CHAPTER 4: SQ1 PARITY PROBLEMS
It's time to talk about parity.
Imagine there are 3 corners on the right side of U and 3 corners on the right side of D. It's true that a / creates 3 2-cycles of corners. A 2-cycle is a transposition, so that's an odd number of transpositions!! The entire point of my second post was to explain that an odd number of transpositions is... unkind. The Rubik's Cube never shows such unkindness.
Remember how when we were getting into cube shape, we put 6 corners into D? Well, it's also true rotating the 6 corners once, like (0,2), creates a 6-cycle of corners, which requires 5 transpositions. That's an odd number of transpositions again! Unkindness again!
(The SQ2 looks like a tremendous pain, but at least it does not have these problems. A / would create 6 transpositions instead of 3, and a (0,2) would create 10 transpositions instead of 5. But I digress.)
So there are parity problems in SQ1, and two ways we know to wrong the right or right the wrong.
Advanced SQ1 competitors know how to check for parity problems before getting into cube shape. While that's ideal, it requires memorizing a "reference scheme" and making a bunch of calculations concerning 6 different things. I'm not against calculations, as ridiculous as they may be, but I'll be damned if I'm memorizing a "reference scheme."
Other cubers nearly solve the SQ1, find there is parity half the time, curse, and then apply some monstrous algorithm at the very end. That is also entirely unreasonable.
What to do, what to do. Well.
Because I refuse to memorize a reference scheme, the first step would
have to be for me to get this thing into cube shape. After that, instead of orienting or permuting pieces, I could start counting all the cycles for the corners and the edges as a way of checking the parity of all transpositions required to solve the cube. Do you remember when I was talking about subgroups under chapter 3 on group theory in my first post?
Of course not. That part goes over counting cycles.
Let's say I begin my parity checking process by counting a corner cycle. At random I'd choose a corner, C1, which is in a slot, S1. If C1 is solved, meaning that S1 is C1's correct slot, then we can say C1 is part of a 1-cycle and it requires 0 transpositions to become solved, and that cycle's parity is even.
If C1 is not solved, meaning that S1 is not C1's correct slot, I'd look at C1's correct slot to find a new corner, C2. If C2's correct slot was S1, then C1 and C2 would make a 2-cycle, which requires 1 transposition, and that cycle's parity would be odd.
But if C2's correct slot was not S1, I would look at C2's correct slot to find C3. If C3's correct slot was S1, then C1, C2, and C3 would make a 3 cycle, which requires 2 transpositions, and that cycle's parity would be even.
And so on and so forth.
I'd add up the number of transpositions of all the cycles for corners and all the cycles for edges on U and D to determine the overall parity state. If the cube happened to be completely solved, that number would be 0. If all 8 corners were involved in a single cycle, that would require 7 transpositions, and if all 8 edges were involved in another single cycle, that would require 7 more. In other words, I must count to some number ≥ 0 but ≤ 14.
Once the puzzle is in cube shape and remains in cube shape, the parity of transpositions is locked. To avoid parity problems, we want the cube shape to be locked in an even parity.
If the parity of total transpositions were even, I would simply continue solving the cube. If it were odd, I'd have to fix that by taking my cube back to the Millennium with /(3,3)/(1,2)/(4,2)/. Then I'd (0,2) to swap parity, and restore to cube shape once again.
Altogether, that would look like this:
/(3,3)/(1,2)/(4,2)/
(0,2)
/(-2,4)/(1,2)/(-3,-3)/
But wait! We know of not one, but two ways to right the wrong! I could also toggle parity by taking my cube back only most of the way towards the Millennium, /(3,3)/(1,2)/, noticing an abundance of adjacent corners on both my U and D. Then I could move the 3 adjacent corners on U and and the 3 adjacent corners on D over to the right side with (2,-2), and swap parity with /. Then I'd restore cube shape. That would be kind of showoffy.
