Professional Documents
Culture Documents
NU Laguna
Submitted by:
Higuchi, Ryu
March 2024
Chapter 1
INTRODUCTION
The sport of chess has experienced a large explosion of popularity during the pandemic,
having little to no experience, many of them found it hard to play the game. According to
Saariluoma, P., (1992), lesser skilled players have much more simple chess positions than those
of higher skill, and tend to blunder more. Players who are advanced and above on the other
hand can calculate more moves and plan ahead as they look at possible combinations that the
perception of their progress and growth crumbles at the instant they face and lose to more
experienced players. Losing repeatedly to players with a higher skill level made beginners lose
Beginner players suffer because they lack the time and experience to learn how each
piece and move affect the dynamics of an ongoing chess game They often overlook mistakes
due to the little time they have accumulated in playing the game. An example of this is shown
in the book of Holding, D. H. (2021), where a master, a class A player, and a beginner were
presented a chess puzzle. It only took 3 minutes for the master to solve this problem, whereas
the class A player took 7 minutes and the beginner took 25 minutes to solve. This inexperience
is also emphasized in the research of Reginold, E. M. (2001), where novices were outperformed
by experts in multiple aspects of the game including, but not limited to, chess positions,
enumeration tasks (e.g. count the number of bishops), and visual span of the board.
This study will adapt a quasi-experimental quantitative research that will have at least
30 NU Laguna senior high school students who are beginners in chess. The data will be
collected through observation using Chess.com and Stockfish for measurement. The study will
focus and determine how training and playing with chess AIs affect the move accuracy of the
player. It will also add to the lacking literature on this specific topic.
This study seeks to determine the effects of playing and reviewing chess games with the aid of
The answer to the stated problem above will be answered through this questions:
In order to examine the effect of monitoring and self-regulation on skill acquisition, the
present study asked novice chess players to provide judgments of learning (JOLs) and to
select moves for restudy after studying an endgame of chess. In four groups, we varied the
JOL instruction (present versus absent) and the selection instruction (free number of move
selections versus selection of at least two moves per chess exercise). After four learning
trials, participants were required to play against a chess computer. In the learning phase,
participants who were forced to select moves for restudy outperformed those who were free
to select moves for restudy when predicting the next computer move, even after controlling
for the actual number of restudied moves. Although the groups that did provide JOLs showed
between the groups that did provide JOLs and the groups that did not provide JOLs. This
same pattern emerged in the test phase: Although no differences were found between the
groups with and without JOLs, the groups that were forced to select moves for restudy
outperformed the groups that were free in the number of move selections. These data show
that, for novice chess players, the instruction to provide JOLs possibly places a high and
ineffective load on working memory and therefore has no effect on learning a chess endgame.
To examine the relation between prior knowledge and quality of self-regulation, further
research is needed that examines the effect of the JOL and selection instruction in groups that
differ in chess experience. Copyright © 2005 John Wiley & Sons, Ltd.
De Bruin, A. B., Rikers, R. M., & Schmidt, H. G. (2005). Monitoring accuracy and self‐
regulation when learning to play a chess endgame. Applied Cognitive Psychology, 19(2),
167-181.
The paper reviews the evidence for and against the recognition-association theory and a
supplementary assumptions that may be questioned, and provides no role for verbal
processes. There is no direct support for the theory, which omits forward search for reasons
that are reexamined. In contrast, the SEEK theory maintains that move choice is based on
search and evaluation processes supplemented (or else supplanted) by a knowledge base.
These processes are directly evidenced by experimental findings. The objection that search
theories cannot account for speed chess is met by a review of the available evidence. It is
concluded that chess skill relies on thinking ahead rather than on pattern recognition.
the recognition–action theory of chess skill holds that expertise in chess is due primarily to
the ability to recognize familiar patterns of pieces. despite its widespread acclaim, empirical
evidence for this theory is indirect. one source of indirect evidence is that there is a high
correlation between speed chess and standard chess. Assuming that there is little or no time
for calculation in speed chess, this high correlation implies that calculation is not the primary
factor in standard chess. two studies were conducted analyzing 100 games of speed chess. in
study 1, we examined the distributions of move times, and the key finding was that players
often spent considerable time on a few moves. Moreover, stronger players were more likely
than weaker players to do so. study 2 examined skill differences in calculation by examining
poor moves. the stronger players made proportionally fewer blunders (moves that a 2-ply
search would have revealed to be errors). overall, the poor moves made by the weaker players
would have required a less extensive search to be revealed as poor moves than the poor
moves made by the stronger players. Apparently, the stronger players are searching deeper
and more accurately. these results are difficult to reconcile with the view that speed chess
does not allow players time to calculate extensively and call into question the assertion that
the high correlation between speed chess and standard chess supports recognition–action
theory.
Chang, Y. H. A., & Lane, D. M. (2016). There is time for calculation in speed chess, and
calculation accuracy increases with expertise. The American journal of psychology, 129(1),
1-9.
This study aims to measure, and find the effects of playing against chess bots to the
accuracy of chess players, and will be delimited to NU Laguna senior high school students with
an ELO of 0-1399. The main purpose of the study is to point out whether playing against
artificial intelligences will improve their move accuracy or not. The study will only focus on
Beginner chess players. This study will be proof and guide on how novice players
could use AI in chess to their advantage. It will contain information on how playing and
practicing with chess bots will improve their accuracy and control in the game.
