![]() Needed libraries will be downloaded and an executable will be created. Nós dividimos o Cubo Mágico em 7 etapas e resolvemos cada uma sem bagunçar as peças já resolvidas. The third phase ensures the cube to be in the subgroup generated by F2, B2, L2, R2, U2, D2, of size ~6.63 * 10 ^ 5 (reduced by a factor of ~20,000 from pervious state) and branching factor of 6.įrom there we solve the cube using the 6 avaliable moves Aprenda as letras que são usadas para marcar as rotações das seis faces e escrever algoritmos. The second phase ensures the cube to be in the subgroup generated by F2, B2, L2, R2, U, D, of size ~1.95 * 10 ^ 10 (reduced by a factor of ~10 ^ 6 from pervious state) and branching factor of 10. The first phase ensures the cube to be in the subgroup generated by F2, B2, L, R, U, D, of size ~2.11 * 10 ^ 16 (reduced by a factor of ~2000 from pervious state) and branching factor of 14. the cube can be anywhere in the group of all permutations of the cube, which is of size 43,252,003,274,489,856,000) and branching factor of every node beging 18. the corners in the bottom layer, which completes the solution. the edges in the middle or horizontal layer, 4. After the completion of each phase the ammount of different moves we use to get to the next goes down, letting us cut down on the branching factor which is the exponenital base of the universal cover of the graph we are doing our BFS in. Most of the 'standard' classical approaches solve the cube layer by layer. To re-generate the database, go to database folder and make then run the excutable.Īs in Thisletwaite's, we use 4 phases narrow down the cube group and end at the solved state. The breakdown into subgroups ensures that at each stage the size of the graph and the branching factor is reasonable and BFS does not go for more than 11 steps. Gira todo el cubo de forma que uno de los bordes incorrectos esté en la cara F (y la cruz blanca aún esté en la cara U). Esto es para encontrar más fácilmente las aristas. Por eso, es recomendable hacer lo mismo con el mirror y elegir entre la cara más fina(mi caso) o gruesa. within each stage we use simple BFS to get optimal path into the next stage. Como sabemos, en el 3x3 normal solemos escoger una cara base, ya sea el blanco o la que se quiera. We use a Pattern Database idea much like that in Korf's paper where we hash equivlence classes of the cube states at each of the 4 stages into files and use those files to look-up our cube configurations at the stages. This project is done with my coding partner Liam Dehaudt, written in C++ with OpenGL visualizer. Outputs both a list of moves required to solve the cube and an OpenGl rendition of the shuffled cube being solved. Pulsa el botn de reproduccin para que comience la animacin. ![]() Se fijan las aristas blancas, las esquinas, luego se voltea el cubo para resolver la segunda capa y finalmente se completa la cara amarilla. ![]() We implement a verion of Thisletwaite's algorithm along with pattern database technique to give resonably short solution (theoritically up to 52 moves, in reality all our test cases has been < 45 moves) to any Rubik's cube in reasonable time (2-3 seconds). En este mtodo vers cmo el cubo se va resolviendo capa por capa.
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