--- In [email protected], "Gilles Roux" <[EMAIL 
PROTECTED]> wrote:
>
> 
> A very technical post is rare and nice.
> If there's a way to make it accessible to people with finite
> knowledge, it would be bonus.
> 
> Gilles.

I'm not sure if I can do that completely but maybe I can describe some of the 
ideas and 
flesh things out a bit more.

An order on a set S is a relation R such that for any distinct s,t,u in R

not(sRs) (irreflexive condition)
if sRt and tRu then sRu (transitive condition).
(e.g. <)

(This is a strict order; for a weak order the conditions are sRs (reflexive, if 
sRt and tRs then 
s=t (symmetric) and if SRt and tRu then sRu (transitive). e.g. <=, but we only 
consider 
strict orders here.)

For instance, in the game of rock, paper, scissors. We can define a relation B 
(beats) such 
that paperBrock, rockBscissors, scissorsBpaper.
This is not an order. It is irreflexive (we don't have things like paper 
Bpaper) but not 
transitive - whilst paperB rok and rockBscissors, we don't have paperBscissors.

The order is total (or linear) if for any s,t either sRt or s=t or tRs. (i.e. 
you can compare any 
two elements). The usual order on the integers is a total order.

The order is a well-order if it is a total order and any non-empty subset T of 
S has a least 
element - that is an element m of T such that for each t in T either mRt or 
m=t. (This 
element is then unique by the conditions above.)

An ordinal is a particular type of well-ordered set (well-ordered by 
membership) and any 
well-ordered set is (order-)isomorphic to an ordinal.

For instance, any subset of the natural numbers is well-ordered and so is the 
entire set of 
natural numbers but the set of integers is not well-ordered (it has no least 
element).
The empty set is an ordinal (with the empty relation being the order) and is 
commonly 
called 0.
If an ordinal has a maximum element it is a successor ordinal - otherwise it is 
a limit 
ordinal. Any ordinal looks like alpha+n where alpha is a limit ordinal and n is 
a finite 
ordinal.
The set of natural numbers is a limit ordinal (the first limit ordinal except 
0).

w={0,1,2,3,...}
but there are other subsequent ordinals e.g.
w+1={0,1,2,3,...,w}
and w+w={0,1,2,3,...,w,w+1,w+2,...}=w*2 etc.
And there are still larger ones like w_1 which is far bigger.

Ordinals have curious properties. w+1 is distinct from w (it has a last 
element) but 1+w is 
actually the same ordinal. Putting 1 element in front of a list of type w, 
doesn't change the 
type (they are order-isomorphic) - e.g. {-1,0,1,2,...} is clearly the same type 
as {0,1,2,...} 
(just map k to k+1).
Similarly w*2 is bigger than w but 2*w is the same as w.
In {a_{0,0},a_{0,1},a_{1,0},a_{1,1},...} (which is w copies of 2 
({a_{i,0},a_{i,1}})) can be 
mapped to w by taking a_{i,0} to 2i and a_{i,1} to 2i+1 and this is an 
order-isomorphism.

It is this property that effectively allows us to take an order-type for 1 
face-centre and put 
all 6 faces into the same type (as long as such type is a limit and this can 
always be 
arranged by putting some finite stuff at the start).
You basically use {a_{0,0},a_{0,1},...,a_{0,5},a_{1,0},...} to transfer one to 
the other (and this 
puts each centre coordinate into blocks of 6 (so you have the same coordinate 
for each 
centre in turn). Similarly n*alpha=alpha for any finite n>0 (n=1,2,3,...).

Anyway, for any ordinal alpha at least as big as w, the reverse order alpha* is 
not a well-
order (because you get a subset {...,3,2,1,0} with no least element).
So it will turn out that your centres have strips of type 
alpha+n (+1)+(alpha+n)* for some limit alpha (because I effectively made an 
assumption 
right at the start that I wasn't going to consider anything more complicated.
The +1 would be the case of an odd cube.
(Essentially, the logic here is that because you can rotate the face by a half 
turn the end of 
strip must be the reverse order of the start. I'm only looking at getting half 
way via an 
ordinal so I must have alpha+n(+1)+(alpha+n)*=alpha+n(+1)+n+alpha* (since 
(beta+gamma)*=gamma*+beta* and n*=n).
Including the edges the whole face has strips of type 1+alpha+n(+1)+n+alpha*+1.
Similrly the same type must run both vertically and horizontally because you 
can do 
quarter turns too.

Thus I can break a centre into pieces:

alpha*alpha n*alpha (1*alpha) n*alpha (alpha*)*alpha

alpha*n n*n (1*n) n*n (alpha*)*n

(alpha*1) (n*1) (1*1) (n*1) (alpha*)*1

alpha*n n*n (1*n) n*n (alpha*)*n

alpha*(alpha*) n*(alpha*) (1*(alpha*)) n*(alpha*) (alpha*)*(alpha*)

And going across all 6 centres we can put these into types like

6*(alpha*alpha) 6*(n*alpha) (6*(1*alpha)) 6*(n*alpha) 6*((alpha*)*alpha)

etc.

