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Monster Media 1996 #15
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CUBE.DOC
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1996-04-23
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┌┬─┬─┐ ┌┬──┐ ┌┬── ┌┐ ┌┬──┐
├┤ │ │ ├┼──┤ ├┤ ┬┐ ├┤ ├┤
└┘ ┘ ┘ └┘ ┘ └┴─┴┘ └┘ └┴──┘
┌┬──┐ ┌┐ ┐ ┌┬─┐ ┌┬──┐ ┌┬── ┌┬──┐
├┤ ├┤ │ ├┼─┴┐ ├┼──┤ ├┤ ┬┐ ├┼─
└┴──┘ └┴──┘ └┴──┘ └┘ ┘ └┴─┴┘ └┴──┘ V3.01
by Kenny Scoggins
Contemporary Arcanum Productions
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Contents:
1 -- What's this thing?
2 -- Dude, you sound like Charlie Brown's parents.
3 -- I can already solve it...some.
4 -- I can blaze through it in seconds...
5 -- I can read the notation.
6 -- Dude, I can do it in me head!
7 -- The MagiCube and the Quest for God's Mind
8 -- So how smart is the computer?
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
1
What's this thing?
There was this guy, Erno Rubik (he's got some dot things
on his name), and he was an engineering professor over in Hungary
(which explains the dots). Well, 'ol Erno, Commie government or not,
decided to introduce his classes to three dimensional thought in an
entertaining way, so he invented this happening cube .
What it is, is a cube, on which each face can be rotated around a
central "jack" (remember those? with the rubber ball. onesies, twosies..).
To move that way, each face is made up of nine squares (3x3), each one the
same color as the rest of the squares on that face (the center pieces
determine the color of the face, because they don't ever move (except in
circles around themselves, but that's for those chapter six guys).
I think the first one only had two colors or something.
As I hope you can imagine, this turned out to be a pretty fun
experiment and pretty soon some big rich American types came along,
pushed him down, and took it and sold it to just about every little
kid's parents that came along.
A bunch of them played with it and threw it out.
Many played with it, then took it apart, THEN threw it out.
Lots of people did the cool rearranging of the stickers thing.
People did it in malls.
People did it in schools.
Probly been a sticker or two lost under a church pew.
There were contests to solve it fastest and there were contests
to solve it quickest.
It's a toy.
It's maddeningly fun (especially if you don't learn a system of
solving it before trying, but do it anyway :) ).
You have it. Either the three dimensional physical one or this
mind twisting software -- most preferably both, dontcha know.
Besides...
Whether you can solve it or not, it's cool to trip on...
especially if you put it in single face mode ('!') and have the
computer solve it ('V').
\\\///
o o
^ Happy Woodstock Boy
[===]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2
Dude, you sound like Charlie Brown's parents.
=-=-=-=-=-=-=-
Here's what you can do.
The main screen shows the cube from both sides.
The bottom cube shows the front faces, the top shows the
back.
All the face and slice moves are effective from here, and you
can also get to the Macro Area from here ('M');
You can twist it ('T') and solve it, or have yon computer
try to solve it ('V').
=-=-=-=-=-=-=-
The sides are called; up, right, front, left, back, and down. It's
this way because if you used "Top" and "Bottom," you'd get "Bottom"
confused with "Back" in the notation and this is a dilemma that would
distinctively suck.
The sides are moved with the key representing the first letter of
the name of the face (for example "B" and "b" are commands that affect
the back face).
Which gets us into the notation:
The upper case of the command letter describes a clockwise turn, as
seen facing the face being turned, of the face being turned. So to see
the bottom ("down") we'd look at it by holding it over our heads.
