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  2. Optimal solutions for the Rubik's Cube - Wikipedia

    en.wikipedia.org/wiki/Optimal_solutions_for_the...

    Four computer algorithms (three of which can find an optimal Rubik's Cube solution in the half-turn metric) are briefly described below. An animated example solve has been made for each of them. The scrambling move sequence used in all example solves is: U2 B2 R' F2 R' U2 L2 B2 R' B2 R2 U2 B2 U' L R2 U L F D2 R' F'.

  3. Rubik's Revenge - Wikipedia

    en.wikipedia.org/wiki/Rubik's_Revenge

    A solved Rubik's Revenge cube. The Rubik's Revenge (also known as the 4×4×4 Rubik's Cube) is a 4×4×4 version of the Rubik's Cube.It was released in 1981. Invented by Péter Sebestény, the cube was nearly called the Sebestény Cube until a somewhat last-minute decision changed the puzzle's name to attract fans of the original Rubik's Cube. [1]

  4. Rubik's family cubes of varying sizes - Wikipedia

    en.wikipedia.org/wiki/Rubik's_family_cubes_of...

    For example, a counterclockwise quarter turn of an outer layer could be expressed as U', D', F', B', L', or R'. Algorithm An algorithm defines a sequence of layer rotations to transform a given state to another (usually less scrambled) state. Usually an algorithm is expressed as a printable character sequence according to some move notation.

  5. Rubik's Cube - Wikipedia

    en.wikipedia.org/wiki/Rubik's_Cube

    For example, there are well-known algorithms for cycling three corners without changing the rest of the puzzle or flipping the orientation of a pair of edges while leaving the others intact. Some algorithms do have a certain desired effect on the cube (for example, swapping two corners) but may also have the side-effect of changing other parts ...

  6. 15 puzzle - Wikipedia

    en.wikipedia.org/wiki/15_puzzle

    The n puzzle is a classical problem for modeling algorithms involving heuristics. Commonly used heuristics for this problem include counting the number of misplaced tiles and finding the sum of the taxicab distances between each block and its position in the goal configuration. [1] Note that both are admissible.

  7. Megaminx - Wikipedia

    en.wikipedia.org/wiki/Megaminx

    Ernesto González solving a Megaminx at TLP Tenerife 2017. The Megaminx has 20 corners and 30 edges. It is possible on a Rubik's Cube to have a single pair of corners and a single pair of edges swapped, with the rest of the puzzle being solved. The corner and edge permutations are each odd in this example, but their sum is even.

  8. Mathematics of Sudoku - Wikipedia

    en.wikipedia.org/wiki/Mathematics_of_Sudoku

    The general problem of solving Sudoku puzzles on n 2 ×n 2 grids of n×n blocks is known to be NP-complete. [8] A puzzle can be expressed as a graph coloring problem. [9] The aim is to construct a 9-coloring of a particular graph, given a partial 9-coloring. The Sudoku graph has 81 vertices, one vertex for each cell.

  9. Superflip - Wikipedia

    en.wikipedia.org/wiki/Superflip

    The superflip is a completely symmetrical combination, which means applying a superflip algorithm to the cube will always yield the same position, irrespective of the orientation in which the cube is held. The superflip is self-inverse; i.e. performing a superflip algorithm twice will bring the cube back to the starting position.