Altogether, that would look like this:
/(3,3)/(1,2)/
(2,-2)/
(4,-4)/(1,2)/(-3,-3)/
CHAPTER 5: BUILDING SQ1 ALGORITHMS
By now, you may have wondered why I included the Domino Cuboid in my photo. To solve the Domino Cuboid in terms that made sense to me, I used simple commutator/blockbuilding skills to simultaneously solve the edges, and then I wrote a commutator for the corners. The X in my commutator was R2*U*R2*U-1*R2, and the Y was some form of D. Mainly, my point is that the R2 reminds me a lot of the /. The 180° flip is weirdly constricting, but solving the Domino gives me the courage to explore the SQ1. I recommend trying these puzzles in that order. With the notion that we're going to be using something like R2's all the time, let's start building algorithms.
Here's where we left off at the end of chapter 3:
(1,0)/(3,0)/(-1,0)
swaps a quarter of U with a quarter of D;
it also shifts a quarter of each U and D clockwise.
This is an algorithm about making quarters, so let's call it the "Washington."
And if we're going to be talking about quarters, let's abbreviate them.
FR - front right quarter
FL - front left quarter
BR - back right quarter
BL - back left quarter
Say we wanted to permute quarters but maintain orientation.
We know
(1,0)/(3,0)/ would get us started.
(3,3)/(3,0)/ would move all the quarters to their original faces.
(5,6) would reorient the cube so we could see what happened.
Altogether,
(1,0)/(3,0)/(3,3)/(3,0)/(5,6)
swaps BR & BL in both U and D.
This is an algorithm about 4 oriented quarters, so let's call it "2 Heads 2 Tails."
Repeating it will restore the cube.
Also, because
(1,0)/(3,0)/(3,3)/(3,0)/(5,6)
swaps BR & BL in both U and D,
I should be able to perform the algorithm, reposition one face only, and repeat the algorithm.
The second iteration will re-solve the face I didn't reposition!
That's just like what I was talking about with the Skewb.
(1,0)/(3,0)/(3,3)/(3,0)/(5,6) (no slash, just resetting)
(0,3) (rotating)
(1,0)/(3,0)/(3,3)/(3,0)/(5,0)
Aha!
This one swaps FL & BL in D only.
Repeating the whole thing will restore the cube.
This is an algorithm about two oriented quarters only, so let's call it the "Half Dollar."
But actually, "Kennedy" is cooler.
Repeating it will restore the cube.
Related Kennedys:
(1,0)/(3,0)/(3,3)/(3,0)/(5,6) (no slash, just resetting)
(0,-3) (rotating)
(1,0)/(3,0)/(3,3)/(3,0)/(5,0)
swaps FR & BR in D only.
Repeating it will restore the cube.
(1,0)/(3,0)/(3,3)/(3,0)/(5,6) (no slash, just resetting)
(0,6) (rotating)
(1,0)/(3,0)/(3,3)/(3,0)/(5,3)
swaps FL & BR in D only.
Repeating it will restore the cube.
(1,0)/(3,0)/(3,3)/(3,0)/(5,6) (no slash, just resetting)
(3,0) (rotating)
(1,0)/(3,0)/(3,3)/(3,0)/(-2,6)
swaps FR & BR in U only.
Repeating it will restore the cube.
(1,0)/(3,0)/(3,3)/(3,0)/(5,6) (no slash, just resetting)
(-3,0) (rotating)
(1,0)/(3,0)/(3,3)/(3,0)/(-1,6)
swaps FL & BL in U only.
Repeating it will restore the cube.
(1,0)/(3,0)/(3,3)/(3,0)/(5,6) (no slash, just resetting)
(6,0) (rotating)
(1,0)/(3,0)/(3,3)/(3,0)/(2,6)
swaps FR & BL in U only.
Repeating it will restore the cube.
Let's go back to Washington.
(1,0)/(3,0)/(-1,0)
Specifically, this moves
BL in U to FR in D
BR in D to FL in U
FL in U to BL in U
FR in D to BR in D
Washington doesn't affect FR & BR in U or FL & BL in D.
That means I should be able to
1. Flip 4 quarters around with Washington,
2. Reposition U and D with (3, 3) so the scrambled quarters are in the back, and
3. Swap adjacent quarters with 2 Heads 2 Tails to get one unsolved quarter on each face.
Let's try it out:
(1,0)/(3,0)/(-1,0) (no slash, just resetting)
(3, 3) (rotating)
(1,0)/(3,0)/(3,3)/(3,0)/(2,3)
Eureka, it worked!!!
BL in U transposed with BR in D.
