ctf-rubik-cube 0.0.4

Creator: bradpython12

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Description:

ctfrubikcube 0.0.4

Forked from https://github.com/pglass/cube, this would not be possible without his work. <3
Overview
This is a Python 3 implementation of a (3x3) Rubik's Cube solver.
It contains:

A simple implementation of the cube
A solver that follows a fixed algorithm
An unintelligent solution sequence optimizer
A decent set of test cases

On top of that, this CTF fork contains:

An extension of the cube that allows each piece to contain a piece of data (like a character)
No new tests!
A move inverter, to move us into an arbitrary state

Installation
The package is hosted on PyPI.
pip install ctf-rubik-cube

Example Usage
from rubik.cube import Cube
c = Cube("OOOOOOOOOYYYWWWGGGBBBYYYWWWGGGBBBYYYWWWGGGBBBRRRRRRRRR")
print(c)

OOO
OOO
OOO
YYY WWW GGG BBB
YYY WWW GGG BBB
YYY WWW GGG BBB
RRR
RRR
RRR

from rubik import cube
from rubik.solve import Solver


def solve_with_data():

"""
cube_str looks like:
UUU 0 1 2
UUU 3 4 5
UUU 6 7 8
LLL FFF RRR BBB 9 10 11 12 13 14 15 16 17 18 19 20
LLL FFF RRR BBB 21 22 23 24 25 26 27 28 29 30 31 32
LLL FFF RRR BBB 33 34 35 36 37 38 39 40 41 42 43 44
DDD 45 46 47
DDD 48 49 50
DDD 51 52 53
"""

# Note that the middle piece can be arbitrary, not locked to ULFRBD
# Using colors here for readability, but you can use any string
start_str = "BBWOGYWGRYGGRYGYROGWRGRRWWOYORBYRBOYOWRWGOBBYGOBBBWOYW"
data_str = "{LOLS_SLWCS_A?REBLE}RAOPGNKKØGFEP__URSAAUIUO_PLLDOEXB_"

c_root = cube.Cube(start_str, data_str)
print("Initial colors:")
print(c_root, end="\n\n")
print("Initial data:")
print(c_root.str_data(), end="\n\n")

solver = Solver(c_root)
solver.solve()

print("Solved colors:")
print(c_root, end="\n\n")

print("Solved data:")
print(c_root.str_data(), end="\n\n")

print("As you can try to read out: 'PAPA{FLAGS_ARE_FUN}'")


if __name__ == '__main__':
solve_with_data()

Initial colors:
BBW
OGY
WGR
YGG RYG YRO GWR
GRR WWO YOR BYR
BOY OWR WGO BBY
GOB
BBW
OYW

Initial data:
{LO
LS_
SLW
CS_ A?R EBL E}R
AOP GNK KØG FEP
__U RSA AUI UO_
PLL
DOE
XB_

Solved colors:
RRR
RRR
RRR
BBB WWW GGG YYY
BBB WWW GGG YYY
BBB WWW GGG YYY
OOO
OOO
OOO

Solved data:
RBW
GOP
APA
{FL AGS _AR E_C
OOL }NE USL ?EB
_DU _SO ESP UK_
ILL
_ØL
XKR

As you can try to read out: 'PAPA{FLAGS_ARE_FUN}'

Solve for target pattern:
Possible bug: The orientation of the cube faces is not normalized, to its possible that we end up with the wrong state.
Will fix this if I have time/need too :)
from rubik import cube
from rubik.solve import Solver
from solve_random_cubes import random_cube

def solve_for_target():
base_str = random_cube().flat_str()
target_str = random_cube().flat_str()

print(f"Base: {base_str}")
print(f"Target: {target_str}")

c_root = cube.Cube(base_str)
c_target = cube.Cube(target_str)

print("Initial:")
print(c_root, end="\n\n")

solver = Solver(c_root)
solver.solve()

solver_t = Solver(c_target)
solver_t.solve()

# Generate new cube
c = cube.Cube(base_str)
# Solve to base state
c.sequence(" ".join(solver.moves))
print(c)

# Solve to target state, but inversing a solve to base state from the target
c.inverse_sequence(" ".join(solver_t.moves))

print("Solved:")
print(c, end="\n\n")

if __name__ == '__main__':
solve_for_target()

Implementation
Piece
The cornerstone of this implementation is the Piece class. A Piece stores three
pieces of information:


An integer position vector (x, y, z) where each component is in {-1, 0,
1}:

(0, 0, 0) is the center of the cube
the positive x-axis points to the right face
the positive y-axis points to the up face
the positive z-axis points to the front face



A colors vector (cx, cy, cz), giving the color of the sticker along each
axis. Null values are place whenever that Piece has less than three sides. For
example, a Piece with colors=('Orange', None, 'Red') is an edge piece with an
'Orange' sticker facing the x-direction and a 'Red' sticker facing the
z-direction. The Piece doesn't know or care which direction along the x-axis
the 'Orange' sticker is facing, just that it is facing in the x-direction and
not the y- or z- directions.


A data vector (dx, dy, dz), giving the data of the sticker along each axis


Using the combination of position and color vectors makes it easy to
identify any Piece by its absolute position or by its unique combination of
colors.
A Piece provides a method Piece.rotate(matrix), which accepts a (90 degree)
rotation matrix. A matrix-vector multiplication is done to update the Piece's
position vector. Then we update the colors vector, by swapping exactly two
entries in the colors vector:

For example, a corner Piece has three stickers of different colors. After a
90 degree rotation of the Piece, one sticker remains facing down the same
axis, while the other two stickers swap axes. This corresponds to swapping the
positions of two entries in the Piece’s colors vector.
For an edge or face piece, the argument is the same as above, although we may
swap around one or more null entries.

Cube
The Cube class is built on top of the Piece class. The Cube stores a list of
Pieces and provides nice methods for flipping slices of the cube, as well as
methods for querying the current state. (I followed standard Rubik's Cube
notation)
Because the Piece class encapsulates all of the rotation logic, implementing
rotations in the Cube class is dead simple - just apply the appropriate
rotation matrix to all Pieces involved in the rotation. An example: To
implement Cube.L() - a clockwise rotation of the left face - do the
following:

Construct the appropriate rotation matrix for a 90 degree rotation in the
x = -1 plane.
Select all Pieces satisfying position.x == -1.
Apply the rotation matrix to each of these Pieces.

To implement Cube.X() - a clockwise rotation of the entire cube around the
positive x-axis - just apply a rotation matrix to all Pieces stored in the
Cube.
Solver
The solver implements the algorithm described
here. It is a
layer-by-layer solution. First the front-face (the z = 1 plane) is solved,
then the middle layer (z = 0), and finally the back layer (z = -1). When
the solver is done, Solver.moves is a list representing the solution
sequence.
My first correct-looking implementation of the solver average 252.5 moves per
solution sequence on 135000 randomly-generated cubes (with no failures).
Implementing a dumb optimizer reduced the average number of moves to 192.7 on
67000 randomly-generated cubes. The optimizer does the following:

Eliminate full-cube rotations by "unrotating" the moves (Z U L D Zi becomes
L D R)
Eliminate moves followed by their inverse (R R Ri Ri is gone)
Replace moves repeated three times with a single turn in the opposite
direction (R R R becomes Ri)

The solver is not particularly fast. On my machine (a 4.0 Ghz i7), it takes
about 0.06 seconds per solve on CPython, which is roughly 16.7 solves/second.
On PyPy, this is reduced to about 0.013 seconds per solve, or about 76
solves/second.

License

For personal and professional use. You cannot resell or redistribute these repositories in their original state.

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