Big Data
Monday 2 May 2016
Rubik’s Cube solution analyzer using R-tool
Rubik’s
Cube solution analyzer using R-tool
Ms, K.BHUVANA MEENAKSHI
UG Scholar, Department of Computer
Science and Engineering,
Dhirajlal Gandhi College of
Technology, Salem, Tamil Nadu, India – 636309
bhuvanameenakshi@outlook.com
Abstract- The scrambled puzzle is to be captured in the form
photograph (initially we are working with 2-d but later could be modified to
3-d) and is uploaded in the app. The app analyse the picture captured and gives
the appropriate answer. For this initially we will make a study of all possible
solutions using R-tool and pre-store it in the app and then the captured
picture will be matched with pre-stored analysis. The appropriate steps needed
to unscramble the Rubik’s cube will be displayed to the user.
Thus we
created an app that gives instant solution to the Rubik’s cube by analyzing the
puzzle using R-tool.
Keywords— Puzzle, 3-d,
2-d, R-tool, IDA- Iterative Deepening Algorithm
1. INTRODUCTION
1.1 Rubik’s Cube
Rubik's Cube is a 3-D mix
riddle designed in 1974 by Hungarian stone carver and teacher of engineering
Ernő Rubik. Initially called the Magic Cube,the riddle was authorized by Rubik
to be sold by Ideal Toy Corp. in 1980 by means of businessperson TiborLaczi and
Seven Towns organizer Tom Kremer,and won the German Game of the Year
extraordinary grant for Best Puzzle that year. As of January 2009, 350 million
3D shapes had been sold overall making it the world's top-offering riddle
amusement. It is broadly thought to be the world's top rated toy.
In a great Rubik's Cube,
each of the six appearances is secured by nine stickers, each of one of six
strong hues: white, red, blue, orange, green, and yellow. In right now sold
models, white is inverse yellow, blue is inverse green, and orange is inverse
red, and the red, white and blue are organized in a specific order in a
clockwise game plan. On ahead of schedule shapes, the position of the hues
fluctuated from 3D shape to solid shape. An inside turn system empowers every
face to turn freely, in this way stirring up the hues. For the riddle to be
settled, every face must be come back to have one and only shading. Comparable
riddles have now been delivered with different quantities of sides,
measurements, and stickers, not every one of them by Rubik.
Despite the fact that the
Rubik's Cube achieved its stature of standard notoriety in the 1980s, it is
still generally known and utilized. Numerous pace cubers keep on honing it and
other twisty riddles and vie for the quickest times in different classes.
Following 2003, The World Cube Association, the Rubik's Cube's global
administering body, has composed rivalries worldwide and kept the official
world records.
2. Solutions for 3x3 cube
There
are numerous calculations to settle mixed Rubik's Cubes. The most extreme
number of face swings expected to fathom any case of the Rubik's Cube is 20,and
the greatest number of quarter turns is 26. These numbers are additionally the
widths of the relating Cayley charts of the Rubik's Cube bunch. A calculation
that illuminates a block in the base number of moves is known as God's
calculation.
There
are two basic approaches to quantify the length of an answer. The first is to
check the quantity of quarter turns. The second is to tally the quantity of
face turns. A move like F2 (a half turn of the front face) would be included as
2 moves the quarter turn metric and as just 1 turn in the face metric.
Fig1: A computer graphic of
a scrambled Rubik's Cube
2.1 Move notation
To mean a grouping of
proceeds onward the 3×3×3 Rubik's Cube, this article utilizes
"Singmasternotation",which was created by David Singmaster.
The letters L,R,F,B,U,D
show a quarter clockwise turn of the left, right, front, back, all over face individually.
Half turns are demonstrated by attaching a 2. A quarter counterclockwise turn
is shown by attaching a prime image ( ′ ).
2.2 Lower bounds
It
can be demonstrated by tallying contentions that there exist positions
requiring no less than 18 moves to tackle. To demonstrate this, first check the
quantity of shape positions that exist altogether, and afterward tally the
quantity of positions achievable utilizing at most 17 moves. Things being what
they are the last number is littler.