Repeating it restores the cube, natural, natural.
This is an algorithm that maintains 3/4 of each face!
Let's add up those quarters and celebrate with some "Charles Shaw."
I was hoping to get to something like this. Originally, I was thinking that from here I'd further isolate a corner or an edge to make a commutator. But as I'm entirely unwilling to leave cube shape even for a moment, all I can permute are quarter squares. Also, so many of my algorithms are quarter square transpositions that leave the rest of the cube intact, which means I've already acquired more powerful tools than I had predicted. So it looks like I need to reevaluate my plan and solve this thing by reduction!
CHAPTER 6: THE DOUBLE KENNEDY
Well, to be honest, I failed. I
was able to solve my SQ1, but not in a way that I was happy to present to you. I still had to derive one more thing. Begrudgingly, I admit that i
t appears to be important to understand both types of quarter groupings: (1,0) and (0,-1). Luckily for us, that's not difficult at all.
There comes a time in blockbuilding quarters where you can run into something that feels like a parity error due to the limitations of my algorithms. So we need one more tool. You see, our quarter swapping algorithms make a 2-cycle of corners and a 2-cycle of edges. The 4 Horsemen makes one 2-cycle of edges in U, and another in D. But what we can't do yet is make 2 corner or edge transpositions in only one face. That's also known as a 3-cycle, and those are all over my other permutation puzzles. It took me a little while to figure this one out, but I finally got it.
First, let's just explore what (1,0) and (0,-1) quarters are in the first place.
When using algorithms that begin with (1,0) and not (0,-1),
Quarters are edges then corners when moving clockwise.
Think of corners as having 2 colors, not 3.
The first corner color is yellow or white.
The second edge-matching color is on each corner's counterclockwise side.
The third color is completely ignored.
We'll call these (1,0) quarters.
On the other hand, when using algorithms that begin with (0,-1) and not (1,0),
Quarters are corners then edges when moving clockwise.
The first corner color is yellow or white.
The second edge-matching color is on each corner's clockwise side.
We'll call these (0,-1) quarters.
Because our algorithms were written for (1,0) quarters, we mostly use those.
Luckily, extending our understanding to (0,-1) quarters is not hard at all!
If we momentarily think in (0,-1) quarters and then return to (1,0) quarters, we can move edges around but leave corners untouched! But we never have to stop thinking in quarters! We just have to think in two kinds of quarters with overlapping corners!
A (0,-1) Kennedy looks like this:
(0,-1)/(3,0)/(3,3)/(3,0)/(6,-5) (no slash, just resetting)
(0,3) (rotating)
(0,-1)/(3,0)/(3,3)/(3,0)/(6,1)
That maintains U and swaps FL and BL (0,-1) quarters in D.
To turn that into a edge 3-cycle, follow up with the corresponding (1,0) Kennedy!
We started with a (0,-1) Kennedy DL, so in this case, we'll continue with a (1,0) Kennedy DL:
(1,0)/(3,0)/(3,3)/(3,0)/(5,6) (no slash, just resetting)
(0,3) (rotating)
(1,0)/(3,0)/(3,3)/(3,0)/(5,0)
Look! It's a clockwise 3-cycle of D front, back, and left edges! Thrilling!!
I'll call the 3-edge cycle a DoubleKennedy.
