Thread: "Physical 2x2x2x2 - Canonical moves"

From: Melinda Green <melinda@superliminal.com>
Date: Thu, 4 Jan 2018 15:28:32 -0800
Subject: Physical 2x2x2x2 - Canonical moves



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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 solutions as well as 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 "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 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 "elementary" as Joel calls them)
* Everything above is canonical. IE always acceptable in solutions
* Nothing below is acceptable in solutions.

Thanks all!
-Melinda

--------------EDE2952A91D5145D4BC40CDA
Content-Type: text/html; charset=utf-8
Content-Transfer-Encoding: quoted-printable



">


First off, please check out href=3D"https://www.youtube.com/watch?v=3DfYxn4wPe2ZE">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 moz-do-not-send=3D"true"
href=3D"https://groups.yahoo.com/neo/groups/4D_Cubing/conversations/topics/=
3803">Bob's
and href=3D"https://groups.yahoo.com/neo/groups/4D_Cubing/conversations/message=
s/3904">Joel's

solutions as well as href=3D"https://www.youtube.com/watch?v=3DpKHU5sFaGvY">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 "obviously 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 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
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:


Thanks all!

-Melinda




--------------EDE2952A91D5145D4BC40CDA--




From: Ty Jones <whotyjones@gmail.com>
Date: Thu, 04 Jan 2018 23:31:18 +0000
Subject: Re: [MC4D] Physical 2x2x2x2 - Canonical moves



--f403043bb1243522c90561fbbb3e
Content-Type: text/plain; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

Oops! Looks like the link has an extra period in it =F0=9F=99=82
https://www.youtube.com/watch?v=3DfYxn4wPe2ZE there's the corrected one for
anyone too lazy

Looking forward to watching the video!

On Thu, Jan 4, 2018, 4:28 PM 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
>

--f403043bb1243522c90561fbbb3e
Content-Type: text/html; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

Oops! Looks like the link has an extra period in it =F0=9F=
=99=82 https://ww=
w.youtube.com/watch?v=3DfYxn4wPe2ZE
there's the corrected one for a=
nyone too lazy


Looking forward to watching the video!



On Thu, Jan 4, 2018, 4:28 P=
M Melinda Green melinda@superli=
minal.com
[4D_Cubing] <=
4D_Cubing@yahoogroups.com
> wrote:
l_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








--f403043bb1243522c90561fbbb3e--




From: Joel Karlsson <joelkarlsson97@gmail.com>
Date: Fri, 5 Jan 2018 08:01:46 +0100
Subject: Re: [MC4D] Physical 2x2x2x2 - Canonical moves



--001a11477d4499a84f0562020507
Content-Type: text/plain; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

Regarding #9: to get solvable states the number of single cap twists has to
be even (a single cap twist is an odd permutation but only even
permutations are possible for the 2^4). I don't think that a single cap
twist breaks the corner rotation restriction so as long as an even number
is used everything should be fine.

Best regards,
Joel


Den 5 jan. 2018 12:33 fm skrev "Ty Jones whotyjones@gmail.com [4D_Cubing]" =
<
4D_Cubing@yahoogroups.com>:



Oops! Looks like the link has an extra period in it =F0=9F=99=82
https://www.youtube.com/watch?v=3DfYxn4wPe2ZE there's the corrected one for
anyone too lazy

Looking forward to watching the video!

On Thu, Jan 4, 2018, 4:28 PM 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

--001a11477d4499a84f0562020507
Content-Type: text/html; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

Regarding #9: to get solvable states the number of s=
ingle cap twists has to be even (a single cap twist is an odd permutation b=
ut only even permutations are possible for the 2^4). I don't think that=
a single cap twist breaks the corner rotation restriction so as long as an=
even number is used everything should be fine.=C2=A0
l_extra" dir=3D"auto">
Bes=
t regards,=C2=A0
Joel=C2=A0iv>

tra">
Den 5 jan. 2018 12:33 fm skrev "Ty=
Jones whotyjones@gmail.com [4D=
_Cubing]" <4D_Cubing@y=
ahoogroups.com
>:
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

Oops! Looks like the link has an extra period i=
n it =F0=9F=99=82 target=3D"_blank">https://www.youtube.com/watch?v=3DfYxn4wPe2ZE t=
here's the corrected one for anyone too lazy


Looking forward to watching the video!

ed-text">

On Thu, Jan 4, 2018, 4:28 P=
M Melinda Green k">melinda@superliminal.com [4D_Cubing] <@yahoogroups.com" target=3D"_blank">4D_Cubing@yahoogroups.com> wrote=
:
solid">












=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










=20=20=20=20=20

=20=20=20=20







=20=20









--001a11477d4499a84f0562020507--




From: Melinda Green <melinda@superliminal.com>
Date: Thu, 4 Jan 2018 23:11:52 -0800
Subject: Re: [MC4D] Physical 2x2x2x2 - Canonical moves



--------------3135041A91FD2490917AA4ED
Content-Type: text/plain; charset=utf-8; format=flowed
Content-Transfer-Encoding: quoted-printable

For people making a set of moves on one half, can you just count your turns=
and either make an extra turn on the other half if it's odd? And if so, do=
es it matter which direction you make that twist?
Thanks,
-Melinda

On 1/4/2018 11:01 PM, Joel Karlsson joelkarlsson97@gmail.com [4D_Cubing] wr=
ote:
>
>
> Regarding #9: to get solvable states the number of single cap twists has =
to be even (a single cap twist is an odd permutation but only even permutat=
ions are possible for the 2^4). I don't think that a single cap twist break=
s the corner rotation restriction so as long as an even number is used ever=
ything should be fine.
>
> Best regards,
> Joel
>
>
> Den 5 jan. 2018 12:33 fm skrev "Ty Jones whotyjones@gmail.com tyjones@gmail.com> [4D_Cubing]" <4D_Cubing@yahoogroups.com g@yahoogroups.com>>:
>
> Oops! Looks like the link has an extra period in it =F0=9F=99=82 http=
s://www.youtube.com/watch?v=3DfYxn4wPe2ZE =3DfYxn4wPe2ZE> there's the corrected one for anyone too lazy
>
> Looking forward to watching the video!
>
>
> On Thu, Jan 4, 2018, 4:28 PM Melinda Green melinda@superliminal.com <=
mailto:melinda@superliminal.com> [4D_Cubing] <4D_Cubing@yahoogroups.com ilto:4D_Cubing@yahoogroups.com>> wrote:
>
> First off, please check out Zander Bolgar's lovely solution video=
that he invited me to sha=
re. It's very cool to see someone developing something like finger tricks a=
nd blasting through a solution. It's very much like Bob's ahoo.com/neo/groups/4D_Cubing/conversations/topics/3803> and Joel's //groups.yahoo.com/neo/groups/4D_Cubing/conversations/messages/3904> soluti=
ons as well as Marc's appro=
ach.
>
> This makes for a great launching point for questions about which =
moves should be included in a canonical set. Of course any move that result=
s in a reachable state can be justified in a solution, but there's such a s=
pectrum from "obviously fine" to "obviously not".=C2=A0 Now that we've gott=
en 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, s=
o I'd love to hear your thoughts.
>
> Here is the list of moves I know about, loosely ordered as descri=
bed 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 opp=
osite directions)
> 9. Single end cap twist (with parity restrictions?) [fine for sc=
rambling]
> 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 a=
nd 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 reo=
rder 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 soluti=
ons
> * Nothing below is acceptable in solutions.
>
> Thanks all!
> -Melinda
>
>
>
>
>=20


--------------3135041A91FD2490917AA4ED
Content-Type: text/html; charset=utf-8
Content-Transfer-Encoding: quoted-printable



">


For people making a set of moves on one half, can you just count
your turns and either make an extra turn on the other half if it's
odd? And if so, does it matter which direction you make that twist?

Thanks,

-Melinda



On 1/4/2018 11:01 PM, Joel Karlsson
mail.com">joelkarlsson97@gmail.com [4D_Cubing] wrote:


cite=3D"mid:CAEohJcGJPDrtrHA4=3D6S1p8pBiihyf+4sPFP9dr_NTxjXbrLhbw@mail.gmai=
l.com">



Regarding #9: to get solvable states the number of single
cap twists has to be even (a single cap twist is an odd
permutation but only even permutations are possible for the
2^4). I don't think that a single cap twist breaks the corner
rotation restriction so as long as an even number is used
everything should be fine.=C2=A0




Best regards,=C2=A0

Joel=C2=A0






Den 5 jan. 2018 12:33 fm skrev "Ty
Jones moz-do-not-send=3D"true">whotyjones@gmail.com
[4D_Cubing]" < href=3D"mailto:4D_Cubing@yahoogroups.com"
moz-do-not-send=3D"true">4D_Cubing@yahoogroups.com>:=
type=3D"attribution">
.8ex;border-left:1px #ccc solid;padding-left:1ex">

=C2=A0



Oops! Looks like the link has an
extra period in it =F0=9F=99=82 href=3D"https://www.youtube.com/watch?v=3DfYxn4=
wPe2ZE"
target=3D"_blank" moz-do-not-send=3D"true">http=
s://www.youtube.com/watch?v=3DfYxn4wPe2ZE
there's the corrected one for anyone too lazy


Looking forward to watching the
video!






On Thu, Jan 4, 2018, 4:28 PM
Melinda Green href=3D"mailto:melinda@superliminal.com"
target=3D"_blank" 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>
wrote:


style=3D"border-left:1px #ccc solid">

=C2=A0
id=3D"m_1310257209045721278m_-20004242236=
90736552ygrp-mlmsg">
id=3D"m_1310257209045721278m_-200042422=
3690736552ygrp-msg">
id=3D"m_1310257209045721278m_-2000424=
223690736552ygrp-text">

First off, please check out href=3D"https://www.youtube..com/watch?v=3DfYxn4wPe2ZE" target=3D"_blank"
moz-do-not-send=3D"true">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 href=3D"https://groups.yahoo.com/neo/groups/4D_Cubing/conversations/topics/=
3803"
target=3D"_blank"
moz-do-not-send=3D"true">Bob's>
and href=3D"https://groups.yahoo.com/neo/groups/4D_Cubing/conversations/message=
s/3904"
target=3D"_blank"
moz-do-not-send=3D"true">Joel'sa>
solutions as well as href=3D"https://www.youtube.com/w=
atch?v=3DpKHU5sFaGvY"
target=3D"_blank"
moz-do-not-send=3D"true">Marc'sa>
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 "obviously 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
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 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 reorientationsi>
  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
    "elementary" 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







--------------3135041A91FD2490917AA4ED--




From: Melinda Green <melinda@superliminal.com>
Date: Thu, 4 Jan 2018 23:17:52 -0800
Subject: Re: [MC4D] Physical 2x2x2x2 - Canonical moves



--------------B01CF4D974EF89236D1020F0
Content-Type: text/plain; charset=utf-8; format=flowed
Content-Transfer-Encoding: quoted-printable

Wait, maybe I've answered my own question. If you twist the other half "the=
wrong way", you can easily reduce both to a single end cap twist of 180 de=
grees which should therefore be fine.
-Melinda
PS: About your notation, 'E' works great as an abbreviation for "End".

On 1/4/2018 11:11 PM, Melinda Green melinda@superliminal.com [4D_Cubing] wr=
ote:
>
>
> For people making a set of moves on one half, can you just count your tur=
ns and either make an extra turn on the other half if it's odd? And if so, =
does it matter which direction you make that twist?
> Thanks,
> -Melinda
>
> On 1/4/2018 11:01 PM, Joel Karlsson joelkarlsson97@gmail.com [4D_Cubing] =
wrote:
>> Regarding #9: to get solvable states the number of single cap twists has=
to be even (a single cap twist is an odd permutation but only even permuta=
tions are possible for the 2^4). I don't think that a single cap twist brea=
ks the corner rotation restriction so as long as an even number is used eve=
rything should be fine.
>>
>> Best regards,
>> Joel
>>
>>
>> Den 5 jan. 2018 12:33 fm skrev "Ty Jones whotyjones@gmail.com otyjones@gmail.com> [4D_Cubing]" <4D_Cubing@yahoogroups.com ng@yahoogroups.com>>:
>>
>> Oops! Looks like the link has an extra period in it =F0=9F=99=82 htt=
ps://www.youtube.com/watch?v=3DfYxn4wPe2ZE =3DfYxn4wPe2ZE> there's the corrected one for anyone too lazy
>>
>> Looking forward to watching the video!
>>
>>
>> On Thu, Jan 4, 2018, 4:28 PM Melinda Green melinda@superliminal.com =
[4D_Cubing] <4D_Cubing@yahoogroups.com ailto:4D_Cubing@yahoogroups.com>> wrote:
>>
>> First off, please check out Zander Bolgar's lovely solution vide=
o that he invited me to sh=
are. It's very cool to see someone developing something like finger tricks =
and blasting through a solution. It's very much like Bob's yahoo.com/neo/groups/4D_Cubing/conversations/topics/3803> and Joel's ://groups.yahoo.com/neo/groups/4D_Cubing/conversations/messages/3904> solut=
ions as well as Marc's appr=
oach.
>>
>> This makes for a great launching point for questions about which=
moves should be included in a canonical set. Of course any move that resul=
ts in a reachable state can be justified in a solution, but there's such a =
spectrum from "obviously fine" to "obviously not".=C2=A0 Now that we've got=
ten 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 descr=
ibed 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 op=
posite directions)
>> 9. Single end cap twist (with parity restrictions?) [fine for s=
crambling]
>> 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 re=
order 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 solut=
ions
>> * Nothing below is acceptable in solutions.
>>
>> Thanks all!
>> -Melinda
>>
>>
>
>
>
>=20


--------------B01CF4D974EF89236D1020F0
Content-Type: text/html; charset=utf-8
Content-Transfer-Encoding: quoted-printable



">


Wait, maybe I've answered my own question. If you twist the other
half "the wrong way", you can easily reduce both to a single end cap
twist of 180 degrees which should therefore be fine.

-Melinda

PS: About your notation, 'E' works great as an abbreviation for
"End".



On 1/4/2018 11:11 PM, Melinda Green
inal.com">melinda@superliminal.com [4D_Cubing] wrote:


cite=3D"mid:6ca4fe15-6390-259e-525e-b8daf058ad06@superliminal.com">

-8">
For people making a set of
moves on one half, can you just count your turns and either make
an extra turn on the other half if it's odd? And if so, does it
matter which direction you make that twist?

Thanks,

-Melinda



On 1/4/2018 11:01 PM, Joel Karlsson class=3D"moz-txt-link-abbreviated"
href=3D"mailto:joelkarlsson97@gmail.com" moz-do-not-send=3D"true"=
>joelkarlsson97@gmail.com
[4D_Cubing] wrote:


cite=3D"mid:CAEohJcGJPDrtrHA4=3D6S1p8pBiihyf+4sPFP9dr_NTxjXbrLhbw@mail.gmai=
l.com">



Regarding #9: to get solvable states the number of single
cap twists has to be even (a single cap twist is an odd
permutation but only even permutations are possible for the
2^4). I don't think that a single cap twist breaks the
corner rotation restriction so as long as an even number is
used everything should be fine.=C2=A0




Best regards,=C2=A0v>
Joel=C2=A0






Den 5 jan. 2018 12:33 fm skrev
"Ty Jones moz-do-not-send=3D"true">whotyjones@gmail.com
[4D_Cubing]" < href=3D"mailto:4D_Cubing@yahoogroups.com"
moz-do-not-send=3D"true">4D_Cubing@yahoogroups.com>=
;: type=3D"attribution">
.8ex;border-left:1px #ccc solid;padding-left:1ex">
style=3D"display:none">=C2=A0



Oops! Looks like the link has an
extra period in it =F0=9F=99=82 href=3D"https://www.youtube.com/watch?v=3DfYx=
n4wPe2ZE"
target=3D"_blank" moz-do-not-send=3D"true">ht=
tps://www.youtube.com/watch?v=3DfYxn4wPe2ZE
there's the corrected one for anyone too
lazy


Looking forward to watching the
video!





On Thu, Jan 4, 2018, 4:28
PM Melinda Green href=3D"mailto:melinda@superliminal.com"
target=3D"_blank" 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>
wrote:


style=3D"border-left:1px #ccc solid">
>=C2=A0
id=3D"m_1310257209045721278m_-200042422=
3690736552ygrp-mlmsg">
id=3D"m_1310257209045721278m_-2000424=
223690736552ygrp-msg">
id=3D"m_1310257209045721278m_-20004=
24223690736552ygrp-text">

First off, please check out
href=3D"https://www.youtube..co=
m/watch?v=3DfYxn4wPe2ZE"
target=3D"_blank"
moz-do-not-send=3D"true">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
href=3D"https://groups.yahoo.com/neo/groups/4D_Cubing/conversations/topics/=
3803"
target=3D"_blank"
moz-do-not-send=3D"true">Bob's<=
/a>
and href=3D"https://groups.yahoo.com/neo/groups/4D_Cubing/conversations/message=
s/3904"
target=3D"_blank"
moz-do-not-send=3D"true">Joel's=

solutions as well as href=3D"https://www.youtube.com=
/watch?v=3DpKHU5sFaGvY"
target=3D"_blank"
moz-do-not-send=3D"true">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 "obviously not".=C2=A0 Now tha=
t
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 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
    "elementary" 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







--------------B01CF4D974EF89236D1020F0--




From: Roice Nelson <roice3@gmail.com>
Date: Fri, 5 Jan 2018 10:55:35 -0600
Subject: Re: [MC4D] Physical 2x2x2x2 - Canonical moves



--f4030437a2bc3c63a005620a516e
Content-Type: text/plain; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

I don't have an opinion on primitive vs. canonical but draw the line
between 8 and 9 for solution acceptability. IOW, I don't consider 9
acceptable for solutions... at least if you want to claim twisting is
faithful to MC4D's 2^4. If you want another fun puzzle, go for it.

9 clearly makes the puzzle easier to solve than in MC4D because it allows
twisting only 4 cubies at a time and dealing with resulting parity at a
later stage. A faithfully modeled twist must permute 8 cubies. I have no
issue with a "twist" being a sequence of moves but it wouldn't be ok would
be to execute move 9, then do some other primitive twists, then execute
move 9 again to fix up parity.

It also feels like a stretch to allow doing something like Melinda
described: manipulating one 2x2x2 block intuitively, then fixing up the
parity on the other block. That is arguably a single twist but manipulates
the puzzle in a fundamentally different way than is possible in MC4D.

