h48.md (20335B)
1 # The H48 optimal solver 2 3 This document contains information on the H48 Rubik's Cube optimal solver. 4 The implementation of the solver is still in progress. This document 5 partly describes ideas that have not been implemented yet, and it will 6 be updated to reflect the actual implementation. 7 8 I highly encourage the reader to check out Jaap Scherphuis' 9 [Computer Puzzling page](https://www.jaapsch.net/puzzles/compcube.htm) 10 before reading this document. 11 12 Other backround material that will be referenced throughout the text includes: 13 14 * [Cube coordinates](https://sebastiano.tronto.net/speedcubing/coordinates) 15 by Sebastiano Tronto 16 * [Nxopt](https://github.com/rokicki/cube20src/blob/master/nxopt.md) 17 by Tomas Rokicki 18 * [The Mathematics behind Cube Explorer](https://kociemba.org/cube.htm) 19 by Herber Kociemba 20 21 Initially I intended to give minimum information here, citing the 22 above resources when needed, but I ended up rewriting even some of the 23 basic things in this document. 24 25 ## Optimal solvers 26 27 ### IDA* 28 29 The basic idea behind the solver is an iterative-deepening 30 depth-first search with pruning tables, also known as IDA*. You 31 can find a detailed explanation of this idea in 32 [Jaap's page](https://www.jaapsch.net/puzzles/compcube.htm#tree). 33 34 To summarize, the IDA* algorithm finds the shortest solution(s) for a 35 scrambled puzzle by using multiple depth-first searches at increasing 36 depth. A breadth-first search is not applicable in this scenario because 37 of the large amount of memory required. At each depth, the puzzle's state 38 is evaluated to obtain an estimated lower bound for how many moves are 39 required to solve the puzzle; this is done by employing large pruning 40 tables, as well as other techniques. If the lower bound exceeds the 41 number of moves required to reach the current target depth, the branch is 42 pruned. Otherwise, every possible move is tried, except those that would 43 "cancel" with the preceding moves, obtaining new positions at depth N+1. 44 45 ### Pruning tables and coordinates 46 47 A pruning table associates to a cube position a value that is a 48 lower bound for the number of moves it takes to solve that position. 49 To acces this value, the cube must be turned into an index for the 50 given table. This is done using a 51 [*coordinate*](https://sebastiano.tronto.net/speedcubing/coordinates), 52 by which we mean a function from the set of (admissible, solvable) cube 53 positions to the set of non-negative integers. The maximum value N of a 54 coordinate must be less than the size of the pruning table; preferably 55 there are no "gaps", that is the coordinate reaches all values between 56 0 and N and the pruning table has size N+1. 57 58 Coordinates are often derived from the cosets of a *target subgroup*. 59 As an example, consider the pruning table that has one entry for each 60 possible corner position, and the stored values denote the length of 61 an optimal corner solution for that position. In this situation, the 62 target subgroup is the set of all cube positions with solved corners 63 (for the Mathematician: this is indeed a subgroup of the group of all 64 cube positions). This group consists of `12! * 2^10` positions. The set 65 of cosets of this subgroup can be identified with the set of corner 66 configurations, and it has size `8! * 3^7`. By looking at corners, 67 from each cube position we can compute a number from `0` to `8! * 3^7 - 1` 68 and use it as an index for the pruning table. 69 70 The pruning table can be filled in many ways. A common way is starting 71 with the coordinate of the solved cube (often 0) and visiting the set 72 of all coordinates with a breadth-first search. To do this, one needs 73 to apply a cube move to a coordinate; this can either be done directly 74 (for example using transistion tables, as explained in Jaap's page) or 75 by converting the coordinate back into a valid cube position, applying 76 the move and then computing the coordinate of the new position. 77 78 The largest a pruning table is, the more information it contains, 79 the faster the solvers that uses it is. It is therefore convenient to 80 compress the tables as much as possible. This can be achieved by using 81 4 bits per position to store the lower bound, or as little as 2 bits 82 per position with some caveats (see Jaap's page or Rokicki's nxopt 83 description for two possible ways to achieve this). Tables that use 84 only 1 bit per position are possible, but the only information they 85 can provide is wether the given position requires more or less than a 86 certain number of moves to be solved. 87 88 ### Symmetries 89 90 Another, extremely effective way of reducing the size of a pruning table 91 is using symmetries. In the example above of the corner table, one can 92 notice that all corner positions that are one quarter-turn away from being 93 solved are essentially the same: they can be turned one into the other 94 by rotating the cube and optionally applying a mirroring transformation. 95 Indeed, every position belongs to a set of up to 48 positions that are 96 "essentially the same" in this way. Keeping a separate entry in the 97 pruning table for each of these positions is a waste of memory. 