Thread: "New MagicTile projection"

From: Roice Nelson <roice3@gmail.com>
Date: Sat, 6 May 2017 14:46:07 -0500
Subject: New MagicTile projection



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I finished coding up the new projection of spherical puzzles I was
describing the other day, and updated the download. It projects each
hemisphere onto a disk, and the two disks touch at a point in the center of
the screen. You can zoom and rotate the disks. Here are a couple pictures:

https://goo.gl/photos/uDE4M1Z9jSwr7Q2T8
https://goo.gl/photos/9CsSLZFtNAvEQNiY8

Grab the latest at roice3.org/magictile.

Cheers,
Roice

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I finished coding up the new projection of spherical puzzl=
es I was describing the other day, and updated the download.=C2=A0 It proje=
cts each hemisphere onto a disk, and the two disks touch at a point in the =
center of the screen.=C2=A0 You can zoom and rotate the disks.=C2=A0 Here a=
re a couple pictures:

DE4M1Z9jSwr7Q2T8">https://goo.gl/photos/uDE4M1Z9jSwr7Q2T8
>https://goo.gl/photos/=
9CsSLZFtNAvEQNiY8


Grab the latest at ef=3D"http://roice3.org/magictile">roice3.org/magictile.

=
Cheers,
Roice


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From: "ed.baumann@bluewin.ch" <ed.baumann@bluewin.ch>
Date: Sun, 7 May 2017 01:40:44 +0200 (CEST)
Subject: Re: [MC4D] New MagicTile projection



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Great!
Thanks
Ed
----Message d'origine----
De : 4D_Cubing@yahoogroups.com
Date : 06/05/2017 - 20:46 (GMTDT)
=C3=80 : 4D_Cubing@yahoogroups.com
Objet : [MC4D] New MagicTile projection
=20
=20
=20=20
=20=20=20=20
=20=20=20=20=20=20
=20=20=20=20=20=20
=20=20=20=20=20=20
I finished coding up the new projection of spherical puzzles I was describi=
ng the other day, and updated the download. It projects each hemisphere on=
to a disk, and the two disks touch at a point in the center of the screen. =
You can zoom and rotate the disks. Here are a couple pictures:
https://goo.gl/photos/uDE4M1Z9jSwr7Q2T8
https://goo.gl/photos/9CsSLZFtNAvEQNiY8
Grab the latest at roice3.org/magictile.
Cheers,
Roice
=20=20=20=20
=20=20=20=20=20
=20=20=20=20
=20=20=20=20

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

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Great!
Thanks
Ed

=
----Message d'or=
igine----
De : 4D_Cubing@yahoogroups.com
Date : 06/05/2017 - 20:46 (G=
MTDT)
=C3=80 : 4D_Cubing@yahoogroups.com
Objet : [MC4D] New MagicTile=
projection














=20

 




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

I finished coding up the new projection of sp=
herical puzzles I was describing the other day, and updated the download.&n=
bsp; It projects each hemisphere onto a disk, and the two disks touch at a =
point in the center of the screen.  You can zoom and rotate the disks.=
  Here are a couple pictures:

o.gl/photos/uDE4M1Z9jSwr7Q2T8">https://goo.gl/photos/uDE4M1Z9jSwr7Q2T8<=
br>
https://g=
oo.gl/photos/9CsSLZFtNAvEQNiY8


Grab the la=
test at roice3.org/magictile.div>

Cheers,
Roice




=20=20=20=20=20

=20=20=20=20










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From: mananself@gmail.com
Date: 12 May 2017 21:24:32 +0000
Subject: Re: New MagicTile projection




From: mananself@gmail.com
Date: Sun, 14 May 2017 15:16:45 +0200
Subject: Re: New MagicTile projection



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Yes, that is correct and in fact, you should divide not only with 24 for
the orientation but also with 16 for the placement if you want to calculate
unique states (since the 2x2x2x2 doesn't have fixed centerpieces). The
point, however, was that if you don=E2=80=99t take that into account you ge=
t a
factor of 24*16=3D384 (meaning that the puzzle has 384 representations of
every unique state) instead of the factor of 192 which you get when
calculating the states from the virtual puzzle and hence every state of the
virtual puzzle has two representations in the physical puzzle. Yes exactly,
they are indeed the same solved (or other) state and you are correct that
the half rotation (taking off a 2x2 layer and placing it at the other end
of the puzzle) takes you from one representation to the same state with the
other representation. This means that the restacking move (taking off the
front 2x4 layer and placing it behind the other 2x4 layer) can be expressed
with half-rotations and ordinary twists and rotations (which you might have
pointed out already). I think I've found six moves including ordinary
twists and a restacking move that is identical to a half-rotation and thus
it's easy to compose a restacking move with one half-rotation and five
ordinary twists. There might be an error since I've only played with the
puzzle in my mind so it would be great if you, Melinda, could confirm this
(the sequence is described later in this email).

To be able to communicate move sequences properly we need notation for
representing twists, rotations, half-rotations, restacking moves and folds.
Feel free to come with other suggestion but you can find mine below. Please
read the following thoroughly (maybe twice) to make sure that you
understand everything since misinterpreted notation could potentially
become a nightmare and feel free to ask questions if there is something
that needs clarification.

*Coordinate system and labelling:*

Let's introduce a global coordinate system. In whatever state the puzzle is
let the positive x-axis point upwards, the positive y-axis towards you and
the positive z-axis to the right (note that this is a right-hand system).
Now let's name the 8 faces of the puzzle. The right face is denoted with R,
the left with L, the top U (up), the bottom D (down), the front F, the back
B, the center K (kata) and the last one A (ana). The R and L faces are
either the outer corners of the right and left halves respectively or the
inner corners of these halves (forming octahedra) depending on the
representation of the puzzle. The U, D, F and B faces are either two
diamond shapes (looking something like this: <><>) on the corresponding
side of the puzzle or one whole and two half diamond shapes (><><). The K
face is either an octahedron in the center of the puzzle or the outer
corners of the center 2x2x2 block. Lastly, the A face is either two diamond
shapes, one on the right and one on the left side of the puzzle, or another
shape that=E2=80=99s a little bit hard to describe with just a few words (t=
he white
stickers at 5:10 in the latest video, after the half-rotation but before
the restacking move).

We also need a name for normal 3D-rotations, restacking moves and folds
(note that a half-rotation is a kind of restacking move). Let O be the name
for a rOtation (note that the origin O doesn't move during a rotation, by
the way, these are 3D rotations of the physical puzzle), let S represent a
reStacking move and V a folding/clamshell move (you can remember this by
thinking of V as a folded line).

Further, let I (capital i) be the identity, preserving the state and
rotation of the puzzle. We cannot use I to indicate what moves should be
performed but it's still useful as we will see later. Since we also want to
be able to express if a sequence of moves is a rotation, preserving the
state of the puzzle but possibly representing it in a different way, we can
introduce mod(rot) (modulo rotation). So, if a move sequence P satisfies P
mod(rot) =3D I, that means that the state of the puzzle is the same before
and after P is performed although the rotation and representation of the
puzzle are allowed to change. I do also want to introduce mod(3rot) (modulo
3D-rotation) and P mod(3rot) =3D I means that if the right 3D-rotation (a
combination of O moves as we will see later) is applied to the puzzle after
P you get the identity I. Moreover, let the standard rotation of the puzzle
be any rotation such that the longer side is parallel with the z-axis, that
is the puzzle forms a 2x2x4 (2 pieces thick in the x-direction, 2 in the
y-direction and 4 in the z-direction), and the K face is an octahedron.



*Rotations and twists: *Now we can move on to name actual moves. The
notation of a move is a combination of a capital letter and a lowercase
letter. O followed by x, y or z is a rotation of the whole puzzle around
the corresponding axis in the mathematical positive direction
(counterclockwise/the way your right-hand fingers curl if you point in the
direction of the axis with your thumb). For example, Ox is a rotation
around the x-axis that turns a 2x2x4 into a 2x4x2. A name of a face (U, D,
F, B, R, L, K or A) followed by x, y or z means: detach the 8 pieces that
have a sticker belonging to the face and then turn those pieces around the
global axis. For example, if the longer side of the puzzle is parallel to
the z-axis (the standard rotation), Rx means: take the right 2x2x2 block
and turn it around the global x-axis in the mathematical positive
direction. Note that what moves are physically possible and allowed is
determined by the rotation of the puzzle (I will come back to this later).
Further note that Ox mod(rot) =3D Oy mod(rot) =3D Oz mod(rot) =3D I, meanin=
g that
the 3D-rotations of the physical puzzle corresponds to a 4D-rotation of the
represented 2x2x2x2.

*Inverses and performing a move more than once*

To mark that a move should be performed n times let's put ^n after it. For
convenience when writing and speaking let ' (prime) represent ^-1 (the
inverse) and n represent ^n. The inverse P' of some permutation P is the
permutation that satisfies P P' =3D P' P =3D I (the identity). For example
(Rx)' means: do Rx backwards, which corresponds to rotating the right 2x2x2
block in the mathematical negative direction (clockwise) around the x-axis
and (Rx)2 means: perform Rx twice. However, we can also define powers of
just the lowercase letters, for example, Rx2 =3D Rx^2 =3D Rxx =3D Rx Rx. So
x2=3Dx^2 means: do whatever the capital letter specifies two times with
respect to the x-axis. We can see that the capital letter naturally is
distributed over the two lowercase letters. Rx' =3D Rx^-1 means: do whateve=
r
the capital letter specifies but in the other direction than you would have
if the prime wouldn't have been there (note that thus, x'=3Dx^-1 can be see=
n
as the negative x-axis). Note that (Rx)^2 =3D Rx^2 and (Rx)' =3D Rx' which =
is
true for all twists and rotations but that doesn't have to be the case for
other types of moves (restacks and folds).

*Restacking moves*

A restacking move is an S followed by either x, y or z. Here the lowercase
letter specifies in what direction to restack. For example, Sy (from the
standard rotation) means: take the front 8 pieces and put them at the back,
whereas Sx means: take the top 8 pieces and put them at the bottom. Note
that Sx is equivalent to taking the bottom 8 pieces and putting them at the
top. However, if we want to be able to make half-rotations we sometimes
need to restack through a plane that doesn't go through the origin. In the
standard rotation, let Sz be the normal restack (taking the 8 right pieces,
the right 2x2x2 block, and putting them on the left), Sz+ be the restack
where you split the puzzle in the plane further in the positive z-direction
(taking the right 2x2x1 cap of 4 pieces and putting it at the left end of
the puzzle) and Sz- the restack where you split the puzzle in the plane
further in the negative z-direction (taking the left 2x2x1 cap of 4 pieces
and putting it at the right end of the puzzle). If the longer side of the
puzzle is parallel to the x-axis instead, Sx+ would take the top 1x2x2 cap
and put it on the bottom. Note that in the standard rotation Sz mod(rot) =
=3D
I. For restacks we see that (Sx)' =3D Sx' =3D Sx (true for y and z too of
course), that (Sz+)' =3D Sz- and that (Sz+)2 =3D (Sz-)2 =3D Sz. We can defi=
ne
Sz'+ to have meaning by thinking of z=E2=80=99 as the negative z-axis and w=
ith that
in mind it=E2=80=99s natural to define Sz=E2=80=99+=3DSz-. Thus, (Sz)=E2=80=
=99 =3D Sz=E2=80=99 and (Sz+)=E2=80=99 =3D
Sz=E2=80=99+.

*Fold moves*

A fold might be a little bit harder to describe in an intuitive way. First,
let's think about what folds are interesting moves. The folds that cannot
be expressed as rotations and restacks are unfolding the puzzle to a 4x4
and then folding it back along another axis. If we start with the standard
rotation and unfold the puzzle into a 1x4x4 (making it look like a 4x4 from
above) the only folds that will achieve something you can't do with a
restack mod(rot) is folding it to a 2x4x2 so that the longer side is
parallel with the y-axis after the fold. Thus, there are 8 interesting fold
moves for any given rotation of the puzzle since there are 4 ways to unfold
it to a 4x4 and then 2 ways of folding it back that make the move different
from a restack move mod(rot). Let's call these 8 folds interesting fold
moves. Note that an interesting fold move always changes which axis the
longer side of the puzzle is parallel with. Further note that both during
unfold and fold all pieces are moved; it would be possible to have 8 of the
pieces fixed during an unfold and folding the other half 180 degrees but I
think that it=E2=80=99s more intuitive that these moves fold both halves 90=
degrees
and performing them with 180-degree folds might therefore lead to errors
since the puzzle might get rotated differently. To illustrate a correct
unfold without a puzzle: Put your palms together such that your thumbs
point upward and your fingers forward. Now turn your right hand 90 degrees
clockwise and your left hand 90 degrees counterclockwise such that the
normal to your palms point up, your fingers point forward, your right thumb
to the right and your left thumb to the left. That was what will later be
called a Vx unfold and the folds are simply reversed unfolds. (I might have
used the word =E2=80=9Cfold=E2=80=9D in two different ways but will try to =
use the term
=E2=80=9Cfold move=E2=80=9D when referring to the move composed by an unfol=
d and a fold
rather than simply calling these moves =E2=80=9Cfolds=E2=80=9D.)

