From cube-lovers-errors@curry.epilogue.com  Tue May  7 15:11:29 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id PAA02528 for <cube-lovers-outbound@curry.epilogue.com>; Tue, 7 May 1996 15:11:28 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Tue, 7 May 1996 17:15:39 +0200
Message-Id: <199605071515.RAA16897@mailsvr>
X-Sender: geohelm@mailsvr.pt.lu
X-Mailer: Windows Eudora Version 1.4.4
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
To: cube-lovers@ai.mit.edu
From: Georges Helm <geohelm@pt.lu>
Subject: cube solutions prior to 1980

Some time ago someone asked a question about early cube solutions.
Unfortunately I don't find the corresponding mail, but here is what I have
found.
I have solutions by the following people which were all written in 1979:
Angevine, Beasley, Cairns/Griffiths, Dauphin, Howlett, Jackson (3-D),
Johnson, Maddison, Singmaster, Sweenen and Truran.
At http://ourworld.compuserve.com/homepages/Georges_Helm/cubbib.htm other
info on solutions can be found.
Georges Helm           
geohelm@pt.lu
http://www.geocities.com/Athens/2715
http://ourworld.compuserve.com/homepages/Georges_Helm
-------------------------------------
Phone: ++352-503896 (answer machine)
       ++352-38019 (office)
       ++352-021 19 13 13 (GSM)
Fax:   ++352-38535
-------------------------------------



From cube-lovers-errors@curry.epilogue.com  Wed May  8 02:22:29 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id CAA04036 for <cube-lovers-outbound@curry.epilogue.com>; Wed, 8 May 1996 02:22:28 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Sender: s2394459@csc.cs.technion.ac.il
Message-Id: <31903CF4.3470@cs.technion.ac.il>
Date: Wed, 08 May 1996 09:19:32 +0300
From: Rubin Shai <s2394459@cs.technion.ac.il>
X-Mailer: Mozilla 2.01 (X11; I; SunOS 5.5 sun4m)
Mime-Version: 1.0
To: Cube-Lovers@ai.mit.edu
Cc: s2394459@cs.technion.ac.il
Subject: Rubik's cube
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit

Hi 
I'm looking for solutions to the 2X2X2 cube.
I need solution that put the cubiks ONE AFTER THE OTHER.
Is anyone can help?
Thanks 
Shai Rubin


From cube-lovers-errors@curry.epilogue.com  Fri May 10 16:55:11 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id QAA11643 for <cube-lovers-outbound@curry.epilogue.com>; Fri, 10 May 1996 16:55:10 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Message-Id: <31932827.7790@cytex.com>
Date: Fri, 10 May 1996 04:27:35 -0700
From: "Michael B. Parker" <mbparker@cytex.com>
Reply-To: mbparker@cytex.com
Organization: CYTEX CORPORATION
X-Mailer: Mozilla 3.0b3 (Win95; I)
Mime-Version: 1.0
Newsgroups: rec.puzzles,geometry.puzzles,rec.games.abstract,comp.ai.games,rec.games.design,rec.games.misc,oc.general,la.general
To: PuzzleParty@cytex.com, Cube-Lovers@ai.mit.edu, www-designer@cytex.com,
        506maple-residents@cytex.com, mitacas@cytex.com,
        Pierre Wuu <pwuu@aol.com>, "Julie S. Peterson" <jpete@cogent.net>
Cc: Wei-Hwa Huang <whuang@cco.caltech.edu>
Subject: Puzzle Party THIS SATURDAY, 7pm, Cal Tech
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit

#?????????????????#
                              ? PUZZLE PARTY 5! ?
                              #?????????????????#

HEY, LA!  PUZZLE PARTY 5 IS AT *CALTECH*!, and is hosted by the International
Puzzle Champion (and CalTech Junior) Wei-Wwa Huang!  Wei-Hwa was recently
featured in the LA Times for leading the US Puzzle Team to victory in the
1996 International Puzzle Chapionships.

So show and share the brain teasers and mechanical puzzles you have, and the
mental games you know, and discover dozens of new ones, and new tricks!  (Or,
if you're still puzzleless, *this is the place* to get clued in!)  Plenty of
snacks, refreshments, and good conversation provided.

WHEN:   Saturday, 1996 May 11, 7pm until the wee hours of the morning...

WHERE:  Winnett Student Center, 1200 San Pasqual, Pasadena, CA

  Caltech is located in a rectangle bordered on the north by Del Mar Blvd.,
  south by California Blvd., west by Wilson Avenue, east by Hill Avenue.
  Winnett is the small building right in the middle of campus.  Parking
  near Winnett is limited, so try to find a local parking space and walk
  to Caltech.  There is some parking near the northwest and southeast of
  Caltech, but they can be quite full.  Signs will be posted on and around
  major entrances.

 Directions:
  From 210 fwy: exit south on either:
    (1) Hill Avenue: Caltech will be on your right after 2 to 3 miles; or
    (2) Lake Avenue: Turn left on Del Mar after 2 miles, then right
        on Wilson.  Caltech will be on your left.
  From 110 north: continue until in Pasadena.  Turn right at California.
    Caltech will be on your left after 3 miles.

COST:   $10 Non-MITCSC Members without puzzles
        $ 8     MITCSC Members without puzzles
        $ 6 Non-MITCSC Members with puzzles
        $ 4     MITCSC Members with puzzles
        Free  Caltech Students (with Student ID)
        [Hey, it's a condition of them letting us use the room...]

Please RSVP (with the number of puzzles you'll be bringing) so we know how
many people (and puzzles) to expect.

RSVP:   Mike Parker, MIT '89 - mbparker@cytex.com, 800-MBPARKER xLIVE, xFAXX
        (if you get lost, call 800-MBPARKER xLIVE -- will have cell phone)
HOST:   Wei-Hwa Huang, CIT '97 - whuang@cco.caltech.edu, 818-395-1599

                 PS: for the latest Puzzle Party updates,
                     just tune in to http://www.cytex.com/~mitcsc/

-----------------------------------------------------------------------------
 Michael B. Parker, MIT '89
  CYTEX CORP. President                 http://www.cytex.com/~mbparker/
  email mbparker@cytex.com, direct voice 714-639-6436, fax 714-639-5381

CYTEX CORPORATION,  ** WE PUT YOUR COMPANY ON THE INTERNET **
  506 N. Maplewood St., Orange, CA 92667-6917   *   1-800-33CYTEX (332-9839)
  Dial 800#, then enter extension (pin): SALES(7253), TECH(8324), FAXX(3299)
  World-Wide-Web http://www.cytex.com/  *  email info@cytex.com  (r19960229)


From cube-lovers-errors@curry.epilogue.com  Sat May 11 00:25:22 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id AAA12417 for <cube-lovers-outbound@curry.epilogue.com>; Sat, 11 May 1996 00:25:22 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Message-Id: <199605102323.TAA15582@mail-e2b-service.gnn.com>
X-Mailer: GNNmessenger 1.3
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
Date: Fri, 10 May 1996 18:24:19
From: Sean  Brewer <BREWCREW@gnn.com>
To: cube-lovers@ai.mit.edu
Subject: Rubik's Revenge

  My father has been looking for the sixteen sided Rubik's Revenge  
for years now.  If you have any idea where I can get one for him  
please let me know.  Thanks for any help you can give.




From cube-lovers-errors@curry.epilogue.com  Sat May 11 04:40:17 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id EAA12883 for <cube-lovers-outbound@curry.epilogue.com>; Sat, 11 May 1996 04:40:16 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Sat, 11 May 96 01:52:57 +0400 (EST)
From: "Robert P. Munafo" <cube%mrob.uucp@ursa-major.spdcc.com>
Reply-To: "Robert P. Munafo" <cube%mrob.uucp@ursa-major.spdcc.com>
Message-Id: <7003%mrob.uucp@ursa-major.spdcc.com>
To: cube-lovers@ai.mit.edu
Subject: The barcode


Dale Newfield wrote:
> [...]
> Charlottesville, VA 22901-2708
> |..|.|..|.||.|..||......||..|.||...|||...|..|.||....|.|..|..||
> (No, this barcode is not necessary, but I figured this would be a good
> place to ask: "Has anyone figured out what information is encoded in
> this, or how it is encoded?" :-)

It's your zip code. The Post Office recognizes the zipcode with some sort of
OCR (Optical Character Recognition) then prints a barcode on the envelope
so that simpler machines can sort the mail later in its delivery path.
Sometimes the sender prints the barcodes (if your mail is part of a large
mailing, like junk mail, magazines, tax forms etc.).

This is from the URL http://www.advanstar.com/autoidnews/barcofaq.txt
> POSTNET symbols are different from other symbologies because the 
> individual bar height alternates rather than the bar width. Each 
> number is represented by a pattern of five bars. A single tall bar is 
> used for the start and stop bars.
> 
> Each symbol includes a check digit defined as the single digit that 
> must be added to the sum of all the digits to make the total the next 
> multiple of 10. For example, 98116's check digit is 5 because:  
> 9+8+1+1+6=25 and 25 + 5 = 30.
> 
> POSTNET can be used for 5-digit, 9-digit ZIP+4, and the new 11-digit 
> Delivery Point Barcode. They are often used in conjunction with one 
> of the three FIM bars (Facing Identification Marks) which are found 
> on the upper right corner of a mail piece like Business Reply Mail.

The encoding is as follows:

  ||...  ...||  ..|.|  ..||.  .|..|  .|.|.  .||..  |...|  |..|.  |.|..
    0      1      2      3      4      5      6      7      8      9

--
Robert P. Munafo                  UUCP: ...!harvard!spdcc!mrob!cube
CUBE-LOVERS Account              Internet: cube%mrob.uucp@spdcc.com


From cube-lovers-errors@curry.epilogue.com  Sat May 11 17:40:28 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id RAA15973 for <cube-lovers-outbound@curry.epilogue.com>; Sat, 11 May 1996 17:40:28 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
From: 100021.1617@compuserve.com
Date: 11 May 96 10:15:57 EDT
To: CUBE-LOVERS@ai.mit.edu, Sean Brewer <BREWCREW@gnn.com>
Subject: Re: Rubik's Revenge
Message-Id: <960511141556_100021.1617_EHV69-2@CompuServe.COM>


> My father has been looking for the sixteen sided Rubik's Revenge  
> for years now.  If you have any idea where I can get one for him  
> please let me know.  Thanks for any help you can give.

Me too. Somebody posted this information some time ago in the cube-lovers 
list...

<http://www.puzzletts.com>

It's a shop with Rubik-related puzzles, among others, including

#130 Rubik's Revenge (4x4x4)
#131 Professor's Cuve (5x5x5)

They sell on the Internet, too. They also have a complete list of 
distribuitors worldwide, including

*Game Preserve
222 D Street, Suite 4
Davis, CA 95616
USA
Tel.: (916) 753 42 63

*Star Magic
4026 24th Street
San Francisco, CA 94114
USA

Greetings,

Alvaro



From cube-lovers-errors@curry.epilogue.com  Sat May 11 17:53:19 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id RAA15991 for <cube-lovers-outbound@curry.epilogue.com>; Sat, 11 May 1996 17:53:18 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Sat, 11 May 1996 17:22:02 +0100
Message-Id: <9605111622.AA25415@mecmdb.me.ic.ac.uk>
X-Sender: ars2@mecmdb.me.ic.ac.uk
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
To: cube-lovers@ai.mit.edu
From: The Unofficial Thermodynamics Fan Club of the UK <a.southern@ic.ac.uk>
Subject: Re: Rubik's Revenge
X-Mailer: <PC Eudora Version 1.4>

>  My father has been looking for the sixteen sided Rubik's Revenge  
>for years now.  If you have any idea where I can get one for him  
>please let me know.  Thanks for any help you can give.
>
>

I always thought that the Rubik's cube principle could only be applied to 
Polyhedrons of sides totalling 4, 6, 8, 12 or 20 as these are the only ones 
that could be made from only one shape of side.

If it is a 12 sided Rubik's polyhedron, there is one called the MegaMinx 
made by Uwe Meffret in Hong Kong. This should be available around the world 
as it is still in production.

Meffret's Company is known as:
IDI,
P.O.Box 24455,
Aberdeen,
Hong Kong.

Tel: 852-2518-3080
Fax: 852-2518-3282
(I haven't found anything on the Net for his Company, but I'd be interested 
to learn....)

 
Another possibility is that it could be a 'Cut down' Rubik Cube, but I 
haven't seen any of this type in years.



Andy,

(The Artist Currently Known as the Unofficial Thermodynamics Fan Club of The 
U.K.)



From cube-lovers-errors@curry.epilogue.com  Mon May 27 19:46:08 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id TAA28038 for <cube-lovers-outbound@curry.epilogue.com>; Mon, 27 May 1996 19:46:07 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Thu, 23 May 1996 12:53:27 -0500 (EST)
From: Jerry Bryan <jbryan@pstcc.cc.tn.us>
Subject: Compact Cube Representation for Shamir and Otherwise
To: Cube-Lovers <cube-lovers@ai.mit.edu>
Message-Id: <Pine.PMDF.3.91.960523123122.94611A-100000@PSTCC6.PSTCC.CC.TN.US>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Content-Transfer-Encoding: 7BIT


I said I wasn't going to write again about Shamir's method until
I had a working program.  Well, I don't have a working program
yet but this is only indirectly about Shamir.  Rather, it is
about how we might represent the cube compactly in a way that is
easy to work with.  We would like a compact representation that
is usable by Shamir's method.  But more importantly, we would
like a compact representation that is easily usable for forming
compositions in general.  The compact representation I will
describe is useful in a number of contexts, not just Shamir's
method.

My standard model is an S24 x S24 model, modeling the corner and
edge facelets separately and not modeling the face centers.  At
one byte per facelet, this representation requires 48 bytes per
position without packing.

David Moews has described a wreath product representation (e.g.,
23 Feb 1996) which requires 40 bytes without packing.  There are
8 bytes to describe the position of each corner cubie, and 8 more
bytes to describe the twist of each corner cubie.  Similarly,
there are 12 bytes to describe the position of each edge cubie,
and 12 more bytes to describe the flip of each edge cubie.  This
representation has the virtue of being 8 bytes smaller than the
S24 X S24 representation, while still being easy to work with and
manipulate.

For my very large searches, I always used a supplement
representation for the external files.  That is, I only stored
one facelet from each of the 8 corner cubies and one facelet from
each of the 12 corner cubies for a total of 20 bytes unpacked. 
(I also packed the 20 bytes into 13 bytes to use less tape, but
that is not important for this particular story.)

However, I found the supplement representation awkward to
manipulate, so I always expanded the supplement representation to
a full S24 x S24 representation inside the program.  None of my
programs were more than a few K (not a few Meg, just a few K
because the storage was external), so the extra few bytes were a
non-issue.  But now that I want to implement Shamir, my programs
will be very large.  Therefore, I wanted to figure out how to
manipulate the supplement representation directly.  The
representation itself is not new, but the technique to manipulate
it is.  Here is what I have come up with.  I think it is
applicable to Shamir programs and non-Shamir programs alike.