This
contention was not enhanced for a long time. Likewise, it is not a helpful
verification: it doesn't show a solid position that needs this numerous moves.
It was guessed that the supposed superflip would be a position that is
exceptionally troublesome. A Rubik's Cube is in the superflip design when every
corner piece is in the right position, yet every edge piece is inaccurately
arranged. In 1992, an answer for the superflip with 20 face turns was found by
Dik T. Winter, of which the negligibility was appeared in 1995 by Michael Reid,
giving another lower bound to the width of the shape bunch. Additionally in
1995, an answer for superflip in 24 quarter turns was found by Michael Reid,
with its insignificance demonstrated by Jerry Bryan. In 1998, another position requiring
more than 24 quarter swings to comprehend was found. The position, which was
known as a 'superflip created with four spot' needs 26 quarter turns.
2.3 Upper bounds
The
principal upper limits depended on the "human" calculations. By
joining the most pessimistic scenario situations for every part of these
calculations, the run of the mill upper bound was observed to associate with
100.
Maybe
the principal solid worth for an upper bound was the 277 moves specified by
David Singmaster in mid 1979. He essentially checked the greatest number of
moves required by his 3D shape explaining calculation. Later, Singmaster
reported that ElwynBerlekamp, John Conway, and Richard Guy had concocted an
alternate calculation that took at most 160 moves. Before long, Conway's
Cambridge Cubists reported that the solid shape could be restored in at most 94
moves.
2.4 Thistlethwaite's algorithm
The
achievement was found by Morwen Thistlethwaite; points of interest of
Thistlethwaite's calculation were distributed in Scientific American in 1981 by
Douglas Hofstadter. The ways to deal with the shape that prompt calculations
with not very many moves depend on gathering hypothesis and on broad PC seeks.
Thistlethwaite's thought was to separate the issue into sub issues. Where
calculations up to that point separated the issue by taking a gander at the
parts of the solid shape that ought to stay altered, he partitioned it by
limiting the sort of moves you could execute. Specifically he isolated the 3D
shape bunch into the accompanying chain of subgroups:
G0 = (L, R, F, B, U, D)
G1= (L, R, F, B, U2, D2)
G2 = (L, R, F2, B2,
U2, D2)
G3 = (L2, R2, F2,
B2, U2, D2)
G4= {1}
Next
he arranged tables for each of the right storeroom spaces Gi+1\ Gi .
For every component he found a succession of moves that took it to the
following littler gathering. After these arrangements he functioned as takes
after G0. An
arbitrary 3D shape is in the general 3D square gathering. Next he found this
component in the right storage room space G1\G0. He
connected the comparing procedure to the 3D square. This took it to a block in G1.
Next he gazed upward a procedure that takes the 3D square to G2, G3
alongside lastly to G4
Despite
the fact that the entire solid shape gathering G0 is huge
(~4.3×1019), the privilege closet spaces G1\G0, G2\G1,
G3\G2 and G3 are much littler. The wardrobe
space G2\G1 is the
biggest and contains just 1082565 components. The quantity of moves required by
this calculation is the entirety of the biggest procedure in every stride.
At
first, Thistlethwaite demonstrated that any setup could be fathomed in at most
85 moves. In January 1980 he enhanced his system to yield a greatest of 80
moves. Later that same year, he decreased the number to 63, and after that
again to 52. By comprehensively seeking the closet spaces it was later found
that the most ideal number of moves for every stage was 7, 10, 13, and 15
giving an aggregate of 45 moves at most.
2.5 Kociemba's algorithm
Thistlethwaite's
calculation was enhanced by Herbert Kociemba in 1992. He diminished the
quantity of middle of the road gatherings to just two:
G0= (U, D, L, R, F, B)
G1= (U, D, L2, R2,
F2, B2)
G2= {1}
Likewise
with Thistlethwaite's Algorithm, he would look through the privilege closet
space G1\G0 to take the 3D shape to assemble. Next he
hunt the ideal arrangement down gathering G1. The pursuits in G1\G0
and G1 were both finished
with a strategy equal to IDA. The hunt in G1\G0
necessities at most 12 moves and the pursuit in G1 at most 18 moves,
as Michael Reid appeared in 1995. By producing additionally imperfect
arrangements that take the shape to gathering and searching for short
arrangements in G1, you
typically get much shorter general arrangements. Utilizing this calculation
arrangements are regularly found of less than 21 moves, however there is no
evidence that it will dependably do as such.
