cubing 0.32.1 → 0.32.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/esm/{chunk-JVM7R4NB.js → chunk-ILVYXTHD.js} +6 -7
- package/dist/esm/{chunk-JVM7R4NB.js.map → chunk-ILVYXTHD.js.map} +2 -2
- package/dist/esm/{chunk-PXAYHEVD.js → chunk-OEHG3BF3.js} +6 -5
- package/dist/esm/chunk-OEHG3BF3.js.map +7 -0
- package/dist/esm/scramble/index.js +1 -2
- package/dist/esm/search/index.js +2 -3
- package/dist/esm/{search-dynamic-sgs-unofficial-2V7VKWGI.js → search-dynamic-sgs-unofficial-LORSO7LF.js} +2 -4
- package/dist/esm/{search-dynamic-sgs-unofficial-2V7VKWGI.js.map → search-dynamic-sgs-unofficial-LORSO7LF.js.map} +1 -1
- package/dist/esm/{search-dynamic-solve-4x4x4-RCBTBQF3.js → search-dynamic-solve-4x4x4-BJLOSTR2.js} +3 -5
- package/dist/esm/{search-dynamic-solve-4x4x4-RCBTBQF3.js.map → search-dynamic-solve-4x4x4-BJLOSTR2.js.map} +1 -1
- package/dist/esm/{search-dynamic-solve-fto-PZSGTVO7.js → search-dynamic-solve-fto-L5CX2BTQ.js} +2 -5
- package/dist/esm/{search-dynamic-solve-fto-PZSGTVO7.js.map → search-dynamic-solve-fto-L5CX2BTQ.js.map} +1 -1
- package/dist/esm/{search-dynamic-solve-kilominx-VRIE77AN.js → search-dynamic-solve-kilominx-FBEDWIPR.js} +2 -4
- package/dist/esm/{search-dynamic-solve-kilominx-VRIE77AN.js.map → search-dynamic-solve-kilominx-FBEDWIPR.js.map} +1 -1
- package/dist/esm/{search-dynamic-solve-master_tetraminx-EPWI375K.js → search-dynamic-solve-master_tetraminx-4R5R7LC5.js} +2 -5
- package/dist/esm/{search-dynamic-solve-master_tetraminx-EPWI375K.js.map → search-dynamic-solve-master_tetraminx-4R5R7LC5.js.map} +1 -1
- package/dist/esm/{search-dynamic-solve-sq1-PXS5SUQJ.js → search-dynamic-solve-sq1-CBPKRTVA.js} +2 -5
- package/dist/esm/{search-dynamic-solve-sq1-PXS5SUQJ.js.map → search-dynamic-solve-sq1-CBPKRTVA.js.map} +1 -1
- package/dist/esm/{search-worker-js-entry-Y6RQKL2N.js → search-worker-js-entry-M6ECI442.js} +17 -17
- package/dist/esm/{search-worker-js-entry-Y6RQKL2N.js.map → search-worker-js-entry-M6ECI442.js.map} +4 -4
- package/dist/esm/{search-worker-ts-entry-Q6HRXMHV.js → search-worker-ts-entry-TZANLWZL.js} +2 -2
- package/dist/esm/{search-worker-ts-entry-Q6HRXMHV.js.map → search-worker-ts-entry-TZANLWZL.js.map} +0 -0
- package/dist/esm/twisty/index.js +46 -4
- package/dist/esm/twisty/index.js.map +3 -3
- package/dist/types/{TwizzleLink-b28e5d4f.d.ts → TwizzleLink-14811bbe.d.ts} +1 -1
- package/dist/types/puzzles/index.d.ts +2 -2
- package/dist/types/twisty/index.d.ts +2 -2
- package/package.json +1 -1
- package/dist/esm/alg/index.d.ts +0 -1
- package/dist/esm/bluetooth/index.d.ts +0 -1
- package/dist/esm/chunk-5AILXG4K.js +0 -60
- package/dist/esm/chunk-5AILXG4K.js.map +0 -7
- package/dist/esm/chunk-PXAYHEVD.js.map +0 -7
- package/dist/esm/kpuzzle/index.d.ts +0 -1
- package/dist/esm/notation/index.d.ts +0 -1
- package/dist/esm/protocol/index.d.ts +0 -1
- package/dist/esm/puzzle-geometry/index.d.ts +0 -1
- package/dist/esm/puzzles/index.d.ts +0 -1
- package/dist/esm/scramble/index.d.ts +0 -1
- package/dist/esm/search/index.d.ts +0 -1
- package/dist/esm/stream/index.d.ts +0 -1
- package/dist/esm/twisty/index.d.ts +0 -1
- package/dist/types/.DS_Store +0 -0
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"version": 3,
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"sources": ["../../src/cubing/vendor/xyzzy/fto-solver.js"],
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"sourcesContent": ["/* ftosolver.js - An FTO solver\nversion 0.5.1 (2021-04-20)\n\nCopyright (c) 2016, 2020, 2021\n\nFrom https://gist.github.com/torchlight/9a5c53da09d8e090756a228f4b5f3471\nOriginally MIT licensed, added to `cubing.js` under the GPL license by permission from the author (@torchlight/xyzzy).\n\nCompatibility note:\nThis is targeted at Firefox / Spidermonkey releases from 2019 and onwards. It might not run on older\nJavaScript engines. Recent Chrome / Node releases should also work, but are not tested as much.\n*/\n\nimport { randomUIntBelow } from \"random-uint-below\";\n\n/* Helper functions */\n\nfunction counter(A) {\n let counts = [];\n for (let a of A) {\n counts[a] = (counts[a] || 0) + 1;\n }\n return counts;\n}\n\n/* Combinatoric functions */\n\nfunction factorial(n) {\n if (n < 2) {\n return n;\n }\n let f = 1;\n for (let i = 2; i <= n; i++) {\n f *= i;\n }\n return f;\n}\n\nfunction C(n, k) {\n if (k < 0 || k > n) {\n return 0;\n }\n if (k === 0 || k === n) {\n return 1;\n }\n let c = 1;\n for (let i = 0; i < k; i++) {\n c = ((c * (n - i)) / (i + 1)) | 0;\n }\n return c;\n}\n\nfunction C4(n, k0, k1, k2, k3 = n - k0 - k1 - k2) {\n return C(n, k0 + k1) * C(k0 + k1, k0) * C(k2 + k3, k2);\n}\n\nfunction permutation_to_index(perm) {\n perm = perm.slice();\n let n = perm.length;\n let f = factorial(n - 1);\n let ind = 0;\n while (n > 1) {\n n--;\n // invariant: f === factorial(n)\n // also, perm stores meaningful values up to perm[n]\n let e = perm[0];\n ind += e * f;\n for (let i = 0; i < n; i++) {\n let x = perm[i + 1];\n perm[i] = x - (x > e);\n }\n f /= n;\n }\n return ind;\n}\n\nfunction index_to_permutation(ind, n) {\n let perm = [];\n let f = factorial(n - 1);\n for (let i = 0; i < n; i++) {\n perm[i] = (ind / f) | 0;\n ind %= f;\n f /= n - 1 - i;\n }\n for (let i = n - 2; i >= 0; i--) {\n for (let j = i + 1; j < n; j++) {\n perm[j] += +(perm[j] >= perm[i]);\n }\n }\n return perm;\n}\n\nfunction permutation_parity(A) {\n let n = A.length;\n let parity = 0;\n for (let i = 0; i < n - 1; i++) {\n for (let j = i; j < n; j++) {\n if (A[i] > A[j]) {\n parity ^= 1;\n }\n }\n }\n return parity;\n}\n\nfunction index_to_evenpermutation(ind, n) {\n let perm = [];\n let f = factorial(n - 1) / 2;\n let parity = 0;\n for (let i = 0; i < n - 1; i++) {\n perm[i] = (ind / f) | 0;\n ind %= f;\n f /= n - 1 - i;\n }\n perm[n - 1] = 0;\n for (let i = n - 2; i >= 0; i--) {\n for (let j = i + 1; j < n; j++) {\n if (perm[j] >= perm[i]) {\n perm[j]++;\n } else {\n parity ^= 1;\n }\n }\n }\n if (parity === 1) {\n [perm[n - 2], perm[n - 1]] = [perm[n - 1], perm[n - 2]];\n }\n return perm;\n}\n\nfunction evenpermutation_to_index(perm) {\n return permutation_to_index(perm) >> 1;\n}\n\nlet [evenpermutation8_to_index, index_to_evenpermutation8] = (() => {\n let index_in_set_bits = new Int8Array(256 * 8);\n let look_up_set_bits = new Int8Array(256 * 8);\n for (let i = 0; i < 256; i++) {\n for (let j = 0, counter = 0; j < 8; j++) {\n if (((i >>> j) & 1) === 0) {\n continue;\n }\n index_in_set_bits[(j << 8) | i] = counter;\n look_up_set_bits[(counter << 8) | i] = j;\n counter++;\n }\n }\n\n function evenpermutation8_to_index(perm) {\n let unused = 0xff; // track which values in 0..7 haven't been used so far\n let f = 2520; // = 7!/2\n let ind = 0;\n for (let i = 0; i < 6; i++) {\n let v = perm[i];\n ind += index_in_set_bits[unused | (v << 8)] * f;\n unused &= ~(1 << v);\n f /= 7 - i;\n }\n return ind;\n }\n\n // note: this is *not* a drop-in replacement for index_to_evenpermutation!\n function index_to_evenpermutation8(ind, perm) {\n let unused = 0xff;\n let f = 2520; // = 7!/2\n let parity = 0;\n for (let i = 0; i < 6; i++) {\n let a = (ind / f) | 0;\n ind -= a * f;\n parity ^= a & 1;\n let v = look_up_set_bits[unused | (a << 8)];\n perm[i] = v;\n unused &= ~(1 << v);\n f /= 7 - i;\n }\n // the last two elements are uniquely determined by the others\n perm[6] = look_up_set_bits[unused | (parity << 8)];\n perm[7] = look_up_set_bits[unused | ((parity ^ 1) << 8)];\n return perm;\n }\n\n return [evenpermutation8_to_index, index_to_evenpermutation8];\n})();\n\nfunction random_permutation(n) {\n let p = [0];\n for (let i = 1; i < n; i++) {\n let r = randomUIntBelow(i + 1);\n p[i] = p[r];\n p[r] = i;\n }\n return p;\n}\n\nfunction random_even_permutation(n) {\n let p = random_permutation(n);\n if (permutation_parity(p) === 1) {\n [p[0], p[1]] = [p[1], p[0]];\n }\n return p;\n}\n\nfunction comb_to_index(l) {\n let bits = l.length;\n let ones = 0;\n for (let i = 0; i < bits; i++) {\n ones += +(l[i] === 1);\n }\n let zeros = bits - ones;\n if (zeros === 0 || ones === 0 || bits === 1) {\n return 0;\n }\n let b = C(bits - 1, ones);\n let ind = 0;\n for (let i = 0; zeros > 0 && ones > 0 && bits > 1; i++) {\n bits--;\n if (l[i] === 0) {\n b = (b * --zeros) / bits;\n } else {\n // l[i] === 1\n ind += b;\n b = (b * ones--) / bits;\n }\n }\n return ind;\n}\n\nfunction index_to_comb(ind, ones, bits) {\n let zeros = bits - ones;\n let b = C(bits - 1, ones);\n let l = [];\n let n = bits - 1;\n for (let i = 0; i < n; i++) {\n bits--;\n if (ind < b) {\n l.push(0);\n b = (b * --zeros) / bits;\n } else {\n l.push(1);\n ind -= b;\n b = (b * ones--) / bits;\n }\n }\n l.push(ones);\n return l;\n}\n\n// this is \"incorrect\" for n=0 but that's out of scope\nfunction ctz(n) {\n n |= 0;\n return 31 - Math.clz32(n ^ (n - 1));\n}\n\nlet comb_lookup_tables = {};\nfunction generate_comb_lookup_tables(n, k) {\n // 2 <= n <= 28, 0 <= k <= n\n n |= 0;\n k |= 0;\n let key = `${n} ${k}`;\n if (comb_lookup_tables[key]) {\n return comb_lookup_tables[key];\n }\n let total = C(n, k);\n let index_to_comb_table = new Uint32Array(total);\n let comb_to_index_table = new Uint32Array(1 << n).fill(-1);\n for (let i = 0, c = (1 << k) - 1; i < total; i++) {\n index_to_comb_table[i] = c;\n comb_to_index_table[c] = i;\n let t = c | (c - 1);\n c = (t + 1) | (((~t & -~t) - 1) >> (ctz(c) + 1));\n }\n return (comb_lookup_tables[key] = [index_to_comb_table, comb_to_index_table]);\n}\n\nfunction popcount(n) {\n n |= 0;\n let c = 0;\n while (n !== 0) {\n n &= n - 1;\n c++;\n }\n return c;\n}\n\nfunction spread_bits(n) {\n n &= 0xffff;\n n = (n | (n << 8)) & 0x00ff00ff;\n n = (n | (n << 4)) & 0x0f0f0f0f;\n n = (n | (n << 2)) & 0x33333333;\n n = (n | (n << 1)) & 0x55555555;\n return n;\n}\n\nfunction interleave_bits(x, y) {\n return spread_bits(x) | (spread_bits(y) << 1);\n}\n\nlet comb4_lookup_tables = {};\nfunction generate_comb4_lookup_tables(n, k0, k1, k2, k3) {\n // 3 <= n <= 14\n // 0 <= k0,k1,k2,k3 <= n\n // n = k0 + k1 + k2 + k3\n // WARNING: This does not return the combinations in sorted order.\n // (but if only two of k0,k1,k2,k3 are nonzero, then they will be sorted)\n n |= 0;\n k0 |= 0;\n k1 |= 0;\n k2 |= 0;\n k3 |= 0;\n if (n !== k0 + k1 + k2 + k3) {\n throw new Error(\"generate_comb4_lookup_tables: invalid parameters\");\n }\n let key = [n, k0, k1, k2, k3].join(\" \");\n if (comb4_lookup_tables[key]) {\n return comb4_lookup_tables[key];\n }\n let [itcl, ctil] = generate_comb_lookup_tables(n, k1 + k3);\n let [itch, ctih] = generate_comb_lookup_tables(n, k2 + k3);\n let total = C4(n, k0, k1, k2, k3);\n let index_to_comb4_table = new Uint32Array(total);\n let comb4_to_index_table = new Uint32Array(4 ** n).fill(-1);\n for (let i = 0, index = 0; i < itch.length; i++) {\n let ch = itch[i];\n for (let j = 0; j < itcl.length; j++) {\n let cl = itcl[j];\n if (popcount(cl & ch) === k3) {\n let c = interleave_bits(cl, ch);\n index_to_comb4_table[index] = c;\n comb4_to_index_table[c] = index;\n index++;\n }\n }\n }\n return (comb4_lookup_tables[key] = [\n index_to_comb4_table,\n comb4_to_index_table,\n ]);\n}\n\nfunction compose(A, B) {\n let C = [];\n for (let i = 0; i < B.length; i++) {\n C[i] = A[B[i]];\n }\n return C;\n}\n\nfunction compose3(A, B, C) {\n let D = [];\n for (let i = 0; i < C.length; i++) {\n D[i] = A[B[C[i]]];\n }\n return D;\n}\n\nfunction compose_o(A, B) {\n let p = compose(A[0], B[0]);\n let o = [];\n let n = B[0].length;\n for (let i = 0; i < n; i++) {\n o[i] = A[1][B[0][i]] ^ B[1][i];\n }\n return [p, o];\n}\n\n/*\nfunction permutation_from_cycle(cycle, n)\n{\n\tlet perm = [];\n\tfor (let i = 0; i < n; i++) {perm[i] = i};\n\tfor (let i = 0; i < cycle.length; i++)\n\t{\n\t\tperm[cycle[i]] = cycle[(i + 1) % cycle.length];\n\t}\n\treturn perm;\n}\n*/\n\nfunction permutation_from_cycles(cycles, n) {\n let perm = [];\n for (let i = 0; i < n; i++) {\n perm[i] = i;\n }\n for (let cycle of cycles) {\n for (let i = 0; i < cycle.length; i++) {\n perm[cycle[i]] = cycle[(i + 1) % cycle.length];\n }\n }\n return perm;\n}\n\nfunction reduce_permutation(perm, keep) {\n // perm: a permutation\n // keep: array of booleans, of the same length as perm\n let n = perm.length;\n let count = Array(n).fill(0);\n for (let i = 1; i < n; i++) {\n count[i] = count[i - 1] + keep[i - 1];\n }\n let nn = count[n - 1] + keep[n - 1];\n let reduced = Array(nn);\n for (let i = 0; i < n; i++) {\n if (keep[i]) {\n reduced[count[i]] = count[perm[i]];\n }\n }\n return reduced;\n}\n\nfunction invert_permutation(perm) {\n let n = perm.length;\n let inverse = Array(n);\n for (let i = 0; i < n; i++) {\n inverse[perm[i]] = i;\n }\n return inverse;\n}\n\nfunction gcd(a, b) {\n while (a && b) {\n [a, b] = [b % a, a];\n }\n return Math.abs(a + b);\n}\n\nfunction lcm(a, b) {\n return (a * b) / gcd(a, b);\n}\n\nfunction permutation_order(perm) {\n let order = 1;\n let n = perm.length;\n let visited = Array(n).fill(false);\n let i = -1;\n while (true) {\n i = visited.indexOf(false, i + 1);\n if (i === -1) {\n break;\n }\n let cycle_length = 0;\n let j = i;\n while (!visited[j]) {\n visited[j] = true;\n j = perm[j];\n cycle_length++;\n }\n //console.log(cycle_length);\n order = lcm(order, cycle_length);\n }\n return order;\n}\n\n/*\nFacelet layout:\n\t\t\t\tU\t\t\t\t\t\t\t\t\tB\n\t\t8\t7\t6\t5\t4\t\t\t\t\t67\t68\t69\t70\t71\n\t44\t\t3\t2\t1\t\t49\t\t\t22\t\t64\t65\t66\t\t35\n\t43\t39\t\t0\t\t46\t50\t\t\t23\t19\t\t63\t\t30\t34\nL\t42\t38\t36\t\t45\t47\t51\tR\tBR\t24\t20\t18\t\t27\t29\t33\tBL\n\t41\t37\t\t9\t\t48\t52\t\t\t25\t21\t\t54\t\t28\t32\n\t40\t\t10\t11\t12\t\t53\t\t\t26\t\t57\t56\t55\t\t31\n\t\t13\t14\t15\t16\t17\t\t\t\t\t62\t61\t60\t59\t58\n\t\t\t\tF\t\t\t\t\t\t\t\t\tD\n\nWe'll be using the facelet permutations as the underlying representation. This specific labelling\ngives us three symmetries that can be written very compactly, and this turns out to be enough to\ngenerate any face move from any other face move.\n\nWhich is nice, because I don't have an FTO and it would be very error prone if I were to write out\nevery move individually.