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Judgment and decision-making: experts' and novices' evaluation of chess positions.

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.

Adult↗

Working memory in chess.

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 working-memory model and previous theories of the nature of cognition in chess.

Adult↗

[Fast spin echo imaging of vertebral metastasis: comparison of fat suppression techniques (FSE-CHESS, STIR-FSE)].

PURPOSES: To investigate the capabilities of fast spin echo (FSE) sequences in diagnosing spinal metastases and to compare two fat-suppression techniques: CHESS (chemical shift selective saturation) and STIR (short T1 inversion recovery). Fat suppression is recommended with FSE sequences because on them, different from conventional spin echo (SE) sequences, fat has high signal intensity in both T1 and T2 weighting, masking such high-signal bone lesions as metastases. METHODS: Ninety metastatic lesions in 32 patients were studied with T1-weighted SE and T2-weighted FSE sequences with and without fat suppression (FSE-CHESS and STIR-FSE). Quantitative analyses (metastasis size, signal intensity, margins and conspicuity) and qualitative analyses (artifacts and fat saturation homogeneity) were carried out of both fat-suppression sequences. Signal-to-noise (S/N) and contrast-to-noise (C/N) ratios were calculated in 20 metastatic lesions. The results were analyzed with the chi 2 method and the paired t-test. RESULTS: Both fat-suppression FSE sequences were more sensitive to focal lesions (100%) than T1-weighted SE sequences (96.6%). Lesion signal was higher than that of surrounding bone in 95.5% of fat-suppressed images, which facilitated the recognition of spinal metastases. On the contrary, conspicuity was higher (73.3%) and the margins more definite (68.8%) on T1-weighted SE than on T2-weighted FSE sequences. Fat suppression was more apparent on STIR-FSE than on FSE-CHESS sequences, even with no significant difference in C/N ratio. CONCLUSION: Both STIR-FSE and FSE-CHESS sequences are rapid and useful techniques to obtain fat saturation in FSE images. CHESS saturation is selective on fat signal, while STIR suppresses the signal of all the substances with the same short T1 as fat.

Adipose Tissue↗

Children and chess expertise: the role of calibration.

Three studies of calibration are reported. Calibration refers to the accuracy with which one can predict one's own performance. In the first study child chess players, non-chess playing parents, and statistics students were asked to predict chances of winning chess games against hypothetical opponents. These subjective probabilities were compared to the actual probabilities, based on the Elo rating system. Better players' predictions were better calibrated. Confidence and ratings are negatively correlated, indicating that with lower ratings, players re overconfident. Skilled child players' predictions were better calibrated than any of the adults'. In the second study subjects were asked to estimate chances of winning in conjunctive situations, e.g., winning all the rounds in a tournament. Again, better child players were more accurate in their predictions and more accurate than adults. In the third study, child players were asked to predict their chances of winning in a non-chess domain after hearing a hypothetical win/loss history. Higher-rated players' predictions were again better calibrated, even though the domain was outside their expertise. The motivational and cognitive implications of calibration are discussed.

Achievement↗

The effects of time pressure on chess skill: an investigation into fast and slow processes underlying expert performance.

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.

Cognition↗

Comprehensive Health Enhancement Support System (CHESS) for people with HIV infection.

We investigated the utility and the pattern of use of the Comprehensive Health Enhancement Support System (CHESS), an Internet based consumer health informatics system for people living with HIV/AIDS. Eight patients utilized CHESS for 4 months. The total number of log-ins ranged between 1 and 93 (median 21), with a median of 4.6 per month (0.2-21.8). Discussions Group was the service most frequently accessed; the Referral Directory and Fat Assessment services were requested the least. The barriers to using CHESS were difficulty in using the laptop, being too busy, and the discussion group size being too small. Most participants agreed that CHESS was easy to use and helped them cope with and understand more about their disease. They also felt comfortable asking questions and felt more involved in their health care.

Adolescent↗

Aspects of skilled imagery in blindfold chess.

Blindfold chess is a very good task environment to study skill-based mental images or skilled imagery. Seven experiments providing information on different aspects of skilled imagery in blindfold chess were made. In all experiments very clear skill-related differences in the operation of chess-specific materials could be found. It will also be argued that chess-specific patterns or chunks are important in skilled subjects' construction of images and the operation of these images relies on the cooperation of visual working memory and long-term memory.

Adult↗

Structure and stimulus familiarity: a study of memory in chess-players with functional magnetic resonance imaging.

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.

Adolescent↗

Apperception and imagery in blindfold chess.

Apperception constructs functional and "meaningful" mental representations. These representations are often built on mental images. Hence it is rational to assume that the contents of some parts of images may be functionally more important than others. This means that the cognitive processing of some parts of the image is more effective than for others. To extract this preferential structure, which we call the functional figure in mental images, five experiments were conducted on blindfold chess imagery. We showed that blindfold chess players have much better recall of functionally significant than of functionally insignificant areas of chess positions. Thus, of the various mental representations of chess board areas, the functionally more significant areas are better represented than others.

