This will be the last blog for my passion project "The Rubik's Cube Re-Explored". So to go back in time a bit, my original goals were to improve my average of 12 on a 3x3 Rubik's cube to 15.xx seconds, to become completely colour neutral, and to memorize all of my OLL and PLL algorithms.
I accomplished or almost accomplished all of these goals. I got my average down much lower, but to around the 16.xx range. I memorized ALMOST all of the 57 OLL algorithms and all 21 of the PLL algorithms. I also learned quite a few advanced techniques, most of which I have shared with you on this blog.
I was also reacquainted with the massive online and offline speed cubing community. I'm just realizing this now (after my presentation) but speed cubing relates to the topic of digital dualism which we learned about in my bible class. Digital dualism is the belief that life online and life offline are different separate things. I've discovered that the speed cubing community online and offline are not different things. From what i've experienced online speed cubing community is just a tool to help build relationships or share new discoveries with a larger audience. But the community online is no way separate from the community offline.
I also had some obstacles along the journey of this project. My main obstacle was time restrictions because I had a very busy schedule for the duration of this project. My solution to this obstacle was to set aside a chunk of time before bed dedicated to practice and that seemed to work really well. Another obstacle I had was forgetting algorithms that I had memorized. I overcame this by repeating an algorithm I had memorized that day several more times before I went to sleep. This seemed to really affirm the algorithms in my mind.
So was my passion project successful? In short; yes. I accomplished or almost accomplished every goal I set out to achieve, I learned a LOT and I really discovered the importance of practice. You're not going to really improve at something without lots of practice!
So to end off I guess I'll just say I'm very pleased with the results of this project and I'm very thankful I got the chance to do it.
Showing posts with label OLL. Show all posts
Showing posts with label OLL. Show all posts
Thursday, January 23, 2014
Project Conclusion..
Wednesday, January 15, 2014
Progress Update
Although I have been keeping you all informed of what I'm learning through my practice, I haven't really shared my progress. So in this post I will try and inform you of what I have accomplished thus far.
What I have been doing to for my project is available on my goals page. I have come close to or accomplished these goals which is good because the project is just about over.
I now can get about a 16.xx colour neutral average of 12 which isn't too far off of my original goal of 15.xx seconds.
I have also memorized nearly all of the 57 OLL algorithms which was a lot of work as well as all 21 of the PLL algorithms. I should be able to finish memorizing all of the OLLs very soon.
So overall I feel as though my work thus far has payed off and I have made a lot of progress in speed cubing. I have learned a ton through my practice sessions and through this I have really come to realize that you can't expect to get good at something without a LOT of practice. Practice is so important!
The main obstacle I had to overcome during this project was time restraints as I had been very busy with school and sports. I overcame this obstacle by setting aside a chunk of time before bed as my practice time which seemed to work very well. I also had a problem were sometimes I would forget an algorithm I had memorized because there are so many. I overcame this by memorizing the algorithm during the day and then before bed repeating it several more times. This seemed to make the algorithms I memorized very concrete in my mind.
What I have been doing to for my project is available on my goals page. I have come close to or accomplished these goals which is good because the project is just about over.
I now can get about a 16.xx colour neutral average of 12 which isn't too far off of my original goal of 15.xx seconds.
I have also memorized nearly all of the 57 OLL algorithms which was a lot of work as well as all 21 of the PLL algorithms. I should be able to finish memorizing all of the OLLs very soon.
So overall I feel as though my work thus far has payed off and I have made a lot of progress in speed cubing. I have learned a ton through my practice sessions and through this I have really come to realize that you can't expect to get good at something without a LOT of practice. Practice is so important!
The main obstacle I had to overcome during this project was time restraints as I had been very busy with school and sports. I overcame this obstacle by setting aside a chunk of time before bed as my practice time which seemed to work very well. I also had a problem were sometimes I would forget an algorithm I had memorized because there are so many. I overcame this by memorizing the algorithm during the day and then before bed repeating it several more times. This seemed to make the algorithms I memorized very concrete in my mind.
Monday, December 16, 2013
Algorithms From Different Angles
I would like to talk about the importance of being able to execute certain algorithms from different angles. In a solve, you really want to reduce unnecessary turns. They just take up extra time, slowing you down. It is important to be able do perform an algorithm from multiple angles so that it doesn't require extra turns to set it up. To explain this I will use the "Sune" which is one of the most commonly known OLL's. Here is a picture of the case in the orientation in which the algorithm will work.
The algorithm for this case is R U R' U R U2 R'
The algorithm would need to be adjusted. This can be done by doing the same set of moves but from a different angle. The algorithm would then look like L U L' U L U2 L'. It would solve the same case but just at a different angle. This saves you turns, therefore time.
Another example can be done with the "Anti-Sune." this case is the inverse of the Sune, Hence the name Anti-Sune. Like the Sune this is also a great algorithm to execute from different angles. The algorithm for this case is R U2 R' U' R U' R'. That algorithm will solve the Anti-Sune only from one angle.
