God's Number Is 20 (2010)
cube20.org
cube20.org
Watching someone disorder a solved cube is not particularly interesting or satisfying. I'm sure it does serve the text, but boy it irks me.
I think I'm more annoyed that the step-backwards and step-forwards buttons skip the animation and just flash to the cube's next state.
I'm fascinated that for both, the number of positions above a certain distance starts to reduce again (which is much more pronounced in the quarter-turn table). Intuitively, it isn't obvious to me why this would be so, but it's nerd sniped me into thinking about how combinations work in general and the geometry of the Rubik's cube particularly.
Off to Wikipedia!
My guess would be that this can be hand-waved by looking at it like a sort of discrete space. Then a solved cube is a single point in that space (let's assume we already normalize for orientation etc.). The moves we can make on a cube connect each point in the space to a set of adjacent points. The shortest path from A to B would be the space's metric. Now we know that the maximum distance from the origin / solution point is 20. Let's call all the points with a given distance n S_n (like "stratum"). To explain the distribution we only need to look at paths that either go from S_n to S_n+1 or to S_n-1, because "lateral moves" are never relevant to the shortest/optimal paths. So for small n the number of points grows, because each stratum we go away from the solution gives us more possible moves to go even further away. For S_20 there are no moves that go further away, for S_19 each combination has at most one move that goes further away etc., so essentially I think the limitation of the path length at the edge reduces the possible combinations you can get in those stratums, i.e. close to the center a random move will bring you farther away, so there has to be more points farther away, but when you are close to the edge, a random move either doesn't move you at all (stratum-wise) or closer to the center, so there have to be fewer points as you approach the edge.
The really interesting thing however is how these two balance each other to place most points in S_17 and S_18.
There is such a thing as a cube with marked centers, sometimes called a supercube, where the difference does matter. These are harder to solve, and I believe God's number is still unknown in that setting.
There's probably some general argument that you'll always see this with any sufficiently nice compact metric space.
This could also be viewed as, for example, the distance along edges from one corner of an n-dimensional hypercube to other corners. There is 1 corner where you don't move at all and 1 corner where you move in every dimension, and the largest number of corners in which you move in half of the dimensions.
I agree with your intuition that this phenomenon will apply to a whole lot of contexts and situations.
Notably, given any 'cross-section' of a lattice (a set A such that given an x in A, and any x > y then y in A) has a 'surface' (the set of all points x in z such that for all y in A we NOT z > x). That cross section needs to start (1 element) at the cross section containing only the 'infinum' of the entire lattice. Similarly, the surface needs to end small (1 element again) at the cross-section that is the entire lattice.
In between, it will generally by larger. I think there might be some 'convexity' results that can be proven about the surfaces of increasing sequences of cross-sections. Given specific kinds of lattices.
It feels to me like a cartesian-lattice would always have this convexity porperty. (By convexity I mean that the surface starts of increasing, might be constant for a while, and then must continue decreasing.)
Cool subject, makes me wish I was doing a PhD in mathematics.
The number is: 2^(12)3^88!*12!
http://www.math.harvard.edu/~jjchen/docs/Group%20Theory%20an...
Foo*barOr ~520 exapositions, if you want to say it in a way that upsets people.
https://en.wikipedia.org/wiki/Binary_prefix#exbi
BTW don't bother Googling for exaposition or exbiposition. :-)
The method used by a majority of cubers is called "CFOP" [1] which can can solve the cube in "average 50-60 moves" according to a quora user [2].
[1] https://ruwix.com/the-rubiks-cube/advanced-cfop-fridrich/ [2] https://www.quora.com/How-many-moves-does-it-take-to-solve-R...
Just a month ago Harry Savage managed to beat the world record and find a 17-move solve. 20 moves or fewer has been managed a number of times, but it's not regular.
However there are 3x3x3 least-moves challenges in most big competitions, but they are much closer to being mathematics problems than practical cubing. You usually get a fairly long amount of time to find the shortest number of moves to solve said cube. The record was beaten recently by Harry Savage with a 17-move solution (note that 20 moves is the maximum number for an ideal solution).
There's another event the WCA conducts called Fewest Moves Challenge, or FMC in short. In this event, you're given a scramble and one hour to find the shortest solution to that scramble. The world record solve for that is 17, with just 20 people having an attempt <= 20 moves. There's no fixed method like CFOP or Roux that people use for FMC. The general heuristic is to solve as many individual pieces as possible at once with a few moves and then use commutators to solve the rest. It's all pretty interesting - check out Ryan Heise's website! (https://www.ryanheise.com/cube/commutators.html)
Given a cube where two squares have been swapped (so it's not a valid cube anymore), how fast can you determine that it's the case?