Specifically, that one was the DoubleKennedyDL, and altogether, it looks like this:
(0,-1)/(3,0)/(3,3)/(3,0)/(6,-5) (no slash, just resetting)
(0,3) (rotating)
(0,-1)/(3,0)/(3,3)/(3,0)/(6,1)
(1,0)/(3,0)/(3,3)/(3,0)/(5,6) (no slash, just resetting)
(0,3) (rotating)
(1,0)/(3,0)/(3,3)/(3,0)/(5,0)
Cycles D front, back, and left edges clockwise
DoubleKennedy DR:
(0,-1)/(3,0)/(3,3)/(3,0)/(6,-5) (no slash, just resetting)
(0,-3) (rotating)
(0,-1)/(3,0)/(3,3)/(3,0)/(6,1)
(1,0)/(3,0)/(3,3)/(3,0)/(5,6) (no slash, just resetting)
(0,-3) (rotating)
(1,0)/(3,0)/(3,3)/(3,0)/(5,0)
Cycles D front, back, and right edges clockwise
Counterclockwise DoubleKennedys, on the other hand, begin with (1,0) Kennedys:
(1,0)/(3,0)/(3,3)/(3,0)/(5,6) (no slash, just resetting)
(0,3) (rotating)
(1,0)/(3,0)/(3,3)/(3,0)/(5,0)
(0,-1)/(3,0)/(3,3)/(3,0)/(6,-5) (no slash, just resetting)
(0,3) (rotating)
(0,-1)/(3,0)/(3,3)/(3,0)/(6,1)
Cycles D front, back, and left edges counterclockwise
(1,0)/(3,0)/(3,3)/(3,0)/(5,6) (no slash, just resetting)
(0,-3) (rotating)
(1,0)/(3,0)/(3,3)/(3,0)/(5,0)
(0,-1)/(3,0)/(3,3)/(3,0)/(6,-5) (no slash, just resetting)
(0,-3) (rotating)
(0,-1)/(3,0)/(3,3)/(3,0)/(6,1)
Cycles D front, back, and right edges counterclockwise
You get the idea. You could cycle edges in U by changing (0,3) to (3,0), etc.
I won't muddy up our toolbox with all of these because you don't actually need to understand it for my method. You just need to be able to start an algorithm with (0,-1), like maybe one time. Of course, now that you know how to make 3-cycles of edges, you can solve a SQ1 a great variety of ways.
CHAPTER 7: SOLVING THE SQ1
7.1: TOOLBOX OF DERIVABLE ALGORITHMS
Dolla'Dolla': (1,0)/(-1,0) (Chapter 3)
Equator Flip: (1,0)/(6,0)/(6,0)/(5,0) (Chapter 3)
Upside Down: (1,0)/(6,6)/(-1,0) (Chapter 3)
4 Horsemen: (1,0)/(-1,-1)/(0,1) (Chapter 3)
Washington: (1,0)/(3,0)/(-1,0) (Chapter 5)
2 Heads 2 Tails: (1,0)/(3,0)/(3,3)/(3,0)/(5,6) (Chapter 5)
Kennedy DR: (1,0)/(3,0)/(3,3)/(3,0)/(5,6)(0,-3)(1,0)/(3,0)/(3,3)/(3,0)/(5,0) (Chapter 5)
2H2T(0,-3)2H2T
Kennedy DL: (1,0)/(3,0)/(3,3)/(3,0)/(5,6)(0,3)(1,0)/(3,0)/(3,3)/(3,0)/(5,0) (Chapter 5)
2H2T(0,3)2H2T
Kennedy D Opposite: (1,0)/(3,0)/(3,3)/(3,0)/(5,6)(0,6)(1,0)/(3,0)/(3,3)/(3,0)/(5,3) (Chapter 5)
2H2T(0,6)2H2T
Kennedy UL: (1,0)/(3,0)/(3,3)/(3,0)/(5,6)(-3,0)(1,0)/(3,0)/(3,3)/(3,0)/(-1,6) (Chapter 5)
2H2T(-3,0)2H2T
Kennedy UR: (1,0)/(3,0)/(3,3)/(3,0)/(5,6)(3,0)(1,0)/(3,0)/(3,3)/(3,0)/(-1,6) (Chapter 5)
2H2T(3,0)2H2T
Kennedy U Opposite: (1,0)/(3,0)/(3,3)/(3,0)/(5,6)(6,0)(1,0)/(3,0)/(3,3)/(3,0)/(2,6) (Chapter 5)
2H2T(6,0)2H2T
Charles Shaw: (1,0)/(3,0)/(-1/0)(3,3)(1,0)/(3,0)/(3,3)/(3,0)/(2,3) (Chapter 5)
WASH(3,3)2H2T
Parity Rotation: /(3,3)/(1,2)/(4,2)/(0,2)/(-2,4)/(1,2)/(-3,-3)/ (Chapter 4)
Parity Flip: /(3,3)/(1,2)/(2,-2)/(4,-4)/(1,2)/(-3,-3)/ (Chapter 4)
7.2: THE KRATZKE METHOD
a. Group pairs of edges together.
b. There are 3 ways to add the final pair to the cluster of 6.
