Professional Documents
Culture Documents
by Bill Wall
In 1847, a quantity of
splendid furniture was
made in Birmingham,
England, for Isabella II
(1830-1904), queen of
Spain. Some of the
items made were chess
tables for the Queen.
(source: Scientific
American, Jun 5, 1847,
Vol 2, #37, p. 296)
There is an article on
William Caxton (1422-
1491), thought to be the
first person to introduce
a printing press into
England. He came to
England in 1447 and set
up a press in
Westminster under the
patronage of the
Westminster abbot. The
first book he produced
was a book related to
the game of chess. It
was a translation from a
Latin compilation
entitled Dicetes and
Sayings. Altogether, he
produced 64 works.
(source: Scientific
American, Jul 3, 1847,
Vol 2, #41, p. 326)
An article appeared on
automatons. For a
while, Wolfgang von
Kempelen (1734-1804)
overshadowed the fame
of Jacques de
Vaucanson (1709-
1782), but Kempelen
relied on trickery more
than mechanical
invention, which were
the characteristics of the
automaton chess player.
The real chess player
was a living one.
Vaucanson create a
number of impressive
and innovative
automata. He was also
the first man to design
an automatic loom, but
never developed the
idea. (source: Scientific
American, Jun 3, 1848,
Vol 3, # 37, p. 296)
An article appeared on
the invention of chess.
Mr. de Basterot, of
France, edited a work
upon the game of chess.
Among other
particulars, he informed
his readers, on good
authority, that chess was
invented during the 6th
century, by an Indian
Brahmin, called Sissa,
who presented his
invention to the
reigning monarch,
Sirham. Sissa requested,
as a reward, on grain of
wheat for the first
square, two grains for
the second, and four for
the third, and so on, in
geometric progression,
up to the 64th square.
To reach the amount of
this humble request, the
author informed his
readers, would require
the entire wheat crop of
France for 140 years.
Instead of 140 years, it
would take over
360,000 years for the
purpose, allowing the
annual wheat crop of
France to be 100
million bushels.
(source: Scientific
American, Apr 16,
1853, Vol 8, # 31)
A portable writing
apparatus designed for
soldiers was patented. It
was an apparatus
combining amusement
and utility for the
soldier. It was a light tin
cylinder, 9 inches in
length, and less than 3
inches in diameter. It
contained a writing
table, paper, ink, pen,
pencil, postage stamps
and envelopes, a chess
board, and chessmen.
The apparatus was
patented (Patent No.
34,168) through the
Scientific American
Patent Agency on
January 14, 1862. The
inventor was H. C.
Small of East
Limington, Maine.
(source: Scientific
American, Mar 1, 1862,
Vol 6, # 9, p. 129)
An article appeared
about Paul Morphy. It
mentioned that he just
returned from Paris to
New Orleans. He went
to Paris about 4 years
ago as a loyal man, beat
all the Europeans at
chess, and was flattered
and honored immensely.
He made has late visit
as a rebel, got beaten at
chess, and attracted no
attention whatever.
(source: Scientific
American, Apr 9, 1864,
Vol. 10, # 15, p. 227)
In Scientific American
Supplement # 87, there
was a sketch and an
article on Mrs. John W.
Gilbert (1837-1900) of
Hartford, Connecticut,
considered the Queen of
Chess. She was
considered the most
accomplished lady
chess player living.
Several of her
correspondence games
were included. (source:
Scientific American
Supplement # 87, Sep 1,
1877, p. 1390)
In Scientific American
Supplement # 88, there
was a sketch of chess
problemist W.
Ballantine and two of
his chess problems. A
Paulsen-Morphy game
was annotated. Loyd
called the 1857 chess
congress the Third
American Chess
Congress, when it was
the first American
Chess Congess. (source:
Scientific American
Supplement # 88, Sep 8,
1877)
In Scientific American
Supplement # 89, there
was an article on the
Leipzig Chess
Congress, won by Louis
Paulsen. There was also
a sketch of Adolph
Anderson (it should
have been Adolf
Anderssen) and one of
his games (source:
Scientific American
Supplement # 89, Sep
15, 1877)
In Scientific American
Supplement #90, there
was a column called
"Scientific American
Chess Record." It was
column on Wilhelm
Steinitz with a portrait
of Steinitz playing
chess. The drawing had
the chess board reversed
(black square to the
right instead of the
white square to the
right). (source:
Scientific American
Supplement #90, Sep
29, 1877)
In Scientific American
Supplement #117, Sam
Loyd described Louis
Charles de la
Bourdonnais and his
plaster cast of his head,
along with a sketch.
(source: Scientific
American Supplement
#117, Apr 6, 1878)
In Scientific American
Supplement, No. 126,
there is an article called
"The New Automaton
Chess Player." It
described a new chess
automaton built by Mr.
C.G. Gumpel of
London, called
"Mephisto." (source:
Scientific American
Supplement, No. 126,
Jun 1, 1878)
In Scientific American
Supplement, No. 131,
there is an article called
"Rousseau As a Chess
Player." It described
Jean Jacques Rousseau's
daily chess play at the
Café de la Regence and
elsewhere. (source:
Scientific American
Supplement, No. 131,
Jul 6, 1878)
An article called
"Memory in Chess
Playing," appeared in
Scientific American. It
stated that wonderful as
are the feats of chess-
players who can work
out a game or a series of
games without seeing
the board, there is
nothing really
remarkable in them.
When once mastered,
the trick is not only
fairly easy of
performance, but the
fact that the process is
purely mental rather
facilitates than impedes
the action of the mind.
To the "blindfold"
chessplayer, there is
present a mental picture
of the board with the
pieces in position. He
can change the position
of the men as easily as
he can think, and after
he has mastered the
difficulty of fixing the
mental picture, it is
distinctly before him.
As a rule, chess-players
are mental-picture-
readers, and can at
pleasure call up any one
of several pictures of
boards as they last
conceived them. The
most difficult feat is to
play two or three games
simultaneously
blindfold, the moves
made by their
opponents being told
them in close sequence
and their own moves
being directed after all
the reports of the
proceedings of their
opponents have been
received. (source:
Scientific American,
Dec 10, 1881, Vol. 45, #
24, p. 378)
Dr Wurstenberger of
Zurich, Switzerland,
constructed an electrical
machine that records the
movement of chess men
on the usual board as
the game of chess is
being played. The
record (reference
figures and numbers) is
printed on an article
strip. A print is made
when a chessman is
taken up or removed
from the board; also,
when set down on the
board. The pieces are
provided with plugs
which fit
correspondingly in
holes of the board. The
plugs of the white
pieces are made of
wood, and those of the
black pieces are made
of metal. The record is
transmitted to the
printing apparatus by
means of electricity,
there being 64-sparate
wires joined into a cable
(source: Scientific
American, Feb 18,
1888, Vol. 58, # 7, p. 97
and Western Electrician,
Feb 4, 1888, pp. 57-58)
An article appeared in a
Scientific American
supplement called
"Torres and His
Remarkable Automatic
Devices: He Would
Substitute Machinery
for the Human Mind." It
described the electrical
connections of an
automatic chess player
designed by Leonardo
Torres y Quevedo
(1852-1936). He called
it El Ajedrecista, which
first appeared in public
in 1914. It used a
mechanical arm to
makes its moves and
electrical sensors to
detect its opponent's
replies in a King vs.
King + Rook endgame.
The writer of the article
was worried that
machinery might
someday substitute for
the human mind.
(source: Scientific
American, Supplement
80, Nov 6, 1915, p.
296)
N. Gibbins published an
article called "Chess in
Three and Four
Dimensions." (source:
The Mathematical
Gazette, May 1944,
pp.46-50)
R. Pakenham-Walsh
published an article
called "Chess as a Form
of Recreational
Therapy." Although
chess sets are usually to
be found in the games
cupboards of the male
wards of a mental
hospital, it is a rare
sight to see two patients
indulging in this game.
Nevertheless, it may be
a humiliating
experience for any
medical officer to
challenge a patient to a
match unless he is a
fairly good player.
(source: Journal of
Mental Science, Jan
1949, Vol. 95, # 398,
pp. 203-204)
A Scientific American
article called "A Chess-
Playing Machine" by
Claude E. Shannon
(1916-2001) was
published. The article
was concerned with the
problem of constructing
a computing routine or
"program" for a
computer to enable it to
play chess. This was the
first appearance of
Shannon's technical
paper on computer
chess. It was the earliest
appearance of an
attempt to understand
the necessities of a
computer for playing
chess. A more technical
and longer article,
"Programming a
Computer for Playing
Chess," by Shannon
appeared in the
Philosophical
Magazine, March 1950.
(source: Scientific
American, Feb 1, 1950,
Vol. 182, # 2, pp. 48-
51)
Grandmaster Reuben
Fine (1914-1993)
published an article
called "Psychoanalytic
observations on chess
and chess masters." The
literature showed
agreement that a
combination of
homosexual and hostile
impulses was
sublimated in chess.
Chess became a means
of working out the son-
father rivalry. Chess lent
itself to conflicts
surrounding aggression.
Chess offered libidinal
and ego gratifications.
There was no clear-cut
type of chess player.
The ego of the chess
player was in many
respects the opposite of
that of the overt
homosexual. The ego
weakness of the chess
player was mainly in an
accentuation of the
narcissistic factor. The
all-important and weak
King stood for the boy's
penis in the phallic
stage, the self-image of
the man, and the father
cut down to the boy's
size. Chess players were
men drawn chiefly from
intellectual and
scientific fields. The
personalities of nine
world chess champions
of the past century were
described. (source:
Psychoanalysis, Vol 4, #
3, pp. 7-77, 1956)
J. Kister, P. Stein, S.
Ulam, W. Walden, and
M. Wells (all from Los
Alamos Scientific Lab)
published an article
called "Experiments in
Chess." The aim of the
article was to report on
some experiments
performed on a fast
computing machine, the
MANIAC I, on the
coding of computers to
play the game of chess.
