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I'm having trouble proving something for the 4D cubes. In either case, ALL
but one 4C piece is perfectly solved. I can see that there are at least 4
possible states for this remaining 4C piece (the solved state and three
states where 2 independent pairs of stickers are permuted).and although I
haven't seen it, I can't prove that there are more possible states. Anyone
have an argument as to why you can't have all stickers solved except a
3-cycle of stickers on the remaining 4C piece?
I see in 5 dimensions (and higher) you can have a single 3-cycle on the
remaining 5C piece (and higher).
I also had similar trouble with the original 3D cubes: trying to prove why
you can't have everything solved except one 3C piece (where its stickers
would be in an unsolved 3-cycle). My sketchy argument there had to define
what it means to 'permute 3C pieces without disorienting them'.I defined it
as yellow/white corner stickers must be facing the yellow/white face (yellow
is opposite white on my cube). I then argued that a simple twist always
orients the SUM of all 3C pieces by a multiple of 360 degrees. I don't know
if a similar argument will work in 4D.
--
Andy
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osoft-com:office:office" xmlns:w=3D"urn:schemas-microsoft-com:office:word" =
xmlns:m=3D"http://schemas.microsoft.com/office/2004/12/omml" xmlns=3D"http:=
//www.w3.org/TR/REC-html40">
I'm having troub=
le proving something for the 4D cubes. In either case, ALL but one 4C=
piece is perfectly solved. I can see that there are at least 4 possi=
ble states for this remaining 4C piece (the solved state and three states w=
here 2 independent pairs of stickers are permuted)…and although I hav=
en't seen it, I can't prove that there are more possible states. Anyo=
ne have an argument as to why you can't have all stickers solved except a 3=
-cycle of stickers on the remaining 4C piece?
ormal>
I see in 5 dimensions (and =
higher) you can have a single 3-cycle on the remaining 5C piece (and higher=
).
rmal>I also had similar trouble with the original 3D cubes: trying to=
prove why you can't have everything solved except one 3C piece (where its =
stickers would be in an unsolved 3-cycle). My sketchy argument there =
had to define what it means to 'permute 3C pieces without disorienting them=
'…I defined it as yellow/white corner stickers must be facing the yel=
low/white face (yellow is opposite white on my cube). I then argued t=
hat a simple twist always orients the SUM of all 3C pieces by a multiple of=
360 degrees. I don't know if a similar argument will work in 4D.
-=
-
Andy
Andy,
what we need there is to map orientations of 4C piece to the group Z_3=3D=
{-1,0,1} in such way that: (1) changing of the code of some piece orientati=
on during a twist depends only on the piece position (not on its orientatio=
n before twist!) and is additive (i.e. m'=3Dm+f(t,p) mod 3, where m is code=
of orientation "before", m' is code of orientation of the same piece "afte=
r", t is twist description, p is piece position) and (2) that sum(f(t,p)) f=
or all positions p is zero for every twist.
I think that the following construction will work:
Let faces of the cube be {a,b,c,d,A,B,C,D} ("A" is opposite to "a" and so=
on). Divide this faces to 2 sets (tubes): one set is {a,b,A,B} and another=
is {c,d,C,D}. Call a piece well-oriented if its stickers that initially be=
long to one tube (say, "a" and "B") are laying in faces that also belong to=
one tube (e.g. sticker "a" is in the face "C" and sticker "B" is in the fa=
ce "D"). This orientation has code=3D0. If sticker in not well-oriented do =
the following. Enumerate faces of the cube that contains this sticker now s=
uch that first is "a" or "A", second is "b" or "B" and two last faces give =
positive (right-handed,...) orientation of the vertex (like abcd, aBDC, Abc=
D etc.) Take the sticker S of the piece that lays in the first face and loo=
k for sticker S' that initially was in the same tube with S. Now it can lay=
in second, third or fourth faces wrt our enumeration. The code of the orie=
ntation will be 0,1 and -1 respectively.=20
The rest is to prove properties (1) and (2) for this mapping. I didn't do=
it yet but hope that they both are true.
Even if this construction works, it's not easy to generalize it to other =
figures - shallow-cut simplex and 120-cell. But somehow I think that the in=
variant shoud be true for them too.
And I think that couple of years ago there was long post about the same p=
roblem for 120-cell. Don't remember when was it and how was the author.
Andrey
--- In 4D_Cubing@yahoogroups.com, "Andrew Gould"
>
> I'm having trouble proving something for the 4D cubes. In either case, A=
LL
> but one 4C piece is perfectly solved. I can see that there are at least =
4
> possible states for this remaining 4C piece (the solved state and three
> states where 2 independent pairs of stickers are permuted).and although I
> haven't seen it, I can't prove that there are more possible states. Anyo=
ne
> have an argument as to why you can't have all stickers solved except a
> 3-cycle of stickers on the remaining 4C piece?
>=20
>=20=20
>=20
> I see in 5 dimensions (and higher) you can have a single 3-cycle on the
> remaining 5C piece (and higher).
>=20
>=20=20
>=20
> I also had similar trouble with the original 3D cubes: trying to prove w=
hy
> you can't have everything solved except one 3C piece (where its stickers
> would be in an unsolved 3-cycle). My sketchy argument there had to defin=
e
> what it means to 'permute 3C pieces without disorienting them'.I defined =
it
> as yellow/white corner stickers must be facing the yellow/white face (yel=
low
> is opposite white on my cube). I then argued that a simple twist always
> orients the SUM of all 3C pieces by a multiple of 360 degrees. I don't k=
now
> if a similar argument will work in 4D.
>=20
>=20=20
>=20
> --
>=20
> Andy
>
Here is the message about 120cell: http://games.groups.yahoo.com/group/4D_C=
ubing/message/658
Less than 2 years ago, but already almost in the middle of the archive!
