Rubik PLL: Difference between revisions
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Reference: |
Reference: |
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* Mark49152's two-sided PLL Recognition Guide ({{file|pll2side-20150531.pdf}}) |
* Mark49152's two-sided PLL Recognition Guide ({{file|pll2side-20150531.pdf}}) |
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* '''ALT''': alternate detection way that I use personally. |
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{{bkpll|gra| |
{{bkpll|gra|gre|red|gre|ORA|gre}} |
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{{bkpll|gre|RED|gre|ora| |
{{bkpll|gre|RED|gre|ora|gre|gra}} |
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| lights enclose adj (but no checker) = Aa (U')<br/> |
| lights enclose adj (but no checker) = Aa (U')<br/> |
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lights enclose adj (but no checker) = Ab (U') |
lights enclose adj (but no checker) = Ab (U') |
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* Note Aa/Ab also have a 2:1 pattern |
* Note Aa/Ab also have a 2:1 pattern |
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{{bkpll|GRE|GRE|blu|red|red|GRE}} |
{{bkpll|GRE|GRE|blu|red|red|GRE}} |
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⚫ | |||
{{bkpll|RED|gre|gre|ora|RED|RED}} |
{{bkpll|RED|gre|gre|ora|RED|RED}} |
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⚫ | |||
| same side & bookends = Ja (U)<br/> |
| same side & bookends = Ja (U)<br/> |
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same side & bookends = |
same side & bookends = Ja (U2)<br/> |
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same side & bookends = Jb (-)<br/> |
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same side & bookends = Jb (U') |
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* Bar adjacent to side with ADJ colors. |
* Bar adjacent to side with ADJ colors. |
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* ... shorter AUF when blocks ADJ colors |
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{{bkpll|BLU|gre|gre|gra| |
{{bkpll|BLU|gre|gre|gra|BLU|RED}} |
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| no bookends = Y (U') |
| no bookends = Y (U')<br/> |
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'''ALT''': same color around block |
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{{bkpll|GRE|gra|BLU|gra|gra| |
{{bkpll|GRE|gra|BLU|gra|gra|gre}} |
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{{bkpll| |
{{bkpll|blu|gra|gra|GRE|gra|BLU}} |
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=> |
=> |
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{{bkpll|gra|gra|gra|ORA|gra|ORA}} |
{{bkpll|gra|gra|gra|ORA|gra|ORA}} |
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'''OPP HEADLIGHT trick''': if perm must have an HEADLIGHT, it is always OPPOSITE to side with the OPP HEADLIGHT. |
'''OPP HEADLIGHT trick''': if perm must have an HEADLIGHT, it is always OPPOSITE to side with the OPP HEADLIGHT."<br/> |
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Also, there is always a '''BOOKEND''' (and vice-versa). |
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== Predicting PLL cases == |
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* [https://www.youtube.com/watch?v=rOn6GH7VkLQ Rubik’s Cube: How to Predict PLL (CFOP) - CubeRazn] |
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:* Look blocks on the cube. |
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:* Tracking a corner (the one in the "branching" motion of the algorithm, usually the first corner that). |
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:* G perms are the most common. |
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== Facts == |
== Facts == |
Latest revision as of 02:21, 28 December 2022
Rubik's pages on this wiki |
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This page is dedicated to permute correctly the last layer of the Rubik's cube.
The 21 PLL cases
Source:
- BB: Bob Burton's - cubewhiz.com (including original pictures and comments),
- BM: Badmephisto's algo,
- AK: Andy Klise's algo,
- VC: Victor Colin's algo.
Moves in BOLD are my current favorites.
Probabilities:
- BLUE — p=1/18
- GREEN — p=1/36
- RED — p=1/72
Permutations of edges or corners only
Ua |
(R2 U') (R' U' R U) (R U) (R U' R) (VC video) [y2] (R U' R U) (R U) (R U') (R' U' R2) (BB)
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(R' U R' U') (R' U') (R' U) (R U R2) (VC video) [y2] (R2 U) (R U R' U') (R' U') (R' U R') (BB)
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Ub | |
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Z |
(M2' U) (M2' U) (M' U2) (M2' U2) (M' [U2]) (BB, VC Video) (M2' U') (M2' U') (M' U2') (M2' U2') (M' [U2']) (BB,VC,mirror)
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(M2' U) (M2' U2) (M2' U) M2' (BB, VC Video) (M2' U') (M2' U2') (M2' U') M2' (BB,VC,mirror)
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H | |
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Aa |
x (R' U R') D2 (R U' R') D2 R2 (BB,VC video)
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x R2 D2 (R U R') D2 (R U' R) (BB,VC Video)
[y'] x (L U' L) D2 (L' U L) D2 L2 |
Ab | |
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E |
x' (R U') (R' D) (R U R' D') (R U R' D) (R U') (R' D') (BB, VC Video)
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solved |
Swap one set of adjacent corners
Ra |
R U R' F' R U2 R' U2 R' F R U R U2 R' [U'] (BB)
(R U' R' U') (R U R) D (R' U' R) D' (R' U² R') (VC video)
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(R' U2) (R U2) (R' F R U R' U') (R' F' R2 [U']) (BB, VC video)
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Rb | |
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Ja |
(R' U L') U2 (R U' R') U2 (L R U') (BB) z (D' R U') R2 (D R' D') R2 (U D R') (BB,same with z setup)
