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1.
Summary The paper reviews the evidence for and against the recognition-association theory and a forward-search (SEEK) theory of chess skill. The recognition-association theory appears to be founded on indirect evidence concerning visual short-term memory, together with supplementary assumptions that may be questioned, and provides no role for verbal processes. There is no direct support for the theory, which omits forward search for reasons that are reexamined. In contrast, the SEEK theory maintains that move choice is based on search and evaluation processes supplemented (or else supplanted) by a knowledge base. These processes are directly evidenced by experimental findings. The objection that search theories cannot account for speed chess is met by a review of the available evidence. It is concluded that chess skill relies on thinking ahead rather than on pattern recognition.  相似文献   

2.
For many years, the game of chess has provided an invaluable task environment for research on cognition, in particular on the differences between novices and experts and the learning that removes these differences, and upon the structure of human memory and its paramaters. The template theory presented by Gobet and Simon based on the EPAM theory offers precise predictions on cognitive processes during the presentation and recall of chess positions. This article describes the behavior of CHREST, a computer implementation of the template theory, in a memory task when the presentation time is varied from one second to sixty, on the recall of game and random positions, and compares the model to human data. Strong players are better than weak players in both types of positions, especially with long presentation times, but even after brief presentations. CHREST predicts the data, both qualitatively and quantitatively. Strong players' superiority with random positions is explained by the large number of chunks they hold in LTM. Their excellent recall with short presentation times is explained by templates, a special class of chunks. CHREST is compared to other theories of chess skill, which either cannot account for the superiority of Masters in random positions or predict too strong a performance of Masters in such positions.  相似文献   

3.
ObjectivesSlow and fast thinking are crucial for human decision making in several domains of human activity including sports. These cognitive processes are remarkable in the intellectually demanding sport of chess. Slow and fast thinking underlie chess performance. However, the relative influence of each process has elicited controversial findings. Moreover, individual differences in chess skill are likely to moderate the integration of both processes.DesignThe simultaneous change over six time points in slow and fast chess performance was analyzed with a cross-domain latent curve model (LCM).MethodArchival data from an extensive group of chess players (n = 32,173) were included in these analyses at untitled, intermediate, and advanced levels of expertise. Intercept and slope latent factors of growth were specified and correlated for both processes.ResultsThere were remarkable differences in the change in slow and fast performance regarding the three expert levels, and in the concurrent interrelationship of both processes. The interdependence between both processes was more robust for the advanced than for the untitled and intermediate players.ConclusionsThese findings suggest that a better integration of slow and fast performance is produced at higher levels of expertise.  相似文献   

4.
The expertise effect in memory for chess positions is one of the most robust effects in cognitive psychology. One explanation of this effect is that chess recall is based on the recognition of familiar patterns and that experts have learned more and larger patterns. Template theory and its instantiation as a computational model are based on this explanation. An alternative explanation is that the expertise effect is due, in part, to stronger players having better and more conceptual knowledge, with this knowledge facilitating memory performance. Our literature review supports the latter view. In our experiment, a sample of 79 chess players were given a test of memory for chess positions, a test of declarative chess knowledge, a test of fluid intelligence, and a questionnaire concerning the amount of time they had played nontournament chess and the amount of time they had studied chess. We determined the numbers of tournament games the players had played from chess databases. Chess knowledge correlated .67 with chess memory and accounted for 16% of the variance after controlling for chess experience. Fluid intelligence accounted for an additional 13% of the variance. These results support the conclusion that both high-level conceptual processing and low-level recognition of familiar patterns play important roles in memory for chess positions.  相似文献   