To specify the unfold let's use V followed by one of x, y, z, x', y' and
z'. The lowercase letter describes in which direction to unfold. Vx means
unfold in the direction of the positive x-axis and Vx' in the direction of
the negative x-axis, if that makes any sense. I will try to explain more
precisely what I mean with the example Vx from the standard rotation (it
might also help to read the last sentences in the previous paragraph
again). So, the puzzle is in the standard rotation and thus have the form
2x2x4 (x-, y- and z-thickness respectively). The first part (the unfolding)
of the move specified with Vx is to unfold the puzzle in the x-direction,
making it a 1x4x4 (note that the thickness in the x-direction is 1 after
the Vx unfold, which is no coincidence). There are two ways to do that;
either the sides of the pieces that are initially touching another piece
(inside of the puzzle in the x,z-plane and your palms in the hand example)
are facing up or down after the unfold. Let Vx be the unfold where these
sides point in the direction of the positive x-axis (up) and Vx' the other
one where these sides point in the direction of the negative x-axis (down)
after the unfold. Note that if the longer side of the puzzle is parallel to
the z-axis only Vx, Vx', Vy and Vy' are possible. Now we need to specify
how to fold the puzzle back to complete the folding move. Given an unfold,
say Vx, there are only two ways to fold that are interesting (not turning
the fold move into a restack mod(rot)) and you have to fold it
perpendicular to the unfold to create an interesting fold move. So, if you
start with the standard rotation and do Vx you have a 1x4x4 that you have
to fold into a 2x4x2. To distinguish the two possibilities, use + or -
after the Vx. Let Vx+ be the unfold Vx followed by the interesting fold
that makes the sides that are initially touching another piece (before the
unfold) touch another piece after the fold move is completed and let Vx- be
the other interesting fold move that starts with the unfold Vx. (Thus,
continuing with the hand example, if you want to do a Vx+ first do the Vx
unfold described in the end of the previous paragraph and then fold your
hands such that your fingers point up, the normal to your palms point
forward, the right palm is touching the right-hand fingers, the left palm
is touching the left-hand fingers, the right thumb is pointing to the right
and the left thumb is pointing to the left). Note that the two halves of
the puzzle always should be folded 90 degrees each and you should never
make a fold or unfold where you fold just one half 180-degrees (if you want
to use my notation, that is). Further note that Vx+ Sx mod(3rot) =3D Vx- an=
d
that Vx+ Vx+ =3D I which is equivalent to (Vx+)=E2=80=99 =3D Vx+ and this i=
s true for
all fold moves (note that after a Vx+ another Vx+ is always possible).

*The 2x2x2x2 in the MC4D software*

The notation above can also be applied to the 2x2x2x2 in the MC4D program.
There, you are not allowed to do S or V moves but instead, you are allowed
to do the [crtl]+[left-click] moves. This can easily be represented with
notation similar to the above. Let=E2=80=99s use C (as in Centering) and on=
e of x,
y and z. For example, Cx would be to rotate the face in the positive
x-direction aka the U face to the center. Thus, Cz' is simply
[ctrl]+[left-click] on the L face and similarly for the other C moves. The
O, U, D, F, B, R, L, K and A moves are performed in the same way as above
so, for example Rx would be a [left-click] on the top-side of the right
face. In this representation of the puzzle almost all moves are allowed;
all U, D, F, B, R, L, K, O and C moves are possible regardless of rotation
and only A moves (and of course the rightfully forbidden S and V moves) are
impossible regardless of rotation. Note that R and L moves in the software
correspond to the same moves of the physical puzzle but this is not
generally true (I will come back to this later).

*Possible moves (so far) in the standard rotation*

In the standard rotation, the possible/allowed moves with the definitions
above are:

O moves, all of these are always possible in any state and rotation of the
puzzle since they are simply 3D-rotations.

R, L moves, all of these as well since the puzzle has a right and left
2x2x2 block in the standard rotation.

U. D moves, just Ux2 and Dx2 since the top and bottom are 1x2x4 blocks with
less symmetry than a 2x2x2 block.

F, B moves, just Fy2 and By2 since the front and back are 2x1x4 blocks with
less symmetry than a 2x2x2 block.

K moves, all possible since this is a rotation of the center 2x2x2 block.

A moves, only Az moves since this is two 2x2x1 blocks that have to be
rotated together.

S moves, not Sx+, Sx-, Sy+ or Sy- since those are not defined in the
standard rotation.

V moves, not Vz+ or Vz- since the definition doesn't give these meaning
when the long side of the puzzle is parallel with the z-axis.

Note that for example Fz2 is not allowed since this won't take you to a
state of the puzzle. To allow more moves we need to extend the definitions
(after the extension in the next paragraph all rotations and twists (O, R,
L, U, D, F, B, K, A) are possible in any rotation and only which S and V
moves are possible depend on the state and rotation of the puzzle).


*Extension of some definitions*

It's possible to make an extension that allows all O, R, L, U, D, F, B, K
and A moves in any state. I will explain how this can be done in the
standard rotation but it applies analogously to any other rotation where
the K face is an octahedron. First let's focus on U, D, F and B and because
of the symmetry of the puzzle all of these are analogous so I will only
explain one. The extension that makes all U moves possible (note that the U
face is in the positive x-direction) is as follows: when making an U move
first detach the 8 top pieces which gives you a 1x2x4 block, fold this
block into a 2x2x2 block in the positive x-direction (similar to the later
part of a Vx+ move from the standard rotation) such that the U face form an
octahedron, rotate this 2x2x2 block around the specified axis (for example
around the z-axis if you are doing an Uz move), reverse the fold you just
did creating a 1x2x4 block again and reattach the block. The A moves can be
done very similarly but after you have detached the two 2x2x1 blocks you
don't fold them but instead you stack them similar to a Sz move, creating a
2x2x2 block with the A face as an octahedron in the middle and then reverse
the process after you have rotated the block as specified (for example
around the negative y-axis if you are doing an Ay' move). Note that these
extended moves are closely related to the normal moves and for example Ux =
=3D
Ry Ly=E2=80=99 Kx Ly Ry=E2=80=99 in the standard rotation and note that (Ry=
Ly=E2=80=99) mod(rot) =3D
(Ly Ry=E2=80=99) mod(rot) =3D I (this applies to the other extended moves a=
s well).

If the cube is in the half-rotated state, where both the R and L faces are
octahedra, you can extend the definitions very similarly. The only thing
you have to change is how you fold the 2x4 blocks when performing a U, D, F
or B move. Instead of folding the two 2x2 halves of the 2x4 into a 2x2 you
have to fold the end 1x2 block 180 degrees such that the face forms an
octahedron.

These moves might be a little bit harder to perform, to me especially the A
moves seems a bit awkward, so I don't know if it's good to use them or not.
However, the A moves are not necessary if you allow Sz in the standard
rotation (which you really should since Sz mod(rot) =3D I in the standard
rotation) and thus it might not be too bad to use this extended version.
The notation supports both variants so if you don=E2=80=99t want to use the=
se
extended moves that shouldn=E2=80=99t be a problem. Note that, however, for=
example
Ux (physical puzzle) !=3D Ux (virtual puzzle) where !=3D means =E2=80=9Cnot=
equal to=E2=80=9D
(more about legal/illegal moves later).

*Generalisation of the notation*

Let=E2=80=99s generalise the notation to make it easier to use and to make =
it work
for any n^4 cube in the MC4D software. Previously, we saw that (Rx)2 =3D Rx
Rx and if we allow ourselves to rewrite this as (Rx)2 =3D Rx2 =3D Rxx =3D R=
x Rx
we see that the capital letter naturally can be distributed over the
lowercase letters. We can make this more general and say that any capital
letter followed by several lowercase letters means the same thing as the
capital letter distributed over the lowercase letters. Like Rxyz =3D Rx Ry =
Rz
and here R can be exchanged with any capital letter and xyz can be
exchanged with any sequence of lowercase letters. We can also allow several
capital letters and one lowercase letter, for example RLx and let=E2=80=99s=
define
this as RLx =3D Rx Lx so that the lowercase letter can be distributed over
the capital letters. We can also define a capital letter followed by =E2=80=
=98
(prime) like R=E2=80=99x =3D Rx=E2=80=99 and R=E2=80=99xy =3D Rx=E2=80=99y=
=E2=80=99 so the =E2=80=98 (prime) is distributed
over the lowercase letters. Note that we don=E2=80=99t define a capital to =
any
other power than -1 like this since for example R2x =3D RRx might seem like=
a
good idea at first but it isn=E2=80=99t very useful since R2 and RR are the=
same
lengths (and powers greater than two are seldom used) and we will see that
we can define R2 in another way that generalises the notation to all n^4
cubes.

Okay, let=E2=80=99s define R2 and similar moves now and have in mind what m=
oves we
want to be possible for a n^4 cube. The moves that we cannot achieve with
the notation this far is twisting deeper slices. To match the notation with
the controls of the MC4D software let R2x be the move similar to Rx but
twisting the 2nd layer instead of the top one and similarly for other
capital letters, numbers (up to n) and lowercase letters. Thus, R2x is
performed as Rx but holding down the number 2 key. Just as in the program,
when no number is specified 1 is assumed and you can combine several
numbers like R12x to twist both the first and second layer. This notation
does not apply to rotations (O) folding moves (V) and restacking moves (S)
(I suppose you could redefine the S move using this deeper-slice-notation
and use S1z as Sz+, S2z as Sz and S3z as Sz- but since these moves are only
allowed for the physical 2x2x2x2 I think that the notation with + and =E2=
=80=93 is
better since S followed by a lowercase letter without +/- always means
splitting the cube in a coordinate plane that way, not sure though so input
would be great). The direction of the twist R3x should be the same as Rx
meaning that if Rx takes stickers belonging to K and move them to F, so
should R3x, in accordance with the controls of the MC4D software. Note that
for a 3x3x3x3 it=E2=80=99s true that R3z =3D Lz whereas R3x =3D Lx=E2=80=99=
(note that R and L
are the faces in the z-directions so because of the symmetry of the cube it
will also be true that for example U3x =3D Bx whereas U3y=3DBy=E2=80=99).

What about the case with several capital letters and several lowercase
letters, for instance, RLxy? I see two natural definitions of this. Either,
we could have RLxy =3D Rxy Lxy or we could define it as RLxy =3D RLx RLy. T=
hese
are generally not the same (if you exchange R and L with any allowed
capital letter and similarly for x and y). I don=E2=80=99t know what is bes=
t, what
do you think? The situations I find this most useful in are RL=E2=80=99xy t=
o do a
rotation and RLxy as a twist. However, since R and L are opposite faces
their operations commute which imply RL=E2=80=99xy (1st definition) =3D Rx=
y L=E2=80=99xy =3D
Rx Ry Lx=E2=80=99 Ly=E2=80=99 =3D Rx Lx=E2=80=99 Ry Ly=E2=80=99 =3D RL=E2=
=80=99x RL=E2=80=99y =3D RL=E2=80=99xy (2nd definition) and
similarly for the other case with RLxy. Hopefully, we can find another
useful sequence of moves where this notation can be used with only one of
the definitions and can thereby decide which definition to use. Personally,
I feel like RLxy =3D RLx RLy is the more intuitive definition but I don=E2=
=80=99t
have any good argument for this so I=E2=80=99ll leave the question open.

For convenience, it might be good to be able to separate moves like Rxy and
RLx from the basic moves Rx, Oy etc when speaking and writing. Let=E2=80=99=
s call
the basic moves that only contain one capital letter and one lowercase
letter (possibly a + or =E2=80=93, a =E2=80=98 (prime) and/or a number) *si=
mple moves*
(like Rx, L'y, Ux2 and D3y=E2=80=99) and the moves that contain more than o=
ne
capital letter or more than one lowercase letter *composed moves*.

*More about inverses*

This list can obviously be made longer but here are some identities that
are good to know and understand. Note that R, L, U, x, y and z below just
are examples, the following is true in general for non-folds (however, S
moves are fine).

(P1 P2 =E2=80=A6 Pn)=E2=80=99 =3D Pn=E2=80=99 ... P2=E2=80=99 P1=E2=80=99 (=
Pi is an arbitrary permutation for
i=3D1,2,=E2=80=A6n)
(Rxy)=E2=80=99 =3D Ry=E2=80=99x=E2=80=99 =3D R=E2=80=99yx
(RLx)=E2=80=99 =3D LRx=E2=80=99 =3D L=E2=80=99R=E2=80=99x
(Sx+z)=E2=80=99 =3D Sz=E2=80=99 Sx=E2=80=99+ (just as an example with res=
tacking moves, note that
the inverse doesn=E2=80=99t change the + or -)
RLUx=E2=80=99y=E2=80=99z=E2=80=99=3DR=E2=80=99L=E2=80=99U=E2=80=99xyz (tr=
ue for both definitions)
(RLxy)=E2=80=99 =3D LRy=E2=80=99x=E2=80=99 =3D L=E2=80=99R=E2=80=99yx (tr=
ue for both definitions)

For V moves we have that: (Vx+)=E2=80=99 =3D Vx+ !=3D Vx=E2=80=99+ (!=
=3D means =E2=80=9Cnot equal to=E2=80=9D)



*Some important notes on legal/illegal moves *Although there are a lot of
moves possible with this notation we might not want to use them all. If we
really want a 2x2x2x2 and not something else I think that we should try to
stick to moves that are legal 2x2x2x2 moves as far as possible (note that I
said legal moves and not permutations (a legal permutation can be made up
of one or more legal moves)). Clarification: cycling three of the
edge-pieces of a Rubik=E2=80=99s cube is a legal permutation but not a lega=
l move,
a legal move is a rotation of the cube or a twist of one of the layers. In
this section I will only address simple moves and simply refer to them as
moves (legal composed moves are moves composed by legal simple moves).