98 99 There are ways to reduce a coordinate by symmetry, grouping every 100 transformation-equivalent position into the same index. You can 101 find a description in my 102 [cube coordinates page](https://sebastiano.tronto.net/speedcubing/coordinates). 103 By doing so, the size of the pruning table is reduced without loss of 104 information. 105 106 Some well-known solvers (Cube Explorer, nxopt) do not take advantage 107 of the full group of 48 symmetries of the cube, but they use only the 108 16 symmetries that fix the UD axis. However, they make up for this by 109 doing 3 pruning table lookups, one for each axis of the cube. 110 111 Some cube positions are self-symmetric: when applying certain 112 transformations to them, they remain the same. For example, the 113 cube obtained by applying U2 to a solved cube is invariant with 114 respect to the mirroring along the RL-plane. This fact has a couple 115 of consequences: 116 117 * Reducing by a group of N symmetries does not reduce the size of 118 the pruning table by a factor of N, but by a slightly smaller 119 factor. If the size of the coordinate is large, this fact is 120 harmless. 121 * When combining symmetry-reduced coordinates with other coordinates, 122 one has to be extra careful with handling self-symmetric coordinates. 123 This is a much more painful point, but a precise description of 124 the adjustments needed to handle these cases is out of the scope 125 of this document. 126 127 ## The H48 solver 128 129 ### The target subgroup: H48 coordinates 130 131 The H48 solver uses a target group that is invariant under all 48 132 symmetries. This group is defined as follows: 133 134 * Each corner is placed in the *corner tetrad* it belongs to, and it 135 is oriented. Here by corner tetrad we mean one of the two sets of 136 corners {UFR, UBL, DFL, DBR} and {UFL, UBR, DFR, DBL}. For a corner 137 that is placed in its own tetrad, the orientation does not depend on 138 the reference axis chosen, and an oriented corner can be defined 139 has having the U or D sticker facing U or D. 140 * Each edge is placed in the *slice* it belongs to. The three edge slices 141 are M = {UF, UB, DB, DF}, S = {UR, UL, DL, DR} and E = {FR, FL, BL, BR}. 142 143 Other options are available for corners: for example, we could 144 impose that the corner permutation is even or that corners are in 145 *half-turn reduction* state, that is they are in the group generated 146 by {U2, D2, R2, L2, F2, B2}. We settled on the corner group described 147 above because it is easy to calculate and it gives enough options 148 for pruning table sizes, depending on how edge orientation is 149 considered (see the next section). 150 151 We call the coordinate obtained from the target subgroup described 152 above the **h0** coordinate. This coordinate has `C(8,4) * 3^7 * 153 C(12,8) * C(8,4) = 5.304.568.500` possible values. If the corner 154 part of the coordinate is reduced by symmetry, it consists of only 155 3393 elements, giving a total of `3393 * C(12,8) * C(8,4) = 156 117.567.450` values. This is not very large for a pruning table, 157 as with 2 bits per entry it would occupy less than 30MB. However, 158 it is possible to take edge orientation (partially) into account 159 to produce larger tables. 160 161 ### Edge orientation 162 163 Like for corners, the orientation of an edge is well-defined independently 164 of any axis when said edge is placed in the slice it belongs to. We may 165 modify the target subgroup defined in the previous section by imposing 166 that the edges are all oriented. This yields a new coordinate, which we 167 call **h11**, whose full size with symmetry-reduced corners is `3393 * 168 C(12,8) * C(8,4) * 2^11 = 240.778.137.600`. A pruning table based on 169 this coordinate with 2 bits per entry would occupy around 60GB, which 170 is a little too much for most personal computers. 171 172 One can wonder if it is possible to use a coordinate that considers 173 the orientation of only *some* of the edges, which we may call **h1** 174 to **h10**. Such coordinates do exist, but they are not invariant under 175 the full symmetry group: indeed an edge whose orientation we keep track 176 of could be moved to any of the untracked edges' positions by one of 177 the symmetries, making the whole coordinate ill-defined. 178 179 It is however possible to compute the symmetry-reduced pruning tables 180 for these coordinates. One way to construct them is by taking the **h11** 181 pruning table and "forgetting" about some of the edge orientation values, 182 collapsing 2 (or a power thereof) values to one by taking the minimum. 183 It is also possible to compute these tables directly, as explained in 184 the **Pruning table computation** section below. 185 186 ### Coordinate computation for pruning value estimation 187 188 In order to access the pruning value for a given cube position, we first 189 need to compute its coordinate value. Let's use for simplicity the **h0** 190 coordinate, but everything will be valid for any other coordinate of 191 the type described in the previous section. 