Thread: "I'm solving the 600-cell"

From: "schuma" <mananself@gmail.com>
Date: Wed, 24 Oct 2012 07:40:05 -0000
Subject: I'm solving the 600-cell



Hi guys,

Since last weekend I've been solving the 600-cell using MPUlt. Of course I'=
m solving the "simplified" version with about 2,000 pieces, but not the ful=
l version with over 200,000 pieces.

Now I've spent 21+ hours, and have solved all the 1200 2C face pieces. Then=
I need to deal with 720 5C edges, and 120 corner pieces. In terms of numbe=
r of pieces it sounds easier than the 120-cell. But visually this puzzle is=
, I would say, more complicated. Because in the 120-cell, you basically see=
120 things, whereas here you see 600 things. Because of this difference, I=
'm taking a different approach of moving the pieces around. This method is =
working well so far.

I posted a screenshot here:

http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_cell/Image=
%20000.png

I hope in a several days or weeks I can solve the whole puzzle.=20

Andrey, thanks again for making MPUlt!

Nan




From: "Eduard Baumann" <baumann@mcnet.ch>
Date: Wed, 24 Oct 2012 13:48:29 +0200
Subject: Re: [MC4D] I'm solving the 600-cell



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charset="iso-8859-1"
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Great work !

----- Original Message -----=20
From: schuma=20
To: 4D_Cubing@yahoogroups.com=20
Sent: Wednesday, October 24, 2012 9:40 AM
Subject: [MC4D] I'm solving the 600-cell


=20=20=20=20
Hi guys,

Since last weekend I've been solving the 600-cell using MPUlt. Of course =
I'm solving the "simplified" version with about 2,000 pieces, but not the f=
ull version with over 200,000 pieces.

Now I've spent 21+ hours, and have solved all the 1200 2C face pieces. Th=
en I need to deal with 720 5C edges, and 120 corner pieces. In terms of num=
ber of pieces it sounds easier than the 120-cell. But visually this puzzle =
is, I would say, more complicated. Because in the 120-cell, you basically s=
ee 120 things, whereas here you see 600 things. Because of this difference,=
I'm taking a different approach of moving the pieces around. This method i=
s working well so far.

I posted a screenshot here:

http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_cell/Ima=
ge%20000.png

I hope in a several days or weeks I can solve the whole puzzle.=20

Andrey, thanks again for making MPUlt!

Nan



=20=20
------=_NextPart_000_000C_01CDB1EE.4001B940
Content-Type: text/html;
charset="iso-8859-1"
Content-Transfer-Encoding: quoted-printable



>


Great work !

 

style=3D"BORDER-LEFT: #000000 2px solid; PADDING-LEFT: 5px; PADDING-RIGHT: =
0px; MARGIN-LEFT: 5px; MARGIN-RIGHT: 0px">
----- Original Message -----

style=3D"FONT: 10pt arial; BACKGROUND: #e4e4e4; font-color: black">Fro=
m:
=20
schuma=
=20

To: ps.com=20
href=3D"mailto:4D_Cubing@yahoogroups.com">4D_Cubing@yahoogroups.com
<=
/DIV>
Sent: Wednesday, October 24, 2012 =
9:40=20
AM

Subject: [MC4D] I'm solving the=20
600-cell


 =20

Hi guys,

Since last weekend I've been solving the 600-cell usin=
g=20
MPUlt. Of course I'm solving the "simplified" version with about 2,000 pi=
eces,=20
but not the full version with over 200,000 pieces.

Now I've spent =
21+=20
hours, and have solved all the 1200 2C face pieces. Then I need to deal w=
ith=20
720 5C edges, and 120 corner pieces. In terms of number of pieces it soun=
ds=20
easier than the 120-cell. But visually this puzzle is, I would say, more=
=20
complicated. Because in the 120-cell, you basically see 120 things, where=
as=20
here you see 600 things. Because of this difference, I'm taking a differe=
nt=20
approach of moving the pieces around. This method is working well so=20
far.

I posted a screenshot here:

href=3D"http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_=
cell/Image%20000.png">http://games.groups.yahoo.com/group/4D_Cubing/files/N=
an%20Ma/600_cell/Image%20000.png

I=20
hope in a several days or weeks I can solve the whole puzzle.

And=
rey,=20
thanks again for making MPUlt!

Nan



------=_NextPart_000_000C_01CDB1EE.4001B940--




From: "schuma" <mananself@gmail.com>
Date: Tue, 30 Oct 2012 03:02:12 -0000
Subject: Re: I'm solving the 600-cell



Solved! I just solved it, the cell-turning 600-cell. It took me 102312 move=
s, and 37 hours in nine days. The log file can be found here:

http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_cell/600ce=
ll_solved.zip

and can be opened by MPUlt 1.08. After all it's not as painful as I expecte=
d ...

So, all the six regular polytopes in 4D have been solved!

Again this is only a simplified version instead of the full shallow cut 600=
-cell, speaking of which, I can't imagine how to deal with it.

Nan

--- In 4D_Cubing@yahoogroups.com, "schuma" wrote:
>
> Hi guys,
>=20
> Since last weekend I've been solving the 600-cell using MPUlt. Of course =
I'm solving the "simplified" version with about 2,000 pieces, but not the f=
ull version with over 200,000 pieces.
>=20
> Now I've spent 21+ hours, and have solved all the 1200 2C face pieces. Th=
en I need to deal with 720 5C edges, and 120 corner pieces. In terms of num=
ber of pieces it sounds easier than the 120-cell. But visually this puzzle =
is, I would say, more complicated. Because in the 120-cell, you basically s=
ee 120 things, whereas here you see 600 things. Because of this difference,=
I'm taking a different approach of moving the pieces around. This method i=
s working well so far.
>=20
> I posted a screenshot here:
>=20
> http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_cell/Ima=
ge%20000.png
>=20
> I hope in a several days or weeks I can solve the whole puzzle.=20
>=20
> Andrey, thanks again for making MPUlt!
>=20
> Nan
>




From: Brandon Wong <brandonc.wong55@ymail.com>
Date: Mon, 29 Oct 2012 21:14:45 -0600
Subject: Re: [MC4D] Re: I'm solving the 600-cell



--Apple-Mail-22CDB364-2C6E-4901-9D3C-C02F8C92D2EC
Content-Type: text/plain;
charset=utf-8
Content-Transfer-Encoding: quoted-printable

Congrats!

I can't believe you solved that, even if it wasn't the full 600 color one. =
Good luck with full color one if your willing to take the challenge. I th=
ink I'll just stick to regular speedsolving and hyper puzzle solving.