It was not their belief
that a machine would be
made in the near future
which could be coded to
beat a strong player.
(source: Journal of the
ACM, Vol. 4 # 2, April
1957, pp. 174-177)
In 1959, Martin
Gardner (1914-2010)
wrote a column in
Scientific American
called "Sam Loyd:
America's Greatest
Puzzlist." Gardner
wrote, "For ten years
Loyd apparently did
little except push chess
pieces about on a
chessboard. At that time
chess was enormously
popular... During the
next five years his
output of chess puzzles
was so prodigious that
he became known
throughout the chess
world... In 1877 and
1878 Loyd wrote a
weekly chess page for
Scientific American
Supplement, beginning
each article with an
initial letter formed by
the pieces of a chess
problem.
In a Scientific American
article, Martin Gardner,
in his Mathematical
Games column,
mentioned hexapawn.
Gardner invented the
game using a 3x3
chessboard. (source:
Scientific American,
Mar 1, 1962)
In Scientific American,
there was a column,
written by Martin
Gardner, called
"Mathematical Games"
which covered
problems that were built
on the knight's move in
chess. (source:
Scientific American,
Oct 1, 1967, Vol. 217, #
4)
Richard Greenblatt,
Donald Eastlake, and
Stephen Crocker (all
from MIT) published a
paper called "The
Greenblatt chess
program." Since mid-
November 1966 a chess
program was under
development at the
Artificial Intelligence
Laboratory of Project
MAC at M.I.T. This
paper described the
state of the program as
of August 1967 and
gave some of the details
of the heuristics and
algorithms employed.
(source: Proceedings of
the AFIPS Computer
Conference, pp. 801-
810, November 1967)
F. L. Moullen wrote an
article called "Chess
and the Computer."
(source: Datamation,
Vol. 14, # 4, April 1968,
pp. 52-68).
In 1969, Martin
Gardner wrote a column
in Scientific American
called "The Eight
Queens and Other
Chessboard
Diversions."
In Scientific American,
there was a column,
written by Martin
Gardner, called
"Mathematical Games"
which discussed lessons
from Dr. Matrix in
chess and numerology.
(source: Scientific
American, Jan 1, 1971,
Vol. 224, # 1)
In Scientific American,
Martin Gardner's
"Mathematical Games"
column included
challenging chess tasks.
(source: Scientific
American, May 1,
1972)
An article called
"Perception in Chess,"
by William Chase and
Herbert Simon appeared
in Cognitive
Psychology. The
authors developed a
technique for isolating
and studying the
perceptual structures
that chess players
perceive. Three chess
players of varying
strength - from master
to novice - were
confronted with two
tasks: ( 1) A perception
task, where the player
reproduces a chess
position in plain view,
and (2) short-term recall
task, where the player
reproduces a chess
position after viewing it
for 5 sec. The
successive glances at
the position in the
perceptual task and long
pauses in the memory
task were used to
segment the structures
in the reconstruction
protocol. The size and
nature of these
structures were then
analyzed as a function
of chess skill. By
analyzing an expert
player's eye movements,
it had been shown that,
among other things, he
is looking at how pieces
attack and defend each
other. But we know
from other
considerations that he is
seeing much more. The
authors' work was
concerned with just
what the expert chess
pIayer perceives.
(source: Cognitive
Psychology, Jan 1973,
Vol. 4, # 1, pp. 55-81)
In Scientific American,
there was an article
called "An Advice-
Taking Chess
Computer" by Albert
Zobrist and Frederic
Carlson. The cover of
Scientific American had
a chess problem on the
cover. (source:
Scientific American,
Jun 1, 1973, Vol. 228, #
6, pp. 92-105)
D. Cooper and E.
Kozdrowski wrote an
article called, "COKO
III: The Cooper-
Kozdrowicki Chess
Program." This paper
discussed the "tree-
searching catastrophe"
as a natural
phenomenon that
plagued selective tree
searching for both man
and machine. In
addition, so-called
"interminimal-game
communication" was
considered as a natural,
powerful procedure
frequently used by
humans to guide their
selective search and as a
point of emphasis for
future development. It
was concluded that
COKO's development
was just beginning, with
no immediate barriers to
progress, and no lack of
ideas for improvement.
(source: International
Journal of Man-
Machine Studies, # 6,
1974, pp. 627-699)
In Scientific American,
Martin Gardner
reported a computer
program had been
running for months at
MIT and had
determined the best first
move in chess was
"Pawn to Queen Rook
Four." It was an April
Fool's joke. (source:
Scientific American,
Apr 1, 1975, Vol 228, #
4)
In Scientific American,
Martin Gardner, in his
Mathematical Games
column, posed the
following problem:
"What is the smallest
number of queens you
can put on an n x n
chessboard such that no
queen can be added
without creating three in
a row, a column, or a
diagonal?" (source:
Scientific American,
Oct 1, 1976)
David Levy wrote an
article called,
"Computers Are Now
Chess Masters." He
gave a history of chess
computers and how
computers have
different strengths and
weaknesses. He also
discussed how he
played against
computers. (source:
New Scientist, Jul 27,
1978, pp. 256-258)
In Scientific American,
there was a column,
written by Martin
Gardner, called
"Mathematical Games"
that discussed chess
problems on a higher
plane, including mirror
images, rotations, and
the superqueen.
(Scientific American,
Jun 1, 1979, Vol. 270)
Arthur L. Robinson
wrote an article called,
"Tournament
Competition Fuels
Computer Chess." A
chess diagram was
produced wrong, with a
missing pawn. (source:
Science, Vol. 204, #
4400, Jun 29, 1979, pp.
1396-1398)
In Scientific American,
there was a column
called "Computer
Recreations: The King
(A Chess Program) is
Dead, Long Live the
King (A Chess
Machine)" by
Alexander Dewdney. It
was an article about the
1985 North American
Computer Chess
Championship, held in
Denver. The computers
were: Awit, Bebe,
Chaos, Cray Blitz,
Hitech, Intelligent
Software, Lachex,
Ostrich, Phoenix, and
SPOC. Hitech won that
year. (source: Scientific
American, Feb 1, 1986)
In Scientific American,
there was an article
called "Deep Thought."
(source: Scientific
American, Apr 1, 1989,
Vol. 260, # 4)
A. Robison, B. Hafner,
and S. Skiena published
an article called, "Eight
Pieces Cannot Cover a
Chess Board." The
problem of maximizing
the number of squares
on a chess board which
can be attacked by a
configuration of the 8
main pieces was first
posed in 1849. The
paper reported on a
computer search which
proves that at most, 63
squares can by
simultaneously
attacked, and the
authors give results for
other variations of the
problem. (source: The
Computer Journal, Vol.
32, # 6, 1989)
In Scientific American,
an article by Lewis
Stiller showed that a
computer found a
solution of a king, rook,
and bishop checkmating
a king and two knights
in 223 moves. The
computer worked 5
hours, considering 100
billion moves by
retrograde analysis —
working backward from
a winning position.
(source: Scientific
American, Nov 1,
1991)
S. Fried published an
article called "Chess: a
psychoanalytic tool in
the treatment of
children." The author
proposed a theoretical
rationale for the clinical
application of chess
instruction to the
psychoanalytic process
in working with inner
city children and
adolescents who may
present particular
resistance to the focus
on verbal
communication in
traditional therapy. The
chess pieces were seen
as embodying parental
symbols and the
competition of the game
was seen as
symbolizing Oedipal
issues. Transference
phenomena in the
relationships of students
to the instructor were
discussed and learning
effective strategies of
play was related to
developing impulse
control. A case study
was described of an
aggressive male pre-
adolescent special
education student who
benefited from this
intervention. (source:
International Journal of
Play Therapy, Vol. 1, #
1, pp. 43-51, 1992)
W. Schneider, H.
Gruber, A. Gold, and K.
Opwis wrote an article
called, "Chess Expertise
and Memory for Chess
Positions in Children
and 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. (source:
Journal of Experimental
Child Psychology, Vol.
56, # 3, Dec 1993, pp.
328-349)
In Scientific American,
there was an article by
Ian Stewart in its
mathematical recreation
department called
"Playing Chess on a Go
Board." The Puzzles
and Games Ring of the
Archimedean Society at
the University of
Cambridge invented a
way to play chess on a
go board. (source:
Scientific American,
Nov 1, 1994, Vol. 271, #
5, pp. 108-111)
In Scientific American,
there was an article in
the Mathematics
Recreations Department
called "The Never-
Ending Chess Game" by
Ian Stewart. It talks
about recent computer
analysis that can force a
win in the endgame, but
involves making more
than 50 moves without
capturing any pieces or
moving pawns. (source:
Scientific American,
Oct 1, 1995)
In Scientific American,
there was an article
called "The Deep Blue
Team Plots Its Next
Move" by John Horgan.
Horgan interviewed the
Deep Blue team at IBM
for Scientific American.
(source: Scientific
American, Mar 8,
1996)
In Scientific American,
there was an article by
Corey Powell called
"Kasparov vs. Deep
Blue." The latest Deep
Blue computer was an
IBM RS/6000 SP* that
incorporated 32
processors effectively
functioning as 512; the
company claimed an
evaluation speed of 200
million moves per
second. In a further
attempt to humanize the
computer's chess
moves, the Dee Blue
team brought in GM
Joel Benjamin, a former
U.S. champion, as a
consultant and mentor.