Ex: "F" means "Twist the front side once clockwise"
"f" means "Twist that front side counterclockwise once"
The cube has "slices," too. Those are the sections without corners
in them that move like sides, but aren't. Facing the front, f'rinstance,
there're two slices, one running down the middle and one running across
the middle, like so:
S -- this slice Up
s -- this slice Down
|
V
= = = = = = = = =
= = = = = =
= = = = = =
= = = = = = = = =
= = = = = = = = =
= = = = = = <-- ':' -- this slice left
= = = = = = ';' -- this slice right
= = = = = = = = =
= = = = = = = = =
= = = = = =
= = = = = =
= = = = = = = = =
Front
The slice that runs over the top of the cube and around the right
is moved with:
"}" -- Slice Clockwise (from the front)
"]" -- Slice counterclockwise (also from the front)
So, by using this notation I can write
rdRdrddRdd
which is a bunch of moves (an "Algorithm") telling the computer
(or another person) to manipulate the Right and Down faces accordingly.
The effect of this algorithm is that three of the edge pieces on the
bottom are moved and three of the corners are twisted, but not moved,
(a pretty darn good thing to know how to do).
=-=-=-=-=-=-=-
Knowing this, from the main menu you can check your algorithm at
just about any time by pressing 'A,' and it will display your moves.
You can clear the algorithm by pressing 'C', but the cube will remain
twisted.
Which brings us to this; if you ever get just really stuck and want to
start over, you can press the "Home" key and the cube will be reset.
=-=-=-=-=-=-=-
From the main screen you also have control over the colors (insofar as
you can rotate them in the pattern they're in (don't want any duplicates,
y'know)). Simply press 'K'.
=-=-=-=-=-=-=-
There is a counter to keep track of the number of moves made by you
and the computer. You can tell them apart by the fact that your moves
show up with a blue background, while the computer's moves are sporting
a red background. To show your counter, press '*' (this might be obsolete
because it should be showing anyway). To clear the counter, press '#'.
=-=-=-=-=-=-=-
While in the Main area, you can also press 'H' if you need helpage.
It won't tell you HOW to solve the cube, but it'll help you with
the software.
=-=-=-=-=-=-=-
Now, if the thunder has subsided enough, go play with it for awhile.
There are more commands available than what I've explained so far, but
this is all you need to get some familiarity with the software. Try
using some of the other commands, too, if you want to. The only way
you could mess anything up would be to accidently save something stupid
into the algorithm library (you have to be in a different area to save stuff
and it's a full word, so don't be jumpy) and if you did that, it's
easy to fix.
When you're comfortable with how it works, schlep back on over here
and read where you fit in...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3
I can already solve it...some.
Cool. Ok.
This is MagiCube V3.01. It's a magic cube environment.
With this software, you can practice solving the cube with the
computer, you can try out series of moves looking for cool patterns
(and if you toss it some moves that have an effect that just sucks,
you can restore it to pristine with only a tiny keystroke. OOOooooooooh
that makes me happy.), you can race the computer or compete for the
shortest number of moves, and you can load and save algorithms with
the algorithm library.
How cool is that?
If you've ever read a book on the cube, you may already be familiar
with the notation, but if you aren't, just smoog over to the beginner's
section (our secret) and that should be a decent refresher.
Things you'll need to know:
-- It's different here. Harder. (That's why it's still
a new puzzle)
-- There was never much of a need to describe or notate
movements of the other two slices, but I had to for
this software. They are:
':' -- horizontal slice left
';' -- horizontal slice right
and
'}' -- top middle slice clockwise
']' -- top middle slice counterclockwise
-- Instead of the usual prime symbol (') or superscripts
I made it so reverse moves are notated in the lower
case (i.e. "f" = front counterclockwise).
Things you'll want to know:
-- The computer's not THAT smart yet.
It's logic is explained somewhere else.
-- Speeds are somewhat slower on this than the physical
cube (I can usually slip a cool thirty to sixty
seconds on it and about five minutes on this--but
obviously I use both often).
/ \
|
----- I don't know if you
wanted to know that,
but, y'know.
-- If you're like one of the first so many people to register, you
get a cool "Rotating Action Three Dimensional Magic
Cube" of your VERY OWN!! Till I run out of 'em.
That should be all you need to get started...play with it some,
have fun and come back and see where you fit in.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4
I can blaze through it in seconds...
