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Hyper-Parity Corner
เข้าร่วมเมื่อ 27 พ.ค. 2022
Practical cubing theory for fewest-moves solutions
Floppy Reduction Update: Recognition and Move Count
An easy recognition system for HTR cases that gives the number of moves needed to reach Floppy Reduction.
0:20 Corner Case Recognition
3:00 Edge Case Tier List
3:15 0c0
4:00 0c3
5:40 6c1
Floppy Reduction Guide: docs.google.com/document/d/1ABI-7W5KpoSavKJuPx_5wlOMWdtgYNpNzCp8fDsEgEw/edit?usp=sharing
0:20 Corner Case Recognition
3:00 Edge Case Tier List
3:15 0c0
4:00 0c3
5:40 6c1
Floppy Reduction Guide: docs.google.com/document/d/1ABI-7W5KpoSavKJuPx_5wlOMWdtgYNpNzCp8fDsEgEw/edit?usp=sharing
มุมมอง: 214
วีดีโอ
Pseudo Floppy Reduction - Getting from HTR to double-slice
มุมมอง 573ปีที่แล้ว
Finding short solutions to get from Half-Turn Reduction to one insertion away from solved. Based on Floppy Reduction: th-cam.com/video/ajVWe1h5Ic4/w-d-xo.html
HTR Theory
มุมมอง 1.5Kปีที่แล้ว
Theory for taking a cube from Domino Reduction (DR) to Half-Turn Reduction (HTR) in FMC. 04:43 HTR - 1QT 05:36 HTR - 2QT (4c slashes) 07:17 HTR - 2QT (4c bars) 16:29 HTR - 3QT (2c) 21:22 HTR - 3 QT (4c face) 24:03 HTR - 3QT (4c bars) 27:06 HTR - 4QT (2c) Theory Document: docs.google.com/document/d/1HjS92UBCeCasbW44ezE0fjt5vmWQvlfkaC4rA113nmw/edit?usp=sharing Example Solves: th-cam.com/video/JBO...
HTR Examples
มุมมอง 659ปีที่แล้ว
Example scrambles for finding HTR. Shows how to find as many possible HTR solutions from a starting DR state, with one example for each core DR corner case. 00:33 HTR - 2QT (4c slashes) 5:00 HTR - 2QT (4c bars) 18:45 HTR - 3QT (2c) 29:41 HTR - 3QT (4c face) 35:11 HTR - 3QT (4c bars) 40:47 HTR - 4QT (2c) Theory video: th-cam.com/video/9NIGHrdUyEE/w-d-xo.html Theory doc: docs.google.com/document/...
Using rNISS to Find E-Slice Insertions
มุมมอง 823ปีที่แล้ว
Quick and easy way to find slice insertions that solve the E layer. docs.google.com/document/d/10dqe9tGtgT5ur_VmL_0HuIKx7H-sYFO7Ntnxxpw4Np4/edit?usp=sharing Example 1 Scramble: R2 B2 L2 F2 U' R2 B2 R2 B2 U' B2 L2 R2 B2 U' F2 L2 U2 L2 R2 U B2 L2 F2 L2 Skeleton: R2 U2 F2 R2 B2 D B2 L2 D2 L2 U L2 Example 2 Scramble: U2 F2 U' L2 U' B2 L2 U2 R2 F2 B2 U2 L2 F2 L2 R2 U2 F2 U B2 F2 U' F2 B2 U Skeleton:...
HTR to FR: Using Floppy Reduction to find optimal half-turn solutions
มุมมอง 1.7Kปีที่แล้ว
Did you think that Half-Turn Reduction was the final step in FMC? Think again! Floppy Reduction reduces the cube to being solvable using R2,F2,L2,B2 moves. Detailed explanation here: docs.google.com/document/d/1ABI-7W5KpoSavKJuPx_5wlOMWdtgYNpNzCp8fDsEgEw/edit?usp=sharing 06:46 Example 1: B2 F2 U2 F2 B2 U2 F2 B2 R2 B2 F2 R2 U2 R2 D2 F2 B2 L2 F2 D2 L2 U2 B2 D2 U2 07:48 Example 2: F2 D2 L2 F2 R2 B...
