Rubiks Cube/Tuple: Difference between revisions
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For a full treatment of permutation factoring, cycle extraction, and order computation, see [[Rubiks Cube/Permutations]]. | For a full treatment of permutation factoring, cycle extraction, and order computation, see [[Rubiks Cube/Permutations]]. | ||
== | ==3x3 Cube Code== | ||
The | The same codebase used for the 4x4 cube also handles the 3x3 case. The NxNxN solver library (https://github.com/dwalton76/rubiks-cube-NxNxN-solver) treats the 3x3 as an N=3 instance of the general N×N×N cube. | ||
The tuple representation and permutation factoring algorithms are implemented in the rubiks-cycles repository: | |||
* Main repository: https://github.com/charlesreid1/rubiks-cycles | |||
* Tuple representation and factoring: https://github.com/charlesreid1/rubiks-cycles/blob/master/tup.py | |||
The 3x3 cube uses <code>self.size = 3</code> and <code>self.squares_per_side = 9</code>, producing a 54-tuple. The <code>rotation_map()</code> method (see the [[#Code|Code section]] under 4x4) works identically for any N, including N=3. | |||
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</ | |||
===Other Moves=== | ===Other Moves=== | ||
Revision as of 04:05, 20 June 2026
Notes on Tuple Representation of Rubiks Cube
Let's first explain what we mean when we talk about a tuple representation of a cube, and why this is useful.
Tuple Representation
A tuple representation means, we are representing one possible permutation of the Rubik's Cube using a tuple, ideally a tuple of N items arranged in some particular way.
Now, if we think about how a 3x3 Rubik's Cube or 4x4 Rubik's Revenge is mechanically constructed, we see that the cube consists of:
Rubik's Cube (3x3 cube): 26 total cubies (mechanical pieces)
- 8 corner cubies
- 12 edge cubies
- 6 center cubies (fixed)
Rubik's Revenge (4x4 cube): 56 total cubies (mechanical pieces)
- 8 corner cubies
- 24 double-edge (dedge) wing cubies (12 left wing, 12 right wing)
- 24 center cubies
Professors Cube (5x5 cube): 25*2 + 16*3 = 98 total cubies (mechanical pieces)
- 8 corner cubies
- 24 triple-edge (tredge) wing cubies (12 left wing, 12 right wing)
- 12 triple-edge (tredge) center cubies
- 6 center (of face) cubies (fixed)
- 48 face cubies (mobile)
However, it is important to note that we are not trying to find the minimal representation of the cube, we are simply trying to find a unique representation of the cube. Listing the state of every single face requires more information - there are more faces than pieces, because corners have 3 faces and double edge pieces have 2 faces - but it is much simpler to accomplish, by thinking about "unfolding"the cube into a map of colored squares.
- The 3x3 Rubik's Cube has 9 squares on each face, and 6 faces, for a total of 54 colored squares.
- The 4x4 Rubik's Revenge has 16 squares on each face, and 6 faces, for 96 total colored squares.
- The 5x5 Professor's Cube has 25 squares on each face, and 6 faces, for 150 total colored squares.
Now, if we were looking for a minimal representation, we would utilize the fact that some of these squares are innately linked (for example, the three faces representing a corner piece are always positioned in the same way relative to one another, even though they may move relative to the rest of the pieces on the cube).
However, we simply want a unique representation, so we can represent the state of any 3x3 Rubik's Cube using a 54-uple, or the state of any 4x4 Rubik's Revenge cube using a 96-uple, or the state of any 5x5 Professor's cube using a 150-uple.
Why A Tuple Representation
Finding a tuple representation enables us to study the properties of various move sequences and understand how the cube works.
Applying a sequence of moves, such as
U R U' R'
(that is, turning the upper face clockwise, right face clockwise, upper face counter clockwise, and right face counter clockwise), to a solved cube repeatedly will eventually result in the cube returning to its original, solved state. The sequence above will return a solved 4x4 cube back to solved state after the sequence is applied 6 times.
Other sequences take much longer; the sequence
U R
will take 105 applications to return a solved 4x4 cube back to solved state.