192 193 As described in the symmetric-composite coordinate section of 194 [my coordinates page](https://sebastiano.tronto.net/speedcubing/coordinates), 195 we first need to compute the part of the coordinate where the symmetry 196 is applied, that is the corner separation + orientation (also called 197 *cocsep*). The value of the coordinate depends on the equivalence 198 class of the corner configuration, and is memorized in a table called 199 `cocsepdata`. To avoid lengthy computations, the index for a cube position 200 in this table is determined by the corner orientation (between `0` and 201 `3^7-1`) and a binary representation of the corner separation part (an 202 8-bit number with 4 zero digits and 4 one digits, where zeros denote 203 corners in one tetrad and 1 denotes corners in the other; the last bit 204 can be ignored, as it can easily be deduced from the other 7). This is 205 slightly less space-efficient than computing the actual corner-separation 206 coordinate as a value between `0` and `C(8,4)`, but it is much faster. 207 208 We can now access the value in the `cocsepdata` table corresponding to 209 our cube position. This table contains the value of the symmetry-reduced 210 coordinate and the so-called *ttrep* (transformation to representative) 211 necessary to compute the full **h0** coordinate. For convenience, 212 this table also stores a preliminary pruning value based on the corner 213 coordinate. If this value is large enough, we may skip the computation of 214 the **h0** coordinate and any further estimate. These three values can be 215 stored in a single 32 bit integer, so that the table uses less than 12MB. 216 217 ### Getting the pruning value 218 219 Once we have computed the full h0 coordinate, we can access the correct 220 entry in the full pruning table. As mentioned above, the pruning table 221 can be one of three kinds: 222 223 * 4 bits per entry, or `k4`: In this case the pruning value (between 0 224 and 15) can be simply read off the table. 225 * 2 bits per entry, or `k2`: Tables of this kind work as described by 226 Rokicki in the 227 [nxopt document](https://github.com/rokicki/cube20src/blob/master/nxopt.md). 228 In this case the pruning table also has a *base value*, that determines 229 the offset to be added to each entry (each entry can only be 0, 1, 2 or 3). 230 If the base value is `b`, a pruning value of 1, 2 or 3 can be used directly 231 as a lower bound of b+1, b+2 and b+3 respectively. However, a value of 0 232 could mean that the actual lower bound is anything between 0 and b, so we 233 cannot take b as a lower bount. Instead we have to use a pruning value from 234 another table, for example the corner-only table mentioned in the previous 235 section, or a completely new one. 236 * 1 bit per entry, or `k1`: With one bit per entry, the only information we 237 can get from the pruning table is wether or not the current position 238 requires more or fewer moves than a fixed base value b. This can still be 239 valuable if most positions are more or less equally split between two 240 pruning values. 241 (Work in progress - `k1` tables not available in the code yet) 242 243 ### Estimation refinements 244 245 After computing the pruning value, there are a number of different tricks 246 that can be used to improve the estimation. 247 248 #### Inverse estimate 249 250 A cube position and its inverse will, in general, give a different 251 pruning value. If the normal estimate is not enough to prune the branch, 252 the inverse of the position can be computed and a new estimate can be 253 obtained from there. 254 255 #### Reducing the branching factor - tight bounds 256 257 *This trick and the next are and adaptation of a similar technique 258 introduced by Rokicki in nxopt.* 259 260 We can take advantage of the fact that the **h0** (and **h11**) coordinate 261 is invariant under the subgroup `<U2, D2, R2, L2, F2, B2>`. Suppose we 262 are looking for a solution of length `m`, we are at depth `d` and the 263 pruning value `p` *for the inverse position* is a strict bound, that is 264 `d+p = m`. In this situation, from the inverse point of view the solution 265 cannot end with a 180° move: if this was the case, since these moves are 266 contained in the target group for **h0** (or **h11**), it must be that 267 we were in the target subgroup as well *before the last move*, i.e. we 268 have found a solution for the **h0** coordinate of length `p-1`. But this 269 is in contradiction with the fact that the inverse pruning value is `p`. 270 271 From all of this, we conclude that trying any 180° move as next move is 272 useless (because it would be the last move from the inverse position). 273 We can therefore reduce the branching factor significantly and only try 274 quarter-turn moves. 275 276 #### Reducing the branching factor - switching to inverse 277 278 We can expand on the previous trick by using a technique similar to NISS. 279 280 Suppose that we have a strict bound for the *normal position*. As above, 281 we can deduce that the last move cannot be a 180° move, but this does not 282 tell us anything about the possibilities for the next move. However, if 283 we *switch to the inverse scramble* we can take advantage of this fact 284 as described above. For doing this, we need to replace the cube with its 285 inverse, and keep track of the moves done from now on so that we can 286 invert them at the end to construct the final solution. 287 288 ### Other optimizations 289 290 Other possible (low-level) optimizations include: 291 292 * **Avoid inverse computation**: computing the inverse of a cube position 293 is expensive. We can avoid doing that (for the inverse pruning value 294 estimate) if we bring along both the normal and the inverse cube during 295 the search, and we use *premoves* to apply moves to the inverse scramble. 