5.
Novice acquisition of skilled recall of chess positions was studied in an experiment in which two novices studied a series of five hundred chess positions during a period of several months. They spent fifteen minutes to half an hour a day teaching themselves these positions. As a result their skill in recalling chess positions rose from sixteen percent to somewhere between forty to fifty percent. The learning curve proved to have a shape which indicates that in the beginning learning is very fast but after some 100-150 studied positions the speed of learning decreases substantially. A computer simulation was used to model the results and analyse alternative explanations. Two alternative ways of thinking were tested. In the first, chunk construction was assumed to be based on the neighbourhood of associated pieces. The second model assumed a frequency-based correlative association process. Although the learning curves of the two models are very similar in shape to those of the subjects, the frequency-based associative model gave a better explanation for the data. This is why it is natural to suggest that common co-occurrence in addition to easily recognizable chess-specific characteristics, like colour and type of pieces, guide associative processes during chess players' learning of chess-specific chunks.  相似文献   

6.
The present study examined how experts differ from nonexperts in estimation and evaluation during a judgment-and-decision task. In the experiment, the performance of 125 chess players (21 women and 104 men) whose mean age was 32.5 yr. (SD = 13.3) was examined to assess decision processes with an emphasis on postdecision differentiation and consolidation. Chess players of differing skill made evaluations of a complex middle-game chess position. The experimental condition was made by the means of chess articles with enclosed information, either about the current chess position or about other similar positions. Both novices and experts upgraded their chosen alternative in a postdecision phase more than intermediate level chess players did. Various explanations of these results are discussed.  相似文献   

7.
The ability to play chess is generally assumed to depend on two types of processes: slow processes such as search, and fast processes such as pattern recognition. It has been argued that an increase in time pressure during a game selectively hinders the ability to engage in slow processes. Here we study the effect of time pressure on expert chess performance in order to test the hypothesis that compared to weak players, strong players depend relatively heavily on fast processes. In the first study we examine the performance of players of various strengths at an online chess server, for games played under different time controls. In a second study we examine the effect of time controls on performance in world championship matches. Both studies consistently show that skill differences between players become less predictive of the game outcome as the time controls are tightened. This result indicates that slow processes are at least as important for strong players as they are for weak players. Our findings pose a challenge for current theorizing in the field of expertise and chess.  相似文献   

8.
Summary Although chess research has not been a mainstream activity in cognitive science, it has had a significant impact on this field because of the experimental and theoretical tools it has provided. The two most-cited references in chess research, de Groot (1965) and Chase and Simon (1973 a), have accumulated over 250 citations each (SSCI andSCI sources summed), with the majority of citations coming a decade or more from their publication dates. Both works are frequently cited in contemporary cognitive-psychology textbooks. Chess playing provides a model task environment for the study of basic cognitive processes, such as perception, memory, and problem solving. It also offers a unique opportunity for the study of individual differences (chess expertise) because of Elo's (1965, 1978) development of a chess-skill rating scale. Chess has also enjoyed a privileged position in Artificial-Intelligence research as a model domain for exploring search and evaluation processes.  相似文献   

9.
This paper formalizes and provides static and dynamic estimators for a scaling model for rating chess players. The model was suggested by the work of Arpad Elo, the inventor of the chess rating system in current use by both the United States and international chess federations. The model can be viewed as a Thurstone Case V model that permits draws (ties). A related model based on a linear approximation is also analyzed. In the chess application, possibly changing ability parameters are estimated sequentially from sparse data structures that often involve many fewer than M(M ? 1)2 observations on the M players to the rated. In contrast, psychological applications of paired-comparison scaling generally use models with no draw provision to estimate static parameters from a systematically obtained data structure such as a replicated “round robin” involving all M entities to be scaled. In the paper, both static and sequential estimators are provided and evaluated for a number of different data structures. Sampling theory for the estimators is developed. The application of rating systems to track temporally changing ability parameters may prove useful in many areas of psychology.  相似文献   

10.
In this study, the longitudinal relation between deliberate practice and performance in chess was examined using a linear mixed models analysis. The practice activities and performance ratings of young elite chess players, who were either in, or had dropped out of the Dutch national chess training, were analysed since they had started playing chess seriously. The results revealed that deliberate practice (i.e. serious chess study alone and serious chess play) strongly contributed to chess performance. The influence of deliberate practice was not only observable in current performance, but also over chess players' careers. Moreover, although the drop‐outs' chess ratings developed more slowly over time, both the persistent and drop‐out chess players benefited to the same extent from investments in deliberate practice. Finally, the effect of gender on chess performance proved to be much smaller than the effect of deliberate practice. This study provides longitudinal support for the monotonic benefits assumption of deliberate practice, by showing that over chess players' careers, deliberate practice has a significant effect on performance, and to the same extent for chess players of different ultimate performance levels. The results of this study are not in line with critique raised against the deliberate practice theory that the factors deliberate practice and talent could be confounded.  相似文献   

