Hi,
The only problem is that the 'pure version' algs are much slower 
than the 'speedsolve version' algs (at least for me).

What I do is this:
If three edges are corrected oriented after F2L, I will flip the 
last edge with a 'speedsolve version' alg. And then use I COLL 
(except for the S and As orientation), so that I will often have a 
one-look LL after this. If I have a two-look LL, then I have bad 
luck. Of course I also use COLL if four edges are corrected oriented 
after F2L.

Michael Fung


--- In [email protected], "olivsub20" 
<[EMAIL PROTECTED]> wrote:
>
> Hi everyone,
> to fix the parity I use a method I'm sure you know but I'd like to
> remember it to you because in any cases you only have to do one 
parity
> alg.
> 
> When I've solved the F2L I look if there is a Oll parity or not.
> 1°) If not you do the OLL and then PLL (with sometimes the PLL 
parity)
> 
> 2°) If there is a OLL parity problem, you do an OLL so that only 
one
> edge remains flipped(you can choose the OLL between several of 
them,
> and choose the shortest one). Then you can easily see if there is 
also
> a PLL parity or not, and you do the OLL parity alg or the both 
parity
> alg depending on the situation.
> 
> So you have zero or one alg to do. I use this method (like Yuki) 
since
> a long time and it wokrs pretty well. You've almost no break after
> little practice. And it seems easier than learning COLL or 
something else.
> 
> What do you think of that?
> 
> Olivier
> 
> 
> 
> 
> --- In [email protected], "Craig Bouchard"
> <logitewty@> wrote:
> >
> > 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 
<no_reply@>
> > 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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