It turns out that the tuple representation of a cube helps simplify and streamline the representation of these move sequences. If we write the state of a cube as a tuple, we can see which squares are exchanged after a sequence of moves. For example, after applying the sequence
U R U' R'
to a solved 4x4 cube, it exchanges 10 pieces total, exchanging different groups of pieces in different orders. On the other hand, after applying the sequence
U R
to a solved 4x4 cube, it exchanges 20 pieces total, exchanging different groups of pieces.
It turns out that the placement and order in which those different groups of pieces are exchanged determines the number of times a sequence must be applied to a solved cube to reach the solved state again. This is referred to as the order of the sequence.
This intuitively makes sense: if you apply a sequence that cycles through 3 pieces, then every 3 applications of the sequence the pieces will return to their original positions. If you have another sequence that cycles through 4 pieces, then every 4 applications of the sequence the pieces will return to their original positions.
But now, if we mix these two sequences together, then the order is LCM(3,4), where LCM is the least common multiple. In this case, we need to apply the sequence 12 times to return to the original state.
Supposing we had a cycle of length 105, which factors into 105 = 3*5*7. Then this could be caused by two interlocking sequences with orders 7 and 15.
We can use techniques demonstrated by Donald Knuth in Volume 3 of The Art of Computer Programming (see AOCP) to derive a permutation algebra, factor permutations into cycles, find the order of each permuation, and implement algorithms for everything.
Code
Code implementation: https://github.com/charlesreid1/rubiks-cycles
Specifically, the tuple representation and permutation factoring algorithms are here: https://github.com/charlesreid1/rubiks-cycles/blob/master/tup.py
More on Permutations
This article covers the tuple representation of the Rubik's Cube, with the ultimate goal of using it to describe permutations and sequences of moves on the cube.
To skip straight to the notes on permutations, see Rubiks Cube/Permutations
3x3 Rubiks Cube Representation
Numbering System for 3x3 Cube
Start with a numbering system for the 3x3 cube. The nxnxn rubiks cube solver library (https://github.com/dwalton76/rubiks-cube-NxNxN-solver) implements the following numbering system, where each face is assigned a block of 9 consecutive integers (3×3 = 9 squares per face):
01 02 03
04 05 06
07 08 09
10 11 12 19 20 21 28 29 30 37 38 39
13 14 15 22 23 24 31 32 33 40 41 42
16 17 18 25 26 27 34 35 36 43 44 45
46 47 48
49 50 51
52 53 54
corresponding to the following cube state:
U U U
U U U
U U U
L L L F F F R R R B B B
L L L F F F R R R B B B
L L L F F F R R R B B B
D D D
D D D
D D D
The faces are assigned in the order Up, Left, Front, Right, Back, Down:
- U (Up): positions 1–9
- L (Left): positions 10–18
- F (Front): positions 19–27
- R (Right): positions 28–36
- B (Back): positions 37–45
- D (Down): positions 46–54
Now we can write the solved 3x3 cube as the following 54-tuple:
[1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54]
Each integer represents a colored square on the cube. In the solved state, each face consists of 9 identical squares (all U, all L, etc.), but the numbers themselves uniquely identify each square's position.
Mapping Moves to Permutations for 3x3
Each move of a face — U, D, R, L, F, B — can now be thought of as a permutation of these 54 integers.
Using the numbering system above, the rotation of each face produces a set of swaps. Each swap is recorded as an (old_index, new_index) pair meaning "the value that was at position new_index moves to position old_index."
3x3 Permutations and Properties
Now that we have a 54-tuple representation of the 3x3 cube and can express moves as permutations, we can analyze sequences of moves using the permutation factoring techniques described in Rubiks Cube/Permutations.
By factoring a move-sequence permutation into its independent cycles (using Algorithm A from Knuth's The Art of Computer Programming), we can determine the order of the sequence — the number of times it must be applied to return a solved cube to the solved state.
For example, the single move U produces cycles all of length 4, so its order is 4. The sequence U R produces cycles of various lengths; factoring the permutation yields the order as the least common multiple of those cycle lengths.
