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  2. Skewb - Wikipedia

    en.wikipedia.org/wiki/Skewb

    The Skewb (/ ˈ s k juː b /) is a combination puzzle and a mechanical puzzle similar to the Rubik's Cube. It was invented by Tony Durham and marketed by Uwe Mèffert . [ 1 ] Although it is cubical, it differs from the typical cubes ' construction; its axes of rotation pass through the corners of the cube, rather than the centers of the faces.

  3. God's algorithm - Wikipedia

    en.wikipedia.org/wiki/God's_algorithm

    However, draughts with only 5 × 10 20 positions [21] and even fewer, 3.9 × 10 13, in the database, [22] is a much easier problem to solve –of the same order as Rubik's cube. The magnitude of the set of positions of a puzzle does not entirely determine whether a God's algorithm is possible.

  4. Symbolab - Wikipedia

    en.wikipedia.org/wiki/Symbolab

    Symbolab is an answer engine [1] that provides step-by-step solutions to mathematical problems in a range of subjects. [2] It was originally developed by Israeli start-up company EqsQuest Ltd., under whom it was released for public use in 2011.

  5. Skewb Ultimate - Wikipedia

    en.wikipedia.org/wiki/Skewb_Ultimate

    The Skewb Ultimate, originally marketed as the Pyraminx Ball, is a twelve-sided puzzle derivation of the Skewb, produced by German toy-maker Uwe Mèffert. Most versions of this puzzle are sold with six different colors of stickers attached, with opposite sides of the puzzle having the same color; however, some early versions of the puzzle have ...

  6. Tyson Mao - Wikipedia

    en.wikipedia.org/wiki/Tyson_Mao

    Tyson Mao's unofficial beginner method is a set of 8 videos which can be viewed at Rubiks.com. This method is most famous for being used by Will Smith in a past film The Pursuit of Happyness, that was released in 2006. The method is basically a simplified layer-by-layer approach which works much the same way as the Fridrich method.

  7. Equation solving - Wikipedia

    en.wikipedia.org/wiki/Equation_solving

    An example of using Newton–Raphson method to solve numerically the equation f(x) = 0. In mathematics, to solve an equation is to find its solutions, which are the values (numbers, functions, sets, etc.) that fulfill the condition stated by the equation, consisting generally of two expressions related by an equals sign.

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