His strategic advice was
being folded into the
computer's updated
software in an attempt
to blunt the intuitive
skills that enabled
Kasparov to defeat the
computer last time
around. Before the
match, Kasparov said,
"The computer will
calculate better than any
human being in the
world. But there is
something beyond
calculation--it's your
understanding of the
nature of chess."
(source: Scientific
American, Apr 21,
1997)
In 2000, Reingold,
Charness, Pomplun, and
Stampe employed eye
movement-monitoring
techniques in order to
provide direct evidence
for the hypothesis that a
perceptual advantage is
a fundamental
component of chess
skill. They predicted
that the perceptual
advantage accruing to
master chess players
would be reflected in a
larger view span for
chess-related visual
patterns, but not for
patterns unrelated to
chess. The encoding of
chunks rather than
individual pieces by
chess masters would
result in fewer fixations,
and fixations between
rather than on
individual pieces. Prior
research on eye
fixations in chess has
shown differences in
variables such as
fixation duration and
coverage of the
chessboard. Previous
studies showed that the
chess master has an
advantage in immediate
memory for chess-
related information
following a very brief
exposure to an
unfamiliar position.
This study extended the
findings by showing
that masters have an
advantage in extracting
perceptual information
in an individual
fixation. For check-to-
the-king detection, the
master extracts the
necessary interpiece
relations from both the
foveal (part of the retina
that permits 100%
visual acuity) and
parafoveal (region of
the retina that covers 10
degrees radius around
the fovea) regions.
Advanced chess skill
attenuates change
blindness by improving
target detection in
meaningful, but not
scrambled, chess
configurations, and this
effect is due to greater
span size relative to
less-skilled chess
players. (source:
"Visual Span in expert
chess players: Evidence
From Eye Movements,"
Psychological Science,
Vol. 12, # 1, January
2001)
In Scientific American,
there was an article
called "Brain Study
Shows Grandmaster
Chess Players Think
Differently Than
Amateurs Do" by
Harald Franzen. The
conclusion was that
grandmaster chess
players tap into
different parts of their
brains than amateurs do
when plotting their next
move. (source:
Scientific American
Online, Aug 9, 2001)
A news article in
Science, entitled
"CERN Wins Atomic
Lab Chess Crown,"
mentioned that CERN's
scientists were several
times better in chess
than Fermilab
physicists. The CERN
chess team beat the
Fermilab chess team
over the Internet in
November 2001,
scoring 11.5 to 5.5.
(source: SCIENCE, Vol
294, # 5549, Dec 7,
2001, p. 2087)
J. Joireman, C. Fick,
and J. Anderson wrote
an article called,
"Sensation Seeking and
Involvement in Chess."
The study examined the
relationship between
scores on the Sensation
Seeking Scale, and
involvement in chess
within a sample of 112
college students.
Students who reported
having played chess,
and those with more
chess experience,
evidenced higher scores
on both the Total SSS
and the Thrill and
Adventure Seeking
(TAS) subscale, effects
which were independent
of gender. Higher scores
on Disinhibition were
also associated with
greater chess
experience. The results
provided further support
for the validity of the
TAS scale with regard
to involvement in
sports, and suggested
that more attention be
directed to the link
between sensation
seeking and
involvement in low-
risk, but theoretically
relevant, sporting
activities. (source:
Personality and
Individual Differences,
Vol 32, # 3, Feb 2002,
pp. 509-515)
Christian Ewerhart
wrote a paper called,
"Backward Induction
and the Game —
Theoretic Analysis of
Chess." This paper
scrutinized various
stylized facts related to
the minmax theorem for
chess. The author first
pointed out that, in
contrast to the prevalent
understanding, chess is
actually an infinite
game, so that backward
induction does not
apply in the strict sense.
Second, the author
recalled the original
argument for the
minmax theorem of
chess—which is
forward rather than
backward looking. Then
it was shown that,
alternatively, the
minmax theorem for the
infinite version of chess
could be reduced to the
minmax theorem of the
usually employed finite
version. (source: Games
and Economic
Behavior, Vol. 39, # 2,
May 2002, pp. 206-
214)
In 2004, an article
called "Chess Masters'
Hypothesis Training,"
written by Michelle
Cowley and Ruth
Byrne, was published.
The article deals with
the way in which chess
experts gain the edge
over opponents by
falsifying their own
ideas, while chess
novices'' optimism
usually leads to a
crushing defeat. The
two cognitive scientists
decided to study how
different chess players
decide whether their
move strategies will be
winners or losers. They
found that novices were
more likely to convince
themselves that bad
moves would work out
in their favor, because
they focused more on
the countermoves that
would benefit their
strategy while ignoring
those that led to the
downfall of their
cherished hypothesis.
Chess masters were
readily able to falsify
their plans. They
generated move
sequences that falsified
their plans more readily
than novice chess
players, who tended to
confirm their plans.
(source: Proceedings of
the Annual Meeting of
the Cognitive Science
Society, Vol. 26, 2004)
L. Bourzutschky, J.
Tamplin, and G.
Haworth wrote an
article called "Chess
Endgames: 6-Man Data
and Strategy." While
Nalimov's endgame
tables for chess are the
most used today, their
Depth-to-Mate metric is
not the most efficient or
effective in use. The
authors have developed
and used new programs
to create tables to
alternative metrics and
recommend better
strategies for endgame
play. (source:
Theoretical Computer
Science, Vol. 349, # 3,
Dec 14, 2005, pp. 140-
157)
In Scientific American,
there was an article
called "Flipping Colors"
by Dennis Shasha. It
discussed the knight's
tour and a new puzzle
with the knight moving
two squares vertically
and one horizontally
without jumping. The
walk flips the colors of
all the squares. (source:
Scientific American
Online, Oct 20, 2006)
R. Grabner, E. Stern,
and A. Neubauer wrote
a research articled
called, "Individual
Differences in Chess
Expertise: A
Psychometric
Investigation." Starting
from controversies over
the role of general
individual
characteristics
(especially intelligence)
for the attainment of
expert performance
levels, a comprehensive
psychometric
investigation of
individual differences in
chess expertise was
presented. A sample of
90 adult tournament
chess players of varying
playing strengths (1311
—2387 ELO) was
screened with tests on
intelligence and
personality variables; in
addition, experience in
chess play, tournament
participation, and
practice activities were
assessed. Correlation
and regression analyses
revealed a clear-cut
moderate relationship
between general
intelligence and the
participants' playing
strengths, suggesting
that expert chess play
does not stand in
isolation from superior
mental abilities. The
strongest predictor of
the attained expertise
level, however, was the
participants' chess
experience which
highlights the relevance
of long-term
engagement for the
development of
expertise. Among all
analyzed personality
dimensions, only
domain-specific
performance motivation
and emotion expression
control incrementally
contributed to the
prediction of playing
strength. In total,
measures of chess
experience, current
tournament activity,
intelligence, and
personality accounted
for about 55% of
variance in chess
expertise. The present
results suggested that
individual differences in
chess expertise are
multifaceted and cannot
be reduced to
differences in domain
experience. (source:
Acta Psychologica, Vol.
124, # 3, March 2007,
pp. 398-420)
M. Bilalic, P. McLeod,
and F. Gobet wrote an
article called,
"Personality Profiles of
Young Chess Players."
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 presented the
personality profiles of
219 young children who
play chess and 50 of
their peers who do not.
Children who score
higher on
Intellect/openness and
Energy/extraversion
were more likely to play
chess while children
who score higher on
Agreeableness were less
likely to be attracted to
chess. Boys with higher
scores on Agreeableness
were less likely to take
up chess than boys with
lower scores.
Considering that girls
score higher on
Agreeableness, this
factor may provide one
of the possible reasons
why more boys are
interested in chess. A
sub-sample of 25 elite
players had
significantly higher
scores on
Intellect/openness than
their weaker chess
playing peers. (source:
Personality and
Individual Differences,
Vol. 42, # 6, April 2007,
pp. 901-910)
A. de Bruin, R. Rikers,
and H. Schmidt wrote
an article called, "The
Effect of Self-
Explanation and
Prediction on the
Development of
Principled
Understanding of Chess
in Novices." The study
was designed to test the
effect of self-
explanation and
prediction on the
development of
principled
understanding of
novices learning to play
chess. First-year
psychology students,
who had no chess
experience, first learned
the basic rules of chess
and were afterwards
divided in three
conditions. They either
observed, predicted, or
predicted and self-
explained the moves of
the computer playing a
chess endgame of King
and Rook against King.
Finally, in the test
phase, participants had
to play the endgame
against the computer
and were required to
checkmate the opponent
King. Apart from their
test performance, the
conditions were
compared on quality of
move predictions in the
learning phase. The
self-explanation
condition showed better
understanding of the
endgame principles than
the two other
conditions, as indicated
by the move predictions
in the learning phase
that more often
exemplified correct
application of chess
principles. Moreover,
participants in the self-
explanation condition
more often checkmated
the black King in the
test phase than
participants in the two
other conditions.
However, no differences
emerged between the
prediction and
observation condition.
This study showed that,
even for novices,
providing self-
explanations stimulates
the discovery of domain
principles of chess.
(source: Contemporary
Educational
Psychology, Vol. 32, #
2, Apr 2007, pp. 188-
205)
In Scientific American,
there was an article
called "Silicon
Smackdown." It was
about a new Go
algorithm that would be
able to beat humans. It
started out, "A decade
ago IBM's chess
program, Deep Blue,
beat world champion
Garry Kasparov in a
six-game match. The
event marked a
milestone, forcing to
yield dominance of yet
another strategic
diversion — Go."
(source: Scientific
American Online, Jun 1,
2007)
M. Bilialic, P. McLeod,
and F. Gobet wrote an
article called, "Does
Chess Need
Intelligence? — A
Study with Young
Chess players."