I will use the corners as an example.  Similar comments would
apply to the edges.  My standard supplement for the corners is
the Front facelets and the Back facelets.  The way I number the
facelets, these are facelets 1 through 4 for the Front and 21
through 24 for the Back.  In the vector notation we have been
talking about in this thread, the supplement of the identity is
[1,2,3,4,21,22,23,24].  1 is mapped to 1, 2 is mapped to 2, 3 is
mapped to 3, and 4 is mapped to 4.  However, 5 is not mapped to
21.  Rather, 21 is mapped to 21, 22 is mapped to 22, etc..  You
have to think of the last 4 indexes as being offset by 16 because
16 of the facelets are left out.  From this vector, we can
reconstruct the fact that 5 is mapped to 5, 6 is mapped to 6,
etc. based on which facelets are part of which cubies.

Composition of these supplement vectors can be hard or easy
depending on what we are trying to do.  Suppose X is a
permutation on the corners represented by an 8 byte supplement
vector and q is a quarter-turn on the corners represented by a 24
byte permutation vector.  Then, the calculation of Xq more or
less "just works", and the composition is an 8 byte supplement
vector.  For some kinds of things you have to worry a little bit
about the offset of the last 4 indexes, but the computer coding
is basically very straightforward.  The code even runs faster
than the code for composing two 24 byte permutation vectors.

But suppose for some reason we need to form qX instead of Xq. 
The q vector will map into values that simply aren't there in the
X vector.  The programming symptom will be an out-of-bounds
subscript.

It doesn't help to use two supplement vectors.  If X and Y are
both supplement vectors, then neither the product XY nor the
product YX can be formed.  The same problem occurs anytime a
supplement vector is pre-multiplied, no matter whether it is 
pre-multiplied by another supplement vector or whether it is 
pre-multiplied by a full-length permutation vector.

With some searches you can probably get by with only post-multiplying 
supplement vectors by full-length permutation
vectors.  I think you could form a breadth first search tree that
way by always post-multiplying by full-length vectors q in Q. 
But I always want to form M-conjugates m'Xm, so I have to be able
to pre-multiply.  Here is how to do it with supplement vectors. 

As I said, my old programs expand an 8 byte supplement vector for
the corners into a 24 byte permutation vectors on the corners
when a position is read from a file into memory.  Two special 24
byte vectors are used in the process.  One of the 24 byte vectors
defines which facelet is to the right of each other facelet on
the corner cubies, and the other of the 24 byte vectors defines
which facelet is to the left of each other facelet on the corner
cubies.  So the supplement is expanded by mapping each of the
8 bytes in the supplement into itself, and in addition by mapping
each of the 8 bytes into its respective right and left.

These "right of" and "left of" vectors can be identified with the
permutations which twist each corner cubie right and left,
respectively.  These permutations are not in the Start orbit. 
But we can nonetheless observe that both of them commute with
every other permutation.

I am focusing this example on the corners, but my old programs
also have to expand a 12 byte supplement vector for the edges
into a 24 byte permutation vector.  The vector which accomplishes
this mapping defines for each edge facelet the other facelet
which is on the same edge cubie.  This permutation can be
identified with Superflip, and Superflip also commutes with every
other permutation.

The center of G consists of the identity plus Superflip.  These
permutations fix the corners and either fix or flip the edges. 
But the center of the constructable group consists of fixing or
flipping the edges composed with fixing or twisting right or
twisting left the corners.  So there are six positions in the
center of the constructable group, and it is precisely these six
permutations which are required to make composition of supplement
vectors work.

I normally write an M-conjugate in E-mail just as m'Xm.  But for
this example, let me write it as (i)m'Xm, where i is the argument
of the permutation and where i runs from 1 to 24 for the corners. 
The trick to make composition of supplements work is going to be
to write the permutation as something like (i)m'k'Xkm, where k is
not really a permutation.  Rather, it is some magic to be defined
below.

The trick is not just for M-conjugation.  It is for pre-multiplication 
in general.  The Xm part of m'Xm is not a problem;
it is the m'X part which is a problem.  Similarly, to multiply
supplement X (or full-length vector X) by supplement Y, the k
trick would be Xk'Yk, which we could group as X(k'Yk) for
emphasis.  As with M-conjugation, I will make the argument
explicit and write (i)Xk'Yk.

But just what is this k?  For the corners, we define k[1] as the
identity, k[2] as twist all corners right, and k[3] as twist all
corners left.  We also define a 24 byte vector j which defines
which corner facelets are in the supplement (a value of 1), right
of the supplement (a value of 2), or left of the supplement (a
value of 3).  j is a function, but is not a permutation.  With my
particular numbering scheme and choice of supplement, j looks
something like [1,1,1,1,2,3,2,3,......3,2,3,2,1,1,1,1].  That is,
only the first four and last four facelets are in the supplement. 
The j vector is used to index k.  For the edges we would define
k[1] as the identity and k[2] as Superflip.

An M-conjugate would then be calculated as 

    (i)m' k[j[t]]' X k[j[t]] m

for i in 1..24 and where t=(i)m'.  Effectively, k'
maps (i)m' into the supplement so that X operates only on the
supplement, and k undoes (untwists and/or unflips) whatever k'
does.  However, the k-conjugation must be applied on a facelet by
facelet basis.  k[1] might be used for one facelet, k[2] for
another facelet, and k[3] for still another.  Nonetheless, since
each of the k's is in the center of the constructable group, we
have X=k'Xk for all X, irrespective of which k is used for a
particular facelet.

It is not strictly necessary, but this procedure would be
slightly simpler if the facelets were renumbered.  That is,
renumber the supplement 1 to 8 for the corners and 1 to 12 for
the edges.

It is easy to see how to construct the tree required by Shamir's 
method using this supplement representation.  The supplement 
representation does not reduce the number of potential branches
out of each node.  But it does reduce the number of levels of nodes.
I plan to have the branching for the first 8 levels of my tree be
controlled by the supplement for the corners, and the branching
for the next 12 levels of my tree be controlled by the supplement
for the edges.

 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Robert G. Bryan (Jerry Bryan)                jbryan@pstcc.cc.tn.us
Pellissippi State                            (423) 539-7127
10915 Hardin Valley Road                     (423) 694-6435 (fax)
P.O. Box 22990
Knoxville, TN 37933-0990



From cube-lovers-errors@curry.epilogue.com  Tue May 28 14:04:51 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id OAA29949 for <cube-lovers-outbound@curry.epilogue.com>; Tue, 28 May 1996 14:04:51 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Message-Id: <9605281411.AA29962@sarofim-sun.MIT.EDU>
To: cube-lovers@ai.mit.edu
Subject: Square 1 Combinations
Date: Tue, 28 May 1996 10:11:46 EDT
From: "Michael C. Masonjones" <masonjon@mit.edu>

Hi, I'm new to the group, but I have read the entire archive.  I noticed
rather little work done on Square 1.  It seems to me that this puzzle
deserves a closer look for finding God's algorithm.  Mike Reid's
calculations notwithstanding (archive 17), I have found that the problem
can be reduced by at least a factor of 400 if we just get rid of
combinations that result from trivial face turns, and if we note that
the Start position has a degeneracy of 16. (One center slice is assumed
fixed - another factor of 2 is tempting but not possible)

Mike's calcualtion for the number of states would reduce to:
 (2*(1/6)*(9/2)+2*(28/3)*3+(35/4)*(35/4))*2*8!*8!=435891456000
combinations.  Divide by the start degeneracy, multiply by 2 storage
bits per state, and you get a storage requirement of 6.81GB.  This seems
very close to being doable.  Maybe in another 10 years, I can do this
project on my PC, if no one has done it yet. 


On another note, when I signed up, I mentioned to Alan that I must be
crazy enough to join this group since I have a five foot mockup of a
rubik's type puzzle as my coffee table.  He thought its description
might be of general interest. Skip the rest of this paragraph if you
couldn't care less about its origins. I built it for Caltech's ditch day event
Maybe you have heard of it. That's where all the seniors leave for the
day with their room locked only with a puzzle of some sort, and the
object is for the undergraduates to get into the room by solving it
(with a couple of clues, of course).  Anyway, being as it was that I
had a mechanical engineer roommate...  The rest is history, and I now
have a five foot diameter puzzle coffee table.

OK, a description.  The puzzle is a three centered version of the
Puzzler, widely available in the last few years in puzzle/game specialty
stores.  The differences being that it is colored so that the maximum
number of combinatins are possible (including the supergroup of distinguishing
face centers).  For those of you who  have not seen the Puzzler, and thus
have no frame of reference, consider one vertex of a cube and it's 
surrounding faces.  7 vertices, 9 edges.  Faces can undergo 4 quarter
turns.  Extrapolate to the Megaminx and you again get one central vertex
for a total of 10 vertices and 12 edges.  Faces can undergo 1/5 turns.  
Extrapolate again to six sided faces, and you get a flat puzzle with one
central vertex for a total of 13 vertices, and 15 edges.  Faces can
undergo 1/6 turns.

So it is basically the <URF> group for a' cube' with
hexagonal faces.  The extra face over the Puzzler also serves to remove 
the significant parity constraints on the edge pieces.  (compare <UR>
group to <URF> group of regular cube).

You, too, can make a smaller version of the Ditch Day puzzle at home.  
The advantage of the flat puzzle is that it is easily constructed.  I 
built the 6 inch diameter prototype with poster board, lamination, magic
markers, and an easily machined smooth pressboard frame.  You only need
to drill three 3 inch holes.  The rest is trimming.  Oh yeah, you will 
need a plexiglass faceplate to keep the pieces in too.  Cutting out and 
gluing together the poster board to make sufficiently thick pieces was 
the hardest part.

Number of combinations = (13!*15!*3^13*2^15*6^3)/24 = 3.83E33
Difficulty is comparable with Megaminx.

Happy cubing.  This is already too long.

					mikem.
					Mike Masonjones.



From cube-lovers-errors@curry.epilogue.com  Tue May 28 18:56:50 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id SAA00500 for <cube-lovers-outbound@curry.epilogue.com>; Tue, 28 May 1996 18:56:50 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Tue, 28 May 1996 13:18:51 -0700
From: "Jason K. Werner" <mrhip@neuhelp.corp.sgi.com>
Message-Id: <9605281318.ZM12960@neuhelp.corp.sgi.com>
In-Reply-To: "Michael C. Masonjones" <masonjon@mit.edu>
        "Square 1 Combinations" (May 28, 10:11)
References: <9605281411.AA29962@sarofim-sun.MIT.EDU>
X-Face: 6]L85m[]|?5>dL9qI]8j>PPk/:]fF4Ma`5O&VJU)U.6"lo:gX{D`?bNqWl~),bS~`rrB5+P
                                                                                                                                                                   d=NQ_[sXE*#|;SZ)PanGF^&Q-Ch[[|Q)Pgx%ts.JdPJ,3bwU84qc^s2q"sH{l9+g]$cD&a"?S]PQ)F
                                                                                                                                                                   b~4}Y93=ZOimDi_J^(lR;OLeN^W\]/&!v8S=~8Qw'HJ.ksu:R/!iV:WiExaWEXw!v$&hyp[mC
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: cube-lovers@ai.mit.edu, "Michael C. Masonjones" <masonjon@mit.edu>
Subject: Re: Square 1 Combinations
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii

On May 28, 10:11, Michael C. Masonjones wrote:
> Subject: Square 1 Combinations
.....
> On another note, when I signed up, I mentioned to Alan that I must be
> crazy enough to join this group since I have a five foot mockup of a
> rubik's type puzzle as my coffee table.  He thought its description
> might be of general interest. Skip the rest of this paragraph if you
> couldn't care less about its origins. I built it for Caltech's ditch day
event
> Maybe you have heard of it. That's where all the seniors leave for the
> day with their room locked only with a puzzle of some sort, and the
> object is for the undergraduates to get into the room by solving it
> (with a couple of clues, of course).  Anyway, being as it was that I
> had a mechanical engineer roommate...  The rest is history, and I now
> have a five foot diameter puzzle coffee table.
.....


Speaking of oversized Rubik puzzles...

A good friend of mine built an oversized, fully functional Rubik's Magic about
3 years ago.  She painted all of the artwork that went inbetween the plastic
squares, cut out all the grooves, and used a heavy duty grade of fishing wire
to connect all the pieces.  We kind of thrashed my Rubik's Magic to see how
many wires were used in the Magic and all the paths they took.

I _think_ each square was 1'X1', so that would have made the puzzle 2'X4'.
 It's fun to play with, but only if you have the stamina; it's heavy!  :)

	-Jason

-- 
Jason K. Werner, Silicon Graphics
U.S. Field Operations I/S Sys Admin
mrhip@corp.sgi.com, 415-933-6397
"I will choose free will".....Neil Peart
"These go to eleven".....Nigel Tufnel












*********************** THIS IS A FREE SPEECH ZONE ************************
In defiance of the Communications Decency Act, I refuse to self-censor the
content of my e-mail, my online postings, and my Web pages.  I urge other
Constitutionally-protected Americans to declare their online communications
FREE SPEECH ZONES and to fight any attempts at regulating, censoring and
"dumbing down" the Internet.  The Net is not TV and radio!  Let's keep it
that way.      http://www.eff.org/blueribbon.html       mrhip@corp.sgi.com
**************** I SUPPORT THE EFF'S BLUE RIBBON CAMPAIGN *****************


From cube-lovers-errors@curry.epilogue.com  Tue May 28 23:35:28 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id XAA01092 for <cube-lovers-outbound@curry.epilogue.com>; Tue, 28 May 1996 23:35:27 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Message-Id: <31ABA343.23B@erols.com>
Date: Tue, 28 May 1996 21:07:15 -0400
From: Charlie Dickman <charlied@erols.com>
Reply-To: charlied@erols.com
X-Mailer: Mozilla 2.01 (Macintosh; U; 68K)
Mime-Version: 1.0
To: Cube-Lovers@ai.mit.edu
Subject: A 4-dimensional Cube
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit

I have a document that describes a model of a 4-dimensional Rubik's Cube 
(3x3x3x3) and a program that implements the model. The document is a 
stand-alone that executes on a Macintosh and the implementation of the 
model runs on a Mac as well.

This paper/program is based on an unpublished paper by Harry Kamack and 
Tom Keene that was referenced in Hofstader's '82 SA column.

I'll be more than happy to share them with any interested parties - let 
me know your interest. Anyone with a site on the Web who would like me 
to upload the files please let me know. The document is 305K bytes, the 
program is 197K bytes.