I do believe that all moves allowed by my notation are legal permutations
based on their periodicity (they have a period of 2 or 4 and are all even
permutations of the pieces). So, which of them correspond to legal 2x2x2x2
moves? The O moves are obviously legal moves since they are equal to the
identity mod(rot). The same goes for restacking (S) (with or without +/-)
in the direction of the longest side of the puzzle (Sz, Sz+ and Sz- in the
standard rotation) since these are rotations and half-rotations that don=E2=
=80=99t
change the state of the puzzle. Restacking in the other directions and fold
moves (V) are however not legal moves since they are made of 8 2-cycles and
change the state of the puzzle (note that they, however, are legal
permutations). The rest of the moves (R, L, F, B, U, D, K and A) can be
divided into two sets: (1) the moves where you rotate a 2x2x2 block with an
octahedron inside and (2) the moves where you rotate a 2x2x2 block without
an octahedron inside. A move belonging to (2) is always legal. We can see
this by observing what a Rx does with the pieces in the standard rotation
with just K forming an octahedron. The stickers move in 6 4-cycles and if
the puzzle is solved the U and D faces still *looks* solved after the move.
A move belonging to set (1) is legal either if it=E2=80=99s an 180-degree t=
wist or
if it=E2=80=99s a rotation around the axis parallel with the longest side o=
f the
puzzle (the z-axis in the standard rotation). Quite interestingly these are
exactly the moves that don=E2=80=99t mix up the R and L stickers with the r=
est in
the standard rotation. I think I know a way to prove that no legal 2x2x2x2
move can mix up these stickers with the rest and this has to do with the
fact that these stickers form an inverted octahedron (with the corners
pointing outward) instead of a normal octahedron (let=E2=80=99s call this
hypothesis * for now). Note that all legal twists (R, L, F, B, U, D, K and
A) of the physical puzzle correspond to the same twist in the MC4D software=
.

So, what moves should we add to the set of legal moves be able to get to
every state of the 2x2x2x2? I think that we should add the restacking moves
and folding moves since Melinda has already found a pretty short sequence
of those moves to make a rotation that changes which colours are on the R
and L faces. That sequence, starting from the standard rotation, is: Oy
Sx+z Vy+ Ozy=E2=80=99 Vy+ Ozy=E2=80=99 Vy+ =3D Oy Sx+z (Vy+ Ozy=E2=80=99)3=
mod(3rot) =3D I mod(rot)
(hopefully I got that right). What I have found (which I mentioned
previously) is that (from the standard rotation): RLx Ly2 Sy By2 Ly2 RLx=E2=
=80=99 =3D
Sz- and since this is equivalent with Sy =3D Ly2 RLx=E2=80=99 Sz- RLx Ly2 B=
y2 the
restacking moves that are not legal moves are not very complicated
permutations and therefore I think that we can accept them since they help
us mix up the R and L stickers with other faces. In a sense, the folding
moves are =E2=80=9Cmore illegal=E2=80=9D since they cannot be composed by t=
he legal moves
(according to hypothesis *). This is also true for the illegal moves
belonging to set (1) discussed above. However, since the folding moves is
probably easier to perform and is enough to reach every state of the
2x2x2x2 I think that we should use them and not the illegal moves belonging
to (1). Note, once again, that all moves described by the notation are
legal permutations (even the ones that I just a few words ago referred to
as illegal moves) so if you wish you can use all of them and still only
reach legal 2x2x2x2 states. However (in a strict sense) one could argue
that you are not solving the 2x2x2x2 if you use illegal moves. If you only
use illegal moves to compose rotations (that is, create a permutation
including illegal moves that are equal to I mod(rot)) and not actually
using the illegal moves as twists I would classify that as solving a
2x2x2x2. What do you think about this?



*What moves to use? *Here=E2=80=99s a short list of the simple moves that I=
think
should be used for the physical 2x2x2x2. Note that this is just my thoughts
and you may use the notation to describe any move that it can describe if
you wish to. The following list assumes that the puzzle is in the standard
rotation but is analogous for other representations where the K face is an
octahedron.

O, all since they are I mod(rot),
R, L, all since they are legal (note Rx (physical puzzle) =3D Rx (virtual
2x2x2x2)),
U, D, only x2 since these are the only legal easy-to-perform moves,
F, B, only y2 since these are the only legal easy-to-perform moves,
K, A, only z, z=E2=80=99 and z2 since these are the only legal easy-to-perf=
orm
moves,
S, at least z, z+ and z- since these are equal to I mod(rot),
S, possibly x and y since these help us perform rotations and is easy to
compose (not necessary to reach all states and not legal though),
V, all 8 allowed by the rotation of the puzzle (at least one is necessary
to reach all states and if you allow one the others are easy to achieve
anyway).

If you start with the standard rotation and then perform Sz+ the following
applies instead (this applies analogously to any other rotation where the R
and L faces are octahedra).

O, all since they are I mod(rot),
R, L, only z, z=E2=80=99 and z2 since these are the only legal easy-to-perf=
orm
moves,
U, D, only x2 since these are the only legal easy-to-perform moves,
F, B, only y2 since these are the only legal easy-to-perform moves,
K, A, at least z, z=E2=80=99 and z2, possibly all (since they are legal) al=
though
some might be hard to perform.
S, V, same as above.

Note that (from the standard rotation): Ux2 Sz+ Ux2 Sz- !=3D I mod(rot) (!=
=3D
for not equal) which implies that the Ux2 move when R and L are octahedra
is different from the Ux2 move when K is an octahedron. (Actually, the
sequence above is equal to Uy2).

Regarding virtual n^4 cubes I think that all O, C, R, L, U, D, F, B, K and
A moves should be used since they are all legal and really the only thing
you need (left-clicking on an edge or corner piece in the computer program
can be described quite easily with the notation, for example, Kzy2 is
left-clicking on the top-front edge piece on the K face).

I hope this was possible to follow and understand. Feel free to ask
questions about the notation if you find anything ambiguous.

Best regards,
Joel Karlsson

Den 4 maj 2017 12:01 fm skrev "Melinda Green melinda@superliminal.com
[4D_Cubing]" <4D_Cubing@yahoogroups.com>:



Thanks for the correction. A couple of things: First, when assembling one
piece at a time, I'd say there is only 1 way to place the first piece, not
24. Otherwise you'd have to say that the 1x1x1 puzzle has 24 states. I
understand that this may be conventional, but to me, that just sounds silly=
.

Second, I have the feeling that the difference between the "two
representations" you describe is simply one of those half-rotations I
showed in the video. In the normal solved state there is only one complete
octahedron in the very center, and in the half-rotated state there is one
in the middle of each half of the "inverted" form. I consider them to be
the same solved state.

-Melinda


On 5/3/2017 2:39 PM, Joel Karlsson joelkarlsson97@gmail.com [4D_Cubing]
wrote:

Horrible typo... It seems like I made some typos in my email regarding the
state count. It should of course be 16!12^16/(6*192) and NOT
12!16^12/(6*192). However, I did calculate the correct number when
comparing with previous results so the actual derivation was correct.

Something of interest is that the physical pieces can be assembled in
16!24*12^15 ways since there are 16 pieces, the first one can be oriented
in 24 ways and the remaining can be oriented in 12 ways (since a corner
with 3 colours never touch a corner with just one colour). Dividing with 6
to get a single orbit still gives a factor 2*192 higher than the actual
count rather than 192. This shows that every state in the MC4D
representation has 2 representations in the physical puzzle. These two
representations must be the previously discussed, that the two halves
either have the same color on the outermost corners or the innermost
(forming an octahedron) when the puzzle is solved and thus both are
complete representations of the 2x2x2x2.

Best regards,
Joel Karlsson

Den 30 apr. 2017 10:51 em skrev "Joel Karlsson" :

I am no expert on group theory, so to better understand what twists are
legal I read through the part of Kamack and Keane's *The Rubik Tesseract *a=
bout
orienting the corners. Since all even permutations are allowed the easiest
way to check if a twist is legal might be to:
1. Check that the twist is an even permutation, that is: the same twist can
be done by performing an even number of piece swaps (2-cycles).
2. Check the periodicity of the twist. If A^k=3DI (A^k meaning performing t=
he
twist k times and I (the identity) representing the permutation of doing
nothing) and k is not divisible by 3 the twist A definitely doesn't violate
the restriction of the orientations since kx mod 3 =3D 0 and k mod 3 !=3D 0
implies x mod 3 =3D 0 meaning that the change of the total orientation x fo=
r
the twist A mod 3 is 0 (which precisely is the restriction of legal twists;
that they must preserve the orientation mod 3).

For instance, this implies that the restacking moves are legal 2x2x2x2
moves since both are composed of 8 2-cycles and both can be performed twice
(note that 2 is not divisible by 3) to obtain the identity.

Note that 1 and 2 are sufficient to check if a twist is legal but only 1 is
necessary; there can indeed exist a twist violating 2 that still is legal
and in that case, I believe that we might have to study the orientation
changes for that specific twist in more detail. However, if a twist can be
composed by other legal twists it is, of course, legal as well.

Best regards,
Joel

2017-04-29 1:04 GMT+02:00 Melinda Green melinda@superliminal.com
[4D_Cubing] <4D_Cubing@yahoogroups.com>:

>
>
> First off, thanks everyone for the helpful and encouraging feedback!
> Thanks Joel for showing us that there are 6 orbits in the 2^4 and for you=
r
> rederivation of the state count. And thanks Matt and Roice for pointing o=
ut
> the importance of the inverted views. It looks so strange in that
> configuration that I always want to get back to a normal view as quickly =
as
> possible, but it does seem equally valid, and as you've shown, it can be
> helpful for more than just finding short sequences.
>
> I don't understand Matt's "pinwheel" configuration, but I will point out
> that all that is needed to create your twin interior octahedra is a singl=
e
> half-rotation like I showed in the video at 5:29
> . The two main
> halves do end up being mirror images of each other on the visible outside
> like he described. Whether it's the pinwheel or the half-rotated version
> that's correct, I'm not sure that it's a bummer that the solved state is
> not at all obvious, so long as we can operate it in my original
> configuration and ignore the fact that the outer faces touch. That would
> just mean that the "correct" view is evidence that that the more
> understandable view is legitimate.
>
> I'm going to try to make a snapable V3 which should allow the pieces to b=
e
> more easily taken apart and reassembled into other forms. Shapeways does
> offer a single, clear translucent plastic that they call "Frosted Detail"=
,
> and another called "Transparent Acrylic", but I don't think that any sort
> of transparent stickers will help us, especially since this thing is choc=
k
> full of magnets. The easiest way to let you see into the two hemispheres
> would be to simply truncate the pointy tips of the stickers. That already
> happens a little bit due to the way I've rounded the edges. Here is a
> close-up of a half-rotation
> in which you can see that the inner yellow and white faces are solved. Yo=
ur
> suggestion of little mapping dots on the corners also works, but just
> opening the existing window further would work more directly.
>
> -Melinda
>
> On 4/28/2017 2:15 PM, Roice Nelson roice3@gmail.com [4D_Cubing] wrote:
>
> I agree with Don's arguments about adjacent sticker colors needing to be
> next to each other. I think this can be turned into an accurate 2^4 with
> coloring changes, so I agree with Joel too :)
>
> To help me think about it, I started adding a new projection option for
> spherical puzzles to MagicTile, which takes the two hemispheres of a puzz=
le
> and maps them to two disks with identified boundaries connected at a poin=
t,
> just like a physical "global chess
> " game I have.
> Melinda's puzzle is a lot like this up a dimension, so think about two
> disjoint balls, each representing a hemisphere of the 2^4, each a "subcub=
e"
> of Melinda's puzzle. The two boundaries of the balls are identified with
> each other and as you roll one around, the other half rolls around so tha=
t
> identified points connect up. We need to have the same restriction on
> Melinda's puzzle.
>
> In the pristine state then, I think it'd be nice to have an internal
> (hidden), solid colored octahedron on each half. The other 6 faces shoul=
d
> all have equal colors split between each hemisphere, 4 stickers on each
> half. You should be able to reorient the two subcubes to make a half
> octahedron of any color on each subcube. I just saw Matt's email and
> picture, and it looks like we were going down the same thought path. I
> think with recoloring (mirroring some of the current piece colorings)
> though, the windmill's can be avoided (?)
>
> [...] After staring/thinking a bit more, the coloring Matt came up with i=
s
> right-on if you want to put a solid color at the center of each
> hemisphere. His comment about the "mirrored" pieces on each side helped =
me
> understand better. 3 of the stickers are mirrored and the 4th is the
> hidden color (different on each side for a given pair of "mirrored"
> pieces). All faces behave identically as well, as they should. It's a
> little bit of a bummer that it doesn't look very pristine in the pristine
> state, but it does look like it should work as a 2^4.
>
> I wonder if there might be some adjustments to be made when shapeways
> allows printing translucent as a color :)
>
> [...] Sorry for all the streaming, but I wanted to share one more
> thought. I now completely agree with Joel/Matt about it behaving as a 2^=
4,
> even with the original coloring. You just need to consider the corner
> colors of the two subcubes (pink/purple near the end of the video) as bei=
ng
> a window into the interior of the piece. The other colors match up as
> desired. (Sorry if folks already understood this after their emails and
> I'm just catching up!)
>
> In fact, you could alter the coloring of the pieces slightly so that the
> behavior was similar with the inverted coloring. At the corners where 3
> colors meet on each piece, you could put a little circle of color of the
> opposite 4th color. In Matt's windmill coloring then, you'd be able to s=
ee
> all four colors of a piece, like you can with some of the pieces on
> Melinda's original coloring. And again you'd consider the color circles =
a
> window to the interior that did not require the same matching constraints
> between the subcubes.
>
> I'm looking forward to having one of these :)
>
> Happy Friday everyone,
> Roice
>
> On Fri, Apr 28, 2017 at 1:14 AM, Joel Karlsson joelkarlsson97@gmail.com
> [4D_Cubing] <4D_Cubing@yahoogroups.com> wrote:
>
>>
>>
>> Seems like there was a slight misunderstanding. I meant that you need to
>> be able to twist one of the faces and in MC4D the most natural choice i=
s
>> the center face. In your physical puzzle you can achieve this type of tw=
ist
>> by twisting the two subcubes although this is indeed a twist of the
>> subcubes themselves and not the center face, however, this is still the
>> same type of twist just around another face.
>>
>> If the magnets are that allowing the 2x2x2x2 is obviously a subgroup of
>> this puzzle. Hopefully the restrictions will be quite natural and only s=
ome
>> "strange" moves would be illegal. Regarding the "families of states" (ak=
a
>> orbits), the 2x2x2x2 has 6 orbits. As I mentioned earlier all allowed
>> twists preserves the parity of the pieces, meaning that only half of the
>> permutations you can achieve by disassembling and reassembling can be
>> reached through legal moves. Because of some geometrical properties of t=
he
>> 2x2x2x2 and its twists, which would take some time to discuss in detail
>> here, the orientation of the stickers mod 3 are preserved, meaning that =
the
>> last corner only can be oriented in one third of the number of orientati=
ons
>> for the other corners. This gives a total number of orbits of 2x3=3D6. T=
o
>> check this result let's use this information to calculate all the possib=
le
>> states of the 2x2x2x2; if there were no restrictions we would have 16! f=
or
>> permuting the pieces (16 pieces) and 12^16 for orienting them (12
>> orientations for each corner). If we now take into account that there ar=
e 6
>> equally sized orbits this gets us to 12!16^12/6. However, we should also
>> note that the orientation of the puzzle as a hole is not set by some kin=
d
>> of centerpieces and thus we need to devide with the number of orientatio=
ns
>> of a 4D cube if we want all our states to be separated with twists and n=
ot
>> only rotations of the hole thing. The number of ways to orient a 4D cube=
in
>> space (only allowing rotations and not mirroring) is 8x6x4=3D192 giving =
a
>> total of 12!16^12/(6*192) states which is indeed the same number that
>> for example David Smith arrived at during his calculations. Therefore,
>> when determining whether or not a twist on your puzzle is legal or not =
it
>> is sufficient and necessary to confirm that the twist is an even
>> permutation of the pieces and preserves the orientation of stickers mod =
3.
>>
>> Best regards,
>> Joel
>>
>> Den 28 apr. 2017 3:02 fm skrev "Melinda Green melinda@superliminal.com
>> [4D_Cubing]" <4D_Cubing@yahoogroups.com>:
>>
>>
>>
>> The new arrangement of magnets allows every valid orientation of pieces.
>> The only invalid ones are those where the diagonal lines cutting each
>> cube's face cross each other rather than coincide. In other words, you c=
an
>> assemble the puzzle in all ways that preserve the overall diamond/harleq=
uin
>> pattern. Just about every move you can think of on the whole puzzle is
>> valid though there are definitely invalid moves that the magnets allow. =
The
>> most obvious invalid move is twisting of a single end cap.
>>
>> I think your description of the center face is not correct though. Twist=
s
>> of the outer faces cause twists "through" the center face, not "of" that
>> face. Twists of the outer faces are twists of those faces themselves
>> because they are the ones not changing, just like the center and outer
>> faces of MC4D when you twist the center face. The only direct twist of t=
he
>> center face that this puzzle allows is a 90 degree twist about the outer
>> axis. That happens when you simultaneously twist both end caps in the sa=
me
>> direction.
>>
>> Yes, it's quite straightforward reorienting the whole puzzle to put any
>> of the four axes on the outside. This is a very nice improvement over th=
e
>> first version and should make it much easier to solve. You may be right
>> that we just need to find the right way to think about the outside faces=
.
>> I'll leave it to the math geniuses on the list to figure that out.
>>
>> -Melinda
>>
>>
>> On 4/27/2017 10:31 AM, Joel Karlsson joelkarlsson97@gmail.com
>> [4D_Cubing] wrote:
>>
>>
>> Hi Melinda,
>>
>> I do not agree with the criticism regarding the white and yellow sticker=
s
>> touching each other, this could simply be an effect of the different
>> representations of the puzzle. To really figure out if this indeed is a
>> representation of a 2x2x2x2 we need to look at the possible moves (twist=
s
>> and rotations) and figure out the equivalent moves in the MC4D software.
>> From the MC4D software, it's easy to understand that the only moves
>> required are free twists of one of the faces (that is, only twisting the
>> center face in the standard perspective projection in MC4D) and 4D
>> rotations swapping which face is in the center (ctrl-clicking in MC4D). =
The
>> first is possible in your physical puzzle by rotating the white and yell=
ow
>> subcubes (from here on I use subcube to refer to the two halves of the
>> puzzle and the colours of the subcubes to refer to the "outer colours").
>> The second is possible if it's possible to reach a solved state with any
>> two colours on the subcubes that still allow you to perform the previous=
ly
>> mentioned twists. This seems to be the case from your demonstration and =
is
>> indeed true if the magnets allow the simple twists regardless of the
>> colours of the subcubes. Thus, it is possible to let your puzzle be a
>> representation of a 2x2x2x2, however, it might require that some moves t=
hat
>> the magnets allow aren't used.
>>
>> Best regards,
>> Joel
>>
>> 2017-04-27 3:09 GMT+02:00 Melinda Green melinda@superliminal.com
>> [4D_Cubing] <4D_Cubing@yahoogroups.com>:
>>
>>>
>>>
>>> Dear Cubists,
>>>
>>> I've finished version 2 of my physical puzzle and uploaded a video of i=
t
>>> here:
>>> https://www.youtube.com/watch?v=3DzqftZ8kJKLo
>>> Again, please don't share these videos outside this group as their
>>> purpose is just to get your feedback. I'll eventually replace them with=
a
>>> public video.
>>>
>>> Here is an extra math puzzle that I bet you folks can answer: How many
>>> families of states does this puzzle have? In other words, if disassembl=
ed
>>> and reassembled in any random configuration the magnets allow, what are=
the
>>> odds that it can be solved? This has practical implications if all such
>>> configurations are solvable because it would provide a very easy way to
>>> fully scramble the puzzle.
>>>
>>> And finally, a bit of fun: A relatively new friend of mine and new list
>>> member, Marc Ringuette, got excited enough to make his own version. He
>>> built it from EPP foam and colored tape, and used honey instead of magn=
ets
>>> to hold it together. Check it out here: http://superliminal.com/cube/d
>>> essert_cube.jpg I don't know how practical a solution this is but it
>>> sure looks delicious! Welcome Marc!
>>>
>>> -Melinda
>>>
>>>
>>
>>
>>
>>
>>
>
>




--f403045f4e602a99e7054f7bc007
Content-Type: text/html; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable



lvetica,sans-serif">Yes, th=
at is correct and in fact, you should divide not only with 24 for the orien=
tation but also with 16 for the placement if you want to calculate unique s=
tates (since the 2x2x2x2 doesn't have fixed centerpieces). The point, h=
owever, was that if you don=E2=80=99t take that into account you get a fact=
or of 24*16=3D384 (meaning that the puzzle has 384 representations of every=
unique state) instead of the factor of 192 which you get when calculating =
the states from the virtual puzzle and hence every state of the virtual puz=
zle has two representations in the physical puzzle. Yes exactly, they are i=
ndeed the same solved (or other) state and you are correct that the half ro=
tation (taking off a 2x2 layer and placing it at the other end of the puzzl=
e) takes you from one representation to the same state with the other repre=
sentation. This means that the restacking move (taking off the=
front 2x4 layer and placing it behind the other 2x4 layer) can be expresse=
d with half-rotations and ordinary twists and rotations (which you might ha=
ve pointed out already). I think I've found six moves including ordinar=
y twists and a restacking move that is identical to a half-rot=
ation and thus it's easy to compose a restacking move with=
one half-rotation and five ordinary twists. There might be an error since =
I've only played with the puzzle in my mind so it would be great if you=
, Melinda, could confirm this (the sequence is described later in this emai=
l).


To be able to communicate move sequences properly we need notatio=
n
for representing twists, rotations, half-rotations, restacking mov=
es and folds. Feel free to come with other suggestion but you can find mine=
below. Please read the following thoroughly (maybe twice) to make sure tha=
t you understand everything since misinterpreted notation could potentially=
become a nightmare and feel free to ask questions if there is something th=
at needs clarification.


Coordinate sy=
stem and labelling:
B">


Let's introduce a global coordinate system. In whatever state the p=
uzzle is let the positive x-axis point upwards, the positive y-axis towards=
you and the positive z-axis to the right (note that this is a right-hand s=
ystem). Now let's name the 8 faces of the puzzle. The right face is den=
oted with R, the left with L, the top U (up), the bottom D (down), the fron=
t F, the back B, the center K (kata) and the last one A (ana).=
The R and L faces are either the outer corners of the right and left halve=
s respectively or the inner corners of these halves (forming octahedra) dep=
ending on the representation of the puzzle. The U, D, F and B faces are eit=
her two diamond shapes (looking something like this: <><>) on t=
he corresponding side of the puzzle or one whole and two half diamond shape=
s (><><). The K face is either an octahedron in the center of t=
he puzzle or the outer corners of the center 2x2x2 block. Lastly, the A fac=
e is either two diamond shapes, one on the right and one on the left side o=
f the puzzle, or another shape that=E2=80=99s a little bit hard to describe=
with just a few words (the white stickers at 5:10 in the latest video, aft=
er the half-rotation but before the restacking move).


We also need a name for normal 3D-rotations, restacking moves and folds=
(note that a half-rotation is a kind of restacking move). Let=
O be the name for a rOtation (note that the origin O doesn't move duri=
ng a rotation, by the way, these are 3D rotations of the physical puzzle), =
let S represent a reStacking move and V a folding/clamshell move (you can r=
emember this by thinking of V as a folded line).


Further, let I (capital i) be the identity, preserving the state and ro=
tation of the puzzle. We cannot use I to indicate what moves should be perf=
ormed but it's still useful as we will see later. Since we also want to=
be able to express if a sequence of moves is a rotation, preserving the st=
ate of the puzzle but possibly representing it in a different way, we can i=
ntroduce mod(rot) (modulo rotation). So, if a move sequence P satisfies P m=
od(rot) =3D I, that means that the state of the puzzle is the same before a=
nd after P is performed although the rotation and representation of the puz=
zle are allowed to change. I do also want to introduce mod(3rot) (modulo 3D=
-rotation) and P mod(3rot) =3D I means that if the right 3D-ro=
tation (a combination of O moves as we will see later) is applied to the pu=
zzle after P you get the identity I. Moreover, let the standard rotation of=
the puzzle be any rotation such that the longer side is parallel with the =
z-axis, that is the puzzle forms a 2x2x4 (2 pieces thick in the x-direction=
, 2 in the y-direction and 4 in the z-direction), and the K face is an octa=
hedron.


Rotations and twists:



Now we can move on to name actual moves. The notation of a move is a co=
mbination of a capital letter and a lowercase letter. O followed by x, y or=
z is a rotation of the whole puzzle around the corresponding axis in the m=
athematical positive direction (counterclockwise/the way your right-hand fi=
ngers curl if you point in the direction of the axis with your thumb). For =
example, Ox is a rotation around the x-axis that turns a 2x2x4 into a 2x4x2=
. A name of a face (U, D, F, B, R, L, K or A) followed by x, y or z means: =
detach the 8 pieces that have a sticker belonging to the face and then turn=
those pieces around the global axis. For example, if the longer side of th=
e puzzle is parallel to the z-axis (the standard rotation), Rx means: take =
the right 2x2x2 block and turn it around the global x-axis in the mathemati=
cal positive direction. Note that what moves are physically possible and al=
lowed is determined by the rotation of the puzzle (I will come back to this=
later). Further note that Ox mod(rot) =3D Oy mod(rot) =3D Oz mod(rot) =3D =
I, meaning that the 3D-rotations of the physical puzzle corresponds to a 4D=
-rotation of the represented 2x2x2x2.