--- In 4D_Cubing@yahoogroups.com, "Andrey"
>
> Andy,
> what we need there is to map orientations of 4C piece to the group Z_3=
=3D{-1,0,1} in such way that: (1) changing of the code of some piece orient=
ation during a twist depends only on the piece position (not on its orienta=
tion before twist!) and is additive (i.e. m'=3Dm+f(t,p) mod 3, where m is c=
ode of orientation "before", m' is code of orientation of the same piece "a=
fter", t is twist description, p is piece position) and (2) that sum(f(t,p)=
) for all positions p is zero for every twist.
> I think that the following construction will work:
> Let faces of the cube be {a,b,c,d,A,B,C,D} ("A" is opposite to "a" and =
so on). Divide this faces to 2 sets (tubes): one set is {a,b,A,B} and anoth=
er is {c,d,C,D}. Call a piece well-oriented if its stickers that initially =
belong to one tube (say, "a" and "B") are laying in faces that also belong =
to one tube (e.g. sticker "a" is in the face "C" and sticker "B" is in the =
face "D"). This orientation has code=3D0. If sticker in not well-oriented d=
o the following. Enumerate faces of the cube that contains this sticker now=
such that first is "a" or "A", second is "b" or "B" and two last faces giv=
e positive (right-handed,...) orientation of the vertex (like abcd, aBDC, A=
bcD etc.) Take the sticker S of the piece that lays in the first face and l=
ook for sticker S' that initially was in the same tube with S. Now it can l=
ay in second, third or fourth faces wrt our enumeration. The code of the or=
ientation will be 0,1 and -1 respectively.=20
> The rest is to prove properties (1) and (2) for this mapping. I didn't =
do it yet but hope that they both are true.
> Even if this construction works, it's not easy to generalize it to othe=
r figures - shallow-cut simplex and 120-cell. But somehow I think that the =
invariant shoud be true for them too.
>=20
> And I think that couple of years ago there was long post about the same=
problem for 120-cell. Don't remember when was it and how was the author.
>=20
> Andrey
>=20
>=20
> --- In 4D_Cubing@yahoogroups.com, "Andrew Gould"
> >
> > I'm having trouble proving something for the 4D cubes. In either case,=
ALL
> > but one 4C piece is perfectly solved. I can see that there are at leas=
t 4
> > possible states for this remaining 4C piece (the solved state and three
> > states where 2 independent pairs of stickers are permuted).and although=
I
> > haven't seen it, I can't prove that there are more possible states. An=
yone
> > have an argument as to why you can't have all stickers solved except a
> > 3-cycle of stickers on the remaining 4C piece?
> >=20
> >=20=20
> >=20
> > I see in 5 dimensions (and higher) you can have a single 3-cycle on the
> > remaining 5C piece (and higher).
> >=20
> >=20=20
> >=20
> > I also had similar trouble with the original 3D cubes: trying to prove=
why
> > you can't have everything solved except one 3C piece (where its sticker=
s
> > would be in an unsolved 3-cycle). My sketchy argument there had to def=
ine
> > what it means to 'permute 3C pieces without disorienting them'.I define=
d it
> > as yellow/white corner stickers must be facing the yellow/white face (y=
ellow
> > is opposite white on my cube). I then argued that a simple twist alway=
s
> > orients the SUM of all 3C pieces by a multiple of 360 degrees. I don't=
know
> > if a similar argument will work in 4D.
> >=20
> >=20=20
> >=20
> > --
> >=20
> > Andy
> >
>
On 12/6/2010 12:10 AM, Andrey wrote:
> Here is the message about 120cell: http://games.groups.yahoo.com/group/4D_Cubing/message/658
> Less than 2 years ago, but already almost in the middle of the archive!
That's because you joined us this year and really kicked the anthill
with all of your amazing products and other accomplishments. It also
reminds me that I miss having David on the list so it's great to have
another math wiz to help bridge the gap.
Thanks for the link and the memories,
-Melinda
=A0 Andy, oNormal>color:#1F497D'>Thanks Andrey, Calibri","sans-serif";color:#1F497D'> =3DMsoNormal>rif";color:#1F497D'> Your construction seems to be true for (1)= ri","sans-serif";color:#1F497D'> ormal>lor:#1F497D'>I'm eager to check the links out when I find time. family:"Calibri","sans-serif";color:#1F497D'> 11.0pt;font-family:"Calibri","sans-serif";color:#1F497D'> "Calibri","sans-serif";color:#1F497D'> ahoma","sans-serif"'>From:amily:"Tahoma","sans-serif"'> 4D_Cubing@yahoogroups.com [mailto:4D_Cubing@y= ss=3DMsoNormal> 'margin-bottom:12.0pt'>Here is the message about 120cell: /games.groups.yahoo.com/group/4D_Cubing/message/658">http://games.groups.ya=
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Hey guys,
Although I joined this group when I solved the 3^4 awhile ago, I hardly eve=
r
send out an email; I only read them :)
However in this case, I think I can reference a link:
http://www.gravitation3d.com/david/Magic120Cell_Permutations.pdf (might be
what Andrey was referring to)
This is David Smith's paper on the number of permutations to the
Magic120Cell. In it, he has what seems to be a very rigorous proof of the
exact things you mention. Although I haven't taken the time to really think
about what he wrote, a brief glance leads me to believe his proof is indeed
complete. Perhaps this can help :)
-Matt Galla
PS: Yes, that is me credited in the paper, although in hindsight, my
algorithms were so far from optimal that it is embarrassing. Nevertheless,
they complete the proof.