Charlie Dickman
charlied@erols.com


From cube-lovers-errors@curry.epilogue.com  Wed May 29 01:37:34 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id BAA01350 for <cube-lovers-outbound@curry.epilogue.com>; Wed, 29 May 1996 01:37:34 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Wed, 29 May 1996 00:54:08 -0400
From: AirWong@aol.com
Message-Id: <960529005406_544579496@emout14.mail.aol.com>
To: CUBE-LOVERS@ai.mit.edu
Subject: ULTIMATE Rubik's cube?

I'm not sure if this has been discussed or not, but I was asked the following
question, and I am not sure of thie answer.

Is there an ULTIMATE Rubik's cube that, if an algorithm for it was known, it
would contain an algorthm for ANY Rubik's cube?

I guessed that it was four, but I'm not so sure about it.

Aaron Wong
AirWong@AOL.com


From cube-lovers-errors@curry.epilogue.com  Wed May 29 15:25:56 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id PAA02702 for <cube-lovers-outbound@curry.epilogue.com>; Wed, 29 May 1996 15:25:56 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Wed, 29 May 1996 10:56:15 +0100
Message-Id: <9605290956.AA05172@mecmdb.me.ic.ac.uk>
X-Sender: ars2@mecmdb.me.ic.ac.uk
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
To: CUBE-LOVERS@ai.mit.edu
From: "We Love Stress Analysis." <a.southern@ic.ac.uk>
Subject: Ultimate Rubik's Cube. (how to make a 4x4x4)
X-Mailer: <PC Eudora Version 1.4>

I was thinking about something similar to this a while back.

I asked (as did many others) about 4x4x4s, but soon after I sent that E-mail 
I realised that I was holding one with a few extra pieces.

If we can consider a 3x3x3 Rubik's cube as a 2x2x2 with mid-edges and 
centres, in effect we can reverse this and ignore the centres and mid-edges 
of a 3x3x3 thus making it into a 2x2x2. 

Anyone who wanted a 2x2x2 could just pull the stickers from the central 
columns and rows of a 3x3x3. As this makes those pieces indistinguishable, 
they are no longer part of the puzzle.

the relationship between 4x4x4 and 3x3x3 is slightly harder, but the above 
is true for 4x4x4 and 2x2x2 (but if ANYONE tries that with a 4x4x4, I'll hit 
them!!!!!!!).

A more common cube than the 4x4x4 is the 5x5x5 (which is still in 
production, c/o Uwe Meffret). This can be transformed from a 5x5x5 into a 
4x4x4 by removing the central lines of stickers. It can also be transformed 
into a 3x3x3 (why anyone would want to.................) by removing columns 
& rows 2&4 from each side, and 2x2x2 (I won't bother saying it.........) by 
removing columns and rows 2,3,&4 from each side.

Higher orders of cubes aren't in production, but apparently do exist in 
cyberspace, These would display similar properties.

The pattern is simple: smaller cubes with odd number of pieces per side can 
be incorporated with other pieces to form larger cubes with odd number of 
pieces per side. etc. etc. etc. 

2x2x2 + (extras) = 3x3x3
2x2x2 + (extras) = 4x4x4
3x3x3 + 4x4x4 + (extras) = 5x5x5


I'm sure there is some mathematical proof to what I am trying to say, but 
I'm no mathematician.

It might start off: 

                        Pieces          Jump(from last)         used before:    
2x2x2                   8                       8                            
   0
3x3x3                   26                      18                             8
4x4x4                   56                      30                           
   8       
5x5x5                   98                      42                           
   74
6x6x6                   152                     54                           
  ??? 

I would say that the ultimate Rubik cube was in fact the 2x2x2 because it 
features in all the solutions. However, based on this logic, the 8086 is the 
ultimate P.C. as any P.C. can run 8086 software, but an 8086 can't run 80386 
software................





I hope this E-mail hasn't been too scatter brained...................



Andy.







Fact: did you know that British Airways has more Super-Sonic flying time 
than any air force in the world??



From cube-lovers-errors@curry.epilogue.com  Wed May 29 15:27:35 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id PAA02706 for <cube-lovers-outbound@curry.epilogue.com>; Wed, 29 May 1996 15:27:34 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
X-Sender: mag@void.ncsa.uiuc.edu
Message-Id: <v0213051badd22441e39e@[141.142.103.218]>
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
Date: Wed, 29 May 1996 09:59:23 -0600
To: cube-lovers@ai.mit.edu
From: Tom Magliery <mag@ncsa.uiuc.edu>
Subject: Re: Square 1 Combinations

At 10:11 AM 5/28/96, Michael C. Masonjones wrote:
>On another note, when I signed up, I mentioned to Alan that I must be
>crazy enough to join this group since I have a five foot mockup of a
>rubik's type puzzle as my coffee table.

Neato!

It's long been a carpentry dream of mine to build a giant functioning 3x3x3
Rubik's Cube.  (Just how giant, who knows, but I've usually envisioned
about 1-foot cubies.)  Has anyone ever written up plans or built a giant
cube?

mag

--
.---o  Tom Magliery, Research Programmer                         .---o
`-O-.  NCSA, 605 E. Springfield                  (217) 333-3198  `-O-.
o---'  Champaign, IL 61820          O-        mag@ncsa.uiuc.edu  o---'




From cube-lovers-errors@curry.epilogue.com  Wed May 29 20:41:19 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id UAA03160 for <cube-lovers-outbound@curry.epilogue.com>; Wed, 29 May 1996 20:41:18 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Wed, 29 May 1996 17:08:37 -0400 (EDT)
From: Nicholas Bodley <nbodley@sunspot.tiac.net>
To: cube-lovers@ai.mit.edu
Subject: Another subscriber
Message-Id: <Pine.SUN.3.91.960529163546.13009J-100000@sunspot.tiac.net>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII


 Thanks to Alta Vista and Rubik as a keyword, I did an all-nighter over
the holiday weekend, and discovered you folks. I haven't yet downloaded
the archives, but will do my best to be a good Netizen before posting
"real" queries. 

 The first Cube I saw must have been pre-Ideal; I was riding home on the
West Side IRT local in NYC, and noticed someone sitting at the other end
of the car manipulating a puzzle that looked so unbelievable
(mechanically) that I really wondered whether my perceptions had gone
haywire from too many consecutive late bedtimes and regular mornings. It 
was *some* sleep debt! I have little doubt that it was a Cube. 

 When I got mine, I came quite close to solving it by sheer persistence
and brute force (probably about 4 cubies out of position); beginner's
luck! 

 When Meffert was mentioned in (Martin Gardner's col.?) in Sci. Am., I
wrote away for his catalog, which I'm just about sure I still have. I
bought a "5" from him, and sent another check for more items; never
received them. He said Customs must have confiscated them; Customs never
notified me. At the time, I could afford $112 or so. I consider it lost; 
I hope Meffert used it to good advantage. (This would have been around
1987.) It was fascinating to see that he apparently is active once more.

 I've seen "5"s for sale again within the past year or so, I think at The
Compleat Gamester (?) in Waltham, and also The Games People Play in
Cambridge, which has moved (not too far) about a year ago. 

 Does *everybody* know there's a ball inside Rubik's Revenge? 

 I'm at least as much of a gadget-hound as a puzzle-solver; I have a
decent collection. I get a real bang out of dismantling group-theory
puzzles to see how they're built; almost all can be disassembled, although
(as most people probably know) the "2" (Pocket Cube) is quite hard both to
disassemble and to reassemble. I have the Hungarian Globe, which is truly 
impossible to dismantle, IMO. (I haven't dared to scramble it!) This one 
has printed metal surfaces attached to a plastic structure; the "tiles"
take paths like the grooves in the ball inside the "4" (R.R.).

 I hope I might be forgiven for posting one question that has been paining
me-- I'd dearly love to know the answer! Is it true that a physical 
prototype of the "6" (6 X 6 X 6) has been constructed; if so, could 
anyone tell me the approximate date(s) of messages that discuss it? I 
would not want anyone to do lots of searching on my behalf, but just a 
recollection would be welcome. I'm also very curious about the mechanism 
for a "7"; it seems to me that locking pins (or the equivalent) would be 
necessary. I really wonder whether the mechanical design can be practical.

 I'm also a mechanical calculator (See Erez Kaplan's pages on the Web, in
particular) and also mechanical analog computer enthusiast. Paradise was
being a Navy fire control tech. who correctly diagnosed a loose screw
inside the Mk. 1A main battery computer on a destroyer; it took three
weeks to repair. The Master Technician scheduled things well; it happened
just before the ship went in for its every-3-year yard overhaul. 

 I expect to be enjoying this List!
 
NB   Nicholas Bodley   Autodidact & Polymath  |*| Keep smiling! It makes |
      Waltham, Mass.   Electronic Technician  |*|   people wonder what   |
     nbodley@tiac.net    Amateur musician     |*|  you have been up to.  |
-------------------------------------------------------------------------*



From cube-lovers-errors@curry.epilogue.com  Thu May 30 18:15:45 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id SAA05355 for <cube-lovers-outbound@curry.epilogue.com>; Thu, 30 May 1996 18:15:45 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Thu, 30 May 1996 15:23:58 -0400
From: der Mouse <mouse@collatz.mcrcim.mcgill.edu>
Message-Id: <199605301923.PAA18428@Collatz.McRCIM.McGill.EDU>
To: cube-lovers@ai.mit.edu
Subject: Re:  Another subscriber

> I hope I might be forgiven for posting one question that has been
> paining me-- I'd dearly love to know the answer!  Is it true that a
> physical prototype of the "6" (6 X 6 X 6) has been constructed; [...]
> I'm also very curious about the mechanism for a "7"; it seems to me
> that locking pins (or the equivalent) would be necessary.  I really
> wonder whether the mechanical design can be practical.

In my opinion mechanical designs for the 7 and above will have to be
fundamentally different from those for the 6 and below, because that's
the point at which the "buried" corner of a corner cubie extends past
the surface of the face during a face turn and thus it's not possible
to build the thing as rigid pieces connected to a central mechanism, at
least not without cutting away part of some face-center cubies.
(Specifically, that buried corner is at sqrt(2)*(.5-1/N) from the
center, taking the cube side as 1 and N as the order of the cube.  The
face is at .5 from the center.  The former becomes greater than the
latter at about N=6.83...not that non-integer N make physical sense.)

This is not to say that a 7 is impossible, just that it will have to be
rather drastically different - somehow, when a turn is started, the
corner cubie will have to be mechnically locked to the rest of the face
that's turning with it.  I can easily enough imagine possible
mechanisms, but coming up with one simple enough to mass-produce at a
price people are likely to be willing to pay would be a major
challenge.

On the other hand, a straightforward locking mechanism could probably
be put together by a good watchmaking shop at no more than the price of
a high-end watch.  A few collectors might go for it, especially since
the result - particularly if made out of metal - would feel much better
than the plastic-on-plastic feel of most cubes.

					der Mouse

			    mouse@collatz.mcrcim.mcgill.edu


From cube-lovers-errors@curry.epilogue.com  Thu May 30 18:15:15 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id SAA05351 for <cube-lovers-outbound@curry.epilogue.com>; Thu, 30 May 1996 18:15:14 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
To: Cube-Lovers@AI.MIT.EDU
From: Wei-Hwa Huang <whuang@cco.caltech.edu>
Subject: Re: Another subscriber
Date: 30 May 1996 05:53:22 GMT
Organization: California Institute of Technology, Pasadena
Lines: 31
Message-Id: <4ojd4i$g2o@gap.cco.caltech.edu>
References: <cube-lovers.Pine.SUN.3.91.960529163546.13009J-100000@sunspot.tiac.net>
Nntp-Posting-Host: accord.cco.caltech.edu
X-Newsreader: NN version 6.5.0 #12 (NOV)

As a first aside, I'd like to mention that a nice project was to get a
standard 3x3x3 cube into a standard American spaghetti sauce jar.  Makes
a good conversation piece, though hard to scramble quickly...

Nicholas Bodley <nbodley@sunspot.tiac.net> writes:
> I'm at least as much of a gadget-hound as a puzzle-solver; I have a
>decent collection. I get a real bang out of dismantling group-theory
>puzzles to see how they're built; almost all can be disassembled, although
>(as most people probably know) the "2" (Pocket Cube) is quite hard both to
>disassemble and to reassemble. I have the Hungarian Globe, which is truly 
>impossible to dismantle, IMO. (I haven't dared to scramble it!) This one 
>has printed metal surfaces attached to a plastic structure; the "tiles"
>take paths like the grooves in the ball inside the "4" (R.R.).

I feel compelled to mention that there's a small company in Taiwan which
makes two variants of the Hungarian Globe that are harder.  One variant
allows for a move that turns the 9 pieces on one side; the other variant
allows for the 5 pieces at every intersection to be rotated.

Let me dig out the address...

International Puzzles and Games
Fl. 3 No. 192 Chung Ching N. Rd. Sec 2
Taipei Taiwan, Republic of China
Tel: 886-2-5532575
Fax: 886-2-5536757

-- 
Wei-Hwa Huang, whuang@cco.caltech.edu, http://www.ugcs.caltech.edu/~whuang/
---------------------------------------------------------------------------
Caught Porfiry, Raskolnikov sung his swan Sonia when he went Dounia to Siberia.


From cube-lovers-errors@curry.epilogue.com  Fri May 31 02:25:14 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id CAA06390 for <cube-lovers-outbound@curry.epilogue.com>; Fri, 31 May 1996 02:25:14 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Message-Id: <31AE492B.6FC7@erols.com>
Date: Thu, 30 May 1996 21:19:39 -0400
From: Charlie Dickman <charlied@erols.com>
Reply-To: charlied@erols.com
X-Mailer: Mozilla 2.01 (Macintosh; U; 68K)
Mime-Version: 1.0
To: Cube-Lovers <Cube-Lovers@ai.mit.edu>
Subject: Re: An Ultimate Cube
References: <31ADF6C2.28E3@is.ge.com>
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit

On the subject of an ultimate cube...
 
There can not possibly be an ultimate cube just like (because) there is
no "ultimate", ie., largest, integer.  But if you can solve the
(N+1)x(N+1)x(N+1) cube then you can surely solve the NxNxN cube. You
would simply reduce the (N+1)x(N+1)x(N+1) permutation to one that is in
the NxNxN group and continue from there like MBW did when looking for
God's algorithm in the 3x3x3 group.
 
The group of an NxNxN cube is a proper subgroup of an (N+1)x(N+1)x(N+1)
cube. For example, the 2x2x2 cube group is the 3x3x3 group minus the
edge moves and the center cubie orientation moves - that is, as
Singmaster pointed out, it is just the corners of the 3x3x3 cube. Adding
the 3rd cut added 2 additional types of cubies to the 2x2x2 cube, the
edges and the centers, and along with them came the edge moves (to form
the group of the 3x3x3 cube) and the center orientations (to form the
3x3x3 super-group). The edge moves alone are a proper subgroup of the
cube group and the cube group is a proper subgroup of the super-group.
 
