]/[[EPLL]].</small>
 
== Variations ==
 
== Variations ==
The Snyder Method allows a number of variations to be applied wherever convenient.
+
The Snyder Method allows a number of variations to be applied whenever convenient.
 
* when a 2x2x3 block is not immediately apparent he will start with either a 1x2x3 or a 2x2x2, then immediately finish the 2x2x3 block with a second look, or, he puts together several CE pairs as in [[Heise]], then assembles those into a F2L minus one CE
 
* when a 2x2x3 block is not immediately apparent he will start with either a 1x2x3 or a 2x2x2, then immediately finish the 2x2x3 block with a second look, or, he puts together several CE pairs as in [[Heise]], then assembles those into a F2L minus one CE
 
* two or more CE may be solved simultaneously to complete the F2L faster
 
* two or more CE may be solved simultaneously to complete the F2L faster
 
* the LL may be solved in 1 look rather than 2, using either a shortest-move algorithm, combination, or substitution
 
* the LL may be solved in 1 look rather than 2, using either a shortest-move algorithm, combination, or substitution
 
In the early 80's Anthony came up with a complete set of fewest-move solutions for the CE pair cases and for the [[last three corners]] cases.  However, he relied more extensively on the use of combinations and exchanges to efficiently put in the LL edges + corner.  He makes up for this with a large selection of approximate direct-solves on the entire LL, claiming to switch to this mode about 20% of the time.
 
 
This method requires 1-2 looks for the block+cross start, then up to 1 look each for the 1-3 CE pairs, then 1-2 looks for the last layer.  Though there are a lot of looks, an attentive solver can be quite efficient, and average around 40 turns.  Though a beginner will likely take a lot more than this, and a pro taking their time may get his/her average down to about 36.  Many of the shorter algorithms were added throughout the 80's and 90's, and the library of LL direct solves were mostly added in the 00's.
 
  
 
== Publication ==
 
== Publication ==
 
In 1981 he printed his simple solution, a 7 algorithm system that is easy to learn.  It was entitled, "Tony Snyder's Simplest Solution to Solve a Rubik's Cube", and though he personally only taught a handful of people this technique, a classmate took a copy and passed it out to students in a number of schools.  He has not yet put to print his advanced technique.
 
In 1981 he printed his simple solution, a 7 algorithm system that is easy to learn.  It was entitled, "Tony Snyder's Simplest Solution to Solve a Rubik's Cube", and though he personally only taught a handful of people this technique, a classmate took a copy and passed it out to students in a number of schools.  He has not yet put to print his advanced technique.
  
<small>'''Note:''' Having complete sets of short algorithms was very unusual in the 1980's (combining 2 algs in 1-look was a common solution). [[Kenneth Gustavsson]] suggested the same LL-method ('Fish & Chips') in 2005 but with [[VHF2L]] and the rest in two clearly defined steps, [[EP]] + 1 corner (36 cases, the 'fish' step) and then [[L3C]] (22 cases, the 'chips' step), this makes a 2-look [[ZBLL]], often a little more effective than [[COLL]]/[[EPLL]].</small>
 
  
== Example Solves ==
+
 
 +
== Example solves ==
 
Here are some of Anthony's solves.
 
Here are some of Anthony's solves.
 
* [http://www.youtube.com/watch?v=UB2Pb9_iNBI The Snyder Method]
 
* [http://www.youtube.com/watch?v=UB2Pb9_iNBI The Snyder Method]
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* [http://www.youtube.com/watch?v=HEKjAHDyKLo 5 solves using Snyder Method 2, showing how fast it is despite his handicaps].
 
* [http://www.youtube.com/watch?v=HEKjAHDyKLo 5 solves using Snyder Method 2, showing how fast it is despite his handicaps].
  
