Problem Statement
The Maltese Gear Cube is a mechanical puzzle with a state space of approximately 4.9 × 1019 configurations — orders of magnitude larger than a standard Rubik's Cube. Classical search algorithms such as BFS and IDA* become computationally intractable at this scale without a highly accurate heuristic to prune the tree. The challenge: learn a cost-to-go function h(s) entirely through self-supervised backward induction — no human-designed move sequences, no domain-specific solver — then deploy it inside a batched weighted A* search that returns provably near-optimal solutions at 100% solve rate on any scrambled starting configuration.
Approach & Methodology
Phase 1 — Training
1
› State Representation
Each Maltese Gear Cube configuration is encoded as a concatenated one-hot vector spanning all corner positions, corner orientations, edge positions, and gear-tooth orientations. This produces a high-dimensional binary input tensor that fully captures the puzzle state without ambiguity — feeding cleanly into the first linear layer of the network.
2
› Backward Induction Data Generation
Starting from the solved state, apply sequences of k random legal moves to produce training pairs (s, d), where d = k is the exact cost-to-go. Sampling k uniformly across all depths guarantees coverage of the full difficulty spectrum without any BFS oracle.50M+ samples
3
› Neural Network Training
A deep fully-connected network — 4 hidden layers × 2048 units, batch normalisation after every layer, ReLU activations — outputs a scalar h(s) ∈ ℝ≥0. Trained end-to-end via MSE loss L = (h(s) − d)2 with Adam on uniformly-sampled mini-batches until validation loss converges.4 × 2048 FC
4
› Symmetry-Based Data Augmentation
The Maltese Gear Cube admits 48 geometric symmetries — rotations and reflections that map valid states to equivalent valid states with identical cost-to-go. Applying all 48 transforms to every training sample multiplies the effective dataset 48×, yielding a 40% reduction in wall-clock training time at zero additional data-collection cost.×48 aug
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Trained weights frozen — switching to inference
Neural network deployed as a static heuristic inside the search loop
Phase 2 — Inference
5
› Batched Weighted A* Search
Given any scrambled input state, a Batched Weighted A* (BWAS) search runs with priority f(s) = g(s) + w·h(s), where g(s) is moves taken, h(s) is the trained neural heuristic, and weight w = 0.6 governs the optimality–speed tradeoff. Nodes are evaluated in batches of B = 1 000 per GPU forward pass, cutting per-step latency by orders of magnitude.w = 0.6B = 1 000
6
› Evaluation
Tested on 100 independently scrambled cubes across varying scramble depths. Solution length is compared against optimal paths computed via BFS on a reachable subgraph. The solver achieves a 100% solve rate with paths averaging just 1.08× the optimal move count — confirming near-optimality well within the theoretical w-bound.
Architecture
Results & Impact
100%
Solve Rate
1.08×
Near-Optimal
50M+
Training States
40%
Training Speedup
100% solve rate across 100 independently scrambled Maltese Gear Cube instances at varying scramble depths — zero unsolved cases in the full evaluation set.
Solutions average 1.08× the theoretical optimal move count, verified against BFS on a reachable subgraph — well within the weighted A* bound imposed by w = 0.6.
Symmetry augmentation ×48 reduced training time to convergence by 40% with no additional data collection, exploiting all rigid-body symmetries of the Maltese Gear Cube.
BWAS with GPU batching (B = 1 000) solved all test instances within a bounded node-expansion budget, demonstrating scalability to a ~4.9 × 1019 state space without exhaustive search.