On Mon, Dec 6, 2010 at 2:02 AM, Andrey
>
>
> Andy,
> what we need there is to map orientations of 4C piece to the group
> Z_3=3D{-1,0,1} in such way that: (1) changing of the code of some piece
> orientation during a twist depends only on the piece position (not on its
> orientation before twist!) and is additive (i.e. m'=3Dm+f(t,p) mod 3, whe=
re m
> is code of orientation "before", m' is code of orientation of the same pi=
ece
> "after", t is twist description, p is piece position) and (2) that
> sum(f(t,p)) for all positions p is zero for every twist.
> I think that the following construction will work:
> Let faces of the cube be {a,b,c,d,A,B,C,D} ("A" is opposite to "a" and so
> on). Divide this faces to 2 sets (tubes): one set is {a,b,A,B} and anothe=
r
> is {c,d,C,D}. Call a piece well-oriented if its stickers that initially
> belong to one tube (say, "a" and "B") are laying in faces that also belon=
g
> to one tube (e.g. sticker "a" is in the face "C" and sticker "B" is in th=
e
> face "D"). This orientation has code=3D0. If sticker in not well-oriented=
do
> the following. Enumerate faces of the cube that contains this sticker now
> such that first is "a" or "A", second is "b" or "B" and two last faces gi=
ve
> positive (right-handed,...) orientation of the vertex (like abcd, aBDC, A=
bcD
> etc.) Take the sticker S of the piece that lays in the first face and loo=
k
> for sticker S' that initially was in the same tube with S. Now it can lay=
in
> second, third or fourth faces wrt our enumeration. The code of the
> orientation will be 0,1 and -1 respectively.
> The rest is to prove properties (1) and (2) for this mapping. I didn't do
> it yet but hope that they both are true.
> Even if this construction works, it's not easy to generalize it to other
> figures - shallow-cut simplex and 120-cell. But somehow I think that the
> invariant shoud be true for them too.
>
> And I think that couple of years ago there was long post about the same
> problem for 120-cell. Don't remember when was it and how was the author.
>
> Andrey
>
> --- In 4D_Cubing@yahoogroups.com <4D_Cubing%40yahoogroups.com>, "Andrew
> Gould"
> >
> > I'm having trouble proving something for the 4D cubes. In either case,
> ALL
> > but one 4C piece is perfectly solved. I can see that there are at least=
4
> > possible states for this remaining 4C piece (the solved state and three
> > states where 2 independent pairs of stickers are permuted).and although=
I
> > haven't seen it, I can't prove that there are more possible states.
> Anyone
> > have an argument as to why you can't have all stickers solved except a
> > 3-cycle of stickers on the remaining 4C piece?
> >
> >
> >
> > I see in 5 dimensions (and higher) you can have a single 3-cycle on the
> > remaining 5C piece (and higher).
> >
> >
> >
> > I also had similar trouble with the original 3D cubes: trying to prove
> why
> > you can't have everything solved except one 3C piece (where its sticker=
s
> > would be in an unsolved 3-cycle). My sketchy argument there had to defi=
ne
> > what it means to 'permute 3C pieces without disorienting them'.I define=
d
> it
> > as yellow/white corner stickers must be facing the yellow/white face
> (yellow
> > is opposite white on my cube). I then argued that a simple twist always
> > orients the SUM of all 3C pieces by a multiple of 360 degrees. I don't
> know
> > if a similar argument will work in 4D.
> >
> >
> >
> > --
> >
> > Andy
> >
>
>=20
>
--0015174c11ca7f67e30496b9f0d0
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y ever send out an email; I only read them :)
=A0(might be what Andrey was referring to)
agic120Cell. In it, he has what=A0seems to be a=A0very rigorous proof of th=
e exact things you mention. Although I haven't taken the time to really=
think about what he wrote, a brief glance leads me to believe his proof is=
indeed complete. Perhaps this can help :)
lgorithms were so far from optimal that=A0it is embarrassing. Nevertheless,=
they complete the proof.
oo.com> wrote:
; PADDING-LEFT: 1ex" class=3D"gmail_quote">
what we need there is to map orientations of 4C piece to the gr=
oup Z_3=3D{-1,0,1} in such way that: (1) changing of the code of some piece=
orientation during a twist depends only on the piece position (not on its =
orientation before twist!) and is additive (i.e. m'=3Dm+f(t,p) mod 3, w=
here m is code of orientation "before", m' is code of orienta=
tion of the same piece "after", t is twist description, p is piec=
e position) and (2) that sum(f(t,p)) for all positions p is zero for every =
twist.
I think that the following construction will work:
Let faces of the cube=
be {a,b,c,d,A,B,C,D} ("A" is opposite to "a" and so on=
). Divide this faces to 2 sets (tubes): one set is {a,b,A,B} and another is=
{c,d,C,D}. Call a piece well-oriented if its stickers that initially belon=
g to one tube (say, "a" and "B") are laying in faces th=
at also belong to one tube (e.g. sticker "a" is in the face "=
;C" and sticker "B" is in the face "D"). This orie=
ntation has code=3D0. If sticker in not well-oriented do the following. Enu=
merate faces of the cube that contains this sticker now such that first is =
"a" or "A", second is "b" or "B" an=
d two last faces give positive (right-handed,...) orientation of the vertex=
(like abcd, aBDC, AbcD etc.) Take the sticker S of the piece that lays in =
the first face and look for sticker S' that initially was in the same t=
ube with S. Now it can lay in second, third or fourth faces wrt our enumera=
tion. The code of the orientation will be 0,1 and -1 respectively.
The rest is to prove properties (1) and (2) for this mapping. I didn't =
do it yet but hope that they both are true.
Even if this construction wo=
rks, it's not easy to generalize it to other figures - shallow-cut simp=
lex and 120-cell. But somehow I think that the invariant shoud be true for =
them too.