== See Also ==
+
== See also ==
 +
* [[Anthony Snyder]]
 
* [[Snyder Notation]]
 
* [[Snyder Notation]]
 
* [[Snyder Metric]]
 
* [[Snyder Metric]]
* [[Methods]]
 
* [[3x3x3 Speedsolving Methods]]
 
* [[Fewest Moves Techniques]]
 
 
* [[Heise Method]]
 
* [[Heise Method]]
 
* [[Petrus Method]]
 
* [[Petrus Method]]
 
* [[L3C]]
 
* [[L3C]]
 
<small>'''Tony Snyder wrote:'''
 
"In 1983 I set the world record for unassisted play on a video game called Q*Bert at a place called Showbiz Pizza in Minneapolis. I decided to solve the cube before starting and then again after, just to see what condition my mind would get to. Before starting the game I solved the cube in 31 seconds (early am, bad time). Then I spent half the week playing Q*Bert non-stop, finishing after 57 hours of continuous play and no sleep. I was awake for 3 hours before it started. So after 60 hours of no sleep I then solved the cube in 25 seconds. They showed some of this on local TV, and they did a write-up in March 1984 Electronic Games Magazine. BTW, I unexpectedly went colorblind for about 30 minutes during play, then recovered - lost about 300 Q*Berts during that time, but I had over 800 saved up so it was no big deal."</small>
 
  
 
If you have edges oriented when starting the last layer you can often do using only Sune, double Sune (or inverse and/or mirrors), J-PLL a/b or U-PLL a/b for the first look. Here are a couple of examples that show how this is done:
 
If you have edges oriented when starting the last layer you can often do using only Sune, double Sune (or inverse and/or mirrors), J-PLL a/b or U-PLL a/b for the first look. Here are a couple of examples that show how this is done:
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Sometimes more than one of these solutions are possible. Working like this solves the step in an easy 2:5 times, maybe more. It is effective, fast and OH-friendly, but recogniton for the sune/doublesune cases is horrible without loads of practice. For the cases where two opposite edges needs to be swapped [[COLL]] is a recommended alternative and for the cases with edges correct, one or two look [[L4C]].
 
Sometimes more than one of these solutions are possible. Working like this solves the step in an easy 2:5 times, maybe more. It is effective, fast and OH-friendly, but recogniton for the sune/doublesune cases is horrible without loads of practice. For the cases where two opposite edges needs to be swapped [[COLL]] is a recommended alternative and for the cases with edges correct, one or two look [[L4C]].
  
[[Category:Methods]]
+
== External links ==
[[Category:Advanced Methods]]
+
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?24822-Tony-Snyder-solves-the-cube Tony Snyder solves the cube]
[[Category:3x3x3 Methods]]
+
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?29123-The-reconstruction-thread&p=633439&viewfull=1#post633439 Reconstructions]
[[Category:3x3x3 Speedsolving Methods]]
+
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?29123-The-reconstruction-thread&p=714631#post714631 Five more reconstructions]
 +
* blog.naver.com (korean, 3LLE+1C): [http://blog.naver.com/dmdrlrndk/90192057323] [http://blog.naver.com/dmdrlrndk/90192057379] [http://blog.naver.com/dmdrlrndk/90192057422] [http://blog.naver.com/dmdrlrndk/90192057468]
 +
 
 +
[[Category:Advanced methods]]
 +
[[Category:3x3x3 methods]]
 +
[[Category:3x3x3 speedsolving methods]]
 
[[Category:Fewest Moves Methods]]
 
[[Category:Fewest Moves Methods]]
[[Category:Cubing Terminology]]
 

Revision as of 03:40, 29 November 2017

Snyder method
Snyder-60fps-loop.gif
Information about the method
Proposer(s): Anthony Snyder
Proposed: 1982
Alt Names:
Variants: Heise Method

Petrus

No. Steps: 5
No. Algs: unknown
Avg Moves: 40
Purpose(s):


Scramble 04.jpg

Scrambled cube -> 2x2x2 block -> Go to F2L-1 cube state -> LastSlot +1E -> LL E+1C -> L3C -> Solved cube


The Snyder Method is a fewest moves and a speedsolving method for the 3x3x3 cube.

Mini maru.jpg

The Snyder Method, invented by Anthony Snyder in 1982, is both a fewest moves and a speedsolving method for the 3x3x3 cube. It is based on blockbuilding and can be compared to Petrus and the Heise Method.

The steps

Claimed advantages

A salient characteristic of the Snyder Method is to orient and permute each piece at each stage simultaneously. Anthony claims several advantages for this:

  • Simultaneous orientation and permutation helps to visualize piece relationships, useful to intuitive solving.
  • There is a mathematical advantage.