\n\nX = T2\nY = Ro Lo' (I think)\nZ = mirroring so that U swaps with L and F swaps with R\n\nFaces / colours (Lanlan colour scheme):\n0: U (white)\n1: F (red)\n2: BR (grey)\n3: BL (orange)\n4: L (purple)\n5: R (green)\n6: D (yellow)\n7: B (blue)\n*/\n\nlet solved_state = Array(72)\n .fill()\n .map((_, i) => (i / 9) | 0);\n\nlet move_U = permutation_from_cycles(\n [\n [0, 4, 8],\n [1, 6, 3],\n [2, 5, 7],\n [9, 22, 35],\n [45, 67, 44],\n [47, 68, 43],\n [46, 69, 39],\n [50, 70, 38],\n [49, 71, 36],\n ],\n 72,\n);\nlet move_Ui = compose(move_U, move_U);\n\nlet move_X = Array(72)\n .fill()\n .map((_, i) => ((i / 18) | 0) * 18 + ((i + 9) % 18));\nlet move_Y = Array(72)\n .fill()\n .map((_, i) => ((i / 36) | 0) * 36 + ((i + 18) % 36));\nlet move_Z = Array(72)\n .fill()\n .map((_, i) => (i + 36) % 72);\n\n// Z changes sign, so this is really setting up to U' rather than U\nlet move_L = compose3(move_Z, move_Ui, move_Z);\nlet move_F = compose3(move_X, move_U, move_X);\nlet move_R = compose3(move_X, move_L, move_X);\n\n//let move_BR = compose3(move_Y, move_U, move_Y);\n//let move_BL = compose3(move_Y, move_F, move_Y);\n//let move_B = compose3(move_Y, move_R, move_Y);\n//let move_D = compose3(move_Y, move_L, move_Y);\n\nlet move_Us = permutation_from_cycles(\n [\n [10, 24, 30],\n [11, 23, 34],\n [12, 19, 33],\n [42, 48, 64],\n [41, 52, 65],\n [37, 51, 66],\n ],\n 72,\n);\nlet move_Uw = compose(move_U, move_Us);\nlet move_Uwi = compose(move_Uw, move_Uw);\n\nlet move_Lw = compose3(move_Z, move_Uwi, move_Z);\nlet move_Fw = compose3(move_X, move_Uw, move_X);\nlet move_Rw = compose3(move_X, move_Lw, move_X);\n\nlet colour_map = Array(72)\n .fill()\n .map((_, i) => (i / 9) | 0);\n\nlet corner_piece_facelets = [\n [0, 45, 9, 36], // U-F\n [4, 67, 22, 49], // U-BR\n [8, 44, 35, 71], // U-BL\n [13, 58, 31, 40], // F-BL\n [17, 53, 26, 62], // F-BR\n [18, 63, 27, 54], // BR-BL\n];\n\nlet edge_piece_facelets = [\n [1, 46], // U-R\n [3, 39], // U-L\n [6, 69], // U-B\n [10, 37], // F-L\n [33, 42], // BL-L\n [12, 48], // F-R *\n [15, 60], // F-D *\n [24, 51], // BR-R *\n [19, 64], // BR-B **\n [28, 55], // BL-D **\n [30, 66], // BL-B **\n [21, 57], // BR-D **\n];\n\nlet centreA_piece_facelets = Array(12)\n .fill()\n .map((_, i) => ((i / 3) | 0) * 9 + [2, 5, 7][i % 3]);\nlet centreB_piece_facelets = centreA_piece_facelets.map((x) => x + 36);\n\n/*\nfacelet definition sanity test:\nall corner facelets are 0,4,8 mod 9; facelet order is always in U,R,U,R orbits\nall edge facelets are 1,3,6 mod 9; facelet order is always in U,R orbits\nall centre facelets are 2,5,7 mod 9\n\nfunction facelet_sanity_test()\n{\nif (corner_piece_facelets.length !== 6) {console.log('wrong number of corner pieces'); return;}\nif (edge_piece_facelets.length !== 12) {console.log('wrong number of edge pieces'); return;}\nif (!corner_piece_facelets.every(x => {return x.every(y => y % 9 % 4 === 0) && x[0] < 36 && x[2] < 36 && x[1] >= 36 && x[3] >= 36;}))\n{\n\tconsole.log('corner pieces weird');\n\treturn;\n}\nif (!edge_piece_facelets.every(x => {return x.every(y => [1,3,6].indexOf(y % 9) !== -1) && x[0] < 36 && x[1] >= 36;}))\n{\n\tconsole.log('edge pieces weird');\n\treturn;\n}\n}\n\n*/\n\nfunction identify_corner_piece(colourA, colourB) {\n // return a 2-tuple [p, o] where\n // p in {0,1,2,3,4,5} is the corner piece's ID and\n // o in {0,1} is its orientation\n for (let i = 0; i < 6; i++) {\n if (\n colourA === colour_map[corner_piece_facelets[i][0]] &&\n colourB === colour_map[corner_piece_facelets[i][2]]\n ) {\n return [i, 0];\n } else if (\n colourA === colour_map[corner_piece_facelets[i][2]] &&\n colourB === colour_map[corner_piece_facelets[i][0]]\n ) {\n return [i, 1];\n }\n }\n throw new Error(\"unknown corner piece\");\n}\n\nfunction identify_edge_piece(colourA, colourB) {\n // return p in {0..11} the edge piece's ID\n // (edges are not flippable on the FTO)\n for (let i = 0; i < 12; i++) {\n if (\n colourA === colour_map[edge_piece_facelets[i][0]] &&\n colourB === colour_map[edge_piece_facelets[i][1]]\n ) {\n return i;\n }\n if (\n colourB === colour_map[edge_piece_facelets[i][0]] &&\n colourA === colour_map[edge_piece_facelets[i][1]]\n ) {\n return i;\n }\n }\n throw new Error(\"unknown edge piece\");\n}\n\nfunction get_corner_piece(facelets, location) {\n return identify_corner_piece(\n facelets[corner_piece_facelets[location][0]],\n facelets[corner_piece_facelets[location][2]],\n );\n}\n\nfunction get_edge_piece(facelets, location) {\n return identify_edge_piece(\n facelets[edge_piece_facelets[location][0]],\n facelets[edge_piece_facelets[location][1]],\n );\n}\n\nfunction set_corner_piece(facelets, location, value, orientation) {\n let indices = corner_piece_facelets[location];\n let colours = corner_piece_facelets[value].map((x) => colour_map[x]);\n if (orientation % 2 !== 0) {\n colours = [colours[2], colours[3], colours[0], colours[1]];\n }\n for (let i = 0; i < 4; i++) {\n facelets[indices[i]] = colours[i];\n }\n}\n\nfunction set_edge_piece(facelets, location, value) {\n let indices = edge_piece_facelets[location];\n let colours = edge_piece_facelets[value].map((x) => colour_map[x]);\n for (let i = 0; i < 2; i++) {\n facelets[indices[i]] = colours[i];\n }\n}\n\nfunction convert_move_to_permutations(move) {\n let state = move.map((x) => colour_map[x]);\n //console.log(state);\n let cp_raw = Array(6)\n .fill()\n .map((_, i) => get_corner_piece(state, i));\n let cp_half = cp_raw.map(([p, o]) => p + 6 * o);\n let cp = cp_half.concat(cp_half.map((x) => (x + 6) % 12));\n let ep = Array(12)\n .fill()\n .map((_, i) => get_edge_piece(state, i));\n let ap = Array(12)\n .fill()\n .map((_, i) =>\n centreA_piece_facelets.indexOf(move[centreA_piece_facelets[i]]),\n );\n let bp = Array(12)\n .fill()\n .map((_, i) =>\n centreB_piece_facelets.indexOf(move[centreB_piece_facelets[i]]),\n );\n return { cp: cp, ep: ep, ap: ap, bp: bp };\n}\n\nlet moves = [\n move_U,\n move_L,\n move_F,\n move_R,\n move_Uw,\n move_Lw,\n move_Fw,\n move_Rw,\n];\nlet move_names = [\"U\", \"L\", \"F\", \"R\", \"u\", \"l\", \"f\", \"r\"];\n\nlet move_permutations = moves.map(convert_move_to_permutations);\n\n/*\nlet commute_table = (function () {\n\tlet n = moves.length;\n\tlet t = Array(n);\n\tfor (let i = 0; i < n; i++)\n\t{\n\t\tt[i] = Array(n);\n\t\tfor (let j = 0; j < n; j++)\n\t\t{\n\t\t\tlet a = compose(moves[i], moves[j]);\n\t\t\tlet b = compose(moves[j], moves[i]);\n\t\t\tt[i][j] = (a.join(' ') === b.join(' '));\n\t\t}\n\t}\n\treturn t;\n})();\n*/\n\n// generate a random state with the BR-BL corner solved\nfunction random_state() {\n let facelets = Array(72);\n let cp = random_even_permutation(5);\n cp.push(5);\n let co = Array(4)\n .fill()\n .map((_) => randomUIntBelow(2));\n co.push(co.reduce((x, y) => x ^ y));\n co.push(0);\n for (let i = 0; i < 6; i++) {\n set_corner_piece(facelets, i, cp[i], co[i]);\n }\n\n let ep = random_even_permutation(12);\n for (let i = 0; i < 12; i++) {\n set_edge_piece(facelets, i, ep[i]);\n }\n\n let a = random_permutation(12).map((x) => (x / 3) | 0);\n let b = random_permutation(12).map((x) => 4 + ((x / 3) | 0));\n for (let i = 0; i < 12; i++) {\n facelets[centreA_piece_facelets[i]] = a[i];\n facelets[centreB_piece_facelets[i]] = b[i];\n }\n return facelets;\n}\n\nfunction stringify_move_sequence(move_sequence, no_wide = false) {\n if (no_wide) {\n const U = 0;\n const L = 1;\n const F = 2;\n const R = 3;\n const D = 4;\n const BR = 5;\n const B = 6;\n const BL = 7;\n move_sequence = move_sequence.map((x) => x.slice());\n let ordering = [U, L, F, R, D, BR, B, BL];\n let rotations = [\n [U, R, BR, B, D, BL, L, F],\n [BL, L, U, B, R, BR, D, F],\n [BL, D, F, L, R, U, B, BR],\n [F, D, BR, R, B, U, L, BL],\n ];\n rotations = rotations.concat(rotations.map((p) => invert_permutation(p)));\n for (let i = 0; i < move_sequence.length; i++) {\n if (move_sequence[i][0] < 4) {\n // it's already a single-layer turn\n move_sequence[i][0] = ordering[move_sequence[i][0]];\n } else {\n // it's a double-layer turn and we need to Do Stuff\n let m = ordering[move_sequence[i][0]];\n let r = move_sequence[i][1];\n move_sequence[i][0] = m;\n ordering = compose(r === 1 ? rotations[m ^ 4] : rotations[m], ordering);\n //console.log(ordering);\n }\n }\n }\n let names = no_wide ? \"U L F R D BR B BL\".split(\" \") : move_names; // WARNING: this ordering is _not_ the same as the facelet colours\n let suffixes = [\"0\", \"\", \"'\"];\n let s = move_sequence.map(([m, r]) => names[m] + suffixes[r]);\n return s.join(\" \");\n}\n\nfunction print_move_sequence(move_sequence) {\n console.log(stringify_move_sequence(move_sequence));\n}\n\nfunction apply_move_sequence(state, move_sequence) {\n for (let [m, r] of move_sequence) {\n for (let i = 0; i < r; i++) {\n state = compose(state, moves[m]);\n }\n }\n return state;\n}\n\nfunction invert_move_sequence(move_sequence) {\n return move_sequence.map(([m, r]) => [m, (3 - r) % 3]).reverse();\n}\n\nfunction simplify_move_sequence(move_sequence, make_noise = false) {\n if (move_sequence.length === 0) {\n return [];\n }\n let simplified = [];\n let last_move = undefined;\n for (let [m, r] of move_sequence) {\n if (last_move && last_move[0] === m) {\n // turn of the same face\n last_move[1] += r;\n last_move[1] %= 3;\n if (last_move[1] === 0) {\n simplified.pop();\n last_move =\n simplified.length === 0\n ? undefined\n : simplified[simplified.length - 1];\n }\n } else if (\n simplified.length >= 2 &&\n (last_move[0] ^ m) === 4 &&\n simplified[simplified.length - 2][0] === m\n ) {\n // turn of the opposite face\n simplified[simplified.length - 2][1] += r;\n simplified[simplified.length - 2][1] %= 3;\n if (simplified[simplified.length - 2][1] === 0) {\n simplified.splice(simplified.length - 2, 1);\n }\n } else {\n last_move = [m, r];\n simplified.push(last_move);\n }\n }\n if (make_noise && `${move_sequence}` !== `${simplified}`) {\n console.log(`simplified ${move_sequence} to ${simplified}`);\n }\n return simplified;\n}\n\nfunction generate_random_state_scramble() {\n return stringify_move_sequence(\n invert_move_sequence(solve(random_state(), true)),\n true,\n );\n}\n\nfunction generate_multiple_random_state_scrambles(n) {\n let scrambles = [];\n for (let i = 0; i < n; i++) {\n scrambles[i] = generate_random_state_scramble();\n }\n return scrambles;\n}\n\n/*\nActual solver logic goes here.\n\nUnlike most of the earlier random-state scramblers I've written before, this one comes with a slight\ncomplication: the FTO's states are _not_ a group. In other words, we can't skip inverting the\nsolution to get the scramble. Not a big deal.\n\nWe assume the D-BR-B-BL corner is solved. (If not, rotate puzzle accordingly.)\n\nPhase 1: Solve a small pyramid around the D-BR-B-BL corner.\n- centres #6, #9 in orbit A and #6, #9 in orbit B\n- edges #8, #9, #10, #11\nReduction: (132/9)**2 * (12*11*10*9) = 2555520\n\nPhase 2: Reduce to LU 2-gen.\n- remaining BR, D centres, one each of F, R centres (#5, #7, #8 in each orbit)\n- edges F-R, F-D, R-BR (#5, #6, #7)\n- corner F-BR (#4)\n- corner orientation constraint on the other four corners\nReduction: 120**2 * (8*7*6) * 10 * 4 = 193536000\n\nPhase 3: Finish solve.\n- remaining centres (#0..#4, #10, #11 in each orbit)\n- edges #0..#4\n- corners #0..#3\nReduction: 210**2 * (5!/2) * (4!/2*2) = 63504000\n\n\n*/\n\nfunction generate_mtable_comb_generic(n, k, permutations) {\n let N = C(n, k);\n let nmoves = permutations.length;\n let [itc, cti] = generate_comb_lookup_tables(n, k);\n let mtable = Array(nmoves)\n .fill()\n .map(() => new Uint32Array(N));\n for (let i = 0; i < N; i++) {\n let c = itc[i];\n let arr = Array(n);\n for (let j = 0; j < n; j++) {\n arr[j] = (c >> j) & 1;\n }\n for (let m = 0; m < nmoves; m++) {\n let arr2 = compose(arr, permutations[m]);\n let c2 = arr2.reduce((acc, x, j) => acc | (x << j), 0);\n mtable[m][i] = cti[c2];\n }\n }\n return mtable;\n}\n\nfunction generate_mtable_comb4_generic(n, k0, k1, k2, k3, permutations) {\n let N = C4(n, k0, k1, k2, k3);\n let nmoves = permutations.length;\n let [itc, cti] = generate_comb4_lookup_tables(n, k0, k1, k2, k3);\n let mtable = Array(nmoves)\n .fill()\n .map(() => new Uint32Array(N));\n for (let i = 0; i < N; i++) {\n let c = itc[i];\n let arr = Array(n);\n for (let j = 0; j < n; j++) {\n arr[j] = (c >> (2 * j)) & 3;\n }\n for (let m = 0; m < nmoves; m++) {\n let arr2 = compose(arr, permutations[m]);\n let c2 = arr2.reduce((acc, x, j) => acc | (x << (2 * j)), 0);\n mtable[m][i] = cti[c2];\n }\n }\n return mtable;\n}\n\nfunction generate_mtable_single_generic(permutations) {\n let n = permutations[0].length;\n let nmoves = permutations.length;\n let mtable = Array(nmoves)\n .fill()\n .map(() => new Uint32Array(n));\n for (let i = 0; i < n; i++) {\n for (let m = 0; m < nmoves; m++) {\n mtable[m][permutations[m][i]] = i;\n // we're using right-action convention here,\n // so we use the *inverse* of the permutation\n // to track how pieces move.\n }\n }\n return mtable;\n}\n\nfunction combine_mtables(mtable0, mtable1) {\n let n0 = mtable0[0].length;\n let n1 = mtable1[0].length;\n let nmoves = mtable0.length;\n let combined = Array(nmoves)\n .fill()\n .map(() => new Uint32Array(n0 * n1));\n for (let j = 0; j < n1; j++) {\n for (let i = 0; i < n0; i++) {\n let index = i + n0 * j;\n for (let m = 0; m < nmoves; m++) {\n combined[m][index] = mtable0[m][i] + n0 * mtable1[m][j];\n }\n }\n }\n return combined;\n}\n\nfunction trim_unreachable(mtable, origin) {\n // input: mtable\n // output: [trimmed mtable, map]\n let nmoves = mtable.length;\n let n = mtable[0].length;\n let reachable = new Uint8Array(n);\n reachable[origin] = 1;\n let done = false;\n while (!done) {\n done = true;\n for (let i = 0; i < n; i++) {\n if (!reachable[i]) {\n continue;\n }\n for (let m = 0; m < nmoves; m++) {\n if (!reachable[mtable[m][i]]) {\n reachable[mtable[m][i]] = 1;\n done = false;\n }\n }\n }\n }\n let map = new Int32Array(n).fill(-1);\n for (let i = 0, counter = 0; i < n; i++) {\n if (!reachable[i]) {\n continue;\n }\n map[i] = counter;\n counter++;\n }\n return [mtable.map((entry) => reduce_permutation(entry, reachable)), map];\n}\n\nfunction reduce_to_quotient(mtable, origins) {\n let nmoves = mtable.length;\n let n = mtable[0].length;\n let quotient_map = new Int32Array(n).fill(-1);\n origins.forEach((x) => {\n quotient_map[x] = 0;\n });\n let preimages = [origins];\n for (let image = 0; image < preimages.length; image++) {\n let equiv_class = preimages[image];\n for (let m = 0; m < nmoves; m++) {\n let j = mtable[m][equiv_class[0]];\n if (quotient_map[j] !== -1) {\n continue;\n } // already looked at those nodes\n let new_equiv_class = equiv_class.map((x) => mtable[m][x]);\n let new_image = preimages.length;\n preimages.push(new_equiv_class);\n for (let x of new_equiv_class) {\n if (quotient_map[x] !