Although it is widely
acknowledged that
chess is the best
example of an
intellectual activity
among games, evidence
showing the association
between any kind of
intellectual ability and
chess skill has been
remarkably sparse. One
of the reasons is that
most of the studies
investigated only one
factor (e.g.,
intelligence), neglecting
other factors relevant
for the acquisition of
chess skill (e.g., amount
of practice, years of
experience). The
present study
investigated the chess
skill of 57 young chess
players using measures
of intelligence (WISC
III), practice, and
experience. Although
practice had the most
influence on chess skill,
intelligence explained
some variance even
after the inclusion of
practice. When an elite
subsample of 23
children was tested, it
turned out that
intelligence was not a
significant factor in
chess skill, and that, if
anything, it tended to
correlate negatively
with chess skill. This
unexpected result is
explained by a negative
correlation between
intelligence and practice
in the elite subsample.
The study demonstrated
the dangers of focusing
on a single factor in
complex real-world
situations where a
number of closely
interconnected factors
operate. (source:
Intelligence, Vol 35, # 5,
Sep-Oct 2007, pp. 457-
470)
M. Bilalic, P. McLeod,
and F. Gobet wrote an
article called,
"Inflexibility of Experts
— Reality or Myth?
Quantifying the
Einstellung Effect in
Chess Masters." How
does the knowledge of
experts affect their
behavior in situations
that require unusual
methods of dealing?
One possibility is that
an increase in expertise
can lead to inflexibility
of thought due to
automation of
procedures. Yet another
possibility, based on
expertise research, is
that experts' knowledge
leads to flexibility of
thought. The authors
tested these two
possibilities in a series
of experiments using
the Einstellung (set)
effect paradigm. Chess
players tried to solve
problems that had both
a familiar but non-
optimal solution and a
better but less familiar
one. The more familiar
solution induced the
Einstellung (set) effect
even in experts,
preventing them from
finding the optimal
solution. The presence
of the non-optimal
solution reduced
experts' problem-
solving ability was
reduced to about that of
players three standard
deviations lower in skill
level by the presence of
the non-optimal
solution. Inflexibility of
thought induced by
prior knowledge (i.e.,
the blocking effect of
the familiar solution)
was shown by experts
but the more expert they
were, the less prone
they were to the effect.
Inflexibility of experts
is both reality and myth.
But the greater the level
of expertise, the more of
a myth it becomes.
(source: Cognitive
Psychology, Vol. 56, #
2, Mar 2008, pp. 73-
102)
A. Fernandez and A.
Salmeron wrote an
article called,
"BayesChess: A
Computer Chess
Program Based on
Bayesian Networks. In
this paper, the authors
introduce a chess
program able to adapt
its game strategy to its
opponent, as well as to
adapt the evaluation
function that guides the
search process
according to its playing
experience. The
adaptive and learning
abilities have been
implemented through
Bayesian networks (a
type of probabilistic
graphical model). The
authors show how the
program learns through
an experiment
consisting on a series of
games that point out
that the results improve
after the learning stage.
(source: Pattern
Recognition Letters,
Vol. 29, # 8, June 1,
2008, pp. 1154-1159)
G. Campitelli and F.
Gobet wrote an article
called, "The Role of
Practice in Chess: A
Longitudinal Study."
The authors
investigated the role of
practice in the
acquisition of chess
expertise by submitting
a questionnaire to 104
players of different skill
levels. Players had to
report their chess rating,
the number of hours of
individual and group
practice, their use of
different learning
resources and activities,
and whether they had
been trained by a coach.
The use of archival data
enabled the authors to
track the rating of some
of the players
throughout their career.
The authors found that
there was a strong
correlation between
chess skill and number
of hours of practice.
Moreover, group
practice was a better
predictor of high-level
performance than
individual practice. The
authors also found that
masters had a higher
chess rating than expert
players after only three
years of serious
dedication to chess,
although there were no
differences in the
number of hours of
practice. The difference
that may explain the
variation in rating is
that masters start
practicing at an earlier
age than experts.
Finally, the authors
found that activities
such as reading books
and using computer
software (game
databases, but not
playing programs) were
important for the
development of high-
level performance.
Together with previous
data and theories of
expert performance, the
authors' results
indicated limits in the
deliberate practice
framework and made
suggestions on how best
to carry out learning in
chess and in other
fields. (source: Learning
and Individual
Differences, Vol. 18, #
4, 4th Quarter 2008, pp.
446-458)
In Scientific American,
there was an article
called "Men's Chess
Superiority Explained"
by Karen Hopkin. A
study by the Royal
Society found that
men's superiority over
women at chess at the
top levels could be
explained by population
size. (source: Scientific
American Online, Dec
29, 2008)
N. Troubat, M. Fargeas-
Gluck, M. Tulppo, and
B. Dugue wrote an
article called, "The
Stress of Chess Players
as a Model to Study the
Effects of Psychological
Stimuli on
Physiological
Responses." The
authors studied the
physiological
consequences of the
tension caused by
playing chess in 20
male chess players, by
following heart rate,
heart rate variability,
and respiratory
variables. They
observed significant
increase in the heart rate
(75—86 beats/min), in
the ratio low frequency
(LF)/high frequency
(HF) of heart rate
variability (1.3—3.0)
and also a decrease in
mean heart rate
variability with no
changes in HF
throughout the game.
These results suggested
a stimulation of the
sympathetic nervous
system with no changes
in the parasympathetic
system. The respiratory
exchange ratio was
rather elevated (over
0.89) at the start and
significantly decreased
during the game (0.75 at
the end), indicating that
energy expenditure
progressively switched
from carbohydrate to
lipid oxidation. The
changes in substrate
oxidation and the
sympathetic system
seem to be due to high
cognitive demands and
bring new insight into
adaptations to mental
strain. (source:
European Journal of
Applied Physiology,
Feb 2009, Vol. 105, # 3,
pp. 343-349)
In Scientific American,
there was an article by
Laura Vanderkam called
"Tamir Druz: From
Risking Check in Chess
to Checking Risk in
Energy Futures." A
1989 Westinghouse
finalist, Tamir Druz,
studied how elite chess
players choose moves
and if creativity could
predict chess expertise.
Now he advised
companies on how to
think about the price of
power. (source:
Scientific American
Online, Apr 20, 2009)
In Cognitive Science,
there was an article by
M. Bilalic and F. Gobet
entitled, "The Influence
of Instruction on Chess
Expert Perception."
When expert chess
players were instructed
to match problems
based on similarities at
the abstract level
(analogy), they
produced more abstract
pairs than pairs based
on concrete similarity.
However, the same
experts produced more
concrete pairs than
abstract one when
instructed to match the
problems base on
concrete similarity.
(source: Cognitive
Science, Vol 33, # 5, pp.
753-747, 2009)
R. Solak and V,
Vuckovic published an
article called, "Time
Management During a
Chess Game." During a
chess game, there are
two important resources
that each player
possesses. One is
material i.e., the pieces
that are at his disposal.
The other is the time
shown on the clock.
Until now, efforts that
have been invested in
the development of
chess programs were
mostly directed towards
evaluation functions
and algorithms for
searching the state
space, while time
management did not
receive much attention.
In this article, the
authors considered six
models for time
management. They
experimented with them
and succeeded in
improving the
performance of such
sophisticated programs
as RYBKA and
SHREDDER. (source:
ICGA Journal, Vol. 32,
# 4, pp. 206-220, 2009)
Francis Mechner
published an article
called "Chess as a
Behavioral Model for
Cognitive Skill
Research." This work
on chess played without
sight of the pieces was a
psychologist's
examination of this
topic and of chess skill
in general, including a
detailed and
comprehensive
historical account. This
review built on Hearst
and Knott's assertion
that chess can provide a
uniquely useful model
for research on several
issues in the area of
cognitive skill and
imagery. A key issue
was the relationship
between viewing a
stimulus and mental
imagery in the light of
blindfold chess masters'
consistent reports that
they do not use or have
images. This review
also proposed a
methodology for
measuring and
quantifying an
individual's skill
shortfall from a
theoretical maximum.
This methodology,
based on a 1951
proposal by Claude
Shannon, was
applicable to any choice
situation in which all
the available choices are
known. The proposed
"Proficiency" measure
reflected the equivalent
number of "yes—no"
questions that would
have been required to
arrive at a best choice,
considering also the
time consumed. (source:
Journal of the
Experimental Analysis
of Behavior, Vol. 94, #3,
2010, pp. 373-386)
S. Vollstaedt-Klein, O.
Grimm, P. Kirsch, and
M. Bilalic wrote an
article called,
"Personality of Elite
Male and Female Chess
Players and its Relation
to Chess Skill."
Whereas a lot of studies
examine cognitive
processes in chess
players, personality
profiles of elite chess
players are still not
described well. The aim
of this study was to
examine personality of
strong chess experts and
its influence on chess
skill. The authors tested
elite male and female
chess players with
Freiburg Personality
Inventory Revised (FPI-
R), which also provides
population norms for
males and females. Elite
male players'
personality profile did
not significantly differ
from the population
norms. Female players
were more satisfied
with life, had less
physical complaints and
higher achievement
motivation in
comparison with female
population norms.
Personality was also
related with chess skill
but showed different
patterns in males and
females. Stronger male
players were more
introverted, while the
authors found the
opposite pattern in
female players. These
results indicated that
personality plays an
important role in the
highest level of
complex intellectual
activities. (source:
Learning and Individual
Differences, Vol. 20, #
5, Oct 2010, pp. 517-
521)
An article appeared in
New Scientist called,
"Chess Players Use
Both Side of Brain."
Expert chess players get
ahead by using both
sides of their brain to
process chess tasks, in
contrast to amateurs
who use just one.
(source: New Scientist,
Vol 209, # 2795, Jan 15,
2011, p. 17)
D. Krawczyk, A.
Boggan, M.