296 * **Multi-threading (multiple scrambles)**: It is easy to parallelize this 297 algorithm when solving multiple cubes at once, by firing up multiple 298 instances of the solver. It is important to make sure that the same 299 (read-only) pruning table is used for all instances, to avoid expensive 300 memory duplication. 301 * **Multi-threading (single scramble)**: It is also possible to parallelize 302 the search for a single scramble. For example, we can generate 18 different 303 cubes, one for each possible starting move, and solve each of them in a 304 separate thread. Some coordination between threads is necessary to stop 305 the search when the desired number of solutions has been found. 306 307 ## Pruning table computation 308 309 ### 4 bits tables for h0 and h11 310 311 Computing the pruning table for a "real" h48 coordinate, that **h0** 312 or **h11**, using 4 bits per entry is quite simple. The method currently 313 implemented works as follows. 314 315 First, we set the value of the solved cube's coordinate to 0 and every 316 other entry to 15, the largest 4-bit integer. Then we iteratively scan 317 through the table and compute the coordinates at depth n+1 from those at 318 depth n as follows: for each coordinate at depth n, we compute a valid 319 representative for it, we apply each of the possible 18 moves to it, and 320 we set their value to n+1. Once the table is filled or we have reached 321 depth 15, we stop (there are no **h0** coordinates at depth 16 or more, 322 but I currently don't know if this is the case for **h11**). 323 324 Unfortunately what I described above is an oversimplification: one 325 also must take into account the case where the corner coordinate is 326 self-symmetric, and handle it accordingly by making sure that every 327 symmetric variation of the same coordinate has its value set at the 328 right iteration. 329 330 When this algorithm reaches the last few iterations, the coordinates at 331 depth n are many more than those whose depth is still unknown. Therefore 332 it is convenient to look at the unset coordinate and check if they have 333 any neighbor whose depth is i; if so, we can set such a coordinate to i+1. 334 Thanks to [torchlight](https://github.com/torchlight) for suggesting 335 this optimization. 336 337 Finally, this algorithm can be easily parallelized by dividing the set 338 of coordinates into separate sections, but one must take into account 339 that a coordinate and its neighbors are usually not in the same section. 340 341 This method is currently implemented only for **h0**, since the 4 bits 342 table for **h11** would require around 115GB of RAM to compute, and I 343 don't have this much memory. 344 345 ### 2 bits tables with for h0 and h11 346 347 (Work in progress - currently I there is no specialized routine for 348 computing 2 bits table for "real" coordinates; instead, an optimized 349 version of the generic method explained below is used) 350 351 ### A generic method for intermediate coordinates (from h1 to h10) 352 353 (Work in progress - this method is quite slow and it may be replaced 354 by a better algorithm in the future) 355 356 Computing the pruning tables for intermediate coordinates is not as 357 simple. The reason is that these coordinates are not invariant under 358 the 48 transformations of the cube, but we are treating them as such. 359 Take for example the case of **h10**. Each **h10** coordinate is 360 represented by either of two **h11** coordinates: the one where the 11th 361 edge is correctly oriented and the one where this edge is flipped (of 362 course, the orientation of the 12th edge can be deduced from the parity 363 of the orientation of the other 11). We can take any cube whose **h11** 364 coordinate is one of these two to represent our **h10** coordinate, but 365 the set of neighbors will change depending on which representative we 366 picked. In other words: if I take one of the two cubes and make a move, 367 the position reached is not necessarily obtainable by applying a move 368 to the other cube. This means that the same algorithm that we described 369 for the "real coordinate" case cannot be applied here. 370 371 It is still possible to do a brute-force depth-first seach to fill 372 these tables. To make it reasonably fast, we apply a couple of 373 optimizations. First of all, we restrict ourselves to computing a 2 bits 374 table, so we can stop the search early. 375 376 The second optimization we employ consists in pre-computing all possible 377 **h11** coordinates at a fixed depth, and storing their depth in a hash 378 map indexed by their **h11** coordinate value. This way we do not have 379 to brute-force our way through from depth 0, and it make this method 380 considerably faster. Unfortunately, since the number of coordinates 381 at a certain depth increases exponentially with the depth, we are for 382 now limited at storing the coordinates at depth 8. (Work in progress - 383 we may experiment with depth 9 in the future) 384 385 This method works for the "real" coordinates **h0** and **h11** as well. 386 Moreover, in this case one can optimize it further by avoiding to repeat 387 the search from a coordinate that has already been visited. (Work 388 in progress - this method will be replaced in the future by a more 389 efficient one)