A similar situation occurs when you go from the 3x3x3 cube to the 4x4x4
cube. If you constrain the cube so that the central 2 slices can not be
moved independently of one another then the 2 central edge pieces act
exactly like the edges of a 3x3x3 cube and the 4 face center pieces act
exactly like the face centers of the 3x3x3 cube. When the central slices
are allowed to move independently of one another permutations are added
to the 3x3x3 group and super-group to make up the 4x4x4 group and
super-group. Thus the 3x3x3 groups are proper subgroups of the 4x4x4
groups.

The pattern continues as the value of N increases with the N+1 group
being larger than the N group and properly containing the N group. So
the answer is no, there is no ultimate cube.


From cube-lovers-errors@curry.epilogue.com  Fri May 31 02:24:27 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id CAA06383 for <cube-lovers-outbound@curry.epilogue.com>; Fri, 31 May 1996 02:24:26 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Message-Id: <9605310001.AA29475@SSD.intel.com>
Cc: cube-lovers@ai.mit.edu
Subject: realizing 7x7x7 or larger cubes
In-Reply-To: Your message of "Thu, 30 May 96 15:23:58 EDT."
             <199605301923.PAA18428@Collatz.McRCIM.McGill.EDU> 
Date: Thu, 30 May 96 17:00:59 -0700
From: Scott Huddleston <scotth@ssd.intel.com>


>In my opinion mechanical designs for the 7 and above will have to be
>fundamentally different from those for the 6 and below, because that's
>the point at which the "buried" corner of a corner cubie extends past
>the surface of the face during a face turn and thus it's not possible
>to build the thing as rigid pieces connected to a central mechanism, at
>least not without cutting away part of some face-center cubies.

One solution to this dilemma is to let some of the "cubies" become
"brickies" (i.e., rectangular bricks instead of cubes).  In this approach,
there's no limit in principle on N to how large an NxNxN puzzle you could
build with the standard mechanism.  There is, of course, the lower limit 
you just described to how small the corner cubies could become.


From cube-lovers-errors@curry.epilogue.com  Fri May 31 16:05:37 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id QAA07784 for <cube-lovers-outbound@curry.epilogue.com>; Fri, 31 May 1996 16:05:37 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Message-Id: <199605311941.PAA17615@zaphod.caz.ny.us>
X-Mailer: exmh version 1.6.2 7/18/95
To: charlied@erols.com
Cc: Cube-Lovers <Cube-Lovers@ai.mit.edu>
Reply-To: bmbuck@acsu.buffalo.edu
Subject: Re: An Ultimate Cube 
In-Reply-To: Your message of "Thu, 30 May 1996 21:19:39 EDT."
             <31AE492B.6FC7@erols.com> 
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Date: Fri, 31 May 1996 15:41:34 -0400
From: Buddha Buck <phaedrus@dreamscape.com>

> On the subject of an ultimate cube...
>  
> There can not possibly be an ultimate cube just like (because) there is
> no "ultimate", ie., largest, integer.  But if you can solve the
> (N+1)x(N+1)x(N+1) cube then you can surely solve the NxNxN cube. You
> would simply reduce the (N+1)x(N+1)x(N+1) permutation to one that is in
> the NxNxN group and continue from there like MBW did when looking for
> God's algorithm in the 3x3x3 group.

I would not necessarily agree with the assertion that if one can solve 
an N^3 cube, one can solve an (N-1)^3 cube.

Your construction, of solving the N^3 cube into a subgroup that is 
homeomorphic to the (N-1)^3 cube, assumes that one already knows how to 
solve a (N-1)^3 cube. 

>  
> The group of an NxNxN cube is a proper subgroup of an (N+1)x(N+1)x(N+1)
> cube. For example, the 2x2x2 cube group is the 3x3x3 group minus the
> edge moves and the center cubie orientation moves - that is, as
> Singmaster pointed out, it is just the corners of the 3x3x3 cube. Adding
> the 3rd cut added 2 additional types of cubies to the 2x2x2 cube, the
> edges and the centers, and along with them came the edge moves (to form
> the group of the 3x3x3 cube) and the center orientations (to form the
> 3x3x3 super-group). The edge moves alone are a proper subgroup of the
> cube group and the cube group is a proper subgroup of the super-group.

True, and I will conceed that if you know how to solve a 3x3x3, you can 
solve a 2x2x2.
>  
> A similar situation occurs when you go from the 3x3x3 cube to the 4x4x4
> cube. If you constrain the cube so that the central 2 slices can not be
> moved independently of one another then the 2 central edge pieces act
> exactly like the edges of a 3x3x3 cube and the 4 face center pieces act
> exactly like the face centers of the 3x3x3 cube. When the central slices
> are allowed to move independently of one another permutations are added
> to the 3x3x3 group and super-group to make up the 4x4x4 group and
> super-group. Thus the 3x3x3 groups are proper subgroups of the 4x4x4
> groups.

Yes, the 3x3x3 groups are proper subgroups (or, probably more 
accurately, homeomorphic to proper subgroups) of the 4x4x4 groups, but 
that doesn't mean that knowing how to solve the 4x4x4 allows one to 
solve the 3x3x3.

For instance, I can solve a 4x4x4.  However, my solution to the 4x4x4 
involves slice moves that don't exist on a 3x3x3 cube, through all 
stages of my solution, including the final stage.  I cannot directly 
apply my 4x4x4 solution to a 3x3x3 cube.  (I can to the 2x2x2 cube, 
since the techniques for solving the corners are applicable to cubes of 
all order N).  If my solution for solving the 4x4x4 involved reducing 
it to the subgroup of the 4x4x4 generated by face turns only, then yes, 
I could directly solve a 3x3x3 by the methods I use for a 4x4x4, but I 
don't.

> The pattern continues as the value of N increases with the N+1 group
> being larger than the N group and properly containing the N group. So
> the answer is no, there is no ultimate cube.

The question originally asked (by Aaron Wong) was "Is there an ULTIMATE 
Rubik's cube that, if an algorithm for it was known, it would contain 
an algorthm for ANY Rubik's cube?"

There might be no answer to the general question of if -any- algorithm 
was known for the U^3 cube, than an algorithm could be derived for any 
N^3 cube.  For instance, few here would argue the assertion that if you 
can solve a 3x3x3, you can solve a 2x2x2, but from the discriptions 
I've heard of it, I wonder how well Thistlewaite's algorithm would work 
on a 2x2x2 cube.

A Thistlewaite type algorithm for a (2N)^3 cube might very well reduce 
the (2N)^3 cube to the subgroup that is equivilant to a 2^3 cube in its 
final stages.  Such an algorithm would be totally unsuited for solving 
a (2M+1)^3 cube, because there would be no way to reduce that to a 2^3 
cube.  (In general, I would guess that any algorithm for an n^3 cube 
that involved reducing it to an m^3 cube, where n = km, would be 
unsuited for solving a l^3 cube, where l does not have n or m as a 
factor).

However, I think the question can be divided into two parts, if we look 
at it differently (requiring the existance of an algorithm with the 
stated property for order U^3 cubes, rather than requiring that all 
algorithms for order U^3) cubes have the stated property):  First, is 
there a general algorithm that can be used to solve cubes of all 
orders?  I think the answer is "yes".  Second, what is the smallest 
order U^3 cube requiring a complete description of the algorithm?  I 
think the answer is U=5.

My current solution for the 4^3 cube is very closely related to my current solution for the 3^3.  There are only minor changes in one stage, major changes in another, (both to deal with the split edge pieces) and the addition of a completely new stage to handle the centers, which aren't in the 3^3 at all.  Transforming this algorithm to the 5^5 and higher is relatively easy, once I have the 3^3 and 4^4 down.  All the important components of the two lower order solutions are needed for the 5^5, and nothing really new is added.  The same goes for the higher orders.  The tedium of solving increases, but not the real difficulty.

I have been thinking (but haven't done much yet) of writing a collection of web pages describing my general solution (at least, for the 2^3, 3^3, and 4^4 cubes).

-- 
     Buddha Buck                      bmbuck@acsu.buffalo.edu
"She was infatuated with their male prostitutes, whose members were
like those of donkeys and whose seed came in floods like that of
stallions."  -- Ezekiel 23:20




From cube-lovers-errors@curry.epilogue.com  Fri May 31 16:05:07 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id QAA07780 for <cube-lovers-outbound@curry.epilogue.com>; Fri, 31 May 1996 16:05:06 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
To: Cube-Lovers@AI.MIT.EDU
From: Wei-Hwa Huang <whuang@cco.caltech.edu>
Subject: Re: Another subscriber
Date: 31 May 1996 07:30:49 GMT
Organization: California Institute of Technology, Pasadena
Lines: 19
Message-Id: <4om779$aip@gap.cco.caltech.edu>
References: <cube-lovers.199605301923.PAA18428@Collatz.McRCIM.McGill.EDU>
Nntp-Posting-Host: accord.cco.caltech.edu
X-Newsreader: NN version 6.5.0 #12 (NOV)

der Mouse <mouse@collatz.mcrcim.mcgill.edu> writes:
>In my opinion mechanical designs for the 7 and above will have to be
>fundamentally different from those for the 6 and below, because that's
>the point at which the "buried" corner of a corner cubie extends past
>the surface of the face during a face turn and thus it's not possible
>to build the thing as rigid pieces connected to a central mechanism, at
>least not without cutting away part of some face-center cubies.
>(Specifically, that buried corner is at sqrt(2)*(.5-1/N) from the
>center, taking the cube side as 1 and N as the order of the cube.  The
>face is at .5 from the center.  The former becomes greater than the
>latter at about N=6.83...not that non-integer N make physical sense.)

There's a really simple solution to this.  Just don't make the 7 slices
evenly spaced.

-- 
Wei-Hwa Huang, whuang@cco.caltech.edu, http://www.ugcs.caltech.edu/~whuang/
---------------------------------------------------------------------------
Caught Porfiry, Raskolnikov sung his swan Sonia when he went Dounia to Siberia.


From cube-lovers-errors@curry.epilogue.com  Sat Jun  1 00:18:13 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id AAA08704 for <cube-lovers-outbound@curry.epilogue.com>; Sat, 1 Jun 1996 00:18:13 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Message-Id: <2.2.32.19960601020111.009ebee0@greatdane.cisco.com>
X-Sender: ronnie@greatdane.cisco.com
X-Mailer: Windows Eudora Pro Version 2.2 (32)
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
Date: Fri, 31 May 1996 19:01:11 -0700
To: Scott Huddleston <scotth@ssd.intel.com>
From: "Ronnie B. Kon" <ronnie@cisco.com>
Subject: Re: realizing 7x7x7 or larger cubes
Cc: cube-lovers@ai.mit.edu

At 05:00 PM 5/30/96 -0700, Scott Huddleston wrote:
>
>>In my opinion mechanical designs for the 7 and above will have to be
>>fundamentally different from those for the 6 and below, because that's
>>the point at which the "buried" corner of a corner cubie extends past
>>the surface of the face during a face turn and thus it's not possible
>>to build the thing as rigid pieces connected to a central mechanism, at
>>least not without cutting away part of some face-center cubies.
>
>One solution to this dilemma is to let some of the "cubies" become
>"brickies" (i.e., rectangular bricks instead of cubes).  In this approach,
>there's no limit in principle on N to how large an NxNxN puzzle you could
>build with the standard mechanism.  There is, of course, the lower limit 
>you just described to how small the corner cubies could become.

I've had this dream of making cubies which attach (via bars or perhaps
electromagnets) to their neighbors, with the smarts to detect the torque of
a turn and release until the turn has been completed.  You could then sell
corner cubies, edge cubies, face cubies, and internal cubies one-at-a-time
and people could build their own puzzles as large as they wanted.

I'll buy enough for an order 10 cube if anyone cares to make this.  :-)

                        Ronnie



From cube-lovers-errors@curry.epilogue.com  Sat Jun  1 00:17:48 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id AAA08700 for <cube-lovers-outbound@curry.epilogue.com>; Sat, 1 Jun 1996 00:17:47 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Fri, 31 May 1996 21:27:05 -0400 (EDT)
From: Nicholas Bodley <nbodley@sunspot.tiac.net>
To: Wei-Hwa Huang <whuang@cco.caltech.edu>
Cc: Cube-Lovers@ai.mit.edu
Subject: Cube in a jar
In-Reply-To: <4ojd4i$g2o@gap.cco.caltech.edu>
Message-Id: <Pine.SUN.3.91.960531212345.2474A-100000@sunspot.tiac.net>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII

On 30 May 1996, Wei-Hwa Huang wrote:

> As a first aside, I'd like to mention that a nice project was to get a
> standard 3x3x3 cube into a standard American spaghetti sauce jar.  Makes
> a good conversation piece, though hard to scramble quickly...

When one does this, is it OK to dismantle the Cube, and then reassemble 
it within the jar? (I assume not).

{Snips}
> Wei-Hwa Huang, whuang@cco.caltech.edu, http://www.ugcs.caltech.edu/~whuang/
> 
Regards to all,

NB   Nicholas Bodley   Autodidact & Polymath  |*| Keep smiling! It makes |
      Waltham, Mass.   Electronic Technician  |*|   people wonder what   |
     nbodley@tiac.net    Amateur musician     |*|  you have been up to.  |
-------------------------------------------------------------------------*



From cube-lovers-errors@curry.epilogue.com  Sat Jun  1 01:40:03 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id BAA08874 for <cube-lovers-outbound@curry.epilogue.com>; Sat, 1 Jun 1996 01:40:01 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Sat, 1 Jun 1996 00:34:50 -0400 (EDT)
From: Nicholas Bodley <nbodley@sunspot.tiac.net>
To: der Mouse <mouse@collatz.mcrcim.mcgill.edu>
Cc: cube-lovers@ai.mit.edu
Subject: Locking mechanism for a 7^3 or larger (some thoughts) (fairly long)
In-Reply-To: <199605301923.PAA18428@Collatz.McRCIM.McGill.EDU>
Message-Id: <Pine.SUN.3.91.960531220337.2474E-100000@sunspot.tiac.net>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII


 Some years ago, I think I remember reading (in Douglas Hofstadter's 
second (?) "major" book, as I think of them) that someone had designed a 
mechanism for a 7^3. When I started this message, I thought I'd offer a 
description of such a mechanism to the members of this list, but then 
realized that the problem is even harder than I thought. I hope these 
thoughts are not a waste of bitspace; let me know if so!

 Evidently, the design Hofstadter (probably) alluded to is not generally 
known to this List's members. Perhaps he could enlighten us.

 Also, one wonders whether Erno Rubik has contemplated the mechanical 
design for a 7^3.

 Edge cubies could be retained by schemes such as are now used, but only
until they are moved out "into midair"; then they have one or two rubbing
surfaces completely exposed, so to speak. The mechanism for retaining them
is probably closely related to that for retaining corner cubies when out
of alignment. Once the scheme for retaining corners is worked out, then a
minor variant might be what's needed for the edges. (Or possibly 
conversely...)

