Rubik's Cube
Brothers build a robot to solve Rubik's cubes in record-setting time
Technology Robots Brothers build a robot to solve Rubik's cubes in record-setting time The robot completed the puzzle in just 45.3 seconds, breaking its own record of 55 seconds made just moments earlier. The Revenger set a world record. Breakthroughs, discoveries, and DIY tips sent six days a week. A pair of brothers in the U.K. have officially broken the Guinness World Record for the fastest time solving a four-by-four Rubik's Cube with a robot. Their DIY machine, which the brothers call The Revenger, completed the puzzle in only 45.3 seconds.
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Model Rubik's Cube: Twisting Resolution, Depth and Width for TinyNets
To obtain excellent deep neural architectures, a series of techniques are carefully designed in EfficientNets. The giant formula for simultaneously enlarging the resolution, depth and width provides us a Rubik's cube for neural networks. So that we can find networks with high efficiency and excellent performance by twisting the three dimensions. This paper aims to explore the twisting rules for obtaining deep neural networks with minimum model sizes and computational costs. Different from the network enlarging, we observe that resolution and depth are more important than width for tiny networks. Therefore, the original method, \ie the compound scaling in EfficientNet is no longer suitable. To this end, we summarize a tiny formula for downsizing neural architectures through a series of smaller models derived from the EfficientNet-B0 with the FLOPs constraint. Experimental results on the ImageNet benchmark illustrate that our TinyNet performs much better than the smaller version of EfficientNets using the inversed giant formula. For instance, our TinyNet-E achieves a 59.9\% Top-1 accuracy with only 24M FLOPs, which is about 1.9\% higher than that of the previous best MobileNetV3 with similar computational cost.
Rubik's Cube: High-Order Channel Interactions with a Hierarchical Receptive Field
Image restoration techniques, spanning from the convolution to the transformer paradigm, have demonstrated robust spatial representation capabilities to deliver high-quality performance.Yet, many of these methods, such as convolution and the Feed Forward Network (FFN) structure of transformers, primarily leverage the basic first-order channel interactions and have not maximized the potential benefits of higher-order modeling. To address this limitation, our research dives into understanding relationships within the channel dimension and introduces a simple yet efficient, high-order channel-wise operator tailored for image restoration. Instead of merely mimicking high-order spatial interaction, our approach offers several added benefits: Efficiency: It adheres to the zero-FLOP and zero-parameter principle, using a spatial-shifting mechanism across channel-wise groups. Simplicity: It turns the favorable channel interaction and aggregation capabilities into element-wise multiplications and convolution units with $1 \times 1$ kernel. Our new formulation expands the first-order channel-wise interactions seen in previous works to arbitrary high orders, generating a hierarchical receptive field akin to a Rubik's cube through the combined action of shifting and interactions. Furthermore, our proposed Rubik's cube convolution is a flexible operator that can be incorporated into existing image restoration networks, serving as a drop-in replacement for the standard convolution unit with fewer parameters overhead. We conducted experiments across various low-level vision tasks, including image denoising, low-light image enhancement, guided image super-resolution, and image de-blurring. The results consistently demonstrate that our Rubik's cube operator enhances performance across all tasks.
Universality in Collective Intelligence on the Rubik's Cube
Krakauer, David, Kardeş, Gülce, Grochow, Joshua
Progress in understanding expert performance is limited by the scarcity of quantitative data on long-term knowledge acquisition and deployment. Here we use the Rubik's Cube as a cognitive model system existing at the intersection of puzzle solving, skill learning, expert knowledge, cultural transmission, and group theory. By studying competitive cube communities, we find evidence for universality in the collective learning of the Rubik's Cube in both sighted and blindfolded conditions: expert performance follows exponential progress curves whose parameters reflect the delayed acquisition of algorithms that shorten solution paths. Blindfold solves form a distinct problem class from sighted solves and are constrained not only by expert knowledge but also by the skill improvements required to overcome short-term memory bottlenecks, a constraint shared with blindfold chess. Cognitive artifacts such as the Rubik's Cube help solvers navigate an otherwise enormous mathematical state space. In doing so, they sustain collective intelligence by integrating communal knowledge stores with individual expertise and skill, illustrating how expertise can, in practice, continue to deepen over the course of a single lifetime.
