نتایج جستجو برای: chess players

تعداد نتایج: 47832  

2006
Merim Bilalić Peter McLeod Fernand Gobet

Although the game of chess has often featured in psychological research, we know very little about people who play chess, especially about children who take up chess as a hobby. This study presents the personality profiles as measured with the Big Five model (BFQ-C; Barbaranelli, Caprara, Rabasca, & Pastorelli, 2003) of 219 young children who play chess and 50 of their peers who do not. Childre...

Journal: :Probability in the Engineering and Informational Sciences 2021

In a classical chess round-robin tournament, each of $n$ players wins, draws, or loses game against the other $n-1$ players. A win rewards player with 1 points, draw 1/2 point, and loss 0 points. We are interested in distribution scores associated ranks after ${{n \choose 2}}$ games, that is, maximal score, second maximum, so on. The exact for general seems impossible to obtain; we obtain limit...

1999
JOSEPH B. KADANE ROBERT AUSTIN SHMUEL ZAMIR

Differences in players' skill are important determinants of relative player success in most real games such as poker, chess, basketball, business, and politics. Yet conventional game theory has concentrated primarily on games with no skill differences among players. This paper uses a simplified version of stud poker to better understand the concept of differential player skill in games. Players...

2013
Heather Sheridan Eyal M. Reingold

In a wide range of problem-solving settings, the presence of a familiar solution can block the discovery of better solutions (i.e., the Einstellung effect). To investigate this effect, we monitored the eye movements of expert and novice chess players while they solved chess problems that contained a familiar move (i.e., the Einstellung move), as well as an optimal move that was located in a dif...

Journal: :Memory & cognition 1996
T W Robbins E J Anderson D R Barker A C Bradley C Fearnyhough R Henson S R Hudson

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 preven...

1999
Christopher Fitzgerald Chabris

Research on expertise in visual-spatial tasks such as chess has ignored the introspective reports of top-level practitioners, overemphasized pattern recognition as the sole mechanism underlying skilled performance, and neglected the role of mental imagery in the thinking process. In addressing these limitations I propose a new theory of expertise, the “mental cartoons hypothesis,” and illustrat...

Journal: :CoRR 2014
Vladimir Gurvich Vladimir Oudalov

In this paper we give an example of a finite positional game with perfect information and without moves of chance (a chess-like game) that has no Nash equilibria in pure stationary strategies. In this example the number n of players is 4, the number p of terminals is 5; furthermore, there is only one directed cycle. On the other hand, it is known that a chess-like game has a Nash equilibrium (N...

Journal: :Developmental psychology 2007
Fernand Gobet Guillermo Campitelli

The respective roles of the environment and innate talent have been a recurrent question for research into expertise. The authors investigated markers of talent, environment, and critical period for the acquisition of expert performance in chess. Argentinian chess players (N = 104), ranging from weak amateurs to grandmasters, completed a questionnaire measuring variables including individual an...

Journal: :Cognitive Science 2000
Fernand Gobet Herbert A. Simon

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...

2010
Albert R Meyer

Problem 1. We’re going to characterize a large category of games as a recursive data type and then prove, by structural induction, a fundamental theorem about game strategies. The games we’ll consider are known as deterministic games of perfect information. Checkers, chess, and GO, for example, all fit this description. It’s useful to regard each game situation as a game in its own right. For e...

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