Thread: "Notation"

From: "Eduard Baumann" <ed.baumann@bluewin.ch>
Date: Tue, 2 Jan 2018 18:05:55 +0100
Subject: Re: [MC4D] Notation



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I prefer the first of these two.

The standard convention in mathematics is
y-right, z-up, x-toward yourself

Kind regards
Ed



----- Original Message -----=20
From: Joel Karlsson joelkarlsson97@gmail.com [4D_Cubing]=20
To: 4D_Cubing@yahoogroups.com=20
Sent: Tuesday, January 02, 2018 5:46 PM
Subject: [MC4D] Notation


=20=20=20=20
Hello,

I'm planning to post a more detailed solution of the physical 2^4 but
to do so I need some notation. I understand that my previous post on
notation was too long and too complicated. Luckily, I have since
realised that a simpler notation is sufficient but before I introduce
it I need some input from you. What coordinate system do you prefer?

It would be great if we could decide on one coordinate system and then
use that as a convention. Personally, I think that the coordinate
system should be right-handed but besides that, I can use pretty much
any. Two great alternatives are (for the positive half axes):
x-right, y-away from yourself, z-up
x-right, y-up, z-toward yourself

What do you think?

Best regards,
Joel


=20=20
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=EF=BB=BF




I prefer the first of these two.IV>
 

The standard convention in mathematics=20
is

y-=
right, z-up,=20
x-toward yourself

 

Kind regards

Ed

 

 

 

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

style=3D"FONT: 10pt arial; BACKGROUND: #e4e4e4; font-color: black">Fro=
m:
=20
href=3D"mailto:joelkarlsson97@gmail.com [4D_Cubing]">Joel Karlsson=20
joelkarlsson97@gmail.com [4D_Cubing]

To: ps.com=20
href=3D"mailto:4D_Cubing@yahoogroups.com">4D_Cubing@yahoogroups.com
<=
/DIV>
Sent: Tuesday, January 02, 2018 5:=
46=20
PM

Subject: [MC4D] Notation


 =20

Hello,

I'm planning to post a more detailed solution of the phy=
sical=20
2^4 but
to do so I need some notation. I understand that my previous p=
ost=20
on
notation was too long and too complicated. Luckily, I have=20
since
realised that a simpler notation is sufficient but before I=20
introduce
it I need some input from you. What coordinate system do you=
=20
prefer?

It would be great if we could decide on one coordinate sys=
tem=20
and then
use that as a convention. Personally, I think that the=20
coordinate
system should be right-handed but besides that, I can use p=
retty=20
much
any. Two great alternatives are (for the positive half=20
axes):
x-right, y-away from yourself, z-up
x-right, y-up, z-toward=
=20
yourself

What do you think?

Best regards,
Joel

DIV>

------=_NextPart_000_001B_01D383F4.57813220--




From: Marc Ringuette <ringuette@solarmirror.com>
Date: Tue, 2 Jan 2018 12:48:56 -0800
Subject: Re: [MC4D] Notation



Hi, Joel,

I strongly prefer the second of the two (+x is right, +y is up, +z is
toward yourself).  The most important reason, for me, is to be
consistent with the existing Rubik's Cube usage.

   https://www.speedsolving.com/wiki/index.php/3x3x3_notation

It would mightily confuse cubers any other way.   Michael Gottlieb and I
have already used it in our RIL and ROIL notations.  Also, the computer
world almost always does this.

https://www.cs.uic.edu/~jbell/CourseNotes/ComputerGraphics/Coordinates.html
https://developer.microsoft.com/en-us/windows/mixed-reality/coordinate_systems_in_directx

Sorry, math traditionalists.

Cheers
Marc




From: Marc Ringuette <ringuette@solarmirror.com>
Date: Tue, 2 Jan 2018 15:53:43 -0800
Subject: Re: [MC4D] Notation



I must agree with Marc. I didn't know about the speed solving community's convention, and that's probably the strongest argument. Coming from computer graphics, this has been a perennial discussion. Programmers, mathematicians and artist/modelling communities overlap in interests and coordinate preferences like a Venn diagram depending upon whether you prefer to think in terms of screen space or world space. There's general agreement to begin with +X being to the right. Everything else can cause tension, but the one compromise that everyone seems to be able to live with is making sure that +Y is always up. (Some world-space people prefer +Z up while some graphics people prefer +Y as down.) The phrase "Y is up" has therefore become a kind of touchstone. Given that, positive Z can then be chosen to produce one's desired handedness. I have no preference on handedness, but since you prefer right-handed, that means +Z should be toward yourself.

-Melinda

On 1/2/2018 8:46 AM, Joel Karlsson joelkarlsson97@gmail.com [4D_Cubing] wrote:
> Hello,
>
> I'm planning to post a more detailed solution of the physical 2^4 but
> to do so I need some notation. I understand that my previous post on
> notation was too long and too complicated. Luckily, I have since
> realised that a simpler notation is sufficient but before I introduce
> it I need some input from you. What coordinate system do you prefer?
>
> It would be great if we could decide on one coordinate system and then
> use that as a convention. Personally, I think that the coordinate
> system should be right-handed but besides that, I can use pretty much
> any. Two great alternatives are (for the positive half axes):
> x-right, y-away from yourself, z-up
> x-right, y-up, z-toward yourself
>
> What do you think?
>
> Best regards,
> Joel




From: Joel Karlsson <joelkarlsson97@gmail.com>
Date: Wed, 3 Jan 2018 07:49:35 +0100
Subject: Re: [MC4D] Notation



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Great input!

Melinda and Marc have convinced me. As a mathematician I strive not to be
bounded by notation so even though I'm more familiar with z-up I'll go with
x-right, y-up, z-toward yourself. Of course, everyone is free to use their
personal preference personally but when communicating it's great to have a
convention.

Best regards,
Joel

PS. Notation and more details on my solution upcoming shortly.

Den 3 jan. 2018 12:53 fm skrev "Melinda Green melinda@superliminal.com
[4D_Cubing]" <4D_Cubing@yahoogroups.com>:

>
>
> I must agree with Marc. I didn't know about the speed solving community's
> convention, and that's probably the strongest argument. Coming from
> computer graphics, this has been a perennial discussion. Programmers,
> mathematicians and artist/modelling communities overlap in interests and
> coordinate preferences like a Venn diagram depending upon whether you
> prefer to think in terms of screen space or world space. There's general
> agreement to begin with +X being to the right. Everything else can cause
> tension, but the one compromise that everyone seems to be able to live wi=
th
> is making sure that +Y is always up. (Some world-space people prefer +Z u=
p
> while some graphics people prefer +Y as down.) The phrase "Y is up" has
> therefore become a kind of touchstone. Given that, positive Z can then be
> chosen to produce one's desired handedness. I have no preference on
> handedness, but since you prefer right-handed, that means +Z should be
> toward yourself.
>
> -Melinda
>
> On 1/2/2018 8:46 AM, Joel Karlsson joelkarlsson97@gmail.com [4D_Cubing]
> wrote:
> > Hello,
> >
> > I'm planning to post a more detailed solution of the physical 2^4 but
> > to do so I need some notation. I understand that my previous post on
> > notation was too long and too complicated. Luckily, I have since
> > realised that a simpler notation is sufficient but before I introduce
> > it I need some input from you. What coordinate system do you prefer?
> >
> > It would be great if we could decide on one coordinate system and then
> > use that as a convention. Personally, I think that the coordinate
> > system should be right-handed but besides that, I can use pretty much
> > any. Two great alternatives are (for the positive half axes):
> > x-right, y-away from yourself, z-up
> > x-right, y-up, z-toward yourself
> >
> > What do you think?
> >
> > Best regards,
> > Joel
>
>=20
>

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Great input!

>Melinda and Marc have convinced me. As a=C2=A0mathematician I strive not t=
o be bounded by notation so even though I'm more familiar with z-up I&#=
39;ll go with x-right, y-up, z-toward yourself. Of course, everyone is free=
to use their personal preference personally but when communicating it'=
s great to have a convention.

auto">Best regards,=C2=A0
Joel=C2=A0
=3D"auto">
PS. Notation and more details on my s=
olution upcoming shortly.=C2=A0

<=
div class=3D"gmail_quote">Den 3 jan. 2018 12:53 fm skrev "Melinda Gree=
n melinda@superliminal.com =
[4D_Cubing]" <4D_Cubin=
g@yahoogroups.com
>:
il_quote" style=3D"margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-lef=
t:1ex">












=20

=C2=A0







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

I must agree with Marc. I didn't know about the speed solving =
community's convention, and that's probably the strongest argument.=
Coming from computer graphics, this has been a perennial discussion. Progr=
ammers, mathematicians and artist/modelling communities overlap in interest=
s and coordinate preferences like a Venn diagram depending upon whether you=
prefer to think in terms of screen space or world space. There's gener=
al agreement to begin with +X being to the right. Everything else can cause=
tension, but the one compromise that everyone seems to be able to live wit=
h is making sure that +Y is always up. (Some world-space people prefer +Z u=
p while some graphics people prefer +Y as down.) The phrase "Y is up&q=
uot; has therefore become a kind of touchstone. Given that, positive Z can =
then be chosen to produce one's desired handedness. I have no preferenc=
e on handedness, but since you prefer right-handed, that means +Z should be=
toward yourself.



-Melinda



On 1/2/2018 8:46 AM, Joel Karlsson om" target=3D"_blank">joelkarlsson97@gmail.com [4D_Cubing] wrote:

> Hello,

>

> I'm planning to post a more detailed solution of the physical 2^4 =
but

> to do so I need some notation. I understand that my previous post onr>
> notation was too long and too complicated. Luckily, I have since

> realised that a simpler notation is sufficient but before I introduce<=
br>
> it I need some input from you. What coordinate system do you prefer?r>
>

> It would be great if we could decide on one coordinate system and then=


> use that as a convention. Personally, I think that the coordinate

> system should be right-handed but besides that, I can use pretty much<=
br>
> any. Two great alternatives are (for the positive half axes):

> x-right, y-away from yourself, z-up

> x-right, y-up, z-toward yourself

>

> What do you think?

>

> Best regards,

> Joel






=20=20=20=20=20

=20=20=20=20







=20=20








--f403043893c854ab8d0561d99ec2--




From: Joel Karlsson <joelkarlsson97@gmail.com>
Date: Thu, 4 Jan 2018 21:05:20 +0100
Subject: Re: [MC4D] Notation



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This got longer than expected... However, there are a lot of examples
(including pictures) so I think that it should be quite readable. For those
only interested in the notation for the physical puzzle, you can skip
"Notation for MC4D" and "Generalisation..." although I encourage you to
explore those as well.


*Coordinate system and labelling*
I'll use the coordinate system x-right, y-up and z-toward yourself when
introducing my notation. Further, I'll use R for the right half of the
puzzle, L for left, U for up, D for down, F for front, B for back, C for
center and E for edge. I hope that you are okay with these, the one least
intuitive is probably E which refers to the face on the very top and bottom
when holding the puzzle vertically and the face on the right and left side
of the puzzle when holding the puzzle horizontally. See attached pictures
for some examples.

We'll see that it's very useful to introduce notation for the negative
half-axes since rotating a face around the positive half-axis and then
around the negative half-axis (both following the right-hand rule described
below, i.e counterclockwise rotations) brings you back to where you
started. I'll use ' (prime) for this so, x' is pointing left for example.


*Puzzle representation and rotation:*
It's very useful to be able to specify the representation and rotation of
the puzzle. I'll do this by using rep (short for representation) and
indicating which faces are inverted (in contrast with the octahedral
faces). Note that the inverted faces always are opposite so specifying one
is enough although I find it easier to read when both are specified (do as
you wish). For example, rep(UD) means that the up and down faces are
inverted. This doesn't completely specify the rotation (which axis is
parallel with the long side of the puzzle) in the case that C is inverted.
In this case, I'll just put that axis after the C so rep(Cx) means that the
C and E face is inverted and that the puzzle is oriented vertically with
the longest side parallel with the x-axis. See attached pictures for some
examples (again). If I don't say anything I will, in later examples, start
from rep(UD) as in picture 1.


*Basic twists*
Starting with rep(UD) (see picture 1) the easiest move might be Uy,
rotating the U face around the y-axis in the mathematically positive
direction/counterclockwise, following the right-hand rule (right thumb
pointing in the positive y-direction, rotate in the direction that your
right fingers can curl). Similarly, Ux would rotate the U face around the
x-axis, once again, following the right-hand rule. For rotating "clockwise"
we use the prime notation: Ux' would undo Ux. Note that this still follows
the right-hand rule; Ux' is a counterclockwise rotation around the negative
half-axis x' (pointing left). To do 180-degree rotations we can append
numbers. For example, Ux2 is simply Ux Ux. Mathematically, (Ux)^2 would be
more correct but is often less convenient and hence I, more often than not,
don't use exponent notation. Another example of a possible move from
rep(UD), using 180-degree twists, is Rx2 and for the physical cube, this
can't easily be broken down to Rx Rx although they are equal (the physical
cube rep(UD) lacks the Rx move).

We also need to be able to describe rotations in 3D-space and I use O
(capital o) for this. This follows the same rules as other moves so, for
example, Oy =3D Uy Dy (from rep(UD)) is a rotation of the whole cube around
the positive y-axis. Stacking moves (reordering two halves or 1/4 and 3/4
parts of the puzzle) is also very useful (and many correspond to puzzle
rotations that do not change the state of the puzzle) and I use S to denote
these. Stacking moves are not (3D) rotations so the notation might need an
explanation. From rep(UD) Sy would take the top cap and put it on the
bottom, Sy2 would take the upper half (the U face) and put it underneath
the D face, Sx would take the right half and put it to the left and Sx2
would do nothing. So, from picture 1 Sy would take you to picture 2. I'll
discuss these moves more thoroughly later.

*Extensions facilitating twists corresponding to corner- and edge-clicking
in MC4D*
Often, we want to do twists corresponding to corner- and edge-clicking in
MC4D's 3^4 cube. To facilitate the use of these moves I thought it
necessary to extend the notation a bit (although the previous notation is
complete). We can use Uxy to rotate the U face in such a way that a
face-fix coordinate system swaps x <-> y, corresponding to clicking on the
xy-edge (the top right edge) in MC4D. So, Uyz' flips the top 2x2x2 cube
around the top-back edge. As a convention, I prefer to always right in
alphabetical order.

Twists corresponding to corner-clicking can be achieved similarly. We can
use Uxyz for the positive rotation around the xyz corner, corresponding to
clicking on the xyz-corner (the right top front). The inverse of Uxyz would
be Ux'y'z' or U(xyz)' (the latter might be easier to read). If we allow
ourselfs to rewrite Ux'y'z' to U(xyz)' the three lower case letters can be
thought of as specifying which corner to rotate around and the ' (prime) to
specify the direction of the rotation (non-primed rotations always being
positive/counterclockwise) (note that Ux'yz would correspond to
left-clicking at the x'yz corner in MC4D and U(x'yz)' would correspond to a
right-click on the same corner or a left click on Uxy'z'). The convention
with alphabetical order still applies.

*Notation for MC4D*
This notation turns out to work flawlessly with the virtual cubes in MC4D
as well. There's only a couple of things that I think should be mentioned
and then you can use the same notation for the virtual 2^4, 3^4, 4^4 and so
on. The S moves are a bit special for the physical cube so for the virtual
ones let Sx be a ctrl-click on the face that lies in the x-direction (R)
and similarly for other S moves. Also, to enable deep twists, let U2x be
the twist similar to Ux but with the layer beneath the surface (I believe
this is achieved by holding down the "2" key in MC4D although that is,
oddly, currently only working for right-clicks for me). We can use the same
principle for bigger cubes and on a 9^4 you can have Ux, U2x, ..., U9x.
Note that, just as in MC4D, not using this number sets it to 1 per default
(so Ux =3D U1x).

*Generalizing the notation to higher-dimensional and bigger cubes*
The notation can be generalized to higher-dimensional cubes. First of all,
more face and axis names would be necessary (one option to not run out of
these as quick would be to use X for the face in the x-direction (R) and X'
for the face in the x'-direction (L) although I believe that it might be
harder to read). Furthermore, rotations in higher dimensions don't work the
same way; objects are not rotated around an axis but a plane or hyperplane.
However, no matter the dimension there is always a plane of rotation, a
plane in which the points describes circles (this is related to linear
algebra, eigenvectors more specifically, and the definition of a rotation).
So, we could specify this plane instead of the axis to rotate around. Uy
would become Uxz', Uz'x', Ux'z or Uzx (taking x -> z' -> x' -> z -> x). For
the sake of uniqueness we might not want to use primes in this notation and
then Uy would become Uzx and Uy' would become Uxz. Since we now need two
lowercase letters to describe a rotation the extension of my notation (with
flips and rotations corresponding to edge- and corner-clicks in MC4D) would
not be applicable.

