[PR]¡“ú‚ÌÆ­°½‚Í
¢Infoseek ÓÊÞ²Ù£

This site has moved to Cubefreak.net.

You will be forwarding soon (usually instantly) to this pages' current location ( http://www.cubefreak.net).

A 3-Cycle Guide to 3x3x3 Blindfold Cubing

Written and maintained by Shotaro "Macky" Makisumi. Version 2 written on June 14, 2005. The nth version will be version (1+1/(2^(n-1)))^(2^(n-1)).

This is the method I used to achieve the time of 2 minutes 18.58 seconds in an official tournament, the WCA Asian Record at the time of this writing. Tyson Mao, who holds the official world record at 1 minutes 58.32 seconds, and Leyan Lo, who holds the second fastest time, also use this method with minor differences in the algorithms. My personal best time (unofficial) with this method is 1 minute 31 seconds.

Thanks to Stefan Pochmann and Richard Carr for valuable comments on this guide. A thousand thanks must go to Sunil Pedapudi for reading through my preliminary drafts and for pressuring me to finish writing this guide...all during his final examiniation week! Of course, any mistakes in the guide should be imputed to the author. I hope that this guide will be of use to new blindfold cubers. The basic principals explained here--orientation before permutation, set-up moves, cycles--can be applied to most other twisty puzzles. Solving a new puzzle blindfolded can simply be a matter of finding a basic algorithm (for which commutators are useful. see Corner Orientation).

I. Introduction
II. The Method
   A. Orientation
      i. Edge Orientation
      ii. Corner Orientation
   B. Permutation
      i. Cycle Method
      ii. Corner Permutation
         a. Cycles of length 3
         b. Cycles of length 2
      iii. Edge Permutation
         a. Cycles of length 3
         b. Cycles of length 2
      iv. Permutation Parity
III. Summary
IV. Memorization
V. Example Solve
VI. Links

I. Introduction

Blindfold cubing isn't a miracle (nor is it braille). Quite obviously, preinspection and memorization are needed prior to solving without the aid of vision. A blindfold solve consists of two phases: memorization and resolution. In tournaments, it is customary to time the memorization as well as the resolution. Another category of blindfold cubing, called speed blindfold cubing, times only the resolution and thus calls for a completely different approach. This type of blindfold cubing has been done by Geir Ugelstad, Gaétan Guimond, Bertrand Bertage, and Chris Hardwick. We will only deal with the first type of blindfold cubing in this guide.

The method I present here is a relatively straightforward variation on a basic approach know as the cycle method, which I first discovered on stiff_hands' website in December of 2002. The defining difference from Richard Carr's piece-by-piece method is in the way permutation is resolved: through decomposition of permutation into cycles.

Whatever the method, cycle or piece-by-piece, the approach used in blindfold cubing is significantly different from that in speedcubing. Because of the large number of pieces that are affected with each turn, a normal speedcubing method would require the solver to update his memory with every turn. The answer to this problem is to only move very few pieces in a very limited way at each step. We first split the procedure into four nearly independent parts. Then, each part is separated into even smaller chunks of tasks, each of which--and nothing else--is then performed using a simple algorithm. By limiting the amount of work done to the cube at one time, such an approach helps to keep track of the state of the puzzle quite easily; in fact, easy enough that some are able to solve a Rubik's Cube blindfolded in under two minutes including memorization. Because of this limitation, we also only need very few number of algorithms. What can be tricky is how to apply them.

I have described below the theory and the method for orientation and then permutation, according to the order in which they are solved. For each stage, I first discuss the theory of resolution and then present the algorithms used. Memorization is only briefly touched on. The reason for this organization lies in my belief that the theory used in resolution is the key to understanding the system of blindfold cubing and the shortest path to master the method. Once the system is understood, it should be immediately obvious what information to commit to memory. Further, memorization can be done in any order and arranged in different ways. For this reason, I will only present the most straight forward method of memorization for each step and leave the techniques to a separate page. Blindfold cubing should first be practiced with eyes open. Writing down the needed information on a piece of paper will suffice for this purpose. Only with an accurate understanding of the resolution method, would memorization be of any help.

