Solving a standard Rubik's Cube (3x3x3) can be a daunting task, but solving a Rubik's Revenge cube (4x4x4) can be even more difficult. This article will show you where to begin with solving them and what to do if you get stuck along the way.
The fastest robot to solve a Rubik's Cube is Sub1 Reloaded, constructed by Albert Beer (Germany). It solved the cube in 0.637 seconds on 9 November 2016 at the electronica trade fair in Munich, Germany VIDEO MultiCuber 3, constructed by David Gilday set a record for completing a 4x4x4 cube by a robot in 1:16.68 minutes on 15 March 2014 at Big Bang Fair in Birmingham. previous record holders:
How To Solve Rubik Cube 4x4x4
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The 4x4x4 Rubik's Revenge has no determined God's Number yet. This is because the centrepiece on the Rubik's Revenge is not fixed. Due to which, parities occur. However, it is estimated that God's Number for the 4x4x4 cube is between 30 and 33.
I Agree with John and kerplowy.This works. I was expecting this algorithm to solve a scrambled cube. But this algorithm can only get you to the superflip stage from the state of a solved cube. Once you get to the superflip stage, repeat the same algorithm to solve the cube. Does anyone know how to get to superflip stage from any scrambled state?
There are 24 edge pieces which show two coloured sides each, and eight corner pieces which show three colours. Each corner piece or pair of edge pieces shows a unique colour combination, but not all combinations are present (for example, there is no piece with both red and orange sides, if red and orange are on opposite sides of the solved Cube). The location of these cubes relative to one another can be altered by twisting the layers of the cube, but the location of the coloured sides relative to one another in the completed state of the puzzle cannot be altered: it is fixed by the relative positions of the centre squares and the distribution of colour combinations on edge and corner pieces. Edge pairs are often referred to as "dedges," from double edges.
There are several methods that can be used to solve the puzzle. One such method is the reduction method, so called because it effectively reduces the 444 to a 333. Cubers first group the centre pieces of common colours together, then pair edges that show the same two colours. Once this is done, turning only the outer layers of the cube allows it to be solved like a 333 cube.[6]
Another method is the Yau method, named after Robert Yau. The Yau method is similar to the reduction method, and it is the most common method used by speedcubers. The Yau methods starts by solving two centers on opposite sides. Three cross dedges are then solved. Next, the four remaining centers are solved. Afterwards, any remaining edges are solved. This reduces down to a 3x3x3 cube.[7]
A method similar to the Yau method is called Hoya. It was invented by Jong-Ho Jeong. It involves the same steps as Yau, but in a different order. It starts with all centers being solved except for 2 adjacent centers. Then form a cross on the bottom, then solve the last two centers. After this, it is identical to Yau, finishing the edges, and solving the cube as a 3x3.
Certain positions that cannot be solved on a standard 333 cube may be reached. There are two possible problems not found on the 333. The first is two edge pieces reversed on one edge, resulting in the colours of that edge not matching the rest of the cubies on either face (OLL parity):
Some methods are designed to avoid the parity errors described above. For instance, solving the corners and edges first and the centres last would avoid such parity errors. Once the rest of the cube is solved, any permutation of the centre pieces can be solved. Note that it is possible to apparently exchange a pair of face centres by cycling 3 face centres, two of which are visually identical.
Games included Rubik's Revenge in their "Top 100 Games of 1982", finding that it helped to solve the original Rubik's Cube that the center pieces did not move, but noted "That's not true of this Supercube, which has added an extra row of subcubes in all three dimensions."[14]
This is certainly not the best method, but it is how most peopleinstinctively try to solve a cube. The reason it is not very good is thatafter the first layer, all further progress must disturb and restore thatlayer.
Phase 2: Solve the top corners.The corners are solved before the edges because you are less likely tomake a mistake in the colours of the sides that way. If you were to placethe edges first and the colours of the sides were in the wrong order thenthe corners would not fit.The corners are solved in the same way as on the normal cube layer method. Find a corner piece in the bottom layer that belongs in the top layer. If there are none, and fewer than three corners are in place in the top layer then hold the cube so that an incorrect corner is at UFR. If the colour of the face is at the front of the piece then do R'DR otherwise do R'D'R.
If that edge is in the bottom layer then rotate D to place the piece below its destination, and hold the cube so that the piece and its destination are at the front right. Then do one of the following: 1. To move FRD to URF, do FDF'. 2. To move RDF to URF, do R'D'R. 3. To move DFR to URF, do FD'F'R'D2R.
By solving corner pieces which don't show the U colour on the D face first,the longer b3 case is usually avoided.
Phase 3: Solve the top edges. Find an edge that belongs on the top face. Hold the cube so that its destination is at the top front.