Once again, amazing work!
Brandon.

Sent from my iPad

On 2012-10-29, at 9:02 PM, "schuma" wrote:

> Solved! I just solved it, the cell-turning 600-cell. It took me 102312 mo=
ves, and 37 hours in nine days. The log file can be found here:
>=20
> http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_cell/600=
cell_solved.zip
>=20
> and can be opened by MPUlt 1.08. After all it's not as painful as I expec=
ted ...
>=20
> So, all the six regular polytopes in 4D have been solved!
>=20
> Again this is only a simplified version instead of the full shallow cut 6=
00-cell, speaking of which, I can't imagine how to deal with it.
>=20
> Nan
>=20
> --- In 4D_Cubing@yahoogroups.com, "schuma" wrote:
> >
> > Hi guys,
> >=20
> > Since last weekend I've been solving the 600-cell using MPUlt. Of cours=
e I'm solving the "simplified" version with about 2,000 pieces, but not the=
full version with over 200,000 pieces.
> >=20
> > Now I've spent 21+ hours, and have solved all the 1200 2C face pieces. =
Then I need to deal with 720 5C edges, and 120 corner pieces. In terms of n=
umber of pieces it sounds easier than the 120-cell. But visually this puzzl=
e is, I would say, more complicated. Because in the 120-cell, you basically=
see 120 things, whereas here you see 600 things. Because of this differenc=
e, I'm taking a different approach of moving the pieces around. This method=
is working well so far.
> >=20
> > I posted a screenshot here:
> >=20
> > http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_cell/I=
mage%20000.png
> >=20
> > I hope in a several days or weeks I can solve the whole puzzle.=20
> >=20
> > Andrey, thanks again for making MPUlt!
> >=20
> > Nan
> >
>=20
>=20

--Apple-Mail-22CDB364-2C6E-4901-9D3C-C02F8C92D2EC
Content-Type: text/html;
charset=utf-8
Content-Transfer-Encoding: quoted-printable

=3Dutf-8">

Congrats!

>I can't believe you solved that, even if it wasn't the full 600 color one.=
 Good luck with full color one if your willing to take the challenge.=
 I think I'll just stick to regular speedsolving and hyper puzzle sol=
ving.

Once again, amazing work!
Brandon.=


Sent from my iPad

On 2012-10-29, at 9:02 PM, "schuma"=
<mananself@gmail.com> wro=
te:
















 




=20=20=20=20=20=20
=20=20=20=20=20=20

Solved! I just solved it, the cell-turning 600-cell. It took me 10=
2312 moves, and 37 hours in nine days. The log file can be found here:



_cell/600cell_solved.zip">http://games.groups.yahoo.com/group/4D_Cubing/fil=
es/Nan%20Ma/600_cell/600cell_solved.zip




and can be opened by MPUlt 1.08. After all it's not as painful as I expecte=
d ...



So, all the six regular polytopes in 4D have been solved!



Again this is only a simplified version instead of the full shallow cut 600=
-cell, speaking of which, I can't imagine how to deal with it.



Nan



--- In 4D_Cubing@yahoogroups=
.com
, "schuma" <mananself@...> wrote:

>

> Hi guys,

>

> Since last weekend I've been solving the 600-cell using MPUlt. Of cour=
se I'm solving the "simplified" version with about 2,000 pieces, but not th=
e full version with over 200,000 pieces.

>

> Now I've spent 21+ hours, and have solved all the 1200 2C face pieces.=
Then I need to deal with 720 5C edges, and 120 corner pieces. In terms of =
number of pieces it sounds easier than the 120-cell. But visually this puzz=
le is, I would say, more complicated. Because in the 120-cell, you basicall=
y see 120 things, whereas here you see 600 things. Because of this differen=
ce, I'm taking a different approach of moving the pieces around. This metho=
d is working well so far.

>

> I posted a screenshot here:

>

> a/600_cell/Image%20000.png">http://games.groups.yahoo.com/group/4D_Cubing/f=
iles/Nan%20Ma/600_cell/Image%20000.png


>

> I hope in a several days or weeks I can solve the whole puzzle.

>

> Andrey, thanks again for making MPUlt!

>

> Nan

>






=20=20=20=20=20

=20=20=20=20








--Apple-Mail-22CDB364-2C6E-4901-9D3C-C02F8C92D2EC--




From: Melinda Green <melinda@superliminal.com>
Date: Mon, 29 Oct 2012 21:37:02 -0700
Subject: Re: [MC4D] Re: I'm solving the 600-cell



--------------020505030300020801070203
Content-Type: text/plain; charset=UTF-8; format=flowed
Content-Transfer-Encoding: 7bit

Congratulations from me too!

Please explain the difference between the full and simplified versions?
I don't see more than one 600-cell puzzle. How can I see the full
puzzle? I would like to fully understand how this is a solution to the
600-cell.

Regarding the full version, I find the very idea to be terrifying.
Sometimes I think that some things are not meant to be done, but
anything we label that way just makes it more certain that some day
someone will do it. Humans are very odd that way.

Please also give us more details of what you encountered. Did all the
steps go as you had planned?

Finally, what will you do next?

Congratulations again, Nan!
-Melinda

On 10/29/2012 8:14 PM, Brandon Wong wrote:
>
>
> Congrats!
>
> I can't believe you solved that, even if it wasn't the full 600 color
> one. Good luck with full color one if your willing to take the
> challenge. I think I'll just stick to regular speedsolving and hyper
> puzzle solving.
>
> Once again, amazing work!
> Brandon.
>
> Sent from my iPad
>
> On 2012-10-29, at 9:02 PM, "schuma" > > wrote:
>
>> Solved! I just solved it, the cell-turning 600-cell. It took me
>> 102312 moves, and 37 hours in nine days. The log file can be found here:
>>
>> http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_cell/600cell_solved.zip
>>
>> and can be opened by MPUlt 1.08. After all it's not as painful as I
>> expected ...
>>
>> So, all the six regular polytopes in 4D have been solved!
>>
>> Again this is only a simplified version instead of the full shallow
>> cut 600-cell, speaking of which, I can't imagine how to deal with it.
>>
>> Nan
>>
>> --- In 4D_Cubing@yahoogroups.com
>> , "schuma" wrote:
>> >
>> > Hi guys,
>> >
>> > Since last weekend I've been solving the 600-cell using MPUlt. Of
>> course I'm solving the "simplified" version with about 2,000 pieces,
>> but not the full version with over 200,000 pieces.
>> >
>> > Now I've spent 21+ hours, and have solved all the 1200 2C face
>> pieces. Then I need to deal with 720 5C edges, and 120 corner pieces.
>> In terms of number of pieces it sounds easier than the 120-cell. But
>> visually this puzzle is, I would say, more complicated. Because in
>> the 120-cell, you basically see 120 things, whereas here you see 600
>> things. Because of this difference, I'm taking a different approach
>> of moving the pieces around. This method is working well so far.
>> >
>> > I posted a screenshot here:
>> >
>> >
>> http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_cell/Image%20000.png
>> >
>> > I hope in a several days or weeks I can solve the whole puzzle.
>> >
>> > Andrey, thanks again for making MPUlt!
>> >
>> > Nan
>> >
>>
>
>
>


--------------020505030300020801070203
Content-Type: text/html; charset=UTF-8
Content-Transfer-Encoding: quoted-printable



">


Congratulations from me too!



