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To cite this article: Pertti Saariluoma & Michael Hohlfeld (1994) Apperception in chess
players' long-range planning, European Journal of Cognitive Psychology, 6:1, 1-22, DOI:
10.1080/09541449408520132
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EUROPEAN JOURNAL O F COGNITIVE PSYCHOLOGY, 1994, 6 (1) 1-22
Pertti Saariluoma
Department of Psychology, University of Helsinki, Helsinki, Finland
Michael Hohlfeld
Department of Psychology, University of Tubingen, Tubingen, Germany
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INTRODUCTION
All fundamental scientific notions rely on intuitive images or ideas and the
efficiency of theoretical thinking depends on the efficiency of these images
and ideas (Nagel, 1961). In general, the tacit implications of theoretical
concepts do not bear greatly on the practical research, but sometimes it is
proper to call attention to the intuitive assumptions in common theoretical
concepts in order to improve the efficiency of the conceptual systems used.
In modern cognitive psychology, the problem of mental representation
formation has stimulated a number of theoretical concepts with strong
intuitive assumptions. Examples of such concepts are stimulus equiva-
lence, fixation, set, affordances, top-down vs bottom-up processing, pat-
tern recognition, planning and schema theory (Anderson, 1983; Duncker,
1945; Gibson, 1941; Maltzman, 1955; Neisser, 1976). All these notions are
widely used, but their sheer number and vaguely defined borders show that
sufficient generality has not been achieved. This means that research into
representation formation is to some extent in a state of conceptual confu-
sion.
In the context of the research on chess players’ thinking, three of the
above notions are relevant. They are planning, pattern recognition and
schema activation (Chase & Simon, 1973; de Groot, 1965; Simon & Chase,
1973; Wilkins, 1979). The intuitive problems with these concepts are
typical and they can be used to demonstrate the conceptual problems
characteristic of the current psychology of thinking.
Planning, which was borrowed by Miller, Galanter and Pribram (1960)
from computer science, has had practically no applicability outside the
problem-solving literature. Pattern recognition as the process of accessing
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familiar plans in long-term memory does not effectively apply to the study
of genuine problem solving and the construction of new ideas (Chase &
Simon, 1973; Duncker, 1945; Holding, 1985; Luchins, 1942; Polya, 1957;
Saariluoma, 1984; 1990). Finally, schema activation is unclear because the
notion of schema does not express how our memory could produce
concrete representations such as images (see Alba & Hasher, 1983; Neis-
ser, 1987). A schematic memory could not, for example, play blindfold
chess (Saariluoma, 1991a).
Our conceptual standpoint arises from that part of European philosophy
which has always considered it very important to make a strict distinction
between simple perception and the perception of something as something
(e.g. Husserl, 1913; Kant, 1781/1966). Consequently, we have adopted
apperception as our basic notion. It is defined as that cognitive or mental
process which constructs content-specific representations (Kant, 1781/
1966; Leibniz, 1704/1979; Stout, 1896; Wundt, 1880).
The notion of apperception is designed to emphasise the fact that the
notion of object perception or any stimulus-bound notion (e.g. recogni-
tion), cannot express the process of internal representation construction in
thinking. People represent or “see” the same objects differently depending
on their background knowledge. Gary Kasparov’s semantic figure of
thought is different from those of the authors, though we all perceive the
same chess board and the same pieces. Chess protocols also show that the
same stimulus may be represented in an individual’s thinking in very
different ways from time to time. Indeed, the contents of mental represen-
tations may refer to non-perceivable objects and issues such as atoms,
infinity, tomorrow or yesterday, which cannot possibly be present in any
percept.