DR Corner Case Simplification
มุมมอง 354ปีที่แล้ว
Showing how to find DR corner cases that can be simplified with an immediate U move on the normal and/or inverse scrambles. These are the corner skeletons that will be easiest to find optimal solutions for, because they have the smallest set of variants. See th-cam.com/video/AoK-bh-I9uo/w-d-xo.html Scrambles: U F' L' D2 F R U L U F' L2 F2 B2 U2 D' B2 D' L2 D2 R2 D2 F2 U2 R' F' L U2 F' R B' D F ...
DR Corner Skeleton Analysis
มุมมอง 360ปีที่แล้ว
How to determine the difficulty of a DR case. Identify which cases will have an easy-to-find HTR by analyzing the structure of the corner skeleton. Companion Document: docs.google.com/document/d/1J3wBwIa1OslQX4PBnxGzxyQUrdywszvTFqO9PwT1X50/edit?usp=sharing Corner Swap Insertions: th-cam.com/video/zHRx5bzup3c/w-d-xo.html Hyper-Parity: th-cam.com/video/EvrD_bfjTvI/w-d-xo.html
Corner Swap Insertions
มุมมอง 5802 ปีที่แล้ว
How to generate alternative corner skeletons in Domino Reduction using insertion. More details in this document: docs.google.com/document/d/1DWHAr_19a3P2zlRJyXzmW-wefk5AV_kuy1kKCBP8j_c/edit?usp=sharing
Example Skeleton #1
มุมมอง 4592 ปีที่แล้ว
Scramble: U' R2 L2 U' R2 F2 R2 U' F2 U L2 F2 B2 U' B2 R2 U L2 U F2 R2 U2 R2 L2 F2 R2 L2 F2 R2
Example Skeleton #2
มุมมอง 2262 ปีที่แล้ว
Scramble 1: U' B2 U' R2 L2 F2 B2 U' L2 F2 U2 B2 U F2 B2 R2 F2 B2 U2 F2 R2 L2 F2 B2 U' L2 U F2 B2 R2 F2 U Scramble 2: B2 R2 L2 F2 R2 L2 U2 B2 R2 B2 R2 U F2 B2 U F2 U B2 U R2 L2 U R2 F2 B2 L2 F2 U R2 L2 F2
Using Hyper-Parity To Solve Corners In Domino Reduction
มุมมอง 4.2K2 ปีที่แล้ว
Hyper-Parity Document: docs.google.com/document/d/1Onc2lu5iW_ODnT71oN5lgpVVjVqbvUMzaylzxgykx0I/\ edit?usp=sharing Maze: docs.google.com/drawings/d/1T83JhWc7Z3AS0azAY9Rn2j863-h-J39C0z7SEUMUa1g/edit?usp=sharing Corner Case Catalog: docs.google.com/spreadsheets/d/1eFKklsRcmYw3RPvsdJd5XqZl_pU-pEMblI4pFR2Q6SI/edit?usp=sharing 0:00 Intro 0:37 HTR Requirements 2:35 UD Corner States 5:22 FB Corner Stat...
2:27 you could just check the number of solved corners in one tetrad: if it's 0 check if it's a 2-2 swap, else you have enough information.
Why don't you go to a competition?
This man is the reason why <22 Means are so normal in the highest level of FMC 🫡
Great video! This makes HTR so much easier to solve
whoa hes back
Imagine you are old and a little feeble minded. Is there an easier place to start learning this fascinating but cryptic material?