Inverses and performing a move more than once



To mark that a move should be performed n times let's put ^n after =
it. For convenience when writing and speaking let ' (prime) represent ^=
-1 (the inverse) and n represent ^n. The inverse P' of some permutation=
P is the permutation that satisfies P P' =3D P' P =3D I (the ident=
ity). For example (Rx)' means: do Rx backwards, which corresponds to ro=
tating the right 2x2x2 block in the mathematical negative direction (clockw=
ise) around the x-axis and (Rx)2 means: perform Rx twice. However, we can a=
lso define powers of just the lowercase letters, for example, Rx2 =3D Rx^2 =
=3D Rxx =3D Rx Rx. So x2=3Dx^2 means: do whatever the capital letter specif=
ies two times with respect to the x-axis. We can see that the capital lette=
r naturally is distributed over the two lowercase letters. Rx' =3D Rx^-=
1 means: do whatever the capital letter specifies but in the other directio=
n than you would have if the prime wouldn't have been there (note that =
thus, x'=3Dx^-1 can be seen as the negative x-axis). Note that (Rx)^2 =
=3D Rx^2 and (Rx)' =3D Rx' which is true for all twists and rotatio=
ns but that doesn't have to be the case for other types of moves (resta=
cks and folds).


Restacking moves



A restacking move is an S followed by either x, y or z. Here the lowerc=
ase letter specifies in what direction to restack. For example, Sy (from th=
e standard rotation) means: take the front 8 pieces and put them at the bac=
k, whereas Sx means: take the top 8 pieces and put them at the bottom. Note=
that Sx is equivalent to taking the bottom 8 pieces and putting them at th=
e top. However, if we want to be able to make half-rotations we sometimes n=
eed to restack through a plane that doesn't go through the origin. In t=
he standard rotation, let Sz be the normal restack (taking the 8 right piec=
es, the right 2x2x2 block, and putting them on the left), Sz+ be the restac=
k where you split the puzzle in the plane further in the positive z-directi=
on (taking the right 2x2x1 cap of 4 pieces and putting it at the left end o=
f the puzzle) and Sz- the restack where you split the puzzle in the plane f=
urther in the negative z-direction (taking the left 2x2x1 cap of 4 pieces a=
nd putting it at the right end of the puzzle). If the longer side of the pu=
zzle is parallel to the x-axis instead, Sx+ would take the top 1x2x2 cap an=
d put it on the bottom. Note that in the standard rotation Sz mod(rot) =3D =
I. For restacks we see that (Sx)' =3D Sx' =3D Sx (true for y and z =
too of course), that (Sz+)' =3D Sz- and that (Sz+)2 =3D (Sz-)2 =3D Sz. =
We can define Sz'+ to have meaning by thinking of z=E2=80=99 as the neg=
ative z-axis and with that in mind it=E2=80=99s natural to define Sz=E2=80=
=99+=3DSz-. Thus, (Sz)=E2=80=99 =3D Sz=E2=80=99 and (Sz+)=E2=80=99 =3D Sz=
=E2=80=99+.



Fold moves=



A fold might be a little bit harder to describe in an intuitive way. Fi=
rst, let's think about what folds are interesting moves. The folds that=
cannot be expressed as rotations and restacks are unfolding the puzzle to =
a 4x4 and then folding it back along another axis. If we start with the sta=
ndard rotation and unfold the puzzle into a 1x4x4 (making it look like a 4x=
4 from above) the only folds that will achieve something you can't do w=
ith a restack mod(rot) is folding it to a 2x4x2 so that the longer side is =
parallel with the y-axis after the fold. Thus, there are 8 interesting fold=
moves for any given rotation of the puzzle since there are 4 ways to unfol=
d it to a 4x4 and then 2 ways of folding it back that make the move differe=
nt from a restack move mod(rot). Let's call these 8 folds interesting f=
old moves. Note that an interesting fold move always changes which axis the=
longer side of the puzzle is parallel with. Further note that both during =
unfold and fold all pieces are moved; it would be possible to have 8 of the=
pieces fixed during an unfold and folding the other half 180 degrees but I=
think that it=E2=80=99s more intuitive that these moves fold both halves 9=
0 degrees and performing them with 180-degree folds might therefore lead to=
errors since the puzzle might get rotated differently. To illustrate a cor=
rect unfold without a puzzle: Put your palms together such that your thumbs=
point upward and your fingers forward. Now turn your right hand 90 degrees=
clockwise and your left hand 90 degrees counterclockwise such that the nor=
mal to your palms point up, your fingers point forward, your right thumb to=
the right and your left thumb to the left. That was what will later be cal=
led a Vx unfold and the folds are simply reversed unfolds. (I might have us=
ed the word =E2=80=9Cfold=E2=80=9D in two different ways but will try to us=
e the term =E2=80=9Cfold move=E2=80=9D when referring to the move composed =
by an unfold and a fold rather than simply calling these moves =E2=80=9Cfol=
ds=E2=80=9D.)




To specify the unfol=
d let's use V followed by one of x, y, z, x', y' and z'. Th=
e lowercase letter describes in which direction to unfold. Vx means unfold =
in the direction of the positive x-axis and Vx' in the direction of the=
negative x-axis, if that makes any sense. I will try to explain more preci=
sely what I mean with the example Vx from the standard rotation (it might a=
lso help to read the last sentences in the previous paragraph again). So, t=
he puzzle is in the standard rotation and thus have the form 2x2x4 (x-, y- =
and z-thickness respectively). The first part (the unfolding) of the move s=
pecified with Vx is to unfold the puzzle in the x-direction, making it a 1x=
4x4 (note that the thickness in the x-direction is 1 after the Vx unfold, w=
hich is no coincidence). There are two ways to do that; either the sides of=
the pieces that are initially touching another piece (inside of the puzzle=
in the x,z-plane and your palms in the hand example) are facing up or down=
after the unfold. Let Vx be the unfold where these sides point in the dire=
ction of the positive x-axis (up) and Vx' the other one where these sid=
es point in the direction of the negative x-axis (down) after the unfold. N=
ote that if the longer side of the puzzle is parallel to the z-axis only Vx=
, Vx', Vy and Vy' are possible. Now we need to specify how to fold =
the puzzle back to complete the folding move. Given an unfold, say Vx, ther=
e are only two ways to fold that are interesting (not turning the fold move=
into a restack mod(rot)) and you have to fold it perpendicular to the unfo=
ld to create an interesting fold move. So, if you start with the standard r=
otation and do Vx you have a 1x4x4 that you have to fold into a 2x4x2. To d=
istinguish the two possibilities, use + or - after the Vx. Let Vx+ be the u=
nfold Vx followed by the interesting fold that makes the sides that are ini=
tially touching another piece (before the unfold) touch another piece after=
the fold move is completed and let Vx- be the other interesting fold move =
that starts with the unfold Vx. (Thus, continuing with the hand example, if=
you want to do a Vx+ first do the Vx unfold described in the end of the pr=
evious paragraph and then fold your hands such that your fingers point up, =
the normal to your palms point forward, the right palm is touching the righ=
t-hand fingers, the left palm is touching the left-hand fingers, the right =
thumb is pointing to the right and the left thumb is pointing to the left).=
Note that the two halves of the puzzle always should be folded 90 degrees =
each and you should never make a fold or unfold where you fold just one hal=
f 180-degrees (if you want to use my notation, that is). Further note that =
Vx+ Sx mod(3rot) =3D Vx- and that Vx+ Vx+ =3D I which is equivalent to (Vx+=
)=E2=80=99 =3D Vx+ and this is true for all fold moves (note that after a V=
x+ another Vx+ is always possible).


The 2x2x2x2 i=
n the MC4D software
B">


The notation above can also be applied to the 2x2x2x2 in the MC4D progr=
am. There, you are not allowed to do S or V moves but instead, you are allo=
wed to do the [crtl]+[left-click] moves. This can easily be represented wit=
h notation similar to the above. Let=E2=80=99s use C (as in Centering) and =
one of x, y and z. For example, Cx would be to rotate the face in the posit=
ive x-direction aka the U face to the center. Thus, Cz' is simply [ctrl=
]+[left-click] on the L face and similarly for the other C moves. The O, U,=
D, F, B, R, L, K and A moves are performed in the same way as above so, fo=
r example Rx would be a [left-click] on the top-side of the right face. In =
this representation of the puzzle almost all moves are allowed; all U, D, F=
, B, R, L, K, O and C moves are possible regardless of rotation and only A =
moves (and of course the rightfully forbidden S and V moves) are impossible=
regardless of rotation. Note that R and L moves in the software correspond=
to the same moves of the physical puzzle but this is not generally true (I=
will come back to this later).


Possible moves (so far) in the standard rotation



In the standard rotation, the possible/allowed moves with the definitio=
ns above are:

family:arial,helvetica,sans-serif">

yle=3D"margin-bottom:0.0001pt;line-height:normal">yle=3D"font-family:arial,helvetica,sans-serif">O moves=
, all of these are always possible in any state and rotation of the puzzle =
since they are simply 3D-rotations.

">

class=3D"MsoNormal" style=3D"margin-bottom:0.0001pt;line-height:normal">nt size=3D"2">lang=3D"EN-GB">R, L moves, all of these as well since the puzzle has a righ=
t and left 2x2x2 block in the standard rotation.

ont size=3D"2"> an>

t:normal">serif">U. D moves, just Ux2 and Dx2 since the top and =
bottom are 1x2x4 blocks with less symmetry than a 2x2x2 block.
>

s-serif">

1pt;line-height:normal">elvetica,sans-serif">F, B moves, just Fy2 and By2 sinc=
e the front and back are 2x1x4 blocks with less symmetry than a 2x2x2 block=
.

,helvetica,sans-serif">

n-bottom:0.0001pt;line-height:normal">family:arial,helvetica,sans-serif">K moves, all possib=
le since this is a rotation of the center 2x2x2 block.
=

>

-height:normal">,sans-serif">A moves, only Az moves since this is two =
2x2x1 blocks that have to be rotated together.

t size=3D"2"> >

normal">rif">S moves, not Sx+, Sx-, Sy+ or Sy- since those are=
not defined in the standard rotation.

=3D"2">
t>

ont size=3D"2"> lang=3D"EN-GB">V moves, not Vz+ or Vz- since the definition doesn't gi=
ve these meaning when the long side of the puzzle is parallel with the z-ax=
is.

al,helvetica,sans-serif">

gin-bottom:0.0001pt;line-height:normal">t-family:arial,helvetica,sans-serif">Note that for exa=
mple Fz2 is not allowed since this won't take you to a state of the puz=
zle. To allow more moves we need to extend the definitions (after the exten=
sion in the next paragraph all rotations and twists (O, R, L, U, D, F, B, K=
, A) are possible in any rotation and only which S and V moves are possible=
depend on the state and rotation of the puzzle).

<=
font size=3D"2"> pan>

ly:arial,helvetica,sans-serif">GB">

Extension of some definitions


It's possible to make an extension that allows all O, R, L, U, D, F=
, B, K and A moves in any state. I will explain how this can be done in the=
standard rotation but it applies analogously to any other rotation where t=
he K face is an octahedron. First let's focus on U, D, F and B and beca=
use of the symmetry of the puzzle all of these are analogous so I will only=
explain one. The extension that makes all U moves possible (note that the =
U face is in the positive x-direction) is as follows: when making an U move=
first detach the 8 top pieces which gives you a 1x2x4 block, fold this blo=
ck into a 2x2x2 block in the positive x-direction (similar to the later par=
t of a Vx+ move from the standard rotation) such that the U face form an oc=
tahedron, rotate this 2x2x2 block around the specified axis (for example ar=
ound the z-axis if you are doing an Uz move), reverse the fold you just did=
creating a 1x2x4 block again and reattach the block. The A moves can be do=
ne very similarly but after you have detached the two 2x2x1 blocks you don&=
#39;t fold them but instead you stack them similar to a Sz move, creating a=
2x2x2 block with the A face as an octahedron in the middle and then revers=
e the process after you have rotated the block as specified (for example ar=
ound the negative y-axis if you are doing an Ay' move). Note that these=
extended moves are closely related to the normal moves and for example Ux =
=3D Ry Ly=E2=80=99 Kx Ly Ry=E2=80=99 in the standard rotation and note that=
(Ry Ly=E2=80=99) mod(rot) =3D (Ly Ry=E2=80=99) mod(rot) =3D I (this applie=
s to the other extended moves as well).


If the cube is in the half-rotated state, where both the R and L faces =
are octahedra, you can extend the definitions very similarly. The only thin=
g you have to change is how you fold the 2x4 blocks when performing a U, D,=
F or B move. Instead of folding the two 2x2 halves of the 2x4 into a 2x2 y=
ou have to fold the end 1x2 block 180 degrees such that the face forms an o=
ctahedron.