And I think that couple of years ago there was long post about the same=
problem for 120-cell. Don't remember when was it and how was the autho=
r.
Andrey
--- In m" target=3D"_blank">4D_Cubing@yahoogroups.com, "Andrew Gould"=
; <agould@...> wrote:
>
> I'm having trouble proving something for the 4D cubes. In =
either case, ALL
> but one 4C piece is perfectly solved. I can see th=
at there are at least 4
> possible states for this remaining 4C piece=
(the solved state and three
> states where 2 independent pairs of stickers are permuted).and althoug=
h I
> haven't seen it, I can't prove that there are more poss=
ible states. Anyone
> have an argument as to why you can't have a=
ll stickers solved except a
> 3-cycle of stickers on the remaining 4C piece?
>
>
&g=
t;
> I see in 5 dimensions (and higher) you can have a single 3-cycl=
e on the
> remaining 5C piece (and higher).
>
>
>
> I also had similar trouble with the original 3D cubes: trying=
to prove why
> you can't have everything solved except one 3C pi=
ece (where its stickers
> would be in an unsolved 3-cycle). My sketch=
y argument there had to define
> what it means to 'permute 3C pieces without disorienting them'=
.I defined it
> as yellow/white corner stickers must be facing the ye=
llow/white face (yellow
> is opposite white on my cube). I then argue=
d that a simple twist always
> orients the SUM of all 3C pieces by a multiple of 360 degrees. I don=
39;t know
> if a similar argument will work in 4D.
>
> <=
br>>
> --
>
> Andy
>
--0015174c11ca7f67e30496b9f0d0--
From: "Andrew Gould" <agould@uwm.edu>
Date: Tue, 7 Dec 2010 01:21:55 -0600
Subject: RE: [MC4D] Re: 3^4 one 4C left to orient
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Thanks Andrey,
I never realized that if 'a' and 'b' start in the same tube, then they
stay in the same tube in the klein 4 subgroup:
{{a,b,c,d},{b,a,d,c},{c,d,a,b},{d,c,b,a}}. Interesting and neat.
Your construction seems to be true for (1): either your code stays the
same for all 4C pieces, or else for the 4C pieces that do get twisted: the
code of the 4C pieces in the CUBE positions with C (or c) before D (or d)
does that opposite of the code of the 4C pieces in the CUBE positions with D
(or d) before C (or c). That is, if you travel between 4C pieces via the
1-dimensional edges only, every other 4C piece (that gets twisted) increases
it's code by 1(mod3)--the code of the remaining twisted pieces decreases by
1(mod3). This is true for 90-degree 3D face twists, 120-degree twists, and
180 degree twists.and even my 90-degree 2D face twists. Since the number of
pieces that increase in code = the number of pieces that decrease in code,
sum(f(t,p)) = 0(mod3). Hence it's true for (2).
I'm eager to check the links out when I find time.
--
Andy
From: 4D_Cubing@yahoogroups.com [mailto:4D_Cubing@yahoogroups.com] On Behalf
Of Andrey
Sent: Monday, December 06, 2010 2:10
To: 4D_Cubing@yahoogroups.com
Subject: [MC4D] Re: 3^4 one 4C left to orient
Here is the message about 120cell:
http://games.groups.yahoo.com/group/4D_Cubing/message/658
Less than 2 years ago, but already almost in the middle of the archive!
--- In 4D_Cubing@yahoogroups.com
"Andrey"
>
> Andy,
> what we need there is to map orientations of 4C piece to the group
Z_3={-1,0,1} in such way that: (1) changing of the code of some piece
orientation during a twist depends only on the piece position (not on its
orientation before twist!) and is additive (i.e. m'=m+f(t,p) mod 3, where m
is code of orientation "before", m' is code of orientation of the same piece
"after", t is twist description, p is piece position) and (2) that
sum(f(t,p)) for all positions p is zero for every twist.
> I think that the following construction will work:
> Let faces of the cube be {a,b,c,d,A,B,C,D} ("A" is opposite to "a" and so
on). Divide this faces to 2 sets (tubes): one set is {a,b,A,B} and another
is {c,d,C,D}. Call a piece well-oriented if its stickers that initially
belong to one tube (say, "a" and "B") are laying in faces that also belong
to one tube (e.g. sticker "a" is in the face "C" and sticker "B" is in the
face "D"). This orientation has code=0. If sticker in not well-oriented do
the following. Enumerate faces of the cube that contains this sticker now
such that first is "a" or "A", second is "b" or "B" and two last faces give
positive (right-handed,...) orientation of the vertex (like abcd, aBDC, AbcD
etc.) Take the sticker S of the piece that lays in the first face and look
for sticker S' that initially was in the same tube with S. Now it can lay in
second, third or fourth faces wrt our enumeration. The code of the
orientation will be 0,1 and -1 respectively.
> The rest is to prove properties (1) and (2) for this mapping. I didn't do
it yet but hope that they both are true.
> Even if this construction works, it's not easy to generalize it to other
figures - shallow-cut simplex and 120-cell. But somehow I think that the
invariant shoud be true for them too.
>
> And I think that couple of years ago there was long post about the same
problem for 120-cell. Don't remember when was it and how was the author.
>
> Andrey
>
>
> --- In 4D_Cubing@yahoogroups.com
"Andrew Gould"
> >
> > I'm having trouble proving something for the 4D cubes. In either case,
ALL
> > but one 4C piece is perfectly solved. I can see that there are at least
4
> > possible states for this remaining 4C piece (the solved state and three
> > states where 2 independent pairs of stickers are permuted).and although
I
> > haven't seen it, I can't prove that there are more possible states.