The use of the term “apperception” is not an absolute necessity. N o
theoretical term is absolutely necessary, but cognitive psychologists should
not underestimate the importance of the intuitive and imaginary contents
of theoretical concepts (Nagel, 1961). Behaviourism should be a sufficient
APPERCEPTION IN LONG-RANGE PLANNING 3
warning concerning the discouraging consequences of minimally expressive
theoretical concepts. By saying that chess players’ abstraction of problem
subspaces is “seeing”, which is common in the skills literature, we imply
that the problem is not clear enough for sensible empirical research. As the
recent research into chess players’ problem solving has now made it
possible to discuss the notion of apperception directly, this opportunity
should be used (Saariluoma, 1990; 1991b; 1992).
The research into chess players’ apperception of problem subspaces has
revealed that three cognitive mechanisms are involved. First, the apper-
ception of problem subspaces leads to fixation-type effects and, conse-
quently, apperception explains a part of chess players’ cognitive errors
(Saariluoma, 1990; 1992). Second, apperception is strongly mediated by
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the various small tactical incidents into a whole and direct them into a more
or less common course (Euwe & Kramer. 1956).
Instead of considering concrete moves, chess strategy concentrates on
the permanent strong points and weaknesses of positions. A state of affairs
is permanent on the chess board if it cannot be changed in a few moves. A
pair of bishops, for example, have in many positions a permanent advan-
tage over two knights, because the exchange of a bishop with one of the
knights is often difficult.
Central notions of chess strategy may be general such as a “line”, rather
specific such as a “doubled pawn”, or very abstract such as “initiative” and
“development” (Euwe & Kramer, 1956). Thus, chess-strategic thinking is
in many respects close to everyday thinking with its rather fuzzily defined
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EXPERIMENT 1
The first experiment was designed to gain an empirical overview of the
nature of chess-strategic thinking. Four positions were presented to the
subjects and they were asked to search for a move while thinking aloud
(see Fig. 1). The positions had a strongly chess-strategic character and we
assumed that they would evoke strategic chains of thought and provide
new data on the nature of strategic thinking.
I n chess. strategy and ractics are always very strongly interconnectcd
(Euwe Kr Kramer. 1956: Lasker. 1947). There are no purely strategic
positions nor purely tactical ones. Still. it is possible to select positions so
that either tactical or strategic aspects of the game are emphasised in chess
players’ thinking. In some positions. the tactical problems are so simple
that they cio not cause problems to subjects. while at the same time the
chess-strategic problems are very evident. We call these type o f positions
strategic positions (cf. Euwe & Kramer. 1956: Lasker, 1947).
It may he of interest to readers who are chess players to gain a more
accurate formulation. although this is not essential from the psychological
point of view. The critical issue is that we classify all the positions that are
not perfectly calculable as strategic. For example. so-called positional and
APPERCEPTION IN LONG-RANGE PLANNING 5
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a b c d e l g h
FIG. 1 Positions in Experiment 1: Black to move in (a) and (b). (a) Ne8 with the idea a6, b5;
(b) Rb6; (c) 0-0; (d) h4 with the idea hS-Ne3-Nf5.
Method
Subjects. Eight subjects participated in the experiment. Four of them
were experts, one with slightly over 2000 E L 0 points and the rest with at
least 2200, but no more than 2400. The other group of four had an
estimated rating significantly below 1600 points.
6 SAARILUOMA AND HOHLFELD
TABLE 1
Percentage of Solutions, Average Number of Moves per Position (Null Moves
Included), Episodes and Average Solution Times for the Two Skill Groups in
Experiment 1
(1965) and Saariluoma (1990) did not find essential differences between
“super-experts’’ and experts, but here on the other hand, the difference
appears again as in Charness (1981a) with combinations and in Saariluoma
(1992) with endgame positions (see also Holding, 1985, 1992, for a discus-
sion). Perhaps the super-experts in the experiments by de Groot (1965)
and Saariluoma (1990) were simply stronger than those in the experiments
with contrasting results, and the positions were too easy for the skills of the
super-experts.
