Search results
Results from the WOW.Com Content Network
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'.
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]
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.
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.
The reversal algorithm is the simplest to explain, using rotations. A rotation is an in-place reversal of array elements. This method swaps two elements of an array from outside in within a range. The rotation works for an even or odd number of array elements. The reversal algorithm uses three in-place rotations to accomplish an in-place block ...
Famous examples include the number of ways to place n non-attacking rooks on: an entire n × n chessboard, which is an elementary combinatorial problem; the same board with its diagonal squares forbidden; this is the derangement or "hat-check" problem (this is a particular case of the problème des rencontres);
A mathematical chess problem is a mathematical problem which is formulated using a chessboard and chess pieces. These problems belong to recreational mathematics . The most well-known problems of this kind are the eight queens puzzle and the knight's tour problem, which have connection to graph theory and combinatorics .
The Steinhaus–Johnson–Trotter algorithm or Johnson–Trotter algorithm, also called plain changes, is an algorithm named after Hugo Steinhaus, Selmer M. Johnson and Hale F. Trotter that generates all of the permutations of elements. Each two adjacent permutations in the resulting sequence differ by swapping two adjacent permuted elements.