== -1) {\n throw new Error(\"quotienting failed\");\n }\n quotient_map[x] = new_image;\n }\n }\n }\n let n_quot = preimages.length;\n let mtable_quot = Array(nmoves)\n .fill()\n .map(() => new Int32Array(n_quot));\n for (let m = 0; m < nmoves; m++) {\n for (let i = 0; i < n_quot; i++) {\n mtable_quot[m][i] = quotient_map[mtable[m][preimages[i][0]]];\n }\n }\n return [mtable_quot, quotient_map];\n}\n\nfunction generate_mirrored_coordinate_table(mtable, a, b) {\n let n = mtable[0].length;\n let nmoves = mtable.length;\n let mirror_map = new Int32Array(n).fill(-1);\n mirror_map[a] = b;\n mirror_map[b] = a;\n let done = false;\n while (!done) {\n done = true;\n for (let i = 0; i < n; i++) {\n if (mirror_map[i] === -1) {\n continue;\n }\n let I = mirror_map[i];\n for (let m = 0; m < nmoves; m++) {\n let M = m ^ 1;\n let new_i = mtable[m][i];\n let new_I = mtable[M][mtable[M][I]];\n // convert moves according to this table:\n // U -> L2\n // L -> U2\n // F -> R2\n // R -> F2\n if (mirror_map[new_i] === -1) {\n done = false;\n mirror_map[new_i] = new_I;\n mirror_map[new_I] = new_i;\n } else if (mirror_map[new_i] !== new_I) {\n throw new Error(\"mirroring failed - is the initial map correct?\");\n }\n }\n }\n }\n return mirror_map;\n}\n\nfunction bfs(mtable, goal_states) {\n let N = mtable[0].length;\n let nmoves = mtable.length;\n let ptable = new Int8Array(N).fill(-1);\n for (let state of goal_states) {\n ptable[state] = 0;\n }\n let depth = 0;\n let done = false;\n while (!done) {\n done = true;\n for (let state = 0; state < N; state++) {\n if (ptable[state] !== depth) {\n continue;\n }\n for (let move_index = 0; move_index < nmoves; move_index++) {\n let new_state = mtable[move_index][state];\n while (new_state !== state) {\n if (ptable[new_state] === -1) {\n done = false;\n ptable[new_state] = depth + 1;\n }\n new_state = mtable[move_index][new_state];\n }\n }\n }\n depth++;\n }\n return ptable;\n}\n\nfunction* ida_solve_gen(indices, mtables, ptables, moves_left, commute) {\n let ncoords = indices.length;\n let bound = 0;\n for (let i = 0; i < ncoords; i++) {\n bound = Math.max(bound, ptables[i][indices[i]]);\n }\n while (bound <= moves_left) {\n //console.log(`searching depth ${bound}`);\n yield* ida_search_gen(indices, mtables, ptables, bound, -1, commute);\n bound++;\n }\n}\n\nfunction* ida_search_gen(indices, mtables, ptables, bound, last, commute) {\n let ncoords = indices.length;\n let nmoves = mtables[0].length;\n let heuristic = 0;\n for (let i = 0; i < ncoords; i++) {\n heuristic = Math.max(heuristic, ptables[i][indices[i]]);\n }\n if (heuristic > bound) {\n return;\n }\n if (bound === 0) {\n yield [];\n return;\n }\n if (heuristic === 0 && bound === 1) {\n return;\n }\n for (let m = 0; m < nmoves; m++) {\n if (m === last) {\n continue;\n }\n if (m < last && commute[m][last]) {\n continue;\n }\n let new_indices = indices.slice();\n for (let c = 0; c < ncoords; c++) {\n new_indices[c] = mtables[c][m][indices[c]];\n }\n let r = 1;\n while (indices.some((_, i) => indices[i] !== new_indices[i])) {\n let subpath_gen = ida_search_gen(\n new_indices,\n mtables,\n ptables,\n bound - 1,\n m,\n commute,\n );\n while (true) {\n let { value: subpath, done } = subpath_gen.next();\n if (done) {\n break;\n }\n yield [[m, r]].concat(subpath);\n }\n for (let c = 0; c < ncoords; c++) {\n new_indices[c] = mtables[c][m][new_indices[c]];\n }\n r++;\n }\n }\n}\n\nfunction solve(facelets, readable = false) {\n let phase1sol = solve_phase1_gen(facelets).next().value;\n let facelets2 = apply_move_sequence(facelets, phase1sol);\n let phase2sol = (\n readable ? solve_phase2_and_phase3_readable : solve_phase2_and_phase3_fast\n )(facelets2);\n let solution = simplify_move_sequence(phase1sol.concat(phase2sol), false);\n if (\n apply_move_sequence(facelets, solution).join(\"\") !== solved_state.join(\"\")\n ) {\n console.log(\"solving failed!\");\n console.log(facelets);\n console.log(phase1sol);\n console.log(facelets2);\n console.log(phase2sol);\n console.log(apply_move_sequence(facelets, solution));\n }\n return solution;\n}\n\nlet cached_mtables = {};\nlet cached_ptables = {};\n\n/* Phase 1 stuff */\n\nlet phase1_centre_colour_map = [0, 0, 2, 3, 0, 0, 2, 3];\nfunction index_phase1(facelets) {\n let [itc, cti] = generate_comb4_lookup_tables(12, 6, 0, 3, 3);\n let ep = Array(12)\n .fill()\n .map((_, i) => get_edge_piece(facelets, i));\n let edge_coord =\n ep.indexOf(8) +\n 12 * ep.indexOf(9) +\n 12 ** 2 * ep.indexOf(10) +\n 12 ** 3 * ep.indexOf(11);\n let [a_coord, b_coord] = [centreA_piece_facelets, centreB_piece_facelets].map(\n (facelet_indices) => {\n let arr = facelet_indices.map(\n (x) => phase1_centre_colour_map[facelets[x]],\n );\n return cti[arr.reduce((acc, x, j) => acc | (x << (2 * j)), 0)];\n },\n );\n return [edge_coord, a_coord, b_coord];\n}\n\nfunction generate_phase1_edge_mtable() {\n if (cached_mtables.phase1_edge) {\n return cached_mtables.phase1_edge;\n }\n let m1 = generate_mtable_single_generic(move_permutations.map((x) => x.ep));\n let m2 = combine_mtables(m1, m1);\n let m4 = combine_mtables(m2, m2);\n return (cached_mtables.phase1_edge = m4);\n}\n\nfunction generate_phase1_edge_ptable() {\n if (cached_ptables.phase1_edge) {\n return cached_ptables.phase1_edge;\n }\n return (cached_ptables.phase1_edge = bfs(generate_phase1_edge_mtable(), [\n 8 + 12 * 9 + 12 ** 2 * 10 + 12 ** 3 * 11,\n ]));\n}\n\nfunction generate_phase1_centreA_mtable() {\n if (cached_mtables.phase1_centreA) {\n return cached_mtables.phase1_centreA;\n }\n return (cached_mtables.phase1_centreA = generate_mtable_comb4_generic(\n 12,\n 6,\n 0,\n 3,\n 3,\n move_permutations.map((x) => x.ap),\n ));\n}\n\nfunction generate_phase1_centreB_mtable() {\n if (cached_mtables.phase1_centreB) {\n return cached_mtables.phase1_centreB;\n }\n return (cached_mtables.phase1_centreB = generate_mtable_comb4_generic(\n 12,\n 6,\n 0,\n 3,\n 3,\n move_permutations.map((x) => x.bp),\n ));\n}\n\nfunction generate_phase1_centre_ptable() {\n // the pruning tables for the two centre orbits are identical due to the specific facelet\n // labelling we're using.\n if (cached_ptables.phase1_centre) {\n return cached_ptables.phase1_centre;\n }\n let [itc, cti] = generate_comb4_lookup_tables(12, 6, 0, 3, 3);\n let goal_states = itc\n .filter((x) => {\n let x6 = (x >> 12) & 3;\n let x9 = (x >> 18) & 3;\n return x6 === 2 && x9 === 3;\n })\n .map((x) => cti[x]);\n return (cached_ptables.phase1_centre = bfs(\n generate_phase1_centreB_mtable(),\n goal_states,\n ));\n}\n\nfunction* solve_phase1_gen(facelets) {\n let mtables = [\n generate_phase1_edge_mtable(),\n generate_phase1_centreA_mtable(),\n generate_phase1_centreB_mtable(),\n ];\n let ptables = [\n generate_phase1_edge_ptable(),\n generate_phase1_centre_ptable(),\n generate_phase1_centre_ptable(),\n ];\n yield* phase1_ida_solve_gen(index_phase1(facelets), mtables, ptables, 15);\n}\n\nfunction* phase1_ida_solve_gen(indices, mtables, ptables, moves_left) {\n let ncoords = indices.length;\n let bound = 0;\n for (let i = 0; i < ncoords; i++) {\n bound = Math.max(bound, ptables[i][indices[i]]);\n }\n while (bound <= moves_left) {\n //console.log(`searching depth ${bound}`);\n yield* phase1_ida_search_gen(indices, mtables, ptables, bound, -1);\n bound++;\n }\n}\n\nfunction* phase1_ida_search_gen(indices, mtables, ptables, bound, last) {\n let ncoords = 3; //indices.length;\n let nmoves = 8; //mtables[0].length;\n let heuristic = Math.max(\n ptables[0][indices[0]],\n ptables[1][indices[1]],\n ptables[2][indices[2]],\n ); //0;\n //for (let i = 0; i < ncoords; i++) heuristic = Math.max(heuristic, ptables[i][indices[i]]);\n if (heuristic > bound) {\n return;\n }\n if (bound === 0) {\n yield [];\n return;\n }\n if (heuristic === 0 && bound === 1) {\n return;\n }\n for (let m = 0; m < nmoves; m++) {\n if (m === last) {\n continue;\n }\n if (m === last - 4) {\n continue;\n }\n let new_indices = [];\n new_indices[0] = mtables[0][m][indices[0]];\n new_indices[1] = mtables[1][m][indices[1]];\n new_indices[2] = mtables[2][m][indices[2]];\n let r = 1;\n while (indices.some((_, i) => indices[i] !== new_indices[i])) {\n let subpath_gen = phase1_ida_search_gen(\n new_indices,\n mtables,\n ptables,\n bound - 1,\n m,\n );\n while (true) {\n let { value: subpath, done } = subpath_gen.next();\n if (done) {\n break;\n }\n yield [[m, r]].concat(subpath);\n }\n new_indices[0] = mtables[0][m][new_indices[0]];\n new_indices[1] = mtables[1][m][new_indices[1]];\n new_indices[2] = mtables[2][m][new_indices[2]];\n r++;\n }\n }\n}\n\n/* Phase 2 stuff */\n\nlet phase2_centre_colour_map = [0, 1, 2, 0, 0, 1, 2, 0];\n// we don't care about swapping U and BL centres in phase 2\n\nlet phase2_centre_indices = [0, 1, 2, 3, 4, 5, 7, 8, 10, 11]; // 6 and 9 are already solved in phase 1\nlet phase2_keep = [\n true,\n true,\n true,\n true,\n true,\n true,\n false,\n true,\n true,\n false,\n true,\n true,\n];\nlet phase2_corner_keep = [\n true,\n true,\n true,\n true,\n true,\n false,\n true,\n true,\n true,\n true,\n true,\n false,\n];\n\nfunction index_phase2(facelets) {\n let [itc, cti] = generate_comb4_lookup_tables(10, 5, 3, 2, 0);\n let ep = Array(8)\n .fill()\n .map((_, i) => get_edge_piece(facelets, i));\n let edge_coord = ep.indexOf(5) + 8 * ep.indexOf(6) + 8 ** 2 * ep.indexOf(7);\n let corners = Array(5)\n .fill()\n .map((_, i) => get_corner_piece(facelets, i));\n let cp_inverse_full = invert_permutation(\n corners\n .map(([p, o]) => p + 5 * o)\n .concat(corners.map(([p, o]) => p + 5 * (o ^ 1))),\n );\n let cp_inverse = cp_inverse_full.slice(0, 5).map((x) => x % 5);\n let co_inverse = cp_inverse_full.slice(0, 5).map((x) => (x / 5) | 0);\n let corner_coord =\n evenpermutation_to_index(cp_inverse) * 8 +\n (co_inverse[0] ^ co_inverse[2]) +\n 2 * (co_inverse[0] ^ co_inverse[3]) +\n 4 * co_inverse[4];\n let [a_coord, b_coord] = [centreA_piece_facelets, centreB_piece_facelets].map(\n (facelet_indices) => {\n let arr = compose(facelet_indices, phase2_centre_indices).map(\n (x) => phase2_centre_colour_map[facelets[x]],\n );\n return cti[arr.reduce((acc, x, j) => acc | (x << (2 * j)), 0)];\n },\n );\n // we don't need these move tables, but we do need the reduction maps\n // that are computed with these (and stored in global vars, yikes)\n generate_phase2_edge_mtable();\n generate_phase2_corner_mtable_compact();\n return [\n a_coord,\n b_coord,\n phase2_corner_reduction_map[corner_coord] +\n 40 * phase2_edge_reduction_map[edge_coord],\n ];\n}\n\nfunction* solve_phase2_gen(facelets) {\n yield* phase2_ida_solve_gen(index_phase2(facelets), 30);\n}\n\nfunction solve_phase2(facelets) {\n return solve_phase2_gen(facelets).next().value;\n}\n\nfunction generate_phase2_centre_mtables() {\n if (cached_mtables.phase2_centre) {\n return cached_mtables.phase2_centre;\n }\n let a = generate_mtable_comb4_generic(\n 10,\n 5,\n 3,\n 2,\n 0,\n move_permutations\n .slice(0, 4)\n .map((x) => reduce_permutation(x.ap, phase2_keep)),\n );\n let b = generate_mtable_comb4_generic(\n 10,\n 5,\n 3,\n 2,\n 0,\n move_permutations\n .slice(0, 4)\n .map((x) => reduce_permutation(x.bp, phase2_keep)),\n );\n return (cached_mtables.phase2_centre = [a, b]);\n}\n\nlet phase2_edge_reduction_map;\nfunction generate_phase2_edge_mtable() {\n if (cached_mtables.phase2_edge) {\n return cached_mtables.phase2_edge;\n }\n let e = generate_mtable_single_generic(\n move_permutations.slice(0, 4).map((x) => x.ep.slice(0, 8)),\n );\n let eee = combine_mtables(e, combine_mtables(e, e));\n let eee_trimmed;\n [eee_trimmed, phase2_edge_reduction_map] = trim_unreachable(eee, 0o765);\n return (cached_mtables.phase2_edge = eee_trimmed);\n}\n\nfunction generate_phase2_corner_mtable() {\n if (cached_mtables.phase2_corner) {\n return cached_mtables.phase2_corner;\n }\n const HALFFACT5 = factorial(5) / 2; // = 60\n const N = HALFFACT5 * 8; // = 480\n const keep = [\n true,\n true,\n true,\n true,\n true,\n false,\n true,\n true,\n true,\n true,\n true,\n false,\n ];\n // ignore the sixth and twelfth entries, which encode corner #5's state\n let mtable = Array(4)\n .fill()\n .map(() => new Uint32Array(N));\n let permutations = move_permutations\n .slice(0, 4)\n .map((x) => invert_permutation(reduce_permutation(x.cp, keep)));\n // using the left-action convention here, so take inverses\n for (let i = 0; i < N; i++) {\n let p = index_to_evenpermutation(i >> 3, 5);\n let o = [0, 0, i & 1, (i >> 1) & 1, (i >> 2) & 1];\n o[1] = o[2] ^ o[3] ^ o[4];\n let cp = Array(10);\n for (let j = 0; j < 5; j++) {\n cp[j] = p[j] + 5 * o[j];\n cp[j + 5] = p[j] + 5 * (o[j] ^ 1);\n }\n for (let m = 0; m < 4; m++) {\n let cp2 = compose(permutations[m], cp);\n let p2 = cp2.slice(0, 5).map((x) => x % 5);\n let o2 = cp2.slice(0, 5).map((x) => (x / 5) | 0);\n let orientation_index = (o2[0] ^ o2[2]) + 2 * (o2[0] ^ o2[3]) + 4 * o2[4];\n mtable[m][i] = evenpermutation_to_index(p2) * 8 + orientation_index;\n }\n }\n return (cached_mtables.phase2_corner = mtable);\n /*\n\tfar as I can tell, there's no clean way to index the cosets of the corner subgroup in this\n\tphase. so we just do it the dirty way (see `reduce_to_quotient`).\n\t*/\n}\n\nlet phase2_corner_reduction_map;\nfunction generate_phase2_corner_mtable_compact() {\n if (cached_mtables.phase2_corner_compact) {\n return cached_mtables.phase2_corner_compact;\n }\n [cached_mtables.phase2_corner_compact, phase2_corner_reduction_map] =\n reduce_to_quotient(\n generate_phase2_corner_mtable(),\n phase2_corner_goal_states(),\n );\n return cached_mtables.phase2_corner_compact;\n}\n\nfunction generate_phase2_ce_mtable() {\n if (cached_mtables.phase2_ce) {\n return cached_mtables.phase2_ce;\n }\n let c = generate_phase2_corner_mtable_compact();\n let e = generate_phase2_edge_mtable();\n return (cached_mtables.phase2_ce = combine_mtables(c, e));\n}\n\nlet phase2_ce_mirror_map;\nfunction generate_phase2_ce_mirror_map() {\n if (phase2_ce_mirror_map) {\n return phase2_ce_mirror_map;\n }\n const ce_solved = index_phase2(solved_state)[2];\n return (phase2_ce_mirror_map = generate_mirrored_coordinate_table(\n generate_phase2_ce_mtable(),\n ce_solved,\n ce_solved,\n ));\n}\n\nfunction phase2_centre_goal_states() {\n let [itc, cti] = generate_comb4_lookup_tables(10, 5, 3, 2, 0);\n return itc.filter((x) => ((x >> 10) & 63) === 41).map((x) => cti[x]);\n /*\n\tthe combination tracks the centre pieces at indices\n\t0, 1, 2, 3, 4, 5, 7, 8, 10, 11\n\tin little endian order.\n\tright-shifting 10 bits changes this to\n\t5, 7, 8, 10, 11\n\tand masking by 63 keeps only the three least significant digits\n\t5, 7, 8\n\twhich are exactly the pieces we're solving in this phase.