Ken Xiao
tech

魔方

November 21, 2025

我将研究三阶魔方的数学还原方法,包括如何用群论来分析魔方的操作,以及证明魔方在什么条件下可以还原。此外,我会探索主流的求解算法(如CFOP)并提供其数学推导。

稍后会整理详细的研究结果供你参考。

3×3 Rubik’s Cube Solution Methods – A Mathematical Perspective

1. Group Theory and the Rubik’s Cube Solving Process

Rubik’s Cube as a Permutation Group: The 3×3 Rubik’s Cube can be modeled by a permutation group. Each move (quarter-turn or half-turn of a face) permutes the 20 movable pieces (8 corners and 12 edges) and can also change their orientations. All legal cube configurations form the Rubik’s Cube group, usually denoted GG. This group is a subgroup of the larger group of all possible piece arrangements (including “illegal” ones obtainable by disassembling the cube). Formally, a cube state can be described by: a permutation ρS8\rho \in S_8 of the 8 corners, a permutation σS12\sigma \in S_{12} of the 12 edges, an orientation vector v(Z3)8\mathbf{v}\in (\mathbb{Z}_3)^8 for corners (each corner’s twist of 0, 1, or 2 quarter-turns), and an orientation vector w(Z2)12\mathbf{w}\in (\mathbb{Z}_2)^{12} for edges (each edge flipped or not) (Math302: Rubik’s Cube) (Of Groups and Cubes | Medium). The Rubik’s Cube group GG is the set of all such quadruples that are achievable by legal moves from the solved state (Of Groups and Cubes | Medium). The size of this group is famously about 4.3×10194.3\times10^{19}: in fact, using group theory one can prove ∣G∣=8!⋅12!⋅37⋅2112=43,252,003,274,489,856,000,|G| = \frac{8! \cdot 12! \cdot 3^7 \cdot 2^{11}}{2} = 43,252,003,274,489,856,000, where the division by 2 accounts for a parity constraint (see below) (Math302: Rubik’s Cube).

Subgroups and Structure: Group theory provides a framework to analyze cube-solving. Any subset of moves generates a subgroup of GG. For example, moves of a single face form a subgroup of order 4 (since doing that face 4 times returns to solved), and restricting to half-turns of some faces forms other subgroups (). A powerful strategy is to solve the cube in phases, each phase restricting the cube to a smaller subgroup. This was the idea behind Thistlethwaite’s algorithm, which uses a chain of subgroups G=G0G1G2G3G4=IG = G_0 \supset G_1 \supset G_2 \supset G_3 \supset G_4={I} so that in each phase the cube is brought from GiG_i to Gi+1G_{i+1} (Thistlethwaite’s 52-move algorithm) (Thistlethwaite’s 52-move algorithm). For instance, one can first restrict to a subgroup where all edge orientations are solved, then to a subgroup where certain pieces are in the middle layer, and so on, until the cube is solved (Thistlethwaite’s 52-move algorithm). Each phase corresponds to fixing some “invariants” (like edge orientation) by applying moves that do not disturb what was solved in earlier phases – a concept of stabilizer subgroups in group theory. Modern two-phase solvers (like Kociemba’s algorithm) use similar subgroup ideas, solving the cube in two phases by first restricting to the “half-turn and oriented-edge” subgroup and then solving completely. Group homomorphisms and cosets are used to navigate these phases (Thistlethwaite’s 52-move algorithm). Essentially, group theory allows us to break down the enormous state space into more manageable cosets and to use lookup tables or algorithms for each phase.

Group Theory Tools – Commutators and Conjugates: Group theory not only describes the cube’s state space but also provides tools to construct solving moves. Two important operations are the commutator and conjugate. Given sequences (group elements) AA and BB, the commutator [A,B]=ABA1B1[A,B] = A B A^{-1} B^{-1} often produces a limited effect on the cube, such as a 3-cycle (permutation of three pieces) or swapping two pieces while slightly disturbing others. By design, much of the effect of AA is canceled by A1A^{-1} and likewise for BB, leaving a small, localized change. For example, on a Rubik’s Cube a well-chosen commutator can cycle three corner pieces or three edges while leaving everything else intact – a useful solving move. Conjugation is another technique: if XX is a sequence that does a desired 3-cycle (say) on specific pieces, then for any sequence PP, the conjugate PXP1P X P^{-1} will perform a similar 3-cycle on a different set of pieces (whatever PP moves into the place of those original pieces). This is how one can use a single algorithm in multiple contexts by “setup moves” PP and then undoing them. Cubers use these principles (often without explicitly naming them) to derive new algorithms from known ones, effectively leveraging the group structure to solve piece by piece.