Table 2 gives the absolute number of evaluative sentences at the begin-
ning, within (intermediate) and at the end of the episodes. The small
number of intermediate evaluative sentences was not very encouraging as
far as computer search models are concerned. The number of intermediate
nodes was far larger than the initial or terminal nodes and, therefore, the
low frequency of intermediate evaluation sentences strongly suggests that
computers which search heuristically are not particularly good models for
human search. This does not mean that no evaluation is made, but its role
is probably very different from that which has been assumed in designing
chess-playing computer programs.
The number of strategic attributes in protocols was small, which suggests
that people use strong attribute selection (Charness, 1977; Newell &
Simon, 1972; Saariluoma, 1984). Indeed, around 70% of the evaluations
TABLE 2
Absolute Number and Location of Evaluative Sentences in the
Two Skill Groups
were based on just one strategic attribute. This attribute (e.g. open line,
strong point or weak point, etc.) was normally a consequence of some
move or move series and it was used to assess the value of the whole
episode. Multi-attribute evaluations, that is evaluations based on the
unification of several different strategic attributes before making a deci-
sion, were common only in the very first orienting episode of a protocol.
The move sequences that were generated had a strongly chess-strategic
character. These are not tactical combinations but manoeuvres, and are
normally classified as chess-strategic entities (e.g. Euwe 8i Kramer, 1956).
The strategic character of a generated move series can be supported by the
frequent gaps which occur. Such gaps have been termed “null moves” (de
Groot, 1965; Hohlfeld, 1988; Newell & Simon, 1972; Saariluoma, 1992).
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move with some real move (see Fig. 3). The phenomenon of binding does
not support Charness’s (1981b) first suggestion. If null moves were not
bound, the failure in a plausible move generation hypothesis could be
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The key question is the nature of the binding moves, that is, the moves
that are suggested to fill the gaps in the move sequences generated. What
kind of moves are they? Are there any criteria for their selection? In fact,
the moves fall mainly into the four categories suggested by Saariluoma
( 1990) for tactical counter-moves: exchange, escape, blockade and
counter-action (counter-attack) moves.
The classification in this experiment was the same as that used by
Saariluoma (1990). The classification itself is very simple, precisely defin-
able and almost mechanical. Only multimotive moves (e.g. escape and
exchange) may cause interpretational problems, but the classification is in
no way a question of taste. (To convince readers about the implausibility of
any judication procedures, we have collected together a large number of
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O w n counter-action: Ne8, - -, e6
Ne8, Re3
This is a mysterious rook move. The idea is to place a rook in a line that will be opened up by
the opponent later. The manoeuvre does not contain any direct threat, but it must still be
classified as one’s own counter-action.
E x a p e : Qg4. - -, Bh6
Qg4. Rfl. Bh6
Again. this is a critical case. because escape ( R f l ) contains an element of exchange as well
(i.e. Q:f-t. R.f4).
Hlockade
Sincc. in the protocols. there were no clear null move binding blockade moves, the blockade
cuarnple is from a protocol move sequence:
Og4. - -. O:dl
Og4. Rf3
The move blockades Q:dl. but it is critical because it prevents Q:f3 by exchange (R:f4).
FIG. 4 Examples of critical and problematic borderline cases in the binding categories from
the various protocols in position (a) in Fig. 1.
APPERCEPTION IN LONG-RANGE PLANNING 11
TABLE 3
Distribution of Bound Null Moves among Chess-specific Move Categories
Experts 49 23 19 1
Non-experts 9 9 7 0
Total 58 32 26 1
sarily very far from the abstraction of problem subspaces in more tactical
positions. Just as tactical knowledge is structured into tactical combina-
tions. so strategic knowledge is partly organised around manoeuvres.
Chess strategy rules are mainly used in terminal node evaluation to assess
the apperceived problem subspaces as wholes.
