نتایج جستجو برای: chess players
تعداد نتایج: 47832 فیلتر نتایج به سال:
We review and report findings from a research program by Reingold, Charness and their colleagues (Charness ef al 2001; Reingold et al. 2001a, 2001b) that employed eye-movement paradigms and provided strong support for the suggestion of de Groot (1946, 1965) and Chase and Simon (1973a, 1973b) that a perceptual advantage is a fundamental component of chess skill. We demonstrated dramatically larg...
Face processing has several distinctive hallmarks that researchers have attributed either to face-specific mechanisms or to extensive experience distinguishing faces. Here, we examined the face-processing hallmark of selective attention failure--as indexed by the congruency effect in the composite paradigm--in a domain of extreme expertise: chess. Among 27 experts, we found that the congruency ...
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 ...
Adjusting our behavior to the changing demands of the environment requires flexible decision mechanisms. In an analysis of more than 91,000 chess games, an original research effort now suggests that performance is correlated with a player's ability to adjust its decision criteria to meet the varying degrees of complexity observed throughout a match (Sigman et al., 2010). Chess has always captiv...
This paper presents a fuzzy implementation for the tactics of the game of chess. Chess as been traditionally used for explaining fuzzy reasoning, and is often considered a platform of choice to test intelligent systems. However, an extensive search for applications of fuzzy sets, inference or reasoning to the game of chess, gives hardly any concrete results. One can find fuzzy improvements to c...
In game theory, strategy for a player is defined as “a set of rules that describe exactly how (...) [a] player should choose, depending on how the [other] players have chosen at earlier moves” [14]. Notice that this definition of strategies is static, and presumably constructed before the game is actually played. For example, consider chess. According to Zermelo’s well-known theorem, chess is d...
Considerable research has been carried out on visual search, with single or multiple targets. However, most studies have used artificial stimuli with low ecological validity. In addition, little is known about the effects of target complexity and expertise in visual search. Here, we investigate visual search in three conditions of complexity (detecting a king, detecting a check, and detecting a...
This research intended to see if aesthetics within the game of chess could be formalized for computer recognition since it is often appreciated and sought after by human players and problem composers. For this purpose, Western or International chess was chosen because there is a strong body of literature on the subject, including its aesthetic aspect. Eight principles of aesthetics and ten them...
ERP experiments were conducted to analyze the underlying neural events when chess players make simple judgments of a board position. Fourteen expert players and 14 age-matched novices viewed, for each of four tasks, 128 unique positions on a mini (4 × 4) chess board each presented for 0.5 s. The tasks were to respond: (a) if white king was in check, (b) if black knight was present, (c) if white...
On August 18 and 19, 1980, at Stanford University during the AAAI conference, the first of a projected pair of annual chess competitions pitting the world’s best computer programs against rated human players of approximately the same strength was held. These matches are part of the Fredkin prize competition, wherein a sum of $100,000, established by the Fredkin Foundation of Cambridge, Mass , i...
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