*Miscellaneous*
Regarding folding moves for the physical 2^4: My previous notation included
folding moves. I do not include those here since I don't use them. The
reason for not using them is simple: they are not legal elementary twists
of a 2^4 (in the sense that they don't correspond to simply rotating a
single face or the whole puzzle) and they are not needed to solve the
puzzle. I'm fine with using folding moves to change between different
representations with the same state but, as I will demonstrate in an
upcoming post, they are not necessary to do this either.

Legal moves: There are a few restrictions when using the notation to only
get elementary moves (i.e no shortcuts). From rep(UD) (similarly for other
representations) these are:
- R and L: only Rx2 and Lx2 allowed (could thus simply use R and L
without the x2 but I stick with Rx2 and Lx2)
- F and B: only Fz2 and Bz2 allowed
- C and E: only multiples of Cy and Ey allowed (Cy, Cy', Cy2, Ey, Ey'
and Ey2)
- S: only multiples of Sy (Sy, Sy' and Sy2)

Regarding S moves: The non-elementary S moves are needed to get all states
(without them it's impossible to mix the inverted colours with the others).
I think it's fine to use these S moves to switch between representations
even though they do indeed change the state of the puzzle (pure puzzle
rotations becomes very slow when speedsolving) although I don't think that
sequences that use the side effects of S moves should be used (preferably).
What do you think?

Best regards,
Joel


2018-01-03 7:49 GMT+01:00 Joel Karlsson :

> Great input!
>
> Melinda and Marc have convinced me. As a mathematician I strive not to be
> bounded by notation so even though I'm more familiar with z-up I'll go wi=
th
> x-right, y-up, z-toward yourself. Of course, everyone is free to use thei=
r
> personal preference personally but when communicating it's great to have =
a
> convention.
>
> Best regards,
> Joel
>
> PS. Notation and more details on my solution upcoming shortly.
>
> Den 3 jan. 2018 12:53 fm skrev "Melinda Green melinda@superliminal.com
> [4D_Cubing]" <4D_Cubing@yahoogroups.com>:
>
>>
>>
>> I must agree with Marc. I didn't know about the speed solving community'=
s
>> convention, and that's probably the strongest argument. Coming from
>> computer graphics, this has been a perennial discussion. Programmers,
>> mathematicians and artist/modelling communities overlap in interests and
>> coordinate preferences like a Venn diagram depending upon whether you
>> prefer to think in terms of screen space or world space. There's general
>> agreement to begin with +X being to the right. Everything else can cause
>> tension, but the one compromise that everyone seems to be able to live w=
ith
>> is making sure that +Y is always up. (Some world-space people prefer +Z =
up
>> while some graphics people prefer +Y as down.) The phrase "Y is up" has
>> therefore become a kind of touchstone. Given that, positive Z can then b=
e
>> chosen to produce one's desired handedness. I have no preference on
>> handedness, but since you prefer right-handed, that means +Z should be
>> toward yourself.
>>
>> -Melinda
>>
>> On 1/2/2018 8:46 AM, Joel Karlsson joelkarlsson97@gmail.com [4D_Cubing]
>> wrote:
>> > Hello,
>> >
>> > I'm planning to post a more detailed solution of the physical 2^4 but
>> > to do so I need some notation. I understand that my previous post on
>> > notation was too long and too complicated. Luckily, I have since
>> > realised that a simpler notation is sufficient but before I introduce
>> > it I need some input from you. What coordinate system do you prefer?
>> >
>> > It would be great if we could decide on one coordinate system and then
>> > use that as a convention. Personally, I think that the coordinate
>> > system should be right-handed but besides that, I can use pretty much
>> > any. Two great alternatives are (for the positive half axes):
>> > x-right, y-away from yourself, z-up
>> > x-right, y-up, z-toward yourself
>> >
>> > What do you think?
>> >
>> > Best regards,
>> > Joel
>>
>>=20
>>
>

--94eb2c0d0f7a09e9ea0561f8da08
Content-Type: text/html; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

This got long=
er than expected... However, there are a lot of examples (including picture=
s) so I think that it should be quite readable. For those only interested i=
n the notation for the physical puzzle, you can skip "Notation for MC4=
D" and "Generalisation..." although I encourage you to explo=
re those as well.

Coordinate system and lab=
elling
I'll use the coordinate system x-right, y-up and z-=
toward yourself when introducing my notation. Further, I'll use R for t=
he right half of the puzzle, L for left, U for up, D for down, F for front,=
B for back, C for center and E for edge. I hope that you are okay with the=
se, the one least intuitive is probably E which refers to the face on the v=
ery top and bottom when holding the puzzle vertically and the face on the r=
ight and left side of the puzzle when holding the puzzle horizontally. See =
attached pictures for some examples.

We'll see=
that it's very useful to introduce notation for the negative half-axes=
since rotating a face around the positive half-axis and then around the ne=
gative half-axis (both following the right-hand rule described below, i.e c=
ounterclockwise rotations) brings you back to where you started. I'll=
=C2=A0 use ' (prime) for this so, x' is pointing left for example.<=
br>

Puzzle representation and rotation:
>It's very useful to be able to specify the representation and rotation=
of the puzzle. I'll do this by using rep (short for representation) an=
d indicating which faces are inverted (in contrast with the octahedral face=
s). Note that the inverted faces always are opposite so specifying one is e=
nough although I find it easier to read when both are specified (do as you =
wish). For example, rep(UD) means that the up and down faces are inverted. =
This doesn't completely specify the rotation (which axis is parallel wi=
th the long side of the puzzle) in the case that C is inverted. In this cas=
e, I'll just put that axis after the C so rep(Cx) means that the C and =
E face is inverted and that the puzzle is oriented vertically with the long=
est side parallel with the x-axis. See attached pictures for some examples =
(again). If I don't say anything I will, in later examples, start from =
rep(UD) as in picture 1.

Basic twists
Starting=
with rep(UD) (see picture 1) the easiest move might be Uy, rotating the U =
face around the y-axis in the mathematically positive direction/countercloc=
kwise, following the right-hand rule (right thumb pointing in the positive =
y-direction, rotate in the direction that your right fingers can curl). Sim=
ilarly, Ux would rotate the U face around the x-axis, once again, following=
the right-hand rule. For rotating "clockwise" we use the prime n=
otation: Ux' would undo Ux. Note that this still follows the right-hand=
rule; Ux' is a counterclockwise rotation around the negative half-axis=
x' (pointing left). To do 180-degree rotations we can append numbers. =
For example, Ux2 is simply Ux Ux. Mathematically, (Ux)^2 would be more corr=
ect but is often less convenient and hence I, more often than not, don'=
t use exponent notation. Another example of a possible move from rep(UD), u=
sing 180-degree twists, is Rx2 and for the physical cube, this can't ea=
sily be broken down to Rx Rx although they are equal (the physical cube rep=
(UD) lacks the Rx move).

We also need to be able to describe r=
otations in 3D-space and I use O (capital o) for this. This follows the sam=
e rules as other moves so, for example, Oy =3D Uy Dy (from rep(UD)) is a ro=
tation of the whole cube around the positive y-axis. Stacking moves (reorde=
ring two halves or 1/4 and 3/4 parts of the puzzle) is also very useful (an=
d many correspond to puzzle rotations that do not change the state of the p=
uzzle) and I use S to denote these. Stacking moves are not (3D) rotations s=
o the notation might need an explanation. From rep(UD) Sy would take the to=
p cap and put it on the bottom, Sy2 would take the upper half (the U face) =
and put it underneath the D face, Sx would take the right half and put it t=
o the left and Sx2 would do nothing. So, from picture 1 Sy would take you t=
o picture 2. I'll discuss these moves more thoroughly later.
<=
div>
Extensions facilitating twists corresponding to corne=
r- and edge-clicking in MC4D

Often, we want to do twists corre=
sponding to corner- and edge-clicking in MC4D's 3^4 cube. To facilitate=
the use of these moves I thought it necessary to extend the notation a bit=
(although the previous notation is complete). We can use Uxy to rotate the=
U face in such a way that a face-fix coordinate system swaps x <-> y=
, corresponding to clicking on the xy-edge (the top right edge) in MC4D. So=
, Uyz' flips the top 2x2x2 cube around the top-back edge. As a conventi=
on, I prefer to always right in alphabetical order.

Twists cor=
responding to corner-clicking can be achieved similarly. We can use Uxyz fo=
r the positive rotation around the xyz corner, corresponding to clicking on=
the xyz-corner (the right top front). The inverse of Uxyz would be Ux'=
y'z' or U(xyz)' (the latter might be easier to read). If we all=
ow ourselfs to rewrite Ux'y'z' to U(xyz)' the three lower c=
ase letters can be thought of as specifying which corner to rotate around a=
nd the ' (prime) to specify the direction of the rotation (non-primed r=
otations always being positive/counterclockwise) (note that Ux'yz would=
correspond to left-clicking at the x'yz corner in MC4D and U(x'yz)=
' would correspond to a right-click on the same corner or a left click =
on Uxy'z'). The convention with alphabetical order still applies.r>

Notation for MC4D
This notatio=
n turns out to work flawlessly with the virtual cubes in MC4D as well. Ther=
e's only a couple of things that I think should be mentioned and then y=
ou can use the same notation for the virtual 2^4, 3^4, 4^4 and so on. The S=
moves are a bit special for the physical cube so for the virtual ones let =
Sx be a ctrl-click on the face that lies in the x-direction (R) and similar=
ly for other S moves. Also, to enable deep twists, let U2x be the twist sim=
ilar to Ux but with the layer beneath the surface (I believe this is achiev=
ed by holding down the "2" key in MC4D although that is, oddly, c=
urrently only working for right-clicks for me). We can use the same princip=
le for bigger cubes and on a 9^4 you can have Ux, U2x, ..., U9x. Note that,=
just as in MC4D, not using this number sets it to 1 per default (so Ux =3D=
U1x).

Generalizing the notation to higher-dimen=
sional and bigger cubes

iv>
The notation can be generalized to higher-dim=
ensional cubes. First of all, more face and axis names would be necessary (=
one option to not run out of these as quick would be to use X for the face =
in the x-direction (R) and X' for the face in the x'-direction (L) =
although I believe that it might be harder to read). Furthermore, rotations=
in higher dimensions don't work the same way; objects are not rotated =
around an axis but a plane or hyperplane. However, no matter the dimension =
there is always a plane of rotation, a plane in which the points describes =
circles (this is related to linear algebra, eigenvectors more specifically,=
and the definition of a rotation). So, we could specify this plane instead=
of the axis to rotate around. Uy would become Uxz', Uz'x', Ux&=
#39;z or Uzx (taking x -> z' -> x' -> z -> x). For the =
sake of uniqueness we might not want to use primes in this notation and the=
n Uy would become Uzx and Uy' would become Uxz. Since we now need two l=
owercase letters to describe a rotation the extension of my notation (with =
flips and rotations corresponding to edge- and corner-clicks in MC4D) would=
not be applicable.

Miscellaneous
>Regarding folding moves for the physical 2^4: My previous notation include=
d folding moves. I do not include those here since I don't use them. Th=
e reason for not using them is simple: they are not legal elementary twists=
of a 2^4 (in the sense that they don't correspond to simply rotating a=
single face or the whole puzzle) and they are not needed to solve the puzz=
le. I'm fine with using folding moves to change between different repre=
sentations with the same state but, as I will demonstrate in an upcoming po=
st, they are not necessary to do this either.

Lega=
l moves: There are a few restrictions when using the notation to only get e=
lementary moves (i.e no shortcuts). From rep(UD) (similarly for other repre=
sentations) these are:
=C2=A0=C2=A0 -=C2=A0=C2=A0 R and L: only R=
x2 and Lx2 allowed (could thus simply use R and L without the x2 but I stic=
k with Rx2 and Lx2)
=C2=A0=C2=A0 -=C2=A0=C2=A0 F and B: only =
Fz2 and Bz2 allowed
=C2=A0=C2=A0 -=C2=A0=C2=A0 C and E: only =
multiples of Cy and Ey allowed (Cy, Cy', Cy2, Ey, Ey' and Ey2)>
=C2=A0=C2=A0 -=C2=A0=C2=A0 S: only multiples of Sy (Sy, Sy' and S=
y2)

Regarding S moves: The non-elementary S mo=
ves are needed to get all states (without them it's impossible to mix t=
he inverted colours with the others). I think it's fine to use these S =
moves to switch between representations even though they do indeed change t=
he state of the puzzle (pure puzzle rotations becomes very slow when speeds=
olving) although I don't think that sequences that use the side effects=
of S moves should be used (preferably). What do you think?

<=
/div>
Best regards,
Joel

div>

2018-01-03 7:=
49 GMT+01:00 Joel Karlsson <sson97@gmail.com" target=3D"_blank">joelkarlsson97@gmail.com>=
:
rder-left:1px solid rgb(204,204,204);padding-left:1ex">
Gr=
eat input!

Melinda and Marc ha=
ve convinced me. As a=C2=A0mathematician I strive not to be bounded by nota=
tion so even though I'm more familiar with z-up I'll go with x-righ=
t, y-up, z-toward yourself. Of course, everyone is free to use their person=
al preference personally but when communicating it's great to have a co=
nvention.

Best regards,=
=C2=A0
=3D"#888888">
Joel=C2=A0
to">
PS. Notation and more details on my solutio=
n upcoming shortly.=C2=A0
760HOEnZb">
_extra">
Den 3 jan. 2018 12:53 fm skrev "=
;Melinda Green ">melinda@superliminal.com [4D_Cubing]" <ubing@yahoogroups.com" target=3D"_blank">4D_Cubing@yahoogroups.com>:=

0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">












=20

=C2=A0


5541785ygrp-mlmsg">
265541785ygrp-msg">


73265541785ygrp-text">
=20=20=20=20=20=20
=20=20=20=20=20=20

I must agree with Marc. I didn't know about the speed solving =
community's convention, and that's probably the strongest argument.=
Coming from computer graphics, this has been a perennial discussion. Progr=
ammers, mathematicians and artist/modelling communities overlap in interest=
s and coordinate preferences like a Venn diagram depending upon whether you=
prefer to think in terms of screen space or world space. There's gener=
al agreement to begin with +X being to the right. Everything else can cause=
tension, but the one compromise that everyone seems to be able to live wit=
h is making sure that +Y is always up. (Some world-space people prefer +Z u=
p while some graphics people prefer +Y as down.) The phrase "Y is up&q=
uot; has therefore become a kind of touchstone. Given that, positive Z can =
then be chosen to produce one's desired handedness. I have no preferenc=
e on handedness, but since you prefer right-handed, that means +Z should be=
toward yourself.



-Melinda



On 1/2/2018 8:46 AM, Joel Karlsson om" target=3D"_blank">joelkarlsson97@gmail.com [4D_Cubing] wrote:

> Hello,

>

> I'm planning to post a more detailed solution of the physical 2^4 =
but

> to do so I need some notation. I understand that my previous post onr>
> notation was too long and too complicated. Luckily, I have since

> realised that a simpler notation is sufficient but before I introduce<=
br>
> it I need some input from you. What coordinate system do you prefer?r>
>

> It would be great if we could decide on one coordinate system and then=


> use that as a convention. Personally, I think that the coordinate

> system should be right-handed but besides that, I can use pretty much<=
br>
> any. Two great alternatives are (for the positive half axes):

> x-right, y-away from yourself, z-up

> x-right, y-up, z-toward yourself

>

> What do you think?

>

> Best regards,

> Joel






=20=20=20=20=20

=20=20=20=20







=20=20








v>


--94eb2c0d0f7a09e9ea0561f8da08--




From: Joel Karlsson <joelkarlsson97@gmail.com>
Date: Thu, 4 Jan 2018 22:11:25 +0100
Subject: Re: [MC4D] Notation



--94eb2c19339c5debdf0561f9c61a
Content-Type: multipart/alternative; boundary="94eb2c19339c5debd50561f9c618"

--94eb2c19339c5debd50561f9c618
Content-Type: text/plain; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

The pictures...