EXPERIMENT 2
a b c d e l g h
FIG. 5 Examples of stimulus position types. (Left) White wins by playing Nf6+ B:f6, Bd3
Re8, B:h7+ Kh8, Bg6+ Kg8, Qh7+ Kf8, Qf7 mate. (Right) Bd3 is eliminated by placing a
pawn on d3.
Method
Subjects. Two groups of four subjects were used. The groups were
matched with respect to playing strengths. The subjects’ E L 0 ratings
varied between 2150 and 2300.
Results
The increase in the number of null moves as a consequence of the
elimination of the tactical main line was very clear. The average number of
null moves was 1.6 per position in the tactical positions and 6.3 in the
strategic positions. The difference was statistically significant [t(6)= 4.84,
P < 0.011.
The null move binding mechanism was also studied. In the tactical group
47% of null moves were bound, whereas in the strategic group only 24% of
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the moves were bound. Obviously, in the tactical positions, null move
binding was more common. If the bound null moves are analysed qualita-
tively in the tactical group, the binding of null moves was suggested in 42%
of the cases by the player's own counter-action, 17% by blockade or
exchange, and in the rest by escape moves. For the strategic tasks, 63%
were by the player's own counter-action, 12% by blockade and 25% by
exchange.
The analysis of the possible but unmentioned problem subspaces also
confirmed the main hypothesis. Since the first moves described very
effectively different problem subspaces in this sample, this very mechanical
and easily realisable measure was adopted. All eight subjects suggested on
average 9.75 different first moves per position. How the moves were
distributed among the groups is shown in Table 4, which presents the
number of moves for the strategic group, the moves for the tactical group,
and the moves suggested by both groups.
TABLE 4
Number of Different First Moves
Since some of the moves were impossible for the strategic group, most
attention must be paid to the moves that were possible for both groups, but
were generated only in the strategichactical group. Surprisingly, the strate-
gic group suggested on average 5.25 moves per position which couldn't be
APPERCEPTION IN LONG-RANGE PLANNING 15
found in the protocols of the tactical group, although they were fully
realisable.
Discussion
The main hypothesis was verified. The number of null moves substantially
increased when a strategic transformation was made. This suggests that
null moves are typical of chess-strategic thinking. Subjects merely outline
the possible solutions in strategic positions. Obviously, closed operator
sequences are difficult to find, because an opponent has great freedom of
choice. On fhe other hand, an opponent does not have at his disposal truly
forcing moves either, and thus a player’s thinking works on a more general
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EXPERIMENT 3
Experiment 2 suggested that the evocation of a strategic plan may prevent
subjects from finding the right plan. In tactical positions, a similar pheno-
menon has been reported (Saariluoma, 1990). The evocation may block-
ade the right plan, though subjects could, in principle, find it. The mere
possibility of apperceiving a wrong plan may divert subjects from the right
one.
In this experiment, subjects were given two types of tasks. In the first,
each given position contained one very familiar idea (e.g. intuitive sac-
rifice) and another strategic idea that was optimal but less familiar. In the
second series, the first plan was eliminated by moving just one piece (for an
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example of such a pair, see Fig. 6). If the familiar plan blockades the non-
familiar. there should be more correct solutions in the second task than in
the first.
FIG. 6 Stimulus position types. In the control position, b2 is in b3 to prevent the promising
false continuation Qa4 instead of the right move Qc2.
Method
Subjects. A group of 20 subjects participated in this experiment. They
were recruited from the Tiibingen chess club. Their ability ranged between
1500 and 2300 E L 0 points. The group mean was about 1950 points. The
data for this experiment were collected alongside those of another experi-
ment that took place during the same session. This was necessary because
the first experiment normally took less than 10 min and it would have been
difficult to re-motivate the subjects after such a short experiment. A pause
of more than 10 min was allowed between the two tasks.