McClelland, and J.
Bartlett wrote an article
called "The Neural
Organization of
Perception in Chess
Experts." The human
visual system responds
to expertise, and it has
been suggested that
regions that process
faces also process other
objects of expertise
including chess boards
by experts. The authors
tested whether chess
and face processing
overlap in brain activity
using fMRI. Chess
experts and novices
exhibited face selective
areas, but these regions
showed no selectivity to
chess configurations
relative to other stimuli.
The authors next
compared neural
responses to chess and
to scrambled chess
displays to isolate areas
relevant to expertise.
Areas within the
posterior cingulate,
orbitofrontal cortex, and
right temporal cortex
were active in this
comparison in experts
over novices. The
authors also compared
chess and face
responses within the
posterior cingulate and
found this area
responsive to chess only
in experts. These
findings indicated that
the configurations in
chess were not strongly
processed by face-
selective regions that
are selective for faces in
individuals who have
expertise in both
domains. Further, the
area most consistently
involved in chess did
not show overlap with
faces. Overall, these
results suggested that
expert visual processing
may be similar at the
level of recognition, but
need not show the same
neural correlates.
(source: Neuroscience
Letters, Vol 499, # 2,
July 20, 2011, pp. 64-
69)
Nathan Ensmenger
wrote an article called,
"Is Chess the
Drosophila of Artificial
Intelligence? A Social
History of an
Algorithm." This paper
explored the emergence
of chess as an
experimental
technology, its
significance in the
developing research
practices of the AI
community, and the
unique ways in which
the decision to focus on
chess shaped the
program of AI research
in the 1970s. (source:
Social Studies of
Science, Vol. 42# 1, Feb
2012, pp. 5-30)
A. Linhares, A. Freitas,
A. Mendes, and J. Silva
wrote an article called,
"Entanglement of
Perception and
Reasoning in the
Combinatorial Game of
Chess: Differential
Errors of Strategic
Reconstruction." The
autors questioned Chase
and Simon's (1973)
study concerning the
content of the chess
chunks, and they
conduct a new variation
of the classic chess
reconstruction
experiments, analyzing
25 types of possible
reconstruction errors of
grandmasters, masters,
and beginners. The
differences between the
errors conducted in
poor, intermediate, and
strategically perfect
reconstructions
provided insights
concerning the encoding
of experts. The results
obtained shed clear light
into the debate
concerning the
importance of abstract
thought (i.e., forward
search) vs. perceptual
processes (i.e., pattern
recognition). The
authors claimed that a
clear solution to this
debate is ultimately
unfeasible, as their
experiments
demonstrate high
entanglement of
perception and
reasoning. Their results
provided additional
evidence that analogy is
central to strategic
thought in chess.
(source: Cognitive
Systems Research, Vol.
13, # 1, Mar 2012, pp.
72-86)
Patrik Graensmark
wrote an article called
"Masters of our Time:
Impatience and Self-
Control in High-Level
Chess Games." This
paper presented
empirical findings on
gender differences in
time preference and
inconsistency based on
international, high-level
chess panel data with a
large number of
observations, including
a control for ability.
Due to the time
constraint in chess, it is
possible to study
performance and
choices related to time
preferences. The results
suggested that men play
shorter games on
average and pay a
higher price to end the
game sooner. They also
performed worse in
shorter game compared
to women but better in
longer games.
Furthermore, women
performed worse in
time pressure. The
results were consistent
with the interpretation
that men are more
impatient (with a lower
discount factor) but also
more inconsistent in the
sense that they tend to
be too impatient.
Women, on the other
hand, were more
inconsistent as they tend
to over-consume
reflection time in the
beginning, leading to
time pressure later.
(source: Journal of
Economic Behavior &
Organization, Vol. 82, #
1, April 2012, pp. 179-
191)
C. Bueren, B. Frank, S.
Krabel, and A. Werner
wrote an article called,
"Decision-making in
Competitive Framings
— Strategic Behavior in
Chess Players in Mini-
Ultimatum Game Chess
Puzzles." The authors
introduce a competitive
framing in the mini-
ultimatum game
utilizing chess puzzles.
Therein, their chess-
playing participants
accepted low offers
significantly more often
compared to a neutral
framing. The authors
concluded that in
familiar competitive
surroundings egoistic
behavior is more
acceptable. (source:
Economics Letters, Vol.
115, # 3, June 2012, pp.
356-358)
F. Kazemi, M. Yeklayer,
and A. Abad wrote an
article called
"Investigation the
Impact of Chess Play on
Developing Meta-
Cognitive Ability and
Math Problem-Solving
Power of Student at
Different Levels of
Education." The aim of
this study was to
analyze the effect of
learning of chess play
on developing meta-
cognitive ability and
mathematical problem-
solving capability of
students at various
levels of schooling. To
this end, 86 school-boy
students were randomly
selected and they were
taught chess for six
months, and another
group of 94 students
randomly selected for
the control group. The
subjects were assessed
via meta-cognitive
questionnaire of
Panaoura, Philippou,
and Christou (2003) and
mathematics exams.
The results indicated
that chess player
students showed more
achievement in both
meta-cognitive abilities
and mathematical
problem-solving
capabilities than other
non-chess player
students. In addition, a
positive and significant
relationship was found
between students' meta-
cognitive ability and
their mathematical
problem-solving power.
These results suggested
that chess can be used
as an effective tool for
developing higher order
thinking skills. (source:
Procedia — Social and
Behavioral Sciences,
Vol. 32, 2012, pp. 372-
379)
In Scientific American,
there was an article by
Barry Kaufman called
"From Chess to
Dreams: Interview on
the Creative Writing
Process with Fred
Waitzkin." (source:
Scientific American
Online, Apr 1, 2013)
A. Dreber, C. Gerdes,
and P. Graensmark
wrote an article called,
"Beauty Queens and
Battling Knights: Risk
Taking and
Attractiveness in
Chess." The authors
explored the
relationship between
attractiveness and risk
taking in chess. They
used a large
international panel
dataset on high-level
chess competitions
which includes a control
for the players' skill in
chess. This data was
combined with results
from a survey on an
online labor market
where participants were
asked to rate the photos
of 626 expert chess
players according to
attractiveness. The
authors' results
suggested that male
chess players choose
significantly riskier
strategies when playing
against an attractive
female opponent, even
though this does not
improve their
performance. Women's
strategies were not
affected by the
attractiveness of the
opponent. (source:
Journal of Economic
Behavior &
Organization, Vol. 90,
June 2013, pp. 1-18)
E. Vazquez-Fernandez,
C. Coello, and F.
Troncoso wrote an
article called, "An
Evolutionary Algorithm
with a History
Mechanism for Tuning
a Chess Evaluation
Function." The authors
proposed an
evolutionary algorithm
for tuning the weights
of a chess engine. Most
of the previous work in
this area has normally
adopted co-evolution
(i.e., tournaments
among virtual players)
to decide which players
will pass to the
following generation,
depending on the
outcome of each game.
The authors' method
adjusted the weights of
the evaluation function
of a chess engine
through a database of
chess grandmaster
games. The authors
found that the best
evolved virtual player
without the historical
mechanism played at
2249 rating points. They
found that the best
evolved virtual player
with the historical
mechanism played at
2397 rating points. With
the historical
mechanism, their virtual
players could solve
53.08% of the positions
of chess grandmaster
games. (source: Applied
Soft Computing, Vol.
13, # 7, July 2013, pp.
3234-3247)
An article on
recognizing mental
stress in chess players
was published in one of
the IEEE Proceedings.
The authors presented a
platform for
psychological stress
detection using
physiological sensors
during a chess match.
The sensors were inside
an unobtrusive chest
strap that was worn by a
player during a match.
By playing games on an
Android phone, the
system could apply
machine learning
techniques to the
player's vital sign data
to give important
feedback such as which
moves caused the player
to become stressed
during a match. (source:
2013 Proceedings of
IEEE Southeastcon)
K. Spoerer, T.
Sirivichayakul, and H.
Iida wrote an article
called "Homogeneous
Group Performance in
Chess." The authors
performed experiments
on groups of chess
programs to test the
effect of group size on
performance. They
studied homogeneous
groups (copies of the
same chess program), as
opposed to
heterogeneous groups
(different chess
programs). Groups were
made up of Stockfish.
Simple Majority Voting
was used to
mechanically combine
the individual chess
program's decisions into
a group decision.
Games of chess were
played between groups
of increasing size, and
individual Stockfish
was used as an
opponent. Results
showed that winning
rate increases with
group size. (source:
Procedia Technology,
Vol. 11, 2013, pp. 1272-
1276)
A. Schaigorodsky, J.
Perotti, and O. Billoni
wrote a research paper
called, "Memory and
Long-Range
Correlations in Chess
Games." In this paper
the authors reported the
existence of long-range
memory in the opening
moves of a
chronologically ordered
set of chess games
using an extensive chess
database. They used two
mapping rules to build
discrete time series and
analyzed them using
two methods for
detecting long-range
correlations; rescaled
range analysis and
detrended fluctuation
analysis. They found
that long-range memory
is related to the level of
the players. When the
database was filtered
according to player
levels, they found
differences in the
persistence of the
different subsets. For
high level players,
correlations were
stronger at long time
scales; whereas in
intermediate and low-
level players they
reached the maximum
value at shorter time
scales. This can be
interpreted as a
signature of the
different strategies used
by players with
different levels of
expertise. These results
were robust against the
assignation rules and
the method employed in
the analysis of the time
series. (source: Physica
A: Statistical Mechanics
and its Applications,
Vol. 394, Jan 15, 2014,
pp. 304-311)
In a Scientific American
blog, there was an
article by Barry
Kaufman called "The
Mind of the Prodigy." It
discusses chess, art, and
music prodigies before
the age of 10. (source:
Scientific American,
Feb 10, 2014)
A. de Bruin, E. Kok, J.
Leppink, and G. Camp
wrote an article called,
"Practice, Intelligence,
and Enjoyment in
Novice Chess Players:
A Prospective Study at
the Earliest Stage of a
Chess Career." Previous
studies have generally
found no relation
between IQ and chess
skill in chess experts.
