Search PubMed⌕ Search

SEARCH · Search PubMed

Results for “CHESS”

Search indexed PubMed citations on genomics, clinical trials, systematic reviews and public health. Explore titles, authors and supplied subject terms, then open the PubMed record.

Quote a phrase for an exact phrase match. Source license links do not imply unrestricted reuse.

At least 19 recordsLinked to original sources

Chess expertise and memory for chess positions in children and adults.

This paper presents a replication and extension of Chi's (1978) classic study on chess expertise. A major outcome of Chi's research was that although adult novices had a better memory span than child experts, the children showed better memory for chess positions than the adults. The major goal of this study was to explore the effects of the following task characteristics on memory performance: (1) Familiarity with the constellation of chess pieces (i.e., meaningful versus random positions) and (2) familiarity with both the geometrical structure of the board and the form and color of chess pieces. The tasks presented to the four groups of subjects (i.e., child experts and novices, adult experts and novices) included memory for meaningful and random chess positions as well as memory for the location of wooden pieces of different forms on a board geometrically structured by circles, triangles, rhombuses, etc. (control task 1). Further, a digit span memory task was given (control task 2). The major assumption was that the superiority of experts should be greatest for the meaningful chess positions, somewhat reduced but still significant for the random positions, and nonsignificant for the board control task. Only age effects were expected for the digit span task. The results conformed to this pattern, showing that each type of knowledge contributed to the experts' superior memory span for chess positions.

Adolescent↗

Recall or evaluation of chess positions revisited: the relationship between memory and evaluation in chess skill.

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.

Adult↗

Perceptual automaticity in expert chess players: parallel encoding of chess relations.

A check detection task in a 5 x 5 section of the chessboard, containing a King and one or two potential checking pieces was employed. The checking status (i.e., the presence or absence of a check) and the number of attackers (one or two) were manipulated. It was found that the reaction time cost for adding a distractor was differentially greater in no trials than yes trials for novice, but not for expert, chess players. In addition, we contrasted standard check detection trials with trials in which one of two attackers was cued (colored red) and the task was to determine the checking status of the cued attacker while ignoring the other attacker. We documented a Stroop-like interference effect on trials in which a cued nonchecking attacker appeared together with an attacker that was checking (i.e., incongruent). These findings suggest automatic and parallel encoding procedures for chess relations in experts.

Adult↗

Strategic intensity: a conversation with world chess champion Garry Kasparov.

It's hard to find a better exemplar for competition than chess. The image of two brilliant minds locked in a battle of skill and will-in which chance plays little or no apparent role-is compelling. Even people who have scant knowledge of the game instinctively recognize that chess is unusual in terms of its intellectual complexity and the strategic demands it places on players. Can strategists learn anything from chess players about what it takes to win? To find out, H BR senior editor Diane L. Coutu talked with Garry Kasparov, the world's number one player since 1984. Kasparov believes that success in both chess and business is very much a question of psychological advantage; the complexity of the game demands that players rely heavily on their instincts and on gamesmanship. In this wide-ranging interview, Kasparov explores the power of chess as a model for business competition; the balance that chess players strike between intuition and analysis; the significance of his loss to IBM's chess-playing computer, Deep Blue; and how his legendary rivalry with Anatoly Karpov, Kasparov's predecessor as World Chess Champion, affected his own success. Kasparov also shares his solution to what he calls the champion's dilemma, a question for all world masters, whether they are in business, sports, or chess: Where does a virtuoso go after he has accomplished everything he's ever wanted to, even beyond his wildest imagination? If you are lucky, says Kasparov, your enemies will push you to be passionate about staying at the top.

Commerce↗

Non-dominant dorsal-prefrontal activation during chess problem solution evidenced by single photon emission computerized tomography (SPECT).

Expert chess players can recall meaningful chess positions with extraordinary precision in comparison with inexperienced players. We hypothesized, therefore, that their mental performance during chess deliberation could be an appropriate target for single photon emission computerized tomography (SPECT) studies. We studied cerebral activation with 1110 MBq 99mTc-Bicisate SPECT in five expert male chess players during mental solution of a complex chess problem. Region of interest (ROI) analysis, in comparison with average weighted cerebellar counts, showed activation by 10% or more, of the non dominant prefrontal area (right in four dominant right handed players, left in one dominant left handed player) and by 2-6% in the non-dominant middle temporal areas. Maximum variability of ROI analysis versus cerebellar counts in test/retest evaluation is in our laboratory, as in others, 1.5%. Our results are in agreement with neuropsychological studies suggesting that the non-dominant hemisphere is specialized for chess skill, and show that non-dominant prefrontal and temporal lobe activation during chess deliberation can be detected by SPECT.

