Solutions

Move notation

Many 3×3×3 Rubik's Cube enthusiasts use a notation developed by David Singmaster to denote a sequence of moves, referred to as "Singmaster notation".Its relative nature allows algorithms to be written in such a way that they can be applied regardless of which side is designated the top or how the colours are organised on a particular cube.

  • F (Front): the side currently facing you
  • B (Back): the side opposite the front
  • U (Up): the side above or on top of the front side
  • D (Down): the side opposite the top, underneath the Cube
  • L (Left): the side directly to the left of the front
  • R (Right): the side directly to the right of the front
  • ƒ (Front two layers): the side facing you and the corresponding middle layer
  • b (Back two layers): the side opposite the front and the corresponding middle layer
  • u (Up two layers) : the top side and the corresponding middle layer
  • d (Down two layers) : the bottom layer and the corresponding middle layer
  • l (Left two layers) : the side to the left of the front and the corresponding middle layer
  • r (Right two layers) : the side to the right of the front and the corresponding middle layer
  • x (rotate): rotate the entire Cube on R
  • y (rotate): rotate the entire Cube on U
  • z (rotate): rotate the entire Cube on F

When a prime symbol ( ′ ) follows a letter, it denotes a face turn counter-clockwise, while a letter without a prime symbol denotes a clockwise turn. A letter followed by a 2 (occasionally a superscript 2) denotes two turns, or a 180-degree turn. R is right side clockwise, but R' is right side counter-clockwise. The letters x, y, and z are used to indicate that the entire Cube should be turned about one of its axes. When x, y or z are primed, it is an indication that the cube must be rotated in the opposite direction. When they are squared, the cube must be rotated twice.
For methods using middle-layer turns (particularly corners-first methods) there is a generally accepted "MES" extension to the notation where letters M, E, and S denote middle layer turns. It was used e.g. in Marc Waterman's Algorithm.

  • M (Middle): the layer between L and R, turn direction as L (top-down)
  • E (Equator): the layer between U and D, turn direction as D (left-right)
  • S (Standing): the layer between F and B, turn direction as F

The 4×4×4 and larger cubes use an extended notation to refer to the additional middle layers. Generally speaking, uppercase letters (F B U D L R) refer to the outermost portions of the cube (called faces). Lowercase letters (ƒ b u d ℓ r) refer to the inner portions of the cube (called slices). An asterisk (L*), a number in front of it (2L), or two layers in parenthesis (Lℓ), means to turn the two layers at the same time (both the inner and the outer left faces) For example: (Rr)' ƒ' means to turn the two rightmost layers counterclockwise, then the left inner layer twice, and then the inner front layer counterclockwise.


Optimal solutions

The original (3×3×3) Rubik's Cube has eight corners and twelve edges. There are 8! (40,320) ways to arrange the corner cubes. Seven can be oriented independently, and the orientation of the eighth depends on the preceding seven, giving 37 (2,187) possibilities. There are 12!/2 (239,500,800) ways to arrange the edges, since an odd permutation of the corners implies an odd permutation of the edges as well. Eleven edges can be flipped independently, with the flip of the twelfth depending on the preceding ones, giving 211 (2,048) possibilities.[19]

There are exactly 43,252,003,274,489,856,000 permutations, which is approximately forty-three quintillion. The puzzle is often advertised as having only "billions" of positions, as the larger numbers could be regarded as incomprehensible to many. To put this into perspective, if every permutation of a 57-millimeter Rubik's Cube were lined up end to end, it would stretch out approximately 261 light years.
The preceding figure is limited to permutations that can be reached solely by turning the sides of the cube. If one considers permutations reached through disassembly of the cube, the number becomes twelve times as large:

The full number is 519,024,039,293,878,272,000 or 519 quintillion possible arrangements of the pieces that make up the Cube, but only one in twelve of these are actually solvable. This is because there is no sequence of moves that will swap a single pair of pieces or rotate a single corner or edge cube. Thus there are twelve possible sets of reachable configurations, sometimes called "universes" or "orbits", into which the Cube can be placed by dismaMain article: Optimal solutions for Rubik's Cube
Although there are a significant number of possible permutations for the Rubik's Cube, there have been a number of solutions developed which allow for the cube to be solved in well under 100 moves.
Many general solutions for the Rubik's Cube have been discovered independently. The most popular method was developed by David Singmaster and published in the book Notes on Rubik's "Magic Cube" in 1981. This solution involves solving the Cube layer by layer, in which one layer (designated the top) is solved first, followed by the middle layer, and then the final and bottom layer. After practice, solving the Cube layer by layer can be done in under one minute. Other general solutions include "corners first" methods or combinations of several other methods. In 1982, David Singmaster and Alexander Frey hypothesised that the number of moves needed to solve the Rubik's Cube, given an ideal algorithm, might be in "the low twenties". In 2007, Daniel Kunkle and Gene Cooperman used computer search methods to demonstrate that any 3×3×3 Rubik's Cube configuration can be solved in 26 moves or less. In 2008, Tomas Rokicki lowered that number to 22 moves.
A solution commonly used by speed cubers was developed by Jessica Fridrich. It is similar to the layer-by-layer method but employs the use of a large number of algorithms, especially for orienting and permuting the last layer. The cross is done first followed by first-layer corners and second layer edges simultaneously, with each corner paired up with a second-layer edge piece. This is then followed by orienting the last layer then permuting the last layer (OLL and PLL respectively). Fridrich's solution requires learning roughly 120 algorithms but allows the Cube to be solved in only 55 moves on average.
Philip Marshall's The Ultimate Solution to Rubik's Cube is a modified version of Fridrich's method, averaging only 65 twists yet requiring the memorization of only two algorithms.
A now well-known method was developed by Lars Petrus. In this method, a 2×2×2 section is solved first, followed by a 2×2×3, and then the incorrect edges are solved using a three-move algorithm, which eliminates the need for a possible 32-move algorithm later. The principle behind this is that in layer by layer you must constantly break and fix the first layer; the 2×2×2 and 2×2×3 sections allow three or two layers to be turned without ruining progress. One of the advantages of this method is that it tends to give solutions in fewer moves.
In 1997, Denny Dedmore published a solution described using diagrammatic icons representing the moves to be made, instead of the usual notation.[30]ntling and reassembling it.



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