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1.
The present study examines the dynamic aspects of perceptual processes in expert chess players. This topic is approached in terms of the anticipation processes carried out by experienced players during the encoding of chess positions. The aim of the first experiment, which used a short-term comparison task, was to stress the role of anticipation, which allows expert players to focus their attention on the area of the studied position where they expect the likely standard move to occur. The second experiment used a long-term recognition task. The results showed that expert players made many false recognitions on the new positions that could be expected from the positions presented in the preliminary study phase. Taken together, the results of the two experiments highlight the anticipatory component of expert perception.  相似文献   

2.
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   

3.
The two experiments presented here study perceptual processes implemented by chess players in situations related to their domain of expertise. The aim was to determine how patterns are perceived as a function of their strategic value when players acquire expertise. In this study, conducted on novice and more experienced players, it is hypothesized that with acquisition of expertise players would quickly encode familiar patterns and then rapidly focus their attention on patterns with a higher immediate strategic value. In Experiment 1, participants had to carry out a change-detection task that used the "flicker paradigm". The results showed that during the perception of standard chess positions, experienced players--but not novices--quickly focused their attention on the most strategic patterns. In Experiment 2, experienced players and novices carried out a recognition task after having encoded chess positions for 1 or 5 s. The results indicated early encoding of familiar patterns without immediate strategic value, followed by the encoding of more strategic patterns. Taken together, the results of these two experiments are consistent with the results by both de Groot and Gobet (1996) and McGregor and Howes (2002) about the strategic content of Chase and Simon's chunks (Chase & Simon, 1973b).  相似文献   

4.
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   

5.
Novice, intermediate, and expert chess players of various ages, playing with two chess pieces on a quarter-section of a chessboard, performed a simple task to detect that the king is in check or is threatened with being in check. Age slowed response for both tasks. An interaction of task and skill revealed differences in diminishing response time between check and threat tasks as skill increased; experts were equally fast on both tasks. Measures of speed and working memory were negatively related to age but unrelated to skill. Skill did not mitigate age-related effects on speed of detection. These results suggest that knowledge-activation processes necessary to assess basic chess relationships slow with age, even in experts.  相似文献   

6.
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   

7.
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   

8.
Blindfold chess is played without the players seeing either the pieces or the board. It is a skill‐related activity, and only very skilled players can construct the mental images required. This is why blindfold chess provides a good task with which to investigate the spatial memory and skilled mental images of expert players. In a PET investigation, we compared memory performance and problem solving in very experienced chess players with their performance in an attention task, in which the subjects classified the names of chess pieces. The memory task predominantly activated the temporal areas, whereas problem solving activated several frontal areas. The relevance of these findings to concepts such as general imagery, skilled imagery, apperception, and long‐term working memory are discussed.  相似文献   

9.
A great deal of research has been devoted to developing process models of expert memory. However, K. J. Vicente and J. H. Wang (1998) proposed (a) that process theories do not provide an adequate account of expert recall in domains in which memory recall is a contrived task and (b) that a product theory, the constraint attunement hypothesis (CAH), has received a significant amount of empirical support. We compared 1 process theory (the template theory; TT; F. Gobet & H. A. Simon, 1996c) with the CAH in chess. Chess players (N=36) differing widely in skill levels were required to recall briefly presented chess positions that were randomized in various ways. Consistent with TT, but inconsistent with the CAH, there was a significant skill effect in a condition in which both the location and distribution of the pieces were randomized. These and other results suggest that process models such as TT can provide a viable account of expert memory in chess.  相似文献   

10.
Visual span in expert chess players: evidence from eye movements   总被引:2,自引:0,他引:2  
The reported research extends classic findings that after briefly viewing structured, but not random, chess positions, chess masters reproduce these positions much more accurately than less-skilled players. Using a combination of the gaze-contingent window paradigm and the change blindness flicker paradigm, we documented dramatically larger visual spans for experts while processing structured, but not random, chess positions. In addition, in a check-detection task, a minimized 3 × 3 chessboard containing a King and potentially checking pieces was displayed. In this task, experts made fewer fixations per trial than less-skilled players, and had a greater proportion of fixations between individual pieces, rather than on pieces. Our results provide strong evidence for a perceptual encoding advantage for experts attributable to chess experience, rather than to a general perceptual or memory superiority.  相似文献   