Check out docs.google.com/document/d/1_NMlyPh2Ifd1E0ivos-15Sp-by-KPxoOsj9JD4pJuHI/edit#heading=h.3km7zdqm21jw
Your microphone is finally louder ❤
I have been trying to learn how to use htr, but there is very little information out there about how i am supposed to learn htr, such as where to start. i tried using this as a guide and trying to go from step step, but that didn't work.there are a few things i didn't understand. How to count quarter turns needed and how to memorize how i am supposed go along the different routes
Hi Rodney Thanks a lot for introducing theese great options! There is one thing i really wonder after having watched the HTR-Theory as well. If i use the knoledge of the theory video, i can bring the edges into HTR. But then, why using the Cornerswap insertion if they - in most of the cases, as i assume - mess the HTR edges? Are these two concepts that you would apply exclusiveley? Or, after the edges are in HTR would you just search for insertiions, which do not mess up The edges? Probably i'll decide to learn the concepts from the HTR-Theory. What is your recommandation?
The HTR Theory video/doc is an application of corner swap insertions. The optimal HTR sequences were found by taking the optimal corner-only sequences and inserting corner swaps (and slices) to fix the edges. Once you understand how corner swaps work, you can usually find optimal HTR intuitively, instead of having to memorize each case.
@@hyper-paritycorner6030 Thank you for the answer. and for the tips. it's already becoming more intuitive now. for all the cases i can understand intuitiveley, i don't have to memorize the alg. :-) My confusion still is, that in the corner swap insertion video you always did two corner swap insertions. the second one put the cube back in its orientation/state as before, so the transcription part ended there and the following sequence didn't need to be transcribed. In the HTR-Theory video there is no second CS-Insertion, which is more understadable to me. Why do this second CS-Insertion? just to end the need to transcribe after?
@@megaigor2000 Sometimes the HTR alg will have two corner swaps (e.g. U B2 R2 U’ L2 B2 U) but more often only one is needed, and the second corner swap, if any, would be part of the HTR finish. In fact, corner swaps are kind of like parity: From any DR starting position, you can always fully solve the corners with at most one corner swap. If your position requires zero corner swaps to solve the corners, but you need one to bring the edges into HTR, then you will need a second corner swap after HTR.
@@hyper-paritycorner6030 Thanks a lot - this is very insightfull! So if i understand it right, in this video you always needed to take two insertions, because the starting point was a corner skeleton and the goal was to optimize the edges. in this context you had to do two, because inserting only one would disturb the pairity. right?
@@megaigor2000 Exactly right.
How does one determine which qt case it is?
See the explanation here: docs.google.com/document/d/1HjS92UBCeCasbW44ezE0fjt5vmWQvlfkaC4rA113nmw/edit#heading=h.khhb6f4vryse
@9:26 Example 3, how do we decide it’s odd parity when corners are 2 cycles and no edge cycles? Can you explain a bit more how that’s determined?
The easiest way to check parity is to solve just the corners. Add the number of U2 moves you used to the number of E-layer edge swaps remaining. In this case, you can solve the corners with R2 B2 U2, leaving a 3-cycle in the E layer. So that's 1 + 2 = odd parity
@@hyper-paritycorner6030Thank you very much for the explanation. 😊Somehow, it was not clear in the video what you actually counted. Maybe because you just visualised the corner solution and what happens to the edge pieces when solving the corners. Or is there any other way of checking parity? At first, I thought you were doing something like BLD tracing for the corners.
What I didn’t understand is “the parity of one of the two HTR-invariant corner tetrads”
@@KalinduSachinthaWijesundara The two tetrads are UFR-UBL-DFL-DBR and UFL-UBR-DFR-DBL. Since you're in HTR, any corner cycles will stay within one of the tetrads. Each half turn swaps one pair in each tetrad, so both tetrads always have the same parity and you only need to count one of them. In this example, one tetrad has a 2-cycle and one has a 4-cycle, so it's odd party. In this video, I determine parity that way using BLD tracing, but nowadays I think it's faster to solve the corners as described in the previous comment
🤔
Gonna be honest, I didn't understand a thing about the tutorial, too confuse for my brain
Can you explain how to recognize "same" and "exclusive" UD and FB bars? I think I understand what you mean by "different", however, the way I recognize it is the white stickers match with all 4 bad or good FB pieces (which to me seems counterintuitive because I'd call that case "same").