I think what I'm suggesting is that allowable twists should traverse the
state space graph in exactly the same way that is possible in MC4D. Hmmmm,
this might eliminate some of the other entries in the list, since I bet a
few of the twists act more like MC4D macros than single twists, so perhaps
this is overly restrictive. Maybe moves like Melinda described should be
allowed. Subtle! However, I do feel pretty strongly that move 9 should be
disallowed in isolation.

Using an even number of 9s during scrambling seems perfectly fine since the
goal of scrambling is just to get a valid puzzle state.

Best,
Roice


On Fri, Jan 5, 2018 at 1:17 AM, Melinda Green melinda@superliminal.com
[4D_Cubing] <4D_Cubing@yahoogroups.com> wrote:

>
>
> Wait, maybe I've answered my own question. If you twist the other half
> "the wrong way", you can easily reduce both to a single end cap twist of
> 180 degrees which should therefore be fine.
> -Melinda
> PS: About your notation, 'E' works great as an abbreviation for "End".
>
>
> On 1/4/2018 11:11 PM, Melinda Green melinda@superliminal.com [4D_Cubing]
> wrote:
>
> For people making a set of moves on one half, can you just count your
> turns and either make an extra turn on the other half if it's odd? And if
> so, does it matter which direction you make that twist?
> Thanks,
> -Melinda
>
> On 1/4/2018 11:01 PM, Joel Karlsson joelkarlsson97@gmail.com [4D_Cubing]
> wrote:
>
> Regarding #9: to get solvable states the number of single cap twists has
> to be even (a single cap twist is an odd permutation but only even
> permutations are possible for the 2^4). I don't think that a single cap
> twist breaks the corner rotation restriction so as long as an even number
> is used everything should be fine.
>
> Best regards,
> Joel
>
>
> Den 5 jan. 2018 12:33 fm skrev "Ty Jones whotyjones@gmail.com
> [4D_Cubing]" <4D_Cubing@yahoogroups.com>:
>
>
>
> Oops! Looks like the link has an extra period in it =F0=9F=99=82
> https://www.youtube.com/watch?v=3DfYxn4wPe2ZE there's the corrected one f=
or
> anyone too lazy
>
> Looking forward to watching the video!
>
> On Thu, Jan 4, 2018, 4:28 PM 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
>> 04>
>> solutions as well as Marc's vY>
>> 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 i=
n a
>> reachable state can be justified in a solution, but there's such a spect=
rum
>> 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
>> 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 reor=
der
>> 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
>

--f4030437a2bc3c63a005620a516e
Content-Type: text/html; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

I don't have an opinion on primitive vs. canonical but=
draw the line between 8 and 9 for solution acceptability.=C2=A0 IOW, I don=
't consider 9 acceptable for solutions...=C2=A0 at least if you want to=
claim twisting is faithful to MC4D's 2^4.=C2=A0 If you want another fu=
n puzzle, go for it.

9 clearly makes the puzzle easier t=
o solve than in MC4D because it allows twisting only 4 cubies at a time and=
dealing with resulting=C2=A0parity at a later stage.=C2=A0 A faithfully mo=
deled twist must permute 8 cubies.=C2=A0 I have no issue with a "twist=
" being a sequence of moves but it wouldn't be ok would be to exec=
ute move=C2=A09, then do some other primitive twists, then execute move 9 a=
gain to fix up parity.=C2=A0 =C2=A0

It also feels =
like a stretch to=C2=A0allow doing something like Melinda described: manipu=
lating one 2x2x2 block intuitively, then fixing up the parity on the other =
block.=C2=A0 That is arguably a single twist but manipulates the puzzle in =
a fundamentally different way than is possible in MC4D.=C2=A0=C2=A0
iv>
I think what I'm suggesting is that allowable twists =
should traverse the state space graph in exactly the same way that is possi=
ble in MC4D.=C2=A0 Hmmmm, this might eliminate some of the other entries in=
the list, since I bet a few of the twists act more like MC4D macros than s=
ingle twists, so perhaps this is overly restrictive.=C2=A0 Maybe moves like=
Melinda described should be allowed.=C2=A0 Subtle!=C2=A0 However, I do fee=
l pretty strongly that move 9 should be disallowed in isolation.
=

Using an even number of 9s during scrambling seems perfectly=
fine since the goal of scrambling is just to get a valid puzzle state.>

Best,
Roice

=

On Fri, Jan=
5, 2018 at 1:17 AM, Melinda Green om">melinda@superliminal.com [4D_Cubing] <=3D"mailto:4D_Cubing@yahoogroups.com" target=3D"_blank">4D_Cubing@yahoogrou=
ps.com
>
wrote:
margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">






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

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













Wait, maybe I've answered my own question. If you twist the other
half "the wrong way", you can easily reduce both to a single =
end cap
twist of 180 degrees which should therefore be fine.Zb">

-Melinda

PS: About your notation, 'E' works great as an abbreviation for
"End".






=20=20=20=20=20=20
=20=20=20=20=20=20
For people making a set of
moves on one half, can you just count your turns and either make
an extra turn on the other half if it's odd? And if so, does it
matter which direction you make that twist?

Thanks,

-Melinda





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

Regarding #9: to get solvable states the number of single
cap twists has to be even (a single cap twist is an odd
permutation but only even permutations are possible for the
2^4). I don't think that a single cap twist breaks the
corner rotation restriction so as long as an even number is
used everything should be fine.=C2=A0




Best regards,=C2=A0v>
Joel=C2=A0






Den 5 jan. 2018 12:33 fm skrev
"Ty Jones et=3D"_blank">whotyjones@gmail.com
[4D_Cubing]" <ps.com" target=3D"_blank">4D_Cubing@yahoogroups.com>:
ribution">
argin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
lay:none">=C2=A0
rp-mlmsg">
ygrp-msg">
78ygrp-text">

Oops! Looks like the link has an
extra period in it =F0=9F=99=82 s://www.youtube.com/watch?v=3DfYxn4wPe2ZE" target=3D"_blank">https://www.yo=
utube.com/watch?v=3DfYxn4wPe2ZE

there's the corrected one for anyone too
lazy


Looking forward to watching the
video!


=




rder-left:1px #ccc solid">
>=C2=A0
209045721278m_-2000424223690736552ygrp-mlmsg">
57209045721278m_-2000424223690736552ygrp-msg">
0257209045721278m_-2000424223690736552ygrp-text">

First off, please check out
om/watch?v=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
om/neo/groups/4D_Cubing/conversations/topics/3803" target=3D"_blank">Bob=
9;s

and oo.com/neo/groups/4D_Cubing/conversations/messages/3904" target=3D"_blank">=
Joel's

solutions as well as ttps://www.youtube.com/watch?v=3DpKHU5sFaGvY" target=3D"_blank">Marc's<=
/a>
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 fin=
e"
to "obviously 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 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 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
    "elementary" 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





















--f4030437a2bc3c63a005620a516e--




From: Joel Karlsson <joelkarlsson97@gmail.com>
Date: Fri, 5 Jan 2018 18:10:44 +0100
Subject: Re: [MC4D] Physical 2x2x2x2 - Canonical moves



--089e0820d52c6eae4e05620a8739
Content-Type: text/plain; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

I see two options here:

If we only care about not getting out of the legal set of states it would
not matter which way the compensating twist is.

However, since it's an elementary twist to turn both of the caps it is
possible to do a cap on twist, reorient one half of the puzzle (another
elementary twist), do another cap twist and so on to perform manipulations
on just one of the halves as a 2x2x2. If we view the manipulation of a
single half as a shortcut for this then it would indeed matter; you would
have to keep count of the twists mod 4 (counterclockwise twists increasing
the count and clockwise twists decreasing the count) and than twist a cap
on the other half corresponding to this count (so if the count ends up at 1
you should turn a cap 1*90 degrees counterclockwise). Thus, the
compensating twist at the end could be either clockwise, counterclockwise
or 180 degrees.

This comes down to personal preference and if you accept single moves that
correspond to macros or not. As stated in a previous post, it is impossible
to get the whole set of 2^4 states without allowing at least one
non-elementary move with the physical 2^4.

Best regards,
Joel

Den 5 jan. 2018 8:12 fm skrev "Melinda Green melinda@superliminal.com
[4D_Cubing]" <4D_Cubing@yahoogroups.com>:



For people making a set of moves on one half, can you just count your turns
and either make an extra turn on the other half if it's odd? And if so,
does it matter which direction you make that twist?
Thanks,
-Melinda


On 1/4/2018 11:01 PM, Joel Karlsson joelkarlsson97@gmail.com [4D_Cubing]
wrote:

Regarding #9: to get solvable states the number of single cap twists has to
be even (a single cap twist is an odd permutation but only even
permutations are possible for the 2^4). I don't think that a single cap
twist breaks the corner rotation restriction so as long as an even number
is used everything should be fine.

Best regards,
Joel


Den 5 jan. 2018 12:33 fm skrev "Ty Jones whotyjones@gmail.com [4D_Cubing]" =
<
4D_Cubing@yahoogroups.com>:



Oops! Looks like the link has an extra period in it =F0=9F=99=82
https://www.youtube.com/watch?v=3DfYxn4wPe2ZE there's the corrected one for
anyone too lazy

Looking forward to watching the video!

On Thu, Jan 4, 2018, 4:28 PM 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
> 04>
> 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
>




--089e0820d52c6eae4e05620a8739
Content-Type: text/html; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

I see two options here:

<=
/div>
If we only care about not getting out of the legal s=
et of states it would not matter which way the compensating twist is.=C2=A0=

However, since it's=
an elementary twist to turn both of the caps it is possible to do a cap on=
twist, reorient one half of the puzzle (another elementary twist), do anot=
her cap twist and so on to perform manipulations on just one of the halves =
as a 2x2x2. If we view the manipulation of a single half as a shortcut for =
this then it would indeed matter; you would have to keep count of the twist=
s mod 4 (counterclockwise twists increasing the count and clockwise twists =
decreasing the count) and than twist a cap on the other half corresponding =
to this count (so if the count ends up at 1 you should turn a cap 1*90 degr=
ees counterclockwise). Thus, the compensating twist at the end could be eit=
her clockwise, counterclockwise or 180 degrees.=C2=A0
">
This comes down to personal preference and if=
you accept single moves that correspond to macros or not. As stated in a p=
revious post, it is impossible to get the whole set of 2^4 states without a=
llowing at least one non-elementary move with the physical 2^4.=C2=A0
=

Best regards,=C2=A0
dir=3D"auto">Joel=C2=A0

v class=3D"gmail_quote">Den 5 jan. 2018 8:12 fm skrev "Melinda Green <=
a href=3D"mailto:melinda@superliminal.com">melinda@superliminal.com
[4D=
_Cubing]" <4D_Cubing@y=
ahoogroups.com
>:
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
For people making a set of moves on one half, can you just count
your turns and either make an extra turn on the other half if it's
odd? And if so, does it matter which direction you make that twist?

Thanks,

-Melinda







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

Regarding #9: to get solvable states the number of single
cap twists has to be even (a single cap twist is an odd
permutation but only even permutations are possible for the
2^4). I don't think that a single cap twist breaks the corner
rotation restriction so as long as an even number is used
everything should be fine.=C2=A0




Best regards,=C2=A0

Joel=C2=A0






Den 5 jan. 2018 12:33 fm skrev "=
;Ty
Jones
k">whotyjones@gmail.com
[4D_Cubing]" <.com" target=3D"_blank">4D_Cubing@yahoogroups.com>:
bution">
der-left:1px #ccc solid">

=C2=A0
-mlmsg">
rp-msg">
ygrp-text">

Oops! Looks like the link has an
extra period in it =F0=9F=99=82 //www.youtube.com/watch?v=3DfYxn4wPe2ZE" target=3D"_blank">https://www.yout=
ube.com/watch?v=3DfYxn4wPe2ZE

there's the corrected one for anyone too lazy=


Looking forward to watching the
video!







er-left:1px #ccc solid">

=C2=A0
9045721278m_-2000424223690736552ygrp-mlmsg">
209045721278m_-2000424223690736552ygrp-msg">
57209045721278m_-2000424223690736552ygrp-text">

First off, please check out ef=3D"https://www.youtube..com/watch?v=3DfYxn4wPe2ZE" target=3D"_blank">Zan=
der
Bolgar's lovely solution vide=
o

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 <=
a href=3D"https://groups.yahoo.com/neo/groups/4D_Cubing/conversations/topic=
s/3803" target=3D"_blank">Bob's
and ..com/neo/groups/4D_Cubing/conversations/messages/3904" target=3D"_blank">J=
oel's

solutions as well as ps://www.youtube.com/watch?v=3DpKHU5sFaGvY" 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&=
quot;
to "obviously 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
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 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 reorientationsi>
  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" o=
    r
    "elementary" as Joel ca=
    lls
    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

=20=20=20=20







=20=20









--089e0820d52c6eae4e05620a8739--




From: Marc Ringuette <ringuette@solarmirror.com>
Date: Fri, 5 Jan 2018 10:51:07 -0800
Subject: Re: [MC4D] Physical 2x2x2x2 - Canonical moves



I think that in a year, there will be 2 or 3 rule sets in common use.  
This is a good thing.

As Roice says, it's pretty clear that for a good 2^4 hypercube
correspondence, all twists should alter 8 piece positions at a time.  
We may end up with multiple rule sets that obey this constraint (and,
for instance, allow or disallow various physical macros and/or virtual
macros for moves that do not have a 1-1 correspondence; if you recall,
the whole puzzle cannot be solved without at least one such move).   
Bob and Joel both used versions of this approach, and will perhaps
provide us with more detail about what they did.

It's also pretty clear that another nice way to use the puzzle involves
allowing 4-cycles.   Both I (a few months ago) and Zander (in his video
just now) gravitated naturally to solve the puzzle that way.   It makes
the puzzle easier, but not absurdly easy, and still lets us encounter
fun 4D challenges.   It's also less likely that you will accidentally
find yourself in an illegal parity state:  permutation parity does not
exist, and as long as you don't drop the puzzle in such a way that
single pieces are ejected, orientation parity will not be violated
either.   This bypasses one modest "pain point" of the other rule sets,
where you discover toward the end of a solve that you have been in an
illegal permutation parity state all along, due either to sloppy
scrambling or a slip of the hand during the solve.


So, let's remember not to think of "legal move" as a single binary
distinction that will apply to all users of the puzzle.   Let's define,
and name, multiple rule sets and see what we like!


Cheers
Marc




From: Marc Ringuette <ringuette@solarmirror.com>
Date: Fri, 5 Jan 2018 19:03:55 +0000
Subject: Re: [MC4D] Physical 2x2x2x2 - Canonical moves



--001a1141ca183e225905620c1c40
Content-Type: text/plain; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

Wait, I thought you could run into permutation parity by only turning the
faces of one 2x2x2, because when you do an RKT adjacent swap, you can't do
it without offsetting the opposite cell. Am I wrong?

But otherwise, I agree that multiple rule sets should exist, similar to how
there are macro and non-macro MC4D solves.

In terms of records on the physical puzzles, I think any times or move
counts you should specify what moves you used/allowed, because otherwise
whomever has the loosest moveset would have a better chance to hold the
records.

~Luna

On 5 Jan 2018 18:51, "Marc Ringuette ringuette@solarmirror.com [4D_Cubing]"
<4D_Cubing@yahoogroups.com> wrote:



I think that in a year, there will be 2 or 3 rule sets in common use.
This is a good thing.

As Roice says, it's pretty clear that for a good 2^4 hypercube
correspondence, all twists should alter 8 piece positions at a time.
We may end up with multiple rule sets that obey this constraint (and,
for instance, allow or disallow various physical macros and/or virtual
macros for moves that do not have a 1-1 correspondence; if you recall,
the whole puzzle cannot be solved without at least one such move).
Bob and Joel both used versions of this approach, and will perhaps
provide us with more detail about what they did.

It's also pretty clear that another nice way to use the puzzle involves
allowing 4-cycles. Both I (a few months ago) and Zander (in his video
just now) gravitated naturally to solve the puzzle that way. It makes
the puzzle easier, but not absurdly easy, and still lets us encounter
fun 4D challenges. It's also less likely that you will accidentally
find yourself in an illegal parity state: permutation parity does not
exist, and as long as you don't drop the puzzle in such a way that
single pieces are ejected, orientation parity will not be violated
either. This bypasses one modest "pain point" of the other rule sets,
where you discover toward the end of a solve that you have been in an
illegal permutation parity state all along, due either to sloppy
scrambling or a slip of the hand during the solve.

So, let's remember not to think of "legal move" as a single binary
distinction that will apply to all users of the puzzle. Let's define,
and name, multiple rule sets and see what we like!

Cheers
Marc



--001a1141ca183e225905620c1c40
Content-Type: text/html; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

Wait, I thought you could run into permutation parit=
y by only turning the faces of one 2x2x2, because when you do an RKT adjace=
nt swap, you can't do it without offsetting the opposite cell. Am I wro=
ng?

But otherwise, I agree tha=
t multiple rule sets should exist, similar to how there are macro and non-m=
acro MC4D solves.=C2=A0

=
In terms of records on the physical puzzles, I think any times or move coun=
ts you should specify what moves you used/allowed, because otherwise whomev=
er has the loosest moveset would have a better chance to hold the records.=
=C2=A0

~Luna=C2=A0
extra">
On 5 Jan 2018 18:51, "Marc Ringu=
ette
ringuet=
te@solarmirror.com
[4D_Cubing]" <hoogroups.com" target=3D"_blank">4D_Cubing@yahoogroups.com> wrote:r type=3D"attribution">
le=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

I think that in a year, there will be 2 or 3 rule sets in common u=
se.=C2=A0=C2=A0

This is a good thing.



As Roice says, it's pretty clear that for a good 2^4 hypercube

correspondence, all twists should alter 8 piece positions at a time.=C2=A0=
=C2=A0

We may end up with multiple rule sets that obey this constraint (and,

for instance, allow or disallow various physical macros and/or virtual

macros for moves that do not have a 1-1 correspondence; if you recall,

the whole puzzle cannot be solved without at least one such move).=C2=A0=C2=
=A0=C2=A0

Bob and Joel both used versions of this approach, and will perhaps

provide us with more detail about what they did.