 (Ideally, one would not want to prohibit an inner slice from being 
rotated all by itself; less-clever locking schemes might require that 
no more than one plane in the whole Cube be sheared at once.)

 For a first try, the corners would be retained by three locking pins to 
hold them in alignment with their neighbors. However, the problem is to 
retract one of the three pins before shearing an outside layer with 
respect to its neighbor. Until the pin is retracted, you can't shear the 
layer by much! Furthermore, that surface has to be locked once more when 
the corner is realigned, and this must happen automatically, reliably, 
and quickly. IMHO, it takes someone like Mr. Rubik to invent such a 
mechanism, and it might be one of the most difficult to invent yet.

 In the next few paragraphs, I get into speculative electronic/mechanical 
engineering, but try not to presume specialized knowledge any more than 
necessary.

 If one allows an electronic/mechanical scheme, cost balloons, and one has
the disgusting thought of a battery to power things. Sliding contacts to
distribute power from one central battery are bound to be unreliable
unless carefully maintained; they would be a pain. 

 They also would constitute an interesting problem in their own right: Can
power be distributed without short circuits caused 1) by intermediate
physical relative positions, and 2) by any possible configuration of a
Cube? Keep in mind that two paths for current are needed, and they must
never intersect. This is an interesting problem in topology, if I'm
thinking correctly. A related problem is to ask whether every cubie could
always have power connected to it. 

 The thought of a small battery inside each corner and each edge cubie 
(or every other one) is even more painful. 

 But, if there were power inside, here's what could be done. The locking
pins would have a certain amount of "give", to permit limited shear
movement. They could be mounted so they could tilt slightly (say, 10
degrees max.) against spring tension, and their mating sockets could be
narrow "funnels", wide end at the surface. 

 Some sort of sensor would detect misalignment well before the limit of
"give" was reached. Misalignment would cause internal electronics to apply
a pulse to a coil to retract the locking pin. (The pin should have minimal
friction; a polished surface and a Teflon-lined mating hole should do.)
Once the pin was retracted, the electronics would ignore other
misalignments. (Otherwise, one could simply push against a cubie in 
"midair" and detach it!)

 The pin would be kept both extended and retracted magnetically, by a 
remanent alloy that stays magnetized, but which can have its 
magnetization reversed by the flux from a coil. Extending the pin would 
be done by pulsing the coil with the opposite polarity. (The principle is 
closely-related to pulsed magnetic latching relays, which do not require 
continuous coil power in either of their states.)

 As has been implied, once the cubie is realigned, a second 
(reverse-polarity) pulse re-extends the locking pin.

 Pulsed operation should give acceptable battery life; the misalignment
sensor might be somewhat of a challenge to engineer, but not a major
problem. One could consider mechanical contacts; with electronics, they 
wouldn't need to be kept scrupulously clean, only clean enough to permit 
a milliampere or so to flow. (Contamination becomes a factor if you make 
the electronics too sensitive.)

 The electronics seems quite straightforward, and by today's standards,
quite simple and entirely practical. The locking-pin mechanism would be
the most costly, more than likely; it would have to be custom-built, and
might cost $2 US apiece in 10,000 lots, perhaps more. I can imagine many
people-weeks of development to create a decently-reliable locking-pin
design. It's essentially a miniature solenoid. 

 Battery access would be via a screw-threaded cover with a slot that fits 
the edge of a coin; the Cube would look distinctive.

 The clicking sound of the retaining pins would be interesting!

 It's not immediately obvious (to me) how the pins and mating sockets 
should be arrayed; their number must be minimal. Edge cubies would need 
four locks apiece, while corners would need three apiece.

 The mind wants sleep, so I think I'll give this mad message a quick 
proofread and post it.

---------------------
On Thu, 30 May 1996, der Mouse wrote:

{Snips}

> > that locking pins (or the equivalent) would be necessary.  I really

{Snips}

> 
> On the other hand, a straightforward locking mechanism could probably
> be put together by a good watchmaking shop at no more than the price of

> 			    mouse@collatz.mcrcim.mcgill.edu

Best regards to all,

NB   Nicholas Bodley   Autodidact & Polymath  |*| Keep smiling! It makes |
      Waltham, Mass.   Electronic Technician  |*|   people wonder what   |
     nbodley@tiac.net    Amateur musician     |*|  you have been up to.  |
-------------------------------------------------------------------------*





From cube-lovers-errors@curry.epilogue.com  Sat Jun  1 01:40:27 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id BAA08881 for <cube-lovers-outbound@curry.epilogue.com>; Sat, 1 Jun 1996 01:40:26 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Sat, 1 Jun 1996 01:01:26 -0400 (EDT)
From: Nicholas Bodley <nbodley@sunspot.tiac.net>
To: Wei-Hwa Huang <whuang@cco.caltech.edu>
Cc: Cube-Lovers@ai.mit.edu
Subject: Re: Another subscriber
In-Reply-To: <4om779$aip@gap.cco.caltech.edu>
Message-Id: <Pine.SUN.3.91.960601005206.2474H-100000@sunspot.tiac.net>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII

On 31 May 1996, Wei-Hwa Huang wrote:

{Snips}

> der Mouse <mouse@collatz.mcrcim.mcgill.edu> writes:
> >In my opinion mechanical designs for the 7 and above will have to be
> >fundamentally different from those for the 6 and below, because that's



> There's a really simple solution to this.  Just don't make the 7 slices
> evenly spaced.


> -- 
> Wei-Hwa Huang, whuang@cco.caltech.edu, http://www.ugcs.caltech.edu/~whuang/
_____________________

 Large corner cubies, and rectangular edge pieces to match, when seen 
face-on, right?

 Has anyone worked out the innards? Perhaps a further extension of the
scheme used for the 5^3? (If so, the retaining "foot" on a corner cubie
would have a truly wondrous shape! The "foot" of a 5^3 is quite
impressive.)

 I should have read this earlier; it might have saved bitspace from my 
mad electronic/mechanical scheme! :) It would also be quieter...

My best to all,

NB   Nicholas Bodley   Autodidact & Polymath  |*| Keep smiling! It makes |
      Waltham, Mass.   Electronic Technician  |*|   people wonder what   |
     nbodley@tiac.net    Amateur musician     |*|  you have been up to.  |
-------------------------------------------------------------------------*



From cube-lovers-errors@curry.epilogue.com  Sat Jun  1 16:37:55 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id QAA12114 for <cube-lovers-outbound@curry.epilogue.com>; Sat, 1 Jun 1996 16:37:54 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
To: Cube-Lovers@AI.MIT.EDU
From: Wei-Hwa Huang <whuang@cco.caltech.edu>
Subject: Re: realizing 7x7x7 or larger cubes
Date: 1 Jun 1996 09:22:10 GMT
Organization: California Institute of Technology, Pasadena
Lines: 32
Message-Id: <4op242$5mh@gap.cco.caltech.edu>
References: <cube-lovers.2.2.32.19960601020111.009ebee0@greatdane.cisco.com>
Nntp-Posting-Host: accord.cco.caltech.edu
X-Newsreader: NN version 6.5.0 #12 (NOV)

First, as a comment on the other thread, I think it is safe to say:

If one can solve an (2n+1)^3 cube, then one can solve a (2n)^3 cube.

"Ronnie B. Kon" <ronnie@cisco.com> writes:
>I've had this dream of making cubies which attach (via bars or perhaps
>electromagnets) to their neighbors, with the smarts to detect the torque of
>a turn and release until the turn has been completed.  You could then sell
>corner cubies, edge cubies, face cubies, and internal cubies one-at-a-time
>and people could build their own puzzles as large as they wanted.

It would certainly require a very creative design for the corners; your
description seems to say that in the stable state the corners are not
attached by anything!

Perhaps corner cubies could be equipped with buttons that had to be
depressed before a face would turn?
For instance, imagine a cube with three faces that have a button on
the middle, each one triggering a bar on the opposite side.  When a button
is pressed, the bar retracts into the cube.  This would make a 
workable corner cube, although it would be a bit awkward to press the
face that you wanted to turn!

As another aside, I don't understand the rationale behind the canonical
4x4x4 design.  It would seem to me that it's better to have two rings of
grooves in each dimension, so that the face pieces could have "fatter"
legs and not break off as easily.

-- 
Wei-Hwa Huang, whuang@cco.caltech.edu, http://www.ugcs.caltech.edu/~whuang/
---------------------------------------------------------------------------
Caught Porfiry, Raskolnikov sung his swan Sonia when he went Dounia to Siberia.


From cube-lovers-errors@curry.epilogue.com  Sat Jun  1 16:43:04 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id QAA12140 for <cube-lovers-outbound@curry.epilogue.com>; Sat, 1 Jun 1996 16:43:03 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
To: Cube-Lovers@AI.MIT.EDU
From: Wei-Hwa Huang <whuang@cco.caltech.edu>
Subject: Yet another (silly) idea on realizing the 7x7x7
Date: 1 Jun 1996 20:38:23 GMT
Organization: California Institute of Technology, Pasadena
Lines: 8
Message-Id: <4oq9nv$l8m@gap.cco.caltech.edu>
Nntp-Posting-Host: accord.cco.caltech.edu
X-Newsreader: NN version 6.5.0 #12 (NOV)

Hey, if the corners are going to fall off, let them!  After all,
anyone who actually bothers to buy a 7x7x7 should know how to solve
the corners...  :)

-- 
Wei-Hwa Huang, whuang@cco.caltech.edu, http://www.ugcs.caltech.edu/~whuang/
---------------------------------------------------------------------------
Caught Porfiry, Raskolnikov sung his swan Sonia when he went Dounia to Siberia.


From cube-lovers-errors@curry.epilogue.com  Sun Jun  2 04:12:01 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id EAA14161 for <cube-lovers-outbound@curry.epilogue.com>; Sun, 2 Jun 1996 04:12:01 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Sun, 2 Jun 96 00:17:03 EDT
From: hoey@aic.nrl.navy.mil
Message-Id: <9606020417.AA04623@sun13.aic.nrl.navy.mil>
To: Jerry Bryan <jbryan@pstcc.cc.tn.us>
Cc: Cube-Lovers <cube-lovers@ai.mit.edu>
Subject: Re: Compact Cube Representation for Shamir and Otherwise

I'm not sure this is so interesting to all of cube-lovers; e-mail me
if you have opinions pro or con.

Jerry writes of the standard S24 x S24 model, which uses 48 bytes per
position without packing.  He also has a "supplement" representation
that uses one facelet from each edge and corner, for 20 bytes.  He
packs them into 13 bytes on tape.

The way I did it the last time I worked on brute force was to
pack eight twelve-bit fields:

     The orientations in two twelve-bit fields (2^11 and 3^7),
     The edge permutation in four twelve-bit fields,
        each of three base-12 digits (12^3), and
     The corner permutation in two twelve-bit fields, each of
        four base-8 digits (8^4).

Unpacking the fields can be done with native arithmetic or table
lookup.  In the latter case, it is better to use 12*11*10 instead of
12^3 and 8*7*6*5 instead of 8^3.

Also, postmultiplying by a fixed permutation can be done with table
lookup without unpacking.  I used this feature for twelve permutations
of particular interest.

I am somewhat rusty on the implications of using this representation
in conjunction with Shamir's algorithm.  I think it provides an
ordering of the permutations that enables at least an approximation to
the random access you need, then you unpack it and do a better job.

Dan Hoey
Hoey@AIC.NRL.Navy.Mil


From cube-lovers-errors@curry.epilogue.com  Tue Jun  4 14:07:52 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id OAA04174 for <cube-lovers-outbound@curry.epilogue.com>; Tue, 4 Jun 1996 14:07:51 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Tue, 4 Jun 1996 08:35:17 -0400 (EDT)
From: Nicholas Bodley <nbodley@sunspot.tiac.net>
To: Wei-Hwa Huang <whuang@cco.caltech.edu>
Cc: Cube-Lovers@ai.mit.edu
Subject: Fragile parts in 4^3
In-Reply-To: <4op242$5mh@gap.cco.caltech.edu>
Message-Id: <Pine.SUN.3.91.960604083008.2537A-100000@sunspot.tiac.net>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII

On 1 Jun 1996, Wei-Hwa Huang wrote:

{Mostly snipped}

> As another aside, I don't understand the rationale behind the canonical
> 4x4x4 design.  It would seem to me that it's better to have two rings of
> grooves in each dimension, so that the face pieces could have "fatter"
> legs and not break off as easily.
> 
> Wei-Hwa Huang, whuang@cco.caltech.edu, http://www.ugcs.caltech.edu/~whuang/

  It probably isn't necessary for the legs to be so thin; the mechanical 
engineer probably had optimistic estimates of the likely forces and the 
strength of the particular polymer used. The latter isn't, by any means, 
cheap stuff.

 Wider legs might still meet the constraints that ensure the Cube not fall 
apart.

 (Sorry for a slow reply.)

Regards to all,

NB Nicholas Bodley Autodidact & Polymath |*| Keep smiling! It makes |
      Waltham, Mass.   Electronic Technician  |*|   people wonder what   |
     nbodley@tiac.net    Amateur musician     |*|  you have been up to.  |
-------------------------------------------------------------------------*



From cube-lovers-errors@curry.epilogue.com  Tue Jun  4 18:29:55 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id SAA04761 for <cube-lovers-outbound@curry.epilogue.com>; Tue, 4 Jun 1996 18:29:54 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Tue, 4 Jun 1996 18:08:15 -0400
From: Jim Mahoney <mahoney@marlboro.edu>
Message-Id: <199606042208.SAA13307@ marlboro.edu>
To: Cube-Lovers <cube-lovers@ai.mit.edu>
Subject: A essay on the NxNxN Cube : counting positions and solving it


        Thoughts on the NxNxN Cube
        --------------------------

Lately I've seen a few comments here on the NxNxN cube, how to build
one, and how what an algorithm to solve one might look like.  I have
no idea how the inside mechanics should work, nor have I made
significant progress thinking about how to find God's Algorithm for
these guys, but I did work out a recipe for solving the NxNxN, way
back in 1981, and worked out the number of possible positions.
Perhaps given those questions this is the right time to post a synopsis.


My approach is rather pedestrian, and I wave my hands quite a lot,
but I'm confident that an an arbitrarily large cube can be 
unscrambled with the method I describe below.

But first, since this is the first time I've posted to this discussion
group, I guess I should say who I am.  I wrote my undergraduate thesis
on Rubik's Cube fifteen years ago, as part of a math/physics degree.
Ironically, even though I was at MIT and this mailing list is based
there, too, I never knew of it until this year, when I started
(slowly) reading through the archives of this mailing list.  There's a
lot there, and not all of it is exactly quick reading.