\n\t1 + 4 * 2 + 4**2 * 2 = 41\n\tWARNING: this needs to be adjusted if the centre indexing is changed\n\t(also, this returns a Uint32Array, but nothing we do here can possibly cause overflow so\n\tthat's not a problem)\n\t*/\n}\n\nfunction phase2_corner_goal_states() {\n let mtable = generate_phase2_corner_mtable();\n let N = mtable[0].length;\n let flags = Array(N).fill(false);\n flags[0] = true; /* index 0 is the solved state */\n let done = false;\n while (!done) {\n done = true;\n for (let i = 0; i < N; i++) {\n if (flags[i]) {\n if (!flags[mtable[0][i]]) {\n done = false;\n flags[mtable[0][i]] = true;\n }\n if (!flags[mtable[1][i]]) {\n done = false;\n flags[mtable[1][i]] = true;\n }\n }\n }\n }\n return flags.map((_, i) => i).filter((i) => flags[i]);\n}\n\nfunction generate_phase2_ace_ptable() {\n if (cached_ptables.phase2_ace) {\n return cached_ptables.phase2_ace;\n }\n const [mtable_a, mtable_b] = generate_phase2_centre_mtables();\n const mtable_ce = generate_phase2_ce_mtable();\n const Na = 2520;\n const Nce = 40 * 336;\n const N = Na * Nce; // = 33868800\n const ce_solved = index_phase2(solved_state)[2];\n const max_depth = 9;\n let ptable = new Int8Array(N).fill(max_depth);\n for (let a_solved of phase2_centre_goal_states()) {\n ptable[a_solved + Na * ce_solved] = 0;\n }\n for (let depth = 0; depth < max_depth - 1; depth++) {\n for (\n let state = ptable.indexOf(depth);\n state !== -1;\n state = ptable.indexOf(depth, state + 1)\n ) {\n let a = state % Na;\n let ce = (state / Na) | 0;\n for (let move_index = 0; move_index < 4; move_index++) {\n let new_a = mtable_a[move_index][a];\n let new_ce = mtable_ce[move_index][ce];\n let new_state = new_a + Na * new_ce;\n if (ptable[new_state] === max_depth) {\n ptable[new_state] = depth + 1;\n }\n new_a = mtable_a[move_index][new_a];\n new_ce = mtable_ce[move_index][new_ce];\n new_state = new_a + Na * new_ce;\n if (ptable[new_state] === max_depth) {\n ptable[new_state] = depth + 1;\n }\n }\n }\n }\n // don't bother filling in the table for depth >=10; this saves a substantial amount of time\n // on startup at a slight cost of pruning effectiveness\n return (cached_ptables.phase2_ace = ptable);\n}\n\nfunction* phase2_ida_solve_gen(indices, moves_left) {\n let [mtable_a, mtable_b] = generate_phase2_centre_mtables();\n let mtable_ce = generate_phase2_ce_mtable();\n let ptable_ace = generate_phase2_ace_ptable();\n let mirror_map = generate_phase2_ce_mirror_map();\n let [a, b, ce] = indices;\n let ce_mirror = mirror_map[ce];\n let bound = Math.max(\n ptable_ace[a + 2520 * ce],\n ptable_ace[b + 2520 * ce_mirror],\n );\n while (bound <= moves_left) {\n //console.log(`searching depth ${bound}`);\n yield* phase2_ida_search_gen(\n a,\n b,\n ce,\n mtable_a,\n mtable_b,\n mtable_ce,\n ptable_ace,\n mirror_map,\n bound,\n -1,\n );\n bound++;\n }\n}\n\nfunction* phase2_ida_search_gen(\n a,\n b,\n ce,\n mtable_a,\n mtable_b,\n mtable_ce,\n ptable_ace,\n mirror_map,\n bound,\n last,\n) {\n let h = Math.max(\n ptable_ace[a + 2520 * ce],\n ptable_ace[b + 2520 * mirror_map[ce]],\n );\n if (h > bound) {\n return;\n }\n if (bound === 0) {\n yield [];\n return;\n } else if (h === 0) {\n return;\n }\n for (let m = 0; m < 4; m++) {\n if (m === last) {\n continue;\n }\n let new_a = a;\n let new_b = b;\n let new_ce = ce;\n for (let r = 1; r <= 2; r++) {\n new_a = mtable_a[m][new_a];\n new_b = mtable_b[m][new_b];\n new_ce = mtable_ce[m][new_ce];\n let subpath_gen = phase2_ida_search_gen(\n new_a,\n new_b,\n new_ce,\n mtable_a,\n mtable_b,\n mtable_ce,\n ptable_ace,\n mirror_map,\n bound - 1,\n m,\n );\n while (true) {\n let { value: subpath, done } = subpath_gen.next();\n if (done) {\n break;\n }\n yield [[m, r]].concat(subpath);\n }\n }\n }\n}\n\n/* Phase 3 mostly-2-gen stuff */\n\nlet phase3_2gen_centre_indices = [0, 1, 2, 3, 4, 10, 11];\n\nlet phase3_2gen_keep = [\n true,\n true,\n true,\n true,\n true,\n false,\n false,\n false,\n false,\n false,\n true,\n true,\n];\n\nlet phase3_2gen_move_seqs = [\n [[0, 1]], // U\n [[1, 1]], // L\n\n // F U R U' R' F'\n [\n [2, 1],\n [0, 1],\n [3, 1],\n [0, 2],\n [3, 2],\n [2, 2],\n ],\n [\n [3, 2],\n [1, 2],\n [2, 2],\n [1, 1],\n [2, 1],\n [3, 1],\n ],\n [\n [6, 1],\n [0, 1],\n [3, 1],\n [0, 2],\n [3, 2],\n [6, 2],\n ],\n [\n [7, 2],\n [1, 2],\n [2, 2],\n [1, 1],\n [2, 1],\n [7, 1],\n ],\n\n // F U F' U F U F'\n [\n [2, 1],\n [0, 1],\n [2, 2],\n [0, 1],\n [2, 1],\n [0, 1],\n [2, 2],\n ],\n [\n [3, 2],\n [1, 1],\n [3, 1],\n [1, 1],\n [3, 2],\n [1, 1],\n [3, 1],\n ],\n\n // F R F' L' U' F R F'\n [\n [2, 1],\n [3, 1],\n [2, 2],\n [1, 2],\n [0, 2],\n [2, 1],\n [3, 1],\n [2, 2],\n ],\n [\n [3, 2],\n [2, 2],\n [3, 1],\n [0, 1],\n [1, 1],\n [3, 2],\n [2, 2],\n [3, 1],\n ],\n [\n [6, 1],\n [0, 1],\n [6, 2],\n [0, 2],\n [1, 2],\n [6, 1],\n [0, 1],\n [6, 2],\n ],\n [\n [7, 2],\n [1, 2],\n [7, 1],\n [1, 1],\n [0, 1],\n [7, 2],\n [1, 2],\n [7, 1],\n ],\n\n // F R' F' R U F' L F\n [\n [2, 1],\n [3, 2],\n [2, 2],\n [3, 1],\n [0, 1],\n [2, 2],\n [1, 1],\n [2, 1],\n ],\n [\n [3, 2],\n [2, 1],\n [3, 1],\n [2, 2],\n [1, 2],\n [3, 1],\n [0, 2],\n [3, 2],\n ],\n [\n [6, 1],\n [0, 2],\n [6, 2],\n [7, 1],\n [6, 1],\n [1, 2],\n [7, 1],\n [6, 1],\n ],\n [\n [7, 2],\n [1, 1],\n [7, 1],\n [6, 2],\n [7, 2],\n [0, 1],\n [6, 2],\n [7, 2],\n ],\n\n // F' L' F' R' F' R' U' R'\n [\n [2, 2],\n [1, 2],\n [2, 2],\n [3, 2],\n [2, 2],\n [3, 2],\n [0, 2],\n [3, 2],\n ],\n [\n [6, 2],\n [7, 2],\n [1, 2],\n [0, 2],\n [1, 2],\n [0, 2],\n [6, 2],\n [7, 2],\n ],\n /*\n[[2,1], [0,2], [2,2], [0,2], [2,1], [3,1], [0,2], [3,2], [2,2]], // F U' F' U' F R U' R' F'\n[[3,2], [1,1], [3,1], [1,1], [3,2], [2,2], [1,1], [2,1], [3,1]], // R' L R L R' F' L F R\n[[6,1], [3,2], [6,2], [1,2], [6,1], [0,1], [3,2], [0,2], [6,2]], // f R' f' L' f U R' U' f'\n[[7,2], [2,1], [7,1], [0,1], [7,2], [1,2], [2,1], [1,1], [7,1]], // r' F r U r' L' F L r\n[[2,1], [0,1], [3,1], [0,2], [3,2], [0,1], [3,1], [0,2], [3,2], [2,2]], // F (U R U' R')2 F'\n[[3,2], [1,2], [2,2], [1,1], [2,1], [1,2], [2,2], [1,1], [2,1], [3,1]], // R' (L' F' L F)2 R\n[[6,1], [0,1], [3,1], [0,2], [3,2], [0,1], [3,1], [0,2], [3,2], [6,2]], // f (U R U' R')2 f'\n[[7,2], [1,2], [2,2], [1,1], [2,1], [1,2], [2,2], [1,1], [2,1], [7,1]], // r' (L' F' L F)2 r\n*/\n];\nphase3_2gen_move_seqs = phase3_2gen_move_seqs.concat(\n phase3_2gen_move_seqs.map((seq) => invert_move_sequence(seq)),\n);\nlet phase3_2gen_nmoves = phase3_2gen_move_seqs.length; // = 36\n/*\nThe moves we're using for this phase:\nU\nL\nF U R U' R' F'\nR' L' F' L F R\nf U R U' R' f'\nr' L' F' L F r\nF U F' U F U F' (= F' U F U F' U F = r' F r U r' F r = r l U' l F l r')\nR' L R L R' L R (= R L R' L R L R' = f R f' L f R f' = f' u R u L' u f)\n\nF R F' L' U' F R F'\nR' F' R U L R' F' R\nf U f' U' L' f U f'\nr' L' r L U r' L' r\n\nF R' F' R U F' L F\nR' F R F' L' R U' R'\nf U' f' r f L' r f\nr' L r f' r' U f' r'\n\nF' L' F' R' F' R' U' R'\nf' r' L' U' L' U' f' r'\n\nand the inverses of the above\n\nThese are the atomic 4-gen move sequences of length <= 8 where the induced permutations lie in the\n<U,L> group (verified with GAP, barring transcription errors).\n\nTemporarily going out of LU 2-gen can sometimes save _many_ moves, e.g. the F R U R' U' F' scramble\nobviously has a 6-move 4-gen solution (F U R U' R' F'), but the optimal 2-gen solution is 24 moves:\nU L' U L' U' L' U' L U' L U L' U L' U L U L' U' L U' L U L'.\n*/\n\nlet phase3_2gen_facelet_permutations = phase3_2gen_move_seqs.map((seq) =>\n apply_move_sequence(permutation_from_cycles([], 72), seq),\n);\nlet phase3_2gen_piece_permutations = phase3_2gen_facelet_permutations.map(\n convert_move_to_permutations,\n);\nlet phase3_2gen_move_orders =\n phase3_2gen_facelet_permutations.map(permutation_order);\n\nfunction index_phase3_2gen(facelets) {\n let [itc, cti] = generate_comb4_lookup_tables(7, 3, 2, 0, 2);\n let ep = Array(5)\n .fill()\n .map((_, i) => get_edge_piece(facelets, i));\n let edge_coord = evenpermutation_to_index(ep);\n let corners = Array(4)\n .fill()\n .map((_, i) => get_corner_piece(facelets, i));\n let corner_coord =\n evenpermutation_to_index(corners.map((x) => x[0])) * 2 +\n corners.find((x) => x[0] === 0)[1];\n let [a_coord, b_coord] = [centreA_piece_facelets, centreB_piece_facelets].map(\n (facelet_indices) => {\n let arr = compose(facelet_indices, phase3_2gen_centre_indices).map(\n (x) => facelets[x] % 4,\n );\n return cti[arr.reduce((acc, x, j) => acc | (x << (2 * j)), 0)];\n },\n );\n return [a_coord + 210 * b_coord, corner_coord + 24 * edge_coord];\n}\n\nfunction generate_phase3_2gen_edge_mtable() {\n if (cached_mtables.phase3_2gen_edge) {\n return cached_mtables.phase3_2gen_edge;\n }\n const HALFFACT5 = factorial(5) / 2; // = 60\n let mtable = Array(phase3_2gen_nmoves)\n .fill()\n .map(() => new Uint32Array(HALFFACT5));\n let permutations = phase3_2gen_piece_permutations.map((x) =>\n x.ep.slice(0, 5),\n );\n for (let i = 0; i < HALFFACT5; i++) {\n let p = index_to_evenpermutation(i, 5);\n for (let m = 0; m < phase3_2gen_nmoves; m++) {\n mtable[m][i] = evenpermutation_to_index(compose(p, permutations[m]));\n }\n }\n return (cached_mtables.phase3_2gen_edge = mtable);\n}\n\n// the group of corner states is the binary tetrahedral group 2T, where |2T| = 24\nfunction generate_phase3_2gen_corner_mtable() {\n if (cached_mtables.phase3_2gen_corner) {\n return cached_mtables.phase3_2gen_corner;\n }\n const HALFFACT4 = factorial(4) / 2; // = 12\n const N = HALFFACT4 * 2; // = 24\n const keep = [\n true,\n true,\n true,\n true,\n false,\n false,\n true,\n true,\n true,\n true,\n false,\n false,\n ];\n let mtable = Array(phase3_2gen_nmoves)\n .fill()\n .map(() => new Uint32Array(N));\n let permutations = phase3_2gen_piece_permutations.map((x) =>\n reduce_permutation(x.cp, keep).slice(0, 4),\n );\n for (let i = 0; i < N; i += 2) {\n let p = index_to_evenpermutation(i >> 1, 4);\n let cp = p.concat(p.map((x) => x + 4));\n for (let m = 0; m < phase3_2gen_nmoves; m++) {\n let cp2 = compose(cp, permutations[m]);\n let p2 = cp2.map((x) => x % 4);\n let o2 = cp2.find((x) => x % 4 === 0) >> 2;\n mtable[m][i] = evenpermutation_to_index(p2) * 2 + o2;\n mtable[m][i + 1] = evenpermutation_to_index(p2) * 2 + (o2 ^ 1);\n }\n }\n return (cached_mtables.phase3_2gen_corner = mtable);\n}\n\nfunction generate_phase3_2gen_corneredge_mtable() {\n if (cached_mtables.phase3_2gen_corneredge) {\n return cached_mtables.phase3_2gen_corneredge;\n }\n return (cached_mtables.phase3_2gen_corneredge = combine_mtables(\n generate_phase3_2gen_corner_mtable(),\n generate_phase3_2gen_edge_mtable(),\n ));\n}\n\nfunction generate_phase3_2gen_centre_mtable() {\n if (cached_mtables.phase3_2gen_centre) {\n return cached_mtables.phase3_2gen_centre;\n }\n let mtable_a = generate_mtable_comb4_generic(\n 7,\n 3,\n 2,\n 0,\n 2,\n phase3_2gen_piece_permutations.map((x) =>\n reduce_permutation(x.ap, phase3_2gen_keep),\n ),\n );\n let mtable_b = generate_mtable_comb4_generic(\n 7,\n 3,\n 2,\n 0,\n 2,\n phase3_2gen_piece_permutations.map((x) =>\n reduce_permutation(x.bp, phase3_2gen_keep),\n ),\n );\n cached_mtables.phase3_2gen_centreA = mtable_a;\n cached_mtables.phase3_2gen_centreB = mtable_b;\n return (cached_mtables.phase3_2gen_centre = combine_mtables(\n mtable_a,\n mtable_b,\n ));\n}\n\nlet phase3_2gen_depth_table;\nfunction generate_phase3_2gen_depth_table() {\n if (phase3_2gen_depth_table) {\n return phase3_2gen_depth_table;\n }\n const mtable_ab = generate_phase3_2gen_centre_mtable();\n const mtable_ce = generate_phase3_2gen_corneredge_mtable();\n const Nab = mtable_ab[0].length; // = 44100\n const Nce = mtable_ce[0].length; // = 1440\n const N = Nab * Nce; // = 63504000\n const max_depth = 25; // pre-determined; hard-coding this makes the algorithm a bit faster\n const all_weights = phase3_2gen_move_seqs.map((seq) => seq.length);\n const table = new Int8Array(N).fill(max_depth);\n const solved_indices = index_phase3_2gen(solved_state);\n table[solved_indices[0] + Nab * solved_indices[1]] = 0;\n let depth = 0;\n let done = false;\n while (!done && depth < max_depth - 1) {\n done = true;\n //console.log(`scanning depth ${depth}`);\n let move_indices = Array(phase3_2gen_nmoves)\n .fill()\n .map((x, i) => i)\n .filter((m) => all_weights[m] + depth < max_depth);\n move_indices.sort((m, mm) => all_weights[m] - all_weights[mm]);\n let weights = compose(all_weights, move_indices);\n let mtable_ab_pruned = compose(mtable_ab, move_indices);\n let mtable_ce_pruned = compose(mtable_ce, move_indices);\n let nmoves = move_indices.length;\n //console.log(move_indices);\n for (\n let state = table.indexOf(depth);\n state !== -1;\n state = table.indexOf(depth, state + 1)\n ) {\n let ab = state % Nab;\n let ce = (state / Nab) | 0;\n for (let mi = 0; mi < nmoves; mi++) {\n let weight = weights[mi];\n let new_ab = mtable_ab_pruned[mi][ab];\n let new_ce = mtable_ce_pruned[mi][ce];\n let new_state = new_ab + Nab * new_ce;\n if (table[new_state] > depth + weight) {\n done = false;\n table[new_state] = depth + weight;\n }\n }\n }\n depth++;\n }\n return (phase3_2gen_depth_table = table);\n}\n\nlet phase3_2gen_ace_table;\nfunction generate_phase3_2gen_ace_table() {\n if (phase3_2gen_ace_table) {\n return phase3_2gen_ace_table;\n }\n const mtable_ab = generate_phase3_2gen_centre_mtable();\n const mtable_a = cached_mtables.phase3_2gen_centreA;\n const mtable_ce = generate_phase3_2gen_corneredge_mtable();\n const Na = mtable_a[0].length; // = 210\n const Nce = mtable_ce[0].length; // = 1440\n const N = Na * Nce; // = 302400\n const max_depth = 25; // pre-determined; hard-coding this makes the algorithm a bit faster\n const all_weights = phase3_2gen_move_seqs.map((seq) => seq.length);\n const table = new Int8Array(N).fill(max_depth);\n const solved_indices = index_phase3_2gen(solved_state);\n table[(solved_indices[0] % Na) + Na * solved_indices[1]] = 0;\n let depth = 0;\n let done = false;\n while (!done && depth < max_depth - 1) {\n done = true;\n //console.log(`scanning depth ${depth}`);\n let move_indices = Array(phase3_2gen_nmoves)\n .fill()\n .map((x, i) => i)\n .filter((m) => all_weights[m] + depth < max_depth);\n move_indices.sort((m, mm) => all_weights[m] - all_weights[mm]);\n let weights = compose(all_weights, move_indices);\n let mtable_a_pruned = compose(mtable_a, move_indices);\n let mtable_ce_pruned = compose(mtable_ce, move_indices);\n let nmoves = move_indices.length;\n //console.log(move_indices);\n for (\n let state = table.indexOf(depth);\n state !