Anyone
> > have an argument as to why you can't have all stickers solved except a
> > 3-cycle of stickers on the remaining 4C piece?
> >
> >
> >
> > I see in 5 dimensions (and higher) you can have a single 3-cycle on the
> > remaining 5C piece (and higher).
> >
> >
> >
> > I also had similar trouble with the original 3D cubes: trying to prove
why
> > you can't have everything solved except one 3C piece (where its stickers
> > would be in an unsolved 3-cycle). My sketchy argument there had to
define
> > what it means to 'permute 3C pieces without disorienting them'.I defined
it
> > as yellow/white corner stickers must be facing the yellow/white face
(yellow
> > is opposite white on my cube). I then argued that a simple twist always
> > orients the SUM of all 3C pieces by a multiple of 360 degrees. I don't
know
> > if a similar argument will work in 4D.
> >
> >
> >
> > --
> >
> > Andy
> >
>
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osoft-com:office:office" xmlns:w=3D"urn:schemas-microsoft-com:office:word" =
xmlns:m=3D"http://schemas.microsoft.com/office/2004/12/omml" xmlns=3D"http:=
//www.w3.org/TR/REC-html40">=3D"text/html; charset=3Dus-ascii">oft Word 12 (filtered medium)"> link=3D"#1E66AE" vlink=3D"#1E66AE">
7D'> I never realized that if 'a' and 'b' start in the same tub=
e, then they stay in the same tube in the klein 4 subgroup: {{a,b,c,d},{b,a=
,d,c},{c,d,a,b},{d,c,b,a}}. Interesting and neat.
span>
: either your code stays the same for all 4C pieces, or else for the =
4C pieces that do get twisted: the code of the 4C pieces in the CUBE =
positions with C (or c) before D (or d) does that opposite of the code of t=
he 4C pieces in the CUBE positions with D (or d) before C (or c). Tha=
t is, if you travel between 4C pieces via the 1-dimensional edges only, eve=
ry other 4C piece (that gets twisted) increases it's code by 1(mod3)--the c=
ode of the remaining twisted pieces decreases by 1(mod3). This is tru=
e for 90-degree 3D face twists, 120-degree twists, and 180 degree twists=
230;and even my 90-degree 2D face twists. Since the number of pieces =
that increase in code =3D the number of pieces that decrease in code, sum(f=
(t,p)) =3D 0(mod3). Hence it's true for (2).
D'>Andy
/span>
0in'>
ahoogroups.com] On Behalf Of Andrey
Sent: Monday, December=
06, 2010 2:10
To: 4D_Cubing@yahoogroups.com
Subject: [=
MC4D] Re: 3^4 one 4C left to orient
hoo.com/group/4D_Cubing/message/658
Less than 2 years ago, but alrea=
dy almost in the middle of the archive!
--- In Cubing%40yahoogroups.com">4D_Cubing@yahoogroups.com, "Andrey"=
<andreyastrelin@...> wrote:
>
> Andy,
> what we ne=
ed there is to map orientations of 4C piece to the group Z_3=3D{-1,0,1} in =
such way that: (1) changing of the code of some piece orientation during a =
twist depends only on the piece position (not on its orientation before twi=
st!) and is additive (i.e. m'=3Dm+f(t,p) mod 3, where m is code of orientat=
ion "before", m' is code of orientation of the same piece "a=
fter", t is twist description, p is piece position) and (2) that sum(f=
(t,p)) for all positions p is zero for every twist.
> I think that th=
e following construction will work:
> Let faces of the cube be {a,b,c=
,d,A,B,C,D} ("A" is opposite to "a" and so on). Divide =
this faces to 2 sets (tubes): one set is {a,b,A,B} and another is {c,d,C,D}=
. Call a piece well-oriented if its stickers that initially belong to one t=
ube (say, "a" and "B") are laying in faces that also be=
long to one tube (e.g. sticker "a" is in the face "C" a=
nd sticker "B" is in the face "D"). This orientation ha=
s code=3D0. If sticker in not well-oriented do the following. Enumerate fac=
es of the cube that contains this sticker now such that first is "a&qu=
ot; or "A", second is "b" or "B" and two last=
faces give positive (right-handed,...) orientation of the vertex (like abc=
d, aBDC, AbcD etc.) Take the sticker S of the piece that lays in the first =
face and look for sticker S' that initially was in the same tube with S. No=
w it can lay in second, third or fourth faces wrt our enumeration. The code=
of the orientation will be 0,1 and -1 respectively.
> The rest is t=
o prove properties (1) and (2) for this mapping. I didn't do it yet but hop=
e that they both are true.
> Even if this construction works, it's no=
t easy to generalize it to other figures - shallow-cut simplex and 120-cell=
. But somehow I think that the invariant shoud be true for them too.
>=
;
> And I think that couple of years ago there was long post about t=
he same problem for 120-cell. Don't remember when was it and how was the au=
thor.
>
> Andrey
>
>
> --- In ailto:4D_Cubing%40yahoogroups.com">4D_Cubing@yahoogroups.com, "And=
rew Gould" <agould@> wrote:
> >
> > I'm having=
trouble proving something for the 4D cubes. In either case, ALL
> &g=
t; but one 4C piece is perfectly solved. I can see that there are at least =
4
> > possible states for this remaining 4C piece (the solved stat=
e and three
> > states where 2 independent pairs of stickers are p=
ermuted).and although I
> > haven't seen it, I can't prove that th=
ere are more possible states. Anyone
> > have an argument as to wh=
y you can't have all stickers solved except a
> > 3-cycle of stick=
ers on the remaining 4C piece?
> >
> >
> >
>> > I see in 5 dimensions (and higher) you can have a single 3-cycle=
on the
> > remaining 5C piece (and higher).
