[HN Gopher] The Rubik's Cube Perfect Scramble (2024)
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       The Rubik's Cube Perfect Scramble (2024)
        
       Author : notagoodidea
       Score  : 79 points
       Date   : 2025-08-02 14:31 UTC (8 hours ago)
        
 (HTM) web link (www.solutionslookingforproblems.com)
 (TXT) w3m dump (www.solutionslookingforproblems.com)
        
       | Retr0id wrote:
       | > There are 43,252,003,274,489,856,000 ways to arrange a Rubik's
       | cube. If I could evaluate a million arrangements per second, it
       | would take over 1.3 million years to evaluate all arrangements.
       | So, inspecting every individual arrangement is out.
       | 
       | For people who like powers of 2, that's "only" 2^65.2
       | 
       | That's within the realm of computability in practical timespans,
       | if you can make the code fast and have $$$$$ to spend on compute.
       | (modern CPU cores can do billions of operations per second, and
       | that's not even considering GPUs)
       | 
       | The approach presented in the article is obviously far more
       | efficient, but I wonder if anyone's done a "full search" of all
       | possible cube positions before. I don't think there's any reason
       | to do that, but that hasn't stopped people before (see: pi
       | calculation records).
        
         | HappyPanacea wrote:
         | IIRC they way they proved you can always solve a cube in 20
         | moves was essentially a bruteforce (after eliminating
         | symmetries) so this the closest someone have done to full
         | search.
        
           | CJefferson wrote:
           | The search was a little easier than that, as we knew how to
           | solve every state in 20 moves, so the problem was proving
           | some move that could be solved in 20 moves couldn't be done
           | quicker in some unusual way. While that still took a while,
           | the fact you knew the start and end limits how many moves you
           | have to search.
        
         | ramses0 wrote:
         | Seeing the "bits" that way makes me think there's a way to
         | encode an ssh key into a rubix cube (a-la the "spy shuffle"
         | decks).
         | 
         | Reminds me a bit of the "randomart" seeing the positions and
         | colors of the cube splayed out like that.
        
           | kevindamm wrote:
           | Except that the transform is relatively easy to reverse
           | (compared to prime factorization) because of the properties
           | of edge and corner pieces and limitations on piece movement
           | that make a kind of spectral analysis possible. Things get a
           | little better if you increase the size of the cube. Things
           | get interesting if you allow un-solvable states (there's a
           | 2:1 ratio of positions that are not naturally reachable) if
           | you include in the protocol something like "always encode any
           | corner rotations first" but it still wouldn't really be
           | strong enough for modern compute.
           | 
           | If you mean to use it exclusively as a real-world key
           | transmission like with Cryptonomicon's Solitaire decks, the
           | problem becomes finding the shortest path or whatever the
           | protocol determines is the normalized form.
           | 
           | Not to rain on your parade, it's a fun approach to think
           | about, like maybe if the properties of a specific face
           | determine which rotations to perform next, and which face to
           | look at next, in addition to being the nonce for decoding the
           | next letter. But even something like that would be too
           | complicated to expect a person to remember all of while not
           | being complicated enough to fluster a computational approach.
           | The nice thing about Solitaire is that it's reasonable to
           | perform the algorithm in your head.
        
         | kevindamm wrote:
         | This was done in 2010 thanks to the analysis of the symmetries
         | inherent in the underlying group theory, and about 35 CPU-
         | years:
         | 
         | https://www.cube20.org/
        
           | stoneman24 wrote:
           | For me, any position which requires the full maximum 20 moves
           | to solve would qualify as the perfect shuffle.
           | 
           | I wonder how many positions qualify (perhaps only 1
           | discounting symmetry as there is 1 fully solved cube, again
           | discounting symmetry). But that's a rabbit hole that I am not
           | going down.
           | 
           | But I can appreciate the choice made in the article.
        
