From:

~~~ Subject:

I am now trying to implement Kociemba's algorithm. The initialization parts

are done. To recap, it is a two stage algorithm. The first stage tries to

get to the subgroup generated by [R^2,L^2,F^2,B^2,U,D], the second stages

comes back to start.

The first stage uses a three dimensional coordinate system: twistyness,

flippancy and choosyness (where are the 4 middle slice edge cubies?).

The second stage uses (I think) also a three dimensional coordinate system,

all permutations: corner cubies, edge cubies not on the middle slice, slice

cubies. I found the maximal distance along each coordinate as follows:

stage 1:

twistyness: 6

flippancy: 7

choosyness: 4

This seems not in contradiction with his 10 moves or less on average.

stage 2:

corners: 13

edges: 8

slice edges: 4

I think this contradicts his 14 moves or less, there are configurations

that require at least 13 moves to get the corners correct. I would be

surprised if only one more move is needed to get everything correct.

*But* some of his best moves use a sub-optimal solution for stage 1!

Now if that could be quantified...

Next step is implementing the searching algorithms.

dik

--

dik t. winter, cwi, kruislaan 413, 1098 sj amsterdam, nederland

dik@cwi.nl