It's also pretty clear that another nice way to use the puzzle involves=


allowing 4-cycles.=C2=A0=C2=A0 Both I (a few months ago) and Zander (in his=
video

just now) gravitated naturally to solve the puzzle that way.=C2=A0=C2=A0 It=
makes

the puzzle easier, but not absurdly easy, and still lets us encounter

fun 4D challenges. =C2=A0 It's also less likely that you will accidenta=
lly

find yourself in an illegal parity state:=C2=A0 permutation parity does not=


exist, and as long as you don't drop the puzzle in such a way that

single pieces are ejected, orientation parity will not be violated

either.=C2=A0=C2=A0 This bypasses one modest "pain point" of the =
other rule sets,

where you discover toward the end of a solve that you have been in an

illegal permutation parity state all along, due either to sloppy

scrambling or a slip of the hand during the solve.



So, let's remember not to think of "legal move" as a single b=
inary

distinction that will apply to all users of the puzzle.=C2=A0=C2=A0 Let'=
;s define,

and name, multiple rule sets and see what we like!



Cheers

Marc






=20=20=20=20=20

=20=20=20=20







=20=20










--001a1141ca183e225905620c1c40--




From: Marc Ringuette <ringuette@solarmirror.com>
Date: Fri, 5 Jan 2018 11:16:28 -0800
Subject: Re: [MC4D] Physical 2x2x2x2 - Canonical moves



Sure, you violate the permutation parity of the 2^4 hypercube every time
you twist a single 2x2x1 block by 90 degrees (a 4-cycle).  I hope I
didn't say anything to contradict that.

I was, perhaps clumsily, trying to point out that this is "all too easy"
to do by accident during the course of a solve, so one advantage of
allowing the 4-cycle moves is that you're far less likely to find a
frown on your face toward the end of a solve, when you find that you've
strayed into an illegal state.


Marc


On 1/5/2018 11:03 AM, Luna Peña scarecrowfish@gmail.com [4D_Cubing] wrote:
> Wait, I thought you could run into permutation parity by only turning
> the faces of one 2x2x2




From: Marc Ringuette <ringuette@solarmirror.com>
Date: Fri, 5 Jan 2018 11:22:33 -0800
Subject: Re: [MC4D] Physical 2x2x2x2 - Canonical moves



As a random half-baked suggestion, I present to you:


The Any8 moveset:   a move is legal if and only if it consists of taking
the puzzle into two equal convex parts (either two 2x2x2 cubes or two
4x2x1 slabs), rearranging them any way you like including twists and
stacks, and placing them together again forming a 4x2x2 block.   Any
such move is legal, and no others.


Since I have previously discovered a full-cube rotation (FUro) that
obeys this constraint, this is a sufficient rule set.  I don't know if
people will like it, but its simplicity has some appeal.


Cheers
Marc




From: Melinda Green <melinda@superliminal.com>
Date: Fri, 5 Jan 2018 17:45:04 -0800
Subject: Re: [MC4D] Physical 2x2x2x2 - Canonical moves



--------------B630214874675E88232580AA
Content-Type: text/plain; charset=utf-8; format=flowed
Content-Transfer-Encoding: quoted-printable

Certainly.

#4 is a twist of the central 2x2x2 block about the long axis. It is a twist=
of the face joining the two halves of the puzzle. It is equivalent to twis=
ting both end caps the opposite direction.

#5 is the first "compound move" that I talk about in the video here //www.youtube.com/watch?v=3D_D4m1Kit3TI&t=3D1m39s> as a natural consequence=
of combining simple rotations with 90 degree twists.

#7 is the fancy 4D change of projection described in the first link in the =
description here .

-Melinda

On 1/5/2018 9:54 AM, Luna Pe=C3=B1a scarecrowfish@gmail.com [4D_Cubing] wro=
te:
>
>
> Can I get clearer definitions of 4, 5 and 7?
>
> ~Luna
>
> On 4 Jan 2018 23:28, "Melinda Green melinda@superliminal.com nda@superliminal.com> [4D_Cubing]" <4D_Cubing@yahoogroups.com bing@yahoogroups.com>> wrote:
>
> First off, please check out Zander Bolgar's lovely solution video tps://www.youtube..com/watch?v=3DfYxn4wPe2ZE> that he invited me to share. =
It's very cool to see someone developing something like finger tricks and b=
lasting through a solution. It's very much like Bob's .com/neo/groups/4D_Cubing/conversations/topics/3803> and Joel's oups.yahoo.com/neo/groups/4D_Cubing/conversations/messages/3904> solutions =
as well as Marc's approach.
>
> This makes for a great launching point for questions about which move=
s 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 spect=
rum from "obviously fine" to "obviously not".=C2=A0 Now that we've gotten s=
ome experience with this puzzle and the practicalities of solving it, I fee=
l 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 =
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 opposit=
e directions)
> 9. Single end cap twist (with parity restrictions?) [fine for scramb=
ling]
> 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 wou=
ld most like to nail down.
>
> I intend to create a follow-up video to talk about all of these and a=
ny 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 "elementary" as Joel=
calls them)
> * Everything above is canonical. IE always acceptable in solutions
> * Nothing below is acceptable in solutions.
>
> Thanks all!
> -Melinda
>
>
>
>=20


--------------B630214874675E88232580AA
Content-Type: text/html; charset=utf-8
Content-Transfer-Encoding: quoted-printable



">


Certainly.



#4 is a twist of the central 2x2x2 block about the long axis. It is
a twist of the face joining the two halves of the puzzle. It is
equivalent to twisting both end caps the opposite direction.



#5 is the first "compound move" that I talk about in the video moz-do-not-send=3D"true"
href=3D"https://www.youtube.com/watch?v=3D_D4m1Kit3TI&t=3D1m39s">=
here
as a natural consequence of combining simple rotations with 90
degree twists.



#7 is the fancy 4D change of projection described in the first link
in the description href=3D"https://www.youtube.com/watch?v=3Dd2Fh_1m0UVY">here.



-Melinda



On 1/5/2018 9:54 AM, Luna Pe=C3=B1a
ail.com">scarecrowfish@gmail.com [4D_Cubing] wrote:


cite=3D"mid:CAK-NJMD8i=3DP7Bpg=3Dhtykwvmt_y4EBbcEZ3bG9JdjtfNyfy+RYQ@mail.gm=
ail.com">


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



~Luna




On 4 Jan 2018 23:28, "Melinda Green href=3D"mailto:melinda@superliminal.com"
moz-do-not-send=3D"true">melinda@superliminal.com
[4D_Cubing]" < moz-do-not-send=3D"true">4D_Cubing@yahoogroups.com>
wrote:

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

=C2=A0



First off, please check out href=3D"https://www.youtube..com/watch?v=3DfYxn4wPe=
2ZE"
target=3D"_blank" moz-do-not-send=3D"true">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 href=3D"https://groups.yahoo.com/neo/groups/4D_Cubing/conversations/topics/=
3803"
target=3D"_blank" moz-do-not-send=3D"true">Bob's>
and href=3D"https://groups.yahoo.com/neo/groups/4D_Cubing/conversations/message=
s/3904"
target=3D"_blank" moz-do-not-send=3D"true">Joel'sa>
solutions as well as href=3D"https://www.youtube.com/watch?v=3DpKHU5sFaG=
vY"
target=3D"_blank" moz-do-not-send=3D"true">Marc'sa>
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 "obviously 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 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 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
    "elementary" 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







--------------B630214874675E88232580AA--




From: =?UTF-8?Q?Luna_Pe=C3=B1a?= <scarecrowfish@gmail.com>
Date: Sat, 6 Jan 2018 02:07:56 +0000
Subject: Re: [MC4D] Physical 2x2x2x2 - Canonical moves



--001a1141ca189c1e6d056212085d
Content-Type: text/plain; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

OK. Given that, I'd say that:

1-5 are primitive.

7-8 are canonical.

(The rest of ROIL (as in, other twists of the centre 2x2x2 and the
restacked IO twists) may be canonical or may require labeling. I am
unsure.)

6&9(&10?) only with clear labeling (ie. counted as a separate kind of
solve, like macro vs non-macro in MC4D). 11 could possibly be included at a
stretch.

12 is unacceptable.

~Luna

On 6 Jan 2018 01:45, "Melinda Green melinda@superliminal.com [4D_Cubing]" <
4D_Cubing@yahoogroups.com> wrote:



Certainly.

#4 is a twist of the central 2x2x2 block about the long axis. It is a twist
of the face joining the two halves of the puzzle. It is equivalent to
twisting both end caps the opposite direction.

#5 is the first "compound move" that I talk about in the video here
as a natural
consequence of combining simple rotations with 90 degree twists.

#7 is the fancy 4D change of projection described in the first link in the
description here .

-Melinda


On 1/5/2018 9:54 AM, Luna Pe=C3=B1a scarecrowfish@gmail.com [4D_Cubing] wro=
te:

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
>



--001a1141ca189c1e6d056212085d
Content-Type: text/html; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

OK. Given that, I'd say that:
uto">
1-5 are primitive.
=

7-8 are canonical.=C2=A0
>
(The rest of ROIL (as in, other twists of the =
centre 2x2x2 and the restacked IO twists) may be canonical or may require l=
abeling. I am unsure.) =C2=A0

auto">6&9(&10?) only with clear labeling (ie. counted as a separate=
kind of solve, like macro vs non-macro in MC4D). 11 could possibly be incl=
uded at a stretch.

12 is=
unacceptable.=C2=A0

~Lu=
na

">On 6 Jan 2018 01:45, "Melinda Green iminal.com">melinda@superliminal.com [4D_Cubing]" <ailto:4D_Cubing@yahoogroups.com">4D_Cubing@yahoogroups.com> wrote:r type=3D"attribution">
ex;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
Certainly.



#4 is a twist of the central 2x2x2 block about the long axis. It is
a twist of the face joining the two halves of the puzzle. It is
equivalent to twisting both end caps the opposite direction.



#5 is the first "compound move" that I talk about in the vide=
o arget=3D"_blank">here
as a natural consequence of combining simple rotations with 90
degree twists.



#7 is the fancy 4D change of projection described in the first link
in the description 0UVY" target=3D"_blank">here.



-Melinda





On 1/5/2018 9:54 AM=
, Luna Pe=C3=B1a
ilto:scarecrowfish@gmail.com" target=3D"_blank">scarecrowfish@gmail.com=
[4D_Cubing] wrote:



=20=20=20=20=20=20
=20=20=20=20=20=20
Can I get clearer definitions of 4, 5 and 7?



~Luna




On 4 Jan 2018 23:28, "Melinda Green=
melinda@supe=
rliminal.com

[4D_Cubing]" <" target=3D"_blank">4D_Cubing@yahoogroups.com>
wrote:

olid">

=C2=A0
msg">
msg">
p-text">

First off, please check out youtube..com/watch?v=3DfYxn4wPe2ZE" target=3D"_blank">Zander
Bolgar's lovely solution video
that he
invited me to share. It's very cool to see someon=
e
developing something like finger tricks and
blasting through a solution. It's very much like =
cs/3803" target=3D"_blank">Bob's
and _Cubing/conversations/messages/3904" target=3D"_blank">Joel's
solutions as well as om/watch?v=3DpKHU5sFaGvY" 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 "obviously not&quo=
t;.=C2=A0 Now that
we've gotten some experience with this puzzle and
the practicalities of solving it, I feel it's tim=
e
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 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&quo=
    t; 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=20=20=20=20=20




=20=20




=20=20=20=20=20

=20=20=20=20







=20=20









--001a1141ca189c1e6d056212085d--




From: Melinda Green <melinda@superliminal.com>
Date: Fri, 5 Jan 2018 18:30:13 -0800
Subject: Re: [MC4D] Physical 2x2x2x2 - Canonical moves



--------------863D42C5A0F1114A1377A0DE
Content-Type: text/plain; charset=utf-8; format=flowed
Content-Transfer-Encoding: quoted-printable

That's very helpful, Luna, but I'm curious: Why do you see #5 as primitive =
but not #6? Seems to me like it should be both or neither.
-Melinda

On 1/5/2018 6:07 PM, Luna Pe=C3=B1a scarecrowfish@gmail.com [4D_Cubing] wro=
te:
>
>
> OK. Given that, I'd say that:
>
> 1-5 are primitive.
>
> 7-8 are canonical.
>
> (The rest of ROIL (as in, other twists of the centre 2x2x2 and the restac=
ked IO twists) may be canonical or may require labeling. I am unsure.)
>
> 6&9(&10?) only with clear labeling (ie. counted as a separate kind of sol=
ve, like macro vs non-macro in MC4D). 11 could possibly be included at a st=
retch.
>
> 12 is unacceptable.
>
> ~Luna
>
> On 6 Jan 2018 01:45, "Melinda Green melinda@superliminal.com nda@superliminal.com> [4D_Cubing]" <4D_Cubing@yahoogroups.com bing@yahoogroups.com>> wrote:
>
> Certainly.
>
> #4 is a twist of the central 2x2x2 block about the long axis. It is a=
twist of the face joining the two halves of the puzzle. It is equivalent t=
o twisting both end caps the opposite direction.
>
> #5 is the first "compound move" that I talk about in the video here <=
https://www.youtube.com/watch?v=3D_D4m1Kit3TI&t=3D1m39s> as a natural conse=
quence of combining simple rotations with 90 degree twists.
>
> #7 is the fancy 4D change of projection described in the first link i=
n the description here .
>
> -Melinda
>
>
>
> On 1/5/2018 9:54 AM, Luna Pe=C3=B1a scarecrowfish@gmail.com carecrowfish@gmail.com> [4D_Cubing] wrote:
>> Can I get clearer definitions of 4, 5 and 7?
>>
>> ~Luna
>>
>> On 4 Jan 2018 23:28, "Melinda Green melinda@superliminal.com :melinda@superliminal.com> [4D_Cubing]" <4D_Cubing@yahoogroups.com 4D_Cubing@yahoogroups.com>> wrote:
>>
>> First off, please check out Zander Bolgar's lovely solution vide=
o that he invited me to sh=
are. It's very cool to see someone developing something like finger tricks =
and blasting through a solution. It's very much like Bob's yahoo.com/neo/groups/4D_Cubing/conversations/topics/3803> and Joel's ://groups.yahoo.com/neo/groups/4D_Cubing/conversations/messages/3904> solut=
ions as well as Marc's appr=
oach.
>>
>> This makes for a great launching point for questions about which=
moves should be included in a canonical set. Of course any move that resul=
ts in a reachable state can be justified in a solution, but there's such a =
spectrum from "obviously fine" to "obviously not".=C2=A0 Now that we've got=
ten 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 descr=
ibed 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 op=
posite directions)
>> 9. Single end cap twist (with parity restrictions?) [fine for s=
crambling]
>> 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 re=
order 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 solut=
ions
>> * Nothing below is acceptable in solutions.
>>
>> Thanks all!
>> -Melinda
>>
>
>
>
>
>=20


--------------863D42C5A0F1114A1377A0DE
Content-Type: text/html; charset=utf-8
Content-Transfer-Encoding: quoted-printable



">


That's very helpful, Luna, but I'm curious: Why do you see #5 as
primitive but not #6? Seems to me like it should be both or neither.>
-Melinda



On 1/5/2018 6:07 PM, Luna Pe=C3=B1a
ail.com">scarecrowfish@gmail.com [4D_Cubing] wrote:


cite=3D"mid:CAK-NJMD-Uvdne1PEOSr-g1PKx-SLdRY=3DeTMv8vy0fyTHemJzrA@mail.gmai=
l.com">



OK. Given that, I'd say that:




1-5 are primitive.




7-8 are canonical.=C2=A0




(The rest of ROIL (as in, other twists of the
centre 2x2x2 and the restacked IO twists) may be canonical or
may require labeling. I am unsure.) =C2=A0




6&9(&10?) only with clear labeling (ie.
counted as a separate kind of solve, like macro vs non-macro
in MC4D). 11 could possibly be included at a stretch.




12 is unacceptable.=C2=A0




~Luna



On 6 Jan 2018 01:45, "Melinda Green
moz-do-not-send=3D"true">melinda@superliminal.com
[4D_Cubing]" < href=3D"mailto:4D_Cubing@yahoogroups.com"
moz-do-not-send=3D"true">4D_Cubing@yahoogroups.com>
wrote:

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

=C2=A0



Certainly.



#4 is a twist of the central 2x2x2 block about
the long axis. It is a twist of the face
joining the two halves of the puzzle. It is
equivalent to twisting both end caps the
opposite direction.



#5 is the first "compound move" that I talk
about in the video href=3D"https://www.youtube.com/watch?v=3D_D4m1=
Kit3TI&t=3D1m39s"
target=3D"_blank" moz-do-not-send=3D"true">here=

as a natural consequence of combining simple
rotations with 90 degree twists.



#7 is the fancy 4D change of projection
described in the first link in the description
href=3D"https://www.youtube.com/watch?v=3Dd2Fh_=
1m0UVY"
target=3D"_blank" moz-do-not-send=3D"true">here=
.



-Melinda






class=3D"m_1161542213992904350moz-cite-prefix">=
On
1/5/2018 9:54 AM, Luna Pe=C3=B1a class=3D"m_1161542213992904350moz-txt-link-ab=
breviated"
href=3D"mailto:scarecrowfish@gmail.com"
target=3D"_blank" moz-do-not-send=3D"true">sc=
arecrowfish@gmail.com
[4D_Cubing] wrote:



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



~Luna




On 4 Jan 2018
23:28, "Melinda Green href=3D"mailto:melinda@superliminal.com"
target=3D"_blank" 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>
wrote:

style=3D"border-left:1px #ccc solid">
an>=C2=A0
id=3D"m_1161542213992904350m_-6533444=
127507305308ygrp-mlmsg">
id=3D"m_1161542213992904350m_-65334=
44127507305308ygrp-msg">
id=3D"m_1161542213992904350m_-653=
3444127507305308ygrp-text">

First off, please check
out href=3D"https://www.youtube..=
com/watch?v=3DfYxn4wPe2ZE"
target=3D"_blank"
moz-do-not-send=3D"true">Zand=
er
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 href=3D"https://groups.yahoo.com/neo/groups/4D_Cubing/conversations/topics/=
3803"
target=3D"_blank"
moz-do-not-send=3D"true">Bob'=
s
and href=3D"https://groups.yahoo.com/neo/groups/4D_Cubing/conversations/message=
s/3904"
target=3D"_blank"
moz-do-not-send=3D"true">Joel=
's
solutions as well as href=3D"https://www.youtube.c=
om/watch?v=3DpKHU5sFaGvY"
target=3D"_blank"
moz-do-not-send=3D"true">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
"obviously 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 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 above:



  1. Simple rotations

  2. 90 degree twists of
    outer face

  3. 180 degree twists of
    side face

  4. Center face axial twisti>
  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
    "elementary" 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







--------------863D42C5A0F1114A1377A0DE--




From: =?UTF-8?Q?Luna_Pe=C3=B1a?= <scarecrowfish@gmail.com>
Date: Sat, 6 Jan 2018 02:35:14 +0000
Subject: Re: [MC4D] Physical 2x2x2x2 - Canonical moves



--089e08e4ce3342ec6a0562126a35
Content-Type: text/plain; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

I see 5 as the equivalent of doing R L on a 2^3, which is obviously just
two twists. However, it is not as obvious to me how 6 is simple twists.
Perhaps when I get my puzzle and see exactly what it does to the puzzle,
I'll change my mind, but I would only class moves that are simple on both
the physical and virtual puzzle as primitive.