Analysis of Move Parities: Group theory also explains why certain moves are or are not possible on a Rubik’s Cube. Each face turn can be analyzed as a permutation. In fact, any quarter-turn of a face is an even permutation of the cubies (Useful Mathematics). (For example, a face turn cycles 4 corner cubies and 4 edge cubies, which can be written as a product of 3 disjoint 2-cycles on corners and 3 on edges – 6 transpositions total () (Useful Mathematics), an even permutation.) Because the composition of even permutations is always even, all legal cube states are even permutations of the pieces. This means you cannot have a state where an odd permutation is required (e.g. a single 2-cycle). A concrete implication: it is impossible to swap just two pieces while all others remain fixed – any swap of two edges or two corners alone is not a legal move result (Math302: Rubik’s Cube) (Useful Mathematics). This parity argument is a key example of group theory constraining what the cube can do, and it underlies the proofs in the next section.

God’s Number: Finally, group theory is central to finding the optimal solution lengths for the cube. The diameter of the cube’s Cayley graph (the maximum distance from solved state to any state) is known as God’s Number. It was proven in 2010 that God’s Number is 20 in the face-turn metric – i.e. any solvable configuration can be solved in at most 20 moves (God’s Number Explained: How To Solve Rubik’s Cube In 20 Moves). This result was found using heavy computer search combined with group theory insights (like symmetric positions and subgroup pruning). Notably, the hardest positions (e.g. the famous superflip, which flips all 12 edges and requires 20 moves) respect all the parity/orientation constraints but lie deep in the group’s structure (God’s Number - Looking for the optimal Rubik’s Cube solution). The search for God’s number historically used group-based algorithms: Thistlethwaite’s 4-phase method proved an upper bound of 52 moves (God’s Number - Looking for the optimal Rubik’s Cube solution), which was improved by Kociemba’s two-phase method and extensive computer search down to 20. All these advances treated the cube’s possible states as a group to be systematically navigated.

2. Mathematical Conditions for Solvability (Fundamental Theorem of Cubology)

Not every arbitrary arrangement of the cube’s pieces is solvable using legal moves – certain configurations are unsolvable because they violate invariant properties of the Rubik’s Cube group. The Fundamental Theorem of Cubology gives a precise characterization of when a scrambled cube configuration is solvable (i.e. lies in the group GG). In simple terms, a scrambled state is solvable if and only if it satisfies all three of the following conditions (Math302: Rubik’s Cube) (Math302: Rubik’s Cube):

  1. Permutation Parity: The permutation of the corner pieces and the permutation of the edge pieces must have the same parity (either both even permutations or both odd). Equivalently, in the combined permutation of all 20 pieces, an even number of two-piece swaps must have occurred (Math302: Rubik’s Cube). This rules out states with a single swapped pair. For example, you cannot have exactly two corners swapped while everything else is solved – that would make corner permutation an odd permutation and edge permutation even (the solved edges count as an even identity permutation), violating this condition (Math302: Rubik’s Cube). All legal cube moves preserve even parity, so any state with parity mismatch is unsolvable.

  2. Corner Orientation Summation: The sum of the 8 corner orientations (with, say, clockwise twists counted as +1 and counterclockwise as -1) must be 0(mod3)0 \pmod{3} (Math302: Rubik’s Cube). This means you cannot have a single corner twisted in place or any number of twisted corners that don’t “cancel out” in threes. In practical terms, corner twists must come in multiples of 3 (since three clockwise twists equal a net full rotation of a face) (Math302: Rubik’s Cube). For instance, a single corner twisted by 120° (while all else solved) is an impossible configuration – you’d need to twist two other corners to compensate (or twist that corner back) to satisfy the orientation sum invariant.

  3. Edge Orientation Summation: The sum of the 12 edge orientations (flips, counted say as 0 for unflipped or 1 for flipped) must be 0(mod2)0 \pmod{2} (Math302: Rubik’s Cube). In other words, there must be an even number of flipped edges in any solvable state (Math302: Rubik’s Cube). You cannot have a single edge piece flipped the wrong way while all others are correctly oriented – flips must occur in pairs. If you ever find one edge apparently flipped with no paired flip, the cube is unsolvable until that edge is flipped back or another edge is flipped to compensate.

These three criteria are invariants: every legal face twist preserves these properties. We can argue this in detail: (a) As mentioned, any face turn is an even permutation of pieces, so it preserves the parity of both corner and edge permutations (Useful Mathematics) – thus parity (condition 1) never changes under legal moves. (b) A quarter-turn of a face will rotate 4 corner cubies, each either 0 or ±1 quarter-turn orientation change; one can check that the net twist mod 3 is zero (e.g. rotating a face 90° effectively twists 4 corners: 2 clockwise and 2 counterclockwise, summing to 0 mod 3) (Math302: Rubik’s Cube). Thus the total corner orientation mod 3 is invariant. (c) Similarly, any face turn flips 4 edges (half of the edges on that face) – essentially each quarter-turn flips edges two at a time, keeping the total number of flipped edges even (Math302: Rubik’s Cube). Hence these conditions are necessary for solvability. They are also sufficient: if a configuration satisfies all three, then it can be solved by some sequence of moves (Math302: Rubik’s Cube) (Math302: Rubik’s Cube). In outline, a constructive proof is as follows: assuming the permutation parity is even, one can solve the permutation of corners using 3-cycles (since any even permutation can be decomposed into 3-cycles) and similarly solve edge permutation with 3-cycles (Math302: Rubik’s Cube). Then, using the orientation conditions, one can fix corner twists by handling them in triples (twisting three corners at a time until all are zero) and flip edges two at a time until all edges are oriented (Math302: Rubik’s Cube). This shows any state meeting the three criteria is reachable.