Solving a Rubik's Cube blindfolded is not difficult. At all! (Richard Carr adds, "if you take the time to memorize it properly!") All we need is a fairly good short-term memory and the persistence to learn the method. If you think you cannot do it, you are a close-minded moron. Let us proceed.

Remember that this is only one possible approach, one variation on the cycle method. There are as many variations as there are blindfold cubers.

Such a lengthy introduction...well, shall we start, then?

II. The Method

There are four parts to blindfold cubing: edge orientation (EO), edge permutation (EP), corner orientation (CO), and corner permutation (CP). Each step will be dealt separately (except in case of a permutation parity). Each cubie will have an orientation, or its flip, and a permutation, where it should go, assigned to it. Since there are 20 cubies in a Rubik's Cube, this allows one to memorize the whole cube using a string of 40 numbers, and much less with some techniques. Of course, much or all of this information can be stored through visual images rather than numbers. The memorization techniques frequently used will be discussed in detail further on.

This particular variation on the cycle method is an orientation first method. Orientation is first solved without disturbing the permutation, and then the permutation is dealt with without changing the orientation. Doing orientation first keeps the memorization of orientation quite simple. (An alternative approach is to combine orientation and permutation, which can be accomplished through unrestricted use of set-up moves, as demonstrated by Stefan Pochmann.) Before starting with the method, we need some preparation.

# Corners:Edges:
1UFLUF
2UFRUL
3UBRUB
4UBLUR
5DFLFL
6DFRBL
7DBRBR
8DBLFR
9DF
10DL
11DB
12DR

First, pick one color as the top face and another as the front face and keep this setting constant for all solves. It is important that we choose a setting we are comfortable with. For ease of discussion, we will label the corners using 1-8 and edges using 1-12. You may do this in any way you wish, but I will use the labeling on the left throughout this guide. If you use a different labeling, you will have to convert it to mine.

Familiarlize yourself with your labeling. Given a number, you should be able to locate the piece and name the colors on that piece in an instant. To get used to your labeling, practice by scrambling a cube and then going through each piece, numbering it appropriately. Remember that you do not have to use numbers at all in your memorization; they are just for convenience in this guide. Any labeling/association will work.

Now we can proceed to discuss the method itself.

A. Orientation

Orientation of a cubie is its flip or twist. For each piece, we pre-define a "correct orientation." Our goal is to bring every piece into its correct orientation (by flipping) without disturbing its permutation (i.e. without moving them). Edges and corners are completely independent for orientation, which is not the case with permutation as we will see later. This makes it possible to start with either edges or corners.

i. Edge Orientation

There are twelve edges on a Rubik's Cube. Since each edge has two stickers, it can be twisted in two ways: correct orientation and incorrect orientation. We define the orientation of the edge to be "correct" if it can be reached from the solved state within (UDFBR2L2) group i.e. without quarter turns on L and R faces. The other orientations are "incorrect." From this definition, we can determine the orientation of an edge by moving it (mentally or not) to its correct position under this restriction. If the facelet colors match with the centers, the edge is correctly oriented. Try this to get a feel for when an edge is correct and when it is wrong. In official attempts, it is not allowed to turn the cube during memorization.

There is a simple shortcut: every edge piece has either a U/D color or a F/B color, so the following three rules are enough to determine the orientation of any given edge piece.

  • 1. If U/D color is on F or B, the edge is incorrectly oriented.
  • 2. If U/D color is on U or D, the edge is correctly oriented.
  • 3. If F/B color is on U or D, the edge is incorrectly oriented.

    If an edge has a U/D color, we can always use one of the first two rules. The dark-gray stickers represent the spots where U/D sticker of a correct edge can be located.

    If a piece has no U/D color, it must have a F/B color, and so the third rule applies. The dark-gray stickers represent the spots where F/B sticker of a correct edge can be located.

    Memorization: The only information we must memorize in this step is which edges have wrong orientation.

    Resolution: To fix edge orientation, the following algorithms are useful:

    Algorithms

    1 3: M'UM'UM'U2MUMUMU2
    1 2 3 4:[M'U]x4[MU]x4
    1 2 3 4 6 11: [RBR'U]x5
    1 3 5 6 7 8 9 11: [DwDRwR]x3

    There is of course the super-flip (all twelve edges), but this is not too useful unless we have 10 or more bad edges.