APPERCEPTION IN LONG-RANGE PLANNING 17
Materials. Two sets of six positions were created in the same way as in
the previous two experiments. Five of the positions were from grandmaster
and master games. One was a game-like composition created by slightly
transforming a master game. In the first series (A), there was always one
familiar strategic idea and one less familiar but strong idea. In the second
series (B), the familiar idea was eliminated by slightly transposing some of
the key pieces. The less familiar line was left as intact as possible and it was
the best move in each position. The correctness of the good line was
decided on the basis of the game move by the grandmaster or master in his
competitive game. The correctness of the move was also carefully analysed
by the authors, who are national master level players, before a position was
accepted.
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Procedure. The subjects were divided into two groups of 10. The two
sets of chess positions were counterbalanced across groups so that one
group got the positions a l , a2, a3, b4, b5, b6 and the other positions a4, a5,
a6, b l , b2, b3. The subjects were told that they should think as they do in
their normal competitive chess games and that they had as much time as
they wanted to find a good solution.
The size of the boards was the same as before, and the cards were of the
same size as in the first experiment. The order of presentation was random
and verbal protocols were collected and transcribed afterwards. Other-
wise, the procedure was the same as in the previous experiments.
right solution is to restructure the problem and code the stimulus in the
correct way.
GENERAL DISCUSSION
Our goals were empirical. We were interested in how tactical and strategic
information is used in controlling the size and content of abstracted
problem subspaces. This issue is important because it provides information
about "notional synthesis". i.e. integration of different types of informa-
tion in thinking.
Apperception in chess is a highly selective process. Chess players
abstract small search spaces with a very small number of move sequences,
neglecting millions of alternative paths (Saariluoma, 1990). Even evalua-
tion is highly selective. Subjects do not use all t h e possible strategic
characteristics of a position and make an overall sum to evaluate interme-
diate and terminal positions. They pick up only a few relevant strategic
features and base their decision on those attributes (see also Newell &
Simon, 1972).
One important mechanism apperception uses to select information is
null move generation and binding. I n the first experiment and in the
strategic group in the second experiment, the subjects systematically left
gaps in their calculations, which. in approximately half of the cases in the
first experiment, were later bound by suggesting some concrete moves. In
the second experiment, null move binding was less common. In binding
moves. the subjects unconsciously used very similar criteria to the ones
suggested by Saariiuoma (1990) in studying tactical combinations:
exchange. blockade, escape and counter-action. However, their own
counter-actions were much more common in strategic positions than one
would assume on the basis of earlier studies with tactical positions (Saari-
luomii. 1990).
APPERCEPTION IN LONG-RANGE PLANNING 19
These four reasons basically explain why human problem subspaces are
so small and compact compared with the problem spaces generated by
current computer programs. The criteria divide the huge “mass” of legally
possible moves into a large set of senseless moves and a small set of
sensible moves. They explain why chess players do not generate irrelevant
or casual moves. A move which does not try to parry an opponent’s
dangerous action directly or by counter-action is senseless because it may
cause a decisive disturbance of the delicate balance between the opponents
and lead to the loss of the game. These criteria basically explain why the
subspaces generated by the players are sensible and self-consistent wholes.
Subspace abstraction has both benefits and costs. Experiments 2 and 3
show how active representations interfere with the activation of alternative
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and correct problem subspaces. The time and effort wasted in considering
one alternative may prevent subjects from finding the solution.
Positions practically always provide more possibilities and more alterna-
tive plans than can be encoded by human chess players. The active
problem subspaces blockade other subspaces very effectively and they can
only be considered one at a time. This mechanism often results in fixation
and set-type effects. In fact, many alternative moves simply go unnoticed
for years, which can be seen in the development of opening theory.
Recognition very probably plays a role in subspace abstraction (Chase &
Simon, 1973; de Groot, 1965). However, more complex conceptual infor-
mation integration processes are also required, because solution moves do
not appear instantly as is the case with recognition. In particular, we need
more information about the selective information processes associated
with recognition. There is always much more to be recognised on a chess
board than actually becomes conscious, i.e. is explicitly mentioned in
protocols.