2018-01-04 22:07 GMT+01:00 Joel Karlsson :

> The pictures...
>
> 2018-01-04 21:05 GMT+01:00 Joel Karlsson :
>
>> This got longer than expected... However, there are a lot of examples
>> (including pictures) so I think that it should be quite readable. For th=
ose
>> only interested in the notation for the physical puzzle, you can skip
>> "Notation for MC4D" and "Generalisation..." although I encourage you to
>> explore those as well.
>>
>>
>> *Coordinate system and labelling*
>> I'll use the coordinate system x-right, y-up and z-toward yourself when
>> introducing my notation. Further, I'll use R for the right half of the
>> puzzle, L for left, U for up, D for down, F for front, B for back, C for
>> center and E for edge. I hope that you are okay with these, the one leas=
t
>> intuitive is probably E which refers to the face on the very top and bot=
tom
>> when holding the puzzle vertically and the face on the right and left si=
de
>> of the puzzle when holding the puzzle horizontally. See attached picture=
s
>> for some examples.
>>
>> We'll see that it's very useful to introduce notation for the negative
>> half-axes since rotating a face around the positive half-axis and then
>> around the negative half-axis (both following the right-hand rule descri=
bed
>> below, i.e counterclockwise rotations) brings you back to where you
>> started. I'll use ' (prime) for this so, x' is pointing left for exampl=
e.
>>
>>
>> *Puzzle representation and rotation:*
>> It's very useful to be able to specify the representation and rotation o=
f
>> the puzzle. I'll do this by using rep (short for representation) and
>> indicating which faces are inverted (in contrast with the octahedral
>> faces). Note that the inverted faces always are opposite so specifying o=
ne
>> is enough although I find it easier to read when both are specified (do =
as
>> you wish). For example, rep(UD) means that the up and down faces are
>> inverted. This doesn't completely specify the rotation (which axis is
>> parallel with the long side of the puzzle) in the case that C is inverte=
d.
>> In this case, I'll just put that axis after the C so rep(Cx) means that =
the
>> C and E face is inverted and that the puzzle is oriented vertically with
>> the longest side parallel with the x-axis. See attached pictures for som=
e
>> examples (again). If I don't say anything I will, in later examples, sta=
rt
>> from rep(UD) as in picture 1.
>>
>>
>> *Basic twists*
>> Starting with rep(UD) (see picture 1) the easiest move might be Uy,
>> rotating the U face around the y-axis in the mathematically positive
>> direction/counterclockwise, following the right-hand rule (right thumb
>> pointing in the positive y-direction, rotate in the direction that your
>> right fingers can curl). Similarly, Ux would rotate the U face around th=
e
>> x-axis, once again, following the right-hand rule. For rotating "clockwi=
se"
>> we use the prime notation: Ux' would undo Ux. Note that this still follo=
ws
>> the right-hand rule; Ux' is a counterclockwise rotation around the negat=
ive
>> half-axis x' (pointing left). To do 180-degree rotations we can append
>> numbers. For example, Ux2 is simply Ux Ux. Mathematically, (Ux)^2 would =
be
>> more correct but is often less convenient and hence I, more often than n=
ot,
>> don't use exponent notation. Another example of a possible move from
>> rep(UD), using 180-degree twists, is Rx2 and for the physical cube, this
>> can't easily be broken down to Rx Rx although they are equal (the physic=
al
>> cube rep(UD) lacks the Rx move).
>>
>> We also need to be able to describe rotations in 3D-space and I use O
>> (capital o) for this. This follows the same rules as other moves so, for
>> example, Oy =3D Uy Dy (from rep(UD)) is a rotation of the whole cube aro=
und
>> the positive y-axis. Stacking moves (reordering two halves or 1/4 and 3/=
4
>> parts of the puzzle) is also very useful (and many correspond to puzzle
>> rotations that do not change the state of the puzzle) and I use S to den=
ote
>> these. Stacking moves are not (3D) rotations so the notation might need =
an
>> explanation. From rep(UD) Sy would take the top cap and put it on the
>> bottom, Sy2 would take the upper half (the U face) and put it underneath
>> the D face, Sx would take the right half and put it to the left and Sx2
>> would do nothing. So, from picture 1 Sy would take you to picture 2. I'l=
l
>> discuss these moves more thoroughly later.
>>
>> *Extensions facilitating twists corresponding to corner- and
>> edge-clicking in MC4D*
>> Often, we want to do twists corresponding to corner- and edge-clicking i=
n
>> MC4D's 3^4 cube. To facilitate the use of these moves I thought it
>> necessary to extend the notation a bit (although the previous notation i=
s
>> complete). We can use Uxy to rotate the U face in such a way that a
>> face-fix coordinate system swaps x <-> y, corresponding to clicking on t=
he
>> xy-edge (the top right edge) in MC4D. So, Uyz' flips the top 2x2x2 cube
>> around the top-back edge. As a convention, I prefer to always right in
>> alphabetical order.
>>
>> Twists corresponding to corner-clicking can be achieved similarly. We ca=
n
>> use Uxyz for the positive rotation around the xyz corner, corresponding =
to
>> clicking on the xyz-corner (the right top front). The inverse of Uxyz wo=
uld
>> be Ux'y'z' or U(xyz)' (the latter might be easier to read). If we allow
>> ourselfs to rewrite Ux'y'z' to U(xyz)' the three lower case letters can =
be
>> thought of as specifying which corner to rotate around and the ' (prime)=
to
>> specify the direction of the rotation (non-primed rotations always being
>> positive/counterclockwise) (note that Ux'yz would correspond to
>> left-clicking at the x'yz corner in MC4D and U(x'yz)' would correspond t=
o a
>> right-click on the same corner or a left click on Uxy'z'). The conventio=
n
>> with alphabetical order still applies.
>>
>> *Notation for MC4D*
>> This notation turns out to work flawlessly with the virtual cubes in MC4=
D
>> as well. There's only a couple of things that I think should be mentione=
d
>> and then you can use the same notation for the virtual 2^4, 3^4, 4^4 and=
so
>> on. The S moves are a bit special for the physical cube so for the virtu=
al
>> ones let Sx be a ctrl-click on the face that lies in the x-direction (R)
>> and similarly for other S moves. Also, to enable deep twists, let U2x be
>> the twist similar to Ux but with the layer beneath the surface (I believ=
e
>> this is achieved by holding down the "2" key in MC4D although that is,
>> oddly, currently only working for right-clicks for me). We can use the s=
ame
>> principle for bigger cubes and on a 9^4 you can have Ux, U2x, ..., U9x.
>> Note that, just as in MC4D, not using this number sets it to 1 per defau=
lt
>> (so Ux =3D U1x).
>>
>> *Generalizing the notation to higher-dimensional and bigger cubes*
>> The notation can be generalized to higher-dimensional cubes. First of
>> all, more face and axis names would be necessary (one option to not run =
out
>> of these as quick would be to use X for the face in the x-direction (R) =
and
>> X' for the face in the x'-direction (L) although I believe that it might=
be
>> harder to read). Furthermore, rotations in higher dimensions don't work =
the
>> same way; objects are not rotated around an axis but a plane or hyperpla=
ne.
>> However, no matter the dimension there is always a plane of rotation, a
>> plane in which the points describes circles (this is related to linear
>> algebra, eigenvectors more specifically, and the definition of a rotatio=
n).
>> So, we could specify this plane instead of the axis to rotate around. Uy
>> would become Uxz', Uz'x', Ux'z or Uzx (taking x -> z' -> x' -> z -> x). =
For
>> the sake of uniqueness we might not want to use primes in this notation =
and
>> then Uy would become Uzx and Uy' would become Uxz. Since we now need two
>> lowercase letters to describe a rotation the extension of my notation (w=
ith
>> flips and rotations corresponding to edge- and corner-clicks in MC4D) wo=
uld
>> not be applicable.
>>
>> *Miscellaneous*
>> Regarding folding moves for the physical 2^4: My previous notation
>> included folding moves. I do not include those here since I don't use th=
em.
>> The reason for not using them is simple: they are not legal elementary
>> twists of a 2^4 (in the sense that they don't correspond to simply rotat=
ing
>> a single face or the whole puzzle) and they are not needed to solve the
>> puzzle. I'm fine with using folding moves to change between different
>> representations with the same state but, as I will demonstrate in an
>> upcoming post, they are not necessary to do this either.
>>
>> Legal moves: There are a few restrictions when using the notation to onl=
y
>> get elementary moves (i.e no shortcuts). From rep(UD) (similarly for oth=
er
>> representations) these are:
>> - R and L: only Rx2 and Lx2 allowed (could thus simply use R and L
>> without the x2 but I stick with Rx2 and Lx2)
>> - F and B: only Fz2 and Bz2 allowed
>> - C and E: only multiples of Cy and Ey allowed (Cy, Cy', Cy2, Ey,
>> Ey' and Ey2)
>> - S: only multiples of Sy (Sy, Sy' and Sy2)
>>
>> Regarding S moves: The non-elementary S moves are needed to get all
>> states (without them it's impossible to mix the inverted colours with th=
e
>> others). I think it's fine to use these S moves to switch between
>> representations even though they do indeed change the state of the puzzl=
e
>> (pure puzzle rotations becomes very slow when speedsolving) although I
>> don't think that sequences that use the side effects of S moves should b=
e
>> used (preferably). What do you think?
>>
>> Best regards,
>> Joel
>>
>>
>> 2018-01-03 7:49 GMT+01:00 Joel Karlsson :
>>
>>> Great input!
>>>
>>> Melinda and Marc have convinced me. As a mathematician I strive not to
>>> be bounded by notation so even though I'm more familiar with z-up I'll =
go
>>> with x-right, y-up, z-toward yourself. Of course, everyone is free to u=
se
>>> their personal preference personally but when communicating it's great =
to
>>> have a convention.
>>>
>>> Best regards,
>>> Joel
>>>
>>> PS. Notation and more details on my solution upcoming shortly.
>>>
>>> Den 3 jan. 2018 12:53 fm skrev "Melinda Green melinda@superliminal.com
>>> [4D_Cubing]" <4D_Cubing@yahoogroups.com>:
>>>
>>>>
>>>>
>>>> I must agree with Marc. I didn't know about the speed solving
>>>> community's convention, and that's probably the strongest argument. Co=
ming
>>>> from computer graphics, this has been a perennial discussion. Programm=
ers,
>>>> mathematicians and artist/modelling communities overlap in interests a=
nd
>>>> coordinate preferences like a Venn diagram depending upon whether you
>>>> prefer to think in terms of screen space or world space. There's gener=
al
>>>> agreement to begin with +X being to the right. Everything else can cau=
se
>>>> tension, but the one compromise that everyone seems to be able to live=
with
>>>> is making sure that +Y is always up. (Some world-space people prefer +=
Z up
>>>> while some graphics people prefer +Y as down.) The phrase "Y is up" ha=
s
>>>> therefore become a kind of touchstone. Given that, positive Z can then=
be
>>>> chosen to produce one's desired handedness. I have no preference on
>>>> handedness, but since you prefer right-handed, that means +Z should be
>>>> toward yourself.
>>>>
>>>> -Melinda
>>>>
>>>> On 1/2/2018 8:46 AM, Joel Karlsson joelkarlsson97@gmail.com
>>>> [4D_Cubing] wrote:
>>>> > Hello,
>>>> >
>>>> > I'm planning to post a more detailed solution of the physical 2^4 bu=
t
>>>> > to do so I need some notation. I understand that my previous post on
>>>> > notation was too long and too complicated. Luckily, I have since
>>>> > realised that a simpler notation is sufficient but before I introduc=
e
>>>> > it I need some input from you. What coordinate system do you prefer?
>>>> >
>>>> > It would be great if we could decide on one coordinate system and th=
en
>>>> > use that as a convention. Personally, I think that the coordinate
>>>> > system should be right-handed but besides that, I can use pretty muc=
h
>>>> > any. Two great alternatives are (for the positive half axes):
>>>> > x-right, y-away from yourself, z-up
>>>> > x-right, y-up, z-toward yourself
>>>> >
>>>> > What do you think?
>>>> >
>>>> > Best regards,
>>>> > Joel
>>>>
>>>>=20
>>>>
>>>
>>
>

--94eb2c19339c5debd50561f9c618
Content-Type: text/html; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

The pictures...

iv class=3D"gmail_quote">2018-01-04 22:07 GMT+01:00 Joel Karlsson =3D"ltr"><=
joelkarlsson97@gmail.com
>
:
e" style=3D"margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">=
The pictures...
=3D"h5">

2018-01-0=
4 21:05 GMT+01:00 Joel Karlsson <lkarlsson97@gmail.com" target=3D"_blank">joelkarlsson97@gmail.com>span>:
er-left:1px #ccc solid;padding-left:1ex">
iv>
This got longer than expected... However, there=
are a lot of examples (including pictures) so I think that it should be qu=
ite readable. For those only interested in the notation for the physical pu=
zzle, you can skip "Notation for MC4D" and "Generalisation..=
." although I encourage you to explore those as well.
iv>
Coordinate system and labelling
I'll use t=
he coordinate system x-right, y-up and z-toward yourself when introducing m=
y notation. Further, I'll use R for the right half of the puzzle, L for=
left, U for up, D for down, F for front, B for back, C for center and E fo=
r edge. I hope that you are okay with these, the one least intuitive is pro=
bably E which refers to the face on the very top and bottom when holding th=
e puzzle vertically and the face on the right and left side of the puzzle w=
hen holding the puzzle horizontally. See attached pictures for some example=
s.

We'll see that it's very useful to intr=
oduce notation for the negative half-axes since rotating a face around the =
positive half-axis and then around the negative half-axis (both following t=
he right-hand rule described below, i.e counterclockwise rotations) brings =
you back to where you started. I'll=C2=A0 use ' (prime) for this so=
, x' is pointing left for example.

Puzzle re=
presentation and rotation:
It's very useful to be able to =
specify the representation and rotation of the puzzle. I'll do this by =
using rep (short for representation) and indicating which faces are inverte=
d (in contrast with the octahedral faces). Note that the inverted faces alw=
ays are opposite so specifying one is enough although I find it easier to r=
ead when both are specified (do as you wish). For example, rep(UD) means th=
at the up and down faces are inverted. This doesn't completely specify =
the rotation (which axis is parallel with the long side of the puzzle) in t=
he case that C is inverted. In this case, I'll just put that axis after=
the C so rep(Cx) means that the C and E face is inverted and that the puzz=
le is oriented vertically with the longest side parallel with the x-axis. S=
ee attached pictures for some examples (again). If I don't say anything=
I will, in later examples, start from rep(UD) as in picture 1.

v>Basic twists
Starting with rep(UD) (see picture 1) the ea=
siest move might be Uy, rotating the U face around the y-axis in the mathem=
atically positive direction/counterclockwise, following the right-hand rule=
(right thumb pointing in the positive y-direction, rotate in the direction=
that your right fingers can curl). Similarly, Ux would rotate the U face a=
round the x-axis, once again, following the right-hand rule. For rotating &=
quot;clockwise" we use the prime notation: Ux' would undo Ux. Note=
that this still follows the right-hand rule; Ux' is a counterclockwise=
rotation around the negative half-axis x' (pointing left). To do 180-d=
egree rotations we can append numbers. For example, Ux2 is simply Ux Ux. Ma=
thematically, (Ux)^2 would be more correct but is often less convenient and=
hence I, more often than not, don't use exponent notation. Another exa=
mple of a possible move from rep(UD), using 180-degree twists, is Rx2 and f=
or the physical cube, this can't easily be broken down to Rx Rx althoug=
h they are equal (the physical cube rep(UD) lacks the Rx move).

v>We also need to be able to describe rotations in 3D-space and I use O (ca=
pital o) for this. This follows the same rules as other moves so, for examp=
le, Oy =3D Uy Dy (from rep(UD)) is a rotation of the whole cube around the =
positive y-axis. Stacking moves (reordering two halves or 1/4 and 3/4 parts=
of the puzzle) is also very useful (and many correspond to puzzle rotation=
s that do not change the state of the puzzle) and I use S to denote these. =
Stacking moves are not (3D) rotations so the notation might need an explana=
tion. From rep(UD) Sy would take the top cap and put it on the bottom, Sy2 =
would take the upper half (the U face) and put it underneath the D face, Sx=
would take the right half and put it to the left and Sx2 would do nothing.=
So, from picture 1 Sy would take you to picture 2. I'll discuss these =
moves more thoroughly later.