    Once we know how to determine the orientation, edge orientation is the easiest step.. We can simply tale two incorectly oriented edges at a time and flip them, which automatically corects the orientation. To fix a given orientation, we set up the edges to be oriented first into one of the above configurations. Then, we apply an algorithm to correct these edges, and reverse the set-up move to finish. For example, to orient edges 8 and 12, we can do F'DB2 to set up, orient 1 and 3, and reverse the set-up by B2D'F. This idea of set-up moves is similar to conjugation (at Jaap's Puzzle Page), and appears in each of the four steps of blindfold cubing. Note that there is no restriction on the setup moves when fixing orientation. Of the algorithms above, only the first algorithm is necessary. We can always fix two edges at a time. The others should only be used when the set-up move is relatively easy.

    ii. Corner Orientation

    Corner orientation is a bit trickier because there are three possible orientations for each corner: correct, clockwise (cw), and counter-clockwise (ccw). A corner is correctly oriented when its U/D colored sticker is on U or D.

    Correct

    Clockwise (cw)

    Counter Clockwise (ccw)

    Suppose that we want to twist corner 2 ccw and corner 4 cw. A simple commutator is used to deal with such situation. A=(R'D'RD)x2 is the basic move that rotates corner 2 ccw and leaves all other pieces on the U layer untouched. We first do this move to twist corner 2. Then, do U2 to bring corner 4 to spot 2, and now do the inverse of the basic move: A'=(D'R'DR)x2. This twists this piece cw while leaving all other pieces on U affected, and also repairs the damage done to the bottom two layers by the basic move. Performing U2 gets everything back to original position, and we have successfully oriented two corners. With appropriate number of U turns, this commutator can to twist any one corner on U cw and another on U ccw. If corners of different layer need to be solved, a set-up move is required to place them in the same layer. There is no restriction on this set-up moves.

    The fact that A has an order or 3 can be used to extend this method even further. The following twist three corners ccw: AUAUAU2. In fact, any combination of A, U, and their inverses with A performed 3n times and U 4m times, for integers n and m, will only orient corners of the U layer.

    Memorization: There is a system for representing orientation using 0, 1, and 2, but there is no need to use this. Rather, visually memorize to which direction the U/D sticker of each corner points.

    Resolution: Solve a pair of cw and ccw corners or three corners of the same orientation each time. This must usually be repeated several times to correct all orientation.

    Algorithms

    A=(R'D'RD)x2

    It is much easier to perform this if you turn the whole cube first with z'. Be sure, however, to perform z after the orientation.

    Examples: Below are some common usages of the above algorithm. (ab) means to turn a ccw and b cw, and (abc cw) means turn a, b, and c all cw.

    Algorithms

    (12): U'AUA'
    (13): U'AU2A'U'
    (123 ccw): U'AUAUAU'
    (123 cw): U'A'UA'UA'U'
    (15): FAU'A'UF'

    B. Permutation

    Permutation is the placement of the pieces. Our goal is to move all pieces to their correct spot while preserving orientation, which should already be solved. This part is also divided into corners and edges; however, permutation parity can occur, which would require one to transpose a pair of edges and a pair of corners. The same principal of set-up moves apply here, but with restrictions added to preserve orientation.

    i. Cycle Method

    In the following explanation, remember that "corner 1" refers the corner in spot 1, not the corner that should be in spot 1.

    The permutation method explained here is know as the cycle method, and is used for corners as well as edges. This step is the difference between cycle method and piece-by-piece method (which is a misleading name, as Stefan Pochmann points out). By solving along the cycle, this method reduces the thinking needed to fix permutation. Every permutation can be decomposed into several independent cycles, permutations in which pieces must moved in a cycle. For example, cycle (123) means corner 1 belongs to spot 2, 2 to 3, and 3 to 1. A cycle of length one means that the piece is already in place and need not be memorized. This decomposition of permutation into cycles can quite easily be achieved through the following algorithm:

    Cycle Decomposition Algorithm

    1. Locate the smallest number that has not been written (the first time this number is 1).
         a. If such number exists, write down "(" and then that number.
         b. If all numbers have been written, stop.
    2. Find the last number that was written. Determine to which spot this corner needs to be moved.
         a. If the number of this spot has not been written, write it down and repeat step 2.
         b. If the number of this spot has been written, write ")" to end the cycle. Go to step 1.