Adult↗

The Clinical Health Economics System Simulation (CHESS): a teaching tool for systems- and practice-based learning.

Academic medical centers face barriers to training physicians in systems- and practice-based learning competencies needed to function in the changing health care environment. To address these problems, at the University of Virginia School of Medicine the authors developed the Clinical Health Economics System Simulation (CHESS), a computerized team-based quasi-competitive simulator to teach the principles and practical application of health economics. CHESS simulates treatment costs to patients and society as well as physician reimbursement. It is scenario based with residents grouped into three teams, each team playing CHESS using differing (fee-for-service or capitated) reimbursement models. Teams view scenarios and select from two or three treatment options that are medically justifiable yet have different potential cost implications. CHESS displays physician reimbursement and patient and societal costs for each scenario as well as costs and income summarized across all scenarios extrapolated to a physician's entire patient panel. The learners are asked to explain these findings and may change treatment options and other variables such as panel size and case mix to conduct sensitivity analyses in real time. Evaluations completed in 2003 by 68 (94%) CHESS resident and faculty participants at 19 U.S. residency programs preferred CHESS to a traditional lecture-and-discussion format to learn about medical decision making, physician reimbursement, patient costs, and societal costs. Ninety-eight percent reported increased knowledge of health economics after viewing the simulation. CHESS demonstrates the potential of computer simulation to teach health economics and other key elements of practice- and systems-based competencies.

Academic Medical Centers↗

CHESS: a computer-based system for providing information, referrals, decision support and social support to people facing medical and other health-related crises.

CHESS (the Comprehensive Health Enhancement Support System) is an interactive, computer-based system to support people facing health-related crises or concerns. CHESS provides information, referral to service providers, support in making tough decisions and networking to experts and others facing the same concerns. CHESS will improve access to health and human services for people who would otherwise face psychological, social, economic or geographic barriers to receiving services. CHESS has developed programs in five specific topic areas: Academic Crisis, Adult Children of Alcoholics, AIDS/HIV Infection, Breast Cancer and Sexual Assault. The lessons learned, and the structures developed, will serve as a model for future implementation of CHESS programs in a broad range of other topic areas. CHESS is designed around three major desired outcomes: 1) improving the emotional health status of users; 2) increasing the cost-effective use of health and human services; and 3) reducing the incidence of risk-taking behaviors that can lead to injury or illness. Pilot-testing and initial analysis of controlled evaluation data has shown that CHESS is extensively used, is useful and easy-to-use, and produces positive emotional outcomes. Further evaluation in continuing.

Acquired Immunodeficiency Syndrome↗

A psychometric analysis of chess expertise.

This study introduces the Amsterdam Chess Test (ACT). The ACT measures chess playing proficiency through 5 tasks: a choose-a-move task (comprising two parallel tests), a motivation questionnaire, a predict-a-move task, a verbal knowledge questionnaire, and a recall task. The validity of these tasks was established using external criteria based on the Elo chess rating system. Results from a representative sample of active chess players showed that the ACT is a very reliable test for chess expertise and that ACT has high predictive validity. Several hypotheses about the relationships between chess expertise, chess knowledge, motivation, and memory were tested. Incorporating response latencies in test scores is shown to lead to an increase in criterion validity, particularly for easy items.

Achievement↗

Novice construction of chess memory.

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.

Association Learning↗

The effects of speed on skilled chess performance.

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.

Aptitude↗

Visuospatial abilities of chess players.

The extent to which the acquisition of expertise in knowledge-rich domains, such as chess, can be influenced by general individual characteristics, such as intelligence, has remained unclear. Some previous studies with children have documented significant correlations between chess skill and performance on some psychometric tests, such as performance IQ. However, we found no evidence for a correlation between chess skill and visual memory ability in a group of adult chess players (N = 36, age = 28.4 years). This finding, together with other data in the literature, suggests that there is surprisingly little evidence that chess skill and visuospatial ability are associated in adults. Thus, visual memory ability, and perhaps visuospatial intelligence, may be relatively unimportant factors in the long-term acquisition of chess skill.

Adult↗

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↗

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↗