( Unsolvable Rubik’s Cubes? Impossible Cubes – SpeedCubeShop ) A single twisted corner (right) is an unsolvable configuration that violates the orientation sum invariant – it cannot be reached by any sequence of legal moves ( Unsolvable Rubik’s Cubes? Impossible Cubes – SpeedCubeShop ). In contrast, a state with three corners twisted (each by ±120°) is solvable because the twists can sum to zero (e.g. two clockwise and one counterclockwise = net zero mod 3). Similarly, a single flipped edge in an otherwise solved cube is impossible, but two flipped edges is a solvable case (indeed, the simplest “parity fix” is to flip that pair back). The parity condition implies you also cannot have an isolated swap of two pieces (corner or edge) or any permutation that is odd. For example, the popular challenge of swapping exactly two center cubies on a solved cube is impossible without disassembly. In summary, these hidden invariants – parity, corner twist sum, edge flip sum – are conserved by the Rubik’s Cube group. When assembling a cube randomly, there is only a 1/121/12 chance of it being solvable by twists, because there are 12 possible parity/orientation combinations and only one satisfies all three conditions (Math302: Rubik’s Cube) (Math302: Rubik’s Cube).

To further illustrate, if we consider the “illegal” set G=S8×S12×(Z3)8×(Z2)12G^* = S_8 \times S_{12} \times (\mathbb{Z}_3)^8 \times (\mathbb{Z}_2)^{12} of all theoretical arrangements (allowing any permutation/orientation of pieces), G^_ is 12 times larger than the actual Rubik’s Cube group GG. The quotient |G^_|/|G| = 12 corresponds exactly to the 12 forbidden cases by the above three constraints (Math302: Rubik’s Cube) (Math302: Rubik’s Cube). Those forbidden cases include the ones we’ve described (like one twisted corner, one flipped edge, or parity-mismatched swaps). The mathematics provides a proof that these cases are impossible to solve: no matter what sequence of face turns you do, you will never reach a state that breaks those rules. This theorem is the underpinning of why any legitimate scramble is always solvable, and conversely why if your cube is unsolvable, it must have been either assembled wrongly or had a piece physically twisted.

3. CFOP and Other Solving Methods – Mathematical Derivation and Optimization

Beyond abstract group theory and parity considerations, mathematics also informs the design of solving methods. Different solution methods partition the giant search problem into manageable steps by exploiting the cube’s group structure and invariants. Here we analyze the popular CFOP method and compare it to other mainstream methods (like Roux, Petrus, and ZZ), focusing on their mathematical basis and optimization principles.

CFOP Method (Cross – F2L – OLL – PLL)

The CFOP method (also known as the Fridrich method) is the most widely used speedcubing strategy (CFOP method - Wikipedia). It breaks the solve into four sequential sub-goals, each constrained so that it does not disturb the pieces solved in earlier steps (Rubik’s Cube Solution With Advanced Fridrich (CFOP) Method). In group theory terms, each step reduces the state into a smaller subset (often a subgroup or a coset) of the cube’s configuration space, making the next step easier. The steps of CFOP are (CFOP method - Wikipedia):

  1. Cross: Solve four edges to form a cross on one face (typically the bottom). The cross edges are placed and oriented such that they match the center colors on adjacent faces. This step places the cube in a state where one face’s edge pieces are correct, which can be viewed as entering a subgroup of GG where those four edges are “fixed” in relation to that face. The cross is usually done intuitively in at most 7-8 moves (Advanced Fridrich Method CFOP: White Cross) (Rubik’s Cube Solution With Advanced Fridrich (CFOP) Method), and a key principle is to plan these moves such that they do not interfere with each other – essentially solving a small 4-piece sub-problem independently.

  2. F2L (First Two Layers): Solve the four corner-edge pairs that form the first two layers of the cube. Each pair consists of a corner and its adjacent edge, and they are inserted together into the correct place. Mathematically, after F2L the cube is in a state where only the last layer (top layer) is unsolved – the bottom two layers are completely solved, which is a subgroup of configurations (any move affecting only the last layer stays in this subgroup). CFOP achieves F2L in a single step by using pair insertion algorithms. There are 41 possible configurations for a single corner-edge pair that require solving, but these can be handled largely with a few intuitive principles or a moderate number of algorithms (CFOP method - Wikipedia). Solvers often learn to do F2L intuitively, effectively using the concept of conjugates: they might temporarily move a pair out of the way, insert it correctly, then undo the setup move. This ensures previously solved pieces (like the cross and other pairs) remain solved (Rubik’s Cube Solution With Advanced Fridrich (CFOP) Method). In group terms, one can think of each F2L insertion as a conjugate that restricts the effect of an algorithm to just the target pair’s slots. By the end of F2L, the cube’s state space has been reduced dramatically – only the last layer can be permuted, while the first two layers are “fixed”.