This lack of a relation
could be due to the
influence of practice
being more important
than IQ in chess
expertise. An alternative
explanation is that IQ is
relatively high and
might therefore be
restricted in range in
chess experts. The
current study
investigated the
contribution of practice,
IQ and motivation to
chess performance
prospectively in a group
of young, novice chess
players in which IQ
restriction of range did
not play a role. Children
who entered their first
chess course were asked
to complete weekly
diaries indicating the
amount of practice and
their enjoyment of the
course. IQ and
motivation were
measured using
standardized tests.
Using path analysis, the
authors found that IQ
and practice
independently predicted
chess performance on a
chess test at the end of
the course. Motivation
influenced performance
indirectly, by
moderating the amount
of practice that was
undertaken. The results
indicated that, at the
early stages of expertise
development, IQ and
motivation influence
chess performance.
(source: Intelligence,
Vol 45, July-August
2014, pp. 18-25)
An article appeared in a
drug and alcohol
dependence journal
called, "Motivational
Interviewing Combined
with Chess Accelerates
Improvement in
Executive Functions in
Cocante-Dependent
Patients: A One-Month
Prospective Study." In
cocaine-dependent
individuals, executive
function deficits are
associated with poor
treatment outcomes.
Psychological
interventions and
pharmacological
approaches have
produced only modest
effect sizes. The aim of
this study was to
examine the effects of a
new model of
intervention, which
integrated chess and
motivational
Interviewing, called
Motivational Chess.
The improvement in
working memory was
more significant in the
Motivational Chess
Group than other
groups. The
Motivational chess
intervention was
associated with greater
improvements in
executive functions,
especially working
memory, suggesting that
tailored interventions
focusing on complex
executive functions
accelerated the process
of cognitive recovery
during the initial period
of abstinence. (source:
Drug and Alcohol
Dependence, Vol. 141,
Aug 2014, pp. 79-84)
Soren Riis wrote an
article called, "What
Makes a Chess Program
Original? Revisiting the
Rybka Case." In this
article, the author
considered the
controversial Rybka
chess engine case,
which created a
considerable stir in the
computer chess
community in 2011.
Rybka was, from its
initial public release in
2005 until it was
surpassed in 2010, by
far the strongest chess
engine ever seen. The
question of whether
Rybka was substantially
or slightly copied from
other sources, or a
completely original
work, was still being
debated on forums and
blogs. Since the actual
source code was not
available, the
determination of
whether or not the
program was original
was complex and
involved technical
topics such as reverse
engineering, program
analysis, the abstraction
—filtration—
comparison test and
black box testing such
as ponder-hit analysis.
The question related to
practices for software
development, legal
issues like copyright
law and touches on
innovation and market
leadership. Drawing on
this array of topics, the
author reviewed the
question if and to what
extent Rybka was a
clone/derivative. The
main conclusion was
that the view computer
experts take on this
question was colored by
two different views of
software development,
one that fits
programming in an
academic environment,
one that fits
programming in an
industry environment.
(source: Entertainment
Computing, Vol 5, # 3,
Aug 2014, pp. 189-
204)
J. Hanggi, K. Bruetsch,
A. Siegel, and L.
Jaencke wrote an article
called, "The
Architecture of the
Chess Player's Brain."
The game of chess can
be seen as a typical
example for an
expertise task requiring
domain-specific training
and experience. Despite
intensive behavioral
studies, the neural
underpinnings of chess
performance and
expertise are not
entirely understood. A
few functional
neuroimaging studies
have shown that expert
chess players recruit
different psychological
functions and activate
different brain areas
while they are engaged
in chess-related
activities. Based on this
functional literature, the
authors predicted to find
morphological
differences in a network
comprised by parietal
and frontal areas and
especially the occipito-
temporal junction,
fusiform gyrus, and
caudate nucleus. Twenty
expert chess players and
20 control subjects were
investigated using
voxel-based and
surface-based
morphometry as well as
diffusion tensor
imaging. There was
negative correlation
between caudate
nucleus volume and
years of chess
experience. There was
increased mean
diffusivity in the
superior longitudinal
fasciculus in chess
players. There was
negative correlation
between mean
diffusivity of the
superior longitudinal
fasciculi (SLF) and the
Elo score. To the best of
their knowledge, the
authors showed for the
first time that there are
specific differences in
grey and white matter
morphology between
chess players and
control subjects in brain
regions associated with
cognitive functions
important for playing
chess. (source:
Neuropsychologia, Vol.
62, Sep 2014, pp. 152-
162)
Aek Thanatipanonda
wrote an article called,
"Rook Endgame
Problems in m by n
Chess." The author
considered chess played
on an board (with m and
n arbitrary positive
integers), with only the
two Kings and the
White Rook remaining,
but placed at arbitrary
positions. Using the
symbolic finite state
method, developed by
Thanatipanonda and
Zeilberger, the author
proved that on a 3 x n
board, for almost all
initial positions, White
can checkmate Black in
less than or equal to n +
2 moves, and that this
upper bound is sharp.
He also conjectured that
for an arbitrary m x n
board, with m, n equal
or greater than 4,
(except for (m, n) — (4,
4) when it equals 7), the
number of needed
moves is less than or
equal to m + n, and that
this bound is also sharp.
(source: Advances in
Applied Mathematics,
Vol. 61, Oct 2014, pp.
19-24.
U. Chakraborty and D.
Sharma published an
article called "An
Improved Chess
Machine based on
Artificial Neural
Networks." Numerous
published studies
revealed that various
researchers have
attempted to build a
program that learns to
play cognitive games,
given little or no earlier
knowledge about the
rule of the game. A
usual chess playing
machine thoroughly
explores the moving
possibilities from a
chessboard
configuration to choose
what the next best move
to make. The brute-
force searching
technique used by the
Deep Blue chess engine
made vast impact in the
ground of artificial
intelligence, but still
found to be resource
hungry. This paper, with
the concept of Artificial
Neural Networks
presented a very simple
and efficient approach
to develop an intelligent
chess engine which can
assist and hint the
possible move within
the game using the
evolutionary and
adaptive computing
technique on learning
from the human
grandmasters. (source:
International Journal of
Computer Applications,
2014)
YoungCul Kim,
GueeSang Lee, Tam
Nguyen, and Quang Vo
published an article
called "Tensor voting,
hough transform and
SVM integrated in
chess playing robot."
(source: Proceedings of
the 9th International
Conference on
Ubiquitous Information
Management and
Communication, Article
No. 67, 2015)
Pawel Stepien
published an article
called "Nonlinear
analysis of EEG in
chess players." The
chess game is a good
example of cognitive
task which needs a lot
of training and
experience. The aim of
this work was to
compare applicability of
two nonlinear methods -
Higuchi Fractal
Dimension and
Empirical Mode
Decomposition - in
analysis of EEG data
recorded during chess
match. The author
analyzed data of three
master chess players
registered during their
matches with a
computer program.
(source: EPJ Nonlinear
Biomedical Physics
Journal, 2015, Vol. 3, #
1)
D. Barnes and J.
Hernandez-Castro wrote
an article called, "On
the Limits of Engine
Analysis for Cheating
Detection in Chess."
The integrity of online
games has important
economic consequences
for both the gaming
industry and players of
all levels, from
professionals to
amateurs. Where there
is a high likelihood of
cheating, there is a loss
of trust and players will
be reluctant to
participate —
particularly if this is
likely to cost them
money. Allegations of
cheating even in over-
the-board (OTB) games
have increased
significantly in recent
years, and even led to
recent changes in the
laws of the game that
potentially impinge
upon players' privacy.
In this work, the authors
examine some of the
difficulties inherent in
identifying the covert
use of chess-playing
programs purely from
an analysis of the
moves of a game. Their
approach was to deeply
examine a large
collection of games
where there is
confidence that cheating
has not taken place, and
analyze those that could
be easily misclassified.
They concluded that
there was a serious risk
of finding numerous
"false positives" and
that, in general, it was
unsafe to use just the
moves of a single game
as prima facie evidence
of cheating. They also
demonstrated that it was
impossible to compute
definitive values of the
figures currently
employed to measure
similarity to a chess-
engine for a particular
game, as values
inevitably vary at
different depths and,
even under identical
conditions, when multi-
threading evaluation is
used. (source:
Computers & Security,
Vol. 48, Feb 2015, pp.
58-73)
M. Bertoni, G.
Brunello, and L. Rocco
wrote an article called
"Selection and the Age
— Productivity Profile.
Evidence from Chess
Players." The authors
used data on
professional chess
tournaments to study
how endogenous
selection affects the
relationship between
age and mental
productivity in a brain-
intensive profession.