These moves might be a little bit harder to perform, to me especially t=
he A moves seems a bit awkward, so I don't know if it's good to use=
them or not. However, the A moves are not necessary if you allow Sz in the=
standard rotation (which you really should since Sz mod(rot) =3D I in the =
standard rotation) and thus it might not be too bad to use this extended ve=
rsion. The notation supports both variants so if you don=E2=80=99t want to =
use these extended moves that shouldn=E2=80=99t be a problem. Note that, ho=
wever, for example Ux (physical puzzle) !=3D Ux (virtual puzzle) where !=3D=
means =E2=80=9Cnot equal to=E2=80=9D (more about legal/illegal moves later=
).



">Generalisation of the notationcolor:black" lang=3D"EN-GB">


Let=E2=80=99s generalise the notation to make it easier to use and to m=
ake it work for any n^4 cube in the MC4D software. Previously, we saw that =
(Rx)2 =3D Rx Rx and if we allow ourselves to rewrite this as (Rx)2 =3D Rx2 =
=3D Rxx =3D Rx Rx we see that the capital letter naturally can be distribut=
ed over the lowercase letters. We can make this more general and say that a=
ny capital letter followed by several lowercase letters means the same thin=
g as the capital letter distributed over the lowercase letters. Like Rxyz =
=3D Rx Ry Rz and here R can be exchanged with any capital letter and xyz ca=
n be exchanged with any sequence of lowercase letters. We can also allow se=
veral capital letters and one lowercase letter, for example RLx and let=E2=
=80=99s define this as RLx =3D Rx Lx so that the lowercase letter can be di=
stributed over the capital letters. We can also define a capital letter fol=
lowed by =E2=80=98 (prime) like R=E2=80=99x =3D Rx=E2=80=99 and R=E2=80=99x=
y =3D Rx=E2=80=99y=E2=80=99 so the =E2=80=98 (prime) is distributed over th=
e lowercase letters. Note that we don=E2=80=99t define a capital to any oth=
er power than -1 like this since for example R2x =3D RRx might seem like a =
good idea at first but it isn=E2=80=99t very useful since R2 and RR are the=
same lengths (and powers greater than two are seldom used) and we will see=
that we can define R2 in another way that generalises the notation to all =
n^4 cubes.


Okay, let=E2=80=99s define R2 and similar moves now and have in mind wh=
at moves we want to be possible for a n^4 cube. The moves that we cannot ac=
hieve with the notation this far is twisting deeper slices. To match the no=
tation with the controls of the MC4D software let R2x be the move similar t=
o Rx but twisting the 2nd layer instead of the top one and simil=
arly for other capital letters, numbers (up to n) and lowercase letters. Th=
us, R2x is performed as Rx but holding down the number 2 key. Just as in th=
e program, when no number is specified 1 is assumed and you can combine sev=
eral numbers like R12x to twist both the first and second layer. This notat=
ion does not apply to rotations (O) folding moves (V) and restacking moves =
(S) (I suppose you could redefine the S move using this deeper-slice-notati=
on and use S1z as Sz+, S2z as Sz and S3z as Sz- but since these moves are o=
nly allowed for the physical 2x2x2x2 I think that the notation with + and =
=E2=80=93 is better since S followed by a lowercase letter without +/- alwa=
ys means splitting the cube in a coordinate plane that way, not sure though=
so input would be great). The direction of the twist R3x should be the sam=
e as Rx meaning that if Rx takes stickers belonging to K and move them to F=
, so should R3x, in accordance with the controls of the MC4D software. Note=
that for a 3x3x3x3 it=E2=80=99s true that R3z =3D Lz whereas R3x =3D Lx=E2=
=80=99 (note that R and L are the faces in the z-directions so because of t=
he symmetry of the cube it will also be true that for example U3x =3D Bx wh=
ereas U3y=3DBy=E2=80=99).


What about the case with several capital letters and several lowercase =
letters, for instance, RLxy? I see two natural definitions of this. Either,=
we could have RLxy =3D Rxy Lxy or we could define it as RLxy =3D RLx RLy. =
These are generally not the same (if you exchange R and L with any allowed =
capital letter and similarly for x and y). I don=E2=80=99t know what is bes=
t, what do you think? The situations I find this most useful in are RL=E2=
=80=99xy to do a rotation and RLxy as a twist. However, since R and L are o=
pposite faces their operations commute which imply RL=E2=80=99xy=C2=
=A0
(1st definition) =3D Rxy L=E2=80=99xy =3D Rx Ry Lx=E2=
=80=99 Ly=E2=80=99 =3D Rx Lx=E2=80=99 Ry Ly=E2=80=99 =3D RL=E2=80=99x RL=E2=
=80=99y =3D RL=E2=80=99xy (2nd definition) and similarly for the=
other case with RLxy. Hopefully, we can find another useful sequence of mo=
ves where this notation can be used with only one of the definitions and ca=
n thereby decide which definition to use. Personally, I feel like RLxy =3D =
RLx RLy is the more intuitive definition but I don=E2=80=99t have any good =
argument for this so I=E2=80=99ll leave the question open.


For convenience, it might be good to be able to separate moves like Rxy=
and RLx from the basic moves Rx, Oy etc when speaking and writing. Let=E2=
=80=99s call the basic moves that only contain one capital letter and one l=
owercase letter (possibly a + or =E2=80=93, a =E2=80=98 (prime) and/or a nu=
mber) simple moves (like Rx, L'y, Ux2 and D3y=E2=80=99) and the =
moves that contain more than one capital letter or more than one lowercase =
letter composed moves.
=3D"EN-GB">



More about inverses


This list can obviously be made longer but here are some identities tha=
t are good to know and understand. Note that R, L, U, x, y and z below just=
are examples, the following is true in general for non-folds (however, S m=
oves are fine).


(P1 P2 =E2=80=A6 Pn)=E2=80=99 =3D Pn=E2=80=99 ... P2=E2=80=99 P1=E2=80=
=99 (Pi is an arbitrary permutation for i=3D1,2,=E2=80=A6n)
(Rxy)=E2=80=
=99 =3D Ry=E2=80=99x=E2=80=99 =3D R=E2=80=99yx
(RLx)=E2=80=99 =3D LRx=E2=
=80=99 =3D L=E2=80=99R=E2=80=99x
(Sx+z)=E2=80=99 =3D Sz=E2=80=99 Sx=E2=
=80=99+=C2=A0=C2=A0 (just as an example with restacking moves,=
note that the inverse doesn=E2=80=99t change the + or -)
RLUx=E2=80=99y=
=E2=80=99z=E2=80=99=3DR=E2=80=99L=E2=80=99U=E2=80=99xyz=C2=A0=C2=A0 <=
/span>(true for both definitions)
(RLxy)=E2=80=99 =3D LRy=E2=80=99x=E2=
=80=99 =3D L=E2=80=99R=E2=80=99yx=C2=A0=C2=A0 (true for both d=
efinitions)


For V moves we have that: (Vx+)=E2=80=99 =3D Vx+=C2=A0=C2=A0 an>!=3D Vx=E2=80=99+=C2=A0=C2=A0 (!=3D means =E2=80=9Cnot equa=
l to=E2=80=9D)



Some important notes on legal/illegal moves



Although there are a lot of moves possible with this notation we might =
not want to use them all. If we really want a 2x2x2x2 and not something els=
e I think that we should try to stick to moves that are legal 2x2x2x2 moves=
as far as possible (note that I said legal moves and not permutations (a l=
egal permutation can be made up of one or more legal moves)). Clarification=
: cycling three of the edge-pieces of a Rubik=E2=80=99s cube is a legal per=
mutation but not a legal move, a legal move is a rotation of the cube or a =
twist of one of the layers. In this section I will only address simple move=
s and simply refer to them as moves (legal composed moves are moves compose=
d by legal simple moves).


I do believe that all moves allowed by my notation are legal permutatio=
ns based on their periodicity (they have a period of 2 or 4 and are all eve=
n permutations of the pieces). So, which of them correspond to legal 2x2x2x=
2 moves? The O moves are obviously legal moves since they are equal to the =
identity mod(rot). The same goes for restacking (S) (with or without +/-) i=
n the direction of the longest side of the puzzle (Sz, Sz+ and Sz- in the s=
tandard rotation) since these are rotations and half-rotations that don=E2=
=80=99t change the state of the puzzle. Restacking in the other directions =
and fold moves (V) are however not legal moves since they are made of 8 2-c=
ycles and change the state of the puzzle (note that they, however, are lega=
l permutations). The rest of the moves (R, L, F, B, U, D, K and A) can be d=
ivided into two sets: (1) the moves where you rotate a 2x2x2 block with an =
octahedron inside and (2) the moves where you rotate a 2x2x2 block without =
an octahedron inside. A move belonging to (2) is always legal. We can see t=
his by observing what a Rx does with the pieces in the standard rotation wi=
th just K forming an octahedron. The stickers move in 6 4-cycles and if the=
puzzle is solved the U and D faces still looks solved after the mov=
e. A move belonging to set (1) is legal either if it=E2=80=99s an 180-degre=
e twist or if it=E2=80=99s a rotation around the axis parallel with the lon=
gest side of the puzzle (the z-axis in the standard rotation). Quite intere=
stingly these are exactly the moves that don=E2=80=99t mix up the R and L s=
tickers with the rest in the standard rotation. I think I know a way to pro=
ve that no legal 2x2x2x2 move can mix up these stickers with the rest and t=
his has to do with the fact that these stickers form an inverted octahedron=
(with the corners pointing outward) instead of a normal octahedron (let=E2=
=80=99s call this hypothesis * for now). Note that all legal twists (R, L, =
F, B, U, D, K and A) of the physical puzzle correspond to the same twist in=
the MC4D software.


So, what moves should we add to the set of legal moves be able to get t=
o every state of the 2x2x2x2? I think that we should add the restacking mov=
es and folding moves since Melinda has already found a pretty short sequenc=
e of those moves to make a rotation that changes which colours are on the R=
and L faces. That sequence, starting from the standard rotation, is: Oy Sx=
+z Vy+ Ozy=E2=80=99 Vy+ Ozy=E2=80=99 Vy+ =3D Oy Sx+z=C2=A0 (Vy=
+ Ozy=E2=80=99)3 mod(3rot) =3D I mod(rot) (hopefully I got that right). Wha=
t I have found (which I mentioned previously) is that (from the standard ro=
tation): RLx Ly2 Sy By2 Ly2 RLx=E2=80=99 =3D Sz- and since this is equivale=
nt with Sy =3D Ly2 RLx=E2=80=99 Sz- RLx Ly2 By2 the restacking moves that a=
re not legal moves are not very complicated permutations and therefore I th=
ink that we can accept them since they help us mix up the R and L stickers =
with other faces. In a sense, the folding moves are =E2=80=9Cmore illegal=
=E2=80=9D since they cannot be composed by the legal moves (according to hy=
pothesis *). This is also true for the illegal moves belonging to set (1) d=
iscussed above. However, since the folding moves is probably easier to perf=
orm and is enough to reach every state of the 2x2x2x2 I think that we shoul=
d use them and not the illegal moves belonging to (1). Note, once again, th=
at all moves described by the notation are legal permutations (even the one=
s that I just a few words ago referred to as illegal moves) so if you wish =
you can use all of them and still only reach legal 2x2x2x2 states. However =
(in a strict sense) one could argue that you are not solving the 2x2x2x2 if=
you use illegal moves. If you only use illegal moves to compose rotations =
(that is, create a permutation including illegal moves that are equal to I =
mod(rot)) and not actually using the illegal moves as twists I would classi=
fy that as solving a 2x2x2x2. What do you think about this?



What moves to use?



Here=E2=80=99s a short list of the simple moves that I think should be =
used for the physical 2x2x2x2. Note that this is just my thoughts and you m=
ay use the notation to describe any move that it can describe if you wish t=
o. The following list assumes that the puzzle is in the standard rotation b=
ut is analogous for other representations where the K face is an octahedron=
.


O, all since they are I mod(rot),
R, L, all since they are legal (no=
te Rx (physical puzzle) =3D Rx (virtual 2x2x2x2)),
U, D, only x2 since t=
hese are the only legal easy-to-perform moves,
F, B, only y2 since these=
are the only legal easy-to-perform moves,
K, A, only z, z=E2=80=99 and =
z2 since these are the only legal easy-to-perform moves,
S, at least z, =
z+ and z- since these are equal to I mod(rot),
S, possibly x and y since=
these help us perform rotations and is easy to compose (not necessary to r=
each all states and not legal though),
V, all 8 allowed by the rotation =
of the puzzle (at least one is necessary to reach all states and if you all=
ow one the others are easy to achieve anyway).


If you start with the standard rotation and then perform Sz+ the follow=
ing applies instead (this applies analogously to any other rotation where t=
he R and L faces are octahedra).


O, all since they are I mod(rot),
R, L, only z, z=E2=80=99 and z2 si=
nce these are the only legal easy-to-perform moves,
U, D, only x2 since =
these are the only legal easy-to-perform moves,
F, B, only y2 since thes=
e are the only legal easy-to-perform moves,
K, A, at least z, z=E2=80=99=
and z2, possibly all (since they are legal) although some might be hard to=
perform.
S, V, same as above.