Dude. You're the man.
This might be the thing to increase your speed some.
Mess this thing up, solve it few times, and see if when
you use a physical cube your speed's up a bit.
If you're like, a backwoods cubist, you might not know about
the notation. But if you're that good with the physical cube, you
should still be able to figure this stuff out just by using it.
There's a notation we use to describe the movements of the
faces. With that notation we can easily translate patterns from
the cube into a symbolic form for storage or exchange with others.
Learn it, live it, know it.
Things you'll want to know:
-- There's a cool algorithm library, so you can load
and save algorithms. It's already got some in it
and feel free to add to it if you want (I'm trying
to get it pretty complete).
-- The library can be accessed from the Macro Area
and edited with a text editor. 'ALGRITHM.LIB'.
-- All that has to happen to change the entire library
is to replace the file 'ALGRITHM.LIB' with a different
'ALGRITHM.LIB' (with the same format--don't forget that
first line). This is a good idea if you want like a separate
library file for cool patterns than the one for swapping
algorithms or something.
-- The computer's pretty fast, sometimes. Other times it
can't get it at all. Sometimes it goes into a coma or
something.
-- So far. It learns fast.
So try it out...expect it to be like, obliteratingly hard. Then, when
it only turns out to be horrendously difficult, you'll feel pretty smart.
Then flip on back over here and see do you fit in someplace else...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
5
I can read the notation.
If you can already read the notation, let's talk about the Macro Area.
(If you haven't already familiarized with the Main Area, then go ahead
and do so. I'll wait).
dew
dew
dew...
If you're still shaky on anything, it should be in here someplace.
From the Main Area, you can go to the Macro Area ('M'). In this area
you can feed the cube strings of notation characters at once. This is
pretty fun because you can't see what effect it has until you're done--
and then it might suck.
The big thing about this area is that you can use the library from it.
With the library you can do stuff like:
-- perform an algorithm on the cube, then use that configuration
to get to new patterns.
-- save cool algorithms you want to keep or show somebody.
[Ex:
You type in an algorithm and run it.
It is cool. You would like to save it and maybe get some
extra math credit in school or something.
Type 'Save'.
It'll prompt for a name. Name it.
Then when it says to enter the algorithm, just enter
'Current' and it'll save the current algorithm in memoy.
(you might wanna look at it with 'Show' first to make sure
it's right) ]
-- Toggle the twist beeps on or off with 'Soundon' and 'Soundoff'.
Just remember, you'll want to enter your library entries with
a cool name that's descriptive and easy to enter (no length limit
(well, like 255)) for when you're going for speed.
(I use library routines in races, is that fair?)
More Macro Area stuff:
-- In the Macro Area, you can toggle between the cross and the
single face views with 'Toggle'.
-- If you come up with new algorithms, let me know. I like to
have the quickest (and most pleasing to the hands) routines
I can find in me happy mental library.
Well, go play with it some, if you have any questions, come back here
or try the Help screens 'H' from the Main Menu.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
6
Dude, I can do it in me head!
Hey, there, Brain Boy, you're going to love this thing.
This is MagiCube V3.01.
I use mostly the standard notation (except I use lower case
letters to denote counterclockwise moves and the following slices:
S -- this slice Up
s -- this slice Down
|
V
= = = = = = = = =
= = = = = =
= = = = = =
= = = = = = = = =
= = = = = = = = =
= = = = = = <-- ':' -- this slice left
= = = = = = ';' -- this slice right)
= = = = = = = = =
= = = = = = = = =
= = = = = =
= = = = = =
= = = = = = = = =
Front
Using the notation we have this type of descriptive notation.
= = = = = = = = =
= = = = = =
= A = = a = = B = <--- Notation for Corners
= = = = = = = = =
= = = = = = = = =
= = = = = =
= d = = F = = b = <--- This is the notation
= = = = = = = = = for edge locations.