Please explain the difference between the full and simplified
versions? I don't see more than one 600-cell puzzle. How can I see
the full puzzle? I would like to fully understand how this is a
solution to the 600-cell.



Regarding the full version, I find the very idea to be terrifying.
Sometimes I think that some things are not meant to be done, but
anything we label that way just makes it more certain that some day
someone will do it. Humans are very odd that way.



Please also give us more details of what you encountered. Did all
the steps go as you had planned?



Finally, what will you do next?



Congratulations again, Nan!

-Melinda



On 10/29/2012 8:14 PM, Brandon Wong
wrote:


cite=3D"mid:CF8F49E3-4971-40CD-A7AB-25635F54DDD0@ymail.com"
type=3D"cite">

-8">
=20=20=20=20=20=20
Congrats!




I can't believe you solved that, even if it wasn't the full
600 color one. =C2=A0Good luck with full color one if your willing =
to
take the challenge. =C2=A0I think I'll just stick to regular
speedsolving and hyper puzzle solving.




Once again, amazing work!

Brandon.



Sent from my iPad



On 2012-10-29, at 9:02 PM, "schuma" < moz-do-not-send=3D"true" href=3D"mailto:mananself@gmail.com">mana=
nself@gmail.com>
wrote:






=C2=A0

Solved! I just solved it, the cell-turning 600-cell. It
took me 102312 moves, and 37 hours in nine days. The log
file can be found here:



href=3D"http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_ce=
ll/600cell_solved.zip">http://games.groups.yahoo.com/group/4D_Cubing/files/=
Nan%20Ma/600_cell/600cell_solved.zip




and can be opened by MPUlt 1.08. After all it's not as
painful as I expected ...



So, all the six regular polytopes in 4D have been solved!



Again this is only a simplified version instead of the
full shallow cut 600-cell, speaking of which, I can't
imagine how to deal with it.



Nan



--- In href=3D"mailto:4D_Cubing%40yahoogroups.com">4D_Cubing@yahoo=
groups.com
,
"schuma" nanself@..."><mananself@...> wrote:

>

> Hi guys,

>

> Since last weekend I've been solving the 600-cell
using MPUlt. Of course I'm solving the "simplified"
version with about 2,000 pieces, but not the full version
with over 200,000 pieces.

>

> Now I've spent 21+ hours, and have solved all the
1200 2C face pieces. Then I need to deal with 720 5C
edges, and 120 corner pieces. In terms of number of pieces
it sounds easier than the 120-cell. But visually this
puzzle is, I would say, more complicated. Because in the
120-cell, you basically see 120 things, whereas here you
see 600 things. Because of this difference, I'm taking a
different approach of moving the pieces around. This
method is working well so far.

>

> I posted a screenshot here:

>

> href=3D"http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_ce=
ll/Image%20000.png">http://games.groups.yahoo.com/group/4D_Cubing/files/Nan=
%20Ma/600_cell/Image%20000.png


>

> I hope in a several days or weeks I can solve the
whole puzzle.

>

> Andrey, thanks again for making MPUlt!

>

> Nan

>








=20=20=20=20=20=20







--------------020505030300020801070203--




From: "Eduard Baumann" <baumann@mcnet.ch>
Date: Tue, 30 Oct 2012 11:55:22 +0100
Subject: Re: [MC4D] Re: I'm solving the 600-cell



------=_NextPart_000_0008_01CDB695.70D59400
Content-Type: text/plain;
charset="iso-8859-1"
Content-Transfer-Encoding: quoted-printable

Congratulations from me too!

I didn't know that there is a newer version of MPUlt. I had only vers 1.06 =
with the complete 600cell.
The simplified 600cell is disponible in vers 1.08 (and the complete 600cell=
not anymore).

Regards
Ed


----- Original Message -----=20
From: schuma=20
To: 4D_Cubing@yahoogroups.com=20
Sent: Tuesday, October 30, 2012 4:02 AM
Subject: [MC4D] Re: I'm solving the 600-cell


=20=20=20=20
Solved! I just solved it, the cell-turning 600-cell. It took me 102312 mo=
ves, and 37 hours in nine days. The log file can be found here:

http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_cell/600=
cell_solved.zip

and can be opened by MPUlt 1.08. After all it's not as painful as I expec=
ted ...

So, all the six regular polytopes in 4D have been solved!

Again this is only a simplified version instead of the full shallow cut 6=
00-cell, speaking of which, I can't imagine how to deal with it.

Nan

--- In 4D_Cubing@yahoogroups.com, "schuma" wrote:
>
> Hi guys,
>=20
> Since last weekend I've been solving the 600-cell using MPUlt. Of cours=
e I'm solving the "simplified" version with about 2,000 pieces, but not the=
full version with over 200,000 pieces.
>=20
> Now I've spent 21+ hours, and have solved all the 1200 2C face pieces. =
Then I need to deal with 720 5C edges, and 120 corner pieces. In terms of n=
umber of pieces it sounds easier than the 120-cell. But visually this puzzl=
e is, I would say, more complicated. Because in the 120-cell, you basically=
see 120 things, whereas here you see 600 things. Because of this differenc=
e, I'm taking a different approach of moving the pieces around. This method=
is working well so far.
>=20
> I posted a screenshot here:
>=20
> http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_cell/I=
mage%20000.png
>=20
> I hope in a several days or weeks I can solve the whole puzzle.=20
>=20
> Andrey, thanks again for making MPUlt!
>=20
> Nan
>



=20=20
------=_NextPart_000_0008_01CDB695.70D59400
Content-Type: text/html;
charset="iso-8859-1"
Content-Transfer-Encoding: quoted-printable



>


Congratulations from me too!