    Experiment with this using random scrambles. Notice that any number that is not written down could have been chosen to start a new cycle in step 1. However, always starting with the lowest possible number keeps the memorization simple; less thinking means faster times. In official attempts, writing down or reading anything is not permitted. However, using a piece of paper to write down the needed information for each step is a good practice when first working with cycles.

    Memorization: The end result should look something like (164237)(58) for corners. Edges will have a maximum of 12 elements. This is the only information we must memorize for permutation.

    Resolution: To solve a cycle, we reduce its length 2 at a time (or k-1 at a time if k-cycles are used) until it is length 1 or 2. Each cycle of length 3 and also each pair of cycles of length 2 can then be solved. Cycles can be solved with an algorithm in any order. The following reduction rule is useful here.

    Cycle Reduction Rule: A cycle of length 3 or longer, when the first 3 pieces are cycled, loses the second and the third number. (More generally, a cycle of length k or longer, when the first k pieces are cycled, loses the second to the kth numbers.) In particular, cycles of length 3 are reduced to cycles of length 1, which can then be discarded from memory.

    If we have (abcde) and apply (abc), the end result is (ade). I leave it to the reader to figure out why this works. This is essentially what we must do in our mind as we solve the permutation. The two numbers deleted correspond to the corners solved by that particular cycle. Because pieces are deleted from memory when they are solved, when all information is gone, we know that our solve is complete.

    There's the theory. So how do we exactly go about solving these cycles of length 3 and 2? We discuss the algorithms used for corners and edges in the following sections.

    ii. Corner Permutation

    In the case of corner permutation, the set-up move must be within (UDF2B2R2L2) group, meaning no 90 degree turns for R, L, F, or B faces. This limitation ensures that orientation is preserved.

    a. Cycles of length 3

    Any single algorithm that cycles 3 corners will work here. For convenience, we will use one that solves (123) and its mirror, which solves (214), both of which can be performed on either U or D face without disturbing orientation.

    Algorithms

    CP(123): RB'RF2R'BRF2R2
    CP(214): L'BL'F2LB'L'F2L2

    These algorithm, combined with proper set-up moves, can solve any cycle of three corners. If all three corners are in U layer, applying the algorithm is easy. Set-up moves come into play when corners of different layer need to be cycled. In general, we set up the desired pieces into U layer. The entire procedure goes as follows:

    1. Corners are set up without disturbing orientation so that they are all in U or all in D face.
    2. Corners are permuted using either of the two algorithms
    3. The inverse of the set-up move in step 1 (inverse means start from end and change cw to ccw).

    Example: Suppose we have the cycle (175). The set-up move R2D'B2 will bring the three pieces to (123). The first algorithm solves this cycle, and finally we reverse the set-up move: B2DR2.

    Double transpotition CP(24)(37): (RB'R'B)x3 sometimes comes in handy in cases where set-up moves are otherwise difficult, namely the cases where 2 corners are placed at a diagonal. I suggest that you experiment with these on your own.

    b. Cycles of length 2

    Cycles of length 2 can only be solved in pairs (double transposition). The same method and limitation of set-up moves apply here. The algorithms I recommend to be memorized are:

    Algorithms

    CP(12)(34): xUR'U'LURU'R'2wU'RULU'R'Ux
    CP(13)(24): U2 EP(13)(24) = U2RLU2R'L'F'B'U2FB
    CP(24)(37): (RB'R'B)x3

    In particular, the last algorithm, shown to me by Dror Vomberg at WC2003, can be used to avoid long set-up moves.

    Example: Suppose we have (24)(36). One method would be to set up with L2D'L2 and use the first algorithm. Doing D to set up into the last algorithm reduces the need to think about which corners are to be swapped.

