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Solving the Rubik's Cube Optimally is NP-complete

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Abstract

In this paper, we prove that optimally solving an n×n×nn \times n \times n Rubik's Cube is NP-complete by reducing from the Hamiltonian Cycle problem in square grid graphs. This improves the previous result that optimally solving an n×n×nn \times n \times n Rubik's Cube with missing stickers is NP-complete. We prove this result first for the simpler case of the Rubik's Square---an n×n×1n \times n \times 1 generalization of the Rubik's Cube---and then proceed with a similar but more complicated proof for the Rubik's Cube case.

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... Finding the shortest paths on generic finite Cayley graphs is an NP-hard problem [30], as it is for many particular groups: the Rubik's Cube group [31] and some others [18,32]. Brute force breadth-first search, Dijkstra's, and related methods can find the shortest paths on graphs with billions of nodes, the bidirectional trick squares feasible sizes, but these methods require extremely large computational resources and are not practical for much larger sizes, which are of our interest. ...
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The paper proposes a novel machine learning-based approach to the pathfinding problem on extremely large graphs. This method leverages diffusion distance estimation via a neural network and uses beam search for pathfinding. We demonstrate its efficiency by finding solutions for 4x4x4 and 5x5x5 Rubik's cubes with unprecedentedly short solution lengths, outperforming all available solvers and introducing the first machine learning solver beyond the 3x3x3 case. In particular, it surpasses every single case of the combined best results in the Kaggle Santa 2023 challenge, which involved over 1,000 teams. For the 3x3x3 Rubik's cube, our approach achieves an optimality rate exceeding 98%, matching the performance of task-specific solvers and significantly outperforming prior solutions such as DeepCubeA (60.3%) and EfficientCube (69.6%). Additionally, our solution is more than 26 times faster in solving 3x3x3 Rubik's cubes while requiring up to 18.5 times less model training time than the most efficient state-of-the-art competitor.
... In terms of related work, So Hirata has recently released two interesting papers concerning the diameter of Rubik's puzzles [12,13], which attack the problem from different angles; either considering the girth of the cube's graph or using estimations for its branching factor. On a more theoretical line of work, Demaine et al. proved that computing the diameter of anˆR ubik's cube is NP-hard [8]5, and that the diameter of theˆˆcube is Θ´2 log¯ [ 7]. ...
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It is well-known by now that any state of the 3×3×33\times 3 \times 3 Rubik's Cube can be solved in at most 20 moves, a result often referred to as "God's Number". However, this result took Rokicki et al. around 35 CPU years to prove and is therefore very challenging to reproduce. We provide a novel approach to obtain a worse bound of 36 moves with high confidence, but that offers two main advantages: (i) it is easy to understand, reproduce, and verify, and (ii) our main idea generalizes to bounding the diameter of other vertex-transitive graphs by at most twice its true value, hence the name "demigod number". Our approach is based on the fact that, for vertex-transitive graphs, the average distance between vertices is at most half the diameter, and by sampling uniformly random states and using a modern solver to obtain upper bounds on their distance, a standard concentration bound allows us to confidently state that the average distance is around 18.32±0.118.32 \pm 0.1, from where the diameter is at most 36.
... A reconfiguration problem asks questions like: given two different states (configurations) of a system, is it possible to gradually transform (reconfigure) the first configuration to the second by modifying it in a slow, step-by-step manner? Two popular examples of reconfiguration problems are the 15-puzzle [2,3] and the Rubik's cube [4,5]. In both, we want to determine how to reach a "solved" final configuration using a sequence of "moves", starting from a given initial configuration. ...
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Reconfiguring two shortest paths in a graph means modifying one shortest path to the other by changing one vertex at a time so that all the intermediate paths are also shortest paths. This problem has several natural applications, namely: (a) repaving road networks, (b) rerouting data packets in a synchronous multiprocessing setting, (c) the shipping container stowage problem, and (d) the train marshalling problem. When modelled as graph problems, (a) is the most general case while (b), (c), (d) are restrictions to different graph classes. We show that (a) does not admit polynomial-time algorithms (assuming P≠NPPNP{{\,\mathrm{\texttt {P}}\,}}\ne {{\,\mathrm{\texttt {NP}}\,}}), even for relaxed variants of the problem (assuming P≠PSPACEPPSPACE{{\,\mathrm{\texttt {P}}\,}}\ne {{\,\mathrm{\texttt {PSPACE}}\,}}). For (b), (c), (d), we present polynomial-time algorithms to solve the respective problems. We also generalize the problem to when at most k (for a fixed integer k≥2k2k\ge 2) contiguous vertices on a shortest path can be changed at a time.