Extensions fac=
ilitating twists corresponding to corner- and edge-clicking in MC4D

=
Often, we want to do twists corresponding to corner- and edge-clickin=
g in MC4D's 3^4 cube. To facilitate the use of these moves I thought it=
necessary to extend the notation a bit (although the previous notation is =
complete). We can use Uxy to rotate the U face in such a way that a face-fi=
x coordinate system swaps x <-> y, corresponding to clicking on the x=
y-edge (the top right edge) in MC4D. So, Uyz' flips the top 2x2x2 cube =
around the top-back edge. As a convention, I prefer to always right in alph=
abetical order.

Twists corresponding to corner-clicking can be=
achieved similarly. We can use Uxyz for the positive rotation around the x=
yz corner, corresponding to clicking on the xyz-corner (the right top front=
). The inverse of Uxyz would be Ux'y'z' or U(xyz)' (the lat=
ter might be easier to read). If we allow ourselfs to rewrite Ux'y'=
z' to U(xyz)' the three lower case letters can be thought of as spe=
cifying which corner to rotate around and the ' (prime) to specify the =
direction of the rotation (non-primed rotations always being positive/count=
erclockwise) (note that Ux'yz would correspond to left-clicking at the =
x'yz corner in MC4D and U(x'yz)' would correspond to a right-cl=
ick on the same corner or a left click on Uxy'z'). The convention w=
ith alphabetical order still applies.

Notat=
ion for MC4D
This notation turns out to work flawlessly with =
the virtual cubes in MC4D as well. There's only a couple of things that=
I think should be mentioned and then you can use the same notation for the=
virtual 2^4, 3^4, 4^4 and so on. The S moves are a bit special for the phy=
sical cube so for the virtual ones let Sx be a ctrl-click on the face that =
lies in the x-direction (R) and similarly for other S moves. Also, to enabl=
e deep twists, let U2x be the twist similar to Ux but with the layer beneat=
h the surface (I believe this is achieved by holding down the "2"=
key in MC4D although that is, oddly, currently only working for right-clic=
ks for me). We can use the same principle for bigger cubes and on a 9^4 you=
can have Ux, U2x, ..., U9x. Note that, just as in MC4D, not using this num=
ber sets it to 1 per default (so Ux =3D U1x).

Ge=
neralizing the notation to higher-dimensional and bigger cubes

=
The no=
tation can be generalized to higher-dimensional cubes. First of all, more f=
ace and axis names would be necessary (one option to not run out of these a=
s quick would be to use X for the face in the x-direction (R) and X' fo=
r the face in the x'-direction (L) although I believe that it might be =
harder to read). Furthermore, rotations in higher dimensions don't work=
the same way; objects are not rotated around an axis but a plane or hyperp=
lane. However, no matter the dimension there is always a plane of rotation,=
a plane in which the points describes circles (this is related to linear a=
lgebra, eigenvectors more specifically, and the definition of a rotation). =
So, we could specify this plane instead of the axis to rotate around. Uy wo=
uld become Uxz', Uz'x', Ux'z or Uzx (taking x -> z' =
-> x' -> z -> x). For the sake of uniqueness we might not want=
to use primes in this notation and then Uy would become Uzx and Uy' wo=
uld become Uxz. Since we now need two lowercase letters to describe a rotat=
ion the extension of my notation (with flips and rotations corresponding to=
edge- and corner-clicks in MC4D) would not be applicable.

div>
Miscellaneous
Regarding folding moves for the phy=
sical 2^4: My previous notation included folding moves. I do not include th=
ose here since I don't use them. The reason for not using them is simpl=
e: they are not legal elementary twists of a 2^4 (in the sense that they do=
n't correspond to simply rotating a single face or the whole puzzle) an=
d they are not needed to solve the puzzle. I'm fine with using folding =
moves to change between different representations with the same state but, =
as I will demonstrate in an upcoming post, they are not necessary to do thi=
s either.

Legal moves: There are a few restriction=
s when using the notation to only get elementary moves (i.e no shortcuts). =
From rep(UD) (similarly for other representations) these are:
=C2=
=A0=C2=A0 -=C2=A0=C2=A0 R and L: only Rx2 and Lx2 allowed (could thus simpl=
y use R and L without the x2 but I stick with Rx2 and Lx2)
=
=C2=A0=C2=A0 -=C2=A0=C2=A0 F and B: only Fz2 and Bz2 allowed
=
=C2=A0=C2=A0 -=C2=A0=C2=A0 C and E: only multiples of Cy and Ey allowed (Cy=
, Cy', Cy2, Ey, Ey' and Ey2)
=C2=A0=C2=A0 -=C2=A0=C2=A0 S=
: only multiples of Sy (Sy, Sy' and Sy2)

R=
egarding S moves: The non-elementary S moves are needed to get all states (=
without them it's impossible to mix the inverted colours with the other=
s). I think it's fine to use these S moves to switch between representa=
tions even though they do indeed change the state of the puzzle (pure puzzl=
e rotations becomes very slow when speedsolving) although I don't think=
that sequences that use the side effects of S moves should be used (prefer=
ably). What do you think?

Best regards,
<=
div>Joel

>

201=
8-01-03 7:49 GMT+01:00 Joel Karlsson <o:joelkarlsson97@gmail.com" target=3D"_blank">joelkarlsson97@gmail.com&=
gt;
:
x 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
=3D"auto">Great input!

Melinda=
and Marc have convinced me. As a=C2=A0mathematician I strive not to be bou=
nded by notation so even though I'm more familiar with z-up I'll go=
with x-right, y-up, z-toward yourself. Of course, everyone is free to use =
their personal preference personally but when communicating it's great =
to have a convention.

Be=
st regards,=C2=A0
23512gmail-m_-570007707925978760HOEnZb">
"auto">Joel=C2=A0

=3D"auto">PS. Notation and more details on my solution upcoming shortly.=C2=
=A0
l-m_-570007707925978760HOEnZb">
089879023512gmail-m_-570007707925978760h5">

<=
div class=3D"gmail_quote">Den 3 jan. 2018 12:53 fm skrev "Melinda Gree=
n melinda@sup=
erliminal.com
[4D_Cubing]" <oups.com" target=3D"_blank">4D_Cubing@yahoogroups.com>:
ttribution">
.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">












=20

=C2=A0


78760m_-8540569390265735156m_-3258114873265541785ygrp-mlmsg">
5978760m_-8540569390265735156m_-3258114873265541785ygrp-msg">


925978760m_-8540569390265735156m_-3258114873265541785ygrp-text">
=20=20=20=20=20=20
=20=20=20=20=20=20

I must agree with Marc. I didn't know about the speed solving =
community's convention, and that's probably the strongest argument.=
Coming from computer graphics, this has been a perennial discussion. Progr=
ammers, mathematicians and artist/modelling communities overlap in interest=
s and coordinate preferences like a Venn diagram depending upon whether you=
prefer to think in terms of screen space or world space. There's gener=
al agreement to begin with +X being to the right. Everything else can cause=
tension, but the one compromise that everyone seems to be able to live wit=
h is making sure that +Y is always up. (Some world-space people prefer +Z u=
p while some graphics people prefer +Y as down.) The phrase "Y is up&q=
uot; has therefore become a kind of touchstone. Given that, positive Z can =
then be chosen to produce one's desired handedness. I have no preferenc=
e on handedness, but since you prefer right-handed, that means +Z should be=
toward yourself.



-Melinda



On 1/2/2018 8:46 AM, Joel Karlsson om" target=3D"_blank">joelkarlsson97@gmail.com [4D_Cubing] wrote:

> Hello,

>

> I'm planning to post a more detailed solution of the physical 2^4 =
but

> to do so I need some notation. I understand that my previous post onr>
> notation was too long and too complicated. Luckily, I have since

> realised that a simpler notation is sufficient but before I introduce<=
br>
> it I need some input from you. What coordinate system do you prefer?r>
>

> It would be great if we could decide on one coordinate system and then=


> use that as a convention. Personally, I think that the coordinate

> system should be right-handed but besides that, I can use pretty much<=
br>
> any. Two great alternatives are (for the positive half axes):

> x-right, y-away from yourself, z-up

> x-right, y-up, z-toward yourself

>

> What do you think?

>

> Best regards,

> Joel






=20=20=20=20=20

=20=20=20=20







=20=20








v>






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From: emil.indjev@gmail.com
Date: 05 Jan 2018 17:26:57 +0000
Subject: Re: Notation




From: emil.indjev@gmail.com
Date: Fri, 5 Jan 2018 17:54:14 +0000
Subject: Re: Notation



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Can I get clearer definitions of 4, 5 and 7?

~Luna

On 4 Jan 2018 23:28, "Melinda Green melinda@superliminal.com [4D_Cubing]" <
4D_Cubing@yahoogroups.com> wrote:

>
>
> First off, please check out Zander Bolgar's lovely solution video
> that he invited me to
> share. It's very cool to see someone developing something like finger
> tricks and blasting through a solution. It's very much like Bob's
>
> and Joel's
> 4>
> solutions as well as Marc's Y>
> approach.
>
> This makes for a great launching point for questions about which moves
> should be included in a canonical set. Of course any move that results in=
a
> reachable state can be justified in a solution, but there's such a spectr=
um
> from "obviously fine" to "obviously not". Now that we've gotten some
> experience with this puzzle and the practicalities of solving it, I feel
> it's time to see if we can find some sort of natural canonical set, so I'=
d
> love to hear your thoughts.
>
> Here is the list of moves I know about, loosely ordered as described abov=
e:
>
> 1. Simple rotations
> 2. 90 degree twists of outer face
> 3. 180 degree twists of side face
> 4. Center face axial twist
> 5. Arbitrary half-puzzle juxtapositions
> 6. Clamshell move
> 7. Whole-puzzle reorientations
> 8. 90 degree twist of side face (each 2x2x1 square rotate in opposite
> directions)
> 9. Single end cap twist (with parity restrictions?) [fine for
> scrambling]
> 10. Restacking moves [fine for scrambling]
> 11. Single piece flip
> 12. Reassemble entire puzzle
>
> I suspect the trickiest part has to do with #9 which is the one I would
> most like to nail down.
>
> I intend to create a follow-up video to talk about all of these and any
> others you can think of. The way you can help is to offer additions and
> corrections to the above list, and especially in suggesting ways to reord=
er
> it. Then please suggest where you'd draw three lines:
>
> - Everything above is primitive (Or "basic" or "elementary" as Joel
> calls them)
> - Everything above is canonical. IE always acceptable in solutions
> - Nothing below is acceptable in solutions.
>
> Thanks all!
> -Melinda
>=20
>

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Can I get clearer definitions of 4, 5 and 7?
uto">
~Luna
">
On 4 Jan 2018 23:28, "Melinda Green <=
a href=3D"mailto:melinda@superliminal.com">melinda@superliminal.com [4D=
_Cubing]" <4D_Cubing@y=
ahoogroups.com
> wrote:
gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-=
left:1ex">












=20

=C2=A0







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


=20=20
=20=20
First off, please check out =3DfYxn4wPe2ZE" target=3D"_blank">Zander Bolgar's
lovely solution video
that he invited me to share. It's very
cool to see someone developing something like finger tricks and
blasting through a solution. It's very much like /groups.yahoo.com/neo/groups/4D_Cubing/conversations/topics/3803" target=3D=
"_blank">Bob's

and ons/messages/3904" target=3D"_blank">Joel's
solutions as well as sFaGvY" target=3D"_blank">Marc's
approach.



This makes for a great launching point for questions about which
moves should be included in a canonical set. Of course any move that
results in a reachable state can be justified in a solution, but
there's such a spectrum from "obviously fine" to "ob=
viously not".=C2=A0
Now that we've gotten some experience with this puzzle and the
practicalities of solving it, I feel it's time to see if we can fin=
d
some sort of natural canonical set, so I'd love to hear your
thoughts.



Here is the list of moves I know about, loosely ordered as described
above:


  1. Simple rotations

  2. 90 degree twists of outer face

  3. 180 degree twists of side face

  4. Center face axial twist

  5. Arbitrary half-puzzle juxtapositions

  6. Clamshell move

  7. Whole-puzzle reorientations

  8. 90 degree twist of side face (each 2x2x1 square rotate in
    opposite directions)


  9. Single end cap twist (with parity restrictions?) [fine for
    scrambling]

  10. Restacking moves [fine for scrambling]

  11. Single piece flip

  12. Reassemble entire puzzle



I suspect the trickiest part has to do with #9 which is the one I
would most like to nail down.



I intend to create a follow-up video to talk about all of these and
any others you can think of. The way you can help is to offer
additions and corrections to the above list, and especially in
suggesting ways to reorder it. Then please suggest where you'd draw
three lines:


  • Everything above is primitive (Or "basic" or "elem=
    entary" as
    Joel calls them)

  • Everything above is canonical. IE always acceptable in
    solutions

  • Nothing below is acceptable in solutions.


Thanks all!

-Melinda

=20=20




=20=20=20=20=20

=20=20=20=20







=20=20








--001a114d754605c10005620b23a3--




From: Melinda Green <melinda@superliminal.com>
Date: Fri, 5 Jan 2018 14:33:53 -0800
Subject: Re: [MC4D] Re: Notation



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From Wikipedia:

"a face is a flat (planar) surface that forms part of the boundary of a solid object; a three-dimensional solid bounded exclusively by flat faces is a polyhedron.

In more technical treatments of the geometry of polyhedra and higher-dimensional polytopes, the term is also used to mean an element of any dimension of a more general polytope (in any number of dimensions)."

We're using the term in the second sense; specifically, the components of N-1 dimensions. Note that a 2x2x2 half puzzle is much more than a face but we are typically referring to the face that occupies the outer 8 corners of such a half. We'll sometimes be loosely referring to that entire half puzzle when we should instead say something like "purple half", but it's usually clear in context.

-Melinda

On 1/5/2018 9:26 AM, emil.indjev@gmail.com [4D_Cubing] wrote:
> Great post, though I don't see how to notate a "whole cube reorientation". BTW you keep calling them faces, but the are whole cubes and are called cells.


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From Wikipedia:

"a face is a flat (planar) surface that forms part
of the boundary of a solid object; a three-dimensional solid
bounded exclusively by flat faces is a polyhedron.




In more technical treatments of the geometry of polyhedra
and higher-dimensional polytopes, the term is also used to mean
an element of any dimension of a more general polytope (in any
number of dimensions)."



We're using the term in the second sense; specifically, the
components of N-1 dimensions. Note that a 2x2x2 half puzzle is much
more than a face but we are typically referring to the face that
occupies the outer 8 corners of such a half. We'll sometimes be
loosely referring to that entire half puzzle when we should instead
say something like "purple half", but it's usually clear in context.



-Melinda



On 1/5/2018 9:26 AM,
emil.indjev@gmail.com [4D_Cubing] wrote:




Great post, though I
don't see how to notate a "whole cube reorientation". BTW you keep
calling them faces, but the are whole cubes and are called cells.









--------------A07B8980344A07AC3BF45ADF--




From: Melinda Green <melinda@superliminal.com>
Date: Tue, 9 Jan 2018 15:37:02 -0800
Subject: Re: [MC4D] Re: Notation



--------------0D82DCCF317DE13D789D9B91
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Hello Joel,

Thank you for another interesting post. This time I understand most of it. =
:-)

I like the idea of 'G' for the whole-puzzle reorientations, which is a mout=
hful. I would suggest calling it "gyro" rather than "girabit". Gyro is the =
Greek root for circle, which is appropriate, and people can associate it wi=
th gyroscopes. I mainly think of the move as a "big" rotation but we do nee=
d a good name and notation for it, and I think 'G' will do nicely.

The only other thing I'll mention is that I thought we had decided to call =
the two overall puzzle forms "projections" instead of "representations", ri=
ght? So abbreviated "proj" instead of "rep". Please correct me if I'm wrong=
. I forget everything. Maybe an even better term will appear once we really=
begin to understand exactly what these two forms mean and how best to thin=
k about them.

Everything else seems fine as far as I understand it. I'd love to see a vid=
eo of your solution as well as one or more showing these sequences you are =
describing and notating. Without some sort of pictorial form, it's difficul=
t to know when I'm fully understanding your text.