             | Someone wrote:
             | > perhaps only 1 discounting symmetry as there is 1 fully
             | solved cube
             | 
             | I don't see how "there is 1 fully solved cube" would even
             | hint at "perhaps only 1"
             | 
             | Also, there isn't only 1. https://www.cube20.org/:
             | _"Distance-20 positions are both rare and plentiful; they
             | are rarer than one in a billion positions, yet there are
             | probably more than one hundred million such positions. We
             | do not yet know exactly how many there are"_
        
             | kevindamm wrote:
             | There are about 490 million of them, the full list can be
             | downloaded from that same cube20 site
             | 
             | https://www.cube20.org/distance20s
        
               | BurningFrog wrote:
               | You can trim it down by counting in quarter moves.
               | 
               | That is, count a 180deg move as two 90deg moves. Which it
               | is, though we usually don't think of it that way.
               | 
               | Assuming a random move length distribution, that would
               | only leave a (2/3)^20 fraction of them, which is about
               | 147000 positions.
        
               | kevindamm wrote:
               | That page also shows their results for quarter turns,
               | there are 3 (or fewer) with 26 quarter turns being the
               | shortest they can be solved in. 36 (or fewer) needing 25
               | quarter-turns.
               | 
               | https://www.cube20.org/qtm/
        
       | Aardwolf wrote:
       | It actually looks somewhat regular instead of random in the end.
       | Perhaps having only rule 6 and 3, no others, is interesting. Or
       | 6, 3 and 1. Or only rule 3 and take solution with highest entropy
        
       | superjan wrote:
       | I want to flip coins so randomly that I never see the same face
       | twice in a row.
        
         | fastaguy88 wrote:
         | This is an interesting insight. The OP's constraint that no two
         | adjacent squares are the same color ensures non-randomness.
         | (Which reminds us why people are so bad at producing "random"
         | sequences.)
        
           | superjan wrote:
           | Yeah, it's a funny coincidence that all those constraints to
           | make it look random produces exactly one solution. I guess
           | the OP knows this is not 'random' in the mathematical sense.
        
       | lutzh wrote:
       | For all the Rubik's Cube enthusiasts here: here's a two-
       | dimensional one in JavaScript -
       | https://www.huehnken.de/games/circles/
       | 
       | Also a solution looking for a problem, maybe.
        
       | lupire wrote:
       | Par of why this is a strange goal is that two adjacent squares
       | can be the same color, but not be in the correct relative
       | position for an unscrambled cube. Rubik's cube is puzzle of
       | cubelets, not squares
        
       | liampulles wrote:
       | Its quite a pretty arrangement IMO. There is a mix of randomness
       | and regularity in it.
       | 
       | I'll keep my Rubik's Cube in this position.
        
       | divbzero wrote:
       | OP's perfect scramble takes 18 moves to solve. Does that mean all
       | Rubik's Cube arrangements can be solved in 18 moves or less?
        
         | venusenvy47 wrote:
         | God's Number has been proven to be 20. It can't be any lower.
         | 
         | https://www.cube20.org/
        
       | rawling wrote:
       | > There are 3 limitations:
       | 
       | > ...
       | 
       | > 2) I can place the first 11 edge pieces onto the cube any way I
       | want. The orientation of the last edge piece is determined by the
       | orientation of the first 11.
       | 
       | > 3) I need to track how many swaps I create by placing those
       | pieces. An even number of swaps is solvable, and odd number is
       | not.
       | 
       | Would it be equivalent to say, after placing the first 10 edge
       | pieces, the position of the 11th is mandated, and then the
       | orientation of the 12th is too? Or if (3) is broken might it be
       | harder to fix than swapping the 11th and 12th?
        
         | tripa wrote:
         | Kind of.
         | 
         | But it introduces an artificial difference between edges and
         | corners. You'd get the same ability for corners if you did them
         | after the edges.
         | 
         | The slightly counterintuitive "magic" is that you can trade a
         | corner swap for an edge swap: for permutation parity, corners
         | and edges are interchangeable.
        
       | pama wrote:
       | That's a great reminder that what humans consider random and what
       | is a truly random sets of states with high entropy are typically
       | different things. In this case out of 43 quintillion
       | combinations, there's only 48 that fit the human imposed random
       | criteria. In the case of passwords, websites typically ask for
       | lots of additional constraints in what a password must have
       | leading to dramatic reductions in the brute force effort required
       | to find a password.
        
       | davidpfarrell wrote:
       | I loved reading this, but I can't help but think that a "perfect
       | scramble" would be one that can ONLY be solved in 20 moves, i.e
       | no shortcuts can be applied to solve in less moves. I wonder how
       | many of those exist?
        
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       (page generated 2025-08-02 23:01 UTC)