... The Transitional Interface was perceived as slightly more usable during the Sorting Task, yet the scores for the Rubik's Cube Task are still very high. Even though solving a Rubik's Cube is way more complex than sorting shapes [10,27], the Sorting Task received higher mental load scores than the Rubik's Cube Task, with some outliers. The turning instructions made the Rubik's Cube Task pretty easy, while the heavy transitioning in the Sorting Task may have added to generally higher mental load scores. ...
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... Specifically, in our experiments, we use the Rubik's Cube, Sokoban, N-Puzzle, and Inequality Theorem Proving (INT) [60]. These are classical benchmarks, explored in various planning works [41,14], and are known to be NP-hard [15,13,46]. Descriptions of these environments are in Appendix A. ...
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Efficiently tackling combinatorial reasoning problems, particularly the notorious NP-hard tasks, remains a significant challenge for AI research. Recent efforts have sought to enhance planning by incorporating hierarchical high-level search strategies, known as subgoal methods. While promising, their performance against traditional low-level planners is inconsistent, raising questions about their application contexts. In this study, we conduct an in-depth exploration of subgoal-planning methods for combinatorial reasoning. We identify the attributes pivotal for leveraging the advantages of high-level search: hard-to-learn value functions, complex action spaces, presence of dead ends in the environment, or using data collected from diverse experts. We propose a consistent evaluation methodology to achieve meaningful comparisons between methods and reevaluate the state-of-the-art algorithms.
... Shuffle strings will be generated using the World Cube Association's Java cube shuffler, TNoodle. This is the industry standard for performing random and fair cube shuffles for cubing competitions.The Rubik's Cube has been proven to be NP-Complete meaning that the validity of a solution can be tested quickly [14]. Solution validity will be tested using a verify script I have written using the cubeai Python library. ...
Research Proposal
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Since its introduction to the international market in 1980 finding methods to solve the Rubik's Cube TM has become a worldwide obsession. An increase in available processing power has allowed artificial intelligence to progressively deliver increasingly efficient solutions for the Cube. The speed with which the Cube can be solved has reduced exponentially over time for both humans and robots, with robots using a physical cube already capable of surpassing human speed performance by a factor of 7:1. Hobbyists and experts have toyed with programmatic solutions for the Rubik's Cube over the last 40 years. Many programs are no longer maintained, or hidden on obscure personal websites, untouched since their creation. This thesis will review the effectiveness of these long-since forgotten solutions and compare their performance with more modern solutions, exploring how machine learning to solve the Cube has evolved by benchmark testing the performance of older solutions on modern hardware. It will explore which data structure is most efficient for representing the Rubik's Cube programmatically to artificially intelligent alogrithms, and experiment with training a neural network on a cubeless solution, giving no domain specific information, but merely shuffles and solutions as the training input.
... The same property can be found in another one of the most famous puzzle: Rubic's cube. Recently, similar results have been shown for the generalized Rubic's cube problem for a cube of size n  n  n (see [20,22]): (1) Any arrangement has its parity, and two arrangements S and T can be transformed with each other if and only if they have the same parity, (2) if a pair of two arrangements S and T is a yes-instance, we can find a solution of polynomial length of n between S and T, however, (3) finding a shortest way from S to T is NP-complete. It may be worth for mentioning that when n ¼ 3, it is known that any pair of S and T in the same parity can be transformed in 20 moves and there exits a pair of S and T that requires 20 moves to transform. ...
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Since the 1930s, mathematicians and computer scientists have been interested in computation. While mathematicians investigate recursion theory, computer scientists investigate computational complexity based on Turing machine model to understand what a computation is. Beside them, there is another approach of research on computation, which is the investigation of puzzles and games. Once we regard the rules used in puzzles and games as the set of basic operations of computation, we can perform some computation by solving puzzles and playing games. In fact, research on puzzles and games from the viewpoint of theoretical computer science has continued without any break in the history of theoretical computer science. Sometimes the research on computational complexity classes has proceeded by understanding the tons of puzzles. The wide collection of complete problems for a specific computational complexity class shares a common property, which gives us a deep understanding of the class. In this survey paper, we give a brief history of research on computational complexities of puzzles and games with related results and trends in theoretical computer science.
... Given two different configurations of a system, is it possible to gradually transform one to the other? The two most popular examples of reconfiguration problems are the 15-puzzle (Ratner and Warmuth 1986;Goldreich 2011) and the Rubik's cube (Demaine et al. 2011;Demaine, Eisenstat, and Rudoy 2018). In both, we want to determine how to reach a "solved" final configuration using a sequence of "moves", starting from a given initial configuration. ...