 

I didn't know that there is a newer versio=
n of=20
MPUlt. I had only vers 1.06 with the complete 600cell.

The simplified 600cell is disponibl=
e in vers=20
1.08 (and the complete 600cell not anymore).

 

Regards

Ed

 

 

style=3D"BORDER-LEFT: #000000 2px solid; PADDING-LEFT: 5px; PADDING-RIGHT: =
0px; MARGIN-LEFT: 5px; MARGIN-RIGHT: 0px">
----- Original Message -----

style=3D"FONT: 10pt arial; BACKGROUND: #e4e4e4; font-color: black">Fro=
m:
=20
schuma=
=20

To: ps.com=20
href=3D"mailto:4D_Cubing@yahoogroups.com">4D_Cubing@yahoogroups.com
<=
/DIV>
Sent: Tuesday, October 30, 2012 4:=
02=20
AM

Subject: [MC4D] Re: I'm solving th=
e=20
600-cell


 =20

Solved! I just solved it, the cell-turning 600-cell. It took me 102312=
=20
moves, and 37 hours in nine days. The log file can be found here:

=
href=3D"http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_=
cell/600cell_solved.zip">http://games.groups.yahoo.com/group/4D_Cubing/file=
s/Nan%20Ma/600_cell/600cell_solved.zip

and=20
can be opened by MPUlt 1.08. After all it's not as painful as I expected=
=20
...

So, all the six regular polytopes in 4D have been=20
solved!

Again this is only a simplified version instead of the ful=
l=20
shallow cut 600-cell, speaking of which, I can't imagine how to deal with=
=20
it.

Nan

--- In href=3D"mailto:4D_Cubing%40yahoogroups.com">4D_Cubing@yahoogroups.com=
,=20
"schuma" <mananself@...> wrote:
>
> Hi guys,
>=20

> Since last weekend I've been solving the 600-cell using MPUlt. O=
f=20
course I'm solving the "simplified" version with about 2,000 pieces, but =
not=20
the full version with over 200,000 pieces.
>
> Now I've spen=
t 21+=20
hours, and have solved all the 1200 2C face pieces. Then I need to deal w=
ith=20
720 5C edges, and 120 corner pieces. In terms of number of pieces it soun=
ds=20
easier than the 120-cell. But visually this puzzle is, I would say, more=
=20
complicated. Because in the 120-cell, you basically see 120 things, where=
as=20
here you see 600 things. Because of this difference, I'm taking a differe=
nt=20
approach of moving the pieces around. This method is working well so=20
far.
>
> I posted a screenshot here:
>
> href=3D"http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_=
cell/Image%20000.png">http://games.groups.yahoo.com/group/4D_Cubing/files/N=
an%20Ma/600_cell/Image%20000.png
>=20

> I hope in a several days or weeks I can solve the whole puzzle.=
=20

>
> Andrey, thanks again for making MPUlt!
>
>=
=20
Nan
>



------=_NextPart_000_0008_01CDB695.70D59400--




From: "schuma" <mananself@gmail.com>
Date: Tue, 30 Oct 2012 16:25:43 -0000
Subject: Re: I'm solving the 600-cell



Hi guys,

I forgot to mention the complication of "full version" vs "simplified versi=
on".=20

In older MPUlt, as Eduard said, there's the "full version" of 600-cell. Thi=
s is announced by Audrey in this post in May 2011:

http://games.groups.yahoo.com/group/4D_Cubing/message/1745

It has 433 stickers in each cell. The total number of stickers is 259800. I=
t's a huge puzzle. It took my computer a few seconds to react when I drag t=
he view. I wasn't solving this one. But this is what a shallow-cut cell-tur=
ning 600-cell should look like. If you make the 600 cuts, then they really =
cut the puzzle into this many pieces.

In September 2011, Andrey announced a Simplified 600-cell, together with ma=
ny simplified 4D puzzles.

http://games.groups.yahoo.com/group/4D_Cubing/message/1874

In this simplified puzzle, many tiny pieces are discarded. Only the 1C cell=
centers, 2C face centers, 5C edges and 20C corners are kept. I think of it=
as more topologically correct than geometrically correct. It has 9000 stic=
kers, and around 2000 pieces that need to be solved. I was solving this one=
. By the way, both the simplified and full versions have 600 colors. In thi=
s sense they are all "full-color".

When Andrey added this puzzle, he dropped the full 600-cell. But there's a =
way to get the old monster back.

If you go to the directory of MPUlt and open MPUlt_puzzles.txt and search f=
or 600-cell, you'll find its definition. The fourth line says:=20

"Simplified"

