Speedcubing

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Rubik's Cube being speedsolved.
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Rubik's Cube being speedsolved.

Speedcubing (also spelled as two words, speed cubing or speed-cubing) is the art of solving a Rubik's Cube as fast as possible (also known as speedsolving). Here, solving is defined as performing a series of moves that result in each of the cube's faces being one single, solid color.

Regular cubes come in variations of 2x2x2, 3x3x3, 4x4x4, and 5x5x5. The current world record for a single solve of the 3x3x3 stands at 10.48 seconds, set by Toby Mao at the 2006 US Nationals competition (August 6, 2006).[1][2]

Speedcubing is the most prominent activity of the international Rubik's Cube community. Members come together to hold competitions, work to develop new solving methods, and seek to perfect their technique. As a part of the community, puzzle builders try to invent new forms of permutation puzzles. Speedcubing is sometimes difficult to fully understand without seeing it, but there are many websites that host speedcubing videos (the video here[1] shows Toby Mao setting the current world record, and the video on this page[2] is of Shotaro "Macky" Makisumi setting the former world record of 12.11 seconds. This video [3] shows Ryan Patricio setting the world record of one-handed speedcubing, a variation of the challenge.)

The speedcubers communicate mostly via a Yahoo! Group, which was started by Chris Hardwick, and the speedcubing.com website.

Contents

[edit] History

The Rubik's Cube was invented in 1974 by Hungarian professor of architecture Ernö Rubik. A widespread international interest in the cube began in 1980, which soon developed into a global craze. On June 5, 1982, the first world championship was held in Budapest. The height of the craze began to fade away after 1983, but with the advent of the internet, sites relating to speedcubing began to surface. Simultaneously spreading effective speedsolving methods and teaching people new to the cube to solve it for the first time, these sites brought in a new generation of cubers, created a growing international on-line community, and raised the profile of the art. Twenty years after the first World Championship, the 2002 Dutch Open competition was the first in a new wave of organized speedcubing events, which include regular national and international competitions.[3] There have been two more World Championships since Budapest's 1982 competition, the first held in Toronto in 2003, and the second in Lake Buena Vista, Florida, in 2005.

[edit] Variations

The different sized cubes are usually referred to as:

The discussion below focuses on the regular 3x3x3 cube.

The cube can be solved using a number of methods, not all of which are suited for speedcubing. One of the most-used speedcubing methods is the Fridrich method, named after its inventor, Jessica Fridrich, who finished 2nd in the 2003 Rubik's Cube World Championships (ironically, Dan Knights, who won the competition, also used Fridrich's method). Another popular method is the Petrus system, named after its inventor, Lars Petrus, a method that is considered by some to be more intuitive than the structured Fridrich method. Other significant (though less widely-used) methods are various corners-first methods, simpler layer-by-layer approaches, and the Roux method.

[edit] Fridrich method

Jessica Fridrich speedsolving a cube. The first step of the two-part last-layer solution has been completed, with all of the last layer cubies oriented properly, but not permuted. (She is solving with the last layer on top.)
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Jessica Fridrich speedsolving a cube. The first step of the two-part last-layer solution has been completed, with all of the last layer cubies oriented properly, but not permuted. (She is solving with the last layer on top.)

The Fridrich method first works to solve a cross-shaped arrangement of pieces on the first layer. The remainder of the first layer and the rest of the second layer are then solved together, in what are referred to as "corner-edge pairs". Finally, the last layer is solved in two steps — first, all of the cubies in the layer are oriented to form a solid color (but without the individual pieces being in their correct places on the cube) with one algorithm, then, all of those cubies are permuted to their correct spots with a second algorithm.

[edit] Petrus method

The Petrus method first works to solve a 2x2x2 block of the cube. This block is then extended to a solved 2x2x3 block. The remaining two sides of the cube are then solved using only a few algorithms. Petrus developed this method to address what he felt were inherent inefficiencies in layer-by-layer approaches, which he explains in his method's tutorial: "When you have completed the first layer, you can do nothing without breaking it up. So you break it, do something useful, then restore it. Break it, do something, restore it. Again and again. In a good solution you do something useful all the time. The first layer is in the way of the solution, not a part of it!".[4] This method uses significantly fewer turns than a layers approach, and is often used as the basis for fewest moves competition solutions.