These experiments provide material for preliminary and tentative
thoughts on human apperception. Apperceptive processes are very rapid
and largely automatic, unconscious and effortless. The result of appercep-
tion is a conscious representation of the problem, i.e. a hypothesis. This
representation is, in chess, extremely undercoded on the one hand, and
strongly enriched on the other. By “undercoding” we mean that only a
very small part of the possible information in the stimulus is encoded. The
mental representation includes only a few of all the possible paths, but it
contains many elements that are not directly present in the physical
stimulus. The moves, for example, are generated only in imagery, not on
the board (Saariluoma, 1991a; 1991b; 1992).
Problem subspace abstraction is based on different types of information:
moves, patterns, weaknesses, rules of thumb, etc. Apperception is able to
integrate very effectively these various types of knowledge into a self-
consistent representation in which the elements have a ”meaningful” or
20 SAARILUOMA AND HOHLFELD
moves are required. The unbound null moves are also much more common
in strategic than in tactical positions, because tactical thinking must have
an algorithm-like precision, whereas strategic thinking is much more
intuitive.
Null move binding allows chess players to assimilate their strategic
knowledge with the tactical demands of the current problem. Null move
binding adapts strategic manoeuvring patterns, which contain knowledge
about effective piece placements as well as possible threats and counter-
threats. In this way, a strict difference between chess strategy and tactics
proved to be non-existent (de Groot, 1965; Lasker, 1947). This is because
the tactical and strategic aspects of chess are very strongly intertwined in
problem subspace abstraction. Tactical and strategic thinking can be
handled separately like pitch and intensity, but, in practice, both concepts
are actively used in apperceiving problem subspaces.
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APPENDIX
Examples of classifications: A variarion
Bound null moves marked with "- - -" and unbound with "***" . Bounding moves in brackets
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and classifications after each move. ex, Exchange; blo, blockade; esc, escape; oc. own
counter-action. It is important that readers look very carefully at the exchange moves. We
count a move which protects a piece or a square as an exchange move, though no actual
exchange takes place, because in mental representation the exchange is assumed. A comma is
placed between each black and white pair, while black pairs are unsigned, i.e. each white ply
is preceded by a comma. Colons symbolise the taking of a piece. For details of notation, see
Holding (1985) or any comprehensive encyclopaedia.
Position a
N:b5, Q:b5 - - -, a5 (Rb8[oc], a6[ex], Rd.d7[oc])
Nb5, a:b5 e6. - - - e:d6 (d:e6[ex])
Ne8, * * * a6. - - - e6 (Nc3[ex])
a6. Nc7 Qc7. Qa6 c4, Rc3 - - -,R:c4 (Rc7[ex], B:c3 [ex])
Position b
- - -. a:b5 c:bS (Nb6[oc])
Kc7. - - -, b:a4 (B:e7[ex])
Rb6. - - - b:a4 (B:e7[ex])
Nc8. - - - Nh6. a:b5 c:b5 (KeZ[oc])
Position c
Bf4 - - -, Nc7 (Kf7[esc], Bb6[ex], Ne4[oc])
0-0 - --. B:c5 (b.e3[ex])
BdS - - -, Nd5 (Qb6[esc])
B:c5 N:c5. Qd6 - - -. Nc7 (B:e6[ex])
Positron d
h4 - - - ( I ) . h5 g5. Ne3 - - -(2). Nff ((1) Ne6[esc]. (2) Bc8[ex])
-.
h4 Ne6. - - Nf4 (Oe3[esc]. h5[ex])
-.
h3 Nf7. h5 p5, Ne3 - - Nf5 (Nd6[ex], Kh7[esc])
- - - h5. Ne3 N:e3 (f3[ex])
-.
Qe3 - - f4 (f5[oc])
-.
Q e 3 . - h3 Nf7 (Rh8[0c])