== -1;\n state = table.indexOf(depth, state + 1)\n ) {\n let a = state % Na;\n let ce = (state / Na) | 0;\n for (let mi = 0; mi < nmoves; mi++) {\n let weight = weights[mi];\n let new_a = mtable_a_pruned[mi][a];\n let new_ce = mtable_ce_pruned[mi][ce];\n let new_state = new_a + Na * new_ce;\n if (table[new_state] > depth + weight) {\n done = false;\n table[new_state] = depth + weight;\n }\n }\n }\n depth++;\n }\n return (phase3_2gen_ace_table = table);\n}\n\nlet phase3_2gen_ce_mirror_map;\nfunction generate_phase3_2gen_ce_mirror_map() {\n if (phase3_2gen_ce_mirror_map) {\n return phase3_2gen_ce_mirror_map;\n }\n const mtable_ce = generate_phase3_2gen_corneredge_mtable().slice(0, 2);\n const solved_indices = index_phase3_2gen(solved_state);\n return (phase3_2gen_ce_mirror_map = generate_mirrored_coordinate_table(\n mtable_ce,\n solved_indices[1],\n solved_indices[1],\n ));\n}\n\n/*\nfunction solve_phase3_2gen(facelets, indices=index_phase3_2gen(facelets), simplify=true)\n{\n\tlet [ab, ce] = indices;\n\tlet Nab = 44100;\n\tlet mtable_ab = generate_phase3_2gen_centre_mtable();\n\tlet mtable_ce = generate_phase3_2gen_corneredge_mtable();\n\tlet depth_table = generate_phase3_2gen_depth_table();\n\tlet seq = [];\n\twhile (depth_table[ab + Nab*ce] > 0)\n\t{\n\t\tlet distance = depth_table[ab + Nab*ce];\n\t\tfor (let m = 0; m < phase3_2gen_nmoves; m++)\n\t\t{\n\t\t\tlet new_ab = mtable_ab[m][ab];\n\t\t\tlet new_ce = mtable_ce[m][ce];\n\t\t\tlet new_distance = depth_table[new_ab + Nab*new_ce];\n\t\t\tif (new_distance === distance-phase3_2gen_move_seqs[m].length)\n\t\t\t{\n\t\t\t\tseq = seq.concat(phase3_2gen_move_seqs[m]);\n\t\t\t\tab = new_ab;\n\t\t\t\tce = new_ce;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t}\n\treturn simplify ? simplify_move_sequence(seq) : seq;\n}\n*/\n\nfunction solve_phase3_2gen(facelets, indices = index_phase3_2gen(facelets)) {\n //const THRESHOLD = 31;\n let [ab, ce] = indices;\n let a = ab % 210;\n let b = Math.floor(ab / 210);\n let mtable_ab = generate_phase3_2gen_centre_mtable();\n let mtable_a = cached_mtables.phase3_2gen_centreA;\n let mtable_b = cached_mtables.phase3_2gen_centreB;\n let mtable_ce = generate_phase3_2gen_corneredge_mtable();\n let ace_table = generate_phase3_2gen_ace_table();\n let mirror_map_ce = generate_phase3_2gen_ce_mirror_map();\n let bound = 0;\n while (true) {\n let gen = solve_phase3_2gen_ida(\n a,\n b,\n ce,\n mtable_a,\n mtable_b,\n mtable_ce,\n ace_table,\n mirror_map_ce,\n bound,\n );\n for (let solution of gen) {\n return solution.map((m) => phase3_2gen_move_seqs[m]).flat();\n }\n bound++;\n }\n}\n\nfunction solve_phase3_2gen_readable(\n facelets,\n indices = index_phase3_2gen(facelets),\n) {\n //const THRESHOLD = 31;\n let [ab, ce] = indices;\n let a = ab % 210;\n let b = Math.floor(ab / 210);\n let mtable_ab = generate_phase3_2gen_centre_mtable();\n let mtable_a = cached_mtables.phase3_2gen_centreA;\n let mtable_b = cached_mtables.phase3_2gen_centreB;\n let mtable_ce = generate_phase3_2gen_corneredge_mtable();\n //let depth_table = generate_phase3_2gen_depth_table();\n let ace_table = generate_phase3_2gen_ace_table();\n let mirror_map_ce = generate_phase3_2gen_ce_mirror_map();\n let initial = solve_phase3_2gen(facelets).length;\n let best_score = Infinity;\n let best_solution;\n //console.log(`initial: ${initial}`);\n for (let bound = initial; bound <= initial + 0; bound++) {\n let gen = solve_phase3_2gen_ida(\n a,\n b,\n ce,\n mtable_a,\n mtable_b,\n mtable_ce,\n ace_table,\n mirror_map_ce,\n bound,\n );\n for (let solution of gen) {\n let expanded = solution.map((m) => phase3_2gen_move_seqs[m]).flat();\n let simplified = simplify_move_sequence(expanded);\n let score = grade_readability(simplified);\n if (score < best_score) {\n best_score = score;\n best_solution = simplified;\n //console.log(`${score} ${stringify_move_sequence(simplified, true)}`);\n //if (score <= THRESHOLD) {break search;}\n }\n }\n }\n return best_solution;\n}\n\nfunction alternation_penalty(x) {\n return ((x - 1) * (x - 2)) / 2;\n // A B A B A costs 1\n // A B A B A B costs 3\n // A B A B A B A costs 6\n // A B A B A B A B costs 10\n // etc.\n // this should be chosen to be a convex function\n}\n\nfunction grade_readability(seq) {\n let nowide = stringify_move_sequence(seq, true).replace(/'/g, \"\").split(\" \");\n return (\n seq.length +\n alternations(nowide)\n .map(alternation_penalty)\n .reduce((x, y) => x + y, 0)\n );\n}\n\nfunction alternations(seq) {\n // return a list of \"alternating\" run lengths\n // convention:\n // A B does not count\n // A B A counts as length 1\n // A B A B counts as length 2\n // A B A B A counts as length 3\n // etc.\n if (seq.length < 3) {\n return [];\n }\n let n = seq.length;\n let a = [];\n for (let i = 0; i < n - 2; i++) {\n a[i] = seq[i] === seq[i + 2];\n }\n a.push(false);\n let i = -1;\n let runs = [];\n while (i < n - 2) {\n i = a.indexOf(true, i + 1);\n if (i === -1) {\n break;\n }\n let j = a.indexOf(false, i + 1);\n runs.push(j - i);\n i = j;\n }\n return runs;\n}\n\nfunction* solve_phase3_2gen_ida(\n a,\n b,\n ce,\n mtable_a,\n mtable_b,\n mtable_ce,\n ace_table,\n mirror_map_ce,\n bound,\n last = -1,\n) {\n let h_ace = ace_table[a + 210 * ce];\n let h_bce = ace_table[b + 210 * mirror_map_ce[ce]];\n let h = Math.max(h_ace, h_bce);\n //console.log(h_ace, h_bce, bound);\n if (h > bound) {\n return;\n }\n if (bound === 0) {\n yield [];\n return;\n }\n if (h === 0) {\n return;\n } // this solution includes redundant moves\n for (let m = 0; m < phase3_2gen_nmoves; m++) {\n if (m === last && phase3_2gen_move_orders[m] <= 3) {\n continue;\n }\n let new_a = mtable_a[m][a];\n let new_b = mtable_b[m][b];\n let new_ce = mtable_ce[m][ce];\n let new_bound = bound - phase3_2gen_move_seqs[m].length;\n if (new_bound < 0) {\n continue;\n }\n let subpath_gen = solve_phase3_2gen_ida(\n new_a,\n new_b,\n new_ce,\n mtable_a,\n mtable_b,\n mtable_ce,\n ace_table,\n mirror_map_ce,\n new_bound,\n m,\n );\n while (true) {\n let { value: subpath, done } = subpath_gen.next();\n if (done) {\n break;\n }\n yield [m].concat(subpath);\n }\n }\n}\n\n/* Some glue code */\n\nfunction solve_phase2_and_phase3_fast(\n facelets,\n phase2_attempts = 200,\n cap = 24,\n) {\n let pool = [];\n let gen = solve_phase2_gen(facelets);\n let facelets_t2 = compose(facelets, move_X).map((x) => x ^ 1);\n let gen_t2 = solve_phase2_gen(facelets_t2);\n let best = Array(1000);\n // phase 2 always takes <= 15 moves and phase 3 <= 25 moves, so this is a safe upper bound\n for (let i = 0; i < phase2_attempts; i++) {\n {\n let { value, done } = gen.next();\n if (!done) {\n let intermediate_facelets = apply_move_sequence(facelets, value);\n let solution = value.concat(solve_phase3_2gen(intermediate_facelets));\n if (solution.length <= cap) {\n return solution;\n } else if (solution.length < best.length) {\n best = solution;\n }\n }\n }\n {\n let { value, done } = gen_t2.next();\n if (!done) {\n let intermediate_facelets = apply_move_sequence(facelets_t2, value);\n let solution = value\n .concat(solve_phase3_2gen(intermediate_facelets))\n .map(([m, r]) => [m ^ 2, r]);\n if (solution.length <= cap) {\n return solution;\n } else if (solution.length < best.length) {\n best = solution;\n }\n }\n }\n }\n return best;\n}\n\nfunction solve_phase2_and_phase3_readable(\n facelets,\n phase2_attempts = 20,\n cap = 30,\n) {\n let pool = [];\n let gen = solve_phase2_gen(facelets);\n let facelets_t2 = compose(facelets, move_X).map((x) => x ^ 1);\n let gen_t2 = solve_phase2_gen(facelets_t2);\n let best;\n let best_score = Infinity;\n for (let i = 0; i < phase2_attempts; i++) {\n {\n let { value, done } = gen.next();\n if (!done) {\n let intermediate_facelets = apply_move_sequence(facelets, value);\n let solution = simplify_move_sequence(\n value.concat(solve_phase3_2gen_readable(intermediate_facelets)),\n );\n let score = grade_readability(solution);\n if (score <= cap) {\n return solution;\n } else if (score < best_score) {\n best = solution;\n best_score = score;\n }\n }\n }\n {\n let { value, done } = gen_t2.next();\n if (!done) {\n let intermediate_facelets = apply_move_sequence(facelets_t2, value);\n let solution = simplify_move_sequence(\n value.concat(solve_phase3_2gen_readable(intermediate_facelets)),\n );\n solution = solution.map(([m, r]) => [m ^ 2, r]);\n let score = grade_readability(solution);\n if (score <= cap) {\n return solution;\n } else if (score < best_score) {\n best = solution;\n best_score = score;\n }\n }\n }\n }\n return best;\n}\n\nexport function randomFTOScrambleString() {\n return generate_random_state_scramble();\n}\n"],
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6
6
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"names": ["evenpermutation8_to_index", "index_to_evenpermutation8", "C", "i"]
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}
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@@ -1,11 +1,9 @@
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1
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-
import {
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2
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-
randomUIntBelow
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3
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-
} from "./chunk-5AILXG4K.js";
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1
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import {
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5
2
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Alg
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3
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} from "./chunk-IJP4IAGZ.js";
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4
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// src/cubing/vendor/xyzzy/kilosolver.js
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6
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+
import { randomUIntBelow } from "random-uint-below";
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9
7
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var PHASE4_THRESHOLD = 7;
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10
8
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function factorial(n) {
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11
9
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if (n < 2) {
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@@ -791,4 +789,4 @@ function getRandomKilominxScramble() {
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791
789
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export {
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792
790
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getRandomKilominxScramble
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793
791
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};
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794
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-
//# sourceMappingURL=search-dynamic-solve-kilominx-
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792
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+
//# sourceMappingURL=search-dynamic-solve-kilominx-FBEDWIPR.js.map
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@@ -2,6 +2,6 @@
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"version": 3,
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3
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"sources": ["../../src/cubing/vendor/xyzzy/kilosolver.js"],
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"sourcesContent": ["/* kilosolver.js - A kilominx solver\nversion 0.7 (2021-04-03)\nCopyright (c) 2016, 2020, 2021\n\nFrom https://torchlight.github.io/kiloscrambler.html\nOriginally MIT licensed, added to `cubing.js` under the GPL license by permission from the author (@torchlight/xyzzy).\n\nThis is a port of the kilominx solver originally written in Python with a few minor optimisations.\n\nHow to run this:\n(0) Save this file somewhere.\n(1) Install any JavaScript shell and run it with this file.\n(2) Type stuff into the shell.\n\n(or just use the HTML interface! it exists now!)\n\nThere is currently not much of a public interface. Useful stuff:\ncache_all_tables()\n to generate all the lookup tables\nprint_move_sequence(generate_random_state_scramble())\n to get a random-state scramble\nprint_move_sequence(generate_hybrid_scramble())\n to get a hybrid random-move scramble\n\nFor the full solver (used in the random-state scrambler), a few hundred megabytes of RAM may be used\nfor the lookup tables, which will also take roughly a minute to generate. Once generated, each solve\ntakes roughly 0.08 second.\n\nThe hybrid scrambler uses much smaller lookup tables that take less memory and are generated faster,\nbut produces somewhat longer scramble sequences and isn't fully random-state. It should nevertheless\nbe good enough for non-competition purposes.\n\nOn the to-do list:\n- optimise the heck out of the lookup table generation\n- a GUI for the solver\n- optimise the solver with colour neutrality and NISS(tm) techniques\n- throw all the global variables into a namespace\n\nCompatibility notes:\nThis code makes fairly heavy use of ES6 syntactic sugar because writing code in JavaScript's already\nan exercise in masochism and I'm not going to make my life harder by restricting myself to ES5. Some\nof the features used are:\n- let, const\n- destructuring assignment\n- for-of\n- arrow functions\n- 'use strict'\n\nAny web browser from 2016 or later should support all of these; the code has been tested only on the\nlatest versions of Firefox and Chrome, as well as a somewhat outdated SpiderMonkey shell, but should\nalso work with recent versions of Edge, Safari, etc.