~Luna

On 6 Jan 2018 02:32, "Melinda Green melinda@superliminal.com [4D_Cubing]" <
4D_Cubing@yahoogroups.com> wrote:



That's very helpful, Luna, but I'm curious: Why do you see #5 as primitive
but not #6? Seems to me like it should be both or neither.
-Melinda


On 1/5/2018 6:07 PM, Luna Pe=C3=B1a scarecrowfish@gmail.com [4D_Cubing] wro=
te:

OK. Given that, I'd say that:

1-5 are primitive.

7-8 are canonical.

(The rest of ROIL (as in, other twists of the centre 2x2x2 and the
restacked IO twists) may be canonical or may require labeling. I am
unsure.)

6&9(&10?) only with clear labeling (ie. counted as a separate kind of
solve, like macro vs non-macro in MC4D). 11 could possibly be included at a
stretch.

12 is unacceptable.

~Luna

On 6 Jan 2018 01:45, "Melinda Green melinda@superliminal.com [4D_Cubing]" <
4D_Cubing@yahoogroups.com> wrote:



Certainly.

#4 is a twist of the central 2x2x2 block about the long axis. It is a twist
of the face joining the two halves of the puzzle. It is equivalent to
twisting both end caps the opposite direction.

#5 is the first "compound move" that I talk about in the video here
as a natural
consequence of combining simple rotations with 90 degree twists.

#7 is the fancy 4D change of projection described in the first link in the
description here .

-Melinda


On 1/5/2018 9:54 AM, Luna Pe=C3=B1a scarecrowfish@gmail.com [4D_Cubing] wro=
te:

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
>





--089e08e4ce3342ec6a0562126a35
Content-Type: text/html; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

I see 5 as the equivalent of doing R L on a 2^3, whi=
ch is obviously just two twists. However, it is not as obvious to me how 6 =
is simple twists. Perhaps when I get my puzzle and see exactly what it does=
to the puzzle, I'll change my mind, but I would only class moves that =
are simple on both the physical and virtual puzzle as primitive.
dir=3D"auto">
~Luna=C2=A0
_extra" dir=3D"auto">
On 6 Jan 2018 02:32, &q=
uot;Melinda Green melinda@super=
liminal.com
[4D_Cubing]" <ps.com">4D_Cubing@yahoogroups.com> wrote:
lockquote class=3D"quote" style=3D"margin:0 0 0 .8ex;border-left:1px #ccc s=
olid;padding-left:1ex">












=20

=C2=A0







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


=20=20
=20=20
That's very helpful, Luna, but I'm curious: Why do you see #5 a=
s
primitive but not #6? Seems to me like it should be both or neither.>
-Melinda





On 1/5/2018 6:07 PM=
, Luna Pe=C3=B1a
ilto:scarecrowfish@gmail.com" target=3D"_blank">scarecrowfish@gmail.com=
[4D_Cubing] wrote:



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

OK. Given that, I'd say that:




1-5 are primitive.




7-8 are canonical.=C2=A0




(The rest of ROIL (as in, other twists of the
centre 2x2x2 and the restacked IO twists) may be canonical or
may require labeling. I am unsure.) =C2=A0




6&9(&10?) only with clear labeling (ie.
counted as a separate kind of solve, like macro vs non-macro
in MC4D). 11 could possibly be included at a stretch.




12 is unacceptable.=C2=A0




~Luna



On 6 Jan 2018 01:45, "Melinda G=
reen
>melinda@superliminal.com
[4D_Cubing]" <.com" target=3D"_blank">4D_Cubing@yahoogroups.com>
wrote:

der-left:1px #ccc solid">

=C2=A0
-mlmsg">
rp-msg">
ygrp-text">

Certainly.



#4 is a twist of the central 2x2x2 block about
the long axis. It is a twist of the face
joining the two halves of the puzzle. It is
equivalent to twisting both end caps the
opposite direction.



#5 is the first "compound move" that I =
talk
about in the video ..com/watch?v=3D_D4m1Kit3TI&t=3D1m39s" target=3D"_blank">here
as a natural consequence of combining simple
rotations with 90 degree twists.



#7 is the fancy 4D change of projection
described in the first link in the description
_1m0UVY" target=3D"_blank">here.



-Melinda


>




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



~Luna




On 4 Jan 2018
23:28, "Melinda Green
o:melinda@superliminal.com" target=3D"_blank">melinda@superliminal.com
[4D_Cubing]" <Cubing@yahoogroups.com" target=3D"_blank">4D_Cubing@yahoogroups.com>
wrote:

border-left:1px #ccc solid">
an>=C2=A0
42213992904350m_-6533444127507305308ygrp-mlmsg">
1542213992904350m_-6533444127507305308ygrp-msg">
161542213992904350m_-6533444127507305308ygrp-text">

First off, please check
out ube..com/watch?v=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 yahoo.com/neo/groups/4D_Cubing/conversations/topics/3803" target=3D"_blank"=
>Bob's

and ahoo.com/neo/groups/4D_Cubing/conversations/messages/3904" target=3D"_blank=
">Joel's

solutions as well as "https://www.youtube.com/watch?v=3DpKHU5sFaGvY" 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 fro=
m
"obviously fine" to
"obviously not".=C2=
=A0 Now that
we've gotten some experienc=
e
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 above:



  1. Simple rotations

  2. 90 degree twists of
    outer face

  3. 180 degree twists of
    side face

  4. Center face axial twisti>
  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&quo=
    t; or
    "elementary" as Joe=
    l calls
    them)

  • Everything above is
    canonical. IE always
    acceptable in solutions

  • Nothing below is
    acceptable in solutions.


Thanks all!

-Melinda













v>










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




=20=20




=20=20=20=20=20

=20=20=20=20







=20=20









--089e08e4ce3342ec6a0562126a35--




From: Melinda Green <melinda@superliminal.com>
Date: Fri, 5 Jan 2018 18:43:44 -0800
Subject: Re: [MC4D] Physical 2x2x2x2 - Canonical moves



--------------3E2C4478AA17ABAC547C679F
Content-Type: text/plain; charset=utf-8; format=flowed
Content-Transfer-Encoding: quoted-printable

Hello Joel,

It appears that If we only care about not getting out of the legal set of s=
tates, then no compensating twists are required for #9 at all. Although I d=
on't know how to do it, I'm guessing that you could twist a single end cap =
of a solved puzzle and then solve it using only moves 1-8. In other words, =
it's similar to flipping a single piece in that it can be justified as a le=
gitimate macro move but just feels like it's gone too far, whereas moves #4=
and 5 are so much simpler that they feel OK.

So it sounds like your answer to my main question of how to describe #9 is =
that any sequence of them on a half puzzle is fine so long as you keep trac=
k of the twists mod 4 and make any compensating twist on the other half whe=
n you're done.

I'd still love to know where you draw the lines delineating primitive moves=
and canonical moves. I'd also love to hear from more people on this as wel=
l as any suggested reordering of these numbers or any additional moves that=
belong here. I agree with Marc that it's fine to end up with multiple rule=
sets. I'd just love to first establish how much we already agree upon.

Thanks,
-Melinda

On 1/5/2018 9:10 AM, Joel Karlsson joelkarlsson97@gmail.com [4D_Cubing] wro=
te:
>
>
> I see two options here:
>
> If we only care about not getting out of the legal set of states it would=
not matter which way the compensating twist is.
>
> However, since it's an elementary twist to turn both of the caps it is po=
ssible to do a cap on twist, reorient one half of the puzzle (another eleme=
ntary twist), do another cap twist and so on to perform manipulations on ju=
st one of the halves as a 2x2x2. If we view the manipulation of a single ha=
lf as a shortcut for this then it would indeed matter; you would have to ke=
ep count of the twists mod 4 (counterclockwise twists increasing the count =
and clockwise twists decreasing the count) and than twist a cap on the othe=
r half corresponding to this count (so if the count ends up at 1 you should=
turn a cap 1*90 degrees counterclockwise). Thus, the compensating twist at=
the end could be either clockwise, counterclockwise or 180 degrees.
>
> This comes down to personal preference and if you accept single moves tha=
t correspond to macros or not. As stated in a previous post, it is impossib=
le to get the whole set of 2^4 states without allowing at least one non-ele=
mentary move with the physical 2^4.
>
> Best regards,
> Joel
>
> Den 5 jan. 2018 8:12 fm skrev "Melinda Green melinda@superliminal.com ilto:melinda@superliminal.com> [4D_Cubing]" <4D_Cubing@yahoogroups.com lto:4D_Cubing@yahoogroups.com>>:
>
> For people making a set of moves on one half, can you just count your=
turns and either make an extra turn on the other half if it's odd? And if =
so, does it matter which direction you make that twist?
> Thanks,
> -Melinda
>
>
>
> On 1/4/2018 11:01 PM, Joel Karlsson joelkarlsson97@gmail.com joelkarlsson97@gmail.com> [4D_Cubing] wrote:
>> Regarding #9: to get solvable states the number of single cap twists=
has to be even (a single cap twist is an odd permutation but only even per=
mutations are possible for the 2^4). I don't think that a single cap twist =
breaks the corner rotation restriction so as long as an even number is used=
everything should be fine.
>>
>> Best regards,
>> Joel
>>
>>
>> Den 5 jan. 2018 12:33 fm skrev "Ty Jones whotyjones@gmail.com o:whotyjones@gmail.com> [4D_Cubing]" <4D_Cubing@yahoogroups.com Cubing@yahoogroups..com>>:
>>
>> Oops! Looks like the link has an extra period in it =F0=9F=99=82=
https://www.youtube.com/watch?v=3DfYxn4wPe2ZE ch?v=3DfYxn4wPe2ZE> there's the corrected one for anyone too lazy
>>
>> Looking forward to watching the video!
>>
>>
>> On Thu, Jan 4, 2018, 4:28 PM Melinda Green melinda@superliminal.=
com [4D_Cubing] <4D_Cubing@yahoogroups.co=
m > wrote:
>>
>> First off, please check out Zander Bolgar's lovely solution =
video that he invited me t=
o share. It's very cool to see someone developing something like finger tri=
cks and blasting through a solution. It's very much like Bob's ups.yahoo.com/neo/groups/4D_Cubing/conversations/topics/3803> and Joel's ttps://groups.yahoo...com/neo/groups/4D_Cubing/conversations/messages/3904>=
solutions as well as Marc's > approach.
>>
>> This makes for a great launching point for questions about w=
hich moves should be included in a canonical set. Of course any move that r=
esults in a reachable state can be justified in a solution, but there's suc=
h a spectrum from "obviously fine" to "obviously 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 find some sort of natural canonical s=
et, so I'd love to hear your thoughts.
>>
>> Here is the list of moves I know about, loosely ordered as d=
escribed 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 i=
n opposite directions)
>> 9. Single end cap twist (with parity restrictions?) [fine f=
or 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 th=
ese and any others you can think of. The way you can help is to offer addit=
ions and corrections to the above list, and especially in suggesting ways t=
o reorder 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 s=
olutions
>> * Nothing below is acceptable in solutions.
>>
>> Thanks all!
>> -Melinda
>>
>>
>
>
>
>
>=20


--------------3E2C4478AA17ABAC547C679F
Content-Type: text/html; charset=utf-8
Content-Transfer-Encoding: quoted-printable



">


Hello Joel,



It appears that If we only care about not getting out of the legal
set of states, then no compensating twists are required for #9 at
all. Although I don't know how to do it, I'm guessing that you could
twist a single end cap of a solved puzzle and then solve it using
only moves 1-8. In other words, it's similar to flipping a single
piece in that it can be justified as a legitimate macro move but
just feels like it's gone too far, whereas moves #4 and 5 are so
much simpler that they feel OK.



So it sounds like your answer to my main question of how to describe
#9 is that any sequence of them on a half puzzle is fine so long as
you keep track of the twists mod 4 and make any compensating twist
on the other half when you're done.



I'd still love to know where you draw the lines delineating
primitive moves and canonical moves. I'd also love to hear from more
people on this as well as any suggested reordering of these numbers
or any additional moves that belong here. I agree with Marc that
it's fine to end up with multiple rule sets. I'd just love to first
establish how much we already agree upon.



Thanks,

-Melinda



On 1/5/2018 9:10 AM, Joel Karlsson
mail.com">joelkarlsson97@gmail.com [4D_Cubing] wrote:


cite=3D"mid:CAEohJcHrL+jEa29UQPsHG+y+OL5raWpwvUJ=3DqzodZuWn7v_1-Q@mail.gmai=
l.com">



I see two options here:




If we only care about not getting out of the
legal set of states it would not matter which way the
compensating twist is.=C2=A0




However, since it's an elementary twist to turn
both of the caps it is possible to do a cap on twist, reorient
one half of the puzzle (another elementary twist), do another
cap twist and so on to perform manipulations on just one of
the halves as a 2x2x2. If we view the manipulation of a single
half as a shortcut for this then it would indeed matter; you
would have to keep count of the twists mod 4 (counterclockwise
twists increasing the count and clockwise twists decreasing
the count) and than twist a cap on the other half
corresponding to this count (so if the count ends up at 1 you
should turn a cap 1*90 degrees counterclockwise). Thus, the
compensating twist at the end could be either clockwise,
counterclockwise or 180 degrees.=C2=A0




This comes down to personal preference and if
you accept single moves that correspond to macros or not. As
stated in a previous post, it is impossible to get the whole
set of 2^4 states without allowing at least one non-elementary
move with the physical 2^4.=C2=A0




Best regards,=C2=A0

Joel=C2=A0



Den 5 jan. 2018 8:12 fm skrev
"Melinda Green moz-do-not-send=3D"true">melinda@superliminal.com
[4D_Cubing]" < href=3D"mailto:4D_Cubing@yahoogroups.com"
moz-do-not-send=3D"true">4D_Cubing@yahoogroups.com>:=
type=3D"attribution">
.8ex;border-left:1px #ccc solid;padding-left:1ex">

=C2=A0



For people making a set of moves on one
half, can you just count your turns and either
make an extra turn on the other half if it's
odd? And if so, does it matter which direction
you make that twist?

Thanks,

-Melinda






class=3D"m_3393035744625539604moz-cite-prefix">=
On
1/4/2018 11:01 PM, Joel Karlsson class=3D"m_3393035744625539604moz-txt-link-ab=
breviated"
href=3D"mailto:joelkarlsson97@gmail.com"
target=3D"_blank" moz-do-not-send=3D"true">jo=
elkarlsson97@gmail.com
[4D_Cubing] wrote:




Regarding #9: to get solvable states
the number of single cap twists has to
be even (a single cap twist is an odd
permutation but only even permutations
are possible for the 2^4). I don't think
that a single cap twist breaks the
corner rotation restriction so as long
as an even number is used everything
should be fine.=C2=A0

>

Bes=
t
regards,=C2=A0

Joe=
l=C2=A0

>



Den 5 jan.
2018 12:33 fm skrev "Ty Jones href=3D"mailto:whotyjones@gmail.com"
target=3D"_blank"
moz-do-not-send=3D"true">whotyjones@g=
mail.com
[4D_Cubing]" < href=3D"mailto:4D_Cubing@yahoogroups.=
.com"
target=3D"_blank"
moz-do-not-send=3D"true">4D_Cubing@ya=
hoogroups.com>: type=3D"attribution">
class=3D"m_3393035744625539604quote"
style=3D"border-left:1px #ccc solid">

=C2=A0
id=3D"m_3393035744625539604m_1310=
257209045721278ygrp-mlmsg">
id=3D"m_3393035744625539604m_13=
10257209045721278ygrp-msg">
id=3D"m_3393035744625539604m_=
1310257209045721278ygrp-text">

Oops! Looks
like the link has an
extra period in it =F0=9F=
=99=82 href=3D"https://www.youtube.com/watch?v=3DfYxn4wPe2ZE" target=3D"_blank"
moz-do-not-send=3D"true">=
https://www.youtube.com/watch?v=3DfYxn4wPe2ZE
there's the corrected
one for anyone too lazy


Looking
forward to watching the
video!


class=3D"m_3393035744625539=
604elided-text">



On Thu,
Jan 4, 2018, 4:28 PM
Melinda Green href=3D"mailto:melind=
a@superliminal.com"
target=3D"_blank"
moz-do-not-send=3D"tr=
ue">melinda@superliminal.com
[4D_Cubing] < href=3D"mailto:4D_Cub=
ing@yahoogroups.com"
target=3D"_blank"
moz-do-not-send=3D"tr=
ue">4D_Cubing@yahoogroups.com>
wrote:


class=3D"gmail_quote"
style=3D"border-left:1px #ccc solid">
style=3D"background-c=
olor:#fff">
=C2=A0
id=3D"m_3393035744625539604m_1310257209045721278m_-2000424223690736552ygrp-=
mlmsg">
id=3D"m_3393035744625539604m_1310257209045721278m_-2000424223690736552ygrp-=
msg">
id=3D"m_3393035744625539604m_1310257209045721278m_-2000424223690736552ygrp-=
text">

First off,
please check
out href=3D"https://w=
ww.youtube..com/watch?v=3DfYxn4wPe2ZE"
target=3D"_blank" moz-do-not-send=3D"true">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
href=3D"https://groups.yahoo.com/neo/groups/4D_Cubing/conversations/topics/=
3803"
target=3D"_blank" moz-do-not-send=3D"true">Bob's and href=3D"https://groups.yahoo...com/neo/groups/4D_Cubing/conversations/messa=
ges/3904"
target=3D"_blank" moz-do-not-send=3D"true">Joel's solutions as well as =
href=3D"https://www.youtube.com/watch?v=3DpKHU5sFaGvY" target=3D"_blank"
moz-do-not-send=
=3D"true">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
"obviously
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 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
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
    juxtapositionsi>
  6. Clamshell
    move