Future researchers. The study will aid researchers studying similar topics with
relation to either chess, AI, or both. It may serve as a reference on the correlation of AI and
Definition of Terms
AI – Artificial Intelligence; Chess computers; Chess bots (e.g., Stockfish, Deep Blue,
AlphaZero)
ELO – Invented by Arpad Elo, it is the numerical measurement of the relative strength of a
Inaccuracy – A move not within the top 3 moves but also not a losing move (chess.com)
Mistake – A move that considerably reduces the advantage of the winning player to even
(chess.com)
Chapter 2
Overview
This chapter discusses past researches and literature on the relation of machine & AI
with chess skill. The included studies will be a guide for the researcher in the observation and
thought processes. The results indicated that Grandmasters consistently chose the objectively
correct move, while experts often missed it. The average depth of search for both groups was
surprisingly low, debunking the myth of extensive exploration. De Groot then explored the
role of perception by limiting exposure to a position for a few seconds and testing players'
ability to recall it. Grandmasters and masters demonstrated significantly higher recall
The discussion delves into the intricacies of short-term memory (STM) and long-term
memory (LTM) in the context of chess perception. The limited capacity of STM,
approximately seven chunks, is highlighted, and the importance of rehearsal and recoding for
Simon and Gilmartin's model is introduced, suggesting that better chess players have a larger
repertoire of chess patterns stored in LTM. The simulation indicates that the size of this
pattern vocabulary correlates with chess skill. The passage concludes by addressing the
misconception that memorizing chess patterns alone does not guarantee improvement in
gameplay. Instead, the ability to associate patterns with appropriate moves, known as
productions, is proposed as a key factor in skilled chess play. (Frey, P. W., 2012).
The intersection of chess and cognitive psychology has provided a captivating arena for
understanding the nuances of human thought processes. Through a meticulous series of five
protocol-analysis experiments, this research delved into the cognitive errors embedded within
chess players' strategic, tactical, and endgame decision-making. While the conventional
explanation of cognitive errors often leans towards working-memory overload, the study
challenges this notion, asserting that such errors are only partially explicable through this
lens. Notably, the working-memory loads induced by solution paths were found to be
generally modest, prompting the need for a more nuanced examination of apperceptive
In this exploration, it becomes evident that chess players' failures can be attributed to a dual
nature: either an inability to perceive the appropriate prototypical problem space or a failure
to close it due to the oversight of crucial task-relevant cues. This twofold breakdown in
cognitive processes results in a loss of "belief in the idea" among chess players, prompting a
subsequent restructuring of their approach. The intricate dance between perception, cue
mechanisms, further complicating the journey towards finding a solution and rendering it
increasingly improbable. The study thus advocates for a holistic understanding of chess
The study discusses a research study that aims to shed light on the factors influencing chess
skill, particularly the debate between the importance of pattern recognition versus detailed
analysis and evaluation of move sequences in skilled players. The study involves comparing
grandmaster tournament games played under rapid and slow conditions, with a focus on the
number and magnitude of errors. The researchers also explore the neglected aspect of mental
imagery and visualization in chess, particularly in blindfold games where players make
moves without physically seeing the board. The findings challenge the notion that pattern
recognition is the dominant factor in chess expertise, showing that grandmasters make more
and larger mistakes under time constraints, while also revealing intriguing insights into the
The research uses a natural experiment, analyzing games played in Monaco tournaments
between 1993 and 1998 by 23 grandmasters, including world champions and top-ranked
players. The study employs a powerful chess computer program to assess errors objectively,
comparing blindfold and sighted games. Surprisingly, the results indicate that grandmasters
perform equally well in blindfold and sighted conditions, challenging traditional beliefs about
the importance of seeing the board. The essay highlights the need for a more comprehensive
understanding of the cognitive processes involved in chess expertise, suggesting that both
pattern recognition and detailed analysis play crucial roles, and that mental imagery may
Anderson, C. (2023). The Cognitive Science of Chess: Insights into the Theory of Expertise
In the realm of decision-making, the increasing availability of detailed trace data offers a
unique opportunity to evaluate the quality of human decisions through algorithmic analysis.
This burgeoning field seeks to understand and predict the contexts in which individuals are
prone to errors. Focusing on the decisions made by chess players, a model system entrenched
million recorded games. Leveraging chess tablebases, which provide ground truth for
positions solved by computers but challenging for human players, we aim to formulate a
Our analysis revolves around three pivotal categories of features applicable to various
decision-making scenarios: the decision-maker's skill, the time allotted for decision-making,
and the inherent difficulty of the decision. Unveiling rich structures within each category, our
research underscores compelling evidence suggesting that, in the domain of chess, features
describing the inherent difficulty of a decision outshine those based on skill or time
constraints. As we delve into the dynamics of human error prediction, our findings shed light
on the nuanced interplay of these factors and pave the way for a more comprehensive
Anderson, A., Kleinberg, J., & Mullainathan, S. (2017). Assessing human error against a
The development of computer chess programs has been marked by significant milestones and
shifts in approach since the post-World War II era. Early efforts, inspired by groundbreaking
papers from Shannon (1950) and Turing (1953), led to the introduction of the minimax
algorithm and the classification of chess programs into type A (brute force) and type B
minimaxing, alpha-beta pruning, and other enhancements