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The Mathematics of
Professor Alan's Puzzle Square
part 7 – Rubik’s cube
Into three dimensions
I often descibe the
Puzzle Square as a two
dimensional version of
Rubik’s cube.
Now it is time to move
into three dimensions,
but with all the power of
Group Theory to help.
Lars Karlsson (Keqs) / CC BY-SA
(http://creativecommons.org/licenses/by-
Flat world
It can be hard to visualise (and
to draw) three dimensions, so
I’m going to use this flattened
view of two sides.
Just like we focused initially
on a single row and column
of the Puzzle Square
Basic moves
Here’s the effect of first of all rotating the red
face clockwise followed by the blue face.
Labels
To be honest I found it pretty
difficult keeping track of the
colours!
So I’m going to simplify things
and use labels: A. B. C, … for
the corners and a, b, c, … on
the edges the centres don’t
move anyway.
A a B
C D
E F
b c
d
e f
g
Moves on labels
Now we can just keep track of the letter moves.
I’ll even drop the colours entirely and focus just
on the label letters.
C b A
D B
E F
d a
c
e f
g
A a B
C D
E F
b c
d
e f
g
A a B
b c
C d D
e f
E g F
C b A
d a
D c B
e f
E g F
Changing notation
Often changing notation can help make things
easier to understand in mathematics.
… and to make things even easier I’ll focus first
just on the corners, and then just on the sides.
A a B
b c
C d D
e f
E g F
A a B
b c
C d D
e f
E g F
A a B
b c
C d D
e f
E g F
Back to commutators
Yes we’ll use out old friend
the commutator again!
Remember this was:
1. Do something
2. Do something else
3. Do the opposite (inverse) of step 1
4. Do the opposite (inverse) of step 2
A a B
b c
C d D
e f
E g F
+
+
+
Corners first
See how the commutator of the red
and blue face twists ends up only
moving a few of the corners. It swops
C and E and also swops B and D, that
is the permutation (B,D)(C,E)
A B
C D
E F
C A
D B
E F
C A
E D
F B
A D
C E
F B
A D
E B
C F
A D
E B
C F
Now the edges
The commutator leaves the edges a,
b, f and g where they started and just
moves c, d, e in the cycle permutation
(c,d,e).
a
b c
d
e f
g
b
d a
e
g c
f
b
d a
c
e f
g
a
b e
d
g c
f
a
b e
c
d f
g
a
b e
c
d f
g
Putting it together
If we put this all together we get the
full effect on both corners and edges.
Remembering the [ , ] notation for
commutators we can write this:
a
b e
c
d f
g
A D
E B
C F
=
[ ]
, (B,D) (C,E) (c,d,e)
A a B
b e
C c D
d f
E g F
Steps to a solution
As the effect on the corners was to create two
swops: (B,D) (C,E), doing this sequence of
moves twice will move these back to where
they started, leaving just a move on the edges.
=
[ ]
, (c,e,d)
[ ]
,
+
Similarly, the effect on the corners was just a
cycle of three (c,d,e), so doing this sequence of
moves three times will move these back to
where they started, leaving just the swops on
the corners:
Steps to a solution (2)
= (B,D)(C,E)
[ ]
, [ ]
,
+ [ ]
,
+
A a D
b c
E d B
e f
C g F
A a D
b c
E d B
e f
C g F
So, we now have sequences of
moves that change some of the
corners without moving the edges
And moves that change the edges
without moving the corners
This is a great start point for solving
any cube.
Progress
A a B
b e
C c D
d f
E g F
A
B
C
D
E
F
a
b
c
d
e
f
g
Let’s look at these on a 3D cube
corners edges
Back to 3D
Z moves
A
B
C
D
E
F
a
b
c
d
e
f
g
I think of these as Z moves (squint!)
One swops orange Z corners, one the Z edges
Solve it!
We can now use the Z moves, I’ll call them Zcorner
and Zedge, to nearly solve the cube in two stages:
Stage 1 – use Zcorner to get the corners in the
right positions
Stage 2 – use Zedge, to get the edges nearly in the
right positions without disrupting the
corners
N.B. I say ‘nearly’, because there will be a few small, but
important tweaks left to do!
A
B
C
D
E
F
Stage 1a. Corners – top and bottom
If there is a corner piece on the bottom (orange
side) that should be on the top (red side):
1. Rotate the bottom so that the piece
you want to move is on position E.