  7. Whole-puzzle
    reorientationsi>
  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
    "elementary"
    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







--------------3E2C4478AA17ABAC547C679F--




From: Melinda Green <melinda@superliminal.com>
Date: Fri, 5 Jan 2018 18:42:08 -0800
Subject: Re: [MC4D] Physical 2x2x2x2 - Canonical moves



--------------22447EFF5493CED1E2B8FCDF
Content-Type: text/plain; charset=utf-8; format=flowed
Content-Transfer-Encoding: quoted-printable

#6 is equivalent to three simple 180 degree twists like I demonstrated here=
.
-Melinda

On 1/5/2018 6:35 PM, Luna Pe=C3=B1a scarecrowfish@gmail.com [4D_Cubing] wro=
te:
>
>
> I see 5 as the equivalent of doing R L on a 2^3, which is obviously just =
two twists. However, it is not as obvious to me how 6 is simple twists. Per=
haps when I get my puzzle and see exactly what it does to the puzzle, I'll =
change my mind, but I would only class moves that are simple on both the ph=
ysical and virtual puzzle as primitive.
>
> ~Luna
>
> On 6 Jan 2018 02:32, "Melinda Green melinda@superliminal.com nda@superliminal.com> [4D_Cubing]" <4D_Cubing@yahoogroups.com bing@yahoogroups.com>> wrote:
>
> That's very helpful, Luna, but I'm curious: Why do you see #5 as prim=
itive but not #6? Seems to me like it should be both or neither.
> -Melinda
>
>
>
> On 1/5/2018 6:07 PM, Luna Pe=C3=B1a scarecrowfish@gmail.com carecrowfish@gmail.com> [4D_Cubing] wrote:
>> OK. Given that, I'd say that:
>>
>> 1-5 are primitive.
>>
>> 7-8 are canonical.
>>
>> (The rest of ROIL (as in, other twists of the centre 2x2x2 and the r=
estacked IO twists) may be canonical or may require labeling. I am unsure.)
>>
>> 6&9(&10?) only with clear labeling (ie. counted as a separate kind o=
f solve, like macro vs non-macro in MC4D). 11 could possibly be included at=
a stretch.
>>
>> 12 is unacceptable.
>>
>> ~Luna
>>
>> On 6 Jan 2018 01:45, "Melinda Green melinda@superliminal.com :melinda@superliminal.com> [4D_Cubing]" <4D_Cubing@yahoogroups.com 4D_Cubing@yahoogroups..com>> wrote:
>>
>> Certainly.
>>
>> #4 is a twist of the central 2x2x2 block about the long axis. It=
is a twist of the face joining the two halves of the puzzle. It is equival=
ent to twisting both end caps the opposite direction.
>>
>> #5 is the first "compound move" that I talk about in the video h=
ere as a natura=
l consequence of combining simple rotations with 90 degree twists.
>>
>> #7 is the fancy 4D change of projection described in the first l=
ink in the description here =
.
>>
>> -Melinda
>>
>>
>>
>> On 1/5/2018 9:54 AM, Luna Pe=C3=B1a scarecrowfish@gmail.com lto:scarecrowfish@gmail.com> [4D_Cubing] wrote:
>>> Can I get clearer definitions of 4, 5 and 7?
>>>
>>> ~Luna
>>>
>>> On 4 Jan 2018 23:28, "Melinda Green melinda@superliminal.com ailto:melinda@superliminal.com> [4D_Cubing]" <4D_Cubing@yahoogroups.com ilto: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 tr=
icks and blasting through a solution. It's very much like Bob's oups.yahoo.com/neo/groups/4D_Cubing/conversations/topics/3803> and Joel's <=
https://groups.yahoo.com/neo/groups/4D_Cubing/conversations/messages/3904> =
solutions as well as 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 su=
ch a spectrum from "obviously fine" to "obviously not".=C2=A0 Now that we'v=
e 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 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 t=
hese and any others you can think of. The way you can help is to offer addi=
tions 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 "elementar=
y" as Joel calls them)
>>> * Everything above is canonical. IE always acceptable in =
solutions
>>> * Nothing below is acceptable in solutions.
>>>
>>> Thanks all!
>>> -Melinda
>>>
>>
>>
>
>
>
>
>=20


--------------22447EFF5493CED1E2B8FCDF
Content-Type: text/html; charset=utf-8
Content-Transfer-Encoding: quoted-printable



">


#6 is equivalent to three simple 180 degree twists like I
demonstrated href=3D"https://www.youtube.com/watch?v=3D_D4m1Kit3TI&t=3D1m58s">=
here
.

-Melinda



On 1/5/2018 6:35 PM, Luna Pe=C3=B1a
ail.com">scarecrowfish@gmail.com [4D_Cubing] wrote:


cite=3D"mid:CAK-NJMBRFkk-05i2upOZ=3DQhOmO+nr0Ng-QAovCXvrfngMyA-wQ@mail.gmai=
l.com">



I see 5 as the equivalent of doing R L on a 2^3, which is
obviously just two twists. However, it is not as obvious to me
how 6 is simple twists. Perhaps when I get my puzzle and see
exactly what it does to the puzzle, I'll change my mind, but I
would only class moves that are simple on both the physical
and virtual puzzle as primitive.




~Luna=C2=A0



On 6 Jan 2018 02:32, "Melinda Green
moz-do-not-send=3D"true">melinda@superliminal.com
[4D_Cubing]" < href=3D"mailto:4D_Cubing@yahoogroups.com"
moz-do-not-send=3D"true">4D_Cubing@yahoogroups.com>
wrote:

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

=C2=A0



That's very helpful, Luna, but I'm curious:
Why do you see #5 as primitive but not #6?
Seems to me like it should be both or neither.>
-Melinda






class=3D"m_8311926157861543071moz-cite-prefix">=
On
1/5/2018 6:07 PM, Luna Pe=C3=B1a class=3D"m_8311926157861543071moz-txt-link-ab=
breviated"
href=3D"mailto:scarecrowfish@gmail.com"
target=3D"_blank" moz-do-not-send=3D"true">sc=
arecrowfish@gmail.com
[4D_Cubing] wrote:




OK. Given that, I'd say that:




1-5 are primitive.




7-8 are canonical.=C2=A0iv>



(The rest of ROIL (as in,
other twists of the centre 2x2x2 and the
restacked IO twists) may be canonical or
may require labeling. I am unsure.) =C2=A0<=
/div>



6&9(&10?) only
with clear labeling (ie. counted as a
separate kind of solve, like macro vs
non-macro in MC4D). 11 could possibly be
included at a stretch.




12 is unacceptable.=C2=A0div>



~Luna

>
On 6 Jan 2018
01:45, "Melinda Green href=3D"mailto:melinda@superliminal.c=
om"
target=3D"_blank"
moz-do-not-send=3D"true">melinda@supe=
rliminal.com
[4D_Cubing]" < href=3D"mailto:4D_Cubing@yahoogroups.=
.com"
target=3D"_blank"
moz-do-not-send=3D"true">4D_Cubing@ya=
hoogroups.com>
wrote:

class=3D"m_8311926157861543071quote"
style=3D"border-left:1px #ccc solid">

=C2=A0
id=3D"m_8311926157861543071m_1161=
542213992904350ygrp-mlmsg">
id=3D"m_8311926157861543071m_11=
61542213992904350ygrp-msg">
id=3D"m_8311926157861543071m_=
1161542213992904350ygrp-text">

Certainly.



#4 is a twist of the
central 2x2x2 block
about the long axis. It
is a twist of the face
joining the two halves
of the puzzle. It is
equivalent to twisting
both end caps the
opposite direction.



#5 is the first
"compound move" that I
talk about in the video
href=3D"https://www.youtu=
be...com/watch?v=3D_D4m1Kit3TI&t=3D1m39s"
target=3D"_blank"
moz-do-not-send=3D"true">=
here
as a natural consequence
of combining simple
rotations with 90 degree
twists.



#7 is the fancy 4D
change of projection
described in the first
link in the description
href=3D"https://www.youtu=
be.com/watch?v=3Dd2Fh_1m0UVY"
target=3D"_blank"
moz-do-not-send=3D"true">=
here.



-Melinda


class=3D"m_8311926157861543=
071elided-text">



class=3D"m_83119261578615=
43071m_1161542213992904350moz-cite-prefix">On
1/5/2018 9:54 AM, Luna
Pe=C3=B1a class=3D"m_8311926157861543071m_1161542213992904350moz-txt-link-abbreviated=
"
href=3D"mailto:scarecrowfish@gmail.com" target=3D"_blank"
moz-do-not-send=3D"true=
">scarecrowfish@gmail.com
[4D_Cubing] wrote:



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



~Luna=


class=3D"gmail_extra"><=
br>
class=3D"gmail_quote"=
>On
4 Jan 2018 23:28,
"Melinda Green href=3D"mailto:melinda@superliminal.com" target=3D"_blank"
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>
wrote: type=3D"attribution=
">
class=3D"gmail_quot=
e"
style=3D"border-left:1px #ccc solid">
style=3D"backgrou=
nd-color:#fff">
=C2=A0n>
id=3D"m_8311926157861543071m_1161542213992904350m_-6533444127507305308ygrp-=
mlmsg">
id=3D"m_8311926157861543071m_1161542213992904350m_-6533444127507305308ygrp-=
msg">
id=3D"m_8311926157861543071m_1161542213992904350m_-6533444127507305308ygrp-=
text">

First off,
please check
out href=3D"https://w=
ww.youtube..com/watch?v=3DfYxn4wPe2ZE"
target=3D"_blank" moz-do-not-send=3D"true">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
href=3D"https://groups.yahoo.com/neo/groups/4D_Cubing/conversations/topics/=
3803"
target=3D"_blank" moz-do-not-send=3D"true">Bob's and href=3D"https://groups.yahoo.com/neo/groups/4D_Cubing/conversations/message=
s/3904"
target=3D"_blank" moz-do-not-send=3D"true">Joel's solutions as well as =
href=3D"https://www.youtube.com/watch?v=3DpKHU5sFaGvY" target=3D"_blank"
moz-do-not-send=
=3D"true">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
"obviously
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 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
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
    juxtapositionsi>
  6. Clamshell
    move


  7. Whole-puzzle
    reorientationsi>
  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
    "elementary"
    as Joel calls
    them)

  • Everything
    above is
    canonical. IE
    always
    acceptable in
    solutions

  • Nothing
    below is
    acceptable in
    solutions.


Thanks all!

-Melinda













class=3D"m_831192615786154307=
1elided-text">



























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







--------------22447EFF5493CED1E2B8FCDF--




From: =?UTF-8?Q?Luna_Pe=C3=B1a?= <scarecrowfish@gmail.com>
Date: Sat, 6 Jan 2018 02:49:14 +0000
Subject: Re: [MC4D] Physical 2x2x2x2 - Canonical moves



--089e08e4ce334e5eb80562129c40
Content-Type: text/plain; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

I hadn't seen that, or at least I forgot about it.
I still think it needs labeling though, because you could just do the 180
twists instead.

This matters, because doing the clamshell would cut down on times, and I
think any sort of shortcut like that should be kept separate. The physical
move count of a speedsolve should equal the virtual twist count of the same
scramble, and a clamshell would be one physical move for three virtual
moves.

The R L moves are ok because you still have to physically do both twists.
It's essentially a fingertrick.

(I'm thinking more about speedsolving than fewest moves)

~Luna

On 6 Jan 2018 02:43, "Melinda Green melinda@superliminal.com [4D_Cubing]" <
4D_Cubing@yahoogroups.com> wrote:

>
>
> #6 is equivalent to three simple 180 degree twists like I demonstrated
> here .
> -Melinda
>
> On 1/5/2018 6:35 PM, Luna Pe=C3=B1a scarecrowfish@gmail.com [4D_Cubing] w=
rote:
>
> I see 5 as the equivalent of doing R L on a 2^3, which is obviously just
> two twists. However, it is not as obvious to me how 6 is simple twists.
> Perhaps when I get my puzzle and see exactly what it does to the puzzle,
> I'll change my mind, but I would only class moves that are simple on both
> the physical and virtual puzzle as primitive.
>
> ~Luna
>
> On 6 Jan 2018 02:32, "Melinda Green melinda@superliminal.com [4D_Cubing]"
> <4D_Cubing@yahoogroups.com> wrote:
>
>
>
> That's very helpful, Luna, but I'm curious: Why do you see #5 as primitiv=
e
> but not #6? Seems to me like it should be both or neither.
> -Melinda
>
>
> On 1/5/2018 6:07 PM, Luna Pe=C3=B1a scarecrowfish@gmail.com [4D_Cubing] w=
rote:
>
> OK. Given that, I'd say that:
>
> 1-5 are primitive.
>
> 7-8 are canonical.
>
> (The rest of ROIL (as in, other twists of the centre 2x2x2 and the
> restacked IO twists) may be canonical or may require labeling. I am
> unsure.)
>
> 6&9(&10?) only with clear labeling (ie. counted as a separate kind of
> solve, like macro vs non-macro in MC4D). 11 could possibly be included at=
a
> stretch.
>
> 12 is unacceptable.
>
> ~Luna
>
> On 6 Jan 2018 01:45, "Melinda Green melinda@superliminal.com [4D_Cubing]"
> <4D_Cubing@yahoogroups.com <4D_Cubing@yahoogroups..com>> wrote:
>
>
>
> Certainly.
>
> #4 is a twist of the central 2x2x2 block about the long axis. It is a
> twist of the face joining the two halves of the puzzle. It is equivalent =
to
> twisting both end caps the opposite direction.
>
> #5 is the first "compound move" that I talk about in the video here
> as a natural
> consequence of combining simple rotations with 90 degree twists.
>
> #7 is the fancy 4D change of projection described in the first link in th=
e
> description here .
>
> -Melinda
>
>
> On 1/5/2018 9:54 AM, Luna Pe=C3=B1a scarecrowfish@gmail.com [4D_Cubing] w=
rote:
>
> 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
>> 04>
>> solutions as well as Marc's vY>
>> 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 i=
n a
>> reachable state can be justified in a solution, but there's such a spect=
rum
>> 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
>> 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 reor=
der
>> 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
>

--089e08e4ce334e5eb80562129c40
Content-Type: text/html; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

I hadn't seen that, or at least I forgot about it.v dir=3D"auto">I still think it needs labeling though, because you could ju=
st do the 180 twists instead.=C2=A0

ir=3D"auto">This matters, because doing the clamshell would cut down on tim=
es, and I think any sort of shortcut like that should be kept separate. The=
physical move count of a speedsolve should equal the virtual twist count o=
f the same scramble, and a clamshell would be one physical move for three v=
irtual moves.

The R L mo=
ves are ok because you still have to physically do both twists. It's es=
sentially a fingertrick.=C2=A0

"auto">(I'm thinking more about speedsolving than fewest moves)=C2=A0div>

~Luna
ss=3D"gmail_extra">
On 6 Jan 2018 02:43, &quo=
t;Melinda Green melinda@superli=
minal.com
[4D_Cubing]" <.com">4D_Cubing@yahoogroups.com> wrote:
ckquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1px #c=
cc solid;padding-left:1ex">












=20

=C2=A0







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


=20=20
=20=20
#6 is equivalent to three simple 180 degree twists like I
demonstrated mp;t=3D1m58s" target=3D"_blank">here.

-Melinda



On 1/5/2018 6:35 PM=
, Luna Pe=C3=B1a
ilto:scarecrowfish@gmail.com" target=3D"_blank">scarecrowfish@gmail.com=
[4D_Cubing] wrote:



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

I see 5 as the equivalent of doing R L on a 2^3, which is
obviously just two twists. However, it is not as obvious to me
how 6 is simple twists. Perhaps when I get my puzzle and see
exactly what it does to the puzzle, I'll change my mind, but =
I
would only class moves that are simple on both the physical
and virtual puzzle as primitive.




~Luna=C2=A0



On 6 Jan 2018 02:32, "Melinda G=
reen
>melinda@superliminal.com
[4D_Cubing]" <.com" target=3D"_blank">4D_Cubing@yahoogroups.com>
wrote:

der-left:1px #ccc solid">

=C2=A0
-mlmsg">
rp-msg">
ygrp-text">

That's very helpful, Luna, but I'm curi=
ous:
Why do you see #5 as primitive but not #6?
Seems to me like it should be both or neither.>
-Melinda


>





OK. Given that, I'd say that:




1-5 are primitive.




7-8 are canonical.=C2=A0iv>



(The rest of ROIL (as in,
other twists of the centre 2x2x2 and the
restacked IO twists) may be canonical or
may require labeling. I am unsure.) =C2=A0<=
/div>



6&9(&10?) only
with clear labeling (ie. counted as a
separate kind of solve, like macro vs
non-macro in MC4D). 11 could possibly be
included at a stretch.




12 is unacceptable.=C2=A0div>



~Luna

>
On 6 Jan 2018
01:45, "Melinda Green ailto:melinda@superliminal.com" target=3D"_blank">melinda@superliminal.com<=
/a>
[4D_Cubing]" <
:4D_Cubing@yahoogroups..com" target=3D"_blank">4D_Cubing@yahoogroups.com>>
wrote:

331m_8311926157861543071quote" style=3D"border-left:1px #ccc solid">

=C2=A0
311926157861543071m_1161542213992904350ygrp-mlmsg">
_8311926157861543071m_1161542213992904350ygrp-msg">
1m_8311926157861543071m_1161542213992904350ygrp-text">

Certainly.



#4 is a twist of the
central 2x2x2 block
about the long axis. It
is a twist of the face
joining the two halves
of the puzzle. It is
equivalent to twisting
both end caps the
opposite direction.



#5 is the first
"compound move" t=
hat I
talk about in the video
ube...com/watch?v=3D_D4m1Kit3TI&t=3D1m39s" target=3D"_blank">here
as a natural consequence
of combining simple
rotations with 90 degree
twists.



#7 is the fancy 4D
change of projection
described in the first
link in the description
ube.com/watch?v=3Dd2Fh_1m0UVY" target=3D"_blank">here.