If the piece lies in the bottom face then turn D to bring it to the front, and then do one of the following: 1. To move the FDr edge to the UFr position, do FdF'. 2. To move the FDl edge to the UFr position, do BD2B' Fd2F'. 3. To move the FDl edge to the UFl position, do F'd'F. 4. To move the FDr edge to the UFl position, do B'D2B F'd2F.
If the piece lies in the u or d slice then turn its slice to bring it to the back right and then do one of the following: 1. To move the BRu edge to the UFl position, do FuF'. 2. To move the BRd edge to the UFr position, do Fd'F'. 3. To move the BRd edge to the UFl position, do F'd2F. 4. To move the BRu edge to the UFr position, do F'u2F.
Phase 4: Solve the middle edges, both u and d slices. Find an edge piece in the bottom layer that belongs in one of the middle layers. If there are none, and the middle layer is not correct then choose any of the bottom edges to displace a wrong piece in a middle layer. You will have to hold the cube so that the destination of the edge is at the back left or right, depending on the sequence below, and then rotate D to bring the edge piece to the front.
Do one of the following to place the edge correctly. 1. To move the FDr edge to the BRd position, do r F'R2F r' F'R2F. 2. To move the FDl edge to the BLd position, do l' FL2F' l FL2F'. 3. To move the FDl edge to the BRu position, do l' F'R2F l F'R2F. 4. To move the FDr edge to the BLu position, do r FL2F' r' FL2F'.
Phase 5: Place the centres. Find any centre that belongs in the D face, and hold the cube with that piece in the R face. Turn D to bring any incorrect centre piece to the fr position. Turn R to bring the piece to be placed at the db position. Then do the sequence rd'r'Drdr'D' and turn R back to normal. Repeat this until the D face is correct.
The same method can also be used to correct the other centres. To swap a piece from the F face with a piece from the R face, use the sequence rf'r'Frfr'F' which moves the Fur piece to the R face, and the Rdf piece to the F face. This is the same sequence as a in a different orientation. You may have to turn the F and R faces first to get the pieces in position for the sequence to work, and turn the faces back afterwards in the opposite order.
Phase 6: Place the bottom corners. Rotate D until at least two corners are positioned correctly, ignoring their orientations.
If you need to swap two corners, then do one of the following: 1. To swap DLF and DFR, do R'D'R FDF' R'DR' D2. 2. To swap DLF and DRB, do R'D'R FD2F' R'DR' D.
Phase 7: Orient the bottom corners. If there are four twisted corners then hold cube so that a corner which is clockwise twisted at the front left (the D colour shows on the left of that corner). If there are three twisted corners then hold cube so that the corner which is not twisted at the front left (the D colour shows on the bottom of that corner). If there are two twisted corners then hold cube so that the corner which is anti-clockwise twisted at the front left (the D colour shows on the front of that corner).
Perform R'D'RD'R'D2RD2.
Repeat a-b if necessary until the corners are solved.
Phase 8: Position the bottom edges. The following list has every possible combination of three edges on three different sides, and the given sequences cycle them around. 1. To cycle DBr->DFr->DRf->DBr do r F'RF r' F'R'F 2. To cycle DBr->DFr->DRb->DBr do BR'B' r' BRB' r 3. To cycle DBl->DFl->DRb->DBl do l' F'RF l F'R'F 4. To cycle DBl->DFl->DRf->DBl do BR'B' l BRB' l' 5. To cycle DBr->DFl->DRf->DBr do B'L' f L'FL f' L'F'L LB 6. To cycle DBr->DFr->DRf->DBr do B'L' RF'R' f' RFR' f LB 7. To cycle DBl->DFr->DRb->DBl do B'L' b' L'FL b L'F'L LB 8. To cycle DBl->DFl->DRb->DBl do B'L' RF'R' b RFR' b' LB To cycle the edges in the other way, either do the inverse of the given sequence, or do it twice. If you need to cycle three edges where two of them are adjacent, then simply use one of the sequences to put the other edge correctly in place which will disturb an edge on another face. You will then have a position with three edges on different faces that can be solved by on of the sequences on the list. To make two swaps, just cycle any three of them, and you will be left with only three pieces that again need to be cycled.
You may find that you end up with two edges that need to be swapped. The reason that this is possible on this cube is that slice moves perform an odd permutation on the edges. By doing a single slice move, correcting the moved centres and cycling three of the edges back, a single edge swap has occurred. Face moves are even permutations on edges, so it is not possible to perform a single edge swap with only face moves. Here is such a sequence, which swaps DFr and DBr: 1. FrBR2B'r'BR2B'F' r'U2D2l'U2D2r r2u2r2u2
Solution 2: Corners first method.It is also possible to do a corners first method, i.e.corners, edges and finally centres. One advantage of this is that you will nothit the parity problem, see 8b above, where two edges need to be swapped. Itwas solved above by doing a slice move, cycling three of its edges, and solvingthe centres again. By doing the centres last this is not a big problem. 2ff7e9595c
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