That's the switch to simplified mode. Copy the definition of 600-cell, and =
paste it next to it. Change the name to full-600-cell, and remove the line =
"Simplified". Then you have a full 600-cell. You may also change the number=
s following "Cuts" to change the depth of cuts. For example, changing 0.968=
to 0.995 make the cuts more shallow.

~~~~~~~~~~~~
About solving the 600-cell

I solved all the pieces type by type. First face, then edges, then corners.=
The strategy of moving pieces is different from what I did for 120-cell.=20

For 120-cell, for each type of pieces, I have a 3-cycle algorithm, and I ch=
oose three particular pieces as the buffer pieces. I always find the destin=
ation, bring the destination to a buffer (setup), apply the 3-cycle, and se=
nd the destination back (undo setup).=20

For 600-cell. I use all the pieces on the surface of the spherical 3D view =
as buffer. The 3D view of 600-cell looks like a ball. All the cell on the s=
urface are geometrically very close to each other. So moving pieces between=
them is actually pretty fast. I have an algorithm to move a piece around t=
he surface. And I also have algorithms to directly send a surface piece to =
any layer deep into the ball. So every time I first find the destination of=
a surface piece, then move it on surface to the point directly on top of t=
he destination (like epicenter). Then send it towards the center to the cor=
rect layer. Then reorient it if necessary. I think this is an efficient str=
ategy for 600-cell. The last step of each type of pieces is to solve the wh=
ole surface.=20

The three cycles of all the types can be constructed by [1,1] commutator. J=
ust like 3x3x3x3, two face can be flipped simultaneously, and two edges als=
o. Unlike 3x3x3x3, the corner pieces can be rotated by itself to any direct=
ion. It's kind of convenient, otherwise orienting these 20C pieces would be=
a nightmare.

So, all the difficulty is in piece finding, and piece moving.=20

Nan

--- In 4D_Cubing@yahoogroups.com, "Eduard Baumann" wrote:
>
> Congratulations from me too!
>=20
> I didn't know that there is a newer version of MPUlt. I had only vers 1.0=
6 with the complete 600cell.
> The simplified 600cell is disponible in vers 1.08 (and the complete 600ce=
ll not anymore).
>=20
> Regards
> Ed
>=20
>=20
> ----- Original Message -----=20
> From: schuma=20
> To: 4D_Cubing@yahoogroups.com=20
> Sent: Tuesday, October 30, 2012 4:02 AM
> Subject: [MC4D] Re: I'm solving the 600-cell
>=20
>=20
>=20=20=20=20=20
> Solved! I just solved it, the cell-turning 600-cell. It took me 102312 =
moves, and 37 hours in nine days. The log file can be found here:
>=20
> http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_cell/6=
00cell_solved.zip
>=20
> and can be opened by MPUlt 1.08. After all it's not as painful as I exp=
ected ...
>=20
> So, all the six regular polytopes in 4D have been solved!
>=20
> Again this is only a simplified version instead of the full shallow cut=
600-cell, speaking of which, I can't imagine how to deal with it.
>=20
> Nan
>=20
> --- In 4D_Cubing@yahoogroups.com, "schuma" wrote:
> >
> > Hi guys,
> >=20
> > Since last weekend I've been solving the 600-cell using MPUlt. Of cou=
rse I'm solving the "simplified" version with about 2,000 pieces, but not t=
he full version with over 200,000 pieces.
> >=20
> > Now I've spent 21+ hours, and have solved all the 1200 2C face pieces=
. Then I need to deal with 720 5C edges, and 120 corner pieces. In terms of=
number of pieces it sounds easier than the 120-cell. But visually this puz=
zle is, I would say, more complicated. Because in the 120-cell, you basical=
ly see 120 things, whereas here you see 600 things. Because of this differe=
nce, I'm taking a different approach of moving the pieces around. This meth=
od is working well so far.
> >=20
> > I posted a screenshot here:
> >=20
> > http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_cell=
/Image%20000.png
> >=20
> > I hope in a several days or weeks I can solve the whole puzzle.=20
> >=20
> > Andrey, thanks again for making MPUlt!
> >=20
> > Nan
> >
>




From: Melinda Green <melinda@superliminal.com>
Date: Tue, 30 Oct 2012 13:38:51 -0700
Subject: Re: [MC4D] Re: I'm solving the 600-cell



--------------060702030107080501040207
Content-Type: text/plain; charset=ISO-8859-1; format=flowed
Content-Transfer-Encoding: 7bit

Hello Nan,

Thanks for the description of the puzzle and your solution approach. I
like your idea of solving the "nearest" (surface) parts first. The
analogy to 3D is to reorient the puzzle when you do not need to. Your
technique of sending pieces straight towards the middle (the far side)
is new to me and seems like a very clever idea. It reminds me of a
classic video game where you would move your ship (or whatever that
thing was) around the perimeter of a polygonal opening of a sort of tube
viewed edge on. Maybe some enemy ships would be climbing out of the tube
and your goal was to drop bombs down the side of the tube to hit them.
Unfortunately I can't remember the game's name but maybe someone else will.

I agree that the "simplified" 600-cell sounds like the best definition
of the proper puzzle. I agree that what you call the "topologically
correct" form is best. Geometrically defined cuts give a fine way to
begin to create a puzzle but I do not see a good reason to insist that
that always results the best puzzle description.

So what will you do next? Shall we ask Andrey to create an omnitruncated
600-cell

puzzle for you? :-)

Best,
-Melinda

On 10/30/2012 9:25 AM, schuma wrote:
> Hi guys,
>
> I forgot to mention the complication of "full version" vs "simplified version".
>
> In older MPUlt, as Eduard said, there's the "full version" of 600-cell. This is announced by Audrey in this post in May 2011:
>
> http://games.groups.yahoo.com/group/4D_Cubing/message/1745
>
> It has 433 stickers in each cell. The total number of stickers is 259800. It's a huge puzzle. It took my computer a few seconds to react when I drag the view. I wasn't solving this one. But this is what a shallow-cut cell-turning 600-cell should look like. If you make the 600 cuts, then they really cut the puzzle into this many pieces.
>
> In September 2011, Andrey announced a Simplified 600-cell, together with many simplified 4D puzzles.
>
> http://games.groups.yahoo.com/group/4D_Cubing/message/1874
>
> In this simplified puzzle, many tiny pieces are discarded. Only the 1C cell centers, 2C face centers, 5C edges and 20C corners are kept. I think of it as more topologically correct than geometrically correct. It has 9000 stickers, and around 2000 pieces that need to be solved. I was solving this one. By the way, both the simplified and full versions have 600 colors. In this sense they are all "full-color".
>
> When Andrey added this puzzle, he dropped the full 600-cell. But there's a way to get the old monster back.
>
> If you go to the directory of MPUlt and open MPUlt_puzzles.txt and search for 600-cell, you'll find its definition. The fourth line says:
>
> "Simplified"
>
> That's the switch to simplified mode. Copy the definition of 600-cell, and paste it next to it. Change the name to full-600-cell, and remove the line "Simplified". Then you have a full 600-cell. You may also change the numbers following "Cuts" to change the depth of cuts. For example, changing 0.968 to 0.995 make the cuts more shallow.
>
> ~~~~~~~~~~~~
> About solving the 600-cell
>
> I solved all the pieces type by type. First face, then edges, then corners. The strategy of moving pieces is different from what I did for 120-cell.
>
> For 120-cell, for each type of pieces, I have a 3-cycle algorithm, and I choose three particular pieces as the buffer pieces. I always find the destination, bring the destination to a buffer (setup), apply the 3-cycle, and send the destination back (undo setup).
>
> For 600-cell. I use all the pieces on the surface of the spherical 3D view as buffer. The 3D view of 600-cell looks like a ball. All the cell on the surface are geometrically very close to each other. So moving pieces between them is actually pretty fast. I have an algorithm to move a piece around the surface. And I also have algorithms to directly send a surface piece to any layer deep into the ball. So every time I first find the destination of a surface piece, then move it on surface to the point directly on top of the destination (like epicenter). Then send it towards the center to the correct layer. Then reorient it if necessary. I think this is an efficient strategy for 600-cell. The last step of each type of pieces is to solve the whole surface.
>
> The three cycles of all the types can be constructed by [1,1] commutator. Just like 3x3x3x3, two face can be flipped simultaneously, and two edges also. Unlike 3x3x3x3, the corner pieces can be rotated by itself to any direction. It's kind of convenient, otherwise orienting these 20C pieces would be a nightmare.
>
> So, all the difficulty is in piece finding, and piece moving.
>
> Nan
>
> --- In 4D_Cubing@yahoogroups.com, "Eduard Baumann" wrote:
>> Congratulations from me too!
>>
>> I didn't know that there is a newer version of MPUlt. I had only vers 1.06 with the complete 600cell.
>> The simplified 600cell is disponible in vers 1.08 (and the complete 600cell not anymore).
>>
>> Regards
>> Ed
>>
>>
>> ----- Original Message -----
>> From: schuma
>> To: 4D_Cubing@yahoogroups.com
>> Sent: Tuesday, October 30, 2012 4:02 AM
>> Subject: [MC4D] Re: I'm solving the 600-cell
>>
>>
>>
>> Solved! I just solved it, the cell-turning 600-cell. It took me 102312 moves, and 37 hours in nine days. The log file can be found here:
>>
>> http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_cell/600cell_solved.zip
>>
>> and can be opened by MPUlt 1.08. After all it's not as painful as I expected ...
>>
>> So, all the six regular polytopes in 4D have been solved!
>>
>> Again this is only a simplified version instead of the full shallow cut 600-cell, speaking of which, I can't imagine how to deal with it.
>>
>> Nan
>>
>> --- In 4D_Cubing@yahoogroups.com, "schuma" wrote:
>> >
>> > Hi guys,
>> >
>> > Since last weekend I've been solving the 600-cell using MPUlt. Of course I'm solving the "simplified" version with about 2,000 pieces, but not the full version with over 200,000 pieces.
>> >
>> > Now I've spent 21+ hours, and have solved all the 1200 2C face pieces. Then I need to deal with 720 5C edges, and 120 corner pieces. In terms of number of pieces it sounds easier than the 120-cell. But visually this puzzle is, I would say, more complicated. Because in the 120-cell, you basically see 120 things, whereas here you see 600 things. Because of this difference, I'm taking a different approach of moving the pieces around. This method is working well so far.
>> >
>> > I posted a screenshot here:
>> >
>> > http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_cell/Image%20000.png
>> >
>> > I hope in a several days or weeks I can solve the whole puzzle.
>> >
>> > Andrey, thanks again for making MPUlt!
>> >
>> > Nan
>> >
>>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>


--------------060702030107080501040207
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: 7bit



http-equiv="Content-Type">


Hello Nan,



Thanks for the description of the puzzle and your solution approach.
I like your idea of solving the "nearest" (surface) parts first. The
analogy to 3D is to reorient the puzzle when you do not need to.
Your technique of sending pieces straight towards the middle (the
far side) is new to me and seems like a very clever idea. It reminds
me of a classic video game where you would move your ship (or
whatever that thing was) around the perimeter of a polygonal opening
of a sort of tube viewed edge on. Maybe some enemy ships would be
climbing out of the tube and your goal was to drop bombs down the
side of the tube to hit them. Unfortunately I can't remember the
game's name but maybe someone else will.



I agree that the "simplified" 600-cell sounds like the best
definition of the proper puzzle. I agree that what you call the
"topologically correct" form is best. Geometrically defined cuts
give a fine way to begin to create a puzzle but I do not see a good
reason to insist that that always results the best puzzle
description.



So what will you do next? Shall we ask Andrey to create an href="http://en.wikipedia.org/wiki/Omnitruncated_120-cell#Omnitruncated_600-cell">omnitruncated
600-cell puzzle for you?  :-)



Best,

-Melinda



On 10/30/2012 9:25 AM, schuma wrote:



Hi guys,

I forgot to mention the complication of "full version" vs "simplified version".

In older MPUlt, as Eduard said, there's the "full version" of 600-cell. This is announced by Audrey in this post in May 2011:

http://games.groups.yahoo.com/group/4D_Cubing/message/1745

It has 433 stickers in each cell. The total number of stickers is 259800. It's a huge puzzle. It took my computer a few seconds to react when I drag the view. I wasn't solving this one. But this is what a shallow-cut cell-turning 600-cell should look like. If you make the 600 cuts, then they really cut the puzzle into this many pieces.

In September 2011, Andrey announced a Simplified 600-cell, together with many simplified 4D puzzles.

http://games.groups.yahoo.com/group/4D_Cubing/message/1874

In this simplified puzzle, many tiny pieces are discarded. Only the 1C cell centers, 2C face centers, 5C edges and 20C corners are kept. I think of it as more topologically correct than geometrically correct. It has 9000 stickers, and around 2000 pieces that need to be solved. I was solving this one. By the way, both the simplified and full versions have 600 colors. In this sense they are all "full-color".

When Andrey added this puzzle, he dropped the full 600-cell. But there's a way to get the old monster back.

If you go to the directory of MPUlt and open MPUlt_puzzles.txt and search for 600-cell, you'll find its definition. The fourth line says:

"Simplified"

That's the switch to simplified mode. Copy the definition of 600-cell, and paste it next to it. Change the name to full-600-cell, and remove the line "Simplified". Then you have a full 600-cell. You may also change the numbers following "Cuts" to change the depth of cuts. For example, changing 0.968 to 0.995 make the cuts more shallow.

