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Abstract

Chunking theory and previous eye-tracking studies suggest that expert chess players use peripheral vision to judge chess positions and determine the best moves to play. However, the role of peripheral vision in chess has largely been inferred rather than tested through controlled experimentation. In this study, we used a gaze-contingent paradigm in a reconstruction task, similar to the one initially used by De Groot (1946). It was hypothesized that the smaller the gaze-contingent window while memorizing a chess position, the smaller the differences in reconstruction accuracy between novice and expert players. Participants viewed 30 chess positions for 20 seconds, after which they reconstructed this position. This was done for four different window sizes as well as for full visibility of the board. The results, as measured by Cohen’s d effect sizes between experts and novices of the proportion of correctly placed pieces, supported the above hypothesis, with experts performing much better but losing much of their performance advantage for the smallest window size. A complementary find-the-best-move task and additional eye-movement analyses showed that experts had a longer median fixation duration and more spatially concentrated scan patterns than novice players. These findings suggest a key contribution of peripheral vision and are consistent with the prevailing chunking theory.

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Chapter
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This paper is concerned with the problem of constructing a computing routine or “program” for a modern general purpose computer which will enable it to play chess. Although perhaps of no practical importance, the question is of theoretical interest, and it is hoped that a satisfactory solution of this problem will act as a wedge in attacking other problems of a similar nature and of greater significance. Some possibilities in this direction are:- (1) Machines for designing filters, equalizers, etc. (2) Machines for designing relay and switching circuits. (3) Machines which will handle routing of telephone calls based on the individual circumstances rather than by fixed patterns. (4) Machines for performing symbolic (non-numerical) mathematical operations. (5) Machines capable of translating from one language to another. (6) Machines for making strategic decisions in simplified military operations. (7) Machines capable of orchestrating a melody. (8) Machines capable of logical deduction.
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This paper describes an information-processing model, MAPP, implemented as a computer program, that simulates the processes subjects use to remember and reproduce chess positions they have seen briefly. The model incorporates processes adapted from PERCEIVER, an information-processsing theory of eye movements in chess perception, and EPAM, a theory of rote verbal learning. The data from MAPP show good agreement with the performance of strong chess players in identical tasks.
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Thesis (Ph. D.)--Clark University, Worcester, Mass. "Reprinted from the American journal of psychology, July 1907, v. xviii.
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For centuries philosophers and scientists have speculated about whether or not the human brain is essentially a machine. Could a machine be designed that would be capable of “thinking”? During the past decade several large-scale electronic computing machines have been constructed which are capable of something very close to the reasoning process. These new computers were designed primarily to carry out purely numerical calculations. They perform automatically a long sequence of additions, multiplications, and other arithmetic operations at a rate of thousands per second. The basic design of these machines is so general and flexible, however, that they can be adapted to work symbolically with elements representing words, propositions, or other conceptual entities.
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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.
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