The Rubik’s Cube is the original and best-known of the three-dimensional sequential move puzzles. Over the years, many virtual implementations of this puzzle have been created in software. Extending these ideas naturally leads to the development of sequential move puzzles in four or more dimensions. The rules governing their operation are rigorously defined mathematically and are closely related to principles of three-dimensional geometry. As a result, they can be simulated in software, and some have even been realized as physical puzzles. As with their three-dimensional counterparts, there are records for solvers, although there is not yet the same level of competitive organisation.
Glossary Vertex. A zero-dimensional point at which higher-dimension figures meet. Edge. A one-dimensional figure at which higher-dimension figures meet. Face. A two-dimensional figure at which (for objects of dimension greater than three) higher-dimension figures meet. Cell. A three-dimensional figure at which (for objects of dimension greater than four) higher-dimension figures meet. n-Polytope. A n-dimensional figure continuing as above. A specific geometric shape may replace polytope where this is appropriate, such as 4-cube to mean the tesseract. n-cell. A higher-dimension figure containing n cells. Piece. A single moveable part of the puzzle having the same dimensionality as the whole puzzle. Cubie. In the solving community this is the term generally used for a 'piece'. Sticker. The coloured labels on the puzzle which identify the state of the puzzle. For instance, the corner cubies of a Rubik's cube are a single piece but each has three stickers. The stickers in higher-dimensional puzzles will have a dimensionality greater than two. For instance, in the 4-cube, the stickers are three-dimensional solids. For comparison purposes, the data relating to the standard 33 Rubik's cube is as follows;
Number of achievable combinations = 12 ! ⋅ 8 ! 2 ⋅ 2 12 2 ⋅ 3 8 3 ∼ 10 20 {\displaystyle ={\frac {12!\cdot 8!}{2}}\cdot {\frac {2^{12}}{2}}\cdot {\frac {3^{8}}{3}}\sim 10^{20}}
There is some debate over whether the face-centre cubies should be counted as separate pieces as they cannot be moved relative to each other. A different number of pieces may be given in different sources. In this article the face-centre cubies are counted as this makes the arithmetical sequences more consistent and they can certainly be rotated, a solution of which requires algorithms. However, the cubie right in the middle is not counted because it has no visible stickers and hence requires no solution. Arithmetically we should have
P = V + E + F + C {\displaystyle P=V+E+F+C\,\!}
But P is always one short of this (or the n-dimensional extension of this formula) in the figures given in this article because C (or the corresponding highest-dimension polytope, for higher dimensions) is not being counted.
Magic 4D Cube
Geometric shape: Tesseract The Superliminal MagicCube4D software implements many twisty puzzle versions of 4D polytopes including N4 cubes. The UI allows for 4D twists and rotations plus control of 4D viewing parameters such as the projection into 3D, cubie size and spacing, and sticker size. Superliminal Software maintains a Hall of Fame for record breaking solvers of this puzzle.
34 4-cube
Achievable combinations:
= 24 ! ⋅ 32 ! 2 ⋅ 16 ! 2 ⋅ 2 23 ⋅ ( 3 ! ) 31 ⋅ 3 ⋅ ( 4 ! 2 ) 15 ⋅ 4 {\displaystyle ={\frac {24!\cdot 32!}{2}}\cdot {\frac {16!}{2}}\cdot 2^{23}\cdot (3!)^{31}\cdot 3\cdot {\left({\frac {4!}{2}}\right)}^{15}\cdot 4}
= 2 84 ⋅ 3 47 ⋅ 16 ! ⋅ 24 ! ⋅ 32 ! {\displaystyle =2^{84}\cdot 3^{47}\cdot 16!\cdot 24!\cdot 32!}
∼ 10 120 {\displaystyle \sim 10^{120}\,\!}
24 4-cube
Achievable combinations:
= 15 ! 2 ⋅ ( 4 ! 2 ) 14 ⋅ 4 {\displaystyle {}={\frac {15!}{2}}\cdot {\left({\frac {4!}{2}}\right)}^{14}\cdot 4}
= 2 29 ⋅ 3 14 ⋅ 15 ! {\displaystyle {}=2^{29}\cdot 3^{14}\cdot 15!}
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