The authors then
corrected for selection
using an imputation
procedure. The authors
showed that less
talented players are
more likely to drop out,
and that the age-
productivity gradient is
heterogeneous by
ability, making fixed
effects estimators
inconsistent. The
authors found that the
median productivity
increases by close to 5
percent from initial age
(15) to peak age (21),
and declines
substantially after the
peak. (source: Journal
of Economic Behavior
& Organization, Vol
110, Feb 2015, pp. 45-
58)
A. Ericsson, Y. Gong,
and J Moxley published
an article called "Recall
of Briefly Presented
Chess Positions and Its
Relation to Chess
Skill." Individual
differences in memory
performance in a
domain of expertise
have traditionally been
accounted for by
previously acquired
chunks of knowledge
and patterns. These
accounts have been
examined
experimentally mainly
in chess. The role of
chunks (clusters of
chess pieces recalled in
rapid succession during
recall of chess
positions) and their
relations to chess skill
are, however, under
debate. By introducing
an independent chunk-
identification technique,
namely repeated-recall
technique, this study
identified individual
chunks for particular
chess players. The study
not only tested chess
players with increasing
chess expertise, but also
tested non-chess players
who should not have
previously acquired any
chess related chunks in
memory. For recall of
game positions
significant differences
between players and
non-players were found
in virtually all the
characteristics of
chunks recalled. Size of
the largest chunks also
correlates with chess
skill within the group of
rated chess players.
(source: Public Library
of Science, March
2015)
V. Gupta, A. Kumar, et
al, published an article
called "Autonomous
Chess Playing Robot."
The authors looked
across various
algorithms and theories
across the glove to
make a chess engine.
For the mechanical part,
they were inspired by
the moving mechanism
used in 3D printers.
(source: International
Journal of Engineering
Research & Technology,
Vol 4, Issue 3, March
2015)
M. Chhangani and R.
Sushir published an
article called "Wireless
Powered Chess: - A
Review." (source:
International Journal of
Engineering Research
and General Science,
Vol 3, Issue 2, March-
April 2015)
Mensure Aydin
published an article
called "Examining the
impact of chess
instruction for the visual
impairment on
Mathematics." (source:
Educational Research
and Reviews, April
2015, Vol. 10, # 7, pp.
907-911)
Manish Chhangani
published an article
called, "Arduino based
Wireless Powered
Chess." This paper
concentrated on
designing of chess
boards using Arduino
mega and Reed
Switches. The Arduino
is the open source
platform. The wireless
powered chess has
solutions of all the
problems. Already built
system requires
computer and laptop to
enjoy the game which
affects cost and
complexity. In the result
and simulation part this
paper focused on how
to enjoy the game at a
distance. Chess is an
activity in which we
deploy almost all our
available cognitive
resources; therefore, it
makes an ideal
laboratory for
investigation into the
working of human
mind. This study
focused on an
automatically operated
chess board with the
help of Bluetooth and
Arduino Processesor. In
this process two chess
boards were connected
with the help of
Bluetooth and by using
Arduino processors the
interfacing between the
two boards is done. The
complete operation was
done at RF frequency
and the moves done on
computer and
performed on the board
as well. In the proposed
wireless powered chess
project, since both the
chess boards were
connected with the
Arduino
Microprocessor, the
move performed on the
manually attended
boards was also seen on
other boards without
being operated by the
player. (source:
International Journal of
Innovative Research in
Computer and
Communications
Engineering, Vol. 3, # 4,
April 2015)
Sunandita Sarker
published an article
called, "Wizard Chess:
An Autonomous Chess
Playing Robot." Robotic
chess is an emerging
problem domain in the
field of human-robot
interaction. In this
paper, Wizard Chess, an
autonomous chess
playing robotic system
is introduced, which is
capable of recognizing
all possible chess board
states, generating
subsequent moves as
well as executing those
moves. Existing chess
playing robots use
camera for the detection
of game states and
articulated robotic arm
for the movement of
pieces on the board
which make these
robots particularly
complex and highly
expensive. Compared to
these prior works,
Wizard Chess is
architecturally simple,
low-cost and feasible in
case of personal use,
educational and
recreational purposes.
In this system, an X-Y
Cartesian table is used
for moving chess pieces
along the board.
Additionally, sixty-four
magnetic reed switches
are used for determining
the current game state.
A prototype of the
proposed robotic chess
was implemented and
an extensive
performance evaluation
was presented in this
paper which shows the
feasibility of the system
in real-life situations.
(source: 2015 IEEE
International WIE
Conference on
Electrical and Computer
Engineering)
A. Blanch, A. Aluga,
and M. Cornado, wrote
an article called, "Sex
Differences in Chess
Performance: Analyzing
Participation Rates,
Age, and Practice in
Chess Tournaments."
This study analyzed sex
differences in chess Elo
ratings with chess
tournament data. The
authors evaluated
whether sex differences
were due to differential
participation rates of
males and females, and
whether age and
practice were able to
predict differences in
chess ability. There
were meaningful sex
differences in Elo
ratings unrelated to
different participation
rates. Age and practice
predicted sex
differences in Elo chess
ratings for females, but
not for males. The
findings paralleled
those concerning sex
differences in cognitive
ability research, and
supported that biosocial
factors (i.e., age and
practice) rather than
divergences in
participation rates of
males and females in
the domain influenced
the extreme sex
differences in Elo
ratings (source:
Personality and
Individual Differences,
Vol. 36, Nov 2015, pp.
117-121)
An article appeared in a
medical journal called,
"Efficacy of Chess
Training for the
Treatment of ADHD: A
Prospective, Open
Label Study." A study
was made to examine
the effectiveness of
playing chess as a
treatment option for
children with ADHD.
Parents of 44 children
ages 6—17 with a
primary diagnosis of
ADHD consented to
take part in the study.
Children with ADHD
improved in both the
Swanson, Nolan, and
Pelham Scale (SNAP)
and the Conner's Rating
Scales (CPRS). If the
authors' results are
replicated in better
designed studies,
playing chess could be
included within the
multimodal treatment of
ADHD. (source:
Revista de Psiquiatria y
Salud Mental, Vol 9, #
1, Jan-Mar 2016, pp.
13-21)
Several psychiatrists
contributed to an article
called, "Bobby Fischer:
Chess, Genius and
Madness at the Height
of the Cold War." The
authors tried to dig a
little in the biography of
Bobby Fischer who
many described as
mentally ill. The authors
tried to figure out what
is reality and what is
just legend about
Fischer. Their goal was
to promote chess, and
also honor Bobby
Fischer. Moreover, the
authors wanted to
explore the scientific
literature published
about the benefits of
playing chess,
especially in childhood.
Their conclusion was
that not all geniuses
were crazy, neither all
crazy are geniuses. A
genius is a person with
extraordinary
capabilities, that
focused on a topic, has
the ability to enlighten
new ways to explain
this complex world,
whether it is to create a
symphony, paint
masterpiece or the next
move on the
chessboard. (source:
European Psychiatry,
Vol.33, Mar 2016, pp.
S634-S635)
JL Zirulnik wrote an
article called "Chess-
Sinthome: A New
Approach to Bobby
Fischer's Psychosis." A
new conceptual model
was proposed to explain
the psychosis of
American chess player
Bobby Fischer. Based
on the pioneering work
of psychoanalysts, the
author introduced the
concept of sinthome,
taken from the Lacanian
topology of the
Borromean knot, with
its three registers: real,
symbolic and imaginary
[RSI], and its fourth
stabilizer knot at the
breaking of the
symbolic. Here, the
author calls it chess-
sinthome to designate
the antipsychotic role
fulfilled the ultra-
competitive chess, in
life and in the minds of
some great players.
(source: Clinical
Depression, May 16,
2016 —
omicsonline.org)
L. Linnemer and M.
Visser wrote an article
called "Self-Selection in
Tournaments: The Case
of Chess Players." Who
self-selects into a
tournament with entry
cost? The authors
considered a simple
tournament model in
which individuals auto-
select into the contest
on the basis of their
commonly known
strength levels, and
privately observed
strength-shocks. The
model predicted that the
participation rate should
increase with the
player's observed
strength, and the total
awarded prize amount.
Furthermore, under
certain conditions self-
selection implied that
participants with high
observed strength levels
have smaller expected
strength-shocks than
those with low levels.
Consequently, the latter
should play better than
predicted and the
former worse (given
their observed strength).
These predictions were
confronted with data
from a large and high-
prize chess tournament
held in the USA. This
tournament is divided
into different sections,
with players being able
to play in the section to
which their current
chess rating (observed
strength) belongs. As
predicted, the authors
found that within each
section the participation
probability increases
with chess rating and
prize amounts, and
players with a relatively
low rating were indeed
the ones who have a
better relative
performance. Low rated
players stop
participating when they
have a negative ability
shock. (source: Journal
of Economic Behavior
& Organization, Vol
126, June 2016, pp.
213-214)
A. Burgoyne, G. Sala, F.
Gobet, B. Macnamara,
G. Campitelli, and D.
Hambrick, authored an
article called, "The
Relationship Between
Cognitive Ability and
Chess Skill: A
Comprehensive Meta-
Analysis." Why are
some people more
skilled in complex
domains than other
people? The study
showed that chess skill
correlated positively
with numerical,
visuospatial, and verbal
ability. Chess skill also
correlated positively
and significantly with
fluid reasoning,
comprehension-
knowledge, short-term
memory, and processing
speed. Moreover, the
correlation between
fluid reasoning and
chess skill was
moderated by age, and
skill level. Interestingly,
chess skill correlated
more strongly with
numerical ability than
with verbal ability or
visuospatial ability. The
results suggested that
cognitive ability
contributes
meaningfully to
individual differences in
chess skill, particularly
in young chess players
and/or at lower levels of
skill. The study
reviewed 2,287 relevant
articles on chess.
"Chess is probably the
single most studied
domain in research on
expertise, yet the
evidence for the
relationship between
chess skill and cognitive
ability is mixed,"
said Alexander
Burgoyne, one of the
authors "We analyzed a
half-century worth of
research on intelligence
and chess skill and
found that cognitive
ability contributes
meaningfully to
individual differences in
chess skill." (source:
Intelligence, Nov-Dec
2016, Vol. 59, pp. 72-
83)
A recent scientific
article by Devika
Bansal suggested that
through chess study,
you make more risky
choices as the day wears
on. Neuroscientists
examined the quality of
moves in more than one
million games of chess
in an online database.