Furthermore, all such last-layer algorithms will be a subset of 1LLL, making the Snyder Method a possible candidate as an intermediate method for 1LLL.

Though there are many cases to first solving the LLE+1C, the more common cases can generally be solved in 6-10 turns, making it quite turn efficient.

Although the Snyder Method closely resembles the Petrus Method in its F2L approach, its last-layer method differs considerably. This last-layer method was independently proposed in 2005 by Kenneth Gustavsson, who called it "Fish & Chips".

A word about algorithms

Anthony found almost all of his algorithms independently and without computer aid, and claims that his method is one of the most efficient based primarily on human-generated algorithms. Anthony explained this as follows: "In the 80's there was a general stereotype that using a computer was cheating, plus [I] enjoyed thinking up [my] own algorithms." However, he plans to upgrade his method using a computer in the near future.

In the early 80's, Anthony developed a complete set of fewest-move solutions for the CE pair cases and for the last three corners cases. However, he relied more extensively on the use of combinations and exchanges to efficiently put in the LL edges + corner. He makes up for this with a large selection of approximate direct-solves on the entire LL, claiming to switch to this mode about 20% of the time.

This method requires 1-2 looks for the block+cross start, then up to 1 look each for the 1-3 CE pairs, then 1-2 looks for the last layer. Though there are a lot of looks, an attentive solver can be quite efficient, and average around 40 turns. Though a beginner will likely take a lot more than this, and a pro taking their time may get his/her average down to about 36. Many of the shorter algorithms were added throughout the 80's and 90's, and the library of LL direct solves were mostly added in the 00's.

Note: Having complete sets of short algorithms was very unusual in the 1980s (combining 2 algs in 1-look was a common solution). Kenneth Gustavsson suggested the same LL-method ('Fish & Chips') in 2005 but with VHF2L and the rest in two clearly defined steps, EP + 1 corner (36 cases, the 'fish' step) and then L3C (22 cases, the 'chips' step), this makes a 2-look ZBLL, often a little more effective than COLL/EPLL.

Variations

The Snyder Method allows a number of variations to be applied whenever convenient.

  • when a 2x2x3 block is not immediately apparent he will start with either a 1x2x3 or a 2x2x2, then immediately finish the 2x2x3 block with a second look, or, he puts together several CE pairs as in Heise, then assembles those into a F2L minus one CE
  • two or more CE may be solved simultaneously to complete the F2L faster
  • the LL may be solved in 1 look rather than 2, using either a shortest-move algorithm, combination, or substitution

Publication

In 1981 he printed his simple solution, a 7 algorithm system that is easy to learn. It was entitled, "Tony Snyder's Simplest Solution to Solve a Rubik's Cube", and though he personally only taught a handful of people this technique, a classmate took a copy and passed it out to students in a number of schools. He has not yet put to print his advanced technique.


Example solves

Here are some of Anthony's solves.

See also

If you have edges oriented when starting the last layer you can often do using only Sune, double Sune (or inverse and/or mirrors), J-PLL a/b or U-PLL a/b for the first look. Here are a couple of examples that show how this is done:

Scramble                                 Solution
F U F' L2 B' U' B U L2 F U' F' U         AUF to U-PLL a on the left side, (L3C 3-twist).
L' U R U' B2 U' B2 U B2 R' L U'          AUF J-PLL b, (L3C 'Anti Niklas')
B' F R2 U' R2 U R2 U F' U' B U'          J-PLL b, (L3C Niklas)
R2 F2 R2 U R' F2 R U' R2 F2 R U R U      left side double Antisune (L' U2 L U...)
R' F U2 F U L' U L F U' F U F R U2       left side double Antisune (again!)
B L2 F' D F' D' F2 L2 B' U'              y J-PLL a (setup L' before the y for 1LLL)
L U2 L D' B2 D L' U2 L D' B2 D L2 U'     y2 left Antisune.

Sometimes more than one of these solutions are possible. Working like this solves the step in an easy 2:5 times, maybe more. It is effective, fast and OH-friendly, but recogniton for the sune/doublesune cases is horrible without loads of practice. For the cases where two opposite edges needs to be swapped COLL is a recommended alternative and for the cases with edges correct, one or two look L4C.

External links