Note that (from the standard rotation): Ux2 Sz+ Ux2 Sz- !=3D I mod(rot)=
(!=3D for not equal) which implies that the Ux2 move when R and L are octa=
hedra is different from the Ux2 move when K is an octahedron. (Actually, th=
e sequence above is equal to Uy2).


Regarding virtual n^4 cubes I think that all O, C, R, L, U, D, F, B, K =
and A moves should be used since they are all legal and really the only thi=
ng you need (left-clicking on an edge or corner piece in the computer progr=
am can be described quite easily with the notation, for example, Kzy2 is le=
ft-clicking on the top-front edge piece on the K face).


I hope this was possible to follow and understand. Feel free to ask que=
stions about the notation if you find anything ambiguous.
=3D"gmail-shorttext">


Best regards,
Joel Karlsson
=3D"font-size:12pt;line-height:107%;font-family:"times new roman"=
,serif" lang=3D"EN-GB">




Den 4 maj 20=
17 12:01 fm skrev "Melinda Green l.com" target=3D"_blank">melinda@superliminal.com [4D_Cubing]" <=
;4D_Cubing@y=
ahoogroups.com
>:
m_6473756560834928383gmail-m_7083180584533685750m_-5940949689506161254quote=
" style=3D"margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);=
padding-left:1ex">












=20

=C2=A0


689506161254m_2386783995576461151ygrp-mlmsg">
49689506161254m_2386783995576461151ygrp-msg">


0949689506161254m_2386783995576461151ygrp-text">
=20=20=20=20=20=20
=20=20=20=20=20=20


=20=20
=20=20
Thanks for the correction. A couple of things: First, when
assembling one piece at a time, I'd say there is only 1 way to plac=
e
the first piece, not 24. Otherwise you'd have to say that the 1x1x1
puzzle has 24 states. I understand that this may be conventional,
but to me, that just sounds silly.



Second, I have the feeling that the difference between the "two
representations" you describe is simply one of those half-rotation=
s
I showed in the video. In the normal solved state there is only one
complete octahedron in the very center, and in the half-rotated
state there is one in the middle of each half of the "inverted&quo=
t;
form. I consider them to be the same solved state.



-Melinda

533685750m_-5940949689506161254quoted-text">





=20=20=20=20=20=20
=20=20=20=20=20=20
83180584533685750m_-5940949689506161254quoted-text">
Horrible typo... It seems like I made some typos in my
email regarding the state count. It should of course be
16!12^16/(6*192) and NOT 12!16^12/(6*192). However, I did
calculate the correct number when comparing with previous
results so the actual derivation was correct.




Something of interest is that the physical
pieces can be assembled in 16!24*12^15 ways since there are 16
pieces, the first one can be oriented in 24 ways and the
remaining can be oriented in 12 ways (since a corner with 3
colours never touch a corner with just one colour). Dividing
with 6 to get a single orbit still gives a factor 2*192 higher
than the actual count rather than 192. This shows that every
state in the MC4D representation has 2 representations in the
physical puzzle. These two representations must be the
previously discussed, that the two halves either have the same
color on the outermost corners or the innermost (forming an
octahedron) when the puzzle is solved and thus both are
complete representations of the 2x2x2x2.=C2=A0
"gmail-m_6473756560834928383gmail-m_7083180584533685750m_-59409496895061612=
54elided-text">




Best regards,=C2=A0

Joel Karlsson=C2=A0



Den 30 apr. 2017 10:51 em skrev
"Joel Karlsson" <
7@gmail.com" target=3D"_blank">joelkarlsson97@gmail.com>:
"attribution">
80584533685750m_-5940949689506161254m_2386783995576461151quote" style=3D"bo=
rder-left:1px solid rgb(204,204,204)">





I am no expert on group theory, so to
better understand what twists are legal I
read through the part of Kamack and Keane's
The Rubik Tesseract about orienting
the corners. Since all even permutations are
allowed the easiest way to check if a twist
is legal might be to:


1. Check that the twist is an even
permutation, that is: the same twist can be
done by performing an even number of piece
swaps (2-cycles).


2. Check the periodicity of the twist. If A^k=3DI
(A^k meaning performing the twist k times and I
(the identity) representing the permutation of
doing nothing) and k is not divisible by 3 the
twist A definitely doesn't violate the
restriction of the orientations since kx mod 3 =3D
0 and k mod 3 !=3D 0 implies x mod 3 =3D 0 meaning
that the change of the total orientation x for
the twist A mod 3 is 0 (which precisely is the
restriction of legal twists; that they must
preserve the orientation mod 3).




For instance, this implies that the restacking
moves are legal 2x2x2x2 moves since both are
composed of 8 2-cycles and both can be performed
twice (note that 2 is not divisible by 3) to
obtain the identity.




Note that 1 and 2 are sufficient to check if a
twist is legal but only 1 is necessary; there can
indeed exist a twist violating 2 that still is
legal and in that case, I believe that we might
have to study the orientation changes for that
specific twist in more detail. However, if a twist
can be composed by other legal twists it is, of
course, legal as well.





Best regards,


Joel


533685750m_-5940949689506161254m_2386783995576461151elided-text">


2017-04-29 1:04 GMT+02:00
Melinda Green com" target=3D"_blank">melinda@superliminal.com
[4D_Cubing] <D_Cubing@yahoogroups.com" target=3D"_blank">4D_Cubing@yahoogroups.com&g=
t;
:

t:1px solid rgb(204,204,204)">

=C2=A0
3180584533685750m_-5940949689506161254m_2386783995576461151m_29958092547536=
11828m_-4446226697589261218ygrp-mlmsg">
083180584533685750m_-5940949689506161254m_2386783995576461151m_299580925475=
3611828m_-4446226697589261218ygrp-msg">
_7083180584533685750m_-5940949689506161254m_2386783995576461151m_2995809254=
753611828m_-4446226697589261218ygrp-text">

First off, thanks everyone for the
helpful and encouraging feedback!
Thanks Joel for showing us that there
are 6 orbits in the 2^4 and for your
rederivation of the state count. And
thanks Matt and Roice for pointing out
the importance of the inverted views.
It looks so strange in that
configuration that I always want to
get back to a normal view as quickly
as possible, but it does seem equally
valid, and as you've shown, it can be
helpful for more than just finding
short sequences.



I don't understand Matt's "p=
inwheel"
configuration, but I will point out
that all that is needed to create your
twin interior octahedra is a single
half-rotation like I showed in the
video at om/watch?v=3DzqftZ8kJKLo&t=3D5m29s" target=3D"_blank">5:29. The two
main halves do end up being mirror
images of each other on the visible
outside like he described. Whether
it's the pinwheel or the half-rotated
version that's correct, I'm not s=
ure
that it's a bummer that the solved
state is not at all obvious, so long
as we can operate it in my original
configuration and ignore the fact that
the outer faces touch. That would just
mean that the "correct" view is
evidence that that the more
understandable view is legitimate.



I'm going to try to make a snapable V=
3
which should allow the pieces to be
more easily taken apart and
reassembled into other forms.
Shapeways does offer a single, clear
translucent plastic that they call
"Frosted Detail", and another c=
alled
"Transparent Acrylic", but I do=
n't
think that any sort of transparent
stickers will help us, especially
since this thing is chock full of
magnets. The easiest way to let you
see into the two hemispheres would be
to simply truncate the pointy tips of
the stickers. That already happens a
little bit due to the way I've rounde=
d
the edges. Here is a perliminal.com/cube/inverted1.jpg" target=3D"_blank">close-up of a
half-rotation in which you can see
that the inner yellow and white faces
are solved. Your suggestion of little
mapping dots on the corners also
works, but just opening the existing
window further would work more
directly.



-Melinda




ail-m_7083180584533685750m_-5940949689506161254m_2386783995576461151m_29958=
09254753611828m_-4446226697589261218moz-cite-prefix">On
4/28/2017 2:15 PM, Roice Nelson =3D"gmail-m_6473756560834928383gmail-m_7083180584533685750m_-59409496895061=
61254m_2386783995576461151m_2995809254753611828m_-4446226697589261218moz-tx=
t-link-abbreviated" href=3D"mailto:roice3@gmail.com" target=3D"_blank">roic=
e3@gmail.com

[4D_Cubing] wrote:



I agree with
Don's arguments about adjacent
sticker colors needing to be next
to each other.=C2=A0 I think this can
be turned into an accurate 2^4
with coloring changes, so I agree
with Joel too :)



To help me think about it, I
started adding a new projection
option for spherical puzzles to
MagicTile, which takes the two
hemispheres of a puzzle and maps
them to two disks with
identified boundaries connected
at a point, just like a physical
"ork.com/global-chess/indexf.html" target=3D"_blank">global chess"
game I have.=C2=A0 Melinda's pu=
zzle
is a lot like this up a
dimension, so think about two
disjoint balls, each
representing a hemisphere of the
2^4, each a "subcube" of
Melinda's puzzle.=C2=A0 The two
boundaries of the balls are
identified with each other and
as you roll one around, the
other half rolls around so that
identified points connect up.=C2=A0
We need to have the same
restriction on Melinda's puzzle=
.




In the pristine state then, I
think it'd be nice to have an
internal (hidden), solid colored
octahedron on each half.=C2=A0 The
other 6 faces should all have
equal colors split between each
hemisphere, 4 stickers on each
half.=C2=A0 You should be able to
reorient the two subcubes to
make a half octahedron of any
color on each subcube.=C2=A0 I just
saw Matt's email and picture,
and it looks like we were going
down the same thought path.=C2=A0 I
think with recoloring (mirroring
some of the current piece
colorings) though, the
windmill's can be avoided (?)div>




[...] After staring/thinking a
bit more, the coloring Matt came
up with is right-on if you want to
put a solid color at the center of
each hemisphere.=C2=A0 His=C2=A0comme=
nt
about the "mirrored" pieces=
on
each side helped me understand
better. =C2=A03 of the stickers are
mirrored and the 4th is the hidden
color (different on each side for
a given pair of "mirrored"
pieces).=C2=A0 All faces behave
identically as well, as they
should.=C2=A0 It's a little bit o=
f a
bummer that it doesn't look very
pristine in the pristine state,
but it does look like it should
work as a 2^4.



I wonder if there might be some
adjustments to be made when
shapeways allows printing
translucent as a color :)
iv>



[...] Sorry
for all the streaming, but I
wanted to share one more thought.=C2=
=A0
I now completely agree with
Joel/Matt about it behaving as a
2^4, even with the original
coloring.=C2=A0 You just need to
consider the corner colors of the
two subcubes (pink/purple near the
end of the video) as being a
window into the interior of the
piece.=C2=A0 The other colors match u=
p
as desired. =C2=A0(Sorry if folks
already understood this after
their emails and I'm just catchin=
g
up!)



In fact, you could alter
the coloring of the pieces
slightly so that the behavior
was similar with the inverted
coloring.=C2=A0 At the corners
where 3 colors meet on each
piece, you could put a little
circle of color of the
opposite 4th color.=C2=A0 In Matt=
's
windmill coloring then, you'd
be able to see all four colors
of a piece, like you can with
some of the pieces on
Melinda's original coloring.=
=C2=A0
And again you'd consider the
color circles a window to the
interior that did not require
the same matching constraints
between the subcubes.