\n*/\n\n\"use strict\";\n\nimport { Alg } from \"../../alg\";\nimport { randomUIntBelow } from \"random-uint-below\";\n\nlet PHASE4_THRESHOLD = 7;\n// change this to 8 to make the individual solves faster, at the cost of slower initialisation\n\nfunction counter(A) {\n let counts = [];\n for (let a of A) {\n counts[a] = (counts[a] || 0) + 1;\n }\n return counts;\n}\n\n/* Combinatoric functions */\n\nfunction factorial(n) {\n if (n < 2) {\n return n;\n }\n let f = 1;\n for (let i = 2; i <= n; i++) {\n f *= i;\n }\n return f;\n}\n\nfunction C(n, k) {\n if (k < 0 || k > n) {\n return 0;\n }\n if (k === 0 || k === n) {\n return 1;\n }\n let c = 1;\n for (let i = 0; i < k; i++) {\n c = ((c * (n - i)) / (i + 1)) | 0;\n }\n return c;\n}\n\nfunction permutation_to_index(perm) {\n perm = perm.slice();\n let n = perm.length;\n let f = factorial(n - 1);\n let ind = 0;\n while (n > 1) {\n n--;\n // invariant: f === factorial(n)\n // also, perm stores meaningful values up to perm[n]\n let e = perm[0];\n ind += e * f;\n for (let i = 0; i < n; i++) {\n let x = perm[i + 1];\n perm[i] = x - (x > e);\n }\n f /= n;\n }\n return ind;\n}\n\nfunction index_to_permutation(ind, n) {\n let perm = [];\n let f = factorial(n - 1);\n for (let i = 0; i < n; i++) {\n perm[i] = (ind / f) | 0;\n ind %= f;\n f /= n - 1 - i;\n }\n for (let i = n - 2; i >= 0; i--) {\n for (let j = i + 1; j < n; j++) {\n perm[j] += +(perm[j] >= perm[i]);\n }\n }\n return perm;\n}\n\nfunction permutation_parity(A) {\n let n = A.length;\n let parity = 0;\n for (let i = 0; i < n - 1; i++) {\n for (let j = i; j < n; j++) {\n if (A[i] > A[j]) {\n parity ^= 1;\n }\n }\n }\n return parity;\n}\n\nfunction index_to_evenpermutation(ind, n) {\n let perm = [];\n let f = factorial(n - 1) / 2;\n let parity = 0;\n for (let i = 0; i < n - 1; i++) {\n perm[i] = (ind / f) | 0;\n ind %= f;\n f /= n - 1 - i;\n }\n perm[n - 1] = 0;\n for (let i = n - 2; i >= 0; i--) {\n for (let j = i + 1; j < n; j++) {\n if (perm[j] >= perm[i]) {\n perm[j]++;\n } else {\n parity ^= 1;\n }\n }\n }\n if (parity === 1) {\n [perm[n - 2], perm[n - 1]] = [perm[n - 1], perm[n - 2]];\n }\n return perm;\n}\n\nfunction evenpermutation_to_index(perm) {\n return permutation_to_index(perm) >> 1;\n}\n\nlet [evenpermutation10_to_index, index_to_evenpermutation10] = (() => {\n let index_in_set_bits = new Int8Array(1024 * 10);\n let look_up_set_bits = new Int8Array(1024 * 10);\n for (let i = 0; i < 1024; i++) {\n for (let j = 0, counter = 0; j < 10; j++) {\n if (((i >>> j) & 1) === 0) {\n continue;\n }\n index_in_set_bits[(j << 10) | i] = counter;\n look_up_set_bits[(counter << 10) | i] = j;\n counter++;\n }\n }\n\n function evenpermutation10_to_index(perm) {\n let unused = 0x3ff; // track which values in 0..9 haven't been used so far\n let f = 181440; // = 9!/2\n let ind = 0;\n for (let i = 0; i < 8; i++) {\n let v = perm[i];\n ind += index_in_set_bits[unused | (v << 10)] * f;\n unused &= ~(1 << v);\n f /= 9 - i;\n }\n return ind;\n }\n\n // note: this is *not* a drop-in replacement for index_to_evenpermutation!\n function index_to_evenpermutation10(ind, perm) {\n let unused = 0x3ff;\n let f = 181440; // = 9!/2\n let parity = 0;\n for (let i = 0; i < 8; i++) {\n let a = (ind / f) | 0;\n ind -= a * f;\n parity ^= a & 1;\n let v = look_up_set_bits[unused | (a << 10)];\n perm[i] = v;\n unused &= ~(1 << v);\n f /= 9 - i;\n }\n // the last two elements are uniquely determined by the other ten\n perm[8] = look_up_set_bits[unused | (parity << 10)];\n perm[9] = look_up_set_bits[unused | ((parity ^ 1) << 10)];\n return perm;\n }\n\n return [evenpermutation10_to_index, index_to_evenpermutation10];\n})();\n\nfunction comb_to_index(l) {\n let bits = l.length;\n let ones = 0;\n for (let i = 0; i < bits; i++) {\n ones += +(l[i] === 1);\n }\n let zeros = bits - ones;\n if (zeros === 0 || ones === 0 || bits === 1) {\n return 0;\n }\n let b = C(bits - 1, ones);\n let ind = 0;\n for (let i = 0; zeros > 0 && ones > 0 && bits > 1; i++) {\n bits--;\n if (l[i] === 0) {\n b = (b * --zeros) / bits;\n } else {\n // l[i] === 1\n ind += b;\n b = (b * ones--) / bits;\n }\n }\n return ind;\n}\n\nfunction index_to_comb(ind, ones, bits) {\n let zeros = bits - ones;\n let b = C(bits - 1, ones);\n let l = [];\n let n = bits - 1;\n for (let i = 0; i < n; i++) {\n bits--;\n if (ind < b) {\n l.push(0);\n b = (b * --zeros) / bits;\n } else {\n l.push(1);\n ind -= b;\n b = (b * ones--) / bits;\n }\n }\n l.push(ones);\n return l;\n}\n\nfunction compose(A, B) {\n let C = [];\n for (let i = 0; i < B.length; i++) {\n C[i] = A[B[i]];\n }\n return C;\n}\n\nfunction compose_o(A, B) {\n // note: we hardcode the modulus to 3 here, because ~optimisations~\n // (unnecessary abstraction is bad, actually)\n let p = compose(A[0], B[0]);\n let o = [];\n let n = B[0].length;\n for (let i = 0; i < n; i++) {\n o[i] = (A[1][B[0][i]] + B[1][i]) % 3;\n }\n return [p, o];\n}\n\nfunction permutation_from_cycle(cycle, n) {\n let perm = [];\n for (let i = 0; i < n; i++) {\n perm[i] = i;\n }\n for (let i = 0; i < cycle.length; i++) {\n perm[cycle[i]] = cycle[(i + 1) % cycle.length];\n }\n return perm;\n}\n\nfunction unsparsify_list(d, n) {\n let l = Array(n).fill(0);\n for (let k in d) {\n l[k] = d[k];\n }\n return l;\n}\n\n/* The basic moves */\n\nconst move_U = [\n permutation_from_cycle([0, 1, 2, 3, 4], 20),\n unsparsify_list({}, 20),\n];\nconst move_R = [\n permutation_from_cycle([4, 3, 11, 12, 13], 20),\n unsparsify_list({ 4: 2, 3: 1, 11: 1, 12: 1, 13: 1 }, 20),\n];\nconst move_F = [\n permutation_from_cycle([3, 2, 9, 10, 11], 20),\n unsparsify_list({ 3: 2, 2: 1, 9: 1, 10: 1, 11: 1 }, 20),\n];\nconst move_L = [\n permutation_from_cycle([2, 1, 7, 8, 9], 20),\n unsparsify_list({ 2: 2, 1: 1, 7: 1, 8: 1, 9: 1 }, 20),\n];\nlet move_BL = [\n permutation_from_cycle([1, 0, 5, 6, 7], 20),\n unsparsify_list({ 1: 2, 0: 1, 5: 1, 6: 1, 7: 1 }, 20),\n];\nlet move_BR = [\n permutation_from_cycle([0, 4, 13, 14, 5], 20),\n unsparsify_list({ 0: 2, 4: 1, 13: 1, 14: 1, 5: 1 }, 20),\n];\nlet move_x2 = [\n [15, 16, 17, 18, 19, 10, 9, 8, 7, 6, 5, 14, 13, 12, 11, 0, 1, 2, 3, 4],\n unsparsify_list({}, 20),\n];\nlet move_y = [\n [1, 2, 3, 4, 0, 7, 8, 9, 10, 11, 12, 13, 14, 5, 6, 19, 15, 16, 17, 18],\n unsparsify_list({}, 20),\n];\nlet move_rot = [\n [9, 10, 11, 3, 2, 8, 16, 15, 19, 12, 13, 4, 0, 1, 7, 14, 18, 17, 6, 5],\n [2, 0, 1, 2, 1, 2, 2, 0, 1, 1, 1, 1, 0, 2, 2, 1, 2, 1, 2, 0],\n];\n\nconst moves = [move_U, move_R, move_F, move_L, move_BL, move_BR, move_x2];\nconst move_names = [\"U\", \"R\", \"F\", \"L\", \"BL\", \"BR\", \"x2\"];\n\nlet id = compose_o(move_x2, move_x2);\n\nlet moves_full = [];\nfor (let i = 0; i < moves.length; i++) {\n moves_full[i] = [id];\n for (let j = 1; j < 5; j++) {\n moves_full[i][j] = compose_o(moves_full[i][j - 1], moves[i]);\n }\n}\n\nfunction random_state() {\n let p = [0];\n for (let i = 1; i < 20; i++) {\n let r = randomUIntBelow(i + 1);\n p[i] = p[r];\n p[r] = i;\n }\n if (permutation_parity(p) === 1) {\n [p[0], p[1]] = [p[1], p[0]];\n }\n let o = Array(20).fill(0);\n for (let i = 0; i < 19; i++) {\n o[i] = randomUIntBelow(3);\n o[19] += 3 - o[i];\n }\n o[19] %= 3;\n return [p, o];\n}\n\n/* Human interface stuff */\n\nfunction stringify_move_sequence(move_sequence) {\n let suffixes = [\"0\", \"\", \"2\", \"2'\", \"'\"];\n let s = move_sequence.map(([m, r]) => move_names[m] + suffixes[r]);\n return s.join(\" \");\n}\n\nfunction print_move_sequence(move_sequence) {\n console.log(stringify_move_sequence(move_sequence));\n}\n\nfunction apply_move_sequence(state, move_sequence) {\n for (let [m, r] of move_sequence) {\n for (let i = 0; i < r; i++) {\n state = compose_o(state, moves[m]);\n }\n }\n return state;\n}\n\nfunction generate_random_state_scramble() {\n return solve(random_state());\n}\n\nfunction generate_random_move_scramble(M, N) {\n M = M || 6;\n N = N || 6;\n // total number of moves = (M+1)(N+1)-1\n let move_sequence = [];\n for (let i = 0; i <= M; i++) {\n let last = -1;\n let lastlast = -1;\n for (let j = 0; j < N; j++) {\n let m;\n while (true) {\n m = Math.floor(Math.random() * 6);\n // don't output stuff like U2 U\n if (m === last) {\n // rome-ignore lint(correctness/noUnnecessaryContinue): Legacy code.\n continue;\n }\n // U move never commutes with the others\n else if (m === 0) {\n break;\n }\n // don't output stuff like L R L because L and R commute\n else if (m === lastlast && ((m - last) * (m - last)) % 5 === 4) {\n // rome-ignore lint(correctness/noUnnecessaryContinue): Legacy code.\n continue;\n } else {\n break;\n }\n }\n // make 144-deg moves twice as likely as 72-deg moves\n move_sequence.push([m, 1 + Math.round(Math.random() * 3)]);\n [last, lastlast] = [m, last];\n }\n // flip after every set of moves on the hemisphere except the last because that would be\n // kind of pointless\n if (i < M) {\n move_sequence.push([6, 1]);\n }\n }\n return move_sequence;\n}\n\n/* a brief note on analysing random-move scrambles\n\nLet M = num flips and N = num moves between flips.\n\nTracking just corner orientation is pretty much useless to determine if a scramble is good, at least\nfor the choice of CO reference used in the solver (<U,flip,(R'FRF')3>); even M=1, N=8 is good enough\nto randomise the CO, despite leaving a bunch of obvious blocks.\n\nInstead, we can track the location of, say, the white pieces. There are C(20, 5) combinations, so we\njust try out a million random-move scrambles and do a chi-squared test. (Except I don't have a stats\npackage installed, so this is just a qualitative approximation.)\n\nM=4, N=5 (29 moves): +2.7 stddev\nM=3, N=8 (35 moves): +15.7 stddev\nM=5, N=5 (35 moves): -0.1 stddev\nM=4, N=7 (39 moves): +3.8 stddev\nM=5, N=6 (41 moves): -0.4 stddev\nM=4, N=8 (44 moves): +2.2 stddev\n\n(the 95% confidence interval for these estimated values should be taken to be +-2, as usual)\n\nObviously we get closer to a uniform distribution with more moves, but we also want the scrambles to\nbe of a reasonable length. M=5, N=6 seems to be a good tradeoff.\n\nThis is until you realise that the five grey pieces are effectively scrambled with M reduced by one,\nso we compensate for that by using M=6, N=6, which gives 48-move scrambles.\n\nasdsadsf\n\n(tl;dr: use the hybrid scrambler if you can stomach 0.3-second initialisation; don't use this)\n*/\n\n/* GUI stuff\n\nThe create_svg_template function returns an <svg> element with the facelets laid out neatly as a net\nand the draw_state function fills in the colours given a state.\n\nThe input to the latter function does not have to be an <svg> element returned by the former, but it\nmust contain an element for each of the 60 facelets, with class 'loc%d_%d' % (i, j), where i is from\n0 to 19 and j is either 0, 1 or 2.\n\nj = 0 corresponds to the reference facelet (the one closest to perpendicular to the U-D axis), j = 1\ncorresponds to the one clockwise from the reference, and j = 2 corresponds to the one anticlockwise.\n\nOther than the loc%d_%d classes, the facelet <polygon> elements also have the .facelet class and the\nface outline <polygon> elements have the .face class, and may be customised with CSS. For example:\n\n.face {stroke-linejoin: miter; stroke-width: 0.1;}\n\nThis can be used to make the corners sharp and the face outlines thicker; you get the idea.\n\nTODO: figure out a sane way to handle changing colour scheme on the fly\n(maybe tag the facelets with a separate class for each colour in addition to setting the fill)\n*/\n\n// colours copied from Kit's modded version of the Python scrambler, but with pale yellow made a bit\n// darker.\nlet default_colour_scheme = {\n U: \"#ffffff\", // U (white)\n L: \"#57007f\", // L (purple)\n F: \"#007f0e\", // F (green)\n R: \"#ff0000\", // R (red)\n BR: \"#0026ff\", // BR (blue)\n BL: \"#ffd800\", // BL (yellow)\n DBR: \"#ff82b8\", // DBR (pink)\n DB: \"#00ff21\", // DB (light green)\n DBL: \"#ff6a00\", // DBL (orange)\n DFL: \"#0094ff\", // DFL (light blue)\n DFR: \"#ffff77\", // DFR (pale yellow)\n D: \"#808080\", // D (grey)\n};\n\nlet face_names = [\n \"U\",\n \"L\",\n \"F\",\n \"R\",\n \"BR\",\n \"BL\",\n \"DBR\",\n \"DB\",\n \"DBL\",\n \"DFL\",\n \"DFR\",\n \"D\",\n];\n\n// return the face on which the loc_ori piece lies\nfunction map_piece_to_face(loc, ori) {\n ori = ((ori % 3) + 3) % 3;\n let face = [\n [\"U\", \"BL\", \"BR\"],\n [\"U\", \"L\", \"BL\"],\n [\"U\", \"F\", \"L\"],\n [\"U\", \"R\", \"F\"],\n [\"U\", \"BR\", \"R\"],\n [\"DB\", \"BR\", \"BL\"],\n [\"BL\", \"DBL\", \"DB\"],\n [\"DBL\", \"BL\", \"L\"],\n [\"L\", \"DFL\", \"DBL\"],\n [\"DFL\", \"L\", \"F\"],\n [\"F\", \"DFR\", \"DFL\"],\n [\"DFR\", \"F\", \"R\"],\n [\"R\", \"DBR\", \"DFR\"],\n [\"DBR\", \"R\", \"BR\"],\n [\"BR\", \"DB\", \"DBR\"],\n [\"D\", \"DFL\", \"DFR\"],\n [\"D\", \"DBL\", \"DFL\"],\n [\"D\", \"DB\", \"DBL\"],\n [\"D\", \"DBR\", \"DB\"],\n [\"D\", \"DFR\", \"DBR\"],\n ][loc][ori];\n return face;\n}\n\n// how much to rotate a facelet (divided by 18 degrees) and where to draw it\nlet rotation_amounts = [\n [0, 3, 7],\n [8, 1, 5],\n [6, 9, 3],\n [4, 7, 1],\n [2, 5, 9],\n [0, 9, 1],\n [9, 0, 2],\n [2, 7, 9],\n [7, 2, 4],\n [4, 5, 7],\n [5, 4, 6],\n [6, 3, 5],\n [3, 6, 8],\n [8, 1, 3],\n [1, 8, 0],\n [5, 8, 2],\n [3, 6, 0],\n [1, 4, 8],\n [9, 2, 6],\n [7, 0, 4],\n];\nlet translation_amounts;\n{\n let A = Math.sin(Math.PI / 5);\n let B = Math.cos(Math.PI / 10);\n let C = Math.cos(Math.PI / 5);\n let D = Math.sin(Math.PI / 10);\n translation_amounts = {\n U: [0, 0],\n L: [-A - B, C - D],\n F: [0, 2 * C],\n R: [A + B, C - D],\n BR: [B, -1 - D],\n BL: [-B, -1 - D],\n DBR: [2 * A + 2 * B, 0],\n DB: [3 * A + 3 * B, -C - D],\n DBL: [4 * A + 4 * B, 0],\n DFL: [3 * A + 4 * B, 1 + C],\n DFR: [3 * A + 2 * B, 1 + C],\n D: [3 * A + 3 * B, C - D],\n };\n // trigonometry :(\n}\n\nfunction create_svg_template(state, colour_scheme) {\n state = state || id;\n colour_scheme = colour_scheme || default_colour_scheme;\n let svgns = \"http://www.w3.org/2000/svg\";\n let root = document.createElementNS(svgns, \"svg\");\n root.setAttribute(\"viewBox\", \"-2.590 -2.218 9.796 4.936\");\n /*\n\tlong diagonal = 1\n\tshort side = sin(pi/5)\n\tlong side = cos(pi/5)\n\tdiagonal of pentagon = 2cos(pi/10)\n\tviewbox size calculations and stuff:\n\tleftmost: -(2cos(pi/10) + sin(pi/5)) = -2.490\n\trightmost: 4sin(pi/5) + 5cos(pi/10) = 7.106\n\ttopmost: -(2cos(pi/5)^2 + cos(pi/5)) = -2.118\n\tbottommost: 2cos(pi/5)+1 = 2.618\n\tthe aspect ratio is almost exactly 2, which is pretty convenient.