2. Rotate the top so a bottom
piece is in postion C.
3. Do a Zcorner move
… and repeat until no red left on the bottom
The corner pieces need to be in the right order
relative to one another.
If you are careful, you can sometimes get part
way there is stage 1a, but if not,
we can combine the Zcorner
with its reflection.
We can call this reflection Scorner
Fix the corners – is the order right?
Reflection of a Z move
Recall that we made the Zcorner move, based on
the combinator of a clockwise twists of the red
and blue faces:
We can do exactly the same, but use an anti-
clockwise twist of the red side and yellow sides,
we get the refection of Zcorner.
[ ]
, [ ]
,
+ [ ]
,
+
Zcorner =
The Scorner move:
Note, we simply reflect each
basic move on the blue/yellow
edge, and got the reflected
overall move.
Check this works yourself
(on paper or a real cube)
[ ]
,
[ ]
,
[ ]
, + +
Scorner =
A
B
C
D
E
F
Put them together: Zcorner + Scorner
If we do a Zcorner move followed by a Scorner
we put the bottom piece (E) back where it
started and simply rotate A, B and D. The order
depends on which we do first.
A
B
C
D
E
F
A
B
C
D
E
F
B
D
C
A
E
F
+ =
B
D
C
A
E
F
Stage 1b. Corners – fix order
We can use Zcorner + Scorner to rotate three of
the top corners:
the permutation (A, D, B)
and simply twist the top to rotate
all four corners:
the permutation (A, B, C, D)
Recall from the 4x4 puzzle square,
if we can do both the 3 and 4 tile rotations,
we can do any permutation – done 
Stage 2 – Edges – a few more moves
There are more edges – 4 on the sides as well as
4 on top and bottom, so there are several steps,
each using several moves:
2a. bottom edges on the the top to the sides
2b. bottom edges on the sides to the bottom
2c. fix edges on the sides
2d. fix edges on the top
a
b
c
d
e
f
g
Stage 2a – edges: top to sides
If there is a bottom piece on the top :
1. Rotate the cube so that there is a piece
that isn’t a bottom piece at
position e.
2. Rotate the top so that the bottom
piece is at positon d..
3. Do a Zedge move
… and repeat until no bottom bits left on top
a
b
c
d
e
f
g
Stage 2b(i) – edges: sides to bottom
Turn the cube upside down (orange on top):
1. Rotate the cube so that there is a piece
that isn’t a bottom piece at
position e.
2. Rotate the top so that the bottom
piece is at positon d..
3. Do a Zedge move
… and repeat until no bottom bits left on top
Stage 2b(ii) – edges: fix bottom
As you do the steps in stage 2b(i) try to get the
bottom edges in their right positions.
If necessary, use a Zedge move to lift a wrongly
positioned bottom edge piece up to aside and
then drop it back into the right position.
Don’t worry about twisting the bottom, you can
always twist it back so long as you only use Zedge
moves that do not alter the corner positions.
a
b
c
d
e
f
g
Stage 2c – edges: fix sides
If there are any side pieces on the top, use a
Zedge move to drop it into the right position.
Again feel free to twist the top as
much as you like and then simply
twist it back at the end.
If any side pieces are in the wrong
place, use Zedge moves to lift them to
the top and then drop them where they belong.
Is the top right?
By now all of the bottom pieces are in their
correct positions as are all of the side edges.
So, this means that all of the top pieces must be
on the top! We are close 
However, like we found with the
corners, some of the top edges
may be in the wrong positions.
The Sedge move … just like Scorner
To finish off you may need Sedge moves, and you
make these just like we did for Scorner: reflecting
each basic move:
[ ]
,
[ ]
, +
Sedge =
a
b
c
d
e
f
g
a
b
c
d
e
f
g
Stage 2d(i) – edges: fix first top piece
1. Choose a piece in the wrong position, and twist the
top so that it is in position (d). Then use a Zedge
move to drop it into position (e).
2. Spin the top so that the correct location is at (d) and
use another Zedge to get it in the right place.
3. This leaves the side edge the belongs
at position (e) still on the top.
Spin the top so that you can do
either an Zedge or Sedge move to
put it back.
Stage 2d(iii) – number three?
So two top pieces are in their correct positions,
just the last two to go. Spin it round and check ...
… you might be lucky …
? ?
