1000x1000x1000 Rubik S Cube Software

1000x1000x1000 Rubik S Cube Software 3,9/5 6480 votes

Rubik's Cube at Cool Math Games: This is a computer version of a Rubik's Cube. You can twist it all around to check for your next moves. Rubik's Cube - Play it now at Coolmath-Games.com. Jul 30, 2012 - With the mouse you can manipulate the Virtual Rubik's Cube as simply and easily as real. This is not ordinary Rubik's Cube simulator.

Why not use a human oriented solution and program this. You need some pattern matching, but it won't be that hard. (Besides there are programs solving the 1000x1000x1000). The basic idea is to work in phases: • First layer • Second layer • Third layer For each layer you implement a couple of algorithms that turn pattern X into pattern X'. Each step in a phase should bring the cube close to solving. You can do this by adding a value to each pattern (where higher values are given to more unsolved cubes).

You can also add a difficulty (for example the number of turns) so you can select an algorithm based on the best value gain per difficulty (or reach the best result with the least turns). The fun of this approach, is that you can add new algorithms if you like and test how often they are used. So you can test the usefulness of each algorithm.

If you really want to earn those geekpoints, create a separate language to describe the algorithms and the pattern they are solving. I'm not sure I understand your problem and what you mean by shortcuts. If you are using some dynamic programming method for solving the rubik's cube you need to make sure you are looking at enough steps ahead in order to reach a solution.

I believe that if you only support 2 types of moves (rotate right, rotate up) you need to look 12 steps (not sure) ahead before deciding on each move in order to ensure a solution. If you are doing something like this and you found that you have run out of space in memory then keep in mind that you only need to retain the path you are traversing in order to decide on the right solution (not the entire tree). I used this approach successfully for solving a rubik's cube in Java so C should have no problems (as far as memory footprint).

If you don't care about the number of move involved, here is a way to split the state space so that your bruteforces method work. Finding a rubix cube solution for dummies • First bruteforce all the rubix facets BUT the corners into places • then find moves that let invariant thoses facet (e.g. Two moves are actually sufficient. To find them, consider the permutation involved for corners and for non corners subcubes, and then iterate the ppcm of the corners cycles length to get and invariant on the corners) • Use your backtracking algorithm to get corners into places (but they still require a rotation, to align colors) • Find the magic moves that makes to cube on the same segment to rotate together.

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