I. They can be added to a side of the cluster of 6.
II. They can be separated into a line and added to straddle the cluster of 6.
III. If the last 2 edges are stuck in an L-shape instead,
Replace an outer pair in the cluster of 6 with the L.
This creates a line of edges, a cluster of 4, and an isolated pair.
Make a cluster of 6, and then add the line.
c. The notion of opposite edges in a line is important; let's call these edge-lines.
2. Do the carbon dating thing to get a cube.
3. Check for odd parity.
a. You can rotate pieces around as much as you like before counting cycles.
b. Once you start counting cycles, however, do not alter the cube.
c. While unnecessary, it's easier count cycles if the pieces are oriented.
That means all the yellow pieces are in U and all the white pieces are in D.
d. To do this, first put yellow corners into U with Dolla'Dolla'.
Whenever I specify an algorithm like that, I always mean:
You can use it as many times as needed, and
You have the freedom to use U and D rotations to your heart's content.
Then use the 4 Horsemen to get one or both yellow edge-lines into U.
It's possible that this leaves an L-shape of edges in white.
In this case, permute white corners to form yellow and white edge-lines.
Whenever I say "permute," feel free to use any of our derivable algorithms.
Finally, use the 4 Horsemen to finish orienting edges.
e. Calculate the parity of transpositions needed to solve all pieces.
4. If the parity is odd, use one of the parity fix algorithms.
5. Blockbuild
exactly 4 quarters and hide them from the
4 Horsemen.
Then build the remaining 4 quarters with the 4 Horsemen.
You must be hiding 4 (1,0) quarters or 4 (0,-1) quarters; don't mix and match.
a. Odd numbers of built quarters are a huge pain; avoid them if at all possible.
b. (1,0) quarters can be hidden in FR and BL of U and also FL and BR of D.
(0,-1) quarters can ben hidden in the opposite quadrants.
Built edges simply need to be perpendicular to the 4 Horsemen transpositions.
c. Make U into yellow corners with white edges.
(You can choose to divide pieces any way you like; this is just how I do it.)
(Ex: white corners with yellow edges; hot color corners with cool color edges)
Arrange U with the method I described before the parity count in 3d.
d. Permute quarters in D until the 4 Horsemen can build 2 opposite yellow quarters in U.
e. Build the 2 yellow quarters and hide them from the 4 Horsemen with a 90° U rotation.
f. If you're very lucky,
I. You didn't accidentally build any white quarters, AND
II. You're set up so that the 4 Horsemen can build 2 white quarters in D.
In this case, build those 2 white quarters!
Then use the 4 Horsemen to finish building all 8 quarters.
g. Otherwise, permute quarters in D and build the 2 remaining yellow quarters in U.
We must now evaluate D.
I. If D has 0 built quarters, excellent!! We can hide them from the 4 Horsemen.
Begin with Dolla'Dolla', follow with 2 Heads 2 Tails, and hide.
Use the 4 Horsemen to build all four white quarters.
II. If D has 1 built quarter, we must remedy this with a (0,-1) Kennedy.
We don't care about quarter placement, so we don't need a DoubleKennedy.
(A (0,3) rotation cycles D front, back, and left edges clockwise.)
(A (0,-3) rotation cycles D front, back, and right edges clockwise.)
You have two options.
α. Unbuild all white quarters with a (0,-1) Kennedy and go to the previous step.
β. Solve U completely with (1,0) quarter algorithms first.
Then use your (0,-1) Kennedy to help make all 8 (0,-1) quarters!
That commits you to (0,-1) algorithms through the end. Fancy.
III. If D has 2 built quarters, you counted wrong and you have parity.
IV. D can't possibly have 3 built quarters; what would be in the 4th?
V. If D has 4 built quarters, you already have all 8! Go go go!
7. Permute your 8 quarters to finish the solve!!
CHAPTER 8: CHECKERBOARDING & SOURCES
You've made it all the way through my final post, and you deserve a paragraph on checkerboarding. It's not important, and it's hardly any sort of concluding remark. It's just something fun.
To make a solved standard Rubik's Cube into one with a checkerboard pattern on each side is very easy. Take each of the 3 middle slices, and in any order, rotate them 180°. That's all.