~~~~~~~~~~~~
About solving the 600-cell

I solved all the pieces type by type. First face, then edges, then corners. The strategy of moving pieces is different from what I did for 120-cell.

For 120-cell, for each type of pieces, I have a 3-cycle algorithm, and I choose three particular pieces as the buffer pieces. I always find the destination, bring the destination to a buffer (setup), apply the 3-cycle, and send the destination back (undo setup).

For 600-cell. I use all the pieces on the surface of the spherical 3D view as buffer. The 3D view of 600-cell looks like a ball. All the cell on the surface are geometrically very close to each other. So moving pieces between them is actually pretty fast. I have an algorithm to move a piece around the surface. And I also have algorithms to directly send a surface piece to any layer deep into the ball. So every time I first find the destination of a surface piece, then move it on surface to the point directly on top of the destination (like epicenter). Then send it towards the center to the correct layer. Then reorient it if necessary. I think this is an efficient strategy for 600-cell. The last step of each type of pieces is to solve the whole surface.

The three cycles of all the types can be constructed by [1,1] commutator. Just like 3x3x3x3, two face can be flipped simultaneously, and two edges also. Unlike 3x3x3x3, the corner pieces can be rotated by itself to any direction. It's kind of convenient, otherwise orienting these 20C pieces would be a nightmare.

So, all the difficulty is in piece finding, and piece moving.

Nan

--- In 4D_Cubing@yahoogroups.com, "Eduard Baumann" <baumann@...> wrote:



Congratulations from me too!