\n\t*/\n root.setAttribute(\"width\", \"12em\");\n root.setAttribute(\"height\", \"6em\");\n\n // create a polygon for each facelet\n let points = \"0,0 -0.475528,-0.654508 0,-1 0.475528,-0.654508\";\n // 0.4755 = sin(pi/5)cos(pi/5) and 0.6545 = cos(pi/5)^2\n for (let i = 0; i < 20; i++) {\n for (let j = 0; j < 3; j++) {\n let face = map_piece_to_face(i, j);\n let el = document.createElementNS(svgns, \"polygon\");\n let [translate_x, translate_y] = translation_amounts[face];\n let theta = rotation_amounts[i][j] * 36;\n el.setAttribute(\"class\", `facelet loc${i}_${j}`);\n el.setAttribute(\"points\", points);\n el.setAttribute(\n \"transform\",\n `translate(${translate_x},${translate_y}) rotate(${theta})`,\n );\n el.setAttribute(\n \"fill\",\n colour_scheme[map_piece_to_face(state[0][i], state[1][i] + j)],\n );\n el.setAttribute(\"stroke\", \"currentColor\");\n el.setAttribute(\"stroke-linejoin\", \"round\");\n el.setAttribute(\"stroke-width\", \"0.03\");\n root.appendChild(el);\n }\n }\n\n // create a polygon for each face to serve as an outline\n let face_points = \"\";\n for (let i = 0; i < 5; i++) {\n face_points += `${Math.sin((Math.PI * 2 * i) / 5)},${-Math.cos(\n (Math.PI * 2 * i) / 5,\n )} `;\n }\n for (let face of face_names) {\n let el = document.createElementNS(svgns, \"polygon\");\n let [translate_x, translate_y] = translation_amounts[face];\n let theta = face === \"U\" || (face[0] === \"D\" && face !== \"D\") ? 0 : 180;\n el.setAttribute(\"points\", face_points);\n el.setAttribute(\n \"transform\",\n `translate(${translate_x},${translate_y}) rotate(${theta})`,\n );\n el.setAttribute(\"class\", \"face\");\n el.setAttribute(\"fill\", \"none\");\n el.setAttribute(\"stroke\", \"currentColor\");\n el.setAttribute(\"stroke-linejoin\", \"round\");\n el.setAttribute(\"stroke-width\", \"0.05\");\n root.appendChild(el);\n }\n\n return root;\n}\n\nfunction draw_state(svgel, state, colour_scheme) {\n colour_scheme = colour_scheme || default_colour_scheme;\n if (!svgel) {\n return create_svg_template(state, colour_scheme);\n }\n for (let i = 0; i < 20; i++) {\n for (let j = 0; j < 3; j++) {\n let el = svgel.querySelector(`.loc${i}_${j}`);\n el.setAttribute(\n \"fill\",\n colour_scheme[map_piece_to_face(state[0][i], state[1][i] + j)],\n );\n }\n }\n return svgel;\n}\n\n/* Solver logic\n\nFor scrambling purposes, we have these two options:\n(i) generate a random state, solve it, then invert the solution\n(ii) generate a random state, solve it, return the solution as is\n\nThe former has a caveat that \"solve\" really means \"solve into the scramble orientation\". If we solve\ninto an arbitrary orientation, the result is a random-modulo-orientation state, in that the scramble\nhas the same relative positions of pieces as the random state, but possibly with the wrong colours.\n\nThe latter works here because the kilominx states form a group and taking the inverse doesn't affect\nthe randomness, and we do have the freedom to solve into any orientation. Since the WCA regs specify\nthat scrambled puzzles are delivered to the competitor in an arbitrary orientation, we may take this\nto be equivalent to right-composing with a random rotation, and this would \"cancel out\" any rotation\nshowing up at the end of the solution.\n\nSolving to orientations other than white-top-green-front saves a few moves (~2.2 moves by testing 10\norientations out of 60), but it's also proportionally slower for marginal gain.\n\nPhases used:\n\nPhase 1: get the five grey corners out of the U layer (6-gen), then rotate.\n\nPhase 2: form the U layer out of the grey corners (6-gen), then rotate.\n\nPhase 3: solve five more corners at the back/left to reduce to <U,R,F> (6-gen).\n\nPhase 4: finish last three faces (3-gen).\n\nPhase 1 is a skip (all five grey corners are already not on the D layer) ~19% of the time, and takes\njust one flip ~18% of the time, so there's a ~37% chance this step is basically trivial. With colour\nneutrality, this could be something like 99.9% trivial.\n\nPhases 2 and 3 make use of the same permutation/orientation move tables. Ideally, we'd use only one,\nbut it would be kinda terrible for a web app to eat hundreds of megabytes of memory. Luckily for us,\nIDA* settles these phases quickly enough that it doesn't really matter. Unluckily for us, this makes\nthe code a bit more complicated.\n\nPhase 4 is the problematic one, with 35.7 billion states. We use three pruning tables:\n- orientation (3^9 = 19683 states)\n- permutation (10!/2 = 1814400 states)\n- list of states up to 7 moves (3565896 states)\n\nWe don't even need to store the actual distances for the almost-solved states; we just let IDA* work\nits magic with the other pruning tables. Basically, if a state is in the list, the heuristic reports\na lower bound of 0, and if it's not, it reports a lower bound of 8.\n*/\n\nfunction solve_phase1(state) {\n // we don't care about orientation.\n let p = state[0];\n // x < 15 tests if a piece is non-grey.\n if (p.slice(15, 20).every((x) => x < 15)) {\n return [];\n }\n if (p.slice(0, 5).every((x) => x < 15)) {\n return [[6, 1]];\n }\n let flags = p.map((x) => x >= 15);\n let depth = 0;\n let sol;\n while (sol === undefined) {\n depth++;\n sol = search_phase1(flags, depth, -1);\n }\n sol.push([6, 1]);\n return sol;\n}\n\nfunction search_phase1(flags, depth, last) {\n if (depth === 0) {\n if (flags.slice(0, 5).some((x) => x)) {\n return;\n }\n return [];\n }\n for (let move_index = 0; move_index < 6; move_index++) {\n if (move_index === last) {\n continue;\n }\n for (let r = 1; r < 5; r++) {\n let new_flags = compose(flags, moves_full[move_index][r][0]);\n let sol = search_phase1(new_flags, depth - 1, move_index);\n if (sol !== undefined) {\n return [[move_index, r]].concat(sol);\n }\n }\n }\n return;\n}\n\nfunction index_phase2(state) {\n let p = state[0].slice(0, 15);\n let o = state[1];\n let index_c = comb_to_index(p.map((x) => +(x >= 15)));\n let index_o = 243 * index_c;\n for (let i = 0, j = 0; i < 15; i++) {\n if (p[i] < 15) {\n continue;\n }\n index_o += o[i] * Math.pow(3, j);\n // as it so happens, my JS shell is too outdated and doesn't support **\n j++;\n }\n let index_p = 0;\n for (let i = 0; i < 5; i++) {\n index_p += p.indexOf(15 + i) * Math.pow(15, i);\n }\n return [index_o, index_p];\n}\n\nfunction solve_phase2(state) {\n let mtables = [\n generate_phase23_orientation_mtable(),\n generate_phase23_permutation_mtable(),\n ];\n let ptables = [\n generate_phase2_orientation_ptable(),\n generate_phase2_permutation_ptable(),\n ];\n return ida_solve(index_phase2(state), mtables, ptables).concat([[6, 1]]);\n}\n\nfunction index_phase3(state) {\n let pieces = [5, 6, 7, 8, 14];\n let p = state[0].slice(0, 15);\n let o = state[1];\n let index_c = comb_to_index(p.map((x) => +(pieces.indexOf(x) !== -1)));\n let index_o = 243 * index_c;\n for (let i = 0, j = 0; i < 15; i++) {\n if (pieces.indexOf(p[i]) === -1) {\n continue;\n }\n index_o += o[i] * Math.pow(3, j);\n j++;\n }\n let index_p = 0;\n for (let i = 0; i < 5; i++) {\n index_p += p.indexOf(pieces[i]) * Math.pow(15, i);\n }\n return [index_o, index_p];\n}\n\nfunction solve_phase3(state) {\n let mtables = [\n generate_phase23_orientation_mtable(),\n generate_phase23_permutation_mtable(),\n ];\n let ptables = [\n generate_phase3_orientation_ptable(),\n generate_phase3_permutation_ptable(),\n ];\n return ida_solve(index_phase3(state), mtables, ptables);\n}\n\nfunction index_phase4(state) {\n let p = state[0].slice(0, 14);\n let o = state[1];\n let index_o = 0;\n let perm = [];\n let j = 0;\n for (let i of [0, 1, 2, 3, 4, 9, 10, 11, 12, 13]) {\n if (i !== 13) {\n index_o += o[i] * Math.pow(3, j);\n }\n perm[j] = p[i] < 5 ? p[i] : p[i] - 4;\n j++;\n }\n return [index_o, evenpermutation_to_index(perm)];\n}\n\nfunction solve_phase4(state) {\n let mtables = [\n generate_phase4_orientation_mtable(),\n generate_phase4_permutation_mtable(),\n ];\n let ptables = [\n generate_phase4_orientation_ptable(),\n generate_phase4_permutation_ptable(),\n ];\n return ida_solve(index_phase4(state), mtables, ptables);\n}\n\nfunction solve_phase4_fast(state) {\n return phase4_ida_solve(index_phase4(state));\n}\n\nfunction solve(state) {\n let sol = [];\n for (let solver of [\n solve_phase1,\n solve_phase2,\n solve_phase3,\n solve_phase4_fast,\n ]) {\n //console.log(`solving with ${solver.name}`);\n let phase_sol = solver(state);\n state = apply_move_sequence(state, phase_sol);\n //console.log(`solution: ${stringify_move_sequence(phase_sol)}`);\n sol = sol.concat(phase_sol);\n }\n return sol;\n}\n\nfunction cn_solve(state) {\n // Solve with partial colour neutrality. We don't want to check all 120 cases, so we look only\n // at <y, flip>-neutrality, which has 10 cases.\n let sol_lengths = [];\n let shortest_sol;\n let shortest_sol_length = 999999;\n for (let x = 0; x < 2; x++) {\n for (let y = 0; y < 5; y++) {\n let sol = solve(state);\n sol_lengths.push(sol.length);\n if (shortest_sol_length > sol.length) {\n shortest_sol_length = sol.length;\n shortest_sol = sol;\n }\n state = compose_o(move_y, state);\n }\n state = compose_o(move_x2, state);\n }\n console.log(`solution lengths: ${sol_lengths.join(\", \")}`);\n return shortest_sol;\n}\n\nconst tables = {};\n\nfunction generate_phase23_orientation_mtable() {\n if (tables.phase23om) {\n return tables.phase23om;\n }\n const C15_5 = C(15, 5);\n const THREE = [1, 3, 9, 27, 81, 243];\n let phase23om = Array(C(15, 5) * THREE[5]);\n tables.phase23om = phase23om;\n for (let i = 0; i < C15_5; i++) {\n let comb = index_to_comb(i, 5, 15).concat(Array(5).fill(0));\n let new_comb_indices = [];\n for (let move_index = 0; move_index < 6; move_index++) {\n let new_comb = compose(comb, moves[move_index][0]).slice(0, 15);\n new_comb_indices[move_index] = comb_to_index(new_comb);\n }\n for (let j = 0; j < THREE[5]; j++) {\n phase23om[j + 243 * i] = [];\n let orient_full = [];\n for (let k = 0, l = 0; k < 20; k++) {\n if (comb[k] === 1) {\n orient_full[k] = ((j / THREE[l]) | 0) % 3;\n l++;\n } else {\n orient_full[k] = 99; // some irrelevant garbage value\n }\n }\n for (let move_index = 0; move_index < 6; move_index++) {\n let move = moves[move_index];\n let new_orient_full = [];\n for (let k = 0; k < 15; k++) {\n new_orient_full[k] = orient_full[move[0][k]] + move[1][k];\n }\n let new_orient = new_orient_full.filter((x) => x < 10); // get rid of garbage\n let J = 0;\n for (let k = 0; k < 5; k++) {\n J += (new_orient[k] % 3) * THREE[k];\n }\n phase23om[j + 243 * i][move_index] =\n J + 243 * new_comb_indices[move_index];\n }\n }\n }\n return phase23om;\n}\n\nfunction generate_phase2_orientation_ptable() {\n if (tables.phase2op) {\n return tables.phase2op;\n }\n let mtable = generate_phase23_orientation_mtable();\n return (tables.phase2op = bfs(mtable, [243 * 3002]));\n}\n\nfunction generate_phase3_orientation_ptable() {\n if (tables.phase3op) {\n return tables.phase3op;\n }\n let mtable = generate_phase23_orientation_mtable();\n return (tables.phase3op = bfs(mtable, [243 * 246]));\n}\n\nfunction generate_phase23_permutation_mtable() {\n if (tables.phase23pm) {\n return tables.phase23pm;\n }\n const FIFTEEN = [\n 1,\n 15,\n 225,\n Math.pow(15, 3),\n Math.pow(15, 4),\n Math.pow(15, 5),\n ];\n let phase23pm = Array(FIFTEEN[5]);\n let single = Array(15);\n for (let i = 0; i < 15; i++) {\n single[i] = Array(6);\n for (let move_index = 0; move_index < 6; move_index++) {\n single[i][move_index] = moves[move_index][0].indexOf(i);\n }\n }\n let locations = [0, 0, 0, 0, 0];\n for (let ind = 0; ind < FIFTEEN[5]; ind++) {\n phase23pm[ind] = Array(6);\n for (let move_index = 0; move_index < 6; move_index++) {\n let new_ind = 0;\n for (let i = 0; i < 5; i++) {\n new_ind += single[locations[i]][move_index] * FIFTEEN[i];\n }\n phase23pm[ind][move_index] = new_ind;\n }\n locations[0]++;\n for (let i = 0; i < 4; i++) {\n if (locations[i] === 15) {\n locations[i] = 0;\n locations[i + 1]++;\n }\n }\n }\n return (tables.phase23pm = phase23pm);\n}\n\nfunction generate_phase2_permutation_ptable() {\n if (tables.phase2pp) {\n return tables.phase2pp;\n }\n let mtable = generate_phase23_permutation_mtable();\n return (tables.phase2pp = bfs(mtable, [213090]));\n}\n\nfunction generate_phase3_permutation_ptable() {\n if (tables.phase3pp) {\n return tables.phase3pp;\n }\n let mtable = generate_phase23_permutation_mtable();\n return (tables.phase3pp = bfs(mtable, [737420]));\n}\n\nfunction generate_phase4_orientation_mtable() {\n if (tables.phase4om) {\n return tables.phase4om;\n }\n const THREE = [1, 3, 9, 27, 81, 243, 729, 2187, 6561, 19683, 59049];\n let mtable = Array(THREE[9]);\n for (let i = 0; i < THREE[9]; i++) {\n let o = Array(14).fill(0);\n for (let j = 0; j < 9; j++) {\n let J = j < 5 ? j : j + 4;\n o[J] = ((i / THREE[j]) | 0) % 3;\n o[13] -= o[J];\n }\n o[13] = (o[13] + 999) % 3;\n mtable[i] = [];\n for (let move_index = 0; move_index < 3; move_index++) {\n let move = moves[move_index];\n let new_o = [0, 1, 2, 3, 4, 9, 10, 11, 12, 13].map(\n (i) => o[move[0][i]] + move[1][i],\n );\n let new_i = 0;\n for (let j = 0; j < 9; j++) {\n new_i += (new_o[j] % 3) * THREE[j];\n }\n mtable[i][move_index] = new_i;\n }\n }\n return (tables.phase4om = mtable);\n}\n\nfunction generate_phase4_permutation_mtable() {\n if (tables.phase4pm) {\n return tables.phase4pm;\n }\n const HALFFACT10 = factorial(10) / 2;\n const n = 10;\n let pre = [0, 1, 2, 3, 4, -1, -1, -1, -1, 5, 6, 7, 8, 9];\n let post = [0, 1, 2, 3, 4, 9, 10, 11, 12, 13];\n let move_permutations = [\n compose(pre, compose(move_U[0], post)),\n compose(pre, compose(move_R[0], post)),\n compose(pre, compose(move_F[0], post)),\n ];\n let mtable = Array(HALFFACT10);\n let perm = Array(10);\n for (let i = 0; i < HALFFACT10; i++) {\n index_to_evenpermutation10(i, perm);\n mtable[i] = [];\n for (let move_index = 0; move_index < 3; move_index++) {\n let new_perm = compose(perm, move_permutations[move_index]);\n mtable[i][move_index] = evenpermutation10_to_index(new_perm);\n }\n }\n return (tables.phase4pm = mtable);\n}\n\nfunction generate_phase4_orientation_ptable() {\n if (tables.phase4op) {\n return tables.phase4op;\n }\n let mtable = generate_phase4_orientation_mtable();\n return (tables.phase4op = bfs(mtable, [0]));\n}\n\nfunction generate_phase4_permutation_ptable() {\n if (tables.phase4pp) {\n return tables.phase4pp;\n }\n let mtable = generate_phase4_permutation_mtable();\n return (tables.phase4pp = bfs(mtable, [0]));\n}\n\nfunction generate_phase4_near_ptable_list(threshold) {\n if (tables.phase4np_list && tables.phase4np_list.threshold === threshold) {\n return tables.phase4np_list;\n }\n let mtables = [\n generate_phase4_orientation_mtable(),\n generate_phase4_permutation_mtable(),\n ];\n let base = Math.pow(3, 9);\n let states = [0];\n populate(threshold, [0, 0], -1);\n function populate(depth, state, last) {\n states.push(state[0] + base * state[1]);\n if (depth === 0) {\n return;\n }\n let new_state = [];\n for (let move_index = 0; move_index < 3; move_index++) {\n if (move_index === last) {\n continue;\n }\n new_state[0] = state[0];\n new_state[1] = state[1];\n for (let r = 1; r < 5; r++) {\n new_state[0] = mtables[0][new_state[0]][move_index];\n new_state[1] = mtables[1][new_state[1]][move_index];\n populate(depth - 1, new_state, move_index);\n }\n }\n return;\n }\n states.sort((x, y) => x - y);\n let unique_states = [];\n let last = -1;\n for (let state of states) {\n if (state !