One important difference between the 3x3 and the 4x4 is that the 3x3 has fixed center pieces. The six center squares (positions 5, 14, 23, 32, 41, 50) never move under any face rotation, so they always appear as 1-cycles (fixed points) in any permutation. This simplifies the analysis compared to the 4x4, where center pieces are mobile and interchangeable.
For a full treatment of permutation factoring, cycle extraction, and order computation, see Rubiks Cube/Permutations.
3x3 Cube Code
The same codebase used for the 4x4 cube also handles the 3x3 case. The NxNxN solver library (https://github.com/dwalton76/rubiks-cube-NxNxN-solver) treats the 3x3 as an N=3 instance of the general N×N×N cube.
The tuple representation and permutation factoring algorithms are implemented in the rubiks-cycles repository:
- Main repository: https://github.com/charlesreid1/rubiks-cycles
- Tuple representation and factoring: https://github.com/charlesreid1/rubiks-cycles/blob/master/tup.py
The 3x3 cube uses self.size = 3 and self.squares_per_side = 9, producing a 54-tuple. The rotation_map() method (see the Code section under 4x4) works identically for any N, including N=3.
Other Moves
The remaining face moves (D, L, F, B) follow the same pattern. Each single-face quarter-turn on a 3x3 cube produces exactly 20 swaps (8 on the rotated face itself, plus 12 across the four adjacent faces). Inverse moves (U', R', etc.) simply reverse the direction of each swap.
Move Sequences
A sequence of moves, such as U R U' R', is simply the composition of the individual move permutations, applied in order. Once expressed as a permutation of the 54 integers, the sequence can be analyzed to determine its cycle structure and order.
3x3 Permutations and Properties
3x3 Cube Code
4x4 Rubiks Cube Representation
Numbering System for 4x4
Start with a numbering system for the cube. The nxnxn rubiks cube solver library I'm using (https://github.com/dwalton76/rubiks-cube-NxNxN-solver) implements the following numbering system:
01 02 03 04
05 06 07 08
09 10 11 12
13 14 15 16
17 18 19 20 33 34 35 36 49 50 51 52 65 66 67 68
21 22 23 24 37 38 39 40 53 54 55 56 69 70 71 72
25 26 27 28 41 42 43 44 57 58 59 60 73 74 75 76
29 30 31 32 45 46 47 48 61 62 63 64 77 78 79 80
81 82 83 84
85 86 87 88
89 90 91 92
93 94 95 96
corresponding to the following cube state:
U U U U
U U U U
U U U U
U U U U
L L L L F F F F R R R R B B B B
L L L L F F F F R R R R B B B B
L L L L F F F F R R R R B B B B
L L L L F F F F R R R R B B B B
D D D D
D D D D
D D D D
D D D D
Now we can write the solved cube as the following 96-tuple:
[1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96]
4x4 Moves Mapped to Permutations
Each move of a face - U, D, R, L, F, B, and other two-layer or second-layer moves, as well as sequences of moves - can now be thought of as a permutation of these 96 integers.
I modified the nxnxn rubiks cube library to print out the permutation corresponding to each type of move. For example, here is U:
In [7]: r.rotation_map('U')
Out[7]:
[(1, 13),
(2, 9),
(3, 5),
(4, 1),
(5, 14),
(6, 10),
(7, 6),
(8, 2),
(9, 15),
(10, 11),
(11, 7),
(12, 3),
(13, 16),
(14, 12),
(15, 8),
(16, 4),
(17, 33),
(18, 34),
(19, 35),
(20, 36),
(33, 49),
(34, 50),
(35, 51),
(36, 52),
(49, 65),
(50, 66),
(51, 67),
(52, 68),
(65, 17),
(66, 18),
(67, 19),
(68, 20)]
Now the starting state of a cube can be written as the above tuple, and rotations of various faces can be written as permutations.
Once we can write a sequence of moves as a permutation of 96 integers, we can start to dig deeper into the effect that it has on the cube state.
Permutations and Their Properties
Now that we have a tuple representation of the cube, we can start to use it to characterize sequences of moves, the permutations they lead to, and their properties.
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