Hobbies↗

Visual span in expert chess players: evidence from eye movements.

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 x 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.

Adult↗

The general intelligence and spatial abilities of gifted young Belgian chess players.

Thirty-three tournament-level young Belgian chess players aged 8 to 13 were tested with the French WISC (Wechsler Intelligence Scale for Children). The mean full scale IQ = 121, verbal IQ = 109 and performance IQ = 129. The results suggest that a high level of general intelligence and of spatial ability are necessary to achieve a high standard of play in chess. The high spatial ability of these young chess players suggested by the high performance IQs may go some way towards explaining why males tend to be more numerous than females among high-standard chess players.

Adolescent↗

The perceptual aspect of skilled performance in chess: evidence from eye movements.

Expert and intermediate chess players attempted to choose the best move in five chess positions while their eye movements were monitored. Experts were faster and more accurate than intermediates in choosing the best move. Experts made fewer fixations per trial and greater amplitude saccades than did intermediates, but there was no difference in fixation duration across skill groups. Examining the spatial distribution of the first five fixations for each position by skill group revealed that experts produced more fixations on empty squares than did intermediates. When fixating pieces, experts produced a greater proportion of fixations on relevant pieces than did intermediates. It is argued that expert chess players perceptually encode chess configurations, rather than individual pieces, and, consequently, parafoveal or peripheral processing guides their eye movements, producing a pattern of saccadic selectivity by piece saliency.

Cognition↗

Error in chess: the apperception-restructuring view.

Five protocol-analysis experiments with tactical, endgame, and strategic positions were conducted to study cognitive errors in chess players' thinking. It will be argued that chess players' errors can be only partially explained in terms of unspecified working-memory overload, because the working-memory loads caused by the solution paths are usually small. It is therefore necessary to consider apperceptive mechanisms also, as these control information intake. Subjects fail either because they are not able to see the right prototypical problem space at all, or because they fail to close them as a result of missing some crucial task-relevant cue. This makes chess players lose their "belief in the idea" and restructure, after which the apperceptive information-selection mechanisms make the finding of the solution still more unlikely.

Attention↗

A functional MRI study of high-level cognition. I. The game of chess.

Chess is a game that involves many aspects of high level cognition and requires sophisticated problem solving skills. However, there is little understanding of the neural basis of chess cognition. This study employed functional magnetic resonance imaging (fMRI) to identify cortical areas that are active during the analysis of chess positions compared with a spatial task with matched visual stimuli. Bilateral activation was revealed in the superior frontal lobes, the parietal lobes, and occipital lobes. Some small areas of activation were observed unilaterally in the left hemisphere. The left hemisphere showed more activation than the right. Results are discussed in relation to a similar brain imaging study on the game Go.

Adult↗

The role of domain-specific practice, handedness, and starting age in chess.

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 and group practice, starting age, and handedness. The study reaffirms the importance of practice for reaching high levels of performance, but it also indicates a large variability: The slower player needed 8 times as much practice to reach master level than the faster player. Additional results show a correlation between skill and starting age and indicate that players are more likely to be mixed-handed than individuals in the general population; however, there was no correlation between handedness and skill within the sample of chess players. Together, these results suggest that practice is a necessary but not sufficient condition for the acquisition of expertise, that some additional factors may differentiate chessplayers and nonchessplayers, and that starting age of practice is important.

Achievement↗

Expertise and age effects on knowledge activation in chess.

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.

Adult↗

Estimated age effects in athletic events and chess.

Rates of decline are estimated using record bests by age for chess and for various track and field, road running, and swimming events. Using a fairly flexible functional form, the estimates show linear percent decline between age 35 and about age 70 and then quadratic decline after that. Chess shows much less decline than the physical activities. Rates of decline are generally larger for the longer distances, and for swimming they are larger for women than for men. An advantage of using best-performance records to estimate rates of decline is that the records are generally based on very large samples. In addition, the age range is large. In this study the age range is 35 to 100 for swimming, 35 to 98 for track and field and running, and 35 to 94 for chess. The estimates also do not suffer from traditional forms of selection bias.

Adult↗

Expert chess memory: revisiting the chunking hypothesis.

After reviewing the relevant theory on chess expertise, this paper re-examines experimentally the finding of Chase and Simon (1973a) that the differences in ability of chess players at different skill levels to copy and to recall positions are attributable to the experts' storage of thousands of chunks (patterned clusters of pieces) in long-term memory. Despite important differences in the experimental apparatus, the data of the present experiments regarding latencies and chess relations between successively placed pieces are highly correlated with those of Chase and Simon. We conclude that the two-second inter-chunk interval used to define chunk boundaries is robust, and that chunks have psychological reality. We discuss the possible reasons why Masters in our new study used substantially larger chunks than the Master of the 1973 study, and extend the chunking theory to take account of the evidence for large retrieval structures (templates) in long-term memory.

Adolescent↗