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标题: 魔方怎样才算转一步(QTM、FTM、ATM、STM、ETM、LTM) [打印本页]

作者: weekend    时间: 2011-10-9 20:10:50     标题: 魔方怎样才算转一步(QTM、FTM、ATM、STM、ETM、LTM)

怎麼樣稱做将模仿转「一步」呢?一般習慣上只要一個面有轉動,不管轉了多少,就算「一步」,轉90度、轉180度都算一步,這種計步方式英文稱作「Face turn metric(FTM),也叫Half Turn metric(HTM)」。另一種計步方式,是只要轉90度就算一步,因此轉180度時,就要算兩步,英文稱作「Quarter turn metric(QTM)」

国内一般都用FTM。

R,L,U,D,F,B,R',L',U',D',F',B',r,l,u,d,f,b,r‘,l’,u‘,d’,f‘,b’ 在FTM算法算1步,在QTM也算1步
R2,L2,U2,D2,F2,B2,R2',L2',U2',D2',F2',B2',r2,l2,u2,d2,f2,b2,r2‘,l2’,u2‘,d2’,f2‘,b2’ 在FTM算法算1步,在QTM算2步

M,相当于x'RL',在FTM算法算2步,在QTM也算2步
M',相当于xR'L,在FTM算法算2步,在QTM算法也算2步
M2,相当于x'2R2L'2,在FTM算法算2步,在QTM算法算4步
M'2,相当于x2R'2L2,在FTM算法算2步,在QTM算法算4步

E,相当于y'UD',在FTM算法算2步,在QTM也算2步
E',相当于yU'D,在FTM算法算2步,在QTM也算2步
E2,相当于y2'U2D2',在FTM算法算2步,在QTM算法算4步
E'2,相当于y2U2'D2,在FTM算法算2步,在QTM算法算4步

S,相当于zF'B,在FTM算法算2步,在QTM也算2步
S',相当于z'FB',在FTM算法算2步,在QTM也算2步
S2,相当于z2F2'B2,在FTM算法算2步,在QTM算法算4步
S'2,相当于z2'F2B2',在FTM算法算2步,在QTM算法算4步

还有
BTM: Block Turn Metric ,a metric for bigcubes where any group of contiguous slices moving the same way is counted as one move.

half turn metric (HTM), also known as the Face Turn Metric (FTM),不管哪一个面转90度或180度,都算一步。

LTM: Layer Turn Metric ,就是STM

STM: The slice turn metric (STM) is a metric for the 3x3x3 where any turn of any layer, by any angle, counts as one turn. This differs from HTM in that a slice move counts as one turn, not two. And it differs from the ATM in that it does not include anti-slice turns and other axial turns. 这种算法,不管哪一层转90度或180度,都算1步
Cube rotations do not count as turns. STM is a very popular metric for those who use methods with many slice turns (such as Roux) although the official Fewest Moves event uses HTM.
The following algorithm would count as 10 turns STM: r2 U R' U' M U R U' R' r' (an edge 3-cycle on the front face).

ATM: The axial turn metric (ATM) is a metric for the 3x3x3 where any movement within the same axis counts as a single move. This includes quarter turns, half turns, slice turns, and antislice turns,这种算法r, R, M, LR, LR'都算一步。

ETM:The execution turn metric,is a metric for the 3x3x3 where any perceived movement counts as a turn; this includes rotations. Therefore, the interpretation of this metric can be somewhat subjective. For example, U2 can be either 1 or 2 moves. ETM was designed for measuring 'true' TPS by David Woner. It is intended mainly for reconstructions, where videos are available to see how many movements were actually performed,这种计步方法,魔方整体转动也要计算步数,x,x2算一步还是2步,不同的人有不同的算法。

范例:
Scramble: L2 R2 U2 L2 U F2 L2 F2 U L B2 F' R B2 U' B F L F2 D'

Cross: L2 u R' F' (4 ETM, obvious)
F2L 1: L' U' L d R' U R (7 ETM, obvious)
F2L 2: y' R U' R' U2 R U' R' (8 ETM, rotation requires regrip so it is counted)


F2L 3+4: y L U2 L' R U R' (7 ETM, rotation counts, L' R counts as two moves not one, because it is performed as such)
OLL: M U' M' U' U' M U' M' (8 ETM, Slice moves are performed as slices here. The U2 is two flicks with the left index, thus two moves.
PLL: R' U2 R U' U' R' F R U R' U' R' F' R2 U' (15 ETM, the first U2 is an index-middle double flick with the right hand, thus one move. The second is two left indexes again, thus two. R2 is a single wrist turn, thus one.)
Total solve: 56 QTM/49 FTM/49/HTM/44 STM/49 ETM

[ 本帖最后由 weekend 于 2011-10-9 21:15 编辑 ]
作者: 则卷同学    时间: 2011-10-9 20:12:50

第一次听到FTM这种说法...就是...有点冷...
作者: ursace    时间: 2011-10-9 20:29:30

Quarter turn不就是指的四分之一转嘛

只要愿意可以发明出十六分之一转、三十二分之一转、六十四分之一转……可是又有什么意义呢
作者: weekend    时间: 2011-10-9 21:16:23     标题: 回复 3# 的帖子

就是在别的网站看到这些缩写别糊涂而已。
作者: 乌木    时间: 2011-10-9 21:36:59

表层1/4转之后,可以接着转别的表层,是魔方的最小变化。至于转十六分之一转等等,不是不能转,哪怕转过1°,也是可以转的,只是没有意义而已,所以这类不足或超过90°转的中间态就不去探究了。
至于有的魔方容错性好,不足90°转的话,也可以接着转别的表层,那是另一回事,何况在转别的表层时实际上同时带动刚才没有转准90°的表层纠正为90°转了。

步数计算法是不统一,需要时在文中确定一下为妥。

[ 本帖最后由 乌木 于 2011-10-9 21:39 编辑 ]
作者: 乾申大那多    时间: 2011-10-9 22:12:06

也就是说x、y、z都不会计入步数是吗?
作者: 乌木    时间: 2011-10-9 23:12:46     标题: 回复 6# 的帖子

不一定,要看如何约定。
如果三阶魔方的状态相对于中心块组而言有了变化,那么只能意味着某一表层有了转动,也就是变化不变化的参照物是中心块组。如果魔方整体旋滚的话,角块和棱块相对于中心块组没有变化,所以不算步数。
如果魔方变化不变化是相对于魔方的周围环境而言的,那么,整体旋滚也算变化,即也算步数。比如,假定魔方的六个面分别正对上下左右前后算一个状态(意思是魔方取斜的、歪的方位不算一个新状态),那么仅仅整体旋滚(意思是没有任何表层转),就有24种状态。
总之,两种参照方法并不矛盾,是同一事物的不同观察方法的结果。

此外,还要考虑有些不构成步数的情况,比如,TU D' ,看上去走了两步,实际上,参照中心块组的话,魔方没有变化,算0步;参照周围环境的话,魔方整体转了一个90°,TU D' 等价于一步CU,变成一个新态。

[ 本帖最后由 乌木 于 2011-10-9 23:33 编辑 ]
作者: 焚寂    时间: 2011-10-9 23:27:38

貌似比赛里90,180都算一步吧。
作者: EIV    时间: 2011-10-16 23:17:12

我成打酱油的了,没懂




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