> >
>=
>
> >
> > I also had similar trouble with the origi=
nal 3D cubes: trying to prove why
> > you can't have everything so=
lved except one 3C piece (where its stickers
> > would be in an un=
solved 3-cycle). My sketchy argument there had to define
> > what =
it means to 'permute 3C pieces without disorienting them'.I defined it
&=
gt; > as yellow/white corner stickers must be facing the yellow/white fa=
ce (yellow
> > is opposite white on my cube). I then argued that a=
simple twist always
> > orients the SUM of all 3C pieces by a mul=
tiple of 360 degrees. I don't know
> > if a similar argument will =
work in 4D.
> >
> >
> >
> > --
&g=
t; >
> > Andy
> >
>
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From: Roice Nelson <roice3@gmail.com>
Date: Tue, 7 Dec 2010 17:53:12 -0600
Subject: Re: [MC4D] Re: 3^4 one 4C left to orient
--0016e6d58f351d789c0496dab5c4
Content-Type: text/plain; charset=ISO-8859-1
Hi Andrew,
I'm chiming in a bit late here, but I thought I'd mention that David Smith
based the portion of his argument for M120C corner orientations on material
from a paper called "The Rubik Tesseract
by Kamack/Keane, and there you can find the proof you're seeking for the
hypercube puzzle.
Btw, Don gave an intuitive explanation for why you can twirl a corner in
isolation on the 5D cube in message
243
.
> This is fairly easy to see if you think about it--
> it's exactly the same reasoning that lets you
> twirl a single 3-sticker cubie on the 3^4 puzzle.
> The crux of the matter is that
> in >=5 dimensions you can't tell the difference
> between a cycle and an anti-cycle (of 3 stickers on a corner cubie);
> that is, one can be rotated to the other.
>
The topic of twirled corners is also highly interesting in the context of an
analogy to quarks discussed in Hofstadter's Metamagical
Themas
I've never investigated, but I wonder if the particle physics analogies
could be improved with our higher dimensional variants.
Cheers,
Roice
On Mon, Dec 6, 2010 at 2:10 AM, Andrey
> Here is the message about 120cell:
> http://games.groups.yahoo.com/group/4D_Cubing/message/658
> Less than 2 years ago, but already almost in the middle of the archive!
>
>
> --- In 4D_Cubing@yahoogroups.com, "Andrey"
> >
> > Andy,
> > what we need there is to map orientations of 4C piece to the group
> Z_3={-1,0,1} in such way that: (1) changing of the code of some piece
> orientation during a twist depends only on the piece position (not on its
> orientation before twist!) and is additive (i.e. m'=m+f(t,p) mod 3, where m
> is code of orientation "before", m' is code of orientation of the same piece
> "after", t is twist description, p is piece position) and (2) that
> sum(f(t,p)) for all positions p is zero for every twist.
> > I think that the following construction will work:
> > Let faces of the cube be {a,b,c,d,A,B,C,D} ("A" is opposite to "a" and
> so on). Divide this faces to 2 sets (tubes): one set is {a,b,A,B} and
> another is {c,d,C,D}. Call a piece well-oriented if its stickers that
> initially belong to one tube (say, "a" and "B") are laying in faces that
> also belong to one tube (e.g. sticker "a" is in the face "C" and sticker "B"
> is in the face "D"). This orientation has code=0. If sticker in not
> well-oriented do the following. Enumerate faces of the cube that contains
> this sticker now such that first is "a" or "A", second is "b" or "B" and two
> last faces give positive (right-handed,...) orientation of the vertex (like
> abcd, aBDC, AbcD etc.) Take the sticker S of the piece that lays in the
> first face and look for sticker S' that initially was in the same tube with
> S. Now it can lay in second, third or fourth faces wrt our enumeration. The
> code of the orientation will be 0,1 and -1 respectively.
> > The rest is to prove properties (1) and (2) for this mapping. I didn't
> do it yet but hope that they both are true.
> > Even if this construction works, it's not easy to generalize it to
> other figures - shallow-cut simplex and 120-cell. But somehow I think that
> the invariant shoud be true for them too.
> >
> > And I think that couple of years ago there was long post about the same
> problem for 120-cell. Don't remember when was it and how was the author.
> >
> > Andrey
> >
> >
> > --- In 4D_Cubing@yahoogroups.com, "Andrew Gould"
> > >
> > > I'm having trouble proving something for the 4D cubes. In either case,
> ALL
> > > but one 4C piece is perfectly solved. I can see that there are at
> least 4
> > > possible states for this remaining 4C piece (the solved state and three
> > > states where 2 independent pairs of stickers are permuted).and although
> I
> > > haven't seen it, I can't prove that there are more possible states.
> Anyone
> > > have an argument as to why you can't have all stickers solved except a
> > > 3-cycle of stickers on the remaining 4C piece?
> > >
> > >
> > >
> > > I see in 5 dimensions (and higher) you can have a single 3-cycle on the
> > > remaining 5C piece (and higher).
> > >
> > >
> > >
> > > I also had similar trouble with the original 3D cubes: trying to prove
> why
> > > you can't have everything solved except one 3C piece (where its
> stickers
> > > would be in an unsolved 3-cycle). My sketchy argument there had to
> define
> > > what it means to 'permute 3C pieces without disorienting them'.I
> defined it
> > > as yellow/white corner stickers must be facing the yellow/white face
> (yellow
> > > is opposite white on my cube). I then argued that a simple twist
> always
> > > orients the SUM of all 3C pieces by a multiple of 360 degrees. I don't
> know
> > > if a similar argument will work in 4D.