Stage 2d(iii) – oops
… but you might not! Just one swop to go.
No problem you think, just
do the same three steps as
for the first and second …
But no, at step 1 or 3 you’ll
find it impossible to do a
Zedge or Sedge move without
disturbing one of the ones
you’ve already put right 
Yes, we’ve been there
before! Just like the
3x3 puzzle square, two
families.
Impossible to get from
one to the other
without disassembling
the cube.
Even and odd
+6 x 19 trillion
other cubes
+6 x 19 trillion
other cubes
even
odd
… and worse …
We’ve been focusing on the positions of the
pieces, they also have to be the right way round.
It turns out of a single edge is the wrong way
round, or a
single corner,
that cannot be
fixed either.
The odd and even
cubes each have six
smaller families.
2 x edge orientations
3 x corner orientation
Many families
19 trillion
cubes in each
19 trillion
cubes in each
even
odd
Prove it!
I won’t look at the edge and corner
orientations, but let’s prove that
you can’t swop the positions of
just one pair of edges.
For this, we already have all the power of
permutation groups to help us, and it will be like
revisiting old ground.
Corners and edges apart
Early on we worked as far as possible separately
on the corners and edges in order to make it
easier to understand.
The permutation of a basic
twist of one side is:
Corners: (A, B, C, D)
Edges: (a, b, c, d)
Both odd permutations.
A
B
C
D
a
b
c
d
A
B
C
D
a
b
c
d
Corners and edges together
If we look at the overall permutation considering
both of corners and edges it is:
(A, B, C, D)(a, b, c, d)
This is the combination of two
odd permutations, so it is even.
(A,D)(B,D)(C,D)(a,d)(b,d)(c,d)
Odd and even – proved it!
So very basic move is an even permutation, but
swopping two edges is a single swop, that is an
odd permutation.
We know that any combination
of even permutations is still even,
and hence no number of basic moves
can ever swop just one pair of edges.
QED
Wow!
That was hard work, when I read back I lose track
sometimes, and I wrote it … however …
1. This is precisely the reason for writing things down!
2. We’ve seen the power of simplifying and separating
concerns (corners and edges)
3. More packaging of moves
4. Families are not just about odd/even
5. … and one last thing …
Not the fastest!
Just like the puzzle square, this is a systematic way to
solve the cube, but by no means the fastest way!
There are optimisations we can do.
For example, stage 2 puts the edges right, so stage 1 need
not worry about them and use commutators rather than full Z
and S moves (4 instead of 12 twists each time)
In general …
Mathematics cares about what is possible
Computing worries about how long it takes

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maths-7-rubiks-cube-200518201412.pdf

  • 2. Into three dimensions I often descibe the Puzzle Square as a two dimensional version of Rubik’s cube. Now it is time to move into three dimensions, but with all the power of Group Theory to help. Lars Karlsson (Keqs) / CC BY-SA (http://creativecommons.org/licenses/by-
  • 3. Flat world It can be hard to visualise (and to draw) three dimensions, so I’m going to use this flattened view of two sides. Just like we focused initially on a single row and column of the Puzzle Square
  • 4. Basic moves Here’s the effect of first of all rotating the red face clockwise followed by the blue face.