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Student Engagement in AI Assisted Complex Problem Solving: A Pilot Study of Human AI Rubik's Cube Collaboration
Vanacore, Kirk, Ocumpaugh, Jaclyn, Agostinelli, Forest, Wu, Dezhi, Vuruma, Sai, Irvin, Matt
Games and puzzles play important pedagogical roles in STEM learning. New AI algorithms that can solve complex problems offer opportunities for scaffolded instruction in puzzle solving. This paper presents the ALLURE system, which uses an AI algorithm (Deep CubeA) to guide students in solving a common first step of the Rubik's Cube (i.e., the white cross). Using data from a pilot study we present preliminary findings about students' behaviors in the system, how these behaviors are associated with STEM skills - including spatial reasoning, critical thinking and algorithmic thinking. We discuss how data from ALLURE can be used in future educational data mining to understand how students benefit from AI assistance and collaboration when solving complex problems.
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" Rubik's Cube: High-Order Channel Interactions with a Hierarchical Receptive Field " Supplementary Material
Section 2 provides the implementation details of Rubik's cube convolution within the image restora-4 Section 3 provides the evaluation of our proposed Rubik's cube convolution on the classification task. Section 4 provides more quantitative and qualitative results. Specifically, the input feature is separated into five groups, where the last four are shifted into four direction and the first is unchanged. Rubik's cube convolution operation into the baseline will achieve the performance improvement, "Acc-1" and "Acc-5" indicate the top-1 and As illustrated in Figure 3 and 4, integrating our Rubik's cube In contrast, the baseline combined with our Rubik's cube convolution operator achieves details
Contrastive Representations for Temporal Reasoning
Ziarko, Alicja, Bortkiewicz, Michal, Zawalski, Michal, Eysenbach, Benjamin, Milos, Piotr
In classical AI, perception relies on learning state-based representations, while planning, which can be thought of as temporal reasoning over action sequences, is typically achieved through search. We study whether such reasoning can instead emerge from representations that capture both perceptual and temporal structure. We show that standard temporal contrastive learning, despite its popularity, often fails to capture temporal structure due to its reliance on spurious features. To address this, we introduce Combinatorial Representations for Temporal Reasoning (CRTR), a method that uses a negative sampling scheme to provably remove these spurious features and facilitate temporal reasoning. CRTR achieves strong results on domains with complex temporal structure, such as Sokoban and Rubik's Cube. In particular, for the Rubik's Cube, CRTR learns representations that generalize across all initial states and allow it to solve the puzzle using fewer search steps than BestFS, though with longer solutions. To our knowledge, this is the first method that efficiently solves arbitrary Cube states using only learned representations, without relying on an external search algorithm.
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Learning Admissible Heuristics for A*: Theory and Practice
Futuhi, Ehsan, Sturtevant, Nathan R.
Heuristic functions are central to the performance of search algorithms such as A-star, where admissibility - the property of never overestimating the true shortest-path cost - guarantees solution optimality. Recent deep learning approaches often disregard admissibility and provide limited guarantees on generalization beyond the training data. This paper addresses both of these limitations. First, we pose heuristic learning as a constrained optimization problem and introduce Cross-Entropy Admissibility (CEA), a loss function that enforces admissibility during training. On the Rubik's Cube domain, this method yields near-admissible heuristics with significantly stronger guidance than compressed pattern database (PDB) heuristics. Theoretically, we study the sample complexity of learning heuristics. By leveraging PDB abstractions and the structural properties of graphs such as the Rubik's Cube, we tighten the bound on the number of training samples needed for A-star to generalize. Replacing a general hypothesis class with a ReLU neural network gives bounds that depend primarily on the network's width and depth, rather than on graph size. Using the same network, we also provide the first generalization guarantees for goal-dependent heuristics.
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Mechanical Automation with Vision: A Design for Rubik's Cube Solver
Chalise, Abhinav, Pradhan, Nimesh Gopal, Khanal, Nishan, Bista, Prashant Raj, Kshatri, Dinesh Baniya
The core mechanical system is built around three stepper motors for physical manipulation, a microcontroller for hardware control, a camera and YOLO detection model for real-time cube state detection. A significant software component is the development of a user-friendly graphical user interface (GUI) designed in Unity. The initial state after detection from real-time YOLOv8 model (Precision 0.98443, Recall 0.98419, Box Loss 0.42051, Class Loss 0.2611) is virtualized on GUI. To get the solution, the system employs the Kociemba's algorithm while physical manipulation with a single degree of freedom is done by combination of stepper motors' interaction with the cube achieving the average solving time of ~2.2 minutes.
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