> > >
> > >
> > >
> > > --
> > >
> > > Andy
> > >
> >
>
>
--0016e6d58f351d789c0496dab5c4
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable
David Smith based the portion of his argument for M120C corner orientation=
s=A0on material from a paper called "sseract.pdf" target=3D"_blank">The Rubik Tesseract" by Kamack/Kean=
e, and there you can find the proof you're seeking for the hypercube pu=
zzle.
in isolation on the 5D cube in up/4D_Cubing/message/243">message 243.
=A0
; PADDING-LEFT: 1ex" class=3D"gmail_quote">This is fairly easy to see if yo=
u think about it--
it's exactly the same reasoning that lets you
twirl a single 3-sticker cubie on the 3^4 puzzle.
The crux of the matter=
is that
in >=3D5 dimensions you can't tell the difference
bet=
ween a cycle and an anti-cycle (of 3 stickers on a corner cubie);
that i=
s, one can be rotated to the other.
xt of an analogy to quarks discussed in Hofstadter's=A0//www.amazon.com/gp/product/0465045669?ie=3DUTF8&tag=3Dgravit-20&li=
nkCode=3Das2&camp=3D1789&creative=3D390957&creativeASIN=3D04650=
45669">Metamagical Themas.=A0 I've never investigated, but I wonder=
if the particle physics analogies could be improved with our higher dimens=
ional variants.
=A0
andreyastrelin@yahoo.com> wrote:
; PADDING-LEFT: 1ex" class=3D"gmail_quote">Here is the message about 120cel=
l: rget=3D"_blank">http://games.groups.yahoo.com/group/4D_Cubing/message/658=
a>
Less than 2 years ago, but already almost in the middle of the archive!
--- In _blank">4D_Cubing@yahoogroups.com, "Andrey" <andreyastreli=
n@...> wrote:
>
> Andy,
> =A0 what we need there is to=
map orientations of 4C piece to the group Z_3=3D{-1,0,1} in such way that:=
(1) changing of the code of some piece orientation during a twist depends =
only on the piece position (not on its orientation before twist!) and is ad=
ditive (i.e. m'=3Dm+f(t,p) mod 3, where m is code of orientation "=
before", m' is code of orientation of the same piece "after&q=
uot;, t is twist description, p is piece position) and (2) that sum(f(t,p))=
for all positions p is zero for every twist.
> =A0 I think that the following construction will work:
> =A0 Let=
faces of the cube be {a,b,c,d,A,B,C,D} ("A" is opposite to "=
;a" and so on). Divide this faces to 2 sets (tubes): one set is {a,b,A=
,B} and another is {c,d,C,D}. Call a piece well-oriented if its stickers th=
at initially belong to one tube (say, "a" and "B") are =
laying in faces that also belong to one tube (e.g. sticker "a" is=
in the face "C" and sticker "B" is in the face "D=
"). This orientation has code=3D0. If sticker in not well-oriented do =
the following. Enumerate faces of the cube that contains this sticker now s=
uch that first is "a" or "A", second is "b" o=
r "B" and two last faces give positive (right-handed,...) orienta=
tion of the vertex (like abcd, aBDC, AbcD etc.) Take the sticker S of the p=
iece that lays in the first face and look for sticker S' that initially=
was in the same tube with S. Now it can lay in second, third or fourth fac=
es wrt our enumeration. The code of the orientation will be 0,1 and -1 resp=
ectively.
> =A0 The rest is to prove properties (1) and (2) for this mapping. I di=
dn't do it yet but hope that they both are true.
> =A0 Even if th=
is construction works, it's not easy to generalize it to other figures =
- shallow-cut simplex and 120-cell. But somehow I think that the invariant =
shoud be true for them too.
>
> =A0 And I think that couple of years ago there was long post a=
bout the same problem for 120-cell. Don't remember when was it and how =
was the author.
>
> Andrey
>
>
> --- In ef=3D"mailto:4D_Cubing@yahoogroups.com" target=3D"_blank">4D_Cubing@yahoogr=
oups.com, "Andrew Gould" <agould@> wrote:
> >
> > I'm having trouble proving something for the 4D =
cubes. =A0In either case, ALL
> > but one 4C piece is perfectly so=
lved. =A0I can see that there are at least 4
> > possible states f=
or this remaining 4C piece (the solved state and three
> > states where 2 independent pairs of stickers are permuted).and al=
though I
> > haven't seen it, I can't prove that there are=
more possible states. =A0Anyone
> > have an argument as to why yo=
u can't have all stickers solved except a
> > 3-cycle of stickers on the remaining 4C piece?
> >
&g=
t; >
> >
> > I see in 5 dimensions (and higher) you ca=
n have a single 3-cycle on the
> > remaining 5C piece (and higher)=
.
> >
> >
> >
> > I also had similar trouble=
with the original 3D cubes: =A0trying to prove why
> > you can=
9;t have everything solved except one 3C piece (where its stickers
> =
> would be in an unsolved 3-cycle). =A0My sketchy argument there had to =
define
> > what it means to 'permute 3C pieces without disorienting them=
'.I defined it
> > as yellow/white corner stickers must be fac=
ing the yellow/white face (yellow
> > is opposite white on my cube=
). =A0I then argued that a simple twist always
> > orients the SUM of all 3C pieces by a multiple of 360 degrees. =
=A0I don't know
> > if a similar argument will work in 4D.
=
> >
> >
> >
> > --
> >
> &g=
t; Andy
> >
>
--0016e6d58f351d789c0496dab5c4--
From: "David Vanderschel" <DvdS@Austin.RR.com>
Date: Tue, 7 Dec 2010 21:41:24 -0600
Subject: Re: [MC4D] Re: 3^4 one 4C left to orient
Roice wrote:
>I'm chiming in a bit late here, but I thought I'd mention
>that David Smith based the portion of his argument for M120C
>corner orientations on material from a paper called "The
>Rubik Tesseract" by Kamack/Keane, and there you can find the
>proof you're seeking for the hypercube puzzle.