  3. OLL (Orientation of Last Layer): Orient all last layer pieces (edges and corners) so that the top face has a solid color (typically all yellow if the bottom cross was white). During OLL, one ignores the permutation (order) of the last layer pieces and focuses only on getting all those pieces rotated correctly. This is a classic use of a subgroup idea: OLL algorithms come from sequences that flip or twist last-layer pieces without moving the solved F2L pieces. After OLL, the cube is in the subset of states where all last-layer stickers are oriented correctly (an orientation-fixing subgroup). CFOP practitioners typically learn 57 OLL algorithms, one for each possible pattern of oriented vs. misoriented last-layer pieces (Rubik’s Cube Solution With Advanced Fridrich (CFOP) Method) (CFOP method - Wikipedia). These algorithms were found through computer search and clever group theory reasoning – essentially, they are sequences in the cube group that achieve a particular orientation change while leaving permutation alone. (If learning 57 algorithms is too daunting, there is a two-step OLL approach – “2-look OLL” – which uses a first algorithm to orient edges and a second to orient corners, requiring fewer algorithms at the cost of an extra step.)

  4. PLL (Permutation of Last Layer): Permute (i.e. rearrange) the last layer pieces to their correct spots, finishing the solve. At this stage, all last-layer pieces are correctly oriented from OLL, so PLL algorithms only deal with moving pieces around. PLL algorithms are taken from the subgroup of GG that preserves orientation (they only permute pieces). There are 21 PLL cases (21 algorithms for full PLL) to cover all possible last-layer permutations (Rubik’s Cube Solution With Advanced Fridrich (CFOP) Method) (CFOP method - Wikipedia). For example, some PLL algorithms swap two corners and two edges (like the “T-perm”), others cycle three edges (the “U-perm”), etc., but none of them disturb the orientation. Group theoretically, PLL sequences are conjugates of basic 3-cycles or edge swaps that have been developed to limit their effect to the last layer. After applying the correct PLL algorithm, all pieces are both oriented and permuted correctly, reaching the solved state.

Throughout CFOP, a guiding principle is not disturbing previously solved pieces (Rubik’s Cube Solution With Advanced Fridrich (CFOP) Method). This is achieved by using moves from subgroups that fix those pieces. For instance, OLL and PLL algorithms are designed (or chosen) to have no effect on the first two layers – they are effectively elements of the subgroup that fixes the F2L. Similarly, most F2L insertions are crafted to leave the cross intact (the cross pieces act as a “base” that algorithms should not break). This layered approach aligns with the concept of stabilizers in group theory: solve a set of pieces and restrict subsequent moves to the stabilizer of that set, then solve more within that. CFOP’s efficiency comes from solving multiple pieces at once (especially in F2L) and reducing the last layer to just two steps (OLL and PLL). It strikes a balance between algorithm count and move count: in total CFOP requires memorizing 78 algorithms (57 OLL + 21 PLL, F2L can be done intuitively) for full efficiency (CFOP method - Wikipedia), and in return an expert can solve the cube in around 50 moves or less on average with fast execution. There is a trade-off here – one could solve the last layer in one step (directly from F2L to solved), but that would require on the order of hundreds of algorithms (indeed, methods like ZBLL which skip a step have ~493 cases). CFOP chooses to have two last-layer steps, keeping algorithms manageable. Beginners often use a simplified CFOP (sometimes called “4-look last layer”) with just ~10 OLL and ~6 PLL algorithms, doing OLL and PLL in two stages each (CFOP method - Wikipedia). This highlights the optimization principle: splitting a complex task into smaller tasks reduces difficulty at the cost of a few extra moves.

Mathematically, CFOP doesn’t guarantee the absolute minimum number of moves, but it is optimized for human speed. The solve steps are engineered so that a human can plan and execute them quickly (even concurrently – experts look ahead to the next F2L pair while solving the current one). The layer-by-layer nature means the intermediate states (after cross, after F2L, after OLL) have structure that is easy to recognize and handle. CFOP and similar layer methods were crucial in early proofs about move counts too – they gave constructive (if not optimal) solutions to any scramble, which is why by 1982 it was known you could always solve a cube in at most around 100 moves using layers. Each step of CFOP corresponds to tackling one of the “invariants” or subgroups we discussed: for example, OLL solves all orientation invariants, and PLL then handles the remaining permutation (with parity already taken care of by the fact that we never violated it – CFOP inherently never creates an odd permutation because all its steps use legal moves).

