Every cube position is a vertex, every face turn is an edge. Use COVE-3 to solve a long 3×3 scramble, or explore shortest-path searches on smaller problems. Then step through the verified moves on the cube.
One photo shows only 27 of the 54 stickers, so it takes two. Hold the cube with one corner pointing at the camera, take the photo, then turn the cube to show the diagonally opposite corner. On each photo, drag the middle handle onto the corner nearest the camera and the six outer handles onto the cube's outline, or drag anywhere else to move the whole outline. Check that the face names under each photo are right, fix any misread stickers in the map, then press Solve.
Vertices and edgesThe cube group is a Cayley graph. Each of the 43,252,003,274,489,856,000 positions of a 3×3 is a vertex, and the 18 face turns (U U2 U' and so on for six faces) are its edges. The graph is 18-regular and looks the same from every vertex.
Breadth-first searchBFS visits vertices in rings of equal distance, so the first time it touches the solved state it has found a shortest path. The catch is the ring sizes: 18, 243, 3,240, 43,239… roughly ×13 per level.
Meeting in the middleBidirectional BFS grows one tree from the scramble and one from solved, and stops when they touch. Two trees of depth d/2 are far smaller than one of depth d, which is why it reaches scrambles that plain BFS cannot.
A* with a lower boundOne face turn moves at most 4 corners and 4 edges, so ⌈misplaced corners ÷ 4⌉ is a distance that can never be overestimated. A* uses it to expand promising vertices first, while still guaranteeing a shortest path.
COVE-3 (3×3 only)Our two-phase solver skips moves already ruled out by its distance bounds and verifies every returned solution. It compiles faster search tables after the first solve. Results are practical solutions, without a shortest-path guarantee. See the paper for matched-output comparisons and the memory tradeoff.