(This is solved)
= = = = = = = = =
= = = = = =
= D = = c = = C =
= = = = = = = = =
Front
For Example:
= = = = = = = = =
= = = = = =
= = = a = = =
= = = = = = = = =
This is the effect of
= = = = = = = = =
sDSDDsD = = = = = =
= c =--= =--= d =
as seen from the Down face = = = = = = = = =
\ /
= = = = = = = = =
= = = = = =
= = = b = = =
= = = = = = = = =
Down
You can use this notation in your library entries to facilitate
comprehension of the effects from the name.
Furthermore, we use the following notations to track the locations of
pieces moving around on the different dimensions.
--- (uf)
|
V
= = = = = = = = =
cube[1,1,3] = = = = = =
----> = = = = = = <---- (URF)
= = = = = = = = =
= = = = = = = = =
= = = = = =
= = = = = =
= = = = = = = = =
= = = = = = = = =
= = = = = = <--- cube[3,1,1]
= = = = = =
= = = = = = = = =
Front
Notice there are two types of descriptors, the
location : cube[1,1,1], cube[3,3,3], cube[2,3,1], etc.
This is the holder position. It doesn't move.
We can use this to describe a position on
the cube, regardless of what piece is there.
It works from the lower front to the upper back.
piece : (URF), (ul)+ , (UFL)- , etc.
This is the piece description. It moves as the
cube is turned. The + and - symbols denote
twistage.
i.e. A corner can be rotated clockwise 1/3
(URF)+ or counterclockwise 1/3 (UFL)-
or
an edge can be flipped (uf)+
We can use these notations to explain the effects of
sDsDsDDSDSDSDD as
(fd)+ (bd)+ : which means they are
in their correct
| locations, but are
V flipped.
= = = = = = = = =
= = = = = =
= = = + = = =
= = = = = = = = =
= = = = = = = = =
= = = = = =
= = = = = =
= = = = = = = = =
= = = = = = = = =
= = = = = =
= = = + = = =
= = = = = = = = =
Down
and we can show
rdRdrddRdd as (fd,bd,dr) (FRD)- (RBD)- (BLD)-
(dr)
= = = = = = = = =
= = = = = =
= = = b = = B-=
= = = = = = = = =
= = = = = = = = =
= = = = = =
= = = = = c = (bd)
= = = = = = = = =
= = = = = = = = =
= = = = = =
= D-= = a = = C-=
= = = = = = = = =
(df)
Down
Y'know, we're not constrained to describing our movements only as
they apply to one face. With yon notation, we can follow the movements
of a piece along with the others affected by the algorithm across the
dimensions of the cube.
Ex: RRDDRRDDRRDD = (fr,br) (df,db)
Pretty cool. (OK, honesty boy, here..I like only use this for
complex movements of multiple pieces..I like to NAME my
algorithms if I can help it. There. I feel better. really.)
But if you want to be good at the big games you have to
be able to speak the language, there, Smart Daddy.
=-=-=-=-=-=-=-=-=-
This notation is also useful for center based algorithms (those
that effect only the center cubes of each face involved). I have some
algorithms for this, but I'm not going into that here. Let me just say
I don't use them very often, but occasionally it's fun to draw a mark
on a center piece and a mark on the nearest corner (touching the other
mark) to try and solve it with centers, too.
= = = = = = = = =
= = = = = =
= = = = =/ = (To understand what I mean,
= = = = = = = = = mark one this way and try
solving it back to this)
= = = = = = = = =
= = = / = = = |
= = = = = = <--
= = = = = = = = =
= = = = = = = = =
= = = = = =
= = = = = =
= = = = = = = = =
Some cool types of moves and effects:
Squares : only twist it in doubles
[ex. UUssUUss = (uf,ub) (df,db)]
Slices : Cool Dot Patterns
Others : Dude, register it and we'll talk. For some mind
blistering reading, jam on "Notes on Rubik's Magic Cube"
by Senior David Singmaster (Big Cube Math Stud from
England).
(btw Thank You very much, I've been checking your
book out since Apr '82, so it's almost time to, you
know, "lose" it.)