Best,
-Melinda

On 1/9/2018 1:02 PM, Joel Karlsson joelkarlsson97@gmail.com [4D_Cubing] wro=
te:
>
>
> A third post, revising the notation:
>
> Vocabulary:
> elementary twist: a move rotating the set of pieces which all have a stic=
ker in a specific cell (the only twists possible in MC4D)
> rotation: a move that doesn't change the state of the puzzle
>
> *Redefining the S move
> *
> As some of you might have noticed Sy is quite different from Sx and Sz (f=
rom rep(UD) on the physical puzzle).. Sy is a rotation while Sx and Sz are =
non-elementary macro-moves. To better capture the rotations I'll shortly in=
troduce the G move. The rep(UD) Sx, rep(UD) Sz and similar moves from other=
reps are defined in the same way as previously for the physical cube. All =
other physical S moves (multiples of Sy from rep(UD) and similar from other=
reps) and all virtual S moves are removed from the notation (as the new G =
move covers these). The next paragraph contains the new definition of the p=
hysical S moves (as a reminder or for those new to the notation).
>
> The S moves are only defined for the physical 2^4 puzzle. The 'S' stands =
for "stacking". The S move is performed by first splitting the cube into tw=
o 4x2x1 blocks and then, without rotating the 4x2x1 blocks, putting them ba=
ck together in the opposite order. From rep(UD), Sx and Sz are possible. Th=
e axis specifies the normal to the plane in which the cube is split (i.e th=
e axis orthogonal to the splitting-plane). Thus, from rep(UD), Sx would tak=
e the right half of the puzzle and put it to the left whilst Sz would take =
the front half of the puzzle and put it at the back. Only axes orthogonal t=
o the longest edge of the puzzle are allowed, i.e the cube must be split in=
to two 4x2x1 halves.
>
> *Introducing the G move
> *
> All G moves are rotations. The 'G' (the best name I was able to come up w=
ith) stands for=C2=A0 "girabit" (which is Latin and translates to "rotate")=
and a handwritten G looks a bit like a circular arrow (indicating rotation=
). The G rotations (as opposed to the O rotations which orient the puzzle i=
n 3D-space) are rotations around a non-projected plane (remember that a 4D =
rotation is not a rotation around an axis but a plane). Gy =3D I(CUED) is a=
90 degree rotation which takes the stickers on C to U, the stickers on U t=
o E, the stickers on E to D, the stickers on D to C, leave the stickers on =
R on R and leave the stickers on L on L. The axis (y in the previous exampl=
e) specifies in which direction the stickers on C=C2=A0 should move (being =
a rotation around a non-projected plane, C is always involved). So, Gx woul=
d move the stickers on C in the x-direction, taking them to R. As with othe=
r moves, Gz2 (for instance) is simply just Gz Gz. In MC4D, Gy can be perfor=
med by ctrl+right-clicking=20
> on the cell in the y-direction (U) and similarly for the other moves.
>
> On the physical puzzle, how the G move is performed depends on which G mo=
ve it is and which rep the puzzle is currently in. The rule: a physical G m=
ove should (always) correspond to the same virtual G move. Let me walk you =
through how the G moves are performed from rep(UD):
> Gx =3D Uz Dz'
> Gx' =3D Uz' Dz
> Gx2 =3D Uz2 Dz2
>
> Gz =3D Ux' Dx
> Gz' =3D Ux Dx'
> Gz2 =3D Ux2 Dz2
>
> Gy: take the top 2x2 cap and put it at the bottom
> Gy': take the bottom 2x2 cap and put it at the top
> Gy2: take the top 2x2x2 half and put it at the bottom
>
> *Benefits of the revision*
> The benefits of the revision are simple:
> 1) all (physically possible) elementary twists and all rotations are desc=
ribed in the exact same way for the physical and virtual puzzles (previousl=
y rep(UD) Sx_physical !=3D Sx_virtual)
> 2) G moves can be used instead of e.g Uz Dz', which more clearly shows th=
at this is a rotation
> 3) O and G describe all possible rotations (although some physical O and =
G moves have the side-effect of changing the rep of the puzzle)
>
> Best regards,
> Joel
>
>
> 2018-01-07 22:27 GMT+01:00 Joel Karlsson o:joelkarlsson97@gmail.com>>:
>
> A follow-up post:
>
> *Short comments
> *
> I made a little mistake in my first post. I was inconsistent with how=
I describe Sy (from rep(UD)) for the physical and virtual puzzle. Sy shoul=
d take the stickers on U to C (for both the physical and the virtual cube),=
meaning that you should take the bottom cap and put it on top for the phys=
ical cube.
>
> To be clear with what rep to start from, when writing down a sequence=
, I simply put it at the beginning of the sequence. For instance rep(UD) Uy=
2 Rx2 Uy2 Rx2 (perhaps not the most useful sequence).
> *
> *
> Emil, I believe that you are correct, what I refer to as faces (which=
are indeed 3-cubes for a 4-cube) is also quite commonly called cells (I'll=
use this notion throughout the post).
>
> Melinda, honestly, I pretty much came up with E before I found a word=
that started with E so "edge" was a bit contrived. "End" might be a better=
name, I'll start to use it right away. Marc had a comment about naming the=
C and E faces "outer" and "inner" or O and I but as a mathematician, I fee=
l that 'I' is reserved for the identity (and I already use O for orienting =
the whole puzzle). I'll introduce you to a notation describing rotations us=
ing 'I' later in this post (since a rotation doesn't change the state of th=
e puzzle it's the identity permutation).
>
> *Elementary twists and rotations*
> Elementary twists from rep(UD) (with an elementary twist, I mean a tw=
ist that is a rotation of the 8 pieces that all have a sticker in a specifi=
c cell):
> =C2=A0=C2=A0 -=C2=A0=C2=A0 U, D: no restrictions here, all rotations =
of the U and D cells are elementary
> =C2=A0=C2=A0 -=C2=A0=C2=A0 F, B: only Fz2 and Bz2 physically possible=
(or at least, easy to perform) and these are elementary
> =C2=A0=C2=A0 -=C2=A0=C2=A0 R, L: only Rx2 and Lx2 (see F, B above)
> =C2=A0=C2=A0 -=C2=A0=C2=A0 C: only multiples of Cy (Cy, Cy' and Cy2) =
as well as Cx2 and Cz2 (although the last two might be a bit hard to perfor=
m)
> =C2=A0=C2=A0 -=C2=A0=C2=A0 E: only multiples of Ey (the Ex2 and Ez2 w=
ould indeed be elementary but is hard to perform)
> Note that this covers all the known elementary twists that are possib=
le on the physical 2^4 (at least as far as I know). A 2x2x2 block can be or=
iented in 24 different ways and there are precisely 23 U moves (from rep(UD=
)) in my notation; Ux, Ux', Ux2 and similar for the other axes makes 9, the=
re is one Uxyz or similar for every corner so that's 8 more, there are 6 di=
fferent Uxy twists (note that Uxy=3DUx'y') and 9+8+6 =3D 23. The 24th one i=
s the identity (leaving the block as it is).
>
> The single move rotations described by my notation are (a rotation is=
a move or sequence of moves that leaves the state of the puzzle unchanged)=
:
> =C2=A0=C2=A0 -=C2=A0=C2=A0 O: all O moves (regardless of rep)
> =C2=A0=C2=A0 -=C2=A0=C2=A0 S: multiples of Sy (Sy, Sy' and Sy2) (from=
rep(UD) or rep(Cy))
> Note that the Sy and Sy' changes the representation from rep(UD) to r=
ep(Cy) or the other way around.
>
> Note that (after the correction above regarding Sy from rep(UD)) for =
all elementary twists and single move (pure) rotations P in my notation, it=
is true that: physical(P) =3D virtual(P).
>
> *The non-elementary S moves*
> To get the whole set of legal states we need to introduce a non-eleme=
ntary move that can be used to compose rotations. I've chosen the last two =
S moves for this: Sx and Sz (from rep(UD)). Following is a relation between=
these S moves for the physical puzzle and elementary moves in MC4D. To avo=
id confusion I will, in the following section use Sx_p and Sz_p for the S m=
oves on the physical puzzle and simply Sx and Sy for the virtual S moves (c=
trl-clicking in MC4D, these are pure rotations).
> rep(UD) Sx_p Sy' =3D Oy2 Ox Rx2 Fz2 Rx2 Uy2 Uz' Dz' Fz2 Rx2 Uy2
> I included the Sy' on the left-hand side (could have put Sy at the en=
d of the right-hand side instead) to not change the rep of the physical puz=
zle.
>
> I'll attach an MC4D macro file with this sequence. For reference, I c=
hose xyz on C. Apologies if I'm breaking any convention in how to chose ref=
erence stickers for the macro.
>
> *The I notation*
> This is an addition to my notation. 'I' can be used to describe seque=
nces that don't change the state of the puzzle, i.e rotations. The physical=
puzzle has two attributes apart from the 2^4 puzzle's state: the rep and w=
hich colour being in which cell (in the solved state). A general rotation c=
an thus be described with how it changes the rep and how it permutes the ce=
lls. The rep is quite easy; if the puzzle is in rep(UD) before the rotation=
and rep(RL) after,=C2=A0 we can use rep(UD) I(rep(RL)) to describe this. S=
o I(rep(RL)) is a rotation which takes you from wherever you are to rep(RL)=
. However, if the rep isn't changed we can leave this part out.
>
> A permutation of the faces can be broken down into cycles and a cycle=
is quite easy to write down. For example, FRU is the cycle which takes the=
stickers on F to R, the stickers on R to U and the stickers on U to F. Ano=
ther example is RL which takes R to L and L to R. There are some constraint=
s for these cycles to be possible. They need to have a kind of symmetry; if=
R->L then L->R and if R->U then L->D and so on (to keep opposite colours o=
pposite). Thus, it's enough to specify the cycles including R, U, F and C. =
Moreover, all cells not moving can be left out, i.e R->R don't have to be s=
pecified. Let's now look at how we can use this.
>
> One easy (but not so useful) example is:
> rep(UD) I(rep(RL), ULDR)=C2=A0 =3D rep(UD) Oz
> So the I is a rotation which takes you from rep(UD) to rep(RL) and cy=
cles ULDR (thus leaving F, B, C and E where they are) and this is precisely=
what Oz does.
>
> Another example:
> rep(UD) I(rep(Cy), UCDE) =3D rep(UD) Sy
>
> Now on to a useful example.
> The equality which relates Sx_p to elementary twists and rotations (a=
bove)=C2=A0 can be rearranged to get a sequence (for the physical puzzle) w=
hich describes a rotation:
> rep(UD) I(UF RL) =3D rep(UD) Sx_p Sy' Uy2 Rx2 Fz2 Uz Dz Uy2 Rx2 Fz2 R=
x2
> This is a rotation (starting and ending in rep(UD)) which consists of=
three 2-cycles: UF, DB and RL. The DB is not written explicitly since it f=
ollows implicitly from UF (the opposite colour cell of U is D and the oppos=
ite of F is B). Using my notation, this is the shortest sequence I have fou=
nd which preserves rep(UD) while permuting U and D with other cells (which =
is exactly what is needed in addition to the elementary moves of the physic=
al puzzle to get all states of a 2^4 cube)
>
> Note that this notation can be used for the virtual puzzle as well. H=
owever, it's not very useful there since the representation is symmetrical =
and all rotations can easily be written down with O and S moves.
>
> Best regards,
> Joel
>
> PS. I'll make sure to post on the "Canonical moves" subject as soon a=
s I get the time.
>
> 2018-01-05 18:26 GMT+01:00 emil.indjev@gmail.com gmail.com> [4D_Cubing] <4D_Cubing@yahoogroups.com oups.com>>:
>
> Great post, though I don't see how to notate a "whole cube reorie=
ntation". BTW you keep calling them faces, but the are whole cubes and are =
called cells.
>
>
>
>
>
>=20


--------------0D82DCCF317DE13D789D9B91
Content-Type: text/html; charset=utf-8
Content-Transfer-Encoding: quoted-printable



">


Hello Joel,



Thank you for another interesting post. This time I understand most
of it. :-)



I like the idea of 'G' for the whole-puzzle reorientations, which is
a mouthful. I would suggest calling it "gyro" rather than "girabit".
Gyro is the Greek root for circle, which is appropriate, and people
can associate it with gyroscopes. I mainly think of the move as a
"big" rotation but we do need a good name and notation for it, and I
think 'G' will do nicely.



The only other thing I'll mention is that I thought we had decided
to call the two overall puzzle forms "projections" instead of
"representations", right? So abbreviated "proj" instead of "rep".
Please correct me if I'm wrong. I forget everything. Maybe an even
better term will appear once we really begin to understand exactly
what these two forms mean and how best to think about them.



Everything else seems fine as far as I understand it. I'd love to
see a video of your solution as well as one or more showing these
sequences you are describing and notating. Without some sort of
pictorial form, it's difficult to know when I'm fully understanding
your text.



Best,

-Melinda



On 1/9/2018 1:02 PM, Joel Karlsson
mail.com">joelkarlsson97@gmail.com [4D_Cubing] wrote:


cite=3D"mid:CAEohJcH87EAhuDUbm3C6=3D4=3Dn8tdhO9uL0DLu5C_PzWKdT8N6Tw@mail.gm=
ail.com">











A third post, revising the notation:





Vocabulary:

elementary twist: a move rotating the set of
pieces which all have a sticker in a
specific cell (the only twists possible in
MC4D)

rotation: a move that doesn't change the
state of the puzzle





Redefining the S move


As some of you might have noticed Sy is
quite different from Sx and Sz (from rep(UD)
on the physical puzzle).. Sy is a rotation
while Sx and Sz are non-elementary
macro-moves. To better capture the rotations
I'll shortly introduce the G move. The rep(UD)
Sx, rep(UD) Sz and similar moves from other
reps are defined in the same way as previously
for the physical cube. All other physical S
moves (multiples of Sy from rep(UD) and
similar from other reps) and all virtual S
moves are removed from the notation (as the
new G move covers these). The next paragraph
contains the new definition of the physical S
moves (as a reminder or for those new to the
notation).




The S moves are only defined for the
physical 2^4 puzzle. The 'S' stands for
"stacking". The S move is performed by first
splitting the cube into two 4x2x1 blocks and
then, without rotating the 4x2x1 blocks,
putting them back together in the opposite
order. From rep(UD), Sx and Sz are possible.
The axis specifies the normal to the plane in
which the cube is split (i.e the axis
orthogonal to the splitting-plane). Thus, from
rep(UD), Sx would take the right half of the
puzzle and put it to the left whilst Sz would
take the front half of the puzzle and put it
at the back. Only axes orthogonal to the
longest edge of the puzzle are allowed, i.e
the cube must be split into two 4x2x1 halves.





Introducing the G move


All G moves are rotations. The 'G' (the best name
I was able to come up with) stands for=C2=A0 "girabit=
"
(which is Latin and translates to "rotate") and a
handwritten G looks a bit like a circular arrow
(indicating rotation). The G rotations (as opposed
to the O rotations which orient the puzzle in
3D-space) are rotations around a non-projected
plane (remember that a 4D rotation is not a
rotation around an axis but a plane). Gy =3D I(CUED)
is a 90 degree rotation which takes the stickers
on C to U, the stickers on U to E, the stickers on
E to D, the stickers on D to C, leave the stickers
on R on R and leave the stickers on L on L. The
axis (y in the previous example) specifies in
which direction the stickers on C=C2=A0 should move
(being a rotation around a non-projected plane, C
is always involved). So, Gx would move the
stickers on C in the x-direction, taking them to
R. As with other moves, Gz2 (for instance) is
simply just Gz Gz. In MC4D, Gy can be performed by
ctrl+right-clicking on the cell in the y-direction
(U) and similarly for the other moves.




On the physical puzzle, how the G move is
performed depends on which G move it is and which
rep the puzzle is currently in. The rule: a
physical G move should (always) correspond to the
same virtual G move. Let me walk you through how
the G moves are performed from rep(UD):


Gx =3D Uz Dz'


Gx' =3D Uz' Dz


Gx2 =3D Uz2 Dz2




Gz =3D Ux' Dx


Gz' =3D Ux Dx'


Gz2 =3D Ux2 Dz2




Gy: take the top 2x2 cap and put it at the
bottom


Gy': take the bottom 2x2 cap and put it at the
top


Gy2: take the top 2x2x2 half and put it at the
bottom






Benefits of the revision


The benefits of the revision are simple:


1) all (physically possible) elementary twists and all
rotations are described in the exact same way for the
physical and virtual puzzles (previously rep(UD)
Sx_physical !=3D Sx_virtual)


2) G moves can be used instead of e.g Uz Dz', which more
clearly shows that this is a rotation


3) O and G describe all possible rotations (although some
physical O and G moves have the side-effect of changing the
rep of the puzzle)




Best regards,


Joel

















2018-01-07 22:27 GMT+01:00 Joel
Karlsson < href=3D"mailto:joelkarlsson97@gmail.com" target=3D"_blank"
moz-do-not-send=3D"true">joelkarlsson97@gmail.com>an>:

.8ex;border-left:1px #ccc solid;padding-left:1ex">




A follow-up post:




Short comments


I made a little mistake in my first post. I was
inconsistent with how I describe Sy (from rep(UD))
for the physical and virtual puzzle. Sy should
take the stickers on U to C (for both the physical
and the virtual cube), meaning that you should
take the bottom cap and put it on top for the
physical cube.