[edit] Competitions

According to the World Cube Association, competitors (in the same round) must solve cubes that are scrambled using a consistent algorithm (as in, every competitor solves the same scramble).[5] Currently, the official timer used in competition is the Stackmat timer. This device has touch-sensitive pads that are triggered by the speedcuber lifting their hands to start the time and placing their hands back on the pads after releasing the puzzle to stop the time. In addition to the electronic timer, there are human judges with stopwatches, who act as a back-up in case the timer doesn't work properly. These judges also ensure that the competitors are following competition regulations, and are not cheating in any way.

Official competitions are currently being held in several categories. (See WCA rules: http://www.speedcubing.com/events/regulations.html)

Category Cube Type
speedsolving 2x2x2, 3x3x3, 4x4x4, 5x5x5
one-handed solving 3x3x3
blindfolded solving 3x3x3, 4x4x4, 5x5x5
solving with feet 3x3x3
solving in fewest moves 3x3x3

Competitions will often include events for speedsolving these other puzzles, as well:

[edit] World records

These are the world records for speedsolving the four types of cubes (as of October 9, 2006), as set during WCA-approved events. All WCA-approved world records can be viewed here [4].

Cube type Time (min:sec.msec) Recordholder
2x2x2 0:03.55 Anthony Hsu
3x3x3 0:10.48 Toby Mao
4x4x4 0:51.16 Michael Fung
5x5x5 1:46.28 Frank Morris

[edit] Terminology

Here are some definitions generally used by the speedcubing community. For a more complete list of speedcubing terminology, see Shotaro "Macky" Makisumi's glossary.

algorithm 
a predefined sequence of moves used to affect a specific change on the cube. Often referred to as alg.
BLD 
Blindfold solving, i.e. memorize, blindfold, then solve.
center piece 
one of the six centers of the faces of the cube. The centers never move relative to each other.
CLL 
Corners of Last Layer. This is the first of two steps to solve the last layer of the cube. In the proccess edges may not be unoirented. This is used e.g. in Corners First solving methods, in which the first all corners are solved, followed by the edges (see: ELL).
corner piece 
one of the 8 corner pieces.
cubie 
one of the 20 mechanically independent pieces that make up the cube. The cubies do not include the center pieces, nor the central axis to which they are attached.
cycle 
to rotate pieces' positions on the cube. E.g. a 3-cycle would make cubie set A-B-C become C-A-B.
DNF 
Did Not Finish, used in competition e.g. when a piece pop occurs and the competitor decides not to continue the solving of the puzzle.
DNS 
Did Not Solve, used in competition when the competitor was unable to solve the puzzle in the required time.
edge piece 
one of the 12 edge pieces.
ELL 
Edges of Last Layer. The second of two steps to solve the last layer of the cube, solving the edge pieces without disturbing the orientation of the corner pieces (see: CLL).
F2L 
First Two Layers.
F2L method 
a method which solves the first and second layers simultaneously.
LL 
Last Layer.
method 
combination of algorithms that can be used to solve a cube.
move 
a turn or double turn of one of the six faces of the cube (also opposite/parallel layers simultaneously).
N-look, also known as X-Look 
refers to the number of algorithms needed to complete a step in a particular solving method, often the last layer, e.g. '4-look LL'
OLL 
Orient Last Layer, usually used in reference to the respective step of the Fridrich method.
orient 
to flip or twist pieces so they turn 'in-place'
PB 
Personal Best - personal record time to solve a puzzle. This can either be a single attempt or a trimmed average, depending on context.
permute 
swap or cycle two or more pieces.
PLL 
Permute Last Layer. Usually used in reference to the respective step of the Fridrich method, in which case it would follow the OLL step.
pop 
During a speedsolve one cubie comes out of the puzzle. Also known as piece pop.
prime 
a counter-clockwise move popularly denoted with a ', e.g. 'R Prime', denoted as R', R-, R^-1.
Two-Second Penalty 
a penalty of 2 seconds, which is added to a solving time in competition when the cube is placed back on the timing pad with one move away from a solved state.
UWR 
Unofficial World Record.
WCA 
World Cube Association, the international governing body for official cube competitons.
WR 
World Record.

[edit] See also

[edit] Notes

  1. ^ http://www.chrisandkori.us/fw/main/US_Nationals_2006_Results-1506.html
  2. ^ http://www.speedcubing.com/rankings/worldrecords.html
  3. ^ http://www.speedcubing.com/events
  4. ^ http://lar5.com/cube/index.html
  5. ^ http://www.speedcubing.com/events/regulations.html

[edit] External links

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