11.
Linhares and Brum (2007) argue that they provide evidence for analogy as the main principle behind experts' acquisition of perceptual knowledge. However, the methodology they used—asking players to pair positions using abstract similarity—raises the possibility that the task reflects more the effect of directional instructions than the principles underlying the acquisition of knowledge. Here we replicate and extend Linhares and Brum's experiment and show that the matching task they used is inadequate for drawing any conclusions about the nature of experts' perception. When expert chess players were instructed to match problems based on similarities at the abstract level (analogy), they produced more abstract pairs than pairs based on concrete similarity. However, the same experts produced more concrete pairs than abstract ones when instructed to match the problems based on concrete similarity. Asking experts to match problems using explicit instructions is not an appropriate way to show the importance of either analogy or similarity in the acquisition of expert knowledge. Experts simply do what they are told to do.  相似文献   

12.
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   

13.
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   

14.
Three experiments investigated the role of working memory in various aspects of thinking in chess. Experiment 1 examined the immediate memory for briefly presented chess positions from master games in players from a wide range of abilities, following the imposition of various secondary tasks designed to block separate components of working memory. Suppression of the articulatory loop (by preventing subvocal rehearsal) had no effect on measures of recall, whereas blocking the visuospatial sketchpad (by manipulation of a keypad) and blocking the central executive (by random letter generation) had equivalent disruptive effects, in comparison with a control condition. Experiment 2 investigated the effects of similar secondary tasks on the solution (i.e., move selection) of tactical chess positions, and a similar pattern was found, except that blocking the central executive was much more disruptive than in Experiment 1. Experiment 3 compared performance on two types of primary task, one concerned with solving chess positions as in Experiment 2, and the other a sentence-rearrangement task. The secondary tasks in each case were both designed to block the central executive, but one was verbal (vocal generation of random numbers), while the other was spatial in nature (random generation of keypresses). Performance of the spatial secondary task was affected to a greater extent by the chess primary task than by the verbal primary task, whereas there were no differential effects on these secondary tasks by the verbal primary task. In none of the three experiments were there any differential effects between weak and strong players. These results are interpreted in the context of the workingmemory model and previous theories of the nature of cognition in chess.  相似文献   

15.
Chess players' intake of task-relevant cues   总被引:1,自引:0,他引:1  
Patterns of chess pieces are important for chess players in storing information in memory-recall tasks. It also may be assumed that these patterns play a central role in the perceptual coding of task-relevant cues. Two perceptual classification experiments were done to test this assumption. Chess-players' intake of task-relevant cues was studied by measuring the reaction times of subjects in counting the minor pieces on the chessboard or searching for checks in the game and in random positions. Surprisingly, there was no interaction between the level of skill and the type of position. In Experiment 3, both a perceptual classification task and a memory-recall task using the same positions were presented to a group of chess players at the same session. In the perceptual classification task, there was no interaction between the level of skill and the type of position, but in the recall task there was strong interaction. The result suggests that the information intake of chess players, in its lowest levels, is not dependent on the learned patterns. The role of the patterns becomes important in defining the information to be looked for, but the patterns are not important in the early-stage perceptual structuring of a position.  相似文献   

