Each case is seen from above: the top face in the middle, the top layer's stickers on its sides, the front face at the bottom.
Colours: yellow on top, blue in front, red on the right. Grey marks what the case does not look at.
Lengths in HTM: a face turn or a wide turn counts 1, a slice 2, a rotation 0. The "setup" (often a U turn) presents the cube as drawn and does not count.
In each case, the best optimal algorithm comes first, then the others from the easiest to the hardest to execute (ease score, lower is easier).
"Play" starts from the case (the inverse of the algorithm applied to the solved cube) and runs the algorithm on the 3D cube.
CPLL Aa
A-PLL a
Optimum 9 moves
47 algorithms
First algorithm: (U') Lw2 B2 Lw' U' Lw B2 Lw' U Lw'
CPLL Ab
Ab-PLL
Optimum 9 moves
50 algorithms
First algorithm: Lw U' Lw B2 Lw' U Lw B2 Lw2
CPLL E
E-PLL
Optimum 14 moves
67 algorithms
First algorithm: (U2) F R B R' F' R L F L' B' L F' R' L'