Algorithims
- Shoury Jain
- Sep 20, 2016
- 1 min read
In Rubik's cubers' parlance, a memorised sequence of moves that has a desired effect on the cube is called an algorithm. This terminology is derived from the mathematical use of algorithm, meaning a list of well-defined instructions for performing a task from a given initial state, through well-defined successive states, to a desired end-state. Each method of solving the Rubik's Cube employs its own set of algorithms, together with descriptions of what effect the algorithm has, and when it can be used to bring the cube closer to being solved.

Many algorithms are designed to transform only a small part of the cube without interfering with other parts that have already been solved, so that they can be applied repeatedly to different parts of the cube until the whole is solved. For example, there are well-known algorithms for cycling three corners without changing the rest of the puzzle, or flipping the orientation of a pair of edges while leaving the others intact.
Some algorithms do have a certain desired effect on the cube (for example, swapping two corners) but may also have the side-effect of changing other parts of the cube (such as permuting some edges). Such algorithms are often simpler than the ones without side-effects, and are employed early on in the solution when most of the puzzle has not yet been solved and the side-effects are not important. Most are long and difficult to memorise. Towards the end of the solution, the more specific (and usually more complicated) algorithms are used instead.
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