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- └┴──┘ └┴──┘ └┴──┘ └┘ ┘ └┴─┴┘ └┴──┘ V4.00
-
- 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...
-
-
-
-
- \\\///
- o o
- ^ Happy Boy
- [===]
-
-
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
-
- 2
-
- Dude, you sound like Charlie Brown's parents.
-
-
- =-=-=-=-=-=-=-
-
- Here's what you can do.
- The main screen shows the cube from top and bottom.
- The bottom cube shows the front, the top, and the
- right faces.
- 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).
-
-
- =-=-=-=-=-=-=-
-
-
- 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. To show your counter, press '*'. 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 V4.00. 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.
-
-
- 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. If it tries the same algorithm so many times
- it'll usually give up (got tired of rebooting, dontchaknow).
- You can also press a key and get it to stop sometimes.
-
- -- 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 V4.00.
-
- 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.
-
- Now a more accurate (meaning not so simplistic) example of finding
- God's Algorithm:
-
- Say somebody twists the cube with:
-
- ullrrffddbbss which is 13 moves (or 11, really--why?)
-
- one example of God's Algorithm would be:
-
- bbddffD which is 7 moves.
-
- How cool is that? And it's nowhere near as easy when you don't work
- mostly in squared turns.
-
- [Note: To think one is God is to entertain delusion...and that costs
- money]
-
-
- 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.
-
- Finally, suppose on this fer a mo':
-
- God takes the cube you hand him (twisted) and merely follows along the
- current algorithm path to I. 'I' is the identity, or the algorithm that
- ends in a pristine cube eventually. For example (real simple): I twist it
- with RRR and hand it to you, God, to solve and you merely complete my
- identity algorithm with R. Now imagine that on a 300 twist algorithm (I)
- where you hand it to God halfway through.
-
- 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.
-
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-
-
- 8
- So how smart is the computer?
-
- 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:
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- Computer's Solve Algorithms (lengths)
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- 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
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- As a benchmark, my own average solve algorithm length is
- a smooth 150 moves, but that's throwing efficiency to the wind.
- I average 122 if trying to be precise.
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- Big Daddy's Solve Algorithms (lengths)
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- 12 154
- T 12 104
- W 12 149
- I 12 115
- S 12 151
- T 12 95
- S 12 92
- 12 117
- 12 116
- 12 125
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- =-=-=-=-=-=-=-=-=-=-=-=-=-=-
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- That's it for now.
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- Thank's again for the patronage and look for it, dude.
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