Other Mainstream Methods and Their Optimizations

Several other popular solving methods approach the problem with different step breakdowns, but they all employ the idea of reducing the complexity via subgoals and exploiting group constraints:

  • Petrus Method: Developed by Lars Petrus, this method starts by building a 2×2×22\times2\times2 block of solved pieces, then expands it to a 2×2×32\times2\times3 block (which solves two layers in an L-shape). A distinctive step in Petrus is orienting all edges before completing the last layer. After the 2×2×32\times2\times3 block, Petrus explicitly fixes any misoriented edges on the cube (). This means that when the last layer is assembled, there is no OLL step needed – all pieces will already be oriented, leaving only permutation. By doing edge orientation in the middle, Petrus reduces the last layer to at most two steps (similar to OLL+PLL but fewer algorithms because edges are taken care of). The trade-off is that identifying and fixing edge orientation early can be tricky, but it often results in fewer total moves. Petrus solvers aim to minimize move count (it’s possible to solve in ~40 moves on average with Petrus, which is lower than typical CFOP move counts). Mathematically, Petrus is guiding the cube into a subgroup of states (the subgroup where all edges are oriented) much earlier in the solve, which simplifies later steps. This method showcases an optimization for move-efficiency: by taking care of orientation (a global constraint) sooner, you avoid lengthy algorithms later. However, it requires a flexible solving style and foresight to build and orient efficiently, which can be harder for speed.

  • Roux Method: Invented by Gilles Roux, the Roux method emphasizes low move count and few rotations. It forgoes the cross entirely and instead builds two 1×2×3 blocks on opposite sides of the cube (e.g. one on the left, one on the right). This solves 8 pieces in two big chunks. After the two blocks, the entire middle layer (the “M-slice”) is unsolved, and the corners of the top layer are unsolved. Roux then uses a step called CMLL (Corners of Last Layer), which in one algorithm orientates and permutes all the last layer corners while ignoring the edges (Solve the Rubik’s Cube with the Roux Method - Ruwix Tutorial). After CMLL, all corners are solved, leaving a final step called LSE (Last Six Edges) to solve the remaining 6 edges (the 4 middle slice edges and 2 remaining top edges) (Solve the Rubik’s Cube with the Roux Method - Ruwix Tutorial). The LSE step is done largely intuitively with a small set of algorithms, taking advantage of the fact that after corners are solved, the edges belong to specific orbits and certain moves (like M-slice moves) can solve them without affecting corners. Roux thus splits the last layer differently from CFOP: instead of doing “orient all then permute all”, it does “solve all corners then solve all edges”. Group-theoretically, after CMLL the cube is in the subgroup where all corners are solved, and the remaining problem is a 2-gen subgroup problem (mostly involving half-turns of the M-slice and U moves). Roux optimizes for fewer moves (and less regripping of the cube) – by not requiring a structured layer-by-layer build, it often achieves solutions with around 45-50 moves. Its algorithms set is smaller than CFOP (only CMLL requires memorization of about 42 algorithms, analogous to OLL+PLL but just for corners). The method is highly reliant on intuitive block building and exploiting move cancellations. The use of M-slice moves in LSE effectively takes advantage of slice-turn subgroups of the cube. The Roux method demonstrates that there are many ways to factor the cube’s group constraints: here the edge orientation is automatically taken care of by the end (because edges are solved with flips naturally fixed), and parity issues are avoided by always using legal moves (Roux will never end up with a single swap or flip because, like CFOP, it stays in the legal group GG).

  • ZZ Method: Devised by Zbigniew Zborowski, ZZ begins by conducting a step called EO-line: orienting all 12 edges first (EO) and simultaneously positioning two opposite edge pieces correctly to form a “line”. By the end of this step, all edges are in the oriented subgroup (no flips) and two edges are placed, which allows the solver to then complete the first two layers using only rotations of the UU, LL, and RR faces. The motivation is that once edges are oriented, one can turn the cube such that no FF or BB face turns are needed (because using only L,R,UL,R,U moves will never flip edges if they start all oriented). This makes lookahead easier (no cube rotations needed during F2L) and allows very fast turning. After F2L, ZZ finishes similarly to CFOP with OLL and PLL – except OLL in ZZ is a simpler case since edges were oriented from the start (often OLL is already done except maybe a few cases of misoriented corners). ZZ’s edge orientation at the beginning is a clear use of group theory: it immediately restricts the state to the subgroup of edge-flip invariant states. The rest of the solve takes place within that subgroup, simplifying many situations. The optimization principle here is turn efficiency and ergonomics: by pre-orienting edges, ZZ solvers avoid certain cube rotations and can execute moves faster (at the cost of a potentially slower start to orient edges).

All these methods respect the fundamental constraints (parity, orientation) but approach when to resolve them differently. CFOP defers all last-layer issues to the end (making the last layer a heavier algorithmic challenge but very systematic), whereas Petrus and ZZ handle edge orientation early (reducing the problem complexity later on), and Roux handles corner permutation/orientation early (solving all corners with CMLL) and leaves edges for last. In every case, the designers leveraged mathematics and computer analysis to optimize either the move count or the number of algorithms (or a balance). For example, the set of CMLL algorithms in Roux is essentially the set of algorithms that solve any corner orientation/permutation combination in one step – something derived from group analysis of the last-layer corner subgroup. Likewise, the OLL/PLL sets in CFOP were found by exhaustive search within the respective subgroups of the cube (the orientation subgroup and the permutation subgroup).