    If one cycle of length 2 remains at the end, we have a permutation parity. Leave this alone but keep it memorized and go on to the edges. We will solve 2 corners and 2 edges at the end of the solve.

    iii. Edge Permutation

    Edge permutation is the hardest part of blindfold cubing because there are twelve edges to place (more than corners). However, the theory is the same as corners. We are still using 3-cycles (not that we can't use 2 or 4 or 5) to resolve the cycles in the same manner. The only difference is that the set-up move now must be within (UDFBR2L2) group, or no single turns on L and R. We have more freedom in how to set-up than we did for corners, but this also means that we must make sure to remember our set-up moves. For example, we can often use either B'R2 or R2B' to set up. One of the most frustrating thing would be to, after cycling whatever pieces we intened to permute, we forget which move we started with. It is useful to make rules for ourselves on which moves to do first. The most obvious would be to set-up in order of the cycle or to do U/D first, R/L next, and finally F/B.

    a. Cycles of length 3

    As with corners, it is useful to know 3-cycles of both directions:

    Algorithms

    EP(134): R2UFB'R2F'BUR2
    EP(132): L2U'F'BL2FB'U'L2

    A 3-cycle can be performed on U, F, D, and B faces without disturbing orientation. To do these on L and R layers, the follwing move must be used.

    EP(4 12 7): ERE'R2ERE'

    I wouldn't recommend using this, however, as just a few easy setup moves can bring all pieces to non-L,R layers.

    Example:

    b. Cycles of length 2

    Here, Z permutation and cross permutation are the most basic and useful.

    Algorithms

    EP(13)(24): RLU2R'L'F'B'U2FB
    EP(12)(34): x'FRU'R'UDR'DU'R'URD2x

    Z permutation can only be used on U, F, D, and B layers, but Cross permutation can be done on any layer without disturbing the orientation. For Z-permutation, we can use this alg for pieces on R layer: z'FRUR'U'F'-F'L'U'LUFz (which again is not too useful).

    Example:

    iv. Permutation Parity

    50% of solves will have permutation parity. Generally such parity is reduced to 2 corners and 2 edges to be swapped. Any of the PLL algorithms that have this effect can be used with set-up moves.

    Example: For example, if you have CP:(17) and EP:(15),

    R2U2FU-FRU'R'URUR2F'RURU'R'-U'F'U2R2

    The first part sets up the pieces on U, the second is T-permutation, and finally the third is the inverse of the set-up. Alternatively, you could have done D' to set up on F face, since diagonal swap of corners do not disturb orientation, but this is much harder to notice (and I would not do it).

    Permutation parity does not have be solved at the very end. If we realize that we have a parity half way into the permutation, we can correct the parity at an easier time. If the two pieces to be swapped are part of a cycle, remember to erase the second in the cycle from memory. It is also possible, although not necessary, to find out the parity from the permutation of either corners or edges (corners are shorter, so usually easier). Parity is even (no parity fix is necessary) if and only if the number of cycles of even length is even. If you do not find permutation parity easy, one way would be to perform U at the beginning of the solve if parity exists. However, permutation must be memorized for the configuration of the cube after this U, which can be quite confusing. As Richard Carr points out, it is also possible to adjust the cycles so that you end up with 4 corners and 4 edges to be cycled on U, which can then be solved by U at the end of the solve.

    I have gone through every stage of a blindfold solving. Hopefully, this is enough to clarify what to memorize and how to deal with each of the four stages.

    III. Summary

    With the understanding of the above material, we can now walk through a blindfold solve using this method.

    Memorization

    Memorization of the four parts can be done in any order. Here, we will discuss them in the following order: EP, CP, EO, CO. My reasons to use this order is explained in the next section, IV. Memorization.

    Edge Permutation: Using the Cycle Decomposition algorithm described in II. B. i. Cycle Method, obtain in cycle notation the permutation of twelve edges. Memorize this.
    Corner Permutation: Repeat the above for the eight corners, memorizing the cycles. Be sure to distinguish these from the permutation of edges.
    Edge Orientation: Using the method explained in II. A. i. Edge Orientation, determine the orientation of each edge and memorize which edges are incorrectly oriented.
    Corner Orientation: Memorize in which direction the U/D sticker of each corner points.

    This concludes the memorization.