-Melinda


337331m_8311926157861543071elided-text">



96337331m_8311926157861543071m_1161542213992904350moz-cite-prefix">On
1/5/2018 9:54 AM, Luna
Pe=C3=B1a 112344236396337331m_8311926157861543071m_1161542213992904350moz-txt-link-ab=
breviated" href=3D"mailto:scarecrowfish@gmail.com" target=3D"_blank">scarec=
rowfish@gmail.com

[4D_Cubing] wrote:



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



~Luna=


">

te">On
4 Jan 2018 23:28,
"Melinda Green <=
a href=3D"mailto:melinda@superliminal.com" target=3D"_blank">melinda@superl=
iminal.com
[4D_Cubing]" <=
;4D_Cubing@y=
ahoogroups.com
>
wrote:
ribution">
gmail_quote" style=3D"border-left:1px #ccc solid">
round-color:#fff">
=C2=A0n>
344236396337331m_8311926157861543071m_1161542213992904350m_-653344412750730=
5308ygrp-mlmsg">
344236396337331m_8311926157861543071m_1161542213992904350m_-653344412750730=
5308ygrp-msg">
344236396337331m_8311926157861543071m_1161542213992904350m_-653344412750730=
5308ygrp-text">

First off,
please check
out tps://www.youtube..com/watch?v=3DfYxn4wPe2ZE" target=3D"_blank">Zander Bolg=
ar'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 s/4D_Cubing/conversations/messages/3904" target=3D"_blank">Joel's s=
olutions as well as Y" 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
"obviously
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 find
some sort of
natural
canonical set,
so I'd love t=
o
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
    juxtapositionsi>
  6. Clamshell
    move


  7. Whole-puzzle
    reorientationsi>
  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
    "elementary&=
    quot;
    as Joel calls
    them)

  • Everything
    above is
    canonical. IE
    always
    acceptable in
    solutions

  • Nothing
    below is
    acceptable in
    solutions.


Thanks all!

-Melinda













7331m_8311926157861543071elided-text">
















v>










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




=20=20




=20=20=20=20=20

=20=20=20=20







=20=20








--089e08e4ce334e5eb80562129c40--




From: Melinda Green <melinda@superliminal.com>
Date: Fri, 5 Jan 2018 19:28:43 -0800
Subject: Re: [MC4D] Physical 2x2x2x2 - Canonical moves



--------------33A1BC804B89273BACF13C77
Content-Type: text/plain; charset=utf-8; format=flowed
Content-Transfer-Encoding: quoted-printable

Sure, but all compound moves can similarly be avoided. Of course this move =
saves such little effort, it's not a big deal to avoid it, but I showed it =
because it gives a good example of a compound move and it does turn out to =
be useful and prepares the viewers for the whole puzzle reorientation. Of c=
ourse you're entitled to your opinion, and that's the purpose of this discu=
ssion. I hope you don't take my challenging of your ideas as me injecting m=
y own opinions.

*Public Service Announcement: I apologize to all the lurkers for my large n=
umber of low-quality messages. For new members, know that this will die dow=
n. I trust you to ignore and delete messages on any subject that does not i=
nterest you. Also I'll point out that you can change **your group subscript=
ion preference mbership>**to daily-digest or other setting if you want fewer messages fill=
ing your in-box.*

So here is a recap of where people have appeared to have drawn lines at the=
moment. I'd still love to pin down Joel and Marc, and anybody else who has=
an opinion.

1 =C2=A0=C2=A0=C2=A0 Simple rotations
2 =C2=A0=C2=A0=C2=A0 90 degree twists of outer face
3 =C2=A0=C2=A0=C2=A0 180 degree twists of side face
4 =C2=A0=C2=A0=C2=A0 Center face axial twist

Melinda - Primitive (plus #8)

5 =C2=A0=C2=A0=C2=A0 Arbitrary half-puzzle juxtapositions

Luna - Primitive

6 =C2=A0=C2=A0=C2=A0 Clamshell move
7 =C2=A0=C2=A0=C2=A0 Whole-puzzle reorientations
8 =C2=A0=C2=A0=C2=A0 90 degree twist of side face (each 2x2x1 square ro=
tate in opposite directions)

Luna - Canonical (minus #6)
Roice - Canonical
Melinda - Canonical

9 =C2=A0=C2=A0=C2=A0 Single end cap twist (with parity restrictions?) [=
fine for scrambling]
10=C2=A0=C2=A0 Restacking moves [fine for scrambling]
11=C2=A0=C2=A0 Single piece flip
12=C2=A0=C2=A0 Reassemble entire puzzle

Thanks all!
-Melinda

On 1/5/2018 6:49 PM, Luna Pe=C3=B1a scarecrowfish@gmail.com [4D_Cubing] wro=
te:
>
>
> I hadn't seen that, or at least I forgot about it.
> I still think it needs labeling though, because you could just do the 180=
twists instead.
>
> This matters, because doing the clamshell would cut down on times, and I =
think any sort of shortcut like that should be kept separate. The physical =
move count of a speedsolve should equal the virtual twist count of the same=
scramble, and a clamshell would be one physical move for three virtual mov=
es.
>
> The R L moves are ok because you still have to physically do both twists.=
It's essentially a fingertrick.
>
> (I'm thinking more about speedsolving than fewest moves)
>
> ~Luna
>
> On 6 Jan 2018 02:43, "Melinda Green melinda@superliminal.com nda@superliminal.com> [4D_Cubing]" <4D_Cubing@yahoogroups.com bing@yahoogroups..com>> wrote:
>
> #6 is equivalent to three simple 180 degree twists like I demonstrate=
d here .
> -Melinda
>
> On 1/5/2018 6:35 PM, Luna Pe=C3=B1a scarecrowfish@gmail.com carecrowfish@gmail.com> [4D_Cubing] wrote:
>> I see 5 as the equivalent of doing R L on a 2^3, which is obviously =
just two twists. However, it is not as obvious to me how 6 is simple twists=
. Perhaps when I get my puzzle and see exactly what it does to the puzzle, =
I'll change my mind, but I would only class moves that are simple on both t=
he physical and virtual puzzle as primitive.
>>
>> ~Luna
>>
>> On 6 Jan 2018 02:32, "Melinda Green melinda@superliminal.com :melinda@superliminal.com> [4D_Cubing]" <4D_Cubing@yahoogroups.com 4D_Cubing@yahoogroups..com>> wrote:
>>
>> That's very helpful, Luna, but I'm curious: Why do you see #5 as=
primitive but not #6? Seems to me like it should be both or neither.
>> -Melinda
>>
>>
>>
>> On 1/5/2018 6:07 PM, Luna Pe=C3=B1a scarecrowfish@gmail.com lto:scarecrowfish@gmail.com> [4D_Cubing] wrote:
>>> OK. Given that, I'd say that:
>>>
>>> 1-5 are primitive.
>>>
>>> 7-8 are canonical.
>>>
>>> (The rest of ROIL (as in, other twists of the centre 2x2x2 and =
the restacked IO twists) may be canonical or may require labeling. I am uns=
ure.)
>>>
>>> 6&9(&10?) only with clear labeling (ie. counted as a separate k=
ind of solve, like macro vs non-macro in MC4D). 11 could possibly be includ=
ed at a stretch.
>>>
>>> 12 is unacceptable.
>>>
>>> ~Luna
>>>
>>> On 6 Jan 2018 01:45, "Melinda Green melinda@superliminal.com ailto:melinda@superliminal.com> [4D_Cubing]" <4D_Cubing@yahoogroups.com ilto:4D_Cubing@yahoogroups..com>> wrote:
>>>
>>> Certainly.
>>>
>>> #4 is a twist of the central 2x2x2 block about the long axi=
s. It is a twist of the face joining the two halves of the puzzle. It is eq=
uivalent to twisting both end caps the opposite direction.
>>>
>>> #5 is the first "compound move" that I talk about in the vi=
deo here as a n=
atural consequence of combining simple rotations with 90 degree twists.
>>>
>>> #7 is the fancy 4D change of projection described in the fi=
rst link in the description here 0UVY>.
>>>
>>> -Melinda
>>>
>>>
>>>
>>> On 1/5/2018 9:54 AM, Luna Pe=C3=B1a scarecrowfish@gmail.com=
[4D_Cubing] wrote:
>>>> Can I get clearer definitions of 4, 5 and 7?
>>>>
>>>> ~Luna
>>>>
>>>> On 4 Jan 2018 23:28, "Melinda Green melinda@superliminal.c=
om [4D_Cubing]" <4D_Cubing@yahoogroups.co=
m > wrote:
>>>>
>>>> First off, please check out Zander Bolgar's lovely sol=
ution video that he invite=
d me to share. It's very cool to see someone developing something like fing=
er tricks and blasting through a solution. It's very much like Bob's ://groups.yahoo.com/neo/groups/4D_Cubing/conversations/topics/3803> and Joe=
l's 904> solutions as well as Marc's aGvY> approach.
>>>>
>>>> This makes for a great launching point for questions a=
bout 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 "obviously not".=C2=A0 Now that=
we've gotten some experience with this puzzle and the practicalities of so=
lving it, I feel it's time to see if we can find some sort of natural canon=
ical set, so I'd love to hear your thoughts.
>>>>
>>>> Here is the list of moves I know about, loosely ordere=
d 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 ro=
tate 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 i=
s 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 acceptabl=
e in solutions
>>>> * Nothing below is acceptable in solutions.
>>>>
>>>> Thanks all!
>>>> -Melinda
>>>>
>>>
>>>
>>
>>
>
>
>
>=20


--------------33A1BC804B89273BACF13C77
Content-Type: text/html; charset=utf-8
Content-Transfer-Encoding: quoted-printable



">


Sure, but all compound moves can similarly be avoided. Of course
this move saves such little effort, it's not a big deal to avoid it,
but I showed it because it gives a good example of a compound move
and it does turn out to be useful and prepares the viewers for the
whole puzzle reorientation. Of course you're entitled to your
opinion, and that's the purpose of this discussion. I hope you don't
take my challenging of your ideas as me injecting my own opinions.



Public Service Announcement: I apologize to all the lurkers for
my large number of low-quality messages. For new members, know
that this will die down. I trust you to ignore and delete messages
on any subject that does not interest you. Also I'll point out
that you can change
href=3D"https://groups.yahoo.com/neo/groups/4D_Cubing/management/membership=
">your
group subscription preference
to daily-digest or
other setting if you want fewer messages filling your in-box.




So here is a recap of where people have appeared to have drawn lines
at the moment. I'd still love to pin down Joel and Marc, and anybody
else who has an opinion.

1 =C2=A0=C2=A0=C2=A0 Simple rotations

2 =C2=A0=C2=A0=C2=A0 90 degree twists of outer face

3 =C2=A0=C2=A0=C2=A0 180 degree twists of side face

4 =C2=A0=C2=A0=C2=A0 Center face axial twist


Melinda - Primitive (plus #8)

5 =C2=A0=C2=A0=C2=A0 Arbitrary half-puzzle juxtapositionsr>

Luna - Primitive

6 =C2=A0=C2=A0=C2=A0 Clamshell move

7 =C2=A0=C2=A0=C2=A0 Whole-puzzle reorientations

8 =C2=A0=C2=A0=C2=A0 90 degree twist of side face (each 2x2x1 square =
rotate in
opposite directions)


Luna - Canonical (minus #6)

Roice - Canonical

Melinda - Canonical
9 =C2=A0=C2=A0=C2=A0 Single end cap twist (with parity rest=
rictions?)
[fine for scrambling]

10=C2=A0=C2=A0 Restacking moves [fine for scrambling]

11=C2=A0=C2=A0 Single piece flip

12=C2=A0=C2=A0 Reassemble entire puzzle

Thanks all!

-Melinda



On 1/5/2018 6:49 PM, Luna Pe=C3=B1a
ail.com">scarecrowfish@gmail.com [4D_Cubing] wrote:


cite=3D"mid:CAK-NJMAHXhtY+HmyRR+65X0RSnPy7fWDufy4pivCyDf5n-LczQ@mail.gmail.=
com">


I hadn't seen that, or at least I forgot about it.
I still think it needs labeling though, because
you could just do the 180 twists instead.=C2=A0




This matters, because doing the clamshell would
cut down on times, and I think any sort of shortcut like that
should be kept separate. The physical move count of a
speedsolve should equal the virtual twist count of the same
scramble, and a clamshell would be one physical move for three
virtual moves.




The R L moves are ok because you still have to
physically do both twists. It's essentially a fingertrick.=C2=A0<=
/div>



(I'm thinking more about speedsolving than
fewest moves)=C2=A0




~Luna




On 6 Jan 2018 02:43, "Melinda Green href=3D"mailto:melinda@superliminal.com"
moz-do-not-send=3D"true">melinda@superliminal.com
[4D_Cubing]" < moz-do-not-send=3D"true">4D_Cubing@yahoogroups.com>
wrote:

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

=C2=A0



#6 is equivalent to three simple 180 degree
twists like I demonstrated href=3D"https://www.youtube.com/watch?v=3D_D4m1Kit3=
TI&t=3D1m58s"
target=3D"_blank" moz-do-not-send=3D"true">here=
.

-Melinda




On
1/5/2018 6:35 PM, Luna Pe=C3=B1a class=3D"m_3112344236396337331moz-txt-link-abbrevia=
ted"
href=3D"mailto:scarecrowfish@gmail.com"
target=3D"_blank" moz-do-not-send=3D"true">scarecro=
wfish@gmail.com
[4D_Cubing] wrote:




I see 5 as the equivalent of doing R L on a
2^3, which is obviously just two twists.
However, it is not as obvious to me how 6 is
simple twists. Perhaps when I get my puzzle
and see exactly what it does to the puzzle,
I'll change my mind, but I would only class
moves that are simple on both the physical and
virtual puzzle as primitive.




~Luna=C2=A0



On 6 Jan 2018
02:32, "Melinda Green href=3D"mailto:melinda@superliminal.com"
target=3D"_blank" 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>
wrote:

class=3D"m_3112344236396337331quote"
style=3D"border-left:1px #ccc solid">
>=C2=A0
id=3D"m_3112344236396337331m_8311926157=
861543071ygrp-mlmsg">
id=3D"m_3112344236396337331m_83119261=
57861543071ygrp-msg">
id=3D"m_3112344236396337331m_831192=
6157861543071ygrp-text">

That's very helpful, Luna,
but I'm curious: Why do you
see #5 as primitive but not
#6? Seems to me like it should
be both or neither.

-Melinda


class=3D"m_3112344236396337331eli=
ded-text">



class=3D"m_3112344236396337331m=
_8311926157861543071moz-cite-prefix">On
1/5/2018 6:07 PM, Luna Pe=C3=B1=
a
class=3D"m_3112344236396337331m_8311926157861543071moz-txt-link-abbreviated=
"
href=3D"mailto:scarecrowfish@gmail.com" target=3D"_blank"
moz-do-not-send=3D"true">scar=
ecrowfish@gmail.com
[4D_Cubing] wrote:




OK. Given that, I'd
say that:




1-5 are
primitive.




7-8 are
canonical.=C2=A0




(The rest
of ROIL (as in, other
twists of the centre
2x2x2 and the restacked
IO twists) may be
canonical or may require
labeling. I am unsure.)
=C2=A0




6&9(&am=
p;10?)
only with clear labeling
(ie. counted as a
separate kind of solve,
like macro vs non-macro
in MC4D). 11 could
possibly be included at
a stretch.




12 is
unacceptable.=C2=A0




~Luna

dir=3D"auto">

class=3D"gmail_quote">O=
n
6 Jan 2018 01:45,
"Melinda Green href=3D"mailto:melind=
a@superliminal.com"
target=3D"_blank"
moz-do-not-send=3D"tr=
ue">melinda@superliminal.com
[4D_Cubing]" <href=3D"mailto:4D_Cubing@yahoogroups..com" target=3D"_blank"
moz-do-not-send=3D"tr=
ue">4D_Cubing@yahoogroups.com>
wrote: type=3D"attribution">
class=3D"m_3112344236=
396337331m_8311926157861543071quote"
style=3D"border-left:1px #ccc solid">
style=3D"background=
-color:#fff">
=C2=A0
id=3D"m_3112344236396337331m_8311926157861543071m_1161542213992904350ygrp-m=
lmsg">
id=3D"m_3112344236396337331m_8311926157861543071m_1161542213992904350ygrp-m=
sg">
id=3D"m_3112344236396337331m_8311926157861543071m_1161542213992904350ygrp-t=
ext">

Certainly.




#4 is a twist
of the central
2x2x2 block
about the long
axis. It is a
twist of the
face joining
the two halves
of the puzzle.
It is
equivalent to
twisting both
end caps the
opposite
direction.



#5 is the
first
"compound
move" that I
talk about in
the video href=3D"https://www.youtube...com/watch?v=3D_D4m1Kit3TI&t=3D1m39s"
target=3D"_blank"
moz-do-not-send=3D"true">here as a natural consequence of combining
simple
rotations with
90 degree
twists.



#7 is the
fancy 4D
change of
projection
described in
the first link
in the
description href=3D"https://www.youtube.com/watch?v=3Dd2Fh_1m0UVY" target=3D"_blank"
moz-do-not-send=
=3D"true">here.