In
1995 Michael Reid demonstrated that utilizing these two gatherings each
position can be explained in at most 29 face turns, or in 42 quarter turns.
This outcome was enhanced by SilviuRadu in 2005 to 40.
2.6 Korf's algorithm
Utilizing
these gathering arrangements consolidated with PC inquiries will by and large
rapidly give short arrangements. Be that as it may, these arrangements don't
generally accompany a certification of their negligible. To hunt particularly
down negligible arrangements another methodology was needed. In 1997 Richard
Korf reported a calculation with which he had ideally unravelled irregular
occasions of the shape. Of the ten arbitrary 3D shapes he did, none required
more than 18 face turns. The technique he utilized is called IDA and is
portrayed in his paper "Finding Optimal Solutions to Rubik's Cube Using
Pattern Databases". Korf portrays this technique as takes after
IDA
is a profundity first scan that searches for progressively more arrangements in
a progression of emphases, utilizing a lower-bound heuristic to prune branches
once a lower bound on their length surpasses the ebb and flow cycles bound.
It
works generally as takes after. In the first place he distinguished various sub
issues that are sufficiently little to be unravelled ideally. He utilized:
The
solid shape limited to just the corners, not taking a gander at the edges
The
solid shape limited to just 6 edges, not taking a gander at the corners nor at
alternate edges.
The
solid shape limited to the next 6 edges.
Plainly
the quantity of moves required to take care of any of these sub issues is a
lower headed for the quantity of moves you should tackle the whole 3D shape.
Given
an irregular block C, it is understood as iterative developing. To start with
all 3D shapes are produced that are the after-effect of applying 1 move to
them. That is C * F, C * U, … Next, from this rundown, all 3D shapes are
created that are the after-effect of applying two moves. At that point three
moves etcetera. On the off chance that anytime a solid shape is found that
needs an excess of moves in light of the upper limits to still be ideal it can
be dispensed with from the rundown.
Despite
the fact that this calculation will dependably discover ideal arrangements,
there is no most pessimistic scenario examination. It is not known what number
of moves this calculation may require. An execution of this calculation can be
found here.
3. PROPOSED DIAGRAM
3.1 A Schematic Diagram
On structure of the analyzer
3.2 Requirements
·
Data on prediction of 2-D picture
·
Data on history of all possible solution algorithms
3.3 Techniques used
·
Data Mining
·
R-Tool
·
Big data analytic
3.4 Description of the block diagram:
Step 1: The
scrambled 3-D cube required for the puzzle is taken.
Step 2: A picture in
2-D is captured through any of the smart phones or tablets.
Step 3: The picture
is uploaded to the “Rubik’s Cube solution analyzer”.
The analyzer analyses
the possible solutions using R-tool.
Step 4: The “Step by
step solution” is provided to the end users.
3.4 ALGORITHM USED
The approach to
solve the puzzle is to generate all possible descendants of the goal state in
the form of a tree. For 3x3 puzzles we have 9! Permutations. Each configuration
has exactly 9! /2 solutions.
4. CONCLUSION
In conclusion we believe that out
solution analyzer will be of great help to all the curious players of the Rubik’s
cube. And also this has been of great help to learn more on the subject of
R-tool.
5. REFERENCES
- Joyner, David (2002). Adventures in group theory: Rubik's Cube, Merlin's machine, and Other Mathematical Toys. Baltimore: Johns Hopkins University Press. p. 7.ISBN 0-8018-6947-1.
- Michael Reid's Rubik's Cube page M-symmetric positions Posted to Cube lovers on 2 Aug 1998
- Rik van Grol (November 2010). "The Quest For God’s Number". Math Horizons. Retrieved 2013-07-26.
- David Singmaster (1981). Notes on Rubik's Magic Cube. Enslow Publishers. p. 30.
