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The 4x4x4 can be solved in 79 moves (STM)
Submitted by Bruce Norskog on Sun, 07/09/2006 - 18:38.
I have done a five-stage analysis of the 4x4x4 cube. My analysis considers the four centers for each face to be indistinguishable. It also assumes that there is no inner 2x2x2 cube in the middle of the cube. Like Morwen Thistlethwaite's well-known four-stage 3x3x3 analysis, my five-stage procedure consists of multiple stages where each successive stage only allows use of a subset of the moves allowed in the previous stage, with the final stage only allowing half turns. So far, I have completed analyses of the five stages using the slice turn metric (STM). Use of other metrics is possible. (In fact I have done some other metrics for some of the stages.) My analyses for each individual stage are optimal with respect to the specified move restrictions for each stage. The results indicate that the 4x4x4 can be solved using a maximum of 79 slice turns. Unlike the 3x3x3 cube, the 4x4x4 does not have fixed centers that provide a reference for the slices or layers of the cube. When the positions of the 4x4x4 cube are counted, it is usually considered that it doesn't matter how the cube is oriented. For example, the solved cube can have any of its six faces facing up, and then any of four faces can be selected as the front face, for a total of total of 24 possible ways to orient the cube. So there is a question, given some position of the cube, how do you define what face does the move U (conventionally refers to a clockwise quarter-turn of the top layer) do? If you're allowed to choose any of the 24 orientations of that position, "U" could mean a clockwise quarter-turn of any of the six faces. Clearly, if we want to have stages in the analysis where we want to allow the move U, but not the move L (clockwise quarter-turn of the left face) or F (clockwise quarter-turn of the front face), we need to consider that the cube has some fixed orientation. That is, we need to consider that the cube is viewed with respect to some fixed reference, and the same position, but in different orientations, are really considered to be separate positions. However, it should be intuitive that no matter what orientation the cube is in, the number of moves required to solve it is the same. The orientation of the cube essentially only affects how we refer to the moves. Thus, my algorithm allows solving some particular stages in the "wrong" orientation, and then allows a whole cube rotation (or change in reference frame) to make it properly oriented for the next stage. Of course, whole cube rotations can not be allowed that destroy some aspect of the state of the cube that is required by the following stage. For example, the first stage will orient the corner cubies. All subsequent stages assume that the orientation of the corner cubies that was achieved in the first stage will be retained, so no whole cube rotations can be permitted afterwards that would disrupt that orientation state of the corner cubies. Notation: For the moves, I will use: Now I will describe the five stages I have used. Stage 1 Stage 2 Stage 3 Stage 4 Stage 5 180-degree turns about U-D, F-B, L-R axes. The results of the analyses of the five stages is given below. In some cases, I have also computed results in terms of positions that are unique with respect to applicable symmetries of the cube.
Stage 1
Slice turns
------------------------
distance positions unique
-------- --------- ------
0 3 2
1 6 2
2 144 12
3 2,796 193
4 48,324 3,088
5 745,302 46,791
6 10,030,470 627,576
7 103,416,912 6,465,575
8 575,138,592 35,951,459
9 826,559,202 51,665,935
10 92,489,544 5,781,632
11 43,782 2,747
------------- -----------
1,608,475,077 100,545,012
Stage 2
Slice turns
------------------------
distance positions unique
-------- --------- ------
0 24 14
1 48 11
2 684 99
3 7,338 997
4 68,276 8,824
5 614,616 78,097
6 5,372,580 675,305
7 41,587,696 5,206,350
8 264,525,432 33,076,413
9 1,173,434,250 146,693,452
10 2,891,653,248 361,482,039
11 4,023,107,440 502,932,549
12 4,610,360,196 576,354,995
13 4,818,898,672 602,411,843
14 2,904,398,972 363,077,183
15 804,769,384 100,607,241
16 82,031,496 10,256,713
17 2,007,656 251,493
18 9,392 1,192
------------ -------------
21,622,847,400 2,703,114,810
Stage 3
Slice turns
------------------------
distance positions unique
-------- --------- ------
0 12 7
1 24 6
2 300 47
3 3,112 427
4 32,620 4,241
5 338,480 42,806
6 3,434,920 430,920
7 33,776,210 4,227,153
8 311,683,476 38,977,409
9 2,439,504,410 304,981,049
10 10,729,223,804 1,341,243,036
11 9,375,305,144 1,171,989,581
12 295,853,444 36,991,377
13 10,042 1,360
14 2 1
-------------- -------------
23,189,166,000 2,898,889,420
Stage 4
Slice turns
-----------
distance positions
-------- ---------
0 12
1 24
2 204
3 1,280
4 7,548
5 40,964
6 227,816
7 1,259,844
8 6,912,088
9 35,259,020
10 152,072,296
11 466,530,500
12 759,591,796
13 738,648,672
14 387,337,472
15 45,079,256
16 111,144
17 64
-------------
2,593,080,000
Stage 5 ("Squares Coset")
Slice turns
--------------------------
distance positions unique
-------- --------- ------
0 4 2
1 48 6
2 420 23
3 3,456 124
4 27,168 806
5 203,752 5,197
6 1,451,996 33,853
7 9,527,856 211,333
8 56,528,036 1,223,997
9 295,097,696 6,305,655
10 1,306,291,304 27,704,719
11 4,761,203,264 100,510,701
12 13,820,728,272 290,661,124
13 29,956,341,744 628,414,595
14 43,427,866,752 910,241,690
15 36,297,535,208 761,210,397
16 14,711,566,720 309,104,278
17 2,063,584,704 43,573,552
18 59,082,112 1,262,024
19 45,056 956
--------------- -------------
146,767,085,568 3,080,465,032
The number of slice turns required (worst case) for each stage are 11, 18, 14, 17, and 19, respectively. Thus, any position of the 4x4x4 can be solved in at most 79 slice turns. I have created a program that took 200 random cubes and solved them directly using distance tables created from the above analyses. The program verified each one being correctly solved. Of these 200 cases, 64 was the highest number of slice turns that were required by the program to solve the cube. (And that case could be trivially reduced to 63 by removing a redundancy with respect to moves spanning a stage boundary.) I would like to thank Mark Longridge who suggested doing an analysis of this type for the 4x4x4. I would also acknowledge Morwen Thistlethwaite who performed the original 3x3x3 analysis from which the idea for this analysis originates. |
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