-Melinda


class=3D"m_311234=
4236396337331m_8311926157861543071elided-text">



class=3D"m_3112344236396337331m_8311926157861543071m_1161542213992904350moz=
-cite-prefix">On
1/5/2018 9:54
AM, Luna Pe=C3=B1=
a
class=3D"m_3112344236396337331m_8311926157861543071m_1161542213992904350moz=
-txt-link-abbreviated"
href=3D"mailto:scarecrowfish@gmail.com" target=3D"_blank"
moz-do-not-send=
=3D"true">scarecrowfish@gmail.com
[4D_Cubing]
wrote:


type=3D"cite">
dir=3D"auto">Can
I get clearer
definitions of
4, 5 and 7?
dir=3D"auto">


dir=3D"auto">~Lun=
a


class=3D"gmail_ex=
tra">

class=3D"gmail_qu=
ote">On
4 Jan 2018
23:28,
"Melinda Green
href=3D"mailto:me=
linda@superliminal.com"
target=3D"_blank" 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>=
;
wrote: type=3D"attributi=
on">
class=3D"gmail_qu=
ote"
style=3D"border-left:1px #ccc solid">
style=3D"backgrou=
nd-color:#fff">
=C2=A0n>
id=3D"m_3112344236396337331m_8311926157861543071m_1161542213992904350m_-653=
3444127507305308ygrp-mlmsg">
id=3D"m_3112344236396337331m_8311926157861543071m_1161542213992904350m_-653=
3444127507305308ygrp-msg">
id=3D"m_3112344236396337331m_8311926157861543071m_1161542213992904350m_-653=
3444127507305308ygrp-text">

First off,
please check
out href=3D"https://w=
ww.youtube..com/watch?v=3DfYxn4wPe2ZE"
target=3D"_blank" moz-do-not-send=3D"true">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
href=3D"https://groups.yahoo.com/neo/groups/4D_Cubing/conversations/topics/=
3803"
target=3D"_blank" moz-do-not-send=3D"true">Bob's and href=3D"https://groups.yahoo.com/neo/groups/4D_Cubing/conversations/message=
s/3904"
target=3D"_blank" moz-do-not-send=3D"true">Joel's solutions as well as =
href=3D"https://www.youtube.com/watch?v=3DpKHU5sFaGvY" target=3D"_blank"
moz-do-not-send=
=3D"true">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
"obviously
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 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
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
    juxtapositionsi>
  6. Clamshell
    move


  7. Whole-puzzle
    reorientationsi>
  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
    "elementary"
    as Joel calls
    them)

  • Everything
    above is
    canonical. IE
    always
    acceptable in
    solutions

  • Nothing
    below is
    acceptable in
    solutions.


Thanks all!

-Melinda













class=3D"m_311234=
4236396337331m_8311926157861543071elided-text">
















class=3D"m_3112344236396337331elide=
d-text">





















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







--------------33A1BC804B89273BACF13C77--




From: =?UTF-8?Q?Luna_Pe=C3=B1a?= <scarecrowfish@gmail.com>
Date: Sat, 6 Jan 2018 03:32:28 +0000
Subject: Re: [MC4D] Physical 2x2x2x2 - Canonical moves



--94eb2c048cb4e860c205621336a4
Content-Type: text/plain; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

No, it's ok. I do see your point, I just think it's worth the little
distinction. However, if it turns out that times are very similar with
both, that would be what would be most likely to change my mind.

I'm glad it seems like we all agree on the whole though.

~Luna

On 6 Jan 2018 03:28, "Melinda Green melinda@superliminal.com [4D_Cubing]" <
4D_Cubing@yahoogroups.com> wrote:



Sure, but all compound moves can similarly be avoided. Of course this move
saves such little effort, it's not a big deal to avoid it, but I showed it
because it gives a good example of a compound move and it does turn out to
be useful and prepares the viewers for the whole puzzle reorientation. Of
course you're entitled to your opinion, and that's the purpose of this
discussion. I hope you don't take my challenging of your ideas as me
injecting my own opinions.

*Public Service Announcement: I apologize to all the lurkers for my large
number of low-quality messages. For new members, know that this will die
down. I trust you to ignore and delete messages on any subject that does
not interest you. Also I'll point out that you can change **your group
subscription preference
** to
daily-digest or other setting if you want fewer messages filling your
in-box.*

So here is a recap of where people have appeared to have drawn lines at the
moment. I'd still love to pin down Joel and Marc, and anybody else who has
an opinion.

1 Simple rotations
2 90 degree twists of outer face
3 180 degree twists of side face
4 Center face axial twist

Melinda - Primitive (plus #8)

5 Arbitrary half-puzzle juxtapositions

Luna - Primitive

6 Clamshell move
7 Whole-puzzle reorientations
8 90 degree twist of side face (each 2x2x1 square rotate in opposite
directions)

Luna - Canonical (minus #6)
Roice - Canonical
Melinda - Canonical

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

Thanks all!
-Melinda


On 1/5/2018 6:49 PM, Luna Pe=C3=B1a scarecrowfish@gmail.com [4D_Cubing] wro=
te:

I hadn't seen that, or at least I forgot about it.
I still think it needs labeling though, because you could just do the 180
twists instead.

This matters, because doing the clamshell would cut down on times, and I
think any sort of shortcut like that should be kept separate. The physical
move count of a speedsolve should equal the virtual twist count of the same
scramble, and a clamshell would be one physical move for three virtual
moves.

The R L moves are ok because you still have to physically do both twists.
It's essentially a fingertrick.

(I'm thinking more about speedsolving than fewest moves)

~Luna

On 6 Jan 2018 02:43, "Melinda Green melinda@superliminal.com [4D_Cubing]" <
4D_Cubing@yahoogroups.com <4D_Cubing@yahoogroups..com>> wrote:

>
>
> #6 is equivalent to three simple 180 degree twists like I demonstrated
> here .
> -Melinda
>
> On 1/5/2018 6:35 PM, Luna Pe=C3=B1a scarecrowfish@gmail.com [4D_Cubing] w=
rote:
>
> I see 5 as the equivalent of doing R L on a 2^3, which is obviously just
> two twists. However, it is not as obvious to me how 6 is simple twists.
> Perhaps when I get my puzzle and see exactly what it does to the puzzle,
> I'll change my mind, but I would only class moves that are simple on both
> the physical and virtual puzzle as primitive.
>
> ~Luna
>
> On 6 Jan 2018 02:32, "Melinda Green melinda@superliminal.com [4D_Cubing]"
> <4D_Cubing@yahoogroups.com <4D_Cubing@yahoogroups..com>> wrote:
>
>
>
> That's very helpful, Luna, but I'm curious: Why do you see #5 as primitiv=
e
> but not #6? Seems to me like it should be both or neither.
> -Melinda
>
>
> On 1/5/2018 6:07 PM, Luna Pe=C3=B1a scarecrowfish@gmail.com [4D_Cubing] w=
rote:
>
> OK. Given that, I'd say that:
>
> 1-5 are primitive.
>
> 7-8 are canonical.
>
> (The rest of ROIL (as in, other twists of the centre 2x2x2 and the
> restacked IO twists) may be canonical or may require labeling. I am
> unsure.)
>
> 6&9(&10?) only with clear labeling (ie. counted as a separate kind of
> solve, like macro vs non-macro in MC4D). 11 could possibly be included at=
a
> stretch.
>
> 12 is unacceptable.
>
> ~Luna
>
> On 6 Jan 2018 01:45, "Melinda Green melinda@superliminal.com [4D_Cubing]"
> <4D_Cubing@yahoogroups.com <4D_Cubing@yahoogroups..com>> wrote:
>
>
>
> Certainly.
>
> #4 is a twist of the central 2x2x2 block about the long axis. It is a
> twist of the face joining the two halves of the puzzle. It is equivalent =
to
> twisting both end caps the opposite direction.
>
> #5 is the first "compound move" that I talk about in the video here
> as a natural
> consequence of combining simple rotations with 90 degree twists.
>
> #7 is the fancy 4D change of projection described in the first link in th=
e
> description here .
>
> -Melinda
>
>
> On 1/5/2018 9:54 AM, Luna Pe=C3=B1a scarecrowfish@gmail.com [4D_Cubing] w=
rote:
>
> 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
>> 04>
>> solutions as well as Marc's vY>
>> 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 i=
n a
>> reachable state can be justified in a solution, but there's such a spect=
rum
>> 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
>> 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 reor=
der
>> 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
>>
>
>
>
>
>
>


--94eb2c048cb4e860c205621336a4
Content-Type: text/html; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

No, it's ok. I do see your point, I just think i=
t's worth the little distinction. However, if it turns out that times a=
re very similar with both, that would be what would be most likely to chang=
e my mind.=C2=A0
uto">
I'm glad it seem=
s like we all agree on the whole though.=C2=A0
ra" dir=3D"auto">
~Luna=C2=
=A0

ote" dir=3D"auto">On 6 Jan 2018 03:28, "Melinda Green o:melinda@superliminal.com">melinda@superliminal.com [4D_Cubing]" =
<4D_Cubing@yahoogroups.com<=
/a>> wrote:
"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
Sure, but all compound moves can similarly be avoided. Of course
this move saves such little effort, it's not a big deal to avoid it=
,
but I showed it because it gives a good example of a compound move
and it does turn out to be useful and prepares the viewers for the
whole puzzle reorientation. Of course you're entitled to your
opinion, and that's the purpose of this discussion. I hope you don&=
#39;t
take my challenging of your ideas as me injecting my own opinions.



Public Service Announcement: I apologize to all the lurkers for
my large number of low-quality messages. For new members, know
that this will die down. I trust you to ignore and delete messages
on any subject that does not interest you. Also I'll point out
that you can change
oups/4D_Cubing/management/membership" target=3D"_blank">your
group subscription preference
to daily-digest or
other setting if you want fewer messages filling your in-box.




So here is a recap of where people have appeared to have drawn lines
at the moment. I'd still love to pin down Joel and Marc, and anybod=
y
else who has an opinion.

1 =C2=A0=C2=A0=C2=A0 Simple rotations

2 =C2=A0=C2=A0=C2=A0 90 degree twists of outer face

3 =C2=A0=C2=A0=C2=A0 180 degree twists of side face

4 =C2=A0=C2=A0=C2=A0 Center face axial twist


Melinda - Primitive (plus #8)

5 =C2=A0=C2=A0=C2=A0 Arbitrary half-puzzle juxtapositionsr>

Luna - Primitive

6 =C2=A0=C2=A0=C2=A0 Clamshell move

7 =C2=A0=C2=A0=C2=A0 Whole-puzzle reorientations

8 =C2=A0=C2=A0=C2=A0 90 degree twist of side face (each 2x2x1 square =
rotate in
opposite directions)


Luna - Canonical (minus #6)

Roice - Canonical

Melinda - Canonical
9 =C2=A0=C2=A0=C2=A0 Single end cap twist (with parity rest=
rictions?)
[fine for scrambling]

10=C2=A0=C2=A0 Restacking moves [fine for scrambling]

11=C2=A0=C2=A0 Single piece flip

12=C2=A0=C2=A0 Reassemble entire puzzle

Thanks all!

-Melinda




On 1/5/2018 6:49 PM=
, Luna Pe=C3=B1a
ilto:scarecrowfish@gmail.com" target=3D"_blank">scarecrowfish@gmail.com=
[4D_Cubing] wrote:



=20=20=20=20=20=20
=20=20=20=20=20=20
I hadn't seen that, or at least I forgot about =
it.
I still think it needs labeling though, because
you could just do the 180 twists instead.=C2=A0




This matters, because doing the clamshell would
cut down on times, and I think any sort of shortcut like that
should be kept separate. The physical move count of a
speedsolve should equal the virtual twist count of the same
scramble, and a clamshell would be one physical move for three
virtual moves.




The R L moves are ok because you still have to
physically do both twists. It's essentially a fingertrick.=C2=
=A0




(I'm thinking more about speedsolving than
fewest moves)=C2=A0




~Luna




On 6 Jan 2018 02:43, "Melinda Green=
melinda@supe=
rliminal.com

[4D_Cubing]" <m" target=3D"_blank">4D_Cubing@yahoogroups.com>
wrote:

olid">

=C2=A0
sg">
sg">
-text">

#6 is equivalent to three simple 180 degree
twists like I demonstrated tube.com/watch?v=3D_D4m1Kit3TI&t=3D1m58s" target=3D"_blank">here.r>
-Melinda







I see 5 as the equivalent of doing R L on a
2^3, which is obviously just two twists.
However, it is not as obvious to me how 6 is
simple twists. Perhaps when I get my puzzle
and see exactly what it does to the puzzle,
I'll change my mind, but I would only class
moves that are simple on both the physical and
virtual puzzle as primitive.




~Luna=C2=A0



On 6 Jan 2018
02:32, "Melinda Green melinda@superliminal.com" target=3D"_blank">melinda@superliminal.com
[4D_Cubing]" <bing@yahoogroups..com" target=3D"_blank">4D_Cubing@yahoogroups.com>
wrote:

112344236396337331quote" style=3D"border-left:1px #ccc solid">
>=C2=A0
236396337331m_8311926157861543071ygrp-mlmsg">
44236396337331m_8311926157861543071ygrp-msg">
2344236396337331m_8311926157861543071ygrp-text">

That's very helpful, Luna,
but I'm curious: Why do you
see #5 as primitive but not
#6? Seems to me like it should
be both or neither.

-Melinda


m_3112344236396337331elided-text">



55m_3112344236396337331m_8311926157861543071moz-cite-prefix">On
1/5/2018 6:07 PM, Luna Pe=C3=B1=
a
55m_3112344236396337331m_8311926157861543071moz-txt-link-abbreviated" href=
=3D"mailto:scarecrowfish@gmail.com" target=3D"_blank">scarecrowfish@gmail.c=
om

[4D_Cubing] wrote:




OK. Given that, I'd
say that:




1-5 are
primitive.




7-8 are
canonical.=C2=A0




(The rest
of ROIL (as in, other
twists of the centre
2x2x2 and the restacked
IO twists) may be
canonical or may require
labeling. I am unsure.)
=C2=A0




6&9(&am=
p;10?)
only with clear labeling
(ie. counted as a
separate kind of solve,
like macro vs non-macro
in MC4D). 11 could
possibly be included at
a stretch.




12 is
unacceptable.=C2=A0




~Luna

dir=3D"auto">

">On
6 Jan 2018 01:45,
"Melinda Green href=3D"mailto:melinda@superliminal.com" target=3D"_blank">melinda@superlim=
inal.com

[4D_Cubing]" <<=
a href=3D"mailto:4D_Cubing@yahoogroups..com" target=3D"_blank">4D_Cubing@ya=
hoogroups.com>
wrote:
bution">
1579731473933049355m_3112344236396337331m_8311926157861543071quote" style=
=3D"border-left:1px #ccc solid">
und-color:#fff">
=C2=A0
1473933049355m_3112344236396337331m_8311926157861543071m_116154221399290435=
0ygrp-mlmsg">
731473933049355m_3112344236396337331m_8311926157861543071m_1161542213992904=
350ygrp-msg">
731473933049355m_3112344236396337331m_8311926157861543071m_1161542213992904=
350ygrp-text">

Certainly.




#4 is a twist
of the central
2x2x2 block
about the long
axis. It is a
twist of the
face joining
the two halves
of the puzzle.
It is
equivalent to
twisting both
end caps the
opposite
direction.



#5 is the
first
"compound
move" that I
talk about in
the video =3D"https://www.youtube...com/watch?v=3D_D4m1Kit3TI&t=3D1m39s" target=
=3D"_blank">here
as a natural consequence of combining
simple
rotations with
90 degree
twists.



#7 is the
fancy 4D
change of
projection
described in
the first link
in the
description ef=3D"https://www.youtube.com/watch?v=3Dd2Fh_1m0UVY" target=3D"_blank">here=
.



-Melinda


579731473933049355m_3112344236396337331m_8311926157861543071elided-text">r>


579731473933049355m_3112344236396337331m_8311926157861543071m_1161542213992=
904350moz-cite-prefix">On
1/5/2018 9:54
AM, Luna Pe=C3=B1=
a
9731473933049355m_3112344236396337331m_8311926157861543071m_116154221399290=
4350moz-txt-link-abbreviated" href=3D"mailto:scarecrowfish@gmail.com" targe=
t=3D"_blank">scarecrowfish@gmail.com

[4D_Cubing]
wrote:


=3D"cite">
>Can
I get clearer
definitions of
4, 5 and 7?
>


>~Luna


il_extra">

il_quote">On
4 Jan 2018
23:28,
"Melinda Gre=
en
:melinda@superliminal.com" target=3D"_blank">melinda@superliminal.com
[4D_Cubing]"
<ilto:4D_Cubing@yahoogroups.com" target=3D"_blank">4D_Cubing@yahoogroups.com=
>
wrote:
"attribution">
=3D"gmail_quote" style=3D"border-left:1px #ccc solid">
kground-color:#fff">
=C2=A0n>
731473933049355m_3112344236396337331m_8311926157861543071m_1161542213992904=
350m_-6533444127507305308ygrp-mlmsg">
731473933049355m_3112344236396337331m_8311926157861543071m_1161542213992904=
350m_-6533444127507305308ygrp-msg">
731473933049355m_3112344236396337331m_8311926157861543071m_1161542213992904=
350m_-6533444127507305308ygrp-text">

First off,
please check
out tps://www.youtube..com/watch?v=3DfYxn4wPe2ZE" target=3D"_blank">Zander Bolg=
ar'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 s/4D_Cubing/conversations/messages/3904" target=3D"_blank">Joel's s=
olutions as well as Y" 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
"obviously
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 find
some sort of
natural
canonical set,
so I'd love t=
o
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
    juxtapositionsi>
  6. Clamshell
    move


  7. Whole-puzzle
    reorientationsi>
  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
    "elementary&=
    quot;
    as Joel calls
    them)

  • Everything
    above is
    canonical. IE
    always
    acceptable in
    solutions

  • Nothing
    below is
    acceptable in
    solutions.


Thanks all!

-Melinda













579731473933049355m_3112344236396337331m_8311926157861543071elided-text">
















3112344236396337331elided-text">





















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




=20=20




=20=20=20=20=20

=20=20=20=20







=20=20









--94eb2c048cb4e860c205621336a4--




From: Joel Karlsson <joelkarlsson97@gmail.com>
Date: Tue, 9 Jan 2018 22:05:16 +0100
Subject: Re: [MC4D] Physical 2x2x2x2 - Canonical moves



--089e0828064c942b5a05625e45df
Content-Type: text/plain; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

Hello everyone,

Personally, I think it's a great idea to use a few different set of moves.
There are, however, particularly two sets that I'm interested in:
1) The pure moveset: Only including elementary twists and rotations this
moveset is really as pure as it gets. For the physical puzzle, some
rotations have to be performed as sequences of other moves and within these
sequences all moves are legal (even taking the puzzle apart and putting it
back together again). My notation is complete with respect to this moveset;
the R, L, U, D, F, B, C and E moves describes the twists and O, G and I can
be used for the rotations ('I' is sufficient to describe all rotations but
if O and G are used when possible, I will only be used for the rotations
which have to be performed as sequences). Note that the I notation says
nothing about how to perform the rotation, only what it does (and this is
probably necessary since everything is allowed during the rotation
sequences).

2) The +S moveset: Including all moves above and adding an extra two: the S
moves (see my latest post on notation for a new definition!). This moveset
adds as little as possible to the pure moveset to still be able to reach
all of the 2^4's states and allow all legal moves at all times (in contrast
with the arbitrary moves which could be used within but not outside of a
rotation sequence in the previous moveset). My notation is complete with
respect to this moveset. This is the moveset I've used for speedsolving and
with which my current personal best is 3:50.83 (I haven't speedsolved since
the post in which I announced that time).