In the "exclusive" case, if you try to form bars with the the bad FB stickers, you will find that the bad UD stickers are split 3/1 between the top and bottom faces, and vice versa. So it's not possible to form bars with both the bad UD and the bad FB stickers simultaneously. The good case is named "same" because you can form both sets of bars simultaneously, with the bad UD and the bad FB stickers on the same cubelets
Fantastic
Thank you so much for this! I’ve been trying to learn HTR for FMC for a while now but haven’t been able to find any good in depth tutorials
One more suggestion: No BB2 state can be transformed into Bars/One Bar directley. ...Only the BB1 can. that means this connection on the extended maze is wrong. Or I am wrong... It was just important to me, because, i was going to add this connection to my simplified Maze. I would be appreciative for a disconfirmation/confirmation just to be sure.
... i might just have dismantled it myself. I think, when the two perpendicular Bars are in one layer, U doesn't affect anything.... So is the inverse true? - Any BB2 can be transformed into 2B/2B directley? It seemed impossible to me in the situation i just encountered.
I have a question/hypothesis: is it true, that the BS2 (Bar/Slash - One Bar, Perpendicular) has actually two distinct sub types: One can go to 2B/1B and the other not? (no mather how many preparing halfturns are done) So in the BS2 state a U-quater-Turn can either switch between this two BS2-states or switch to the BS1 state? More precise: if the perpendicular Bars are beeing on the same Layer, it stays within the BB2.
If the perpendicular bars are on the same layer, then a U move stays at BS2, but there's only one BS2. If you're having trouble finding the half-turn setups that take you to somewhere that the maze says you should be able to go to, then R2 U2 F2 will often work.
So the skeleton is for getting to DR? I thought it was DR and solving some pieces.
Here, the "corner skeleton" is what brings the corners into HTR after the cube is already in DR.
@@hyper-paritycorner6030 thanks
This is the absolute coolest channel I've ever come across. Keep making videos, super interesting
Shorter equivalent scrambles for examples: 1. L2 F' L R B2 L' R' F' R2 2. F2 L2 R2 D2 L2 B2 L2 F2 U2 3. R2 B2 U2 L2 B2 U2 R2 F2 U2
hey, thanks for the video! how can i easily identify if it is a good or a bad case on the One Bar Bar/Slash
It's a good case if you can split up the two bad F/B stickers (1 on U and 1 on D) while still forming a bar/slash pattern with the U/D stickers. This sets up a transition to bars + bars, which is impossible in the bad case.
Hey! This method is only to solve corners after DR right? Then you would need to apply insertions for edges?
That's right. I have another guide coming out that will cover edges.
Is it really straight forward to find HTR from any 2qt case? Even when I have a case like HTR-4c2e I often can’t get it set up with double turns.
It's always possible, using at most 4 extra moves beyond what's needed to solve the corners. If you set up the edges so that you have 4 bad edges after the first quarter turn, you can always bring them to the same face using half turns.
I’ll have to get my head around that one. Do you insert slices and R2 F2 R2s to force 4 bad edges? I’ll have to feed Nissy some HTR-2qt skeletons and see if I can understand how it works. Thanks Rodney.
@@edladd212 To manipulate the edges, you're always inserting slices and corner swaps (R2 F2 R2). At HTR-2qt, just make sure that your bad edges are split evenly between the U and D layers when you make the first quarter turn. That will ensure you have 4 bad edges at HTR-1qt.
@@rodneykinney4714 Thanks for the tips. I found my first direct finish with this just now, but it still feels a bit like trial and error :D
This is wonderful! Could I have a link to the discord server you mentioned?
there's a link in the "detailed explanation" document in the description
Thanks for such a great video! I have a question though. For a corner solution like U R2 U R2 U, is it a given that the Us at the beginning and the end of the solution are part of the optimal solution? Might there be an optimal solution that has some half turns before the U move?
