Rubik's Cube Each method of solving the Rubik's Cube employs its own set of algorithms, together with descriptions of what effect the algorithm has, and when it can be used to bring the cube closer to being solved. Many algorithms are designed to transform only a small part of the cube without interfering with other parts that have already been solved so that they can be applied repeatedly to different parts of the cube until the whole is solved. For example, there are well-known algorithms for cycling three corners without changing the rest of the puzzle or flipping the orientation of a
Partial cube root vertex "r" for the tree, arbitrarily, and label each vertex "v" with a string of "m" bits that has a 1 in position "i" whenever edge "i" lies on the path from "r" to "v" in "T". For instance, "r" itself will have a label that is all zero bits, its neighbors will have labels with a single 1-bit, etc. Then the Hamming distance between any two labels is the distance between the two vertices in the tree, so this labeling shows that "T" is a partial cube. Every hypercube graph is itself a partial cube, which can be