Optimization Principles: In summary, the mathematical underpinnings of these solving methods are about breaking the overall group GG into a product of subproblems. Each subproblem corresponds to a subgroup (or a coset) of states that satisfy certain solved conditions. By navigating through a series of subgroups (while always remaining in the legal group), one can greatly reduce the complexity at each stage. The cost is that you may add a few moves to transition between subgroups, but the benefit is tractability and speed. CFOP optimizes for fewer algorithmic steps (just 4 phases) and fast, finger-trick friendly moves, at the cost of learning many algorithms. Petrus optimizes for move count by adding an extra orientation-fixing phase. Roux optimizes a mix of move count and minimal rotations, using block building and slice moves to simplify the last step. ZZ optimizes the turning style by front-loading the edge orientation work. All of these methods are valid mathematical derivations in the sense that they correctly constrain the cube to increasingly solved states using allowed moves, and they exploit symmetries and invariants of the cube. They also each avoid the unsolvable pitfalls automatically – for instance, none of these methods will ever produce a situation with a single flipped edge or twisted corner because they inherently respect the cube’s group constraints at every step.

In conclusion, solving a Rubik’s Cube is a beautiful application of group theory. By understanding the cube as a permutation group with certain invariants, one can prove exactly which configurations are solvable (Math302: Rubik’s Cube) (Of Groups and Cubes | Medium). This same understanding guides the creation of efficient solving methods: whether it’s constructing 3-cycles to systematically fix pieces (Math302: Rubik’s Cube) or devising multi-step strategies (CFOP, Roux, Petrus, ZZ) that optimize human speed or move count. The CFOP method, grounded in these principles, exemplifies how breaking the problem into subgroup-constrained steps and using algorithmic solutions for each yields a very efficient solve. Other methods simply choose a different sequence of subgroups or targets based on the same mathematical foundation. Through group theory, we not only prove when a cube can be solved, but also how best to solve it – with rigorous analysis leading to ever more optimized algorithms.

Sources:

  1. Mulholland, J. – The Fundamental Theorem of Cubology (Math302: Rubik’s Cube) (Math302: Rubik’s Cube) (parity and orientation conditions for solvability)
  2. Jaap’s Puzzle Page – Useful Permutation Parity Insight (Useful Mathematics) (face turns are even permutations)
  3. Wikipedia – CFOP Method (CFOP method - Wikipedia) (description of CFOP steps and algorithm counts)
  4. Ruwix – Advanced Fridrich Method (CFOP) Tutorial (Rubik’s Cube Solution With Advanced Fridrich (CFOP) Method) (Rubik’s Cube Solution With Advanced Fridrich (CFOP) Method) (layer-by-layer solving without disturbing solved pieces)
  5. Charlotte Sweeney – Of Groups and Cubes (Of Groups and Cubes | Medium) (formal statement of solvability conditions in group notation)
  6. Jaap’s Puzzle Page – Thistlethwaite’s 52-move Algorithm (Thistlethwaite’s 52-move algorithm) (Thistlethwaite’s 52-move algorithm) (group subgroup sequence for solving)
  7. SpeedCubeShop – Unsolvable Cube Cases ( Unsolvable Rubik’s Cubes? Impossible Cubes – SpeedCubeShop ) (twisted corner as an impossible configuration and how to fix it)
  8. Ruwix – God’s Number and Optimal Solves (God’s Number - Looking for the optimal Rubik’s Cube solution) (historical group-theory based solutions leading to God’s number 20)
  9. Various sources on Petrus, Roux, ZZ methods () (Solve the Rubik’s Cube with the Roux Method - Ruwix Tutorial) (method step breakdowns).

1. CFOP四个步骤的群论描述

Cross(底层十字):在CFOP的第一步Cross中,我们将魔方的一面中心(如白色)与其四个相邻棱块对齐形成“十字”。用群论术语,这一步将魔方状态限制到一个较小的子集:四个棱块被放置到正确位置并正确定向 (Advanced Fridrich Method CFOP: White Cross)。这相当于把魔方群的状态收敛到满足“四棱块已归位”的轨道陪集。Cross完成后,这四个棱块相对于中心的位置固定不动。此时任何继续的合法操作都必须避免破坏这四棱块的相对关系,因此有效操作被限制在保持这部分已解状态不变的子群内。例如,转动底面不会打乱十字,但转动侧面会将已定位的棱块移出,从而脱离该子群的轨道。换句话说,Cross步骤通过将状态空间限制到“十字已解”这一子空间,实现了对魔方群的收敛:魔方可能的状态数大幅减少。