To be clear with what rep to start
from, when writing down a sequence, I simply put
it at the beginning of the sequence. For instance
rep(UD) Uy2 Rx2 Uy2 Rx2 (perhaps not the most
useful sequence).=C2=A0




Emil, I believe that you are correct, what I refer
to as faces (which are indeed 3-cubes for a 4-cube)
is also quite commonly called cells (I'll use this
notion throughout the post).




Melinda, honestly, I pretty much came up with E
before I found a word that started with E so "edge"
was a bit contrived. "End" might be a better name,
I'll start to use it right away. Marc had a comment
about naming the C and E faces "outer" and "inner"
or O and I but as a mathematician, I feel that 'I'
is reserved for the identity (and I already use O
for orienting the whole puzzle). I'll introduce you
to a notation describing rotations using 'I' later
in this post (since a rotation doesn't change the
state of the puzzle it's the identity permutation).





Elementary twists and rotations

Elementary twists from rep(UD) (with an elementary
twist, I mean a twist that is a rotation of the 8
pieces that all have a sticker in a specific cell):


=C2=A0=C2=A0 -=C2=A0=C2=A0 U, D: no restrictions her=
e, all rotations
of the U and D cells are elementary


=C2=A0=C2=A0 -=C2=A0=C2=A0 F, B: only Fz2 and Bz2 ph=
ysically possible
(or at least, easy to perform) and these are
elementary


=C2=A0=C2=A0 -=C2=A0=C2=A0 R, L: only Rx2 and Lx2 (s=
ee F, B above)


=C2=A0=C2=A0 -=C2=A0=C2=A0 C: only multiples of Cy (=
Cy, Cy' and Cy2)
as well as Cx2 and Cz2 (although the last two might
be a bit hard to perform)


=C2=A0=C2=A0 -=C2=A0=C2=A0 E: only multiples of Ey (=
the Ex2 and Ez2
would indeed be elementary but is hard to perform)>
Note that this covers all the known elementary
twists that are possible on the physical 2^4 (at
least as far as I know). A 2x2x2 block can be
oriented in 24 different ways and there are
precisely 23 U moves (from rep(UD)) in my notation;
Ux, Ux', Ux2 and similar for the other axes makes 9,
there is one Uxyz or similar for every corner so
that's 8 more, there are 6 different Uxy twists
(note that Uxy=3DUx'y') and 9+8+6 =3D 23. The 24th one
is the identity (leaving the block as it is).




The single move rotations described by my
notation are (a rotation is a move or sequence of
moves that leaves the state of the puzzle
unchanged):


=C2=A0=C2=A0 -=C2=A0=C2=A0 O: all O moves (regardles=
s of rep)


=C2=A0=C2=A0 -=C2=A0=C2=A0 S: multiples of Sy (Sy, S=
y' and Sy2) (from
rep(UD) or rep(Cy))


Note that the Sy and Sy' changes the
representation from rep(UD) to rep(Cy) or the other
way around.




Note that (after the correction above regarding
Sy from rep(UD)) for all elementary twists and
single move (pure) rotations P in my notation, it is
true that: physical(P) =3D virtual(P).




The non-elementary S moves


To get the whole set of legal states we need to
introduce a non-elementary move that can be used to
compose rotations. I've chosen the last two S moves
for this: Sx and Sz (from rep(UD)). Following is a
relation between these S moves for the physical
puzzle and elementary moves in MC4D. To avoid
confusion I will, in the following section use Sx_p
and Sz_p for the S moves on the physical puzzle and
simply Sx and Sy for the virtual S moves
(ctrl-clicking in MC4D, these are pure rotations).

rep(UD) Sx_p Sy' =3D Oy2 Ox Rx2 Fz2 Rx2 Uy2 Uz' Dz'
Fz2 Rx2 Uy2


I included the Sy' on the left-hand
side (could have put Sy at the end of the right-hand
side instead) to not change the rep of the physical
puzzle.




I'll attach an MC4D macro file with this
sequence. For reference, I chose xyz on C. Apologies
if I'm breaking any convention in how to chose
reference stickers for the macro.





The I notation

This is an addition to my notation.
'I' can be used to describe sequences that don't
change the state of the puzzle, i.e rotations. The
physical puzzle has two attributes apart from the
2^4 puzzle's state: the rep and which colour being
in which cell (in the solved state). A general
rotation can thus be described with how it changes
the rep and how it permutes the cells. The rep is
quite easy; if the puzzle is in rep(UD) before the
rotation and rep(RL) after,=C2=A0 we can use rep(UD)
I(rep(RL)) to describe this. So I(rep(RL)) is a
rotation which takes you from wherever you are to
rep(RL). However, if the rep isn't changed we can
leave this part out.=C2=A0




A permutation of the faces can be
broken down into cycles and a cycle is quite easy to
write down. For example, FRU is the cycle which
takes the stickers on F to R, the stickers on R to U
and the stickers on U to F. Another example is RL
which takes R to L and L to R. There are some
constraints for these cycles to be possible. They
need to have a kind of symmetry; if R->L then
L->R and if R->U then L->D and so on (to
keep opposite colours opposite). Thus, it's enough
to specify the cycles including R, U, F and C.
Moreover, all cells not moving can be left out, i.e
R->R don't have to be specified. Let's now look
at how we can use this.=C2=A0




One easy (but not so useful) example
is:

rep(UD) I(rep(RL), ULDR)=C2=A0 =3D rep(=
UD) Oz

So the I is a rotation which takes you
from rep(UD) to rep(RL) and cycles ULDR (thus
leaving F, B, C and E where they are) and this is
precisely what Oz does.=C2=A0




Another example:

rep(UD) I(rep(Cy), UCDE) =3D rep(UD) Sy=




Now on to a useful example.=C2=A0

The equality which relates Sx_p to
elementary twists and rotations (above)=C2=A0 can be
rearranged to get a sequence (for the physical
puzzle) which describes a rotation:

rep(UD) I(UF RL) =3D rep(UD) Sx_p Sy'
Uy2 Rx2 Fz2 Uz Dz Uy2 Rx2 Fz2 Rx2


This is a rotation (starting and ending in
rep(UD)) which consists of three 2-cycles: UF, DB
and RL. The DB is not written explicitly since it
follows implicitly from UF (the opposite colour cell
of U is D and the opposite of F is B). Using my
notation, this is the shortest sequence I have found
which preserves rep(UD) while permuting U and D with
other cells (which is exactly what is needed in
addition to the elementary moves of the physical
puzzle to get all states of a 2^4 cube)





Note that this notation can be used for the
virtual puzzle as well. However, it's not very
useful there since the representation is symmetrical
and all rotations can easily be written down with O
and S moves.




Best regards,


Joel





PS. I'll make sure to post on the "Canonical moves"
subject as soon as I get the time.







2018-01-05 18:26 GMT+01:00
target=3D"_blank" moz-do-not-send=3D"true">emil.ind=
jev@gmail.com

[4D_Cubing] < href=3D"mailto:4D_Cubing@yahoogroups.com"
target=3D"_blank" moz-do-not-send=3D"true">4D_Cub=
ing@yahoogroups.com>
:

0px 0px 0.8ex;border-left:1px solid
rgb(204,204,204);padding-left:1ex">

=C2=A0
id=3D"m_6988725919983488718gmail-m_-4527176556827551992m_167837619620329765=
2m_-5122883874215409483ygrp-mlmsg">
id=3D"m_6988725919983488718gmail-m_-4527176556827551992m_167837619620329765=
2m_-5122883874215409483ygrp-msg">
id=3D"m_6988725919983488718gmail-m_-4527176556827551992m_167837619620329765=
2m_-5122883874215409483ygrp-text">

Great post, though I don't see how to
notate a "whole cube reorientation".
BTW you keep calling them faces, but
the are whole cubes and are called
cells.



















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







--------------0D82DCCF317DE13D789D9B91--




From: Joel Karlsson <joelkarlsson97@gmail.com>
Date: Wed, 10 Jan 2018 20:18:51 +0100
Subject: Re: [MC4D] Re: Notation



--001a11443d22e270fa056270e61a
Content-Type: text/plain; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

Hi Melinda,

That's great! I might attempt writing the notation down more carefully on a
wiki-page (suggestions?) but this will have to wait since it's still
developing quite quickly.

In MC4D, with ctrl-click rotating "by cubie", I believe that different
projections can be reached by ctrl-clicking on different pieces. However, I
wouldn't call the different physical representations "different
projections" mainly because I don't think that the transformations which
take the 4D-puzzle to the physical 3D-representations are projections. I'll
elaborate this point in a future post (I have a small project that I think
all of you will like). Whether the community has agreed to call them
"projections" or not is more than I know.

Best regards,
Joel

2018-01-10 0:37 GMT+01:00 Melinda Green melinda@superliminal.com
[4D_Cubing] <4D_Cubing@yahoogroups.com>:

>
>
> Hello Joel,
>
> Thank you for another interesting post. This time I understand most of it=
.
> :-)
>
> I like the idea of 'G' for the whole-puzzle reorientations, which is a
> mouthful. I would suggest calling it "gyro" rather than "girabit". Gyro i=
s
> the Greek root for circle, which is appropriate, and people can associate
> it with gyroscopes. I mainly think of the move as a "big" rotation but we
> do need a good name and notation for it, and I think 'G' will do nicely.
>
> The only other thing I'll mention is that I thought we had decided to cal=
l
> the two overall puzzle forms "projections" instead of "representations",
> right? So abbreviated "proj" instead of "rep". Please correct me if I'm
> wrong. I forget everything. Maybe an even better term will appear once we
> really begin to understand exactly what these two forms mean and how best
> to think about them.
>
> Everything else seems fine as far as I understand it. I'd love to see a
> video of your solution as well as one or more showing these sequences you
> are describing and notating. Without some sort of pictorial form, it's
> difficult to know when I'm fully understanding your text.
>
> Best,
> -Melinda
>
> On 1/9/2018 1:02 PM, Joel Karlsson joelkarlsson97@gmail.com [4D_Cubing]
> wrote:
>
> A third post, revising the notation:
>
> Vocabulary:
> elementary twist: a move rotating the set of pieces which all have a
> sticker in a specific cell (the only twists possible in MC4D)
> rotation: a move that doesn't change the state of the puzzle
>
>
> *Redefining the S move *
> As some of you might have noticed Sy is quite different from Sx and Sz
> (from rep(UD) on the physical puzzle).. Sy is a rotation while Sx and Sz
> are non-elementary macro-moves. To better capture the rotations I'll
> shortly introduce the G move. The rep(UD) Sx, rep(UD) Sz and similar move=
s
> from other reps are defined in the same way as previously for the physica=
l
> cube. All other physical S moves (multiples of Sy from rep(UD) and simila=
r
> from other reps) and all virtual S moves are removed from the notation (a=
s
> the new G move covers these). The next paragraph contains the new
> definition of the physical S moves (as a reminder or for those new to the
> notation).
>
> The S moves are only defined for the physical 2^4 puzzle. The 'S' stands
> for "stacking". The S move is performed by first splitting the cube into
> two 4x2x1 blocks and then, without rotating the 4x2x1 blocks, putting the=
m
> back together in the opposite order. From rep(UD), Sx and Sz are possible=
.
> The axis specifies the normal to the plane in which the cube is split (i.=
e
> the axis orthogonal to the splitting-plane). Thus, from rep(UD), Sx would
> take the right half of the puzzle and put it to the left whilst Sz would
> take the front half of the puzzle and put it at the back. Only axes
> orthogonal to the longest edge of the puzzle are allowed, i.e the cube mu=
st
> be split into two 4x2x1 halves.
>
>
> *Introducing the G move *
> All G moves are rotations. The 'G' (the best name I was able to come up
> with) stands for "girabit" (which is Latin and translates to "rotate") a=
nd
> a handwritten G looks a bit like a circular arrow (indicating rotation).
> The G rotations (as opposed to the O rotations which orient the puzzle in
> 3D-space) are rotations around a non-projected plane (remember that a 4D
> rotation is not a rotation around an axis but a plane). Gy =3D I(CUED) is=
a
> 90 degree rotation which takes the stickers on C to U, the stickers on U =
to
> E, the stickers on E to D, the stickers on D to C, leave the stickers on =
R
> on R and leave the stickers on L on L. The axis (y in the previous exampl=
e)
> specifies in which direction the stickers on C should move (being a
> rotation around a non-projected plane, C is always involved). So, Gx woul=
d
> move the stickers on C in the x-direction, taking them to R. As with othe=
r
> moves, Gz2 (for instance) is simply just Gz Gz. In MC4D, Gy can be
> performed by ctrl+right-clicking on the cell in the y-direction (U) and
> similarly for the other moves.
>
> On the physical puzzle, how the G move is performed depends on which G
> move it is and which rep the puzzle is currently in. The rule: a physical=
G
> move should (always) correspond to the same virtual G move. Let me walk y=
ou
> through how the G moves are performed from rep(UD):
> Gx =3D Uz Dz'
> Gx' =3D Uz' Dz
> Gx2 =3D Uz2 Dz2
>
> Gz =3D Ux' Dx
> Gz' =3D Ux Dx'
> Gz2 =3D Ux2 Dz2
>
> Gy: take the top 2x2 cap and put it at the bottom
> Gy': take the bottom 2x2 cap and put it at the top
> Gy2: take the top 2x2x2 half and put it at the bottom
>
> *Benefits of the revision*
> The benefits of the revision are simple:
> 1) all (physically possible) elementary twists and all rotations are
> described in the exact same way for the physical and virtual puzzles
> (previously rep(UD) Sx_physical !=3D Sx_virtual)
> 2) G moves can be used instead of e.g Uz Dz', which more clearly shows
> that this is a rotation
> 3) O and G describe all possible rotations (although some physical O and =
G
> moves have the side-effect of changing the rep of the puzzle)
>
> Best regards,
> Joel
>
>
> 2018-01-07 22:27 GMT+01:00 Joel Karlsson :
>
>> A follow-up post:
>>
>>
>> *Short comments *
>> I made a little mistake in my first post. I was inconsistent with how I
>> describe Sy (from rep(UD)) for the physical and virtual puzzle. Sy shoul=
d
>> take the stickers on U to C (for both the physical and the virtual cube)=
,
>> meaning that you should take the bottom cap and put it on top for the
>> physical cube.
>>
>> To be clear with what rep to start from, when writing down a sequence, I
>> simply put it at the beginning of the sequence. For instance rep(UD) Uy2
>> Rx2 Uy2 Rx2 (perhaps not the most useful sequence).
>>
>> Emil, I believe that you are correct, what I refer to as faces (which ar=
e
>> indeed 3-cubes for a 4-cube) is also quite commonly called cells (I'll u=
se
>> this notion throughout the post).
>>
>> Melinda, honestly, I pretty much came up with E before I found a word
>> that started with E so "edge" was a bit contrived. "End" might be a bett=
er
>> name, I'll start to use it right away. Marc had a comment about naming t=
he
>> C and E faces "outer" and "inner" or O and I but as a mathematician, I f=
eel
>> that 'I' is reserved for the identity (and I already use O for orienting
>> the whole puzzle). I'll introduce you to a notation describing rotations
>> using 'I' later in this post (since a rotation doesn't change the state =
of
>> the puzzle it's the identity permutation).
>>
>> *Elementary twists and rotations*
>> Elementary twists from rep(UD) (with an elementary twist, I mean a twist
>> that is a rotation of the 8 pieces that all have a sticker in a specific
>> cell):
>> - U, D: no restrictions here, all rotations of the U and D cells ar=
e
>> elementary
>> - F, B: only Fz2 and Bz2 physically possible (or at least, easy to
>> perform) and these are elementary
>> - R, L: only Rx2 and Lx2 (see F, B above)
>> - C: only multiples of Cy (Cy, Cy' and Cy2) as well as Cx2 and Cz2
>> (although the last two might be a bit hard to perform)
>> - E: only multiples of Ey (the Ex2 and Ez2 would indeed be
>> elementary but is hard to perform)
>> Note that this covers all the known elementary twists that are possible
>> on the physical 2^4 (at least as far as I know). A 2x2x2 block can be
>> oriented in 24 different ways and there are precisely 23 U moves (from
>> rep(UD)) in my notation; Ux, Ux', Ux2 and similar for the other axes mak=
es
>> 9, there is one Uxyz or similar for every corner so that's 8 more, there
>> are 6 different Uxy twists (note that Uxy=3DUx'y') and 9+8+6 =3D 23. The=
24th
>> one is the identity (leaving the block as it is).
>>
>> The single move rotations described by my notation are (a rotation is a
>> move or sequence of moves that leaves the state of the puzzle unchanged)=
:
>> - O: all O moves (regardless of rep)
>> - S: multiples of Sy (Sy, Sy' and Sy2) (from rep(UD) or rep(Cy))
>> Note that the Sy and Sy' changes the representation from rep(UD) to
>> rep(Cy) or the other way around.
>>
>> Note that (after the correction above regarding Sy from rep(UD)) for all
>> elementary twists and single move (pure) rotations P in my notation, it =
is
>> true that: physical(P) =3D virtual(P).
>>
>> *The non-elementary S moves*
>> To get the whole set of legal states we need to introduce a
>> non-elementary move that can be used to compose rotations. I've chosen t=
he
>> last two S moves for this: Sx and Sz (from rep(UD)). Following is a
>> relation between these S moves for the physical puzzle and elementary mo=
ves
>> in MC4D. To avoid confusion I will, in the following section use Sx_p an=
d
>> Sz_p for the S moves on the physical puzzle and simply Sx and Sy for the
>> virtual S moves (ctrl-clicking in MC4D, these are pure rotations).
>> rep(UD) Sx_p Sy' =3D Oy2 Ox Rx2 Fz2 Rx2 Uy2 Uz' Dz' Fz2 Rx2 Uy2
>> I included the Sy' on the left-hand side (could have put Sy at the end o=
f
>> the right-hand side instead) to not change the rep of the physical puzzl=
e.
>>
>> I'll attach an MC4D macro file with this sequence. For reference, I chos=
e
>> xyz on C. Apologies if I'm breaking any convention in how to chose
>> reference stickers for the macro.
>>
>> *The I notation*
>> This is an addition to my notation. 'I' can be used to describe sequence=
s
>> that don't change the state of the puzzle, i.e rotations. The physical
>> puzzle has two attributes apart from the 2^4 puzzle's state: the rep and
>> which colour being in which cell (in the solved state). A general rotati=
on
>> can thus be described with how it changes the rep and how it permutes th=
e
>> cells. The rep is quite easy; if the puzzle is in rep(UD) before the
>> rotation and rep(RL) after, we can use rep(UD) I(rep(RL)) to describe
>> this. So I(rep(RL)) is a rotation which takes you from wherever you are =
to
>> rep(RL). However, if the rep isn't changed we can leave this part out.
>>
>> A permutation of the faces can be broken down into cycles and a cycle is
>> quite easy to write down. For example, FRU is the cycle which takes the
>> stickers on F to R, the stickers on R to U and the stickers on U to F.
>> Another example is RL which takes R to L and L to R. There are some
>> constraints for these cycles to be possible. They need to have a kind of
>> symmetry; if R->L then L->R and if R->U then L->D and so on (to keep
>> opposite colours opposite). Thus, it's enough to specify the cycles
>> including R, U, F and C. Moreover, all cells not moving can be left out,
>> i.e R->R don't have to be specified. Let's now look at how we can use th=
is.
>>
>> One easy (but not so useful) example is:
>> rep(UD) I(rep(RL), ULDR) =3D rep(UD) Oz
>> So the I is a rotation which takes you from rep(UD) to rep(RL) and cycle=
s
>> ULDR (thus leaving F, B, C and E where they are) and this is precisely w=
hat
>> Oz does.
>>
>> Another example:
>> rep(UD) I(rep(Cy), UCDE) =3D rep(UD) Sy
>>
>> Now on to a useful example.
>> The equality which relates Sx_p to elementary twists and rotations
>> (above) can be rearranged to get a sequence (for the physical puzzle)
>> which describes a rotation:
>> rep(UD) I(UF RL) =3D rep(UD) Sx_p Sy' Uy2 Rx2 Fz2 Uz Dz Uy2 Rx2 Fz2 Rx2
>> This is a rotation (starting and ending in rep(UD)) which consists of
>> three 2-cycles: UF, DB and RL. The DB is not written explicitly since it
>> follows implicitly from UF (the opposite colour cell of U is D and the
>> opposite of F is B). Using my notation, this is the shortest sequence I
>> have found which preserves rep(UD) while permuting U and D with other ce=
lls
>> (which is exactly what is needed in addition to the elementary moves of =
the
>> physical puzzle to get all states of a 2^4 cube)
>>
>> Note that this notation can be used for the virtual puzzle as well.
>> However, it's not very useful there since the representation is symmetri=
cal
>> and all rotations can easily be written down with O and S moves.
>>
>> Best regards,
>> Joel
>>
>> PS. I'll make sure to post on the "Canonical moves" subject as soon as I
>> get the time.
>>
>> 2018-01-05 18:26 GMT+01:00 emil.indjev@gmail.com [4D_Cubing] <
>> 4D_Cubing@yahoogroups.com>:
>>
>>>
>>>
>>> Great post, though I don't see how to notate a "whole cube
>>> reorientation". BTW you keep calling them faces, but the are whole cube=
s
>>> and are called cells.
>>>
>>
>>
>
>=20
>