These days I teach physics and astronomy at Marlboro College, where I
have occasionally taught an "ideas of group theory" course based on
puzzles like TopSpin and Rubik's Cube, designed to show mostly
non-math majors why group theory is so pretty.  I see from previous
posts that other people have taught similar courses.

Anyway, what follows is one way of thinking about the NxNxN.  Much of
this isn't new, but perhaps it hasn't been said quite this way, and
will therefore be worth saying.  Hope it isn't too long-winded, and
that I don't offend the folks who've posted similar things already by
not referencing them; as I said, I've swallowed some but not all of
the 1500 or so posts to this mailing list.


======================================================================
(I) The Cube Itself  =================================================
======================================================================

First, I will envision the NxNxN Cube (the whole thing) as a solid,
transparent array of N^3 cubies (the pieces its made of), most of
which are 'hidden' on the inside.  (For example, this would imply that
the the 3x3x3 cube has a single hidden cubie at the center.)  All the
real mechanical 3x3x3, 4x4x4, 5x5x5 Cubes that I've seen only have
cubies on the outside, but if you can put back all N^3 cubies in the
one I'm describing then you can certainly do the real ones.  

(In Dan Hoey's notation, I believe that this means I treat the Cube as
the G+C group, where G is generated by the outer slice rotations, and
C is the rotations of the entire thing.  I am not including spatial
inversions, because I'm physicall obtainable positions here.  And
while I agree that G is what I see on the 3x3x3, I think that what I
describe here is a more general and elegant approach to the NxNxN.)

Second, let a 'move' be a rotation of any plane of cubies, including
the interior slices.  There are 3N of these planes, and each has NxN
cubies in it.  Since I'm not going to try to count moves here, it
doesn't matter whether you consider a half turn as one move or two
quarter turns.  The slices are numbered from 1 to N, so that rotating
the 1-slice or N-slice is a rotation of an outside face, while the
(N+1)/2 slice is through the center of an odd Cube.  (I chose this
convention rather than numbering at zero in the center because it lets
me talk about the N'th-layer, as defined below, and the N'th-slice in
the same breath without getting myself confused.)

Third, I imagine that each of face of each cubie has a distinct color,
which I will take as usual to be (Front, Back, Up, Down, Left, Right),
and that the unique 'solved' position has all N^3 cubies in the same
orientation, with their colors all aligned.


======================================================================
(II) Layers, Orbits, and Types =====================================
======================================================================

Now I would like to see how many different kinds of cubies there are,
where they live, and how they behave.  

The first thing to notice is that there are two distinct kinds of
NxNxN Cubes, depending on whether N is even or odd.  For N odd, there
is a single cubie at the center (which I will call the 1-layer),
surrounded by the cubies on the outside of the 3x3x3 (which I will
call the 3-layer), which in turn are surrounded by those cubies on the
outside of the 5x5x5 Cube (the 5-layer), and so on until I reach the
outermost N-layer.  When N is even, the innermost layer is 2x2x2,
which is surrounded by a 4x4x4 "4-layer", and so on.  Thus the entire
Cube is made up of disjoint layers which are either all odd or all
even.  Moreover, it is easy to see that the cubies on a given layer
always stay on that layer; the allowed rotations cycle cubies within a
layer but never between layers.

Next, I will define any complete set of cubies that can move into each
other's position as an "orbit."  (This name is at least suggestive of
the group theory notion of a closed sequence of elements.)  For
example, the 8 corner cubies on the 3x3x3 Cube form one orbit since
any one of those cubies can be put in any of those eight positions.
Likewise, the 12 edge cubies on the 3x3x3 form another orbit.

Finally, distinct orbits which have similar properties will be called
members of the same "type."  For example, the 4x4x4 Cube has an orbit
of eight outer corners on the 4-layer, and a second orbit of eight
corner cubies on the inside, in the 2-layer.  Although these sets
of cubies are in distinct orbits, they are both "Corner" types.
(I know that my notion of what exactly "similar properties" means
is vague here, but I think the general idea is clear.)

One approach to solving the cube, then, is to identify each kind of
type - it turns out there aren't very many - and find some method of
manipulating the cubies in an orbit of that type without disturbing
any other the rest of the Cube.  I'll explain one way to do this
further down, after listing the different types.


======================================================================
(III) The Eight Types ==============================================
======================================================================

Without further ado, here they are.

Name         What:
------       ------

 Central        The unique cubie in the center of Cubes with N odd.

 Corner         Corners in each layer.  In each layer there is 
                1 corner orbit consisting of 8 cubies, each of
                which can be in 3 orientations in each of 8 positions. 
                (8 positions x 3 orientations = 24 total.)
                However, while all 8! position rearrangements are
                permissible, all rotations are not; as is well known, 
                only 1/3 of them are.
                One way to see this is to define "twist" state
                as (0,1,2) for each orientation of a cubie at a 
                corner, and to notice that the sum of all these states
                isn't changed by a single move.  This means that 
                you cannot turn just one corner in place.

 Edge-Single    The ones like the outer edges on the 3x3x3.
                In each odd layer there is 1 of these orbits,
                consisting of 12 cubies, each of which can be in 2 states.
                (12 positions x 2 orientations = 24 total.)
                All 12! placements are accessible, but again only
                some of the flips; you cannot turn just one edge.

 Face-Center    The cubies like the centers of the 3x3x3 face.
                In each odd layer there is on of these orbits,
                which has 6 cubies each of which can be in 4 rotation
                states. (12 places x 4 states each = 24 total.)
                This time all rotations are possible; however, the
                cubies can only move in space as a rigid whole, and
                therefore there are 24 different positions 
                for these cubies, which are completely determined 
                by the orientation of the central cubie.

 Edge-Double,
 Face-Corner,
 Face-Edge,
 Face-Offset
                Each of these orbits consists of exactly 24 cubies, 
                as shown in the pictures below.  There are in general 
                many of each of these orbits in each layer, as given by 
                the formulae (simple geometry and counting - see
                the diagrams) in the table below.  
                *None* of these cubies in these orbits 
                can "flip" or "twist" in place like the Corners 
                and Single Edges do; in every case there are exactly
                24 cubies which implies that there must be only 
                one orientation at each possible position.  Another
                way to see this is to draw in an orientation on 
                each cubie of a given orbit, with arrows, and then
                show that no possible move changes the positions 
                of the arrows.

Here's a summary of the specs for each type.  Note that the "number
of positions" given is for both only one parity, that is, for both an
even or odd number of quarter turns, and ignoring the all other
orbits.  The number of positions of the whole Cube is *not* a simple
product of all these numbers; the parities of different orbits must
agree.  More on this later.

As usual, I use "!" and "^" for factorial and "raise-to-the-power-of",
i.e. 8!=8*7*6*5*4*3*2*1 and 3^7=3*3*3*3*3*3*3.


 - Types --  ( n = which layer ) ------------------------------------ 
 
  Name        # of     # of orbits per layer.   # of positions per orbit
              cubies   (n odd)        (n even)  (both even/odd parity)
  ------      ------   -----------    -------   ---------------------

n=1

  Central        1      1              0               24

n>1

  Corner         8      1              1             (3^7) 8!
  Edge-Single    12     1              0             (2^11) 12!
  Face-Center    6      1              0             (4^6)

n>3

  Edge-Double    24     (n-3)/2        (n-2)/2         24!
  Face-Corner    24     (n-3)/2        (n-2)/2         24!
  Face-Edge      24     (n-3)/2        0               24!

n>5

  Face-Offset    24     (n-3)(n-5)/4   (n-2)(n-4)/4    24!
  
 ---------------------------------------------------------------------
 
It's also convenient to define "h" and "H" such that

  h = n/2       (n even);       H = N/2         (N even)
  h = (n-1)/2   (n odd);        H = (N-1)/2     (N odd)

which makes the counting a bit easier.  "h" stands for "half", and is
the number of the slice just before the center slice, if there is a
center slice.  With this "h", the expressions for the number of orbits
per layer are much simpler, namely

  Name          # of orbits per layer
  -----------    ----------------
  Double Edge    h-1
  Face-Corner    h-1
  Face-Edge      h-1
  Face-Offset    (h-1)(h-2)


And now for the pictures.  This is much easier to visualize in 3D with
real drawings, but I'll do what I can with ASCII.

The smallest layer n that contains all the distinct types (except
the central cubie, of course) is n=7, so I've drawn in one outside
(n=7) plane of a 7x7x7 Cube below and sketched in where they live.
You can either think of this as the outer-most layer of an N=7 Cube,
or part of an inner n=7 slice of a larger Cube.

The slices (rows and columns in the pictures) can be numbered either
left to right or right to left, so when I refer to the "n-slice" I
also mean the "(N+1-n)-slice" where N=(size of entire Cube)=7 here,
and 1<=n<=N is a particular slice.

I also note to the right of each picture which slice rotations can
disturb the cubies in that orbit, and whether a quarter turn of that
kind of move gives an even or odd permutation of the cubies.  ("even"
or "odd" refers to how many pairwise swaps it takes to get that
permutation.  A cycle of 2 cubies is odd, a cycle of 3 cubies is even,
and a cycle of 4 cubies is odd.  For example, it takes an even number
of moves to corner number 1 to corner 2's place, corner 2 to 3's
place, and corner 3 to 1's place.)  These parities will be discussed
further in the next section.

Where there is more than one possible orbit I have used the labels "p"
and "q" to specify which one is shown.  The letter "H" (described
above) is in this case (with N=7) H = (N-1)/2 = 3.



        7  6  5  4  3  2  1
        1  2  3  4  5  6  7
     -----------------------
    | 
 7 1|   C  .  .  .  .  .  C                     n-Corner
    |
 6 2|   .  .  .  .  .  .  .                     ( N >= n >= H )
    |                           
 5 3|   .  .  .  .  .  .  .             Moved By        Parity
    |                                   -------         ------
 4 4|   .  .  .  .  .  .  .     
    |                                   n-slice         odd
 3 5|   .  .  .  .  .  .  .
    |
 2 6|   .  .  .  .  .  .  .
    |
 1 7|   C  .  .  .  .  .  C


        1  2  3  4  5  6  7
     -----------------------
    |
   1|   .  .  .  ES .  .  .                     n-Edge-Single
    |
   2|   .  .  .  .  .  .  .                     ( N >= n >= H )
    |                           
   3|   .  .  .  .  .  .  .             Moved By        Parity  
    |                                   --------        ------  
   4|   ES .  .  .  .  .  ES     
    |                                   n-slice         odd
   5|   .  .  .  .  .  .  .     
    |                                   (H+1)-slice     odd
   6|   .  .  .  .  .  .  .
    |                                           (Note that H+1 is the slice
   7|   .  .  .  ES .  .  .                      through the center.)



        1  2  3  4  5  6  7
     -----------------------
    |
   1|   .  .  .  .  .  .  .                     n-Face-Center
    |
   2|   .  .  .  .  .  .  .             Moved By             Parity
    |                                   --------             ------
   3|   .  .  .  .  .  .  .             center (H+1)-slice     odd
    |
   4|   .  .  .  FC .  .  .
    |                                   Rotated By
   5|   .  .  .  .  .  .  .             ---------
    |                                   n-slice               "odd"
   6|   .  .  .  .  .  .  .
    |
   7|   .  .  .  .  .  .  .


        1  2  3  4  5  6  7
     -----------------------
    |
   1|   .  ED .  .  .  ED .                     n-p-Edge-Double
    |
   2|   ED .  .  .  .  .  ED              ( 1 < p <= H; p=2 shown here.)
    |                           
   3|   .  .  .  .  .  .  .             Moved By       Parity  
    |                                   --------       ------
   4|   .  .  .  .  .  .  .             n-slice        even (2 4-cycles)
    |                                   p-slice        odd  (1 4-cycle)
   5|   .  .  .  .  .  .  .             
    |                                   (The "p-slice" referred to here
   6|   ED .  .  .  .  .  ED            and in the next figures cuts into the
    |                                   Cube in the 3rd dimension not shown
   7|   .  ED .  .  .  ED .             into the paper.  The "n-slice" move
                                        turns this diagram by 90 degrees.)


        1  2  3  4  5  6  7
     -----------------------
    |
   1|   .  .  .  .  .  .  .                     n-p-Face-Corner
    |
   2|   .  FC .  .  .  FC .              ( 1 < p <= H; p=2 shown here.)
    |                           
   3|   .  .  .  .  .  .  .             Moved By     Parity  
    |                                   --------     ------
   4|   .  .  .  .  .  .  .             n-slice      odd   (4 cubies move)
    |                                   p-slice      even  (8 cubies move)
   5|   .  .  .  .  .  .  .                                
    |                                                      
   6|   .  FC .  .  .  FC .           
    |                               
   7|   .  .  .  .  .  .  . 
 

  
        1  2  3  4  5  6  7
     -----------------------
    |
   1|   .  .  .  .  .  .  .                     n-p-Face-Edge
    |
   2|   .  .  .  FE .  .  .              ( 1 < p <= H; p=2 shown here.)
    |                           
   3|   .  .  .  .  .  .  .             Moved By        Parity  
    |                                   --------        ------
   4|   .  FE .  .  .  FE .             n-slice         odd     (4)
    |                                   p-slice         odd     (4)
   5|   .  .  .  .  .  .  .             (H+1)-slice     even    (8)
    |
   6|   .  .  .  FE .  .  .
    | 
   7|   .  .  .  .  .  .  . 



        1  2  3  4  5  6  7
     -----------------------
    |
   1|   .  .  .  .  .  .  .                     n-p-q-Face-Offset
    |
   2|   .  .  FO .  x  .  .               ( 1 < p <= H; p=2 shown here;
    |                                       1 < q <= H; q=3 shown here; 
   3|   .  x  .  .  .  FO .                   p not equal to q. )
    |                       
   4|   .  .  .  .  .  .  .             Moved By        Parity
    |                                   --------        ------
   5|   .  FO .  .  .  x  .             n-slice         odd
    |                                   p-slice         odd
   6|   .  .  x  .  FO .  .             q-slice         odd
    | 
   7|   .  .  .  .  .  .  .     The x's are *not* part of this orbit,
                                but mark a distinct mirror-image orbit.
                                There are no moves which will bring
                                one of the FO's to one of the x's.


Every cubie on any size NxNxN Cube fits one of these patterns.
For large values of N, nearly all the cubies are in Face-Offset orbits.


======================================================================
(IV) Parity and the Total Number of NxNxN Positions ==================
======================================================================

I'd guess most of you who read this will already understand parity
considerations, but let me run through it quickly anyway.

The basic idea is that any permutation of a group of symbols can be
broken into a sequential set of pair exchanges, and the number of
these pair exchanges, even or odd, determines the parity of the
permutation, even or odd.  Thus if ABCDE is re-arranged into BAECD,
then this rearrangement is odd because it requires three pair swaps,
and three is odd: (1) swap AB to BA in the original, (2) swap D and E
to get the D at the end, (3) swap the E and C.  There are other swap
sequences, but all are odd.