Depending on the edges, the optimal HTR might use a non-optimal corner skeleton. Sometimes the optimal HTR uses 2 extra quarter turns, but it's more common to go 2qt -> 4qt than 3qt -> 5qt. Those solutions will be harder to find, so it might be better to move to another DR than to search for solutions that use non-optimal corner skeletons.
Thank you for creating the hyper pairity maze! I love it but sometimes i get lost in it. so this morning i run into a situation, that leads to a question: in the constellation UD=two bars combined with FB=one face, i think, i found out, that there is also a good and a bad situation, similar to the three that you mention in your document. The bad case can only go to UD=bar slash and FB=two bars, whereas another can go to UD=solved and FB=One face as well as to Cornersolution solved directly. is this true or is there an error in my thougts? am really comitted to learn it!
This morning, I found the origin of this issue problem myself. After contemplating for three days that there must be another special case with both a good and a bad option, I discovered that the supposedly bad option I was dealing with was physically not possible! :-) This was due to the fact that I had only mentally considered those cases. I had set it up just in my mind without considering whether the situation could actually occur in reality. I am relieved that the mystery is solved."
Well that a relief that there are no holes in this method
Also I want to know whether DR corner solution or hyper parity was better (fewest move), or they equal and I can pick whatever I want
🤯
What do you do if your skeleton uses niss (or HTR and the moves to everything but e slice)?
If there are any NISS moves in the DR portion of the skeleton, you can invert them and apply them after the normal moves in the DR portion to get a non-NISSed skeleton.
Thanks a lot for the explanations, I'll definitely try to get more comfortable with floppy reduction. I think it can be very useful when the solution to HTR is short but you can't find a straight forward way to reduce the case to something easy. I often miss "long" half turn optimals. Side note, the second case sequence is wrong by an E-slice even permuation. That doesn't affect the floppy case but it took me some time to understand what was wrong. Greetings from France
You know a problem is "solved" when Rodney uploads a video. Thank you soooooo much, Rodney. Beyond their effectiveness, your methods are always so elegant. Your work motivates me to a huge extent and got me from ~30 global to ~26. It's always so exciting to see new video coming out from the channel.
Thanks! I definitely would not have gotten so far on this problem without the group's energy and ideas.
noice
Hi Rodney. Fantastic video! I have watched this a few times now and I think the concepts you have covered are fascinating. This is one of coolest things I have learnt in cubing in a while. At the moment, I am learning to differentiate between: ST1, ST2 BB1, BB2, BB3 BS1, BS2 I'm just wondering what ST1 ST2 and BS1 BS2 stand for? I was wondering why not use something like SOF and BSOB (although these acronyms are longer)
Those names are supposed to identify the points in the maze. ST = Solved/Top. BB = Bars/Bars, BS = Bar/Slash. Not very clear, I admit. Maybe I should have just gone with A/B/C!
what a genius!
This is mind blowing
Awesome! I'm comfortable using DR in my FMC solves, but I'm still learning to use HTR. This video and your document will certainly help me a lot :) Thanks!
So I've been playing around with this method for a couple of days, and I'm currently getting ~30 move solutions. I can imagine this will quickly get better, as I'm quite slow right now and one hour is not enough time for me to explore a lot of different hyper-parity continuations after DR. But this is promising!
Where did you learn DR
@@alexting827 Mainly using drive.google.com/drive/folders/1mppifILqu9Bu2phr8zhXGcXasBsSkv_S?usp=sharing
Amazing amazing amazing. The future of DR is in this channel
hi
Thanks for this, really appreciate all the good content you're putting out these days. It's gotten me excited to tackle FMC again after several false starts with DR.
I am *really* willing to learn this and see how it goes. The facts at the end are kinda shocking. Will see what I can do. Thanks for this!!!
Awesome. Let me know how things go!
I like that the sketch-diagram you draw to explore a path looks like the profile of a Domino Cube.
Ha! I didn't even think of that.