4x4x4-7x7x7 and Megaminx are the only puzzles without random-state scramblers. Except maybe for 4x4x4, such scramblers are likely to remain infeasible (or at least impractical) for a while.
3x3x3 random-turn scrambling (I think) is more random if we alternate axes every turn. There are a couple of such ways to vary scrambling on higher-order cubes, e.g.
Alternating axes vs. doing a lot of consecutive R, 2R, Rw moves, etc.
Double turns vs. single turns.
Slice turns vs.
On megaminx:
We should come up with some decent randomness metrics (e.g. distribution of centers among faces) and figure out what makes for a good distribution according to reasonable metrics.
(Question: how much should we bias this to existing cube methods?)
See Stefan's 3x3 scramble analyzer. This would probably good to generalize; a tool to analyze arbitrary permutation puzzle (a la ksolve) and metrics for all state-machine scramblers seems very feasible and useful, though a bit tricky.
4x4x4-7x7x7 and Megaminx are the only puzzles without random-state scramblers. Except maybe for 4x4x4, such scramblers are likely to remain infeasible (or at least impractical) for a while.
3x3x3 random-turn scrambling (I think) is more random if we alternate axes every turn. There are a couple of such ways to vary scrambling on higher-order cubes, e.g.
We should come up with some decent randomness metrics (e.g. distribution of centers among faces) and figure out what makes for a good distribution according to reasonable metrics. (Question: how much should we bias this to existing cube methods?)
See Stefan's 3x3 scramble analyzer. This would probably good to generalize; a tool to analyze arbitrary permutation puzzle (a la ksolve) and metrics for all state-machine scramblers seems very feasible and useful, though a bit tricky.