F2L(前两层):第二步将第一层的四个角块和第二层的四个棱块配对并归位,即完成前两层所有块的还原 (CFOP method - Wikipedia)。群论上,这意味着魔方状态进一步收敛到更小的子集:除了顶层外,其余88个块(4个底层角和4个中层棱)都处于身份排列(solved positions)。可以认为这一步将魔方群的状态限制到稳定该8个块子群的陪集内。完成F2L后,魔方仅剩下最后一层的8个块未解。这相当于魔方群GG被约束在一个以已解前两层为基准的子群HH的陪集里,其中HH是“固定前两层块位置”的子群。 (CFOP method - Wikipedia)简单来说,F2L使状态空间收缩到“最后一层自由”的情形:第一层和第二层块作为整体保持不动,仅最后一层块可以变化。所有F2L算法都是设计在不扰乱已完成十字的前提下执行角-棱对插入的,这通常通过交换子(commutator)或共轭变换(conjugation)实现,以局部影响特定块而保持其它已还原部分不变。这体现了群论中的一个原则:在较大群中找到一个保持已解部分不变的子群,并在其陪集中操作

OLL(最后一层定向):第三步将最后一层的所有8个块定向正确,即使它们尚未 permute 到最终位置 (Rubik’s Cube Solution With Advanced Fridrich (CFOP) Method)。用置换群的概念,OLL把魔方状态映射到一个特殊的子群或陪集:该子群的元素是所有块都定向正确的魔方状态。完成OLL后,魔方的最后一层每个块的朝向都与目标一致(顶面颜色统一) (Rubik’s Cube Solution With Advanced Fridrich (CFOP) Method),只是在该层平面内排列错乱。OLL算法在设计时确保前两层保持不变,因此这些操作实际上属于之前提到的子群HH(固定前两层)的范围。进一步地,由于OLL只纠正定向、不解决排列,可将OLL视为将状态限制到“定向子群”NN的过程:NN是魔方群中所有棱角块取向正确的正规子群(orientation-fixed subgroup)。经过OLL,魔方状态进入NN的一个陪集——实际上直接进入NN本身,因为所有块取向均已正确。这一步利用了魔方群的半直积结构:魔方群可视为定向与排列两部分的组合,OLL完成了定向部分的求解,使后续只需处理排列。

PLL(最后一层置换):第四步对最后一层的8个块进行排列交换,将它们移到正确位置 (Rubik’s Cube Solution With Advanced Fridrich (CFOP) Method) (Rubik’s Cube Solution With Advanced Fridrich (CFOP) Method)。群论上,这一步等价于在保持所有块定向不变的前提下,实现最后一层8个元素在顶层子群中的一个排列置换。PLL算法也局限于之前提到的子群HH,并且进一步局限于NN(已定向)内:算法在不打乱前两层且不更改任何块朝向的情况下对顶层块进行置换。这意味着PLL所使用的操作序列属于一个更小的稳定子群——即固定前两层且所有块定向正确的子群。由于魔方群的全排列存在偶置换约束,PLL过程中只能产生偶排列,从而通常通过两个两两交换或三循环等实现最后的置换。完成PLL后,魔方达到完全还原,相当于状态收敛到魔方群的单位元。综上,CFOP的每一步都在逐步缩小状态空间:Cross解决特定棱块子集,F2L固定更多块,OLL解决定向子问题,PLL完成最终排列,每一步都利用群的结构将问题分解到更小的子群轨道上。

2. CFOP算法的状态空间路径与策略

分阶段的启发式策略:CFOP采用Layer-by-Layer(层先法)的思想,将魔方还原分解为依次进行的四个阶段 (CFOP method - Wikipedia)。这不是全局最优的搜索路径,而是一种启发式近似方法。每一步都贪心地(或准贪心地)完成特定子目标,例如先完成底层十字,再逐个完成一二层的块对。在每一阶段,算法并不回溯修改之前阶段的成果(除非必要的小范围调整),这使得CFOP更接近人类的直觉解法而非严格的最短路径搜索。由于每一步完成后状态空间大幅缩小,后续步骤的复杂度显著降低,这种分阶段策略在效率上是有效的。

状态空间逐步收缩:初始状态下,魔方的状态空间大小约为4.3×10194.3\times10^{19}(如果考虑固定中心朝向)种可能。完成Cross后,四个棱块定位,大致相当于将状态空间限制在原来的112\frac{1}{12}左右 ( Question on symmetry of the Rubik’s cube | Page 2 | SpeedSolving Puzzles Community )(粗略估计):因为十字棱的相对排列和翻转已固定,满足这些约束的状态远少于全空间。完成F2L后,仅剩最后一层8个块未解,状态空间规模进一步缩小到原来的极小一部分(只有顶层块的排列组合,约等于4!×3!4! \times 3!乘以定向可能等限制的数量级)。换言之,CFOP通过阶段性固定部分块,将原本天文数量级的状态空间分割成几个小得多的子空间逐个解决。这类似于逐层缩小解空间的搜索:每一步将解空间砍掉大部分可能性。例如,最后一层在OLL之前可能有34×24=12963^4 \times 2^4=1296种不同定向情况,而OLL一步直接将其缩减到1种定向正确的情况,极大地方便了最后的PLL处理。

