Just out of curiosity, was it considered to give him an 18.30 time?
Anyway: Does the square-1 scrambler has to be written in Javascript?
Ron wrote:Requirements:
- fast generation of random positions and the required move sequences to get there
- not too lengthy move sequences (<=70 moves) and not significantly longer than current sequences
- image of each generated random positions, with print option
- preferrably available on all platforms
- preferrably one program that handles all puzzles
- offline use
Ron wrote:As far as I know you cannot run Ruby offline (without a local webserver installed), so we prefer Javascript or similar.
The only thing i worry about is the 3x3 scrambler
timhabermaas wrote:Ron wrote:Requirements:
- fast generation of random positions and the required move sequences to get there
- not too lengthy move sequences (<=70 moves) and not significantly longer than current sequences
- image of each generated random positions, with print option
- preferrably available on all platforms
- preferrably one program that handles all puzzles
- offline use
I don't see a problem in any of these requirements. The only thing i worry about is the 3x3 scrambler
I wonder if the Square-1 can be broken into phases
Lucas wrote:I already posted a lot about this in the other thread, but unfortunately it got deleted, and I did not want to retype everything.
Jaap has written an optimal solver than will solve random states autonomously, as well as a sub-optimal solver without this -r option. So, all we need to do is combine these: Configure the 2-phase solver (unless the optimal is considerably faster than I'm used to) to generate n (i.e. n=3 for competitions) random states and output to a file. Then we just need a program that can generate printable scrambles from that file.
I could actually brute-force this down to a click of a single batch file, but it would only work on Windows. :-/
I would still like to note that there are two viable definitions of random, because after "a lot" of twists, the distribution of shapes is not even (at least I'm pretty sure it shouldn't be). The choice is between even or weighted distribution of the shapes.
jbcm627 wrote:I would also say weighted scramble positions... so picking a random state from among all possibilities. So for example, if there are 400 billion configurations (appx), and a specific shape occurs in, say, 10 billion of these, and another shape in 5 billion, the shape with 5 billion configurations should occur half as often.
jbcm627 wrote:So if we are going to consider weighted positions as legitimate... as in, take into consideration the path taken to get to a certain state, then we should also do this with 3x3x3 cubes... and not use Cube Explorer, as it generates random unweighted positions I believe.
StefanPochmann wrote:jbcm627 wrote:So if we are going to consider weighted positions as legitimate... as in, take into consideration the path taken to get to a certain state, then we should also do this with 3x3x3 cubes... and not use Cube Explorer, as it generates random unweighted positions I believe.
Obviously you haven't understood the concepts "infinity" and "limit". For the 3x3x3, weighted and unweighted are the same.
jbcm627 wrote:I'm not going to put too many messy details in here (well I didn't even do all the details anyways thanks to mathematica), but I will put a brief description of a solution to the problem you posted first. Its still sort of long winded. You can find it here. Correct me if I'm wrong.
jbcm627 wrote:We simply wish to take our state map, and place our solver upon it somewhere, without caring how he gets to the solved state, nor how we got to the specific position. We do not wish to consider the paths involved, that is for the solver.
jbcm627 wrote:But in the limited cases of (finite length) scrambles, you will find more than one optimal path to many many states. You will reach some states with a higher probability than others while just executing a finite number of random turns.
Please change "we" to "I" (meaning you). It's exactly like Lucas said, there are two possible obvious definitions, but which is better is not obvious and I'm certain we won't all agree.
Who cares? That has nothing to do with with the current discussion. We're not talking about that kind of scrambling, but about random state generation where we pick a random state and generate an algorithm producing that state.
jbcm627 wrote:I pointed it out in trying to argue why I think the possible moves on a puzzle shouldn't be considered when choosing a state, rather only in determining whether a state is solvable or not... Although, then again, I can see how this would be pertinent, and could be considered. I just consider it unideal.
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