--001a11443d22e270fa056270e61a
Content-Type: text/html; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

Hi Melinda,

That's gr=
eat! I might attempt writing the notation down more carefully on a wiki-pag=
e (suggestions?) but this will have to wait since it's still developing=
quite quickly.

In MC4D, with ctrl-click rotating "by cub=
ie", I believe that different projections can be reached by ctrl-click=
ing on different pieces. However, I wouldn't call the different physica=
l representations=C2=A0 "different projections" mainly because I =
don't think that the transformations which take the 4D-puzzle to the ph=
ysical 3D-representations are projections. I'll elaborate this point in=
a future post (I have a small project that I think all of you will like). =
Whether the community has agreed to call them "projections" or no=
t is more than I know.

Best regards,
Joel
iv class=3D"gmail_extra">
2018-01-10 0:37 GMT=
+01:00 Melinda Green melinda@su=
perliminal.com
[4D_Cubing] <ubing@yahoogroups.com" target=3D"_blank">4D_Cubing@yahoogroups.com><=
/span>:
der-left:1px #ccc solid;padding-left:1ex">












=20

=C2=A0







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


=20=20
=20=20
Hello Joel,



Thank you for another interesting post. This time I understand most
of it. :-)



I like the idea of 'G' for the whole-puzzle reorientations, whi=
ch is
a mouthful. I would suggest calling it "gyro" rather than &qu=
ot;girabit".
Gyro is the Greek root for circle, which is appropriate, and people
can associate it with gyroscopes. I mainly think of the move as a
"big" rotation but we do need a good name and notation for it=
, and I
think 'G' will do nicely.



The only other thing I'll mention is that I thought we had decided
to call the two overall puzzle forms "projections" instead of
"representations", right? So abbreviated "proj" ins=
tead of "rep".
Please correct me if I'm wrong. I forget everything. Maybe an even
better term will appear once we really begin to understand exactly
what these two forms mean and how best to think about them.



Everything else seems fine as far as I understand it. I'd love to
see a video of your solution as well as one or more showing these
sequences you are describing and notating. Without some sort of
pictorial form, it's difficult to know when I'm fully understan=
ding
your text.



Best,

-Melinda





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









A third post, revising the notation:





Vocabulary:

elementary twist: a move rotating the set of
pieces which all have a sticker in a
specific cell (the only twists possible in
MC4D)

rotation: a move that doesn't change the
state of the puzzle





Redefining the S move


As some of you might have noticed Sy is
quite different from Sx and Sz (from rep(UD)
on the physical puzzle).. Sy is a rotation
while Sx and Sz are non-elementary
macro-moves. To better capture the rotations
I'll shortly introduce the G move. The rep(UD=
)
Sx, rep(UD) Sz and similar moves from other
reps are defined in the same way as previously
for the physical cube. All other physical S
moves (multiples of Sy from rep(UD) and
similar from other reps) and all virtual S
moves are removed from the notation (as the
new G move covers these). The next paragraph
contains the new definition of the physical S
moves (as a reminder or for those new to the
notation).




The S moves are only defined for the
physical 2^4 puzzle. The 'S' stands for
"stacking". The S move is performed by =
first
splitting the cube into two 4x2x1 blocks and
then, without rotating the 4x2x1 blocks,
putting them back together in the opposite
order. From rep(UD), Sx and Sz are possible.
The axis specifies the normal to the plane in
which the cube is split (i.e the axis
orthogonal to the splitting-plane). Thus, from
rep(UD), Sx would take the right half of the
puzzle and put it to the left whilst Sz would
take the front half of the puzzle and put it
at the back. Only axes orthogonal to the
longest edge of the puzzle are allowed, i.e
the cube must be split into two 4x2x1 halves.





Introducing the G move


All G moves are rotations. The 'G' (the best =
name
I was able to come up with) stands for=C2=A0 "gi=
rabit"
(which is Latin and translates to "rotate")=
and a
handwritten G looks a bit like a circular arrow
(indicating rotation). The G rotations (as opposed
to the O rotations which orient the puzzle in
3D-space) are rotations around a non-projected
plane (remember that a 4D rotation is not a
rotation around an axis but a plane). Gy =3D I(CUED)
is a 90 degree rotation which takes the stickers
on C to U, the stickers on U to E, the stickers on
E to D, the stickers on D to C, leave the stickers
on R on R and leave the stickers on L on L. The
axis (y in the previous example) specifies in
which direction the stickers on C=C2=A0 should move
(being a rotation around a non-projected plane, C
is always involved). So, Gx would move the
stickers on C in the x-direction, taking them to
R. As with other moves, Gz2 (for instance) is
simply just Gz Gz. In MC4D, Gy can be performed by
ctrl+right-clicking on the cell in the y-direction
(U) and similarly for the other moves.




On the physical puzzle, how the G move is
performed depends on which G move it is and which
rep the puzzle is currently in. The rule: a
physical G move should (always) correspond to the
same virtual G move. Let me walk you through how
the G moves are performed from rep(UD):


Gx =3D Uz Dz'


Gx' =3D Uz' Dz


Gx2 =3D Uz2 Dz2




Gz =3D Ux' Dx


Gz' =3D Ux Dx'


Gz2 =3D Ux2 Dz2




Gy: take the top 2x2 cap and put it at the
bottom


Gy': take the bottom 2x2 cap and put it at the
top


Gy2: take the top 2x2x2 half and put it at the
bottom






Benefits of the revision


The benefits of the revision are simple:


1) all (physically possible) elementary twists and all
rotations are described in the exact same way for the
physical and virtual puzzles (previously rep(UD)
Sx_physical !=3D Sx_virtual)


2) G moves can be used instead of e.g Uz Dz', which more
clearly shows that this is a rotation


3) O and G describe all possible rotations (although some
physical O and G moves have the side-effect of changing the
rep of the puzzle)




Best regards,


Joel

















2018-01-07 22:27 GMT+01:00 Joel
Karlsson <
mail.com" target=3D"_blank">joelkarlsson97@gmail.com>:

olid">




A follow-up post:




Short comments


I made a little mistake in my first post. I was
inconsistent with how I describe Sy (from rep(UD))
for the physical and virtual puzzle. Sy should
take the stickers on U to C (for both the physical
and the virtual cube), meaning that you should
take the bottom cap and put it on top for the
physical cube.





To be clear with what rep to start
from, when writing down a sequence, I simply put
it at the beginning of the sequence. For instance
rep(UD) Uy2 Rx2 Uy2 Rx2 (perhaps not the most
useful sequence).=C2=A0




Emil, I believe that you are correct, what I refer
to as faces (which are indeed 3-cubes for a 4-cube)
is also quite commonly called cells (I'll use this
notion throughout the post).




Melinda, honestly, I pretty much came up with E
before I found a word that started with E so "edge=
"
was a bit contrived. "End" might be a better =
name,
I'll start to use it right away. Marc had a comment
about naming the C and E faces "outer" and &q=
uot;inner"
or O and I but as a mathematician, I feel that 'I&#=
39;
is reserved for the identity (and I already use O
for orienting the whole puzzle). I'll introduce you
to a notation describing rotations using 'I' la=
ter
in this post (since a rotation doesn't change the
state of the puzzle it's the identity permutation).=






Elementary twists and rotations

Elementary twists from rep(UD) (with an elementary
twist, I mean a twist that is a rotation of the 8
pieces that all have a sticker in a specific cell):


=C2=A0=C2=A0 -=C2=A0=C2=A0 U, D: no restrictions her=
e, all rotations
of the U and D cells are elementary


=C2=A0=C2=A0 -=C2=A0=C2=A0 F, B: only Fz2 and Bz2 ph=
ysically possible
(or at least, easy to perform) and these are
elementary


=C2=A0=C2=A0 -=C2=A0=C2=A0 R, L: only Rx2 and Lx2 (s=
ee F, B above)


=C2=A0=C2=A0 -=C2=A0=C2=A0 C: only multiples of Cy (=
Cy, Cy' and Cy2)
as well as Cx2 and Cz2 (although the last two might
be a bit hard to perform)


=C2=A0=C2=A0 -=C2=A0=C2=A0 E: only multiples of Ey (=
the Ex2 and Ez2
would indeed be elementary but is hard to perform)>
Note that this covers all the known elementary
twists that are possible on the physical 2^4 (at
least as far as I know). A 2x2x2 block can be
oriented in 24 different ways and there are
precisely 23 U moves (from rep(UD)) in my notation;
Ux, Ux', Ux2 and similar for the other axes makes 9=
,
there is one Uxyz or similar for every corner so
that's 8 more, there are 6 different Uxy twists
(note that Uxy=3DUx'y') and 9+8+6 =3D 23. The 2=
4th one
is the identity (leaving the block as it is).




The single move rotations described by my
notation are (a rotation is a move or sequence of
moves that leaves the state of the puzzle
unchanged):


=C2=A0=C2=A0 -=C2=A0=C2=A0 O: all O moves (regardles=
s of rep)


=C2=A0=C2=A0 -=C2=A0=C2=A0 S: multiples of Sy (Sy, S=
y' and Sy2) (from
rep(UD) or rep(Cy))


Note that the Sy and Sy' changes the
representation from rep(UD) to rep(Cy) or the other
way around.




Note that (after the correction above regarding
Sy from rep(UD)) for all elementary twists and
single move (pure) rotations P in my notation, it is
true that: physical(P) =3D virtual(P).




The non-elementary S moves


To get the whole set of legal states we need to
introduce a non-elementary move that can be used to
compose rotations. I've chosen the last two S moves
for this: Sx and Sz (from rep(UD)). Following is a
relation between these S moves for the physical
puzzle and elementary moves in MC4D. To avoid
confusion I will, in the following section use Sx_p
and Sz_p for the S moves on the physical puzzle and
simply Sx and Sy for the virtual S moves
(ctrl-clicking in MC4D, these are pure rotations).

rep(UD) Sx_p Sy' =3D Oy2 Ox Rx2 Fz2 Rx2 Uy2 Uz'=
Dz'
Fz2 Rx2 Uy2


I included the Sy' on the left-hand
side (could have put Sy at the end of the right-hand
side instead) to not change the rep of the physical
puzzle.




I'll attach an MC4D macro file with this
sequence. For reference, I chose xyz on C. Apologies
if I'm breaking any convention in how to chose
reference stickers for the macro.