- Herbert Kociemba. "The Subgroup H and its cosets". Retrieved 2013-07-28
- Progressive Improvements in Solving Algorithms
- Richard Korf (1997). "Finding Optimal Solutions to Rubik's Cube Using Pattern Databases" (PDF).
- Michael Reid's Optimal Solver for Rubik's Cube (requires a compiler such as gcc) Rubik can be solved in 27f Press Release on Proof that 26 Face Turns Suffice Kunkle, D.; Cooperman, C. (2007). "Twenty-Six Moves Suffice for Rubik's Cube" (PDF). Proceedings of the International Symposium on Symbolic and Algebraic Computation (ISSAC '07). ACM Press.
- Tom Rokicki. "Twenty-Five Moves Suffice for Rubik's Cube". arXiv:0803.3435.
- Twenty-Three Moves Suffice — Domain of the Cube Forum twenty-two moves suffice Tom Rokicki. "Twenty-Nine QTM Moves Suffice". Retrieved 2010-02-19.
- God's Number is 26 in the Quarter-Turn Metric "World Cube Association Competition Regulations". World Cube Association. Retrieved 5 May 2012.
- Treep, Anneke; Waterman, Marc (1987). Marc Waterman's Algorithm, Part 2. Cubism For Fun 15. Nederlandse Kubus Club. p. 10.
- http://www.topaccolades.com/notation/rubikscube.htmWolstenholme notation Frey, Jr., Alexander H.; Singmaster, David (1982).Handbook of Cubik Math. Hillside, N.J: Enslow Publishers.ISBN 0-89490-058-7.
- Kunkle, D.; Cooperman, C. (2007). "Twenty-Six Moves Suffice for Rubik's Cube" (PDF). Proceedings of the International Symposium on Symbolic and Algebraic Computation (ISSAC '07). ACM Press.
- KFC (2008). Rubik’s cube proof cut to 25 moves. Julie J. Rehmeyer. "Cracking the Cube". MathTrek. Archived from the original on 2007-10-11. Retrieved2007-08-09.
- Tom Rokicki (2008). "Twenty-Five Moves Suffice for Rubik's Cube". arXiv:0803.3435 [cs.SC].
- "Rubik's Cube Algorithm Cut Again, Down to 23 Moves". [Slashdot]. Retrieved 2008-06-05.
- Tom Rokicki. "Twenty-Two Moves Suffice". Retrieved2008-08-20.
- Flatley, Joseph F. (2010-08-09). "Rubik's Cube solved in twenty moves, 35 years of CPU time". Engadget. Retrieved2010-08-10.
- Davidson, Morley; Dethridge, John; Kociemba, Herbert; Rokicki, Tomas. "God's Number is 20". www.cube20.org. Retrieved 2010-08-10.
- Demaine, Erik D.; Demaine, Martin L.; Eisenstat, Sarah;Lubiw, Anna; Winslow, Andrew (2011). "Algorithms for Solving Rubik's Cubes". arXiv:1106.5736v1 [cs.DS].
- Evans, Rob (24 September 1981). "Restore your cube".New Scientist: 802.
- "Rubik's Cube". Newsweek 99: Philip Marshall (2005), The Ultimate Solution to Rubik's Cube
- "Introduction". Grrroux.free.fr. Retrieved 2012-06-20.
- "Website with solutions created by Denny Dedmore". Helm.lu. Retrieved 2012-06-20.
Bibliography
Ms. K. Bhuvana Meenakshi,
UG scholar in Dhirajlal
Gandhi College of Technology, Salem, Tamil Nadu, India. She has infinite
curiosity in computer programming. Her major area of interests are Cloud
Computing, Big data, Virtual Reality and Augmentation Reality. On the other
hand hardware and system designing has also fascinated her. She has done many
paper works and won “Best Paper Awards”.Besides these she is a state level
awardee in Bharathanatyam (classical dance of Tamil Nadu ),holding a grade
certificate degree from Annamalai University in the field of Bharatanatyam. She
is a district level player in chess. And equally interested in writing poems
and short stories.
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