I didn't know that there is a newer version of MPUlt. I had only vers 1.06 with the complete 600cell.
The simplified 600cell is disponible in vers 1.08 (and the complete 600cell not anymore).

Regards
Ed


----- Original Message -----
From: schuma
To: 4D_Cubing@yahoogroups.com
Sent: Tuesday, October 30, 2012 4:02 AM
Subject: [MC4D] Re: I'm solving the 600-cell



Solved! I just solved it, the cell-turning 600-cell. It took me 102312 moves, and 37 hours in nine days. The log file can be found here:

http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_cell/600cell_solved.zip

and can be opened by MPUlt 1.08. After all it's not as painful as I expected ...

So, all the six regular polytopes in 4D have been solved!

Again this is only a simplified version instead of the full shallow cut 600-cell, speaking of which, I can't imagine how to deal with it.

Nan

--- In 4D_Cubing@yahoogroups.com, "schuma" <mananself@> wrote:
>
> Hi guys,
>
> Since last weekend I've been solving the 600-cell using MPUlt. Of course I'm solving the "simplified" version with about 2,000 pieces, but not the full version with over 200,000 pieces.
>
> Now I've spent 21+ hours, and have solved all the 1200 2C face pieces. Then I need to deal with 720 5C edges, and 120 corner pieces. In terms of number of pieces it sounds easier than the 120-cell. But visually this puzzle is, I would say, more complicated. Because in the 120-cell, you basically see 120 things, whereas here you see 600 things. Because of this difference, I'm taking a different approach of moving the pieces around. This method is working well so far.
>
> I posted a screenshot here:
>
> http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_cell/Image%20000.png
>
> I hope in a several days or weeks I can solve the whole puzzle.
>
> Andrey, thanks again for making MPUlt!
>
> Nan
>






------------------------------------

Yahoo! Groups Links

<*> To visit your group on the web, go to:
http://groups.yahoo.com/group/4D_Cubing/

<*> Your email settings:
Individual Email | Traditional

<*> To change settings online go to:
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(Yahoo! ID required)

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<*> Your use of Yahoo! Groups is subject to:
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--------------060702030107080501040207--




From: Roice Nelson <roice3@gmail.com>
Date: Tue, 30 Oct 2012 16:09:20 -0500
Subject: Re: [MC4D] Re: I'm solving the 600-cell



--047d7b10ce611ad79304cd4d337b
Content-Type: text/plain; charset=ISO-8859-1

The video game is "Tempest". I recognized your description quickly because
we have a restored full-size version of this at my work :D

http://en.wikipedia.org/wiki/Tempest_(video_game)

I'd like to add my congrats to the chorus. Awesome job Nan! And awesome
job Ed for hitting the 200 mark in MagicTile! You guys are incredible.

Cheers,
Roice


On Tue, Oct 30, 2012 at 3:38 PM, Melinda Green wrote:

>
>
> Hello Nan,
>
> Thanks for the description of the puzzle and your solution approach. I
> like your idea of solving the "nearest" (surface) parts first. The analogy
> to 3D is to reorient the puzzle when you do not need to. Your technique of
> sending pieces straight towards the middle (the far side) is new to me and
> seems like a very clever idea. It reminds me of a classic video game where
> you would move your ship (or whatever that thing was) around the perimeter
> of a polygonal opening of a sort of tube viewed edge on. Maybe some enemy
> ships would be climbing out of the tube and your goal was to drop bombs
> down the side of the tube to hit them. Unfortunately I can't remember the
> game's name but maybe someone else will.
>
> I agree that the "simplified" 600-cell sounds like the best definition of
> the proper puzzle. I agree that what you call the "topologically correct"
> form is best. Geometrically defined cuts give a fine way to begin to create
> a puzzle but I do not see a good reason to insist that that always results
> the best puzzle description.
>
> So what will you do next? Shall we ask Andrey to create an omnitruncated
> 600-cellpuzzle for you? :-)
>
> Best,
> -Melinda
>
>

--047d7b10ce611ad79304cd4d337b
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

The video game is "Tempest". =A0I recognized your description qui=
ckly because we have a restored full-size version of this at my work :D>

)" target=3D"_blank">http://en.wikipedia.org/wiki/Tempest_(video_game)<=
/div>


I'd like to add my congrats to the chorus. =A0Aweso=
me job Nan! =A0And awesome job Ed for hitting the 200 mark in MagicTile! =
=A0You guys are incredible.

Cheers,
Roic=
e




On Tue, Oct 30, 2012 at 3:38 PM, Melinda Gre=
en <=3D"_blank">melinda@superliminal.com> wrote:
lass=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1px #ccc solid;=
padding-left:1ex">








=20=20=20=20=20=20=20=20

=20=20
=20=20=20=20
=20=20













Hello Nan,



Thanks for the description of the puzzle and your solution approach.
I like your idea of solving the "nearest" (surface) parts fir=
st. The
analogy to 3D is to reorient the puzzle when you do not need to.
Your technique of sending pieces straight towards the middle (the
far side) is new to me and seems like a very clever idea. It reminds
me of a classic video game where you would move your ship (or
whatever that thing was) around the perimeter of a polygonal opening
of a sort of tube viewed edge on. Maybe some enemy ships would be
climbing out of the tube and your goal was to drop bombs down the
side of the tube to hit them. Unfortunately I can't remember the
game's name but maybe someone else will.



I agree that the "simplified" 600-cell sounds like the best
definition of the proper puzzle. I agree that what you call the
"topologically correct" form is best. Geometrically defined c=
uts
give a fine way to begin to create a puzzle but I do not see a good
reason to insist that that always results the best puzzle
description.



So what will you do next? Shall we ask Andrey to create an ttp://en.wikipedia.org/wiki/Omnitruncated_120-cell#Omnitruncated_600-cell" =
target=3D"_blank">omnitruncated
600-cell
puzzle for you?=A0 :-)



Best,

-Melinda



--047d7b10ce611ad79304cd4d337b--




From: Melinda Green <melinda@superliminal.com>
Date: Tue, 30 Oct 2012 14:20:00 -0700
Subject: Re: [MC4D] Re: I'm solving the 600-cell



--------------080807030700010004040107
Content-Type: text/plain; charset=ISO-8859-1; format=flowed
Content-Transfer-Encoding: 7bit

That's it! I never liked that game too much but I was looking for the
title in case Nan might like to use it to name his method. My favorite
game was Battle Zone, followed by Asteroids. I very nearly had my own
restored Battle Zone but the restoration didn't work out. The graphics
were all wireframe models where the electron gun would stroke out
beautiful lines directly as opposed to raster displays with discrete
pixels. The immersive sound was awesome too. Later on, SGI implemented a
shaded, color, raster networked demo version based on a team-based
version of "capture the flag". When I worked at Autodesk, everyone who
had access to an SGI machine would log-in at 5 PM for epic battles.