It is of interest that that paper is 28 years old!
A reference closer to the source is the following:
http://udel.edu/~tomkeane/
(Had Roice not offered a pointer to the Kamack and Keane
paper, I was going to do so myself.)
Regards,
David V.
From: "Andrey" <andreyastrelin@yahoo.com>
Date: Wed, 08 Dec 2010 18:04:59 -0000
Subject: [MC4D] Re: 3^4 one 4C left to orient
It's very interesting. How do you think, is there any chance that they have=
n't solved full scrambled cube?
--- In 4D_Cubing@yahoogroups.com, "David Vanderschel"
>
> Roice wrote:
> >I'm chiming in a bit late here, but I thought I'd mention
> >that David Smith based the portion of his argument for M120C
> >corner orientations on material from a paper called "The
> >Rubik Tesseract" by Kamack/Keane, and there you can find the
> >proof you're seeking for the hypercube puzzle.
>=20
> It is of interest that that paper is 28 years old!=20=20
> A reference closer to the source is the following:
> http://udel.edu/~tomkeane/
>=20
> (Had Roice not offered a pointer to the Kamack and Keane=20
> paper, I was going to do so myself.)
>=20
> Regards,
> David V.
>
From: Melinda Green <melinda@superliminal.com>
Date: Wed, 08 Dec 2010 11:17:50 -0800
Subject: Re: [MC4D] Re: 3^4 one 4C left to orient
Gosh, that brings back memories from the Paleolithic era. Did you see
the descriptions of the computers they were using? Truly frightening. I
remember seeing their visualization, and I doubt that they had any sort
of visualization beyond tables of numbers. Even if they had an
interactive version of the unfolded cube visualization, it doesn't sound
like any fun to use. I vaguely remember thinking that there had to be
better visualizations and that may well have been the jumping off point
for the first version of MC4D. I'm long past guessing that solving the
puzzle with their system wouldn't be possible but the paper doesn't give
any indication that they even had the slightest interest in attempting
it. They just seemed interested in the math. Maybe once they had proved
that a solution was possible, they felt that they had accomplished it. :-)
-Melinda
On 12/8/2010 10:04 AM, Andrey wrote:
> It's very interesting. How do you think, is there any chance that they haven't solved full scrambled cube?
>
>
>
> --- In 4D_Cubing@yahoogroups.com, "David Vanderschel"
>> Roice wrote:
>>> I'm chiming in a bit late here, but I thought I'd mention
>>> that David Smith based the portion of his argument for M120C
>>> corner orientations on material from a paper called "The
>>> Rubik Tesseract" by Kamack/Keane, and there you can find the
>>> proof you're seeking for the hypercube puzzle.
>> It is of interest that that paper is 28 years old!
>> A reference closer to the source is the following:
>> http://udel.edu/~tomkeane/
>>
>> (Had Roice not offered a pointer to the Kamack and Keane
>> paper, I was going to do so myself.)
>>
>> Regards,
>> David V.
>>
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>
From: "Andrey" <andreyastrelin@yahoo.com>
Date: Wed, 08 Dec 2010 20:03:21 -0000
Subject: [MC4D] Re: 3^4 one 4C left to orient
Yes, something like Sinclair. Probably with cassette tape for program stora=
ge and with 2-color graphics. I haven't work with such computer, but spent =
couple of years playing with MSX-2 ("Yamaha"). I think that there shouldn't=
be any problem to write 3^4 in assembler code at that time (thousand or tw=
o lines of code with text output and keyboard input) - and first version of=
4D tetris had been written exactly in this style :)=20
And they mention "several computer simulations in which a Rubik tesseract=
can be scrambled and unscrambled"... Probably there were more solves befor=
e 2000 than we know. But they are hiding from us :)
--- In 4D_Cubing@yahoogroups.com, Melinda Green
>
> Gosh, that brings back memories from the Paleolithic era. Did you see=20
> the descriptions of the computers they were using? Truly frightening. I=20
> remember seeing their visualization, and I doubt that they had any sort=20
> of visualization beyond tables of numbers. Even if they had an=20
> interactive version of the unfolded cube visualization, it doesn't sound=
=20
> like any fun to use. I vaguely remember thinking that there had to be=20
> better visualizations and that may well have been the jumping off point=20
> for the first version of MC4D. I'm long past guessing that solving the=20
> puzzle with their system wouldn't be possible but the paper doesn't give=
=20
> any indication that they even had the slightest interest in attempting=20
> it. They just seemed interested in the math. Maybe once they had proved=20
> that a solution was possible, they felt that they had accomplished it. :=
-)
>=20
> -Melinda
>=20
> On 12/8/2010 10:04 AM, Andrey wrote:
> > It's very interesting. How do you think, is there any chance that they =
haven't solved full scrambled cube?
> >
> >
> >
> > --- In 4D_Cubing@yahoogroups.com, "David Vanderschel"
> >> Roice wrote:
> >>> I'm chiming in a bit late here, but I thought I'd mention
> >>> that David Smith based the portion of his argument for M120C
> >>> corner orientations on material from a paper called "The
> >>> Rubik Tesseract" by Kamack/Keane, and there you can find the
> >>> proof you're seeking for the hypercube puzzle.
> >> It is of interest that that paper is 28 years old!
> >> A reference closer to the source is the following:
> >> http://udel.edu/~tomkeane/
> >>
> >> (Had Roice not offered a pointer to the Kamack and Keane
> >> paper, I was going to do so myself.)
> >>
> >> Regards,
> >> David V.
> >>
> >
> >
> >
> > ------------------------------------
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
>