Computer solving and efficiency [frap-0018]

A computer solver answers a sharper question than a human method: from a recorded state, what is the shortest path to solved, or what short path can be found quickly? The answer depends on the move metric, the state coordinates, and the information retained by the search. We use the fixed-frame ordinary 3-layer action from the complete cube account, with the six outer face turns as generators. The methods chapter supplies the group-action graph viewpoints; here they become finite search procedures.

Computer solving therefore extends the earlier construction in three controlled directions: exact graph distances on a small quotient, admissible lower bounds for the full state space, and subgroup reductions that trade completeness of the search for speed. These distinctions let a later return to play report a solver's output without confusing a valid solve, a short solve, and a certified optimum.

This chapter is a mathematical specification, not a Lean-certified solver. For comparison, rubik-lean4 at commit b8a5a09 formalizes the fixed-frame move and sticker correspondence, while rubiks-cube-group at commit 3baebd73 formalizes the legal-state subgroup; neither repository is used here as a formal proof of the search, diameter, or optimality claims above.