Application of Reinforcement Learning to Solve Rubrik’s Cube with Markov Decision Process

The Rubik's Cube is a complex puzzle with an enormous number of possible configurations, making it a challenging problem for both humans and computational methods to solve. While traditional solving algorithms rely on predefined strategies, this study explores the application of reinforcement learning (RL) to develop an adaptive and efficient solution model. This study aims to create an RL_based solver using the Markov Decision Process (MDP) framework, optimizing for speed, move efficiency, and solving steps. The proposed model employs Q-learning and Monte Carlo Tree Search (MCTS) to determine the optimal actions at each game state, which are trained through extensive Rubik's Cube simulations. The key novelty of this study lies in the integration of MCTS with Q-learning to enhance decision-making efficiency by reducing the number of moves compared with conventional methods. The experimental results demonstrate that the model achieves near-optimal solutions with fewer moves, outperforming basic rule-based approaches. Additionally, a web-based application was developed to provide real-time solving strategies based on user-input cube configurations. This study contributes to the advancement of RL applications in combinatorial puzzles and offers a practical tool for Rubik's Cube enthusiasts seeking to improve their solving techniques.

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Publication Details

Journal
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi)
Published
2025-10-08
DOI
https://doi.org/10.29207/resti.v9i5.6552
Primary Topic
Artificial Intelligence in Games
Type
article
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article

Application of Reinforcement Learning to Solve Rubrik’s Cube with Markov Decision Process

Yuhefizar Yuhefizar, Junaldi Junaldi, Fibriyanti, Defni Defni et al.
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi)
Artificial Intelligence in Games
article

Application of Reinforcement Learning to Solve Rubrik’s Cube with Markov Decision Process

Yuhefizar Yuhefizar, Junaldi Junaldi, Fibriyanti, Defni Defni, Titin Ritmi, Ainil Mardhiah, Andi Fathul Mukminin
article en

Abstract

The Rubik's Cube is a complex puzzle with an enormous number of possible configurations, making it a challenging problem for both humans and computational methods to solve. While traditional solving algorithms rely on predefined strategies, this study explores the application of reinforcement learning (RL) to develop an adaptive and efficient solution model. This study aims to create an RL_based solver using the Markov Decision Process (MDP) framework, optimizing for speed, move efficiency, and solving steps. The proposed model employs Q-learning and Monte Carlo Tree Search (MCTS) to determine the optimal actions at each game state, which are trained through extensive Rubik's Cube simulations. The key novelty of this study lies in the integration of MCTS with Q-learning to enhance decision-making efficiency by reducing the number of moves compared with conventional methods. The experimental results demonstrate that the model achieves near-optimal solutions with fewer moves, outperforming basic rule-based approaches. Additionally, a web-based application was developed to provide real-time solving strategies based on user-input cube configurations. This study contributes to the advancement of RL applications in combinatorial puzzles and offers a practical tool for Rubik's Cube enthusiasts seeking to improve their solving techniques.

Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi)Vol. 9(5)
State University of Padang (ID)
Openalex Percentile: Top 81%
Artificial Intelligence in Games
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Application of Reinforcement Learning to Solve Rubrik’s Cube with Markov Decision Process — Yuhefizar Yuhefizar, Junaldi Junaldi, et al. · Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) (2025) | TGRS Research Map | TGRS