Any slice rotation which cycles four cubies ABCD into BCDA puts those
cubies into an odd permutation since it would require three pair swaps
(AB, AC, AD) to change one into the other.

The point all this is that different orbits must have consistent
parities.  The best known Cube example is that on the 3x3x3 cube, a
quarter turn of any outside slice changes the parity of *both* corners
and edges; therefore, positions which have the corners and edges in
different parities are impossible, and therefore one cannot exchange
two corners without exchanging two edges somewhere, too.

On the NxNxN things are a bit messier.  Any given slice rotation will
change the parity of some orbits, and leave many others unchanged.
Most choices of arbitrary placements of cubies won't be a possible
cube position, not only because of the "twist" of the corners and
"flip" of the edges (described above briefly) but also because the
parity of all the orbits must be consistent.

Here's one way to do it.

Since each slice n>1 moves exactly one Corner orbit, and since the n=1
slice moves the Central cubie, I can use the N Corner/Central orbits
to *define* the parity of each slice.  Then the parity of all other
orbits is fixed, and each has available exactly one-half (only one
parity) of its total number of positions as given in the table

Another way of doing the same thing is to count the only one parity,
that is 1/2 of *all* the orbits, and then multiply by 2^N as the
number of ways to choose the parity on each of N slices.

So I can now calculate the total number of available positions T(N)
of the NxNxN cube by multiplying the number of possible positions of
each orbit, taking into account how many orbits there are in each
layer, over all N layers, and keeping the parity in agreement.  (Note
that here I *am* including a rotation of the entire cube as a new
"position".  To take out this factor, divide what follows by 24.  Note
also that I'm distinguishing between different rotations of the face
centers, which is also a bit different from what is usually done.)

The counting is a pretty straightforward.  Using the initials of the
types as abbreviations, the total number of each type of orbit is:

  N odd:
    #1  = 1
    #C  = (N-1)/2
    #ES = (N-1)/2
    #FC = (N-1)/2
    #ED = Sum n= (3, 5, 7, 9, ..., N) of { (n-3)/2  } = (N-1)(N-3)/8
    #FC =  same as #ED
    #FE =  same as #ED
    #FO = Sum n= (3, 5, 7, 9, ..., N) of { (n-3)(n-5)/4 } 
        = (N-1)(N-3)(N-5)/24

  N even:
    #1  = 0
    #C  = N/2
    #ES = 0
    #FC = 0
    #ED = Sum n= (2, 4, 6, 8, ..., N) of { (n-2)/2  } = (N)(N-2)/8
    #FC = same as #ED
    #FE = 0
    #FO = Sum n= (2, 4, 6, 8, ..., N) of { (n-2)(n-4)/4 } 
        = (N)(N-2)(N-4)/24
        
And so

---------
| T(N) = Total Positions of NxNxN cube, all orientations, 
|        all N^3 cubies
| 
| = 2^N (24/2)^#1 (3^7 8!/2)^#C (2^11 12!/2)^#ES (4^6/2)^#FC 
|     * (24!/2)^(#ED+#FC+#FE+#FO)
-----------------------------

which simplifies to either

 T(N odd)= 24 [3^7 8! 2^10 12! 4^6/2]^((N-1)/2) [24!/2]^( (N-1)(N-3)(N+4)/24 )
    =  24 [ 8.85801e22 ]^((N-1)/2) [3.102242e23]^((N-1)(N-3)(N+4)/24)
    =  (44.9) (0.0561)^N (9.52)^(N^3)
 
or

 T(N even) = [3^7 8!]^(N/2) [24!/2]^( N(N-2)(N+2)/24 )
           = (8.817984e7)^N (3.102242e23)^(N(N-2)(N+2)/24)
           = (1.14)^N (9.52)^(N^3)

which is an awful lot of positions no matter how you look at it.

Note that usually the number of 3x3x3 positions is given without the
factor of 24 (spacial rotations) or the 4^6/2 (face center rotations),
which leaves (3^7 8! 2^10 12!) = 4.3e19.

For large N, T(N) is dominated by the (24!/2)^(N^3/24) term, which is
about 9.524^(N^3), which implies that for very big cubes, each of the
N^3 cubies acts as if it has nearly 10 independent places it can be.

(Oh, and the notation 1.23e4 means 1.23 10^4 = 1230.)


=====================================================================
(V) Solving It  =====================================================
=====================================================================

Here's where the handwaving really gets going.  What I describe here
is closer to an outline of a method than a real algorithm, but you can
probably fill in the details yourself.

The basic idea is to use a general-purpose idea for cycling three
cubies of any given orbit without disturbing any other part of the
Cube.  A small variation on this same theme can be used to twist two
corners or single edges in the place, too.

If I can do this for every type, then all I have to do to solve the
whole cube is the following.

 -- An NxNxN Recipe ------------------------------------------

 (A) If N is odd, orient the Central cubie correctly, and 
     at the same time, turn each Face-Center so that it is aligned
     with the Central cubie.  (If you can't see the orientations 
     of the Face-Centers, as is usually the case on the typical
     3x3x3, then just skip that step and move on.)
 
 (B) For each layer, examine the parity of corresponding
     Corner orbit.  If its parity is odd, make one 
     arbitrary 1/4 turn rotation on that layer; otherwise, 
     don't move it.  At this point all the Corner orbits
     have even parity, and therefore *all* the orbits have
     even parity.

 (C) And finally, I have these nested loops:

   (i) Starting at the innermost layer and working outward, 

    (ii)  on each orbit in that layer, 

       (iii) 1. Restore each cubie of that orbit to its proper position 
             with the 3-cycle technique described below.  Since
             all the orbits already have even parity, these even-move
             combinations are enough to restore everything to their
             proper places.

             2. If the current orbit is a Corner or Edge-Single, 
             then once the cubies are in the right places apply 
             the "twist" and "flip" operations described below
             to orient them correctly.

 That's it.  Now all I have to do is describe three tricks, 
  (1) how to cycle three cubies on any given type,
  (2) how to twist two corners in opposite directions, and
  (3) how to flip two Edge-Singles,
 all without disturbing anything else.

 All these tricks are well known, I think.  And there are certainly
 many, many other tricks; however, these are the simplest that 
 I know of that can be generalized to any size Cube.  Moreover, 
 they have the nice property that you can actually "think" your way
 through them without actually needing to memorize a long sequence
 of moves.  


=====================================================================
(VI) How to Cycle Three Cubies  =====================================
=====================================================================

The basic idea is to find a move sequence that will (1) take a chosen
cubie off from its "hot seat" on a chosen slice *without* (here's 
the trick) disturbing any other cubie on that slice.  The rest
of the cube can be completely scrambled by this operation.  Then (2) 
rotate the chosen slice, (3) undo step (1), putting the original
cubie back into its original slice and undo whatever changes were 
made to the other cubies, and (4) undo step 2.

The sequence always of the form 
   A R A' R'
where "A" is step 1, "R" is a rotation of a single slice, and 
the ' mark means, as usual, the inverse operation.

Here's a detailed example, using the Corner orbit of a 3x3x3 cube,
with the top layer as the "chosen slice" and the cubie marked "1" in
the unfolded sketch of a cube below as the focus of attention. In
eight moves the cubies in locations 1, 2, and 3 will trade places.

The starting position:

             U
    a  -  1  - 2 - d -        (a,1,2,d,e,3,g,h) are a Corner orbit.
    |  L  |  F | R | B
    e  -  3  - g - h -        (U, D, L, R, F, B) are the possible
             D                clockwise rotations.


 (1) Get "b" off the chosen slice, without disturbing any other 
     cubie on that slice.  Replace it with the cubie that you 
     want to put in its place.
            
                 e  -  a  - 2 - d -
 ->   L  ->      |     |    |   |   
                 3  -  1  - g - h -
              
             
                 e  -  a  - 2 - d -
 ->   D  ->      |     |    |   |   
                 h  -  3  - 1 - g -


                 a  -  3  - 2 - d -
 ->   L'  ->     |     |    |   |          After L D L'
                 e  -  h  - 1 - g -

      The top layer was (a,b,c,d); now it is (a,f,c,d).  
      "b" has been taken off the top slice, and "f" is in its place.

 (2) Rotate the chosen slice to place a new cubie in the hot seat.

                 3  -  2  - d - a -
 ->   U  ->      |     |    |   |           After (L D L') U 
                 e  -  h  - 1 - g -
 

 (3) Undo step 1, which pops the chosen cubie "b" back to its
      original slice, *and* (here's the key part), restore (nearly) all 
      other cubies to their original locations, since none of the 
      disturbed ones were on the slice that rotated in step (2).

                    3  -  1  - d - a -
 -> L D' L' ->      |     |    |   |           After (L D L') U (L D' L')
                    e  -  2  - g - h -

 
 (4) Undo step 2, restoring the chosen slice back to its original position.

                    a  -  3  - 1 - d -
   ->  U'  ->       |     |    |   |       After (L D L') U (L D' L') U'
                    e  -  2  - g - h -

So the move sequence to cycle corners (1,2,3) is simply 
(L D L') U (L D' L') U'   (reading left to right).

With a few extra moves before this sequence (which should be undone
afterwards) to arrange the cubies which should be moved into the 
places which are actually modified by this operation (or a similar
one), this trick and its variations can be used to put back all 8
corners into their proper places.

And with a bit of exploration, this same idea can be used to cycle
three cubies of any type, in any orbit, on any layer, without
disturbing anything else.  For the Edge-Singles on the 3x3x3, for
example, to bring an edge off the top slice without disturbing
anything else on top, step (1) can be S D S', where "S" vertical is a
rotation of a center slice.  Or it could be F H F', where "H" is a
horizontal rotation of of center slice parallel to the top and bottom;
either works.

I have actually tried this for all eight of the types of orbits, and
it does indeed work.  Yes, I know this is pure handwaving, but this
essay is already long enough, and it really is pretty straightforward
once you get the idea.


=====================================================================
(VII) Turning Corners and Flipping Edges  ===========================
=====================================================================

I don't think I need to say too much about this, because
basically the same tricks that work on the 3x3x3 Cube will
work on the orbits in the NxNxN.  

My usual approach is to find a sequence that will bring 
a corner or single-edge cubie out of its position, and
then back with a turn or flip, *without* changing any cubie on on
slice.  Call that entire operation "A".  Then just like 
before, A R A' R' where "R" is a rotation of the slice which 
was left (nearly) unchanged will restore all the parts of the 
Cube which were messed up by A, and leave only two corners or
two edges turned or flipped.

For example, on the 3x3x3, this sequence will turn two corners.
  [(L DD L') (F' DD F)] U [(F DD F') (L' DD L)] U'
The stuff in the brackets brings a corner cubie off the top (up)
slice, and brings it back with a twist.

If "H" is a clockwise (as viewed from the top) quarter turn 
on the horizontal center slice of the 3x3x3 (the plane parallel
to the top and bottom), then this similar sequence will flip two edges.
  [ (L HH L') U' (F' HH F) U ] U [ U' (F HH F') U (L' HH L) ] U'
Again, the moves in the brackets bring one of the 3x3x3 edge
cubies off the top layer, and bring it back with a twist.

One can also combine several different 3-cycles from section VI
to twist and flip the corners and edges.


=====================================================================
(VII) Comments    ===================================================
=====================================================================

Well, that turned out to be a lot longer than I'd planned.  If anyone
has actually bothered to read down this far, I hope it was worthwile.

I think that when all is said in done, the 3x3x3 is by far the most
interesting of the sizes.  All the new types of orbits on the larger
Cubes are fairly boring, actually, since none of the cubies can be
flipped or turned in place the way that the 3x3x3 corners and edges
can.  And I confess that I like how the only cubie on the 3x3x3 that
you can't see - the one that I like to imagine is hidden in the center
- is the only one that's completely specified by the locations of the
other orbits, namely by the positions of the face centers.

When I was first working out this stuff, back in 1981, I built a 7x7x7
Cube out of colored dice.  None of them were "stuck" to the others; it
was just stack of dice.  Manipulating it was pure hell, but I could
usually squeeze a layer and carefully turn and put it back.  One slip
and I had dice all over the room.  


I have a few other ideas kicking around in the back of my head,
but they'll have to wait for another time, and another note.


Regards,

  Dr. Jim Mahoney                          mahoney@marlboro.edu
  Physics & Astronomy			   <http://www.marlboro.edu/~mahoney>
  Marlboro College, Marlboro, VT  05344



From cube-lovers-errors@curry.epilogue.com  Wed Jun  5 02:48:31 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id CAA05776 for <cube-lovers-outbound@curry.epilogue.com>; Wed, 5 Jun 1996 02:48:30 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Wed, 5 Jun 1996 09:33:41 +0300 (IDT)
From: Rubin Shai <s2394459@cs.technion.ac.il>
X-Sender: s2394459@csc
To: Cube-Lovers@ai.mit.edu
Subject: Computer representation to the cube.
Message-Id: <Pine.SV4.3.91-heb-2.04.960605092401.2432A-100000@cs.technion.ac.il>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII

Hi all
I'm looking for an easy to implementation / easy to debug / easy to print 
/ and most important chip to manipulate (in computer time) for the 3X3X3 
cube. Does anyone heard of somthing?
Shai



From cube-lovers-errors@curry.epilogue.com  Wed Jun  5 15:28:47 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id PAA07399 for <cube-lovers-outbound@curry.epilogue.com>; Wed, 5 Jun 1996 15:28:46 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Wed, 05 Jun 1996 10:22:31 -0500 (EST)
From: Jerry Bryan <jbryan@pstcc.cc.tn.us>
Subject: Re: A essay on the NxNxN Cube : counting positions and solving it
In-Reply-To: <199606042208.SAA13307@marlboro.edu>
To: Cube-Lovers <cube-lovers@ai.mit.edu>
Message-Id: <Pine.PMDF.3.91.960605084501.9735A-100000@PSTCC6.PSTCC.CC.TN.US>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Content-Transfer-Encoding: 7BIT


On Tue, 4 Jun 1996, Jim Mahoney wrote:

It's going to take a while to absorb your whole note, but I do have a
couple of quick comments/questions. 

> Next, I will define any complete set of cubies that can move into each
> other's position as an "orbit."  (This name is at least suggestive of
> the group theory notion of a closed sequence of elements.)  For
> example, the 8 corner cubies on the 3x3x3 Cube form one orbit since
> any one of those cubies can be put in any of those eight positions.
> Likewise, the 12 edge cubies on the 3x3x3 form another orbit.

This has been discussed before on Cube-Lovers, but I am still puzzled or
curious about the usage of the word "orbit".  Your definition is
consistent with the usage advocated by Martin Schoenert on Cube-Lovers. 
For example, Martin talked about the corner orbit, the edge orbit, and the
face center orbit of the 3x3x3.  (I suppose for completeness, we should
include in this list of orbits the orbit for the invisible center of the
whole 3x3x3 cube.)