== last) {\n unique_states.push((last = state));\n }\n }\n unique_states.threshold = threshold;\n return (tables.phase4np_list = unique_states);\n}\n\nfunction binary_search(A, x) {\n let lo = 0;\n let hi = A.length - 1;\n while (hi - lo > 1) {\n // invariants: hi - lo >= 2; x > A[lo-1]; x < A[hi+1]\n let mid = (lo + hi) >> 1; // lo < mid < hi\n if (x > A[mid]) {\n lo = mid + 1;\n } else {\n hi = mid;\n }\n }\n return x === A[lo] || x === A[hi];\n}\n\nfunction cache_all_tables() {\n let time = +new Date();\n let splits = [time];\n console.log(\"generating phase 2/3 move tables...\");\n generate_phase23_orientation_mtable();\n generate_phase23_permutation_mtable();\n splits.push(+new Date());\n console.log(\n `done ${(\n (splits[splits.length - 1] - splits[splits.length - 2]) /\n 1e3\n ).toFixed(3)}`,\n );\n\n console.log(\"generating phase 2 pruning tables...\");\n generate_phase2_orientation_ptable();\n generate_phase2_permutation_ptable();\n splits.push(+new Date());\n console.log(\n `done ${(\n (splits[splits.length - 1] - splits[splits.length - 2]) /\n 1e3\n ).toFixed(3)}`,\n );\n\n console.log(\"generating phase 3 pruning tables...\");\n generate_phase3_orientation_ptable();\n generate_phase3_permutation_ptable();\n splits.push(+new Date());\n console.log(\n `done ${(\n (splits[splits.length - 1] - splits[splits.length - 2]) /\n 1e3\n ).toFixed(3)}`,\n );\n\n console.log(\"generating phase 4 move tables...\");\n generate_phase4_orientation_mtable();\n generate_phase4_permutation_mtable();\n splits.push(+new Date());\n console.log(\n `done ${(\n (splits[splits.length - 1] - splits[splits.length - 2]) /\n 1e3\n ).toFixed(3)}`,\n );\n\n console.log(\"generating phase 4 pruning tables...\");\n generate_phase4_orientation_ptable();\n generate_phase4_permutation_ptable();\n splits.push(+new Date());\n console.log(\n `done ${(\n (splits[splits.length - 1] - splits[splits.length - 2]) /\n 1e3\n ).toFixed(3)}`,\n );\n\n console.log(\"generating phase 4 bonus pruning table...\");\n generate_phase4_near_ptable_list(PHASE4_THRESHOLD);\n splits.push(+new Date());\n console.log(\n `done ${(\n (splits[splits.length - 1] - splits[splits.length - 2]) /\n 1e3\n ).toFixed(3)}`,\n );\n\n console.log(\n `total elapsed: ${((splits[splits.length - 1] - splits[0]) / 1000).toFixed(\n 3,\n )}`,\n );\n}\n\nfunction bfs(mtable, goal_states) {\n let N = mtable.length;\n let nmoves = mtable[0].length;\n let ptable = Array(N).fill(-1);\n for (let state of goal_states) {\n ptable[state] = 0;\n }\n let depth = 0;\n let done = false;\n while (!done) {\n done = true;\n for (let state = 0; state < N; state++) {\n if (ptable[state] !== depth) {\n continue;\n }\n for (let move_index = 0; move_index < nmoves; move_index++) {\n let new_state = mtable[state][move_index];\n while (new_state !== state) {\n if (ptable[new_state] === -1) {\n done = false;\n ptable[new_state] = depth + 1;\n }\n new_state = mtable[new_state][move_index];\n }\n }\n }\n depth++;\n }\n return ptable;\n}\n\nfunction ida_solve(indices, mtables, ptables) {\n let ncoords = indices.length;\n let bound = 0;\n for (let i = 0; i < ncoords; i++) {\n bound = Math.max(bound, ptables[i][indices[i]]);\n }\n while (true) {\n let path = ida_search(indices, mtables, ptables, bound, -1);\n if (path !== undefined) {\n return path;\n }\n bound++;\n }\n}\n\nfunction ida_search(indices, mtables, ptables, bound, last) {\n let ncoords = indices.length;\n let nmoves = mtables[0][0].length;\n let heuristic = 0;\n for (let i = 0; i < ncoords; i++) {\n heuristic = Math.max(heuristic, ptables[i][indices[i]]);\n }\n if (heuristic > bound) {\n return;\n }\n if (bound === 0 || heuristic === 0) {\n return [];\n }\n for (let m = 0; m < nmoves; m++) {\n if (m === last) {\n continue;\n }\n let new_indices = indices.slice();\n for (let c = 0; c < ncoords; c++) {\n new_indices[c] = mtables[c][indices[c]][m];\n }\n let r = 1;\n while (indices.some((_, i) => indices[i] !== new_indices[i])) {\n let subpath = ida_search(new_indices, mtables, ptables, bound - 1, m);\n if (subpath !== undefined) {\n return [[m, r]].concat(subpath);\n }\n for (let c = 0; c < ncoords; c++) {\n new_indices[c] = mtables[c][new_indices[c]][m];\n }\n r++;\n }\n }\n return;\n}\n\nfunction phase4_ida_solve(indices) {\n let mtable_o = generate_phase4_orientation_mtable();\n let mtable_p = generate_phase4_permutation_mtable();\n let ptable_o = generate_phase4_orientation_ptable();\n let ptable_p = generate_phase4_permutation_ptable();\n let ptable_n = generate_phase4_near_ptable_list(PHASE4_THRESHOLD);\n let bound = Math.max(ptable_o[indices[0]], ptable_p[indices[1]]);\n while (true) {\n let path = phase4_ida_search(\n indices,\n bound,\n -1,\n mtable_o,\n mtable_p,\n ptable_o,\n ptable_p,\n ptable_n,\n );\n if (path !== undefined) {\n return path;\n }\n bound++;\n }\n}\n\nfunction phase4_ida_search(\n indices,\n bound,\n last,\n mtable_o,\n mtable_p,\n ptable_o,\n ptable_p,\n ptable_n,\n) {\n let heuristic = Math.max(ptable_o[indices[0]], ptable_p[indices[1]]);\n if (heuristic > bound) {\n return;\n }\n if (\n heuristic <= PHASE4_THRESHOLD &&\n !binary_search(ptable_n, indices[0] + 19683 * indices[1])\n ) {\n heuristic = PHASE4_THRESHOLD + 1;\n }\n if (heuristic > bound) {\n return;\n }\n if (bound === 0 || heuristic === 0) {\n return [];\n }\n for (let m = 0; m < 3; m++) {\n if (m === last) {\n continue;\n }\n let new_indices = indices.slice();\n for (let r = 1; r < 5; r++) {\n new_indices[0] = mtable_o[new_indices[0]][m];\n new_indices[1] = mtable_p[new_indices[1]][m];\n let subpath = phase4_ida_search(\n new_indices,\n bound - 1,\n m,\n mtable_o,\n mtable_p,\n ptable_o,\n ptable_p,\n ptable_n,\n );\n if (subpath !== undefined) {\n return [[m, r]].concat(subpath);\n }\n }\n }\n return;\n}\n\nfunction* phase4_ida_solve_gen(indices) {\n let mtable_o = generate_phase4_orientation_mtable();\n let mtable_p = generate_phase4_permutation_mtable();\n let ptable_o = generate_phase4_orientation_ptable();\n let ptable_p = generate_phase4_permutation_ptable();\n let ptable_n = generate_phase4_near_ptable_list(PHASE4_THRESHOLD);\n let bound = Math.max(ptable_o[indices[0]], ptable_p[indices[1]]);\n while (true) {\n yield* phase4_ida_search_gen(\n indices,\n bound,\n -1,\n mtable_o,\n mtable_p,\n ptable_o,\n ptable_p,\n ptable_n,\n );\n bound++;\n }\n}\n\nfunction* phase4_ida_search_gen(\n indices,\n bound,\n last,\n mtable_o,\n mtable_p,\n ptable_o,\n ptable_p,\n ptable_n,\n) {\n let heuristic = Math.max(ptable_o[indices[0]], ptable_p[indices[1]]);\n if (heuristic > bound) {\n return;\n }\n if (\n heuristic <= PHASE4_THRESHOLD &&\n !binary_search(ptable_n, indices[0] + 19683 * indices[1])\n ) {\n heuristic = PHASE4_THRESHOLD + 1;\n }\n if (heuristic > bound) {\n return;\n }\n if (bound === 0 || heuristic === 0) {\n yield [];\n }\n for (let m = 0; m < 3; m++) {\n if (m === last) {\n continue;\n }\n let new_indices = indices.slice();\n for (let r = 1; r < 5; r++) {\n new_indices[0] = mtable_o[new_indices[0]][m];\n new_indices[1] = mtable_p[new_indices[1]][m];\n let subpath_gen = phase4_ida_search_gen(\n new_indices,\n bound - 1,\n m,\n mtable_o,\n mtable_p,\n ptable_o,\n ptable_p,\n ptable_n,\n );\n while (true) {\n let { value: subpath, done } = subpath_gen.next();\n if (done) {\n break;\n }\n yield [[m, r]].concat(subpath);\n }\n }\n }\n}\n\n/* Additional solving logic for the hybrid scrambler\n\nRather than being a purely random-move or random-state scramble (the former isn't random enough, but\nthe latter is too slow), we fully randomise the locations of the white pieces and of the grey pieces\nthen apply a bunch of random moves afterwards.\n\nThis is in the sense that the C(20,10,5,5) = 46558512 possible combinations of where the white, grey\nand E-slice pieces are (without distinguishing between the white pieces, etc.) are equally likely.\n\nCorner orientation is effectively randomised by doing at least 8 random moves on each hemisphere, so\nfor all intents and purposes, this should be as good as a random-state scramble.\n*/\n\nfunction generate_hs_mtable() {\n if (tables.hsm) {\n return tables.hsm;\n }\n const C20_5 = C(20, 5); // = 15504\n let mtable = Array(C20_5);\n for (let i = 0; i < C20_5; i++) {\n mtable[i] = Array(7);\n let comb = index_to_comb(i, 5, 20);\n for (let m = 0; m < 7; m++) {\n let new_comb = compose(comb, moves[m][0]);\n mtable[i][m] = comb_to_index(new_comb);\n }\n }\n return (tables.hsm = mtable);\n}\n\nfunction generate_hs_u_ptable() {\n if (tables.hsup) {\n return tables.hsup;\n }\n let mtable = generate_hs_mtable();\n return (tables.hsup = bfs(mtable, [15503]));\n}\n\nfunction generate_hs_d_ptable() {\n if (tables.hsdp) {\n return tables.hsdp;\n }\n let mtable = generate_hs_mtable();\n return (tables.hsdp = bfs(mtable, [0]));\n}\n\nfunction index_hs(state) {\n let p = state[0];\n return [\n comb_to_index(p.map((x) => +(x < 5))),\n comb_to_index(p.map((x) => +(x >= 15))),\n ];\n}\n\n// this is too unpredictably slow\n// (obv we could generate a full pruning table, but that defeats the purpose of fast initialisation)\nfunction solve_hs(state) {\n let mtables = Array(2).fill(generate_hs_mtable());\n let ptables = [generate_hs_u_ptable(), generate_hs_d_ptable()];\n return ida_solve(index_hs(state), mtables, ptables);\n}\n\n// this gives sequences ~2 moves longer on average, but is way faster\nfunction solve_hs_twophase(state) {\n let mtable = generate_hs_mtable();\n let u_ptable = generate_hs_u_ptable();\n let d_ptable = generate_hs_d_ptable();\n let indices = index_hs(state);\n let sol1;\n /*\n\tif (u_ptable[indices[0]] < d_ptable[indices[1]]) sol1 = ida_solve([indices[0]], [mtable], [u_ptable]);\n\telse sol1 = ida_solve([indices[1]], [mtable], [d_ptable]);\n\t// don't do this because it'd give solutions starting with flip pretty often.\n\t*/\n sol1 = ida_solve([indices[1]], [mtable], [d_ptable]);\n let s1 = apply_move_sequence(state, sol1);\n let sol2 = ida_solve(index_hs(s1), [mtable, mtable], [u_ptable, d_ptable]);\n return sol1.concat(sol2);\n}\n\nfunction generate_hybrid_scramble() {\n let move_sequence = [];\n let sort_seq = solve_hs_twophase(random_state());\n for (let [m, r] of sort_seq) {\n let period = m === 6 ? 2 : 5;\n move_sequence.unshift([m, (period - r) % period]);\n }\n\n // TODO: remove possible move cancellations between the random-state and random-move phases\n return move_sequence.concat(generate_random_move_scramble(2, 9));\n}\n\nfunction generate_fullseparate_mtable() {\n if (tables.fsm) {\n return tables.fsm;\n }\n const C20_10 = C(20, 10); // = 184756\n const C19_9 = C(19, 9); // = 92378\n let moves12 = moves.slice(0, 6);\n moves12 = moves12.concat(\n moves12.map((move) => compose_o(compose_o(move_x2, move), move_x2)),\n );\n // get all 12 face moves by conjugating the six \"top half\" moves with a flip\n let moves15 = moves12.concat([move_x2, move_y, move_rot]);\n let mtable = Array(C20_10 * 2);\n let mtable15 = Array(C20_10 * 2);\n for (let i = 0; i < C20_10; i++) {\n mtable[i * 2] = Array(12);\n mtable[i * 2 + 1] = Array(12);\n mtable15[i * 2] = Array(15);\n mtable15[i * 2 + 1] = Array(15);\n let comb = index_to_comb(i, 10, 20);\n let perm = [];\n for (let j = 0, k = 0; j < 20; j++) {\n if (comb[j] === 0) {\n perm[j] = -1;\n } else {\n perm[j] = k++;\n }\n }\n for (let m = 0; m < 15; m++) {\n let new_perm = compose(perm, moves15[m][0]);\n let new_comb = compose(comb, moves15[m][0]);\n let parity = permutation_parity(new_perm.filter((x) => x >= 0));\n let I = comb_to_index(new_comb);\n mtable15[i * 2][m] = I * 2 + parity;\n mtable15[i * 2 + 1][m] = I * 2 + (parity ^ 1);\n if (m < 12) {\n mtable[i * 2][m] = I * 2 + parity;\n mtable[i * 2 + 1][m] = I * 2 + (parity ^ 1);\n }\n }\n }\n tables.fsm = mtable;\n tables.fsm15 = mtable15;\n return mtable;\n}\n\nfunction generate_fullseparate_ptable() {\n if (tables.fsp) {\n return tables.fsp;\n }\n let mtable = generate_fullseparate_mtable();\n /*\n\tlet separations = [\n\t\t[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],\n\t\t[0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1],\n\t\t[0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1],\n\t\t[0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1],\n\t\t[0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1],\n\t\t[0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 1],\n\t\t[1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1].map(x => 1-x),\n\t\t[1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0].map(x => 1-x),\n\t\t[1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0].map(x => 1-x),\n\t\t[0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0],\n\t];\n\t*/\n let goal_states = [0];\n let l = 1;\n while (true) {\n for (let ind of goal_states) {\n for (let m = 12; m < 15; m++) {\n let new_ind = tables.fsm15[ind][m];\n if (goal_states.indexOf(new_ind) === -1) {\n goal_states.push(new_ind);\n goal_states.sort((x, y) => x - y); // slow but w/e\n }\n }\n }\n if (goal_states.length === l) {\n break;\n }\n l = goal_states.length;\n }\n print(goal_states.toSource());\n return (tables.fsp = bfs5(mtable, goal_states));\n}\n\nfunction bfs5(mtable, goal_states) {\n let N = mtable.length;\n let nmoves = mtable[0].length;\n let ptable = Array(N).fill(-1);\n let queue = goal_states.slice();\n let new_queue = [];\n let depth = 0;\n while (queue.length > 0) {\n new_queue.length = 0;\n for (let state of queue) {\n if (ptable[state] !== -1) {\n continue;\n }\n ptable[state] = depth;\n for (let move_index = 0; move_index < nmoves; move_index++) {\n let new_state = mtable[state][move_index];\n for (let r = 1; r <= 4; r++) {\n if (r === 1 || r === 4) {\n new_queue.push(new_state);\n }\n new_state = mtable[new_state][move_index];\n }\n }\n }\n [queue, new_queue] = [new_queue, queue];\n depth += 1;\n }\n return ptable;\n}\n\nexport function getRandomKilominxScramble() {\n return new Alg(stringify_move_sequence(generate_random_state_scramble()));\n}\n"],
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5
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|
|
6
6
|
"names": ["evenpermutation10_to_index", "index_to_evenpermutation10", "C", "C", "i", "last"]
|
|
7
7
|
}
|