As indicated earlier n*alpha=alpha so 6*(n*alpha)=6*alpha=alpha.
Clearly, we can run reverse type on the alpha* to type 6*((alpha*)*alpha) in 
type 
6*((alpha)*alpha). (This is effectively coming in from the corner.)
Less obviously, we can type alpha*alpha in type alpha and we can even do it in 
a canonical 
(methodical etc.) way, independent of alpha.
So effectively then 6*((alpha)*alpha) can be typed in type 6*alpha=alpha.
So we get a finite load of chunks that can be typed in type alpha or in a 
finite type (like 
n*n). Put the finite bunch first to get N+k alpha=alpha.
(We can also do this methodically - putting them in in a particular order - 
after all, we only 
have finitely many chunks.)
So we get to type all the centres in type alpha. We can also splice things 
together (the 4 
things that are effectively alpha*alpha etc. to ensure that orbits of 24 
centres all come in 
one bunch). (An orbit being just the set of positions a particular piece can 
occupy. If you 
include orientation this is actually of size 24 for every piece - 8*3 for 
corners 12*2 for 
centre edges, 24*1 for other edges, 24*1 for non-central centres, 6*4 for 
centre centres.)
The corners can be typed in type 8; there are only 8 corners.
If the cube is odd, the central edges can be typed in type 12. So the two of 
these can be 
typed in type 20 (finite). This is going to be put at the start of the order.
The non-central edges can be typed in type 24*n+12*alpha+12*alpha* which is 
easily 
convertible into type 24*alpha=alpha.
Each orbit (of 24 non-central edges) comes together as a clump.
Since 20+2*alpha=alpha, we can easily put the entire cube into type alpha.
We need to do this carefully, to ensure that each orbit of edges comes before 
all the centre 
pieces running off from those edges. (But there are only finitely many edges 
per orbit, so it 
is not too difficult.)
In fact, one could run through this by transfinite induction on the (already 
ordered in type 
alpha) centres. At stage beta, if the appropriate orbit of edges hasn't been 
put in the 
order, put them in before centre beta. (This can be used to define the 
well-ordering of the 
edges!) (We can define the order to add the orbit using a lexicographic 
ordering - there 
are two edge positions per edge to add - two on the edge joining UFR to UFL 
etc. - and 
each lies nearest to one corner so we can order first by edge and then by 
nearest corner.)
This, then effectively types the entire cube into type alpha (half a side 
length, more or 
less).
If the corner permutation is odd, start by using D (this will make that 
permutation even - 
but it will move some centres, edge pieces around - but it will always do so in 
a fixed way 
and, moreover, in a canonical way that it easy to 
Find the first non-solved position (NB the corners and central edges are right 
up front, but 
of course, they might already be solved.)
In the case of corners, central edges, you can orient them in a finite number 
of moves and 
permute them with 3 cycles in a finite number of moves. (3-cycles, because we 
made the 
permutation even.)
For a non-solved corner/edge we just cycle the position in question, the 
position holding 
the piece in question and the least other remaining position. In this way we 
can 
methodically solve the corners and edges.
Then you simply use transfinite induction as follows.
If the cube is not yet solved, there is a least unsolved position (because we 
have well-
ordered the positions in type alpha and so the set of unsolved positions is a 
non-empty 
subset of a well-ordered set and hence has a least element).
Given the next unsolved position, if it is a centre, we must already have 
solved all the 
edges that can be reached by running to the edge from the centre (in a slice) 
plus all the 
edges in the orbit of such (by way of setting up the order in that way). This 
implies that 
the orbit of the centre in question has at least 3 unsolved centres and we can 
3-cycle the 
unsolved centre in the position we want to solve, the centre that goes into 
that position 
and the least other unsolved centre.
Again this takes a finite number of moves.
If on the other hand it is an edge, then gain if possible use a 3-cycle 
described in the 
same way. Otherwise, there will be only two unsolved edges. In this case we 
slice the 
position in question - this disturbs 4 edges (including the one in question and 
some 
already solved ones) - in the direction that takes it to the lesser edge 
position (for 
definiteness). It also permutes several centres (who appear later in the 
solving stage) doing 
so in a canonical way (that makes it easier to remember where each has mapped 
to).
In this event we go back and solve those edges in that orbit again, in order 
(now using 
only 3-cycles). At most this will take 2 3-cycles (we could be left with 1 
3-cycle, a double 
transposition or 1 5-cycle) and so again solving the edge (plus correcting any 
prior 
disturbed edges) takes only a finite number of moves. All these 3-cycles can be 
done 
similarly to a 5x5x5 and have definite upper lengths, and there are only a 
finite number 
(of equivalence classes) of algorithms we need, so each stage will take at most 
M turns (for 
some M). That means the entire solution can be effected in type M*alpha=alpha.

> 
> 
> --- In [email protected], GameOfDeath2
> <no_reply@> wrote:
> >
> > --- In [email protected], David Barr
> <david20708@> wrote:
> > >
> > > Can someone summarize this in English? :)
> > 
> > It's an (ordinal length) algorithm to solve infinite cubes.
> > 
> > > 
> > > On 2/2/06, GameOfDeath2 <[EMAIL PROTECTED]> wrote:
> > > >
> > > > This post is rather technical in nature but if you do understand
> the technicalities the
> > > > details are not difficult. It deals with solving sizeable cubes
> in a canonical way. To 
> > alert
> > > > you, this post is about infinite cubes. The scrambling is
> assumed to be a function 
> > from
> > > > some ordinal into the slice space (including face turns and
> inner slices). In particular 
> > the
> > > > scramble might not be finite (so it's not part of the group
> generated by the slices, in
> > > > general). The solution described will also often be infinite
> even if the scramble is not. 
> > The
> > > > aim is to solve the cube in type alpha where the cube length is
> of type 1+alpha+n 
> > (+1)
> > > > +n+alpha*+1.
> > >
> >
>






 
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