(L' U' L F) (L' U' L U) (L F' L2' U L) (VC video VC)
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(R U R' F') (R U R' U') (R' F) (R2 U') (R' [U']) (BB)
(R U R' F') (R U R' U') (R' F R2 U' R') (VC, edited from Ja perm)
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Jb | |
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T |
(R U R' U') (R' F) (R2 U' R' U') (R U R' F') (BB,edited)
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(R' U' F') (R U R' U') (R' F) (R2 U' R' U') (R U R' U R) (BB,edited)
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F |
Swap one set of corners diagonally
V |
(R' U R' d') (R' F' R2 U') (R' U R' F) (R F) (video VC)
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(F R U' R' U') (R U R' F') (R U R' U') (R' F R F') (BB)
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Y | |
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Na |
(z) D (R' U) (R2 D' R D U') (R' U) (R2 D' R U' R) (BB)
z U (R' D) (R2 U' R U D') (R' D) (R2 U' R D' [R]) (cyotheking video)
(R U R' U) (R U R' F') (R U R' U') (R' F R2 U' R') (U2 R U' R) (VC, from youtube chat)
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(z) U' (R D') (R2' U R' D U') (R D') (R2' U R' D R') (BB)
z U' (R D') (R2 U R' D U') (R D') R2 U R' D [R] (cyotheking video)
(R' U R U') (R' F' U' F) (R U R' F) (R' F' R U' R) (VC video)
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Nb |
Double spins
Ga |
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[y'] (R' U' R) y (R2' u R' U) (R U' R u' R2') (BB)
(F' U' F) (R2' u R' U) (R U' R u' R2') (VC, from an example solve)
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Gb | |
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Gc |
(R2' u' R U') (R U R' u R2) (f R' f') (bB)
[y2] R2' F2' R U2 R U2') (R' F R U) (R' U' R' F) R2 (VC,example solve)
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[y] (R U R') y' (R2' u' R U') (R' U R' u R2) (BB)
(f R f') (R2' u' R U') (R' U R' u R2) (VC video)
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Gd |
PLL training sequence
From Victor Colin:
Ga | (R2 u) ... |
Nb | (R' U R U') ... |
Gb | (F' U' F) ... |
Gd | (f R f') ... |
Gc | (R2' u' R U') ... |
Y | (F R U') ... |
Ra | (R U' R' U') ... |
Ua | (R2 U') ... |
Rb | (R' U2) (R U2) ... |
Ub | (R' U R' U') ... |
Jb | (R U R' F') ... |
F | (R' U' F') ... |
V | (R' U R' d') ... |
Na | (R U R' U) ... |
Aa | x (R' U R') ... |
Ab | x R2 ... |
H | (M2' U') (M2' U2') ... |
Z | (M2' U') (M2' U') ... |
E | x' (R U') ... |
T | (R U R' U') ... |
Ja | (L' U' L F) ... |
Recognizing the PLL cases
Links
- Links to reference guides and methods, and a nice 2-page PDF with easy method (File Pll2side-20140531.pdf)
- A quite clear video on PLL recognition, almost only two sides.
- Improve Rubik's Cube Last Layer: 2 Sided PLL Recognition [CFOP [Tutorial/Guide]]
- Yet another guide video on 2-side PLL recognition.
- Nice app to train PLL recognition from 2 sides only!
- All cases listed by PLL cases instead of the two visible edges.
- A *must* see video on how to quickly recognizes the PLL based on features like headlights, bar, pairs...
- Reddit post, with many links (reported above).
- Advanced stuff
- An advanced method to predict in OLL where headlights are going to be, and adapt PLL recognition accordingly, and even influence where the headlights are going to be. Lot of nice tips though.
Corner analysis
We number the corners with 1 2 3 4
, and looking at the cube from 2 sides, we assume corner 1 is always on the left. We have the 6 following possible cases. We look at features like:
- Headlights (HL)
- Bookend (BE)
Case | State | Obtained by | Visible features | Hidden features | ||||
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Solved | HL (2x) | HL (2x) | |||||
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(1,3) or (2,4) relatively solved | Swap 2-4 or swap 1-3 | no BE, no HL | |||||
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(1,2) relatively solved | (3,4) swap / (1,2,3) cycle / (1,2,4) cycle | HL | BE | ||||
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(3,4) relatively solved | (1,2) swap / (1,3,4) cycle / (2,3,4) cycle | HL | BE | ||||
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(1,4) relatively solved | (2,3) swap / (1,2,4) cycle / (1,3,4) cycle | BE | HL | ||||
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(2,3) relatively solved | (1,4) swap / (1,2,3) cycle / (2,3,4) cycle | BE | HL |
Conclusions:
- If we see TWO HEADLIGHTS, then ALL corners are SOLVED.
- If we see ONE HEADLIGHT, then TWO corners are SOLVED.
- If we see BOOKEND (hence no headlight), then TWO corners are SOLVED on non-visible side (-> HIDDEN HEADLIGHTS)
- If we don't see any bookend (nor headlights), then TWO OPPOSITE corners are SOLVED.
Notes:
- HEADLIGHT and BOOKEND (as visible features) are mutually exclusive.
- Any permutation with HEADLIGHT will exhibit the HEADLIGHT on two cube orientations, and BOOKEND on the two others.
2-face recognition
Reference:
- Mark49152's two-sided PLL Recognition Guide (pll2side-20150531.pdf)
- ALT: alternate detection way that I use personally.
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pattern = perm (AUF) |
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Notes:
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=> |
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OPP HEADLIGHT trick: if perm must have an HEADLIGHT, it is always OPPOSITE to side with the OPP HEADLIGHT." |
Predicting PLL cases
- Look blocks on the cube.
- Tracking a corner (the one in the "branching" motion of the algorithm, usually the first corner that).
- G perms are the most common.
Facts
- Look at corners first, because they give the most information at first.
- When 2 corners are solved, we see one headlight. In that case, the opposite side will have an headlight of opposite color.
- This is particularly interesting when having A perm, to identify where are the headlights.