Lost notes [uts-0014]

The following are normal leaf notes that are not transcluded by any note, and are not captured by root notes or Draft notes, thus might be lost.

[lm-macros]

[tt-003B]

A complete layer-first method [frap-0017]

The three-layer model in the complete cube account turns a human solve into a sequence of stabilizer problems. We keep the fixed frame and write \(U,D,F,B,R,L\) for clockwise quarter-turns as seen from the named face. A prime is an inverse and a superscript \(2\) is a half-turn; a word is read from left to right. The bottom face \(D\) is the first layer, so its center fixes the target colour and the four side centres fix the cross alignment. The notation and face-view convention agree with the cube notation notes.

A block-building or Roux-style organization can reduce the number of stages for an experienced solver, but it changes the recognition and preservation cases. It should be compared through the same questions—what is fixed, what subgroup remains, which effects are checked, and what is remembered—rather than by treating a lower move count as a complete measure of usability. The cube resource notes collect contrasting organizations for that later comparison.

A worked replay and projected lower bound [frap-001B]

The fixed-frame model has a concrete replay on a three-layer puzzle. Work in the fixed-frame HTM convention of the complete cube account: a face quarter-turn, its inverse, or a half-turn costs one move, and words are read from left to right. Start at the solved state and apply the declared scramble

\[w=R\ U\ R'\ U'\ F\ R\ U\ R'\ U'\ F'.\]

The inverse word is

\[w^{-1}=F\ U\ R\ U'\ R'\ F'\ U\ R\ U'\ R'.\]

A sticker-level replay of the six fixed-frame face maps sends the solved state to the recorded scramble state and then returns to solved. The check represents each of the 54 pairs in how the cube models connect as a slot, applies the six quarter-turn permutations and their inverses, and enumerates the projected corner states breadth first through depth two. The token-by-token states and hashes are preserved in the replay receipt. Running the tracked replay checker with `node scripts/check-frap-b9b.js trees/frap-001B-replay.json` reproduces and compares the stored `replay_log`. The complete cube account supplies the move convention; the replay, hashes and 262-state count are the deterministic calculation reported here. The second replay is therefore a certificate for the move convention and the inverse, not merely an animation of a familiar sequence.

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.

From move sequences to play [frap-0006]

A formal move description becomes useful only when a player can apply it and reproduce its result. Play gives the mathematics an immediate test of intelligibility: a notation should identify a move unambiguously, a displayed turn should agree with the stated action, and replaying a sequence should reproduce the same state. Scrambling, undoing, recognizing a case, and following a solution all depend on those agreements.

Further connections [frap-0007]

The total-orientation character can expose a constraint, but what survives when we change the local frame or the dimension? Framed orientations and transfer and dimension develop the first connections: wreath product records positions and local transport, while abelianized characters detect constraints when the allowed generators preserve them [marchetti2025rubik, Section 3.1]. Finite-index transfer organizes related calculations through coset representatives [mayer2015artin, Sections 3.1--3.3]. The dimension calculation explains how a local abelianization can lose this detecting power without deciding reachability.

The following outlooks ask different questions about transport and functions on a move group. Each needs its own construction; neither is a prerequisite for continuing to the layered cubes.

How the cube models connect [frap-001A]

An abstract cube turn records incidence positions and restricts a shape symmetry to one facet. A layered-cube turn records cubies, stickers, frames and allowed layers. For the ordinary three-layer cube these are two descriptions of the same action; the map below identifies their coordinates.

Label transport and topology [frap-0014]

A sequence of puzzle moves may return pieces to their positions while changing their orientations. The first question is what local return map records that change; the cycle criterion computes it. A related question asks how labels move between neighboring simplices. The projectivity construction of Izmestiev and Joswig makes that question precise, and the complete unfolding records the topology of one such transport system [izmestiev2002branched, Sections 2.1--2.3.3].

A comparison between these constructions must name the fiber, the local transport map, and the allowed paths before relating topology to puzzle orientation. The projectivity example supplies one transport vocabulary; the framed cube account supplies a different finite-state calculation. A bridge between them would require an explicit map between those data and a proof that it preserves composition, return maps, and the claimed topology.

Methods and search [frap-0005]

Once the constraints are known, a solver still needs a reasoned way to choose the next move. A solving method organizes a sequence of smaller goals: at each stage, some information has been fixed and some remains free. The useful mathematical question is which moves accomplish the next goal while preserving what has already been achieved. The stabilizer of the recorded data, as in the general construction MulAction.stabilizer, gives language to that requirement; successive stages suggest a chain of subgroups. Conjugation relocates the effect of a known sequence; commutators can help isolate effects, whose actual support must be checked in each example. Salkinder uses conjugates and commutators in the cube setting [salkinder2021nxnxn, Sections 2 and 3.2].

Explaining why a method works and judging how well it serves a player are related but different tasks. A complete method needs an argument that its stages cover the remaining cases and terminate at a solved state. Practical use also depends on recognition, memorization, and ease of execution. Computational search raises further questions about time, memory, and solution length.