Coming advancements in this software to facilitate algorithm discovery:
-- I'm working on having the computer move through
the cube with a defined end result as a goal, given
a selection of group movements to find the shortest
route to that goal.
[simple example : I tell it to find an algorithm
to yield (uf,rb,rd,rf) and
that wacky computer returns
a smooth... 'R' ]
(gotta have dem dreams, baby)
-- I'm thinking about changing the Macro Area so that when
you 'ListLib' you can select from several current standing
libraries instead of having to move them around all the
freakin time.
-- I want to try to teach the computer to find God's Algorithm.
And if you're registered, you get to find out about it all firsthand.
\\\///
O o
^ Happy Subtlety Boy
[===]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
7
The MagiCube and the Quest for God's Mind
Welcome.
Thank you for selecting this software.
(congratulations for FINDING it -- that's a big place)
You should be able to just pick it up and use it. If not, this
isn't for you yet (go learn something--it's pretty cool).
Now that he's gone...
In our explorations into the more complex concepts associated
with the magic cube, we come stumbling across a concept we don't
have a solution to yet (but God's already been there).
It's called "God's Algorithm," and it is the algorithm God would
be able to use. This algorithm is probably either
-- The reverse of the moves used to mix it up.
-- A shorter route, if possible
I find that simplicity goes a long way toward understanding
complexity, so I'll give this example:
I take the cube and mix it up with (bear with me) :
RRRRR
and I hand it to you, God to solve. It seems to me you COULD solve
it with
rrrrr
but you'd PROBABLY use something cool like
r
and hand me a pristine cube and I'd go around parting stuff
with it.
So where does God's knowledge of that algorithm come from, you
ask?
We can consider the "divine algorithm library," in which are stored all
the algorithms to achieve all the results possible and He pulls and
picks the shortest of those and puts them together to come up with the
closest algorithm.
Then again there's that middle space that doesn't seem to do too much.
Maybe God has, like, a way to see across that empty inner spot to achieve
the coolest algorithms. (I think I may start messing with that meself, now)
And then there's the one where He can look at a cube that's been twisted
eighteen times and just see the solution as if we were looking at a cube
that was only turned once. From there we could consider that His strings
would be more complicated than ours in that, what we would consider a
meaningless string which led to nothing would in reality turn out to be
something so cool it would take us a lifetime to appreciate and a long
time after that to comprehend. Hard, hard stuff.
This is a pretty fun concept to keep tossing around in your head
when riding a bus or something. Plus it helps keep you humble when you
can't do it yourself, there Incognito Boy.
Let's leave God alone for now, but He know's we're gunnin' for Him.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
8
So how smart is the computer?
It learns fast.
When I first made this software, it was only good for twisting
and user solving. Then I added yon Macro Library for storing algorithms
(which cut me solving time quite a bit). Later, I put on the routines
for the computer to solve it.
The computer's concept of the solution is this:
= = = = = = = = =
= = = = = =
= 7 = = 9 = = 8 = It solves the top
= = = = = = = = = in the order shown.
= = = = = = = = =
= = = = = =
= 5 = = 1 = = 6 =
= = = = = = = = =
= = = = = = = = =
= = = = = =
= 2 = = 3 = = 4 =
= = = = = = = = =
then it inserts the middle edge pieces next
then it positions the bottom corners, orients them
then it positions the bottom edges, orients them
then we go "woo woo" a lot and somebody springs for pizza
while Kenny smokes his lunch and goes off to chapter seven for
a while.
The bottom part is the one that messes up sometimes (not enough
info, yet), but I'm on the case.
After chasing down some buggage and tightening some algorithms
I've been able to come up with:
Computer's Solve Algorithms (lengths)
12 82 (Wow -- (fluke))
T 12 137
W 21 150
I 23 190
S 47 202
T 12 240
S 13 337
11 430
12 578
22 660
As a benchmark, my own average solve algorithm length is
a smooth 200 moves, but that's throwing efficiency to the wind.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
That's it for now.
Thank's again for the patronage and look for it, dude.