11.
One current research strategy in the study of expertise is to compare experts and novices. An important aspect of decision making involves looking for similarities among problem types. Little is known about such processes. We used grid technique to examine similarity judgments associated with different levels of chess expertise. Novice, expert, and master chess players evaluated 4 sets of 12 chess boards. Average FIC scores showed a curvilinear relation to expertise, suggesting increasing differentiation followed by integration in cognitive frameworks for construing board positions. Additional cognitive measures based on move generation tended to support and extend this structural model.  相似文献   

12.
Visual imagery plays an important role in problem solving, and research into blindfold chess has provided a wealth of empirical data on this question. We show how a recent theory of expert memory (the template theory; Gobet & Simon, 1996b, 2000) accounts for most of these data. However, how the mind's eye filters out relevant from irrelevant information is still underspecified in the theory. We describe two experiments addressing this question, in which chess games are presented visually, move by move, on a board that contains irrelevant information (static positions, semistatic positions, and positions changing every move). The results show that irrelevant information affects chess masters only when it changes during the presentation of the target game. This suggests that novelty information is used by the mind's eye to select incoming visual information and separate “figure” and “ground”. Mechanisms already present in the template theory can be used to account for this novelty effect.  相似文献   

13.
To gain insight into human nature philosophers often discuss the inferior performance that results from deficits such as blindsight or amnesia. Less often do they look at superior abilities. A notable exception is Herbert Dreyfus who has developed a theory of expertise according to which expert action generally proceeds automatically and unreflectively. We address one of Dreyfus’s primary examples of expertise: chess. At first glance, chess would seem an obvious counterexample to Dreyfus’s view since, clearly, chess experts are engaged in deep strategic thought. However, Dreyfus’s argument is subtle. He accepts that analysis and deliberation play a role in chess, yet he thinks that all such thought is predicated on intuitive, arational expert perception, and action. We argue that even the so-called “intuitive” aspect of chess is rational through and through.  相似文献   

14.
The effects of speed on skilled chess performance   总被引:3,自引:0,他引:3  
Two types of mechanisms may underlie chess skill: fast mechanisms, such as recognition, and slow mechanisms, such as search through the space of possible moves and responses. Speed distinguishes these mechanisms, so I examined archival data on blitz chess (5 min for the whole game), in which the opportunities for search are greatly reduced. If variation in fast processes accounts for substantial variation in chess skill, performance in blitz chess should correlate highly with a player's overall skill. In addition, restricting search processes should tend to equalize skill difference between players, but this effect should decrease as overall skill level increases. Analyses of three samples of blitz chess tournaments supported both hypotheses. Search is undoubtedly important, but up to 81% of variance in chess skill (measured by rating) was accounted for by how players performed with less than 5% of the normal time available.  相似文献   

15.
This study reflects a recent shift towards the study of early stages of expert memory acquisition for chess positions. Over the course of 15 sessions, two subjects who knew virtually nothing about the game of chess were trained to memorise positions. Increase in recall performance and chunk size was captured by power functions, confirming predictions made by the template theory [Cogn. Psychol. 31 (1996) 1; Memory 6 (1998) 225; Cogn. Sci. 24 (2000) 651]. The human data were compared to that of a computer simulation run on CHREST (Chunk Hierarchy and REtrieval STructures), an implementation of the template theory. The model accounts for the pattern of results in the human data, although it underestimates the size of the largest chunks and the rate of learning. Evidence for the presence of templates in human subjects was found.  相似文献   

