From cube-lovers-errors@oolong.camellia.org Fri Jun 6 11:48:24 1997 Return-Path: cube-lovers-errors@oolong.camellia.org Received: from oolong.camellia.org (localhost [127.0.0.1]) by oolong.camellia.org (8.6.12/8.6.12) with SMTP id LAA10757; Fri, 6 Jun 1997 11:48:23 -0400 Precedence: bulk Errors-To: cube-lovers-errors@oolong.camellia.org Date: Fri, 6 Jun 1997 09:36:32 -0400 (EDT) Message-Id: <199706061336.JAA05762@spork.bbn.com> From: Allan Wechsler To: SCHMIDTG@iccgcc.cle.ab.com Cc: cube-lovers@ai.mit.edu Subject: Categorization of cube solving programs In-Reply-To: <970605225656.21412b24@iccgcc.cle.ab.com> References: <970605225656.21412b24@iccgcc.cle.ab.com> [SCHMIDTG@iccgcc.cle.ab.com:] Class 4: A program which attempts to discover an ALGORITHM to solve ALL randomized cubes. The program starts off only with a model of the cube and attempts to discover a general procedure which solves all permutations of the cube. There's a classic procedure, the Furst-Hopcroft-Luks algorithm, that can solve any permutation puzzle in polynomial time. Here's a citation I snarfed from the web. Merrick Furst, John Hopcroft, and Eugene Luks. Polynomial-time algorithms for permutation groups. In 21st Annual Symposium on Foundations of Computer Science, pages 36-41, Syracuse, New York, 13-15 October 1980. IEEE. The solutions it finds are typically very long -- for the cube, it's typically thousands of moves. But that's really not too shabby -- the first solution _I_ found was thousands of moves long too. The algorithm is extremely mechanical. It involves building a library of tools that leave more and more of the pieces fixed, permuting fewer and fewer of them. -A