David Singmaster, on the other hand, has always talked about the twelve
orbits of the constructable group of the 3x3x3, where orbits are defined
in terms of twists, flips, and parity.  Depending on what you mean by
"closed sequence of elements", your definition may be consistent with
Singmaster's usage as well.  That is, Singmaster's orbits are certainly
closed.  However, Martin says that Singmaster's orbits should be called
cosets. 

Secondly, if my understanding of your model is correct, you are treating
positions as distinct which cannot be distinguished with normal coloring
of a physical cube (even an imaginary physical cube for large N).  The
issue appears as early as the 4x4x4, and persists for larger values of N. 
I don't necessarily disagree with your treatment.  Indeed, it makes the
cube theory tenable.  Otherwise, your model tends to become a coset model
rather than a group model.  But I wondered if my understanding of your
model is correct? 

There are several implications of how you treat visibly indistinguishable
positions.  For example, it impacts your counts of how many positions
there are.  For another example, it impacts your solutions (e.g.,
"invisible" incorrect parity on the 4x4x4.  "Invisible" bad parity can
also occur on the 3x3x3 if you remove the face center color tabs.  A slice
move will give the edges and corners opposite parity that is not visible.)
Perhaps you could discuss these issues with respect to your model. 

 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Robert G. Bryan (Jerry Bryan)                jbryan@pstcc.cc.tn.us
Pellissippi State                            (423) 539-7127
10915 Hardin Valley Road                     (423) 694-6435 (fax)
P.O. Box 22990
Knoxville, TN 37933-0990




From cube-lovers-errors@curry.epilogue.com  Wed Jun  5 15:27:15 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id PAA07391 for <cube-lovers-outbound@curry.epilogue.com>; Wed, 5 Jun 1996 15:27:14 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Wed, 5 Jun 1996 09:30:21 +0100
Message-Id: <96060509302127@glam.ac.uk>
From: VANESSA PARADIS WANTS ME <cmaggs@glam.ac.uk>
To: CUBE-LOVERS@ai.mit.edu
X-Vms-To: RUBIKCUBE

To have a bit more challange when doing the cube, complete it so that each 
horizontal slice, is 1 turn (quarter of a full circle) out of place.
Therefore, top and bottom face are one colour, but all side faces contain 3
colours.
Boy, is it hard!

By the way, I can do the cube in 1 minute 26 seconds.
How does that compare with everyone else!
(P.S. Please be fair, I`ve only been doing it for 6 weeks or so!)

Chris

CMAGGS@GLAM.AC.UK


From cube-lovers-errors@curry.epilogue.com  Wed Jun  5 15:27:57 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id PAA07395 for <cube-lovers-outbound@curry.epilogue.com>; Wed, 5 Jun 1996 15:27:56 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Wed, 5 Jun 1996 09:53:36 -0400
Message-Id: <199606051353.JAA21055@chara.BBN.COM>
From: Allan Wechsler <awechsle@bbn.com>
To: s2394459@cs.technion.ac.il
Cc: Cube-Lovers@ai.mit.edu
In-Reply-To: 
	<Pine.SV4.3.91-heb-2.04.960605092401.2432A-100000@cs.technion.ac.il>
	(message from Rubin Shai on Wed, 5 Jun 1996 09:33:41 +0300 (IDT))
Subject: Re: Computer representation to the cube.
Reply-To: awechsle@bbn.com

   Date: Wed, 5 Jun 1996 09:33:41 +0300 (IDT)
   From: Rubin Shai <s2394459@cs.technion.ac.il>

   Hi all
   I'm looking for an easy to implementation / easy to debug / easy to print 
   / and most important chip to manipulate (in computer time) for the 3X3X3 
   cube. Does anyone heard of somthing?
   Shai

Ani lo y'khol lavin et-ha-anglit shelkha.  Are you looking for a
program?  An algorithm?  A piece of hardware?  A circuit diagram?  And
I apologize in advance if I got your gender wrong in my wretched
Hebrew.

-A



From cube-lovers-errors@curry.epilogue.com  Wed Jun  5 19:50:32 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id TAA07826 for <cube-lovers-outbound@curry.epilogue.com>; Wed, 5 Jun 1996 19:50:31 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Message-Id: <v02130508addbb30e7cf0@[205.230.130.72]>
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
Date: Wed, 5 Jun 1996 18:02:49 -0500
To: CUBE-LOVERS@ai.mit.edu
From: Kristin Looney <kristin@tsi-telsys.com>
Subject: fastest hands in the midwest...

> By the way, I can do the cube in 1 minute 26 seconds.
> How does that compare with everyone else!

37.72 won me the midwest championship, my best official time was
35.30 seconds which placed me 5th in the country. I think it was 1981.
Now?  I don't get timed very often, but it's still usually under a minute.

I guess it is like riding a bicycle.

Anyone else on this list from those contest days?  Minh Thai - are you
out there?  How about Jeff Verasono? or David P. Conrady?  I've often
wondered what that crazy guy with the bright maroon hair ended up
doing with his life...

Kristin (used to be Wunderlich) Looney
kristin@tsi-telsys.com




From cube-lovers-errors@curry.epilogue.com  Wed Jun  5 19:50:57 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id TAA07832 for <cube-lovers-outbound@curry.epilogue.com>; Wed, 5 Jun 1996 19:50:56 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Wed, 5 Jun 96 18:32:29 EDT
From: hoey@aic.nrl.navy.mil
Message-Id: <9606052232.AA22039@sun34.aic.nrl.navy.mil>
To: Nicholas Bodley <nbodley@sunspot.tiac.net>,
        Wei-Hwa Huang <whuang@cco.caltech.edu>
Cc: Cube-Lovers@ai.mit.edu
Subject: Fragile parts in 4^3

On 1 Jun 1996, Wei-Hwa Huang wrote:

{Mostly snipped}

> As another aside, I don't understand the rationale behind the canonical
> 4x4x4 design.  It would seem to me that it's better to have two rings of
> grooves in each dimension, so that the face pieces could have "fatter"
> legs and not break off as easily.

If the center pieces had one leg each (instead of a 1/4-leg) you would
have _one_ groove around each equator (instead of _half_ a groove).
Remember, it's important that the inner sphere stay in sync with at
least one of the sets of face centers so that after you've finished
the turn you will be able to turn in an orthogonal direction.  I don't
know how that would work with the turns of the face.  You might need
a switch that looks kind of like the following where two equators meet:

            I
            I     * * *
            I *           *
============O===============O========
          * I                 *
            I
        *   I                   *
        *   I                   *
        *   I                   *
            I
          * I                 *
            O               O
            I *           *
            I     * * *
            I

where the legs live at the "O" positions when a turn is not in
progress.  But this looks dangerous to me; I think there is a lot of
potential for derailment.

Dan Hoey
Hoey@AIC.NRL.Navy.Mil


From cube-lovers-errors@curry.epilogue.com  Wed Jun  5 19:51:48 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id TAA07836 for <cube-lovers-outbound@curry.epilogue.com>; Wed, 5 Jun 1996 19:51:47 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Wed, 5 Jun 96 18:54:44 EDT
From: hoey@aic.nrl.navy.mil
Message-Id: <9606052254.AA22046@sun34.aic.nrl.navy.mil>
To: Jim Mahoney <mahoney@marlboro.edu>
Cc: Cube-Lovers <cube-lovers@ai.mit.edu>
Subject: Re: A essay on the NxNxN Cube : counting positions and solving it

> All the
> real mechanical 3x3x3, 4x4x4, 5x5x5 Cubes that I've seen only have
> cubies on the outside, but if you can put back all N^3 cubies in the
> one I'm describing then you can certainly do the real ones.  

> (In Dan Hoey's notation, I believe that this means I treat the Cube as
> the G+C group, where G is generated by the outer slice rotations, and
> C is the rotations of the entire thing....

Actually, the distinction between G and G+C is that in the latter we
draw a distinction between cubes that differ by a whole-cube move as
different.

When we take account of the internal cubies I call it the "Theoretical
Invisible cube", described in my Invisible Revenge article 9 August
1982.  A solution method is given in 

	Eidswick, J. A., "Cubelike Puzzles -- What Are They
	and How Do You Solve Them?", 'American Mathematical
	Monthly', Vol. 93, #3, March 1986, pp. 157-176.

that is pretty much like yours, I think.

As for counting the positions, I haven't got around to checking the
numbers in "Groups of the larger cubes", 24 Jun 1987.  You might want
to see how they compare to yours.

Dan Hoey
Hoey@AIC.NRL.Navy.Mil


From cube-lovers-errors@curry.epilogue.com  Wed Jun  5 19:52:19 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id TAA07842 for <cube-lovers-outbound@curry.epilogue.com>; Wed, 5 Jun 1996 19:52:17 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Wed, 5 Jun 96 19:27:12 EDT
From: hoey@aic.nrl.navy.mil
Message-Id: <9606052327.AA22049@sun34.aic.nrl.navy.mil>
To: Jerry Bryan <jbryan@pstcc.cc.tn.us>
Cc: Cube-Lovers <cube-lovers@ai.mit.edu>
Subject: Re: A essay on the NxNxN Cube : counting positions and solving it

Jerry remarks:

> For example, Martin talked about the corner orbit, the edge orbit, and the
> face center orbit of the 3x3x3....

> David Singmaster, on the other hand, has always talked about the twelve
> orbits of the constructable group of the 3x3x3, where orbits are defined
> in terms of twists, flips, and parity....

When a group G has a representation as permutations of a set X, the
orbits are the equivalence classes of X induced by x~y if a (x)g=y for
some g in G.  But these orbits will be different depending on the
representation, and in particular depending on X.

If we represent the Rubik group as the usual permutations on cubies
and facies, the orbits are corners, edges, etc. as Martin uses.  I
agree this is the usual kind of orbit to talk about.

If we represent the Rubik group as permutations on itself (I think
it's called the right regular representation) you get one orbit.  This
is always true of the right regular representation, since for any f, g
in G, let h=f'g, and we have (f)h = g, so f~g.

But consider the constructible group C, the set of positions you can
get by taking the cube apart and putting it back together.  We can
extend the right regular representation to a representation on C.  In
this case, there are twelve orbits of mutually accessible positions.
This is Singmaster's usage.  They are indeed the cosets of C/G, as
with any subgroup of a larger group.

But the fact that we usually do not consider the group structure of C
(as in taking products of reassemblies) militates against calling them
cosets, so I can understand why Singmaster might prefer orbits.  But
we have to remember to disambiguate which kind of orbit we are talking
about.

Dan Hoey
Hoey@AIC.NRL.Navy.Mil


From cube-lovers-errors@curry.epilogue.com  Wed Jun  5 22:17:39 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id WAA08111 for <cube-lovers-outbound@curry.epilogue.com>; Wed, 5 Jun 1996 22:17:38 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Date: Wed, 5 Jun 1996 16:47:13 -0400
Message-Id: <199606052047.QAA21223@chara.BBN.COM>
From: Allan Wechsler <awechsle@bbn.com>
To: cmaggs@glam.ac.uk
Cc: CUBE-LOVERS@ai.mit.edu
In-Reply-To: <96060509302127@glam.ac.uk> (message from VANESSA PARADIS WANTS
	ME on Wed, 5 Jun 1996 09:30:21 +0100)
Reply-To: awechsle@bbn.com

   Date: Wed, 5 Jun 1996 09:30:21 +0100
   From: VANESSA PARADIS WANTS ME <cmaggs@glam.ac.uk>

   To have a bit more challange when doing the cube, complete it so that each 
   horizontal slice, is 1 turn (quarter of a full circle) out of place.
   Therefore, top and bottom face are one colour, but all side faces contain 3
   colours.

I'm not sure I understand this modified goal.  Isn't this achieved by
solving the cube aas usual, and then giving the top and bottom faces a
clockwise quarter twist?  Then the top and bottom are solid, and the
sides are tricolor horizantal stripes.

Even if I haven't understood the goal position, solving for any
achievable position is not in principle harder than solving for any
other.  There might be perceptual problems, but surely these would go
away after a little practice, no matter what the goal configuration.

-A



From cube-lovers-errors@curry.epilogue.com  Wed Jun  5 22:18:25 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id WAA08115 for <cube-lovers-outbound@curry.epilogue.com>; Wed, 5 Jun 1996 22:18:24 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
Message-Id: <199606060031.UAA16994@orbit.flnet.com>
From: Chris and Kori Pelley <ck1@flnet.com>
To: CUBE-LOVERS@ai.mit.edu
Subject: RE: Contest days
Date: Wed, 5 Jun 1996 20:31:12 -0400
X-Msmail-Priority: Normal
X-Priority: 3
X-Mailer: Microsoft Internet Mail 4.70.1080
Mime-Version: 1.0
Content-Type: text/plain; charset=US-ASCII
Content-Transfer-Encoding: 7bit

>Anyone else on this list from those contest days?  Minh Thai - are you
>out there?  How about Jeff Verasono? or David P. Conrady?  I've often
>wondered what that crazy guy with the bright maroon hair ended up
>doing with his life...

I was in the contests.  First place in Peoria, IL with 48 seconds or so.
Then I won 5th place in Chicago with 47ish seconds, 3rd in St. Louis
with 46 seconds.  I was only 13 at the time and it was just a thrill to
be there with so many other avid cube-solvers.  I still have my official
Ideal "Cubists Do It Faster" T-shirts.  From the St. Louis contest,
which was held in a large outdoor mall, I managed to come away with
one of the stage props which was a giant cardboard cube about 3 feet
per side.  I used it as a table for a few years, then it finally
collapsed.


Chris Pelley
ck1@flnet.com



From cube-lovers-errors@curry.epilogue.com  Wed Jun  5 22:19:02 1996
Return-Path: cube-lovers-errors@curry.epilogue.com
Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id WAA08119 for <cube-lovers-outbound@curry.epilogue.com>; Wed, 5 Jun 1996 22:19:01 -0400
Precedence: bulk
Errors-To: cube-lovers-errors@curry.epilogue.com
To: Cube-Lovers@AI.MIT.EDU
From: Wei-Hwa Huang <whuang@cco.caltech.edu>
Subject: Re: fastest hands in the midwest...
Date: 6 Jun 1996 02:06:31 GMT
Organization: California Institute of Technology, Pasadena
Lines: 14
Message-Id: <4p5ef7$cvj@gap.cco.caltech.edu>
References: <cube-lovers.v02130508addbb30e7cf0@[205.230.130.72]>
Nntp-Posting-Host: accord.cco.caltech.edu
X-Newsreader: NN version 6.5.0 #12 (NOV)

Kristin Looney <kristin@tsi-telsys.com> writes:

>Anyone else on this list from those contest days?  Minh Thai - are you
>out there?  How about Jeff Verasono? or David P. Conrady?  I've often
>wondered what that crazy guy with the bright maroon hair ended up
>doing with his life...

I talked with Minh Thai some t