16.
Abstract— Chess has long served as an important standard task environment for research on human memory and problem-solving abilities and processes In this article, we report evidence on the relative importance of recognition processes and planning (look-ahead) processes in very high level expert performance in chess The data show that the rated skill of a top-level grand master is only slightly lower when he is playing simultaneously against a half-dozen grand-master opponents than under tournament conditions that allow much more time for each move As simultaneous play allows little time for look-ahead processes, the data indicate that recognition, based on superior chess knowledge, plays a much larger part in high-level skill in this task than does planning by looking ahead.  相似文献   

17.
A new approach examined two aspects of chess skill, long a popular topic in cognitive science. A powerful computer‐chess program calculated the number and magnitude of blunders made by the same 23 grandmasters in hundreds of serious games of slow (“classical”) chess, regular “rapid” chess, and rapid “blindfold” chess, in which opponents transmit moves without ever seeing the actual position. Rapid chess led to substantially more and larger blunders than classical chess. Perhaps more surprisingly, the frequency and magnitude of blunders did not differ in rapid versus blindfold play, despite the additional memory and visualization load imposed by the latter. We discuss the involvement of various cognitive processes in human problem‐solving and expertise, especially with respect to chess. Prior opposing views about the basis of general chess skill have emphasized the dominance of either (a) swift pattern recognition or (b) analyzing ahead, but both seem important and the controversy appears currently unresolvable and perhaps fruitless.  相似文献   

18.
A grandmaster and an international chess master were compared with a group of novices in a memory task with chess and non-chess stimuli, varying the structure and familiarity of the stimuli, while functional magnetic resonance images were acquired. The pattern of brain activity in the masters was different from that of the novices. Masters showed no differences in brain activity when different degrees of structure and familiarity where compared; however, novices did show differences in brain activity in such contrasts. The most important differences were found in the contrast of stimulus familiarity with chess positions. In this contrast, there was an extended brain activity in bilateral frontal areas such as the anterior cingulate and the superior, middle, and inferior frontal gyri; furthermore, posterior areas, such as posterior cingulate and cerebellum, showed great bilateral activation. These results strengthen the hypothesis that when performing a domain-specific task, experts activate different brain systems from that of novices. The use of the experts-versus-novices paradigm in brain imaging contributes towards the search for brain systems involved in cognitive processes.  相似文献   

19.
We extend work by Holding and Reynolds (1982) on recall and problem solving with quasirandom chess positions. We tested 17 chess players on both quasirandom and structured chess positions. Consistent with the earlier study, initial recall of quasirandom chess positions is unrelated to chess skill level, and quality of the move selected in subsequent problem solving is related to skill level. However, recall following problem solving is related to chess skill level. These results support the view that pattern recognition processes underlie superior performance by skilled chess players, contrary to the conclusions of Holding and Reynolds (1982). Mechanisms such as long-term working memory retrieval structures (Ericsson & Kintsch, 1995) or templates (Gobet & Simon, 1996a) could explain the effective encoding of quasirandom positions during problem solving.  相似文献   

20.
The game of chess has often been used for psychological investigations, particularly in cognitive science. The clear-cut rules and well-defined environment of chess provide a model for investigations of basic cognitive processes, such as perception, memory, and problem solving, while the precise rating system for the measurement of skill has enabled investigations of individual differences and expertise-related effects. In the present study, we focus on another appealing feature of chess—namely, the large archive databases associated with the game. The German national chess database presented in this study represents a fruitful ground for the investigation of multiple longitudinal research questions, since it collects the data of over 130,000 players and spans over 25 years. The German chess database collects the data of all players, including hobby players, and all tournaments played. This results in a rich and complete collection of the skill, age, and activity of the whole population of chess players in Germany. The database therefore complements the commonly used expertise approach in cognitive science by opening up new possibilities for the investigation of multiple factors that underlie expertise and skill acquisition. Since large datasets are not common in psychology, their introduction also raises the question of optimal and efficient statistical analysis. We offer the database for download and illustrate how it can be used by providing concrete examples and a step-by-step tutorial using different statistical analyses on a range of topics, including skill development over the lifetime, birth cohort effects, effects of activity and inactivity on skill, and gender differences.  相似文献   

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