  • 5. Labels To be honest I found it pretty difficult keeping track of the colours! So I’m going to simplify things and use labels: A. B. C, … for the corners and a, b, c, … on the edges the centres don’t move anyway. A a B C D E F b c d e f g
  • 6. Moves on labels Now we can just keep track of the letter moves. I’ll even drop the colours entirely and focus just on the label letters. C b A D B E F d a c e f g A a B C D E F b c d e f g A a B b c C d D e f E g F C b A d a D c B e f E g F
  • 7. Changing notation Often changing notation can help make things easier to understand in mathematics. … and to make things even easier I’ll focus first just on the corners, and then just on the sides. A a B b c C d D e f E g F A a B b c C d D e f E g F A a B b c C d D e f E g F
  • 8. Back to commutators Yes we’ll use out old friend the commutator again! Remember this was: 1. Do something 2. Do something else 3. Do the opposite (inverse) of step 1 4. Do the opposite (inverse) of step 2 A a B b c C d D e f E g F + + +
  • 9. Corners first See how the commutator of the red and blue face twists ends up only moving a few of the corners. It swops C and E and also swops B and D, that is the permutation (B,D)(C,E) A B C D E F C A D B E F C A E D F B A D C E F B A D E B C F A D E B C F
  • 10. Now the edges The commutator leaves the edges a, b, f and g where they started and just moves c, d, e in the cycle permutation (c,d,e). a b c d e f g b d a e g c f b d a c e f g a b e d g c f a b e c d f g a b e c d f g
  • 11. Putting it together If we put this all together we get the full effect on both corners and edges. Remembering the [ , ] notation for commutators we can write this: a b e c d f g A D E B C F = [ ] , (B,D) (C,E) (c,d,e)
  • 12. A a B b e C c D d f E g F Steps to a solution As the effect on the corners was to create two swops: (B,D) (C,E), doing this sequence of moves twice will move these back to where they started, leaving just a move on the edges. = [ ] , (c,e,d) [ ] , +
  • 13. Similarly, the effect on the corners was just a cycle of three (c,d,e), so doing this sequence of moves three times will move these back to where they started, leaving just the swops on the corners: Steps to a solution (2) = (B,D)(C,E) [ ] , [ ] , + [ ] , + A a D b c E d B e f C g F
  • 14. A a D b c E d B e f C g F So, we now have sequences of moves that change some of the corners without moving the edges And moves that change the edges without moving the corners This is a great start point for solving any cube. Progress A a B b e C c D d f E g F
  • 15. A B C D E F a b c d e f g Let’s look at these on a 3D cube corners edges Back to 3D
  • 16. Z moves A B C D E F a b c d e f g I think of these as Z moves (squint!) One swops orange Z corners, one the Z edges
  • 17. Solve it! We can now use the Z moves, I’ll call them Zcorner and Zedge, to nearly solve the cube in two stages: Stage 1 – use Zcorner to get the corners in the right positions Stage 2 – use Zedge, to get the edges nearly in the right positions without disrupting the corners N.B. I say ‘nearly’, because there will be a few small, but important tweaks left to do!
  • 18. A B C D E F Stage 1a. Corners – top and bottom If there is a corner piece on the bottom (orange side) that should be on the top (red side): 1. Rotate the bottom so that the piece you want to move is on position E. 2. Rotate the top so a bottom piece is in postion C. 3. Do a Zcorner move … and repeat until no red left on the bottom
  • 19. The corner pieces need to be in the right order relative to one another. If you are careful, you can sometimes get part way there is stage 1a, but if not, we can combine the Zcorner with its reflection. We can call this reflection Scorner Fix the corners – is the order right?
  • 20. Reflection of a Z move Recall that we made the Zcorner move, based on the combinator of a clockwise twists of the red and blue faces: We can do exactly the same, but use an anti- clockwise twist of the red side and yellow sides, we get the refection of Zcorner. [ ] , [ ] , + [ ] , + Zcorner =
  • 21. The Scorner move: Note, we simply reflect each basic move on the blue/yellow edge, and got the reflected overall move. Check this works yourself (on paper or a real cube) [ ] , [ ] , [ ] , + + Scorner = A B C D E F
  • 22. Put them together: Zcorner + Scorner If we do a Zcorner move followed by a Scorner we put the bottom piece (E) back where it started and simply rotate A, B and D. The order depends on which we do first. A B C D E F A B C D E F B D C A E F + =
  • 23. B D C A E F Stage 1b. Corners – fix order We can use Zcorner + Scorner to rotate three of the top corners: the permutation (A, D, B) and simply twist the top to rotate all four corners: the permutation (A, B, C, D) Recall from the 4x4 puzzle square, if we can do both the 3 and 4 tile rotations, we can do any permutation – done 
  • 24. Stage 2 – Edges – a few more moves There are more edges – 4 on the sides as well as 4 on top and bottom, so there are several steps, each using several moves: 2a. bottom edges on the the top to the sides 2b. bottom edges on the sides to the bottom 2c. fix edges on the sides 2d. fix edges on the top
  • 25. a b c d e f g Stage 2a – edges: top to sides If there is a bottom piece on the top : 1. Rotate the cube so that there is a piece that isn’t a bottom piece at position e. 2. Rotate the top so that the bottom piece is at positon d.. 3. Do a Zedge move … and repeat until no bottom bits left on top
  • 26. a b c d e f g Stage 2b(i) – edges: sides to bottom Turn the cube upside down (orange on top): 1. Rotate the cube so that there is a piece that isn’t a bottom piece at position e. 2. Rotate the top so that the bottom piece is at positon d.. 3. Do a Zedge move … and repeat until no bottom bits left on top
  • 27. Stage 2b(ii) – edges: fix bottom As you do the steps in stage 2b(i) try to get the bottom edges in their right positions. If necessary, use a Zedge move to lift a wrongly positioned bottom edge piece up to aside and then drop it back into the right position. Don’t worry about twisting the bottom, you can always twist it back so long as you only use Zedge moves that do not alter the corner positions.