They charted the
decisions of 99 prolific
players by gauging the
time they look for each
move and its usefulness
in leading to a victory
— factors that impact
games like high-speed
tiebreakers in world
chess championships.
As expected, early risers
played more games in
the morning, whereas
night owls were active
at dusk and beyond. But
both sets of chess
players took longer for
each move and made
better games choices
early in the day and
soon after they woke
up. Come evening, their
chess game play
quickened and their
moves grew less
effective. The study
revealed a pervasive
switch in decision
strategy from safe play
in the morning to riskier
— faster and less
successful — moves at
sundown. The finding
shows we may have
greater control over our
decisions earlier in the
day and soon after we
wake up, regardless of
when we prefer to sleep.
As we grow tired, our
bodies' need for sleep
could dictate the quality
of our choices—no
matter how focused we
think we might be.
(source:
sciencemag.org, Dec 2,
2016)
A. Blanch, H. Garcia,
A. Llaveria, and A.
Aluja wrote an article
called, "The Spearman's
Law of Diminishing
Returns (SLODR) in
Chess." This law
contends that a general
factor of cognitive
ability (g) is more
efficient to account for
individual differences in
intellectual performance
in low ability than in
high ability groups. This
study evaluated the
SLODR with data from
the chess domain with
the Amsterdam chess
test (ACT). Chess
ability relates closely
with several cognitive
abilities that load in g,
whereas the Elo chess
rating is a robust
quantitative indicator of
chess skill that is
suitable to determine
differentiated ability
groups. A structural
equation model with
five subtests from the
ACT for low and high
Elo chess rating groups
indicated a better
overall model fit for the
low ability group.
Factor invariance
analyses about the
variance explained by g,
residual variances, and
g-loadings, indicated
that the highest
variation between low
and high chess ability
groups arose in the
model constraining
equal g-loadings
between both groups.
These findings
supported the SLODR
in chess. (source:
Personality and
Individual Differences,
Vol 104, Jan 2017, pp.
434-441)
A. Rydzewski and P.
Czarnul wrote an article
called, "A Distributed
System for Conducting
Chess Games in
Parallel." This paper
proposed a distributed
and scalable cloud
based system designed
to play chess games in
parallel. Games can be
played between chess
engines alone or
between clusters created
by combined chess
engines. The system has
a built-in mechanism
that compares engines,
based on Elo ranking
which finally presents
the strength of each
tested approach. If an
approach needs more
computational power,
the design of the system
allowed it to scale. The
system was designed
using a loosely coupled
architecture approach
and the master-slave
pattern. It works under
Unix or MacOS
operating systems.
CloudAMQP is an
implementation of
Advanced Message
Queue Protocol and was
used as a message-
oriented middleware.
This layer was created
to split games between
every available
processing node
connected to the system.
This element also
contributes to greater
fault tolerance. The
authors presented
results of games played
between many available
chess engines. (source:
Procedia Computer
Science, Vol. 119, 2017,
pp. 22-29)
An article called
"Methylphenidate,
Modafinil, and Caffeine
for Cognitive
Enhancement in Chess:
A Double-Blind,
Randomised Control
Trial," appeared in a
leading medical journal.
Stimulants and caffeine
have been proposed for
cognitive enhancement
by healthy subjects.
This study investigated
whether performance in
chess — a competitive
mind game requiring
highly complex
cognitive skills — can
be enhanced by
methylphenidate,
modafinil or caffeine. In
a randomized, double-
blind, placebo-
controlled trial, 39 male
chess players received
2×200 mg modafinil,
2×20 mg
methylphenidate, and
2×200 mg caffeine or
placebo in a 4×4
crossover design. They
played twenty 15-
minute games during
two sessions against a
chess program (Fritz 12;
adapted to players'
strength) and completed
several
neuropsychological
tests. Marked substance
effects were observed
since all three
substances significantly
increased average
reflection time per game
compared to placebo
resulting in a
significantly increased
number of games lost
on time with all three
treatments. Only when
controlling for game
duration as well as
when excluding those
games lost on time, both
modafinil and
methylphenidate
enhanced chess
performance as
demonstrated by
significantly higher
scores in the remaining
2876 games compared
to placebo. In
conjunction with results
from
neuropsychological
testing, the authors
concluded that
modifying effects of
stimulants on complex
cognitive tasks may in
particular result from
more reflective decision
making processes.
When not under time
pressure, such effects
may result in enhanced
performance. Yet, under
time constraints more
reflective decision
making may not
improve or even have
detrimental effects on
complex task
performance. (source:
European
Neuropsychopharmacol
ogy, Vol 27, # 3, March
2017, pp. 248-260)
G. Sala, A. Burgoyne,
B. Macnamara, D.
Hambrick, G.
Campitelli, and F.
Gobet, authored an
article called,
"Checking the
'Academic Selection'
Argument. Chess
Players Outperform
Non-chess Players in
Cognitive Skills Related
to Intelligence. A Meta-
Analysis." The
"academic selection
process" hypothesis is
that expert vs. non-
expert differences in
cognitive ability reflect
ability-related
differences in access to
training opportunities.
This difference may be
due to academic
selection processes
(e.g., GRE scores). To
test this hypothesis, the
authors focused on a
domain in which there
are no selection
processes based on test
scores: chess. This
meta-analysis revealed
that chess players
outperformed non-chess
players in intelligence-
related skills. Therefore,
this outcome does not
corroborate the
academic selection
process argument, and
consequently, supports
the idea that access to
training alone cannot
explain expert
performance. This
outcome contradicted
the academic selection
hypothesis. (source:
Intelligence, Vol. 61,
Mar-Apr 2017, pp 130-
139).
Larry Greenemeier
published an article
called, "20 Years after
Deep Blue: How AI Has
Advanced Since
Conquering Chess. IBM
AI expert Murray
Campbell reflected on
the machine's long,
bumpy road to victory
over chess champ Garry
Kasparov. (source:
Scientific American, Jul
2, 2017)
J. Powell, D. Grossi, R.
Corcoran, F. Gobet, and
M. Garcia-Finana wrote
an article called, "The
Neural Correlates of
Theory of Mind and
Their Role During
Empathy and the Game
of Chess: A Functional
Magnetic Resonance
Imaging Study." Chess
involves the capacity to
reason iteratively about
potential intentional
choices of an opponent
and therefore involves
high levels of explicit
theory of mind, i.e., the
ability to infer metal
states of others. The
neural network
associated with theory
of mind, empathy, and
chess was investigated
by the authors.
Functional magnetic
resonance imaging was
used on 12 healthy male
novice chess players to
identify cortical regions
associated with chess.
For novice chess
players, chess involved
operations that were
involved in inferences
about mental states of
others. (source:
Neuroscience, Vol. 365,
July 4, 2017, pp. 149-
160)
An article called
"Analysis of Chess
Grand Masters"
appeared in the
European Journal of
Physical Education and
Sport Sciences. A study
was made on the age of
becoming a chess
grandmaster. Research
was made on the factors
which have caused the
age of becoming a GM
to fall rapidly in recent
years. Most of chess
studies fall into four
categories: studies
involving the relation of
chess sports and
education; studies on
chess computer
programs and their
effects; studies on
sports psychology; and
studies based on
mathematical
calculations, such as
position calculations or
number of moves in
chess. (source:
European Journal of
Physical Education and
Sport Sciences, Oct
2017)
N. Almeira, A.
Schaigorodsky, J.
Perotti, and O. Billoni
wrote an article called,
"Structure Constrained
by Metadata in
Networks of Chess
Players." A study was
made of extensive chess
databases and how a
network of games
played over-the-board
(OTB) compared with a
network of games
played in the Internet.
The authors studied the
main topological
characteristics of the
two networks, such as
degree distribution and
correlations, transitivity
and community
structure. They
complemented the
structural analysis by
incorporating players'
level of play as node
metadata. Although
both networks were
topologically different,
they showed that in
both cases players
gather in communities
according to their
expertise and that an
emergent rich-club
structure, composed by
the top-rated players, is
also present. The
authors used a database
of 7.7 million OTB
chess games, and a
database of 15 million
games played between
humans in different
websites, such as
chess.com,
playchess.com, ICC,
etc. The average Elo
rating for OTB play was
1884. The average Elo
rating for portals
(Internet) was 1692.
(source: Scientific
Reports, Nov 9, 2017,
Vol. 7, article # 15186)
K. Barzegar and S.
Barzegar wrote an
article called, "Chess
Therapy: A New
Approach to Curing
Panic Attack." A study
was made to look at the
effect of playing a cell
phone chess game on
treating a panic attack.
A chess game on an
android cell phone was
played by one of the
researchers who was
affected by panic attack
as a post-traumatic
disorder immediately
after or before feeling of
the start of symptoms.
The right level of
difficulty, i.e., levels 2
—4, was selected for
optimal results. Playing
chess game on the
android cell phone
prevented the
manifestation of panic
attack and led to the
cure of this traumatic
condition. Chess
therapy with the right
level of difficulty can be
recommended as a very
effective non-
pharmaceutical method
for the successful
treatment of panic
attacks. (source: Asian
Journal of Psychiatry,
Vol 30, Dec 2017, pp.
118-119)
An 800-year-old 'knight'
chess (shatranj) piece
was recently discovered
in a 13th-century house
in Tonsberg, Norway. It
was a decorated
thimble-shaped object
used as a chess knight
piece. The piece was
made mostly out of
antler. It was analyzed
by a team of
archaeologists for the
Norwegian Institute for
Cultural Heritage
Research. (source:
livescience, Jan 29,
2018 -
https://www.livescience.
com/61552-old-chess-
piece-discovered.html)
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