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Reconfiguring two shortest paths in a graph means modifying one shortest path to the other by changing one vertex at a time, so that all the intermediate paths are also shortest paths. This problem has several natural applications, namely: (a) revamping road networks, (b) rerouting data packets in a synchronous multiprocessing setting, (c) the shipping container stowage problem, and (d) the train marshalling problem. When modelled as graph problems, (a) is the most general case while (b), (c) and (d) are restrictions to different graph classes. We show that (a) is intractable, even for relaxed variants of the problem. For (b), (c) and (d), we present efficient algorithms to solve the respective problems. We also generalise the problem to when at most k (for some k >= 2) contiguous vertices on a shortest path can be changed at a time.
... Many mathematicians have studied the cube, giving group theoretical analyses and solutions for certain cases [2,3,15]. Another well-studied facet of the Rubik's Cube is God's Number: the minimum number of face turns needed to solve the puzzle from any position [13,14,9,17,6]. Additionally, the Rubik's Cube can act as a physical model of chaotic behaviour, which has led to applications in cryptography [7,16] as well as physics [4,10,11]. ...
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The Rubik's Cube is the most popular puzzle in the world. Two of its studied aspects are God's Number, the minimum number of turns necessary to solve any state, and the first law of cubology, a solvability criterion. We modify previous statements of the first law of cubology for n×n×nn \times n \times n Rubik's Cubes, and prove necessary and sufficient solvability conditions. We compute the order of the Rubik's Cube group and the number of distinct configurations of the n×n×nn \times n \times n Rubik's Cube. Finally, we derive a lower bound for God's Number using the group theoretical results and a counting argument.
... A well studied extension [5,4,3,8] of the Rubik's cube is the n × n × n-cube where the 3-lanes of the cubes are extended to n. There has also been interest [10] in cryptographic applications of Rubik's Cube. ...
... A well studied extension [5,4,3,8] of the Rubik's cube is the n × n × n-cube where the 3-lanes of the cubes are extended to n. There has also been interest [10] in cryptographic applications of Rubik's Cube. ...
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The Rubik's cube is a famous puzzle in which faces can be moved and the corresponding movement operations define a group. We consider here a generalization to any 3-valent map. We prove an upper bound on the size of the corresponding group which we conjecture to be tight.
... In this work, we present the design and evaluation of an AR based Rubiks cube solving application and compare it with paper-based instructions. The Rubik's Cube solving task was selected due to its complexity (i.e. standard 3x3 Rubik's Cube has 43 quintillion possible states -an NP-complete problem [8]) and its familiarity. For each instruction modality, we employed implicit and explicit data capture and analysis. ...
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... Recently, there has been considerable interest in the complexity of finding shortest transformations between configurations. Examples include finding a shortest transformation between triangulations of planar point sets [21] and simple polygons [1], configurations of the Rubik's cube [6], and satisfying assignments of Boolean formulas [17]. For all of these problems, except the last one, we can decide efficiently if a transformation between two given configurations exists. ...
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... The Hamiltonian cycle problem (HCP) in grid graphs has been well studied and has led to application in numerous NP-hardness proofs for problems such as the milling problem [AFM93], Pac-Man [Vig14], finding optimal solutions to a Rubix Cube [DER17], and routing in wireless mesh networks [WGB12]. The problem has been of interest to computer scientists for many years and recently a number of variations on the problem have been investigated. ...
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The Rubik’s Cube is perhaps the world’s most famous and iconic puzzle, well-known to have a rich underlying mathematical structure (group theory). In this paper, we show that the Rubik’s Cube also has a rich underlying algorithmic structure. Specifically, we show that the n ×n ×n Rubik’s Cube, as well as the n ×n ×1 variant, has a “God’s Number” (diameter of the configuration space) of Θ(n 2/logn). The upper bound comes from effectively parallelizing standard Θ(n 2) solution algorithms, while the lower bound follows from a counting argument. The upper bound gives an asymptotically optimal algorithm for solving a general Rubik’s Cube in the worst case. Given a specific starting state, we show how to find the shortest solution in an n ×O(1) ×O(1) Rubik’s Cube. Finally, we show that finding this optimal solution becomes NP-hard in an n ×n ×1 Rubik’s Cube when the positions and colors of some cubies are ignored (not used in determining whether the cube is solved).
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Can computers routinely discover mathematical proofs?
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Is optimally solving the n×n×n Rubik's Cube NP-hard? Theoretical Computer Science Stack Exchange
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Jeff Erickson. Is optimally solving the n×n×n Rubik's Cube NP-hard? Theoretical Computer Science Stack Exchange. URL: https://cstheory.stackexchange.com/q/783 (version: 2010-10-23).