The I notation

This is an addition to my notation.
'I' can be used to describe sequences that don&=
#39;t
change the state of the puzzle, i.e rotations. The
physical puzzle has two attributes apart from the
2^4 puzzle's state: the rep and which colour being
in which cell (in the solved state). A general
rotation can thus be described with how it changes
the rep and how it permutes the cells. The rep is
quite easy; if the puzzle is in rep(UD) before the
rotation and rep(RL) after,=C2=A0 we can use rep(UD)
I(rep(RL)) to describe this. So I(rep(RL)) is a
rotation which takes you from wherever you are to
rep(RL). However, if the rep isn't changed we can
leave this part out.=C2=A0




A permutation of the faces can be
broken down into cycles and a cycle is quite easy to
write down. For example, FRU is the cycle which
takes the stickers on F to R, the stickers on R to U
and the stickers on U to F. Another example is RL
which takes R to L and L to R. There are some
constraints for these cycles to be possible. They
need to have a kind of symmetry; if R->L then
L->R and if R->U then L->D and so on (to
keep opposite colours opposite). Thus, it's enough
to specify the cycles including R, U, F and C.
Moreover, all cells not moving can be left out, i.e
R->R don't have to be specified. Let's now l=
ook
at how we can use this.=C2=A0




One easy (but not so useful) example
is:

rep(UD) I(rep(RL), ULDR)=C2=A0 =3D rep(=
UD) Oz

So the I is a rotation which takes you
from rep(UD) to rep(RL) and cycles ULDR (thus
leaving F, B, C and E where they are) and this is
precisely what Oz does.=C2=A0




Another example:

rep(UD) I(rep(Cy), UCDE) =3D rep(UD) Sy=




Now on to a useful example.=C2=A0

The equality which relates Sx_p to
elementary twists and rotations (above)=C2=A0 can be
rearranged to get a sequence (for the physical
puzzle) which describes a rotation:

rep(UD) I(UF RL) =3D rep(UD) Sx_p Sy=
9;
Uy2 Rx2 Fz2 Uz Dz Uy2 Rx2 Fz2 Rx2


This is a rotation (starting and ending in
rep(UD)) which consists of three 2-cycles: UF, DB
and RL. The DB is not written explicitly since it
follows implicitly from UF (the opposite colour cell
of U is D and the opposite of F is B). Using my
notation, this is the shortest sequence I have found
which preserves rep(UD) while permuting U and D with
other cells (which is exactly what is needed in
addition to the elementary moves of the physical
puzzle to get all states of a 2^4 cube)





Note that this notation can be used for the
virtual puzzle as well. However, it's not very
useful there since the representation is symmetrical
and all rotations can easily be written down with O
and S moves.




Best regards,


Joel





PS. I'll make sure to post on the "Canonical mov=
es"
subject as soon as I get the time.







2018-01-05 18:26 GMT+01:00
lank">emil.indjev@gmail.com
[4D_Cubing] <D_Cubing@yahoogroups.com" target=3D"_blank">4D_Cubing@yahoogroups.com&g=
t;
:

0px 0px 0.8ex;border-left:1px solid rgb(204,204,204)">

=C2=A0
88718gmail-m_-4527176556827551992m_1678376196203297652m_-512288387421540948=
3ygrp-mlmsg">
3488718gmail-m_-4527176556827551992m_1678376196203297652m_-5122883874215409=
483ygrp-msg">
983488718gmail-m_-4527176556827551992m_1678376196203297652m_-51228838742154=
09483ygrp-text">

Great post, though I don't see how t=
o
notate a "whole cube reorientation&q=
uot;.
BTW you keep calling them faces, but
the are whole cubes and are called
cells.



















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




=20=20




=20=20=20=20=20

=20=20=20=20







=20=20









--001a11443d22e270fa056270e61a--




From: Melinda Green <melinda@superliminal.com>
Date: Wed, 10 Jan 2018 18:02:06 -0800
Subject: Re: [MC4D] Re: Notation



--------------CFBF42AE162FA75C02336152
Content-Type: text/plain; charset=utf-8; format=flowed
Content-Transfer-Encoding: quoted-printable

The wiki page doesn't need to be carefully done. That's one of the nice thi=
ngs about wikis: They're easily modified, and everyone can help. Use it as =
you like.

I agree that this puzzle doesn't represent any sort of geometric projection=
. My point is that it feels very analogous to the concept. "Representation"=
means nothing to me. Some alternate approach might explicitly relate to th=
e duality or parity of the states. I think we need a better idea of just /w=
hat /these states represent.

-Melinda

On 1/10/2018 11:18 AM, Joel Karlsson joelkarlsson97@gmail.com [4D_Cubing] w=
rote:
>
>
> Hi Melinda,
>
> That's great! I might attempt writing the notation down more carefully on=
a wiki-page (suggestions?) but this will have to wait since it's still dev=
eloping quite quickly.
>
> In MC4D, with ctrl-click rotating "by cubie", I believe that different pr=
ojections can be reached by ctrl-clicking on different pieces. However, I w=
ouldn't call the different physical representations=C2=A0 "different projec=
tions" mainly because I don't think that the transformations which take the=
4D-puzzle to the physical 3D-representations are projections. I'll elabora=
te this point in a future post (I have a small project that I think all of =
you will like). Whether the community has agreed to call them "projections"=
or not is more than I know.
>
> Best regards,
> Joel
>
> 2018-01-10 0:37 GMT+01:00 Melinda Green melinda@superliminal.com melinda@superliminal.com> [4D_Cubing] <4D_Cubing@yahoogroups.com _Cubing@yahoogroups.com>>:
>
> Hello Joel,
>
> Thank you for another interesting post. This time I understand most o=
f it. :-)
>
> I like the idea of 'G' for the whole-puzzle reorientations, which is =
a mouthful. I would suggest calling it "gyro" rather than "girabit". Gyro i=
s the Greek root for circle, which is appropriate, and people can associate=
it with gyroscopes. I mainly think of the move as a "big" rotation but we =
do need a good name and notation for it, and I think 'G' will do nicely.
>
> The only other thing I'll mention is that I thought we had decided to=
call the two overall puzzle forms "projections" instead of "representation=
s", right? So abbreviated "proj" instead of "rep". Please correct me if I'm=
wrong. I forget everything. Maybe an even better term will appear once we =
really begin to understand exactly what these two forms mean and how best t=
o think about them.
>
> Everything else seems fine as far as I understand it. I'd love to see=
a video of your solution as well as one or more showing these sequences yo=
u are describing and notating. Without some sort of pictorial form, it's di=
fficult to know when I'm fully understanding your text.
>
> Best,
> -Melinda
>

--------------CFBF42AE162FA75C02336152
Content-Type: text/html; charset=utf-8
Content-Transfer-Encoding: quoted-printable



">


The wiki page doesn't need to be carefully done. That's one of the
nice things about wikis: They're easily modified, and everyone can
help. Use it as you like.



I agree that this puzzle doesn't represent any sort of geometric
projection. My point is that it feels very analogous to the concept.
"Representation" means nothing to me. Some alternate approach might
explicitly relate to the duality or parity of the states. I think we
need a better idea of just what these states represent.



-Melinda



On 1/10/2018 11:18 AM, Joel Karlsson
mail.com">joelkarlsson97@gmail.com [4D_Cubing] wrote:


cite=3D"mid:CAEohJcECo6W29dnkuGaPzYyhReQdRN-WeZu-YyM231JZnvJPdg@mail.gmail.=
com">






Hi Melinda,




That's great! I might attempt writing the notation down
more carefully on a wiki-page (suggestions?) but this will
have to wait since it's still developing quite quickly.




In MC4D, with ctrl-click rotating "by cubie", I believe that
different projections can be reached by ctrl-clicking on
different pieces. However, I wouldn't call the different
physical representations=C2=A0 "different projections" mainly
because I don't think that the transformations which take
the 4D-puzzle to the physical 3D-representations are
projections. I'll elaborate this point in a future post (I
have a small project that I think all of you will like).
Whether the community has agreed to call them "projections"
or not is more than I know.




Best regards,


Joel




2018-01-10 0:37 GMT+01:00 Melinda Green
moz-do-not-send=3D"true">melinda@superliminal.com
[4D_Cubing] < href=3D"mailto:4D_Cubing@yahoogroups.com" target=3D"_blank"
moz-do-not-send=3D"true">4D_Cubing@yahoogroups.com>pan>:

.8ex;border-left:1px #ccc solid;padding-left:1ex">

=C2=A0



Hello Joel,



Thank you for another interesting post. This time
I understand most of it. :-)



I like the idea of 'G' for the whole-puzzle
reorientations, which is a mouthful. I would
suggest calling it "gyro" rather than "girabit".
Gyro is the Greek root for circle, which is
appropriate, and people can associate it with
gyroscopes. I mainly think of the move as a "big"
rotation but we do need a good name and notation
for it, and I think 'G' will do nicely.



The only other thing I'll mention is that I
thought we had decided to call the two overall
puzzle forms "projections" instead of
"representations", right? So abbreviated "proj"
instead of "rep". Please correct me if I'm wrong.
I forget everything. Maybe an even better term
will appear once we really begin to understand
exactly what these two forms mean and how best to
think about them.



Everything else seems fine as far as I understand
it. I'd love to see a video of your solution as
well as one or more showing these sequences you
are describing and notating. Without some sort of
pictorial form, it's difficult to know when I'm
fully understanding your text.



Best,

-Melinda













--------------CFBF42AE162FA75C02336152--




From: metamind@earthlink.net
Date: 13 Jan 2018 06:16:33 +0000
Subject: Re: [MC4D] Re: Notation




From: metamind@earthlink.net
Date: 15 Jan 2018 00:40:50 +0000
Subject: Re: [MC4D] Re: Notation




From: Roice Nelson <roice3@gmail.com>
Date: Mon, 15 Jan 2018 11:30:57 -0600
Subject: Re: [MC4D] Re: Notation



--089e082459402580cd0562d3fa95
Content-Type: text/plain; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

Hi Ed,

Welcome!

Things have never been as organized (w.r.t. definitions or a solution
guide) for MC5D, so I think the answer to your question about "a single set
of of agreed upon definitions" is, unfortunately, nope. If you run across
specific terms you'd like clarified, I'm sure folks will be happy to
discuss. In any case, it sounds like you are on a good track... you are
exactly right that you'll need some 5-color sequences to finish things off,
which you can build recursively from the 4-color sequences. Here is a
somewhat recent post that gathers together a few other posts about solving
MC5D. I hope it is helpful.

https://groups.yahoo.com/neo/groups/4D_Cubing/conversations/messages/2952

About the stereo vision, I find that feature more of a fun thing, and not
so useful for an actual solve.

One other thing I thought I'd mention. I haven't solved MC5D using
Andrey's MC7D, but some folks prefer that presentation, so it might be
something to consider as well.

Best of luck!
Roice



On Sat, Jan 13, 2018 at 12:16 AM, metamind@earthlink.net [4D_Cubing] <
4D_Cubing@yahoogroups.com> wrote:

>
>
> Hello higher-dimensional thinkers,
>
> I just solved the 3^4 back in December, and I'm trying to get my bearings
> on MC5D. I want to do the 3^5 this year, but as I read the posts, it's
> clear that there's a language being spoken. I developed my own nomenclatu=
re
> and shorthand in the process of completing the 3^4, but I need a starting
> point to comprehend some of the conversations. Is there a site covering
> terminology? Perhaps I should ask, "Is there a single set of agreed upon
> definitions in the group?" I'm an engineer and medical scientist who has
> loved visualizing higher dimensions for decades...
>
> Wait, before I go on, I want to give my personal thanks to Roice Nelson
> for the Ultimate Solutions he made available. As someone who first
> programmed in 1980, I also want to commend everyone involved with MC4D. =
I
> found it while I was looking for higher dimensional games for a workshop =
I
> facilitate in Southern California. For many years, I have pondered
> developing a 4D graphics engine. It's great finding people who value
> cultivating reasoning skills in higher spatial dimensions and are using t=
he
> computer to create the tools and toys that bring this end about. I'm stil=
l
> figuring out my way around Yahoo Groups - I think this is my first time i=
n
> this environment, so I apologize if my post seems off-topic or is directe=
d
> at the wrong part of the community.
>
> Hmmm...too many topics on my mind to put into one post. Once I get
> started, I have a hard time stopping. It's very tempting to follow every
> thread, but I'm insanely busy, and want to stay focused on solving the 3^=
5.
> I've printed out a couple of advisory posts, but I don't fell like I've
> found the main threads on the subject.
>
> It seems like the solution process closely resembles that of MC4D, with
> more pieces of each type (2c, 3c, 4c), and more axes, but expect that the=
re
> is (or are), 5-color series that must be included to finish off the 5D cu=
be.
>
> I've run solutions on full scrambles of the 7^5 with all pieces showing
> just to get a "feel" for how the solutions roll out. I'm also solidifying
> my understanding of how the 5D cube is represented in the application.
>
> Is the stereo vision version useful? I tried observing MC5D with some
> cheap 3D glasses. It looks neat, and I ordered a better pair for when I
> begin the challenge. I might get a larger monitor too.
>
> I also want to revisit and completely master the 3^4. As I progressed to
> my first solution, a lot of interesting processes took place - I had to
> develop my own maneuvers, and I'm interested in learning about how other
> people dealt with issues I faced.
>
> Glad to be here! Kudos to all of you!
>
> Ed
>
>=20
>

--089e082459402580cd0562d3fa95
Content-Type: text/html; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

Hi Ed,

Welcome!

v>Things have never been as organized (w.r.t. definitions or a solution gui=
de) for MC5D, so I think the answer to your question about "a single s=
et of of agreed upon definitions" is, unfortunately, nope.=C2=A0 If=C2=
=A0 you=C2=A0run across specific terms you'd like clarified, I'm su=
re folks will be happy to discuss.=C2=A0 In any case, it sounds like you ar=
e on a good track... you are exactly right that you'll need some 5-colo=
r sequences to finish things off, which you can build recursively from the =
4-color sequences.=C2=A0 Here is a somewhat recent post that gathers togeth=
er a few other posts about solving MC5D.=C2=A0 I hope it is helpful.
<=
div>
/conversations/messages/2952">https://groups.yahoo.com/neo/groups/4D_Cubing=
/conversations/messages/2952

About the stereo =
vision, I find that feature more of a fun thing, and not so useful for an a=
ctual solve.=C2=A0=C2=A0

One other thing I thought=
I'd mention.=C2=A0 I haven't solved MC5D using Andrey's MC7D, =
but some folks prefer that presentation, so it might be something to consid=
er as well.=C2=A0=C2=A0

Best of luck!
Ro=
ice


>
On Sat, Jan 13, 2018 at 12:16 AM, ilto:metamind@earthlink.net">metamind@earthlink.net [4D_Cubing] ir=3D"ltr"><k">4D_Cubing@yahoogroups.com> wrote:
gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-=
left:1ex">






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

















Hello higher-dimensional thinkers,

I just solved the 3^4 back in Dec=
ember, and I'm trying to get my bearings on MC5D. I want to do the 3^5 =
this year, but as I read the posts, it's clear that there's a langu=
age being spoken. I developed my own nomenclature and shorthand in the proc=
ess of completing the 3^4, but I need a starting point to comprehend some o=
f the conversations. Is there a site covering terminology? Perhaps I should=
ask, "Is there a single set of agreed upon definitions in the group?&=
quot; I'm an engineer and medical scientist who has loved visualizing h=
igher dimensions for decades...

Wait, before I go on, I want to give=
my personal thanks to Roice Nelson for the Ultimate Solutions he made avai=
lable. As someone who first programmed in 1980, I also want to commend ever=
yone involved with MC4D.=C2=A0 I found it while I was looking for higher di=
mensional games for a workshop I facilitate in Southern California. For man=
y years, I have pondered developing a 4D graphics engine. It's great fi=
nding people who value cultivating reasoning skills in higher spatial dimen=
sions and are using the computer to create the tools and toys that bring th=
is end about. I'm still figuring out my way around Yahoo Groups - I thi=
nk this is my first time in this environment, so I apologize if my post see=
ms off-topic or is directed at the wrong part of the community.

Hmmm=
...too many topics on my mind to put into one post. Once I get started, I h=
ave a hard time stopping. It's very tempting to follow every thread, bu=
t I'm insanely busy, and want to stay focused on solving the 3^5. I'=
;ve printed out a couple of advisory posts, but I don't fell like I'=
;ve found the main threads on the subject.

It seems like the solutio=
n process closely resembles that of MC4D, with more pieces of each type (2c=
, 3c, 4c), and more axes, but expect that there is (or are), 5-color series=
that must be included to finish off the 5D cube.

I've run solut=
ions on full scrambles of the 7^5 with all pieces showing just to get a &qu=
ot;feel" for how the solutions roll out. I'm also solidifying my u=
nderstanding of how the 5D cube is represented in the application.

I=
s the stereo vision version useful? I tried observing MC5D with some cheap =
3D glasses. It looks neat, and I ordered a better pair for when I begin the=
challenge. I might get a larger monitor too.

I also want to revisit=
and completely master the 3^4. As I progressed to my first solution, a lot=
of interesting processes took place - I had to develop my own maneuvers, a=
nd I'm interested in learning about how other people dealt with issues =
I faced.

Glad to be here! Kudos to all of you!

Ed






















--089e082459402580cd0562d3fa95--




From: metamind@earthlink.net
Date: 16 Jan 2018 04:08:57 +0000
Subject: Re: [MC4D] Re: Notation




From: metamind@earthlink.net
Date: 16 Jan 2018 05:42:58 +0000
Subject: Re: [MC4D] Re: Notation





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