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N-dimensional sequential move puzzles : ウィキペディア英語版
N-dimensional sequential move puzzle

The Rubik's Cube is the original and best known of the three-dimensional sequential move puzzles. There have been many virtual implementations of this puzzle in software. It is a natural extension to create sequential move puzzles in more than three dimensions. Although no such puzzle could ever be physically constructed, the rules of how they operate are quite rigorously defined mathematically and are analogous to the rules found in three-dimensional geometry. Hence, they can be simulated by software. As with the mechanical sequential move puzzles, there are records for solvers, although not yet the same degree 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 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 cube is as follows;
Number of achievable combinations   = \frac \cdot \frac \cdot \frac \sim 10^
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 \,\!
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.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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