    Resolution

    Orientation must be solved completely before permutation. However, it does not not matter whether we solve corner orientation or edge orientation first, and same for corner and edge permutation. Parity error may be fixed at any time during permutation. The idea of set-up moves is crucial to understanding how we apply the algorithms.

    Corner Orientation: Using set-up moves and a commutator of (R'D'RD)x2 and U, solve one cw and one ccw or three in same orientation. This must usually be repeated several times to correct all orientation. Corners whose orientation is fixed may be erased from memory.
    Edge Orientation: Using set-up moves and appropriate edge-orientation algorithms, flip the incorrectly oriented edges. The ones that are flipped may be erased from memory.
    Corner Permutation: Following the Cycle Reduction Rule described in II. B. i. Cycle Method, apply algorithms to reduce cycles of length 3 or longer. Solve each pair of cycles of length 2 with the appropriate algorithms. Set-up moves must be within (UDF2B2R2L2) group. In case a single cycle of length 2 is left, move on to edge permutation.
    Edge Permutation: Repeat the same procedure for edges. Set-up moves must be within (UDFBR2L2) group.
    Parity Fix (if necessary): Use set-up moves and an appropriate PLL algorithm to fix the parity.

    As I have written before, this is only one possible approach, one variation on the cycle method. For example, cubers using Stefan Pochmann's method solve orientation and permutation simultaneously.

    IV. Memorization

    V. Example Solve

    Here's a walk-through of the method described above using a scramble generated by JNetCube.

    Scramble: F D2 R2 D' B2 L F' B R' L U' F2 D B2 L' U2 L F' B' R' L' D2 R' L2 F'

    1. Memorization
    CP: (1 2 8 6)(4 5 7)
    EP: (1 2 5)(3 8 9 6 11 7)(4 12 10)
    EO: 1 3 4 7 9 11
    CO: (345 cw)(678 cw)

    2. Corner Orientation
    (345 cw): F2-z'(U'RUR'U'RUR'L)x3Lz-F2
    (678 cw): x2U'-z'(U'RUR'U'RUR'L)x3Lz-Ux2

    3. Edge Orientation
    1 3 4 7: U2R'-M'UM'UM'UM'UMUMUMUMU-RU2
    9 11: x2-M'UM'UM'U2MUMUMU2-x2

    4: Corner Permutation
    (1 2 8): B2-RB'RF2R'BRF2R2-B2
    (4 5 7): DR2DF2U2-L'BL'F2LB'L'F2L2-U2F2D'R2D'
    (1 6) Parity left

    5. Edge Permutation
    (1 2 5): U2F-R2UFB'R2F'BUR2-F'U2
    (3 8 9): U2x-R2UFB'R2F'BUR2-x'U2
    (3 6 11): x'U2-R2UFB'R2F'BUR2-U2x
    (3 7) Parity left
    (4 12 10): D'F2B2-R2UFB'R2F'BUR2-B2F2D

    6. Parity
    First, fix the corners and switch two additional edges:
    UR2U-(T-perm ex. RUR'U'R'FR2U'R'U'RUR'F'-U'R2U'
    This leaves us with a double transposition.
    (2 4)(3 7): U2B-RLU2R'L'F'B'U2FB-B'U2

    If you have any requests, please send me the scramble you want me to solve. I'll write it up if I have the time.

    VI. Links

    stiff_hands's site, where I learned the cycle method.
    Richard Carr's pdf document explains an introductory piece-by-piece method for 1x1x1 up to 5x5x5.
    BCFTSS (Blindfold Cubing For The Seriously Sad) is the intermediate method developed by Richard Carr.
    An Introduction to Blindfold 3x3x3 Rubik's Cube Solving by Tyson Mao
    Stefan Pochmann's Blindfoldsolving using a 2-cycle (PLL algorithms), orientation and permutation together
    The Simplest System for Blindfold Cubing by Bill McGaugh
    Yahoo! Blindfold Cubing Forum


  • Back to Blindfold Cubing Main
  • Back to Main Page

    Created by Shotaro "Macky" Makisumi

    Last updated: 2005/06/14

  • Macky's site for speedcubers, blindfold cubers, and cube-addicts...
    Best average: 13.42 seconds. 12.11 seconds AsR solve here

    Chatter