YES...

HEHE...I couldn't apply this but maybe:

Have an alg for the OLL parity, and have an alg for the OLL parity
when it is 3 edges...and then do a COLL case to solve the corners, and
leave the edges to be permuted...The way I do my LL is 4LLL, so I've
never gotten one of the corner PLL parities...i'm kinda happy about
that...not sure which is faster...cuz if you do: 1 alg for edges
(1,2,3,4) then COLL, then PLL edges (then fix PLL parity if needed) I
think that would be quite fast...

Craig

--- In [email protected], cmhardw <[EMAIL PROTECTED]>
wrote:
>
> Hey everyone,
> 
> I have a new LL strategy for centers first people to propose and
> analyze in this post.  I am trying to come up with new ways to handle
> the parities on a 4x4, and am requesting we put our brains to this task.
> 
> Here is the idea, to only have the double parity (meaning do an alg to
> fix the orientation parity, then do an alg later in the solve to fix
> the permutation parity) 1/8 the time instead of 1/4.  To do this break
> the orientation parity cases into 2 groups.
> 
> 1 oriented LL edge:
> Do either the parity alg or double parity alg leaving a 50-50 chance
> to also have PLL parity so to encounter double parity here is a 1/8
> chance overall.
> 
> 3 oriented LL edges:
> Do a COLL alg, now recognizing whether the 3x3 edge groups have the
> same parity as the corners is very easy.  So if you have double parity
> do the double parity fix pure version, if not do the regular parity
> fix pure version.
> 
> So that means only 1/8 the time you do 2 algs.  Now don't get excited
> yet, this method stinks.
> 
> Here are the times for each LL strategy (for me).  I did an average of
> each alg.
> 
> permutation parity fix: 
> 02.34, 02.24, 02.63, (03.28), 02.44, 02.73, 02.68, 02.23, 02.43,
> 02.90, 02.79, (02.11) = 2.54 average
> 
> orientation parity (speedsolve version - double parity alg):
> 04.94, 04.47, 05.34, 04.91, 04.65, 05.03, 04.42, 04.45, (04.18),
> (05.52), 04.97, 05.29 = 4.85 average
> 
> double parity alg pure version:
> 06.23, 07.56, (06.02), 08.10, 06.50, (08.24), 08.02, 06.71, 07.64,
> 07.33, 06.42, 06.24 = 7.07 average
> 
> orientation-parity-only alg pure version
> 06.06, (05.98), 06.79, 06.75, 06.77, 06.38, (08.66), 06.51, 06.41,
> 06.66, 07.40, 07.60 = 6.73 average
> 
> So here is the analysis of the extra time spent on average just fixing
> parities:
> 
> Conventional method with 1/4 double parity:
> 
> 0.25*0 + 0.25*2.54 + 0.25*4.85 + 0.25*(2.54+4.85) = 3.70 seconds on
> average to fix parities.
> 
> -----
> 
> and with the new 1/8 double parity method
> 
> 0.25*0 + 0.25*2.54 + 0.125*(4.85+2.54) + 0.125*(4.85) + 0.125*(7.07) +
> 0.125*(6.73) = 3.89 seconds on average spent fixing parities.
> 
> Also solving with the new way I have to do COLL vs. OLL 1/8 the time
> which is probably 1 second longer.  So 1/8 second overall.  Making the
> 3.89 actually 4.02 seconds.
> 
> In order to make this faster than the conventional approach I would
> need to solve the pure version double parity alg (x) and the pure
> version orientation-parity-only alg (y) in:
> 
> 3.70 = 0.25*0 + 0.25*2.54 + 0.125*(4.85+2.54) + 0.125*(4.85) +
> 0.125*(x) + 0.125*(y) + 0.125
> 
> 2.94 = 0.125*(12.24 + x + y)
> 
> 11.28 seconds = x + y
> 
> Which means the sum of both pure alg versions has to be 11.28 seconds
> or less.
> 
> We can assume that x can be no faster than 4.85 and y can be no faster
> than 5.55 which is my average for the speed solve
> orientation-parity-only alg (again this analysis is done with my
> times, since those are the only available to me right now).
> 
> 05.82, 05.38, 05.11, 05.82, 05.54, 05.58, (04.75), (06.07), 05.57,
> 05.52, 05.74, 05.39 = 5.55 seconds
> 
> So that means there is only a give room of about 0.8 or 0.4 seconds
> per alg.  Meaning that my pure version double parity alg can only be
> 0.4 slower than my speed solve version and same for the
> orientation-only-parity algs.  I don't think that's possible for me. 
> So in conclusion again, this method stinks.
> 
> But can we somehow reduce the 1/4 chance to do both parities and, for
> me, take 7.39 doing nothing but fixing parities.  I mean come on that
> amount of time is ridiculous.  Added on to a solve that would
> otherwise have been 55 seconds means that 11.91% of the solve is
> fixing parities.  Fixing parities.  That's ridiculous, we shouldn't
> have the standard accept that as ok.
> 
> Can we take anything from this and form a different, better strategy?
>  Any ideas?  My only idea so far is to use the COLL case when you have
> orientation parity to guess the corner permutation and then compare it
> to the edge permutation.  I think that is fairly thought intensive
> though, so the amount of decision time required could actually make
> that strategy take more time fixing parities on average.  Alright,
> well I'm trying to think of something new, anyone else have ideas?
> 
> Also, should the centers first method be scrapped entirely in favor of
> a cage method?  That would allow me flexibility to fix the orientation
> parity (the only one!) and also commutators are very easy to come up
> with on the fly once you have practice and experience with them.  So
> with mastery it seems to me that maybe a cage method is a better
> choice in the long run than a centers first method.
> 
> Fixing parity sucks, but the fact that the edge permutation is
> completely independent of the rest of the cube (!) is what makes the
> 4x4 so cool in my opinion :-D
> 
> Chris
> 
> P.S.  If you actually made it to the end of this post congratulations.
>  I know it's long, but I want to come up with a better way to handle
> the 4x4 parities.  Even if it only saves 0.5 second on average, that's
> still time saved.  Thanks for your time spent reading.
>







 
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