-Melinda

On 10/30/2012 2:09 PM, Roice Nelson wrote:
>
>
> The video game is "Tempest". I recognized your description quickly
> because we have a restored full-size version of this at my work :D
>
> http://en.wikipedia.org/wiki/Tempest_(video_game)
>
>
> I'd like to add my congrats to the chorus. Awesome job Nan! And
> awesome job Ed for hitting the 200 mark in MagicTile! You guys are
> incredible.
>
> Cheers,
> Roice
>
>
> On Tue, Oct 30, 2012 at 3:38 PM, Melinda Green
> > wrote:
>
>
>
> Hello Nan,
>
> Thanks for the description of the puzzle and your solution
> approach. I like your idea of solving the "nearest" (surface)
> parts first. The analogy to 3D is to reorient the puzzle when you
> do not need to. Your technique of sending pieces straight towards
> the middle (the far side) is new to me and seems like a very
> clever idea. It reminds me of a classic video game where you would
> move your ship (or whatever that thing was) around the perimeter
> of a polygonal opening of a sort of tube viewed edge on. Maybe
> some enemy ships would be climbing out of the tube and your goal
> was to drop bombs down the side of the tube to hit them.
> Unfortunately I can't remember the game's name but maybe someone
> else will.
>
> I agree that the "simplified" 600-cell sounds like the best
> definition of the proper puzzle. I agree that what you call the
> "topologically correct" form is best. Geometrically defined cuts
> give a fine way to begin to create a puzzle but I do not see a
> good reason to insist that that always results the best puzzle
> description.
>
> So what will you do next? Shall we ask Andrey to create an
> omnitruncated 600-cell
>
> puzzle for you? :-)
>
> Best,
> -Melinda
>
>
>
>


--------------080807030700010004040107
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: 7bit



http-equiv="Content-Type">


That's it! I never liked that game too much but I was looking for
the title in case Nan might like to use it to name his method. My
favorite game was Battle Zone, followed by Asteroids. I very nearly
had my own restored Battle Zone but the restoration didn't work out.
The graphics were all wireframe models where the electron gun would
stroke out beautiful lines directly as opposed to raster displays
with discrete pixels. The immersive sound was awesome too. Later on,
SGI implemented a shaded, color, raster networked demo version based
on a team-based version of "capture the flag". When I worked at
Autodesk, everyone who had access to an SGI machine would log-in at
5 PM for epic battles.



-Melinda



On 10/30/2012 2:09 PM, Roice Nelson
wrote:


cite="mid:CAEMuGXr34OhaXz8HKgLv+Dy8d+q9AL6QtPCC0TSXYYcTWPJZwg@mail.gmail.com"
type="cite">


The video game is "Tempest".  I recognized your description
quickly because we have a restored full-size version of this at my
work :D







I'd like to add my congrats to the chorus.  Awesome job Nan!
 And awesome job Ed for hitting the 200 mark in MagicTile!  You
guys are incredible.




Cheers,

Roice





On Tue, Oct 30, 2012 at 3:38 PM,
Melinda Green < href="mailto:melinda@superliminal.com" target="_blank">melinda@superliminal.com>
wrote:







Hello Nan,



Thanks for the description of the puzzle and your solution
approach. I like your idea of solving the "nearest"
(surface) parts first. The analogy to 3D is to reorient
the puzzle when you do not need to. Your technique of
sending pieces straight towards the middle (the far side)
is new to me and seems like a very clever idea. It reminds
me of a classic video game where you would move your ship
(or whatever that thing was) around the perimeter of a
polygonal opening of a sort of tube viewed edge on. Maybe
some enemy ships would be climbing out of the tube and
your goal was to drop bombs down the side of the tube to
hit them. Unfortunately I can't remember the game's name
but maybe someone else will.



I agree that the "simplified" 600-cell sounds like the
best definition of the proper puzzle. I agree that what
you call the "topologically correct" form is best.
Geometrically defined cuts give a fine way to begin to
create a puzzle but I do not see a good reason to insist
that that always results the best puzzle description.



So what will you do next? Shall we ask Andrey to create an
href="http://en.wikipedia.org/wiki/Omnitruncated_120-cell#Omnitruncated_600-cell"
target="_blank">omnitruncated 600-cell
puzzle for
you?  :-)



Best,

-Melinda

















--------------080807030700010004040107--




From: "damjan.zagorec" <damjan.zagorec@gmail.com>
Date: Wed, 31 Oct 2012 06:30:14 -0000
Subject: Re: I'm solving the 600-cell



Awesome job Nan!

Damjan

--- In 4D_Cubing@yahoogroups.com, "schuma" wrote:
>
> Solved! I just solved it, the cell-turning 600-cell. It took me 102312 mo=
ves, and 37 hours in nine days. The log file can be found here:
>=20
> http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_cell/600=
cell_solved.zip
>=20
> and can be opened by MPUlt 1.08. After all it's not as painful as I expec=
ted ...
>=20
> So, all the six regular polytopes in 4D have been solved!
>=20
> Again this is only a simplified version instead of the full shallow cut 6=
00-cell, speaking of which, I can't imagine how to deal with it.
>=20
> Nan
>=20
> --- In 4D_Cubing@yahoogroups.com, "schuma" wrote:
> >
> > Hi guys,
> >=20
> > Since last weekend I've been solving the 600-cell using MPUlt. Of cours=
e I'm solving the "simplified" version with about 2,000 pieces, but not the=
full version with over 200,000 pieces.
> >=20
> > Now I've spent 21+ hours, and have solved all the 1200 2C face pieces. =
Then I need to deal with 720 5C edges, and 120 corner pieces. In terms of n=
umber of pieces it sounds easier than the 120-cell. But visually this puzzl=
e is, I would say, more complicated. Because in the 120-cell, you basically=
see 120 things, whereas here you see 600 things. Because of this differenc=
e, I'm taking a different approach of moving the pieces around. This method=
is working well so far.
> >=20
> > I posted a screenshot here:
> >=20
> > http://games.groups.yahoo.com/group/4D_Cubing/files/Nan%20Ma/600_cell/I=
mage%20000.png
> >=20
> > I hope in a several days or weeks I can solve the whole puzzle.=20
> >=20
> > Andrey, thanks again for making MPUlt!
> >=20
> > Nan
> >
>