And how fast can you shuffle it to the state that is closest to the solved state?
And for more than two swapped squares?
Two random squares being swapped isn't really something that happens in real life. But abstracting that, you'd notice as soon as you've placed the piece one of them is on, which is kind of hard to predict in general, it'll really depend on where it is wrt which side you started from.
What does happen in real life is two pieces ("cubies") getting swapped, say after assembling back up a popped cube. Using CFOP, you'd notice the inversion itself one sequence before the end, though you might notice the fact they're not oriented properly one sequence before that.
For more swapped pieces, (theory ahoy) there's two cases. Odd number of swaps: they're all equivalent to the case above. Even number of swaps: equivalent to no swap at all. Interestingly, you can cancel out an edge piece swap with a corner piece swap.
I hinted at it above, and it's related: no need for swaps, you can make the cube unsolvable by flipping an edge or rotating a corner in place. A CFOP solver would notice two sequences before the end. Edge flips cancel each other out by pairs; corner twists cancel each out by triplets of the same orientation. Contrary to swaps, there's no catching up a flip with a twist.
In all cases, almost-solving them is just a gasp of surprise away from solving an untainted one.
[1] https://www.youtube.com/watch?v=Vg23BI6sv1w
[2] https://www.worldcubeassociation.org/regulations/#article-5-...
My guess is that they run on a large number of CPU cores. On 1000 cores, it's already 300 million CPUh. Really, to put this into relationship, on many clusters you get 100k CPUh for free when you apply for getting access, just to test your code. That's why 300k CPUh is not much.
"The Solitaire cryptographic algorithm was designed by Bruce
Schneier at the request of Neal Stephenson for use by field
agents in his novel Cryptonomicon, enabling them to
communicate securely without having to rely on electronics or
having to carry incriminating tools, It was designed to be a
manual cryptosystem calculated with an ordinary deck of
playing cards. In Cryptonomicon, this algorithm was
originally called Pontifex to hide the fact that it involved
playing cards."Which shows that these numbers don't at all measure puzzle difficulty.
I think the simplest answer is 52. You need to place each card correctly once. Things get complicated if you account for searching in the deck, but we don't account for looking at the rubiks cube either.
A more interesting question is 'what if we count how far we need to move the card' (i.e. moving it from position 1 to 52 is 52 steps, and from 1 to 3 is only 2 steps).
This is a question of simple group theory though. Shuffling cards is the group S_52. The 'moving a card one position' is working with 51 simple operations of swap (idx, idx + 1). This is essentially bubble sort.
Yes, obviously the solver has to understand what the desired solved state is in each case.
If you can't see that sorting a deck of cards is easier, I doubt I can explain it to you, but the metric I'd use is give each problem to 100 people, and see how well each group does.
It depends on your definition of sorting. Since we have a known, finite, compact set of incoming inputs, essentially the numbers 1-52, as rocqua says we can use a bin sort with 52 bins and sort the cards in essentially 52 operations. This is physically practical as well. Generally the "constant overhead" on it is such that people will sort with something more like a merge sort, but it's certainly completely practical to find a space large enough to hold the entire deck laid out physically.
If you limit sorting to the computer science sense of the term, in which the sort must be accomplished by swaps, I expect it could be worked out pretty easily by people skilled in the art of sorting, again because the small constant size and input makes it relatively easy. I know it can be proved that this style of sort can't take less than O(n log n) comparisons, but I'm not 100% sure I can guarantee it's literally ciel(52 * log2 52). Somebody else may be able to.
[1]: https://www.speedsolving.com/forum/threads/a-collection-of-c...
OK so this is totally off the wall.
Back in the late 80s, I recall an Apple video which claimed that all of the Hebrew characters are 2D projections of some 3D shape. And then [something about creation, the structure of reality, etc]. I also remember something about a lawsuit by some guy in California, claiming that the video producer had stolen his work.
I think that I even had a videotape. But it's all gone, or maybe packed in a box that I've lost track of. And it was so pre-Internet that there's no trace that I've managed to find. It was very trippy stuff.
Anyway, had to ask :)
"Whats the point of being a computer brain the size of a planet if all they ever ask you is 'What's Gods Phone Number?' ..."