启发式与非最优性:CFOP并非寻找魔方最优解(“上帝之数”已知最多20步),而是通过人为合理的阶段划分,实现可控且较短的解。每步采用固定套路而非盲目搜索,相当于用启发式规则引导路径。例如,F2L阶段通过观察和经验,将一个角块和对应棱块配对插入,避免穷举所有可能动作。虽然这种方法在步数上不是最短(平均解法可能需要50-60步,远多于最优解步数) (CFOP method - Wikipedia),但每阶段目标明确、无需反复回退,适合人脑快速决策和执行。整体看,CFOP是一种分层启发式搜索策略:它将困难的全局问题分解为若干易于解决的局部问题,各局部用贪心/启发式方法解决后锁定,最终逼近完整解。通过阶段性完成子群约束,CFOP有效地将求解路径限制在“合理”范围内,避免了在巨大状态空间中无目的搜索。

3. CFOP方法的开发与优化思想

发展历史与数学逻辑:CFOP方法(又称Fridrich法)在20世纪80年代早期由多位速拧先驱共同发展而成,捷克的Jessica Fridrich因在1990年代将其系统化和推广而得名 (CFOP method - Wikipedia)。其核心优化思想是减少步骤、合并阶段:相比传统初学者层先法(先顶层十字,第一层角,第二层棱,然后分四步还原最后一层),CFOP引入了F2L将第一层角和第二层棱合并为一步解决,大幅减少步骤 (CFOP method - Wikipedia)。这一创新利用了群论中的共轭与交换子技巧:通过设计特定公式,可以在不破坏已完成部分的前提下,将一个角块和棱块对调入位(这实际是对局部置换子群的操作)。例如,许多F2L公式可以解释为共轭操作,即XUX1X U X^{-1}之类的形式,在保持十字不乱的同时插入块对。类似地,CFOP把最后一层的四个步骤减少为两步(OLL和PLL),其依据是将定向置换拆分处理。这种两段式的思想契合了魔方群的结构:先解决取向(使状态落入取向子群),再在此子群中解决置换。这背后体现的数学逻辑是先解决易于控制的正交子问题(orientation),再解决剩余问题(permutation)的分治思想。

算法收集与优化:CFOP的OLL和PLL步骤涉及预先计算和记忆大量算法(分别57种和21种情况) (CFOP method - Wikipedia)。这些算法很多是通过计算机搜索或人工推导获得,在数学上往往对应特定置换的实现。例如,著名的“T-Perm”公式可视为一种交换子,能交换两个角和两个棱块而不影响其他部分。这些公式的存在证明了魔方群中相应置换可以由较短的生成元序列表示,也是对群的生成集合深入探索的结果。Jessica Fridrich等人在开发CFOP时,注重优化每个公式的长度和指法,以减少操作耗时。这体现了一种优化搜索:在允许的步骤范围内寻找较短的元素代表特定置换(这类问题通常用计算机搜索魔方群空间的较浅层即可完成)。因此,CFOP发展过程中既包含了经验优化(如更顺手、更易识别的公式),也包含了对魔方群性质的利用(如角块取向、棱块翻转不变量,用两算法阶段来分别处理)。

与其他方法的比较:相比CFOP,Kociemba的两相算法完全基于计算机和群论原理,分为两个相位严格约束魔方状态,追求接近最优解序列 (hkociemba/RubiksCube-OptimalSolver: God’s algorithm for … - GitHub)。Phase-1将魔方状态逼入一个较小的正规子群(例如只允许U,D,R2,L2,F2,B2U,D,R2,L2,F2,B2操作的“Domino子群”,这对应所有棱块取向正确且部分棱块限于特定slice的位置);Phase-2则在该子群中找到解 ([PDF] §1 1 1. Introduction. Phase two of Kociemba’s two-phase algorithm …)。这种方法搜索空间远小于全局,通常能找到20步以内的解,是一种基于子群分解的启发式搜索,但不适合真人快速执行(需要计算量和记忆规划,每步无固定套路)。Roux方法则是另一套人类速拧策略:它先构建两个对称的1×2×31\times2\times3方块模块,再解决顶层角的排列和定向(CMLL),最后通过中间层滑动完成棱块归位。Roux的特色在于大量使用中层整体旋转(M层)和较少算法记忆(只需学习约42个CMLL公式),通过直观操作实现高效。在群论视角下,Roux实际上采用了不同的子群分解路径:例如,将魔方先约束到“两个大块已组装”的状态,再约束到“角块全部定位定向”的状态,最后处理棱块定位。相较之下,CFOP利用了更多预先计算的公式来减少即时思考量,以层序方式逐步锁定状态;Roux则靠直观块操作保留较多自由度直到最后,减少了公式但增加了对实战观察和规划的要求。两者在本质上都是对魔方群解空间的不同划分:CFOP更标准层次分解,Roux更偏向块子群的分解,各有优劣。Kociemba算法则完全是机器主导的数学方法,追求最短路径而不考虑人的操作便利 (CFOP method - Wikipedia)。


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