  • 28. a b c d e f g Stage 2c – edges: fix sides If there are any side pieces on the top, use a Zedge move to drop it into the right position. Again feel free to twist the top as much as you like and then simply twist it back at the end. If any side pieces are in the wrong place, use Zedge moves to lift them to the top and then drop them where they belong.
  • 29. Is the top right? By now all of the bottom pieces are in their correct positions as are all of the side edges. So, this means that all of the top pieces must be on the top! We are close  However, like we found with the corners, some of the top edges may be in the wrong positions.
  • 30. The Sedge move … just like Scorner To finish off you may need Sedge moves, and you make these just like we did for Scorner: reflecting each basic move: [ ] , [ ] , + Sedge = a b c d e f g
  • 31. a b c d e f g Stage 2d(i) – edges: fix first top piece 1. Choose a piece in the wrong position, and twist the top so that it is in position (d). Then use a Zedge move to drop it into position (e). 2. Spin the top so that the correct location is at (d) and use another Zedge to get it in the right place. 3. This leaves the side edge the belongs at position (e) still on the top. Spin the top so that you can do either an Zedge or Sedge move to put it back.
  • 32. Stage 2d(iii) – number three? So two top pieces are in their correct positions, just the last two to go. Spin it round and check ... … you might be lucky … ? ?
  • 33. Stage 2d(iii) – oops … but you might not! Just one swop to go. No problem you think, just do the same three steps as for the first and second … But no, at step 1 or 3 you’ll find it impossible to do a Zedge or Sedge move without disturbing one of the ones you’ve already put right 
  • 34. Yes, we’ve been there before! Just like the 3x3 puzzle square, two families. Impossible to get from one to the other without disassembling the cube. Even and odd +6 x 19 trillion other cubes +6 x 19 trillion other cubes even odd
  • 35. … and worse … We’ve been focusing on the positions of the pieces, they also have to be the right way round. It turns out of a single edge is the wrong way round, or a single corner, that cannot be fixed either.
  • 36. The odd and even cubes each have six smaller families. 2 x edge orientations 3 x corner orientation Many families 19 trillion cubes in each 19 trillion cubes in each even odd
  • 37. Prove it! I won’t look at the edge and corner orientations, but let’s prove that you can’t swop the positions of just one pair of edges. For this, we already have all the power of permutation groups to help us, and it will be like revisiting old ground.
  • 38. Corners and edges apart Early on we worked as far as possible separately on the corners and edges in order to make it easier to understand. The permutation of a basic twist of one side is: Corners: (A, B, C, D) Edges: (a, b, c, d) Both odd permutations. A B C D a b c d
  • 39. A B C D a b c d Corners and edges together If we look at the overall permutation considering both of corners and edges it is: (A, B, C, D)(a, b, c, d) This is the combination of two odd permutations, so it is even. (A,D)(B,D)(C,D)(a,d)(b,d)(c,d)
  • 40. Odd and even – proved it! So very basic move is an even permutation, but swopping two edges is a single swop, that is an odd permutation. We know that any combination of even permutations is still even, and hence no number of basic moves can ever swop just one pair of edges. QED
  • 41. Wow! That was hard work, when I read back I lose track sometimes, and I wrote it … however … 1. This is precisely the reason for writing things down! 2. We’ve seen the power of simplifying and separating concerns (corners and edges) 3. More packaging of moves 4. Families are not just about odd/even 5. … and one last thing …
  • 42. Not the fastest! Just like the puzzle square, this is a systematic way to solve the cube, but by no means the fastest way! There are optimisations we can do. For example, stage 2 puts the edges right, so stage 1 need not worry about them and use commutators rather than full Z and S moves (4 instead of 12 twists each time) In general … Mathematics cares about what is possible Computing worries about how long it takes