I'm looking forward to
having one of these :)




Happy Friday everyone,



928383gmail-m_7083180584533685750m_-5940949689506161254m_238678399557646115=
1m_2995809254753611828h5">
Roice





On Fri, Apr 28, 2017 at 1:14
AM, Joel Karlsson ilto:joelkarlsson97@gmail.com" target=3D"_blank">joelkarlsson97@gmail.coma>
[4D_Cubing] &=
lt;
4D_Cubing=
@yahoogroups.com
>
wrote:

e" style=3D"border-left:1px solid rgb(204,204,204)">





Seems like there
was a slight
misunderstanding. I
meant that you need
to be able to =C2=A0twi=
st
one of the faces and
in MC4D the most
natural choice is
the center face. In
your physical puzzle
you can achieve this
type of twist by
twisting the two
subcubes although
this is indeed a
twist of the
subcubes themselves
and not the center
face, however, this
is still the same
type of twist just
around another
face.=C2=A0




If the
magnets are that
allowing the 2x2x2x2
is obviously a
subgroup of this
puzzle. Hopefully
the restrictions
will be quite
natural and only
some "strange"=
; moves
would be illegal.
Regarding the
"families of state=
s"
(aka orbits), the
2x2x2x2 has 6
orbits. As I
mentioned earlier
all allowed twists
preserves the parity
of the pieces,
meaning that only
half of the
permutations you can
achieve by
disassembling and
reassembling can be
reached through
legal moves. Because
of some geometrical
properties of the
2x2x2x2 and its
twists, which would
take some time to
discuss in detail
here, the
orientation of the
stickers mod 3 are
preserved, meaning
that the last corner
only can be oriented
in one third of the
number of
orientations for the
other corners. This
gives a total number
of orbits of 2x3=3D6.
To check this result
let's use this
information to
calculate all the
possible states of
the 2x2x2x2; if
there were no
restrictions we
would have 16! for
permuting the pieces
(16 pieces) =C2=A0and
12^16 for orienting
them (12
orientations for
each corner). If we
now take into
account that there
are 6 equally sized
orbits this gets us
to 12!16^12/6.
However, we should
also note that the
orientation of the
puzzle as a hole is
not set by some kind
of centerpieces and
thus we need to
devide with the
number of
orientations of a 4D
cube if we want all
our states to be
separated with
twists and not only
rotations of the
hole thing. The
number of ways to
orient a 4D cube in
space (only allowing
rotations and not
mirroring) is
8x6x4=3D192 giving a
total of=C2=A0le=3D"font-family:sans-serif">12!16^12/(6*192)
states which is
indeed the same
number that for
example David
Smith arrived at
during his
calculations.
Therefore, =C2=A0when
determining
whether or not a
twist on your
puzzle is legal or
not it is
sufficient and
necessary to
confirm that the
twist is an even
permutation of the
pieces and
preserves the
orientation of
stickers mod 3.>

tyle=3D"font-family:sans-serif">


tyle=3D"font-family:sans-serif">Best regards,=C2=A0

tyle=3D"font-family:sans-serif">Joel=C2=A0



xtra" dir=3D"auto">

_quote">Den
28 apr. 2017
3:02 fm skrev
"Melinda Gre=
en
:melinda@superliminal.com" target=3D"_blank">melinda@superliminal.com
[4D_Cubing]"
<ilto:4D_Cubing@yahoogroups.com" target=3D"_blank">4D_Cubing@yahoogroups.com=
>:

=3D"gmail-m_6473756560834928383gmail-m_7083180584533685750m_-59409496895061=
61254m_2386783995576461151m_2995809254753611828m_-4446226697589261218m_6733=
134459512634882m_7927561327128665054m_-4244333051891278538m_-77615799828352=
15532m_4431900632030069098quote" style=3D"border-left:1px solid rgb(204,204=
,204)">
kground-color:rgb(255,255,255)">
=C2=A0n>
m_6473756560834928383gmail-m_7083180584533685750m_-5940949689506161254m_238=
6783995576461151m_2995809254753611828m_-4446226697589261218m_67331344595126=
34882m_7927561327128665054m_-4244333051891278538m_-7761579982835215532m_443=
1900632030069098m_6586884675826257012ygrp-mlmsg">
m_6473756560834928383gmail-m_7083180584533685750m_-5940949689506161254m_238=
6783995576461151m_2995809254753611828m_-4446226697589261218m_67331344595126=
34882m_7927561327128665054m_-4244333051891278538m_-7761579982835215532m_443=
1900632030069098m_6586884675826257012ygrp-msg">
m_6473756560834928383gmail-m_7083180584533685750m_-5940949689506161254m_238=
6783995576461151m_2995809254753611828m_-4446226697589261218m_67331344595126=
34882m_7927561327128665054m_-4244333051891278538m_-7761579982835215532m_443=
1900632030069098m_6586884675826257012ygrp-text">

The new
arrangement of
magnets allows
every valid
orientation of
pieces. The
only invalid
ones are those
where the
diagonal lines
cutting each
cube's face
cross each
other rather
than coincide.
In other
words, you can
assemble the
puzzle in all
ways that
preserve the
overall
diamond/harlequin
pattern. Just
about every
move you can
think of on
the whole
puzzle is
valid though
there are
definitely
invalid moves
that the
magnets allow.
The most
obvious
invalid move
is twisting of
a single end
cap.



I think your
description of
the center
face is not
correct
though. Twists
of the outer
faces cause
twists
"through&quo=
t; the
center face,
not "of"=
; that
face. Twists
of the outer
faces are
twists of
those faces
themselves
because they
are the ones
not changing,
just like the
center and
outer faces of
MC4D when you
twist the
center face.
The only
direct twist
of the center
face that this
puzzle allows
is a 90 degree
twist about
the outer
axis. That
happens when
you
simultaneously
twist both end
caps in the
same
direction.



Yes, it's
quite
straightforward
reorienting
the whole
puzzle to put
any of the
four axes on
the outside.
This is a very
nice
improvement
over the first
version and
should make it
much easier to
solve. You may
be right that
we just need
to find the
right way to
think about
the outside
faces. I'll
leave it to
the math
geniuses on
the list to
figure that
out.



-Melinda


il-m_6473756560834928383gmail-m_7083180584533685750m_-5940949689506161254m_=
2386783995576461151m_2995809254753611828m_-4446226697589261218m_67331344595=
12634882m_7927561327128665054m_-4244333051891278538m_-7761579982835215532m_=
4431900632030069098quoted-text">



il-m_6473756560834928383gmail-m_7083180584533685750m_-5940949689506161254m_=
2386783995576461151m_2995809254753611828m_-4446226697589261218m_67331344595=
12634882m_7927561327128665054m_-4244333051891278538m_-7761579982835215532m_=
4431900632030069098m_6586884675826257012moz-cite-prefix">On
4/27/2017
10:31 AM, Joel
Karlsson =3D"gmail-m_6473756560834928383gmail-m_7083180584533685750m_-59409496895061=
61254m_2386783995576461151m_2995809254753611828m_-4446226697589261218m_6733=
134459512634882m_7927561327128665054m_-4244333051891278538m_-77615799828352=
15532m_4431900632030069098m_6586884675826257012moz-txt-link-abbreviated" hr=
ef=3D"mailto:joelkarlsson97@gmail.com" target=3D"_blank">joelkarlsson97@gma=
il.com

[4D_Cubing]
wrote:

=3D"cite">




Hi
Melinda,




I do not agree
with the
criticism
regarding the
white and
yellow
stickers
touching each
other, this
could simply
be an effect
of the
different
representations
of the puzzle.
To really
figure out if
this indeed is
a
representation
of a 2x2x2x2
we need to
look at the
possible moves
(twists and
rotations) and
figure out the
equivalent
moves in the
MC4D software.
From the MC4D
software, it'=
s
easy to
understand
that the only
moves required
are free
twists of one
of the faces
(that is, only
twisting the
center face in
the standard
perspective
projection in
MC4D) and 4D
rotations
swapping which
face is in the
center
(ctrl-clicking
in MC4D). The
first is
possible in
your physical
puzzle by
rotating the
white and
yellow
subcubes (from
here on I use
subcube to
refer to the
two halves of
the puzzle and
the colours of
the subcubes
to refer to
the "outer
colours"). T=
he
second is
possible if
it's possible
to reach a
solved state
with any two
colours on the
subcubes that
still allow
you to perform
the previously
mentioned
twists. This
seems to be
the case from
your
demonstration
and is indeed
true if the
magnets allow
the simple
twists
regardless of
the colours of
the subcubes.
Thus, it is
possible to
let your
puzzle be a
representation
of a 2x2x2x2,
however, it
might require
that some
moves that the
magnets allow
aren't used.<=
br>



Best regards,


Joel


il_extra">

il_quote">2017-04-27
3:09 GMT+02:00
Melinda Green
:melinda@superliminal.com" target=3D"_blank">melinda@superliminal.com
[4D_Cubing] dir=3D"ltr"><ank">4D_Cubing@yahoogroups.com>:

=3D"gmail_quote" style=3D"border-left:1px solid rgb(204,204,204)">
kground-color:rgb(255,255,255)">
=C2=A0n>
m_6473756560834928383gmail-m_7083180584533685750m_-5940949689506161254m_238=
6783995576461151m_2995809254753611828m_-4446226697589261218m_67331344595126=
34882m_7927561327128665054m_-4244333051891278538m_-7761579982835215532m_443=
1900632030069098m_6586884675826257012m_3209267269419320979ygrp-mlmsg">
m_6473756560834928383gmail-m_7083180584533685750m_-5940949689506161254m_238=
6783995576461151m_2995809254753611828m_-4446226697589261218m_67331344595126=
34882m_7927561327128665054m_-4244333051891278538m_-7761579982835215532m_443=
1900632030069098m_6586884675826257012m_3209267269419320979ygrp-msg">
m_6473756560834928383gmail-m_7083180584533685750m_-5940949689506161254m_238=
6783995576461151m_2995809254753611828m_-4446226697589261218m_67331344595126=
34882m_7927561327128665054m_-4244333051891278538m_-7761579982835215532m_443=
1900632030069098m_6586884675826257012m_3209267269419320979ygrp-text">

Dear
Cubists,



I've finished
version 2 of
my physical
puzzle and
uploaded a
video of it
here:

//www.youtube.com/watch?v=3DzqftZ8kJKLo" target=3D"_blank">https://www.yout=
ube.com/watch?v=3DzqftZ8kJKLo


Again, please
don't share
these videos
outside this
group as their
purpose is
just to get
your feedback.
I'll
eventually
replace them
with a public
video.



Here is an
extra math
puzzle that I
bet you folks
can answer:
How many
families of
states does
this puzzle
have? In other
words, if
disassembled
and
reassembled in
any random
configuration
the magnets
allow, what
are the odds
that it can be
solved? This
has practical
implications
if all such
configurations
are solvable
because it
would provide
a very easy
way to fully
scramble the
puzzle.



And finally, a
bit of fun: A
relatively new
friend of mine
and new list
member, Marc
Ringuette, got
excited enough
to make his
own version.
He built it
from EPP foam
and colored
tape, and used
honey instead
of magnets to
hold it
together.
Check it out
here: http://superliminal.com/cube/dessert_cube.jpg" target=3D"_blank">http://sup=
erliminal.com/cube/dessert_cube.jpg

I don't know
how practical
a solution
this is but it
sure looks
delicious!
Welcome Marc!



-Melinda


















il-m_6473756560834928383gmail-m_7083180584533685750m_-5940949689506161254m_=
2386783995576461151m_2995809254753611828m_-4446226697589261218m_67331344595=
12634882m_7927561327128665054m_-4244333051891278538m_-7761579982835215532m_=
4431900632030069098quoted-text">












































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




=20=20



750m_-5940949689506161254elided-text">
=20=20=20=20=20

=20=20=20=20







=20=20










--f403045f4e602a99e7054f7bc007--




From: Roice Nelson <roice3@gmail.com>
Date: Wed, 17 May 2017 18:28:10 -0500
Subject: Re: [MC4D] Re: New MagicTile projection



--001a1144078c399917054fc0a4f2
Content-Type: text/plain; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

Thanks for the suggestion Nan. I hadn't initially supported that for
technical reasons... I implemented this view via textures and dragging the
view was going to require invalidating textures at every frame (expensive)
and there were some other difficulties as well. But in the end it seems to
work just fine, and I just uploaded a new version. If you want to recover
the euclidean "coupled-lazy-suzan" rotation that was the previous behavior,
just drag outside the disks. Let me know if you see any problems or have
further suggestions!

Best,
Roice


On Fri, May 12, 2017 at 4:24 PM, mananself@gmail.com [4D_Cubing] <
4D_Cubing@yahoogroups.com> wrote:

>
>
>
> Can you add the ability to drag the view?
>
> ---In 4D_Cubing@yahoogroups.com, wrote :
>
>
> I finished coding up the new projection of spherical puzzles I was
> describing the other day, and updated the download. It projects each
> hemisphere onto a disk, and the two disks touch at a point in the center =
of
> the screen. You can zoom and rotate the disks. Here are a couple pictur=
es:
>
> https://goo.gl/photos/uDE4M1Z9jSwr7Q2T8
> https://goo.gl/photos/9CsSLZFtNAvEQNiY8
>
> Grab the latest at roice3.org/magictile.
>
> Cheers,
> Roice
>
>
>=20
>

--001a1144078c399917054fc0a4f2
Content-Type: text/html; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

Thanks for the suggestion Nan.=C2=A0 I hadn't initiall=
y supported that for technical reasons...=C2=A0 I implemented this view via=
textures and dragging the view was going to require invalidating textures =
at every frame (expensive) and there were some other difficulties as well.=
=C2=A0 But in the end it seems to work just fine, and I just uploaded a new=
version.=C2=A0 If you want to recover the euclidean "coupled-lazy-suz=
an" rotation that was the previous behavior, just drag outside the dis=
ks.=C2=A0 Let me know if you see any problems or have further suggestions!<=
div>
Best,
Roice

gmail_extra">
On Fri, May 12, 2017 at 4:24 PM=
, mananself@gmail.=
com
[4D_Cubing] <groups.com" target=3D"_blank">4D_Cubing@yahoogroups.com> wrot=
e:
eft:1px #ccc solid;padding-left:1ex">






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


















ass=3D"m_7694099771979627809m_-8488171623463124332ygroups-quoted">Can you a=
dd the ability to drag the view?

---In ahoogroups.com" target=3D"_blank">4D_Cubing@yahoogroups.com, <roice3=
@...> wrote :


=3D"m_7694099771979627809m_-8488171623463124332ygrps-yiv-1856364010">
ir=3D"ltr">I finished coding up the new projection of spherical puzzles I w=
as describing the other day, and updated the download.=C2=A0 It projects ea=
ch hemisphere onto a disk, and the two disks touch at a point in the center=
of the screen.=C2=A0 You can zoom and rotate the disks.=C2=A0 Here are a c=
ouple pictures:



Cheers,
Roice
<=
/div>























--001a1144078c399917054fc0a4f2--





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