The algorithm for this case is R U R' U R U2 R'
The algorithm would need to be adjusted. This can be done by doing the same set of moves but from a different angle. The algorithm would then look like L U L' U L U2 L'. It would solve the same case but just at a different angle. This saves you turns, therefore time.
Another example can be done with the "Anti-Sune." this case is the inverse of the Sune, Hence the name Anti-Sune. Like the Sune this is also a great algorithm to execute from different angles. The algorithm for this case is R U2 R' U' R U' R'. That algorithm will solve the Anti-Sune only from one angle.
But what if it looked like this?
Well like i said before you could rotate the top layer and then solve it with the algorithm above or you could just execute it from a different angle. The algorithm for this angle would be R' U' R U' R' U2 R.
This can not be done with all algorithms however. Only some are practical because the algorithm at a different angle would be very hard to perform and actually slower than just doing extra turns and performing it like usual. You will have to use your own discretion to see which cases are practical and which are not. I know this is a bit of a nit-picky thing but this technique can help to lower your times just a bit when used wisley,
Well like i said before you could rotate the top layer and then solve it with the algorithm above or you could just execute it from a different angle. The algorithm for this angle would be R' U' R U' R' U2 R.
This can not be done with all algorithms however. Only some are practical because the algorithm at a different angle would be very hard to perform and actually slower than just doing extra turns and performing it like usual. You will have to use your own discretion to see which cases are practical and which are not. I know this is a bit of a nit-picky thing but this technique can help to lower your times just a bit when used wisley,
Wednesday, December 4, 2013
F2L
F2L is the second step of CFOP and arguably the most important. F2L stands for "First 2 Layers" and comes right after solving your cross. There are two different ways of solving F2L when dealing with CFOP, one is intuitive F2L and the other is algorithm F2L. Just about no one solves exclusivity with either of these, but with an amalgamation of the two. Intuitive F2L basically means you use no algorithms and everything is solved with your common sense and pre-existing understanding of the cube and how it works. Algorithm F2L focuses on specific cases and scenarios. It is a lot of work to memorize all of these algorithms for these specific cases but it pays off. When a case that you have memorized an algorithm for, it can be solved much faster and in a more fingertrickable way than it would be solved intuitively. Because of this I have been recently memorizing algorithms for specific cases which I have had trouble solving quickly in the past. This is a great video made by Daniel Sheppard that shows some very good algorithms for cases I have had trouble with in the past.
My F2L favourite algorithm I have learned so far is this case.
The algorithm to place the corner in while the edge is already solved is R' D' R U' R' D R. Normally this case would require a time consuming Y rotation but this algorithm utilizes D turns and it can be executed very quickly. This is also a great algorithm because it can be used to force an OLL skip. An OLL skip is where the OLL stage is completed already after F2L and does not require an algorithm. When the case appears like this you can execute the algorithm and it won't un-orient any of the other pieces leaving you with an OLL skip allowing you to move straight into PLL. When done intuitively, this would not be the case. This is what the cube looks like when you are able to utilize this algorithm to force an OLL skip.
My F2L favourite algorithm I have learned so far is this case.
The algorithm to place the corner in while the edge is already solved is R' D' R U' R' D R. Normally this case would require a time consuming Y rotation but this algorithm utilizes D turns and it can be executed very quickly. This is also a great algorithm because it can be used to force an OLL skip. An OLL skip is where the OLL stage is completed already after F2L and does not require an algorithm. When the case appears like this you can execute the algorithm and it won't un-orient any of the other pieces leaving you with an OLL skip allowing you to move straight into PLL. When done intuitively, this would not be the case. This is what the cube looks like when you are able to utilize this algorithm to force an OLL skip.
Sunday, October 20, 2013
OLL Progress
Since the beginning of this project, I have made a decent amount of progress in memorizing OLLs. I have explained what OLL and an algorithm is in my introduction post so please refer back to that if you are unsure.
I have been using Badmephisto's website and iPhone app for these algorithms. The link can be found in the resources page.
The cases which I have recently memorized the algorithms for are:
(R U R' U) R d' R U' R' F'
(R U R' U) (R' F R F') U2 (R' F R F')
(R U R' U') R' F R2 U R' U' F'
If you wish to know what these algorithms mean, refer to my notation page.
Now when I see any of these cases I can solve them in a single algorithms instead of having use "2 Look OLL. 2 Look OLL is when you have to convert an OLL case into another case using an algorithm which you already know. 2 Look OLL is not nearly as fast because it requires 2 algorithms instead of 1.
I have been using Badmephisto's website and iPhone app for these algorithms. The link can be found in the resources page.
The cases which I have recently memorized the algorithms for are:
(R U R' U) R d' R U' R' F'
(R U R' U) (R' F R F') U2 (R' F R F')
(R U R' U') R' F R2 U R' U' F'If you wish to know what these algorithms mean, refer to my notation page.
Now when I see any of these cases I can solve them in a single algorithms instead of having use "2 Look OLL. 2 Look OLL is when you have to convert an OLL case into another case using an algorithm which you already know. 2 Look OLL is not nearly as fast because it requires 2 algorithms instead of 1.
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r' U2
r U2 R' U' R U' r'