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

Best regards,
Joel

2018-01-06 4:32 GMT+01:00 Luna Pe=C3=B1a scarecrowfish@gmail.com [4D_Cubing=
] <
4D_Cubing@yahoogroups.com>:

>
>
> No, it's ok. I do see your point, I just think it's worth the little
> distinction. However, if it turns out that times are very similar with
> both, that would be what would be most likely to change my mind.
>
> I'm glad it seems like we all agree on the whole though.
>
> ~Luna
>
> On 6 Jan 2018 03:28, "Melinda Green melinda@superliminal.com [4D_Cubing]"
> <4D_Cubing@yahoogroups.com> wrote:
>
>
>
> Sure, but all compound moves can similarly be avoided. Of course this mov=
e
> saves such little effort, it's not a big deal to avoid it, but I showed i=
t
> because it gives a good example of a compound move and it does turn out t=
o
> be useful and prepares the viewers for the whole puzzle reorientation. Of
> course you're entitled to your opinion, and that's the purpose of this
> discussion. I hope you don't take my challenging of your ideas as me
> injecting my own opinions.
>
> *Public Service Announcement: I apologize to all the lurkers for my large
> number of low-quality messages. For new members, know that this will die
> down. I trust you to ignore and delete messages on any subject that does
> not interest you. Also I'll point out that you can change **your group
> subscription preference
> **
> to daily-digest or other setting if you want fewer messages filling your
> in-box.*
>
> So here is a recap of where people have appeared to have drawn lines at
> the moment. I'd still love to pin down Joel and Marc, and anybody else wh=
o
> has an opinion.
>
> 1 Simple rotations
> 2 90 degree twists of outer face
> 3 180 degree twists of side face
> 4 Center face axial twist
>
> Melinda - Primitive (plus #8)
>
> 5 Arbitrary half-puzzle juxtapositions
>
> Luna - Primitive
>
> 6 Clamshell move
> 7 Whole-puzzle reorientations
> 8 90 degree twist of side face (each 2x2x1 square rotate in opposite
> directions)
>
> Luna - Canonical (minus #6)
> Roice - Canonical
> Melinda - Canonical
>
> 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
>
> Thanks all!
> -Melinda
>
>
> On 1/5/2018 6:49 PM, Luna Pe=C3=B1a scarecrowfish@gmail.com [4D_Cubing] w=
rote:
>
> I hadn't seen that, or at least I forgot about it.
> I still think it needs labeling though, because you could just do the 180
> twists instead.
>
> This matters, because doing the clamshell would cut down on times, and I
> think any sort of shortcut like that should be kept separate. The physica=
l
> move count of a speedsolve should equal the virtual twist count of the sa=
me
> scramble, and a clamshell would be one physical move for three virtual
> moves.
>
> The R L moves are ok because you still have to physically do both twists.
> It's essentially a fingertrick.
>
> (I'm thinking more about speedsolving than fewest moves)
>
> ~Luna
>
> On 6 Jan 2018 02:43, "Melinda Green melinda@superliminal.com [4D_Cubing]"
> <4D_Cubing@yahoogroups.com <4D_Cubing@yahoogroups..com>> wrote:
>
>>
>>
>> #6 is equivalent to three simple 180 degree twists like I demonstrated
>> here .
>> -Melinda
>>
>> On 1/5/2018 6:35 PM, Luna Pe=C3=B1a scarecrowfish@gmail.com [4D_Cubing] =
wrote:
>>
>> I see 5 as the equivalent of doing R L on a 2^3, which is obviously just
>> two twists. However, it is not as obvious to me how 6 is simple twists.
>> Perhaps when I get my puzzle and see exactly what it does to the puzzle,
>> I'll change my mind, but I would only class moves that are simple on bot=
h
>> the physical and virtual puzzle as primitive.
>>
>> ~Luna
>>
>> On 6 Jan 2018 02:32, "Melinda Green melinda@superliminal.com
>> [4D_Cubing]" <4D_Cubing@yahoogroups.com <4D_Cubing@yahoogroups..com>>
>> wrote:
>>
>>
>>
>> That's very helpful, Luna, but I'm curious: Why do you see #5 as
>> primitive but not #6? Seems to me like it should be both or neither.
>> -Melinda
>>
>>
>> On 1/5/2018 6:07 PM, Luna Pe=C3=B1a scarecrowfish@gmail.com [4D_Cubing] =
wrote:
>>
>> OK. Given that, I'd say that:
>>
>> 1-5 are primitive.
>>
>> 7-8 are canonical.
>>
>> (The rest of ROIL (as in, other twists of the centre 2x2x2 and the
>> restacked IO twists) may be canonical or may require labeling. I am
>> unsure.)
>>
>> 6&9(&10?) only with clear labeling (ie. counted as a separate kind of
>> solve, like macro vs non-macro in MC4D). 11 could possibly be included a=
t a
>> stretch.
>>
>> 12 is unacceptable.
>>
>> ~Luna
>>
>> On 6 Jan 2018 01:45, "Melinda Green melinda@superliminal.com
>> [4D_Cubing]" <4D_Cubing@yahoogroups.com <4D_Cubing@yahoogroups..com>>
>> wrote:
>>
>>
>>
>> Certainly.
>>
>> #4 is a twist of the central 2x2x2 block about the long axis. It is a
>> twist of the face joining the two halves of the puzzle. It is equivalent=
to
>> twisting both end caps the opposite direction.
>>
>> #5 is the first "compound move" that I talk about in the video here
>> as a natural
>> consequence of combining simple rotations with 90 degree twists.
>>
>> #7 is the fancy 4D change of projection described in the first link in
>> the description here .
>>
>> -Melinda
>>
>>
>> On 1/5/2018 9:54 AM, Luna Pe=C3=B1a scarecrowfish@gmail.com [4D_Cubing] =
wrote:
>>
>> 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
>>> 3>
>>> and Joel's
>>> 904>
>>> solutions as well as 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 spec=
trum
>>> from "obviously fine" to "obviously not". Now that we've gotten some
>>> experience with this puzzle and the practicalities of solving it, I fee=
l
>>> 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
>>> 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 reo=
rder
>>> 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
>

--089e0828064c942b5a05625e45df
Content-Type: text/html; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

Hello everyone,

=
Personally, I think it's a great idea to use a few different set =
of moves. There are, however, particularly two sets that I'm interested=
in:
1) The pure moveset: Only including elementary twists and rot=
ations this moveset is really as pure as it gets. For the physical puzzle, =
some rotations have to be performed as sequences of other moves and within =
these sequences all moves are legal (even taking the puzzle apart and putti=
ng it back together again). My notation is complete with respect to this mo=
veset; the R, L, U, D, F, B, C and E moves describes the twists and O, G an=
d I can be used for the rotations ('I' is sufficient to describe al=
l rotations but if O and G are used when possible, I will only be used for =
the rotations which have to be performed as sequences). Note that the I not=
ation says nothing about how to perform the rotation, only what it does (an=
d this is probably necessary since everything is allowed during the rotatio=
n sequences).

2) The +S moveset: Including all moves abov=
e and adding an extra two: the S moves (see my latest post on notation for =
a new definition!). This moveset adds as little as possible to the pure mov=
eset to still be able to reach all of the 2^4's states and allow all le=
gal moves at all times (in contrast with the arbitrary moves which could be=
used within but not outside of a rotation sequence in the previous moveset=
). My notation is complete with respect to this moveset. This is the movese=
t I've used for speedsolving and with which my current personal best is=
3:50.83 (I haven't speedsolved since the post in which I announced tha=
t time).

Vocabulary:
elementary twist: a move r=
otating 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 ch=
ange the state of the puzzle

Best regards,
Joel
div>

2018-01=
-06 4:32 GMT+01:00 Luna Pe=C3=B1a ">scarecrowfish@gmail.com [4D_Cubing] <mailto:4D_Cubing@yahoogroups.com" target=3D"_blank">4D_Cubing@yahoogroups.c=
om
>
:
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

No, it's ok. I do see your point, I=
just think it's worth the little distinction. However, if it turns out=
that times are very similar with both, that would be what would be most li=
kely to change my mind.=C2=A0
tra" dir=3D"auto">
I'm=
glad it seems like we all agree on the whole though.=C2=A0
=3D"gmail_extra" dir=3D"auto">
uto">~Luna=C2=A0
=3D"auto">
On 6 Jan 2018 03:28, =
"Melinda Green blank">melinda@superliminal.com [4D_Cubing]" <:4D_Cubing@yahoogroups.com" target=3D"_blank">4D_Cubing@yahoogroups.com=
> wrote:
8778quote" style=3D"border-left:1px #ccc solid">












=20

=C2=A0







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


=20=20
=20=20
Sure, but all compound moves can similarly be avoided. Of course
this move saves such little effort, it's not a big deal to avoid it=
,
but I showed it because it gives a good example of a compound move
and it does turn out to be useful and prepares the viewers for the
whole puzzle reorientation. Of course you're entitled to your
opinion, and that's the purpose of this discussion. I hope you don&=
#39;t
take my challenging of your ideas as me injecting my own opinions.



Public Service Announcement: I apologize to all the lurkers for
my large number of low-quality messages. For new members, know
that this will die down. I trust you to ignore and delete messages
on any subject that does not interest you. Also I'll point out
that you can change
oups/4D_Cubing/management/membership" target=3D"_blank">your
group subscription preference
to daily-digest or
other setting if you want fewer messages filling your in-box.




So here is a recap of where people have appeared to have drawn lines
at the moment. I'd still love to pin down Joel and Marc, and anybod=
y
else who has an opinion.

1 =C2=A0=C2=A0=C2=A0 Simple rotations

2 =C2=A0=C2=A0=C2=A0 90 degree twists of outer face

3 =C2=A0=C2=A0=C2=A0 180 degree twists of side face

4 =C2=A0=C2=A0=C2=A0 Center face axial twist


Melinda - Primitive (plus #8)

5 =C2=A0=C2=A0=C2=A0 Arbitrary half-puzzle juxtapositionsr>

Luna - Primitive

6 =C2=A0=C2=A0=C2=A0 Clamshell move

7 =C2=A0=C2=A0=C2=A0 Whole-puzzle reorientations

8 =C2=A0=C2=A0=C2=A0 90 degree twist of side face (each 2x2x1 square =
rotate in
opposite directions)


Luna - Canonical (minus #6)

Roice - Canonical

Melinda - Canonical
9 =C2=A0=C2=A0=C2=A0 Single end cap twist (with parity rest=
rictions?)
[fine for scrambling]

10=C2=A0=C2=A0 Restacking moves [fine for scrambling]

11=C2=A0=C2=A0 Single piece flip

12=C2=A0=C2=A0 Reassemble entire puzzle

Thanks all!

-Melinda






=20=20=20=20=20=20
=20=20=20=20=20=20
I hadn't seen that, or at least I forgot about =
it.
I still think it needs labeling though, because
you could just do the 180 twists instead.=C2=A0




This matters, because doing the clamshell would
cut down on times, and I think any sort of shortcut like that
should be kept separate. The physical move count of a
speedsolve should equal the virtual twist count of the same
scramble, and a clamshell would be one physical move for three
virtual moves.




The R L moves are ok because you still have to
physically do both twists. It's essentially a fingertrick.=C2=
=A0




(I'm thinking more about speedsolving than
fewest moves)=C2=A0




~Luna




On 6 Jan 2018 02:43, "Melinda Green=
melinda@supe=
rliminal.com

[4D_Cubing]" <m" target=3D"_blank">4D_Cubing@yahoogroups.com>
wrote:

olid">

=C2=A0
44236396337331ygrp-mlmsg">
2344236396337331ygrp-msg">
112344236396337331ygrp-text">

#6 is equivalent to three simple 180 degree
twists like I demonstrated tube.com/watch?v=3D_D4m1Kit3TI&t=3D1m58s" target=3D"_blank">here.r>
-Melinda







I see 5 as the equivalent of doing R L on a
2^3, which is obviously just two twists.
However, it is not as obvious to me how 6 is
simple twists. Perhaps when I get my puzzle
and see exactly what it does to the puzzle,
I'll change my mind, but I would only class
moves that are simple on both the physical and
virtual puzzle as primitive.




~Luna=C2=A0



On 6 Jan 2018
02:32, "Melinda Green melinda@superliminal.com" target=3D"_blank">melinda@superliminal.com
[4D_Cubing]" <bing@yahoogroups..com" target=3D"_blank">4D_Cubing@yahoogroups.com>
wrote:

1579731473933049355m_3112344236396337331quote" style=3D"border-left:1px #cc=
c solid">
>=C2=A0
1473933049355m_3112344236396337331m_8311926157861543071ygrp-mlmsg">
731473933049355m_3112344236396337331m_8311926157861543071ygrp-msg">
79731473933049355m_3112344236396337331m_8311926157861543071ygrp-text">

That's very helpful, Luna,
but I'm curious: Why do you
see #5 as primitive but not
#6? Seems to me like it should
be both or neither.

-Melinda


8m_1579731473933049355m_3112344236396337331elided-text">



778m_1579731473933049355m_3112344236396337331m_8311926157861543071moz-cite-=
prefix">On
1/5/2018 6:07 PM, Luna Pe=C3=B1=
a
778m_1579731473933049355m_3112344236396337331m_8311926157861543071moz-txt-l=
ink-abbreviated" href=3D"mailto:scarecrowfish@gmail.com" target=3D"_blank">=
scarecrowfish@gmail.com

[4D_Cubing] wrote:




OK. Given that, I'd
say that:




1-5 are
primitive.




7-8 are
canonical.=C2=A0




(The rest
of ROIL (as in, other
twists of the centre
2x2x2 and the restacked
IO twists) may be
canonical or may require
labeling. I am unsure.)
=C2=A0




6&9(&am=
p;10?)
only with clear labeling
(ie. counted as a
separate kind of solve,
like macro vs non-macro
in MC4D). 11 could
possibly be included at
a stretch.




12 is
unacceptable.=C2=A0




~Luna

dir=3D"auto">

">On
6 Jan 2018 01:45,
"Melinda Green href=3D"mailto:melinda@superliminal.com" target=3D"_blank">melinda@superlim=
inal.com

[4D_Cubing]" <<=
a href=3D"mailto:4D_Cubing@yahoogroups..com" target=3D"_blank">4D_Cubing@ya=
hoogroups.com>
wrote:
bution">
-2549944792282028778m_1579731473933049355m_3112344236396337331m_83119261578=
61543071quote" style=3D"border-left:1px #ccc solid">
und-color:#fff">
=C2=A0
44792282028778m_1579731473933049355m_3112344236396337331m_83119261578615430=
71m_1161542213992904350ygrp-mlmsg">
9944792282028778m_1579731473933049355m_3112344236396337331m_831192615786154=
3071m_1161542213992904350ygrp-msg">
9944792282028778m_1579731473933049355m_3112344236396337331m_831192615786154=
3071m_1161542213992904350ygrp-text">

Certainly.




#4 is a twist
of the central
2x2x2 block
about the long
axis. It is a
twist of the
face joining
the two halves
of the puzzle.
It is
equivalent to
twisting both
end caps the
opposite
direction.



#5 is the
first
"compound
move" that I
talk about in
the video =3D"https://www.youtube...com/watch?v=3D_D4m1Kit3TI&t=3D1m39s" target=
=3D"_blank">here
as a natural consequence of combining
simple
rotations with
90 degree
twists.



#7 is the
fancy 4D
change of
projection
described in
the first link
in the
description ef=3D"https://www.youtube.com/watch?v=3Dd2Fh_1m0UVY" target=3D"_blank">here=
.



-Melinda


2549944792282028778m_1579731473933049355m_3112344236396337331m_831192615786=
1543071elided-text">



2549944792282028778m_1579731473933049355m_3112344236396337331m_831192615786=
1543071m_1161542213992904350moz-cite-prefix">On
1/5/2018 9:54
AM, Luna Pe=C3=B1=
a
49944792282028778m_1579731473933049355m_3112344236396337331m_83119261578615=
43071m_1161542213992904350moz-txt-link-abbreviated" href=3D"mailto:scarecro=
wfish@gmail.com" target=3D"_blank">scarecrowfish@gmail.com

[4D_Cubing]
wrote:


=3D"cite">
>Can
I get clearer
definitions of
4, 5 and 7?
>


>~Luna


il_extra">

il_quote">On
4 Jan 2018
23:28,
"Melinda Gre=
en
:melinda@superliminal.com" target=3D"_blank">melinda@superliminal.com
[4D_Cubing]"
<ilto:4D_Cubing@yahoogroups.com" target=3D"_blank">4D_Cubing@yahoogroups.com=
>
wrote:
"attribution">
=3D"gmail_quote" style=3D"border-left:1px #ccc solid">
kground-color:#fff">
=C2=A0n>
9944792282028778m_1579731473933049355m_3112344236396337331m_831192615786154=
3071m_1161542213992904350m_-6533444127507305308ygrp-mlmsg">
9944792282028778m_1579731473933049355m_3112344236396337331m_831192615786154=
3071m_1161542213992904350m_-6533444127507305308ygrp-msg">
9944792282028778m_1579731473933049355m_3112344236396337331m_831192615786154=
3071m_1161542213992904350m_-6533444127507305308ygrp-text">

First off,
please check
out tps://www.youtube..com/watch?v=3DfYxn4wPe2ZE" target=3D"_blank">Zander Bolg=
ar'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 s/4D_Cubing/conversations/messages/3904" target=3D"_blank">Joel's s=
olutions as well as Y" 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
"obviously
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 find
some sort of
natural
canonical set,
so I'd love t=
o
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
    juxtapositionsi>
  6. Clamshell
    move


  7. Whole-puzzle
    reorientationsi>
  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
    "elementary&=
    quot;
    as Joel calls
    them)

  • Everything
    above is
    canonical. IE
    always
    acceptable in
    solutions

  • Nothing
    below is
    acceptable in
    solutions.


Thanks all!

-Melinda













2549944792282028778m_1579731473933049355m_3112344236396337331m_831192615786=
1543071elided-text">
















_1579731473933049355m_3112344236396337331elided-text">





















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




=20=20




=20=20=20=20=20

=20=20=20=20







=20=20











=20=20=20=20=20

=20=20=20=20







=20=20









--089e0828064c942b5a05625e45df--





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