16.
Comparing experts with novices offers unique insights into the functioning of cognition, based on the maximization of individual differences. Here we used this expertise approach to disentangle the mechanisms and neural basis behind two processes that contribute to everyday expertise: object and pattern recognition. We compared chess experts and novices performing chess-related and -unrelated (visual) search tasks. As expected, the superiority of experts was limited to the chess-specific task, as there were no differences in a control task that used the same chess stimuli but did not require chess-specific recognition. The analysis of eye movements showed that experts immediately and exclusively focused on the relevant aspects in the chess task, whereas novices also examined irrelevant aspects. With random chess positions, when pattern knowledge could not be used to guide perception, experts nevertheless maintained an advantage. Experts' superior domain-specific parafoveal vision, a consequence of their knowledge about individual domain-specific symbols, enabled improved object recognition. Functional magnetic resonance imaging corroborated this differentiation between object and pattern recognition and showed that chess-specific object recognition was accompanied by bilateral activation of the occipitotemporal junction, whereas chess-specific pattern recognition was related to bilateral activations in the middle part of the collateral sulci. Using the expertise approach together with carefully chosen controls and multiple dependent measures, we identified object and pattern recognition as two essential cognitive processes in expert visual cognition, which may also help to explain the mechanisms of everyday perception.  相似文献   

17.
Anticipatory skills are characteristic of expert performance in a range of dynamic domains. However, models of the processes underlying such skilled anticipation remain limited. This study describes the construction and validation of a video-based test of anticipation in tennis and examined whether video test performance is less attentionally demanding for expert tennis players than for novices. Expert players performed the anticipation test more effectively than novices and were less vulnerable to dual-task decrement. This article discusses these findings in relation to models of skilled anticipation. The video test could be used for both selection and identification of training needs.  相似文献   

18.
This paper reports several studies of chess expertise in children who play competitive chess. The first study examines (1) the relationship between experience and skill among 113 school-age children (grades 1 through 12); and (2) the relationship between chess skill and scores on various spatial and logical abilities tests among the top 15 players. Improvement in skill is related to experience, and chess players score higher than average on the Raven's Progressive Matrices. Also, scores on a chess-specific test, the Knight's Tour, correlate with scores on the Raven's. The second study reports three experiments with 59 Ss involving chess-specific tasks in memory, perception, and similarity judgements. The first two experiments replicated and extended Chase and Simon (1973). The third experiment, which asked Ss to judge similarities of chess positions, demonstrated that similarity judgements become more global and abstract with increased skill. The final section describes qualitatively how children's chess expertise compares to that of adults. Drawing upon Anderson (1985), we focus on some distinctive features of children's chess play and on some successful techniques in coaching young players.  相似文献   

19.
There is much evidence that chess skill is based on chunks in memory that represent parts of positions from previously encountered games. However, the content of these chunks is a matter for debate. According to one view, (1) the closer two pieces are to each other on a board (proximity), the more likely they are to be in the same chunk, and (2) skilled players encode the precise locations of pieces. An alternative view is that what information is encoded in a chess chunk is determined more by processing of the attack/defense relations during evaluation. In three experiments, participants evaluated positions and completed recognition tests. Experiment 1 supported the view that expert players make more use of attack/defense relations than of locations of pieces in a recognition test. Experiments 2 and 3 demonstrated that, for both long and short presentation times, expert players' recognition for a piece within a position was primed more by a piece related by attack or defense than by a piece merely proximal. These findings challenge theories of expertise for chess that assume a primary role for proximity and location in determining which pieces are grouped together in memory.  相似文献   

20.
This paper explores the question, important to the theory of expert performance, of the nature and number of chunks that chess experts hold in memory. It examines how memory contents determine players’ abilities to reconstruct (1) positions from games, (2) positions distorted in various ways, and (3) random positions. Comparison of a computer simulation with a human experiment supports the usual estimate that chess Masters store some 50,000 chunks in memory. The observed impairment of recall when positions are modified by mirror image reflection implies that each chunk represents a specific pattern of pieces in a specific location. A good account of the results of the experiments is given by the template theory proposed by Gobet and Simon (in press) as an extension of Chase and Simon’s (1973b) initial chunking proposal, and in agreement with other recent proposals for modification of the chunking theory (Richman, Staszewski, & Simon, 1995) as applied to various recall tasks.  相似文献   

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