Cayley graphs describe move sequences as paths between group elements [pan2021fourier, Section 4, Definition 4]; actions on partial information lead to Schreier graphs. The generic labeled-edge construction is Quiver.SchreierGraph: a move labels an edge from a state to its image. For the left action of a group on itself, this is the Cayley viewpoint. These declarations supply stabilizers and action graphs; they do not establish a puzzle-solving method. Such descriptions become useful when comparing reduction strategies or searching for shorter sequences. Any length comparison must specify the allowed moves and their costs. The goal is to connect a method's observable effect with its mathematical explanation. Scrambling and search functions describe a related use of functions on the move group. The complete layer-first construction is given in a complete layer-first method, while computer solving and efficiency turns these graphs into exact searches, lower bounds and subgroup reductions. This chapter keeps the method next to the graph and stabilizer language needed to analyze it.

Scrambling, spectra and search coordinates [frap-0015]

Random moves raise a different question from solving: when, and how quickly, does a scramble lose information about its starting state? A random walk depends on its allowed moves and their probabilities. We use the fixed-frame three-layer move group from the complete cube account, and write \(G\) for its reachable state group. A walk with step law \(\mu \) has distribution

\[\Pr [X_k=g]=\mu ^{*k}(g)\]

from the solved state, where convolution records the successive moves.

The displayed parity bounds and finite-operator framework are the results established here. They do not claim a full-cube mixing time, a universal scramble length, or a reproduced machine-learning benchmark. Those would require a declared move law, reachable component, statistical or spectral analysis, and independently checked computational evidence.

Status [spin-000S]

Currently it's a work-in-progress.

The complete three-layer cube [frap-0016]

The all-size law has two reasons to be followed by a separate three-layer account. A \(3\times 3\times 3\) cube has no moving centers or coupled edges, and its familiar three tests can be checked directly on the six outer-face generators. We use a fixed frame and unmarked centers. A labelled state is therefore

\[(\sigma ,x;\tau ,z)\in S_8\times (\mathbb Z_3)^8 \times S_{12}\times (\mathbb Z_2)^{12}.\]

Here \(\sigma \) and \(\tau \) record corner and edge positions. The corner frame uses the U/D sticker to record a twist in \(\mathbb Z_3\); an edge frame uses the U/D or F/B sticker convention to record a flip in \(\mathbb Z_2\). The six centers fix the frame but have no recorded orientation. This is the ordinary cube model, rather than a supercube model with marked centers.

The family of layered cubes [frap-0003]

To pass from one cube size to another, we first fix a physical model. Let \(C_N\) be an \(N\times N\times N\) array of unit cubies, with coordinates \((i,j,k)\in {1,...,N}^3\). A visible cubie is a surface cell, so at least one coordinate is \(1\) or \(N\). A cell with three boundary coordinates is a corner; with exactly two it is an edge; with exactly one it is a center. This is a description of positions, before we decide which labels a player can see.

The resulting counts are immediate: there are \(8\) corners, \(12(N-2)\) edge cubies, and \(6(N-2)^2\) center cubies. Their sum is the number of surface cells. The count already explains why changing \(N\) is more than making a larger drawing. New edge and center positions appear, and those positions can fall into different move orbits. Bonzio, Loi and Peruzzi use this cubie decomposition in their general model [bonzio2018nxnxn, Sections 2--3]; Salkinder gives a parallel orbit and configuration analysis [salkinder2021nxnxn, Section 2].

The abstract-to-cube handoff is made explicit in how the cube models connect. In the \(N=3\) case, the 54 facet-colored incidence positions group into corner and edge sticker fibers, with six fixed centers supplying the frame; the resulting action is the fixed-frame coordinate model used later. For larger \(N\), the new center and coupled-edge orbits prevent this from being a single ordinary-cube coordinate space.

The first law for the layered cube [frap-0004]

The layered model needs a reachability test. A tuple of permutations and orientations can describe a dismantled cube without being obtainable by legal slice turns. We now choose the labelled, fixed-frame state space from the layered-cube model and state the first law for that space. The theorem is a statement about labelled cubies; an ordinary colour pattern is its observation after equal-looking labels have been forgotten.

Which moves survive a quotient? [frap-0019]

A quotient of observations is useful only when the moves still have a well-defined action on the observations. Let \(X\) be a declared sticker-state set, let \(G\) act on \(X\), and let the surjection \(q:X\twoheadrightarrow Y\) identify the observations we want to retain (equivalently, take \(Y=q(X)\)). The move \(g\in G\) preserves the fibers of \(q\) when

\[q(x)=q(x')\Longrightarrow q(gx)=q(gx')\qquad (x,x'\in X).\]

Exactly in this case there is a unique induced map \(\bar g:Y\to Y\) with

\[q\circ g=\bar g\circ q.\]

If \(g\) is a bijection and \(X\) is finite, then \(\bar g\) is surjective and therefore bijective. In an infinite setting, require the inverse move to preserve fibers as well. Thus, for the finite cube action below, the fiber-preserving bijections form a subgroup; a quotient does not automatically inherit the whole puzzle action.

The practical rule is short: state the state space, the quotient map and the move action before saying that a move survives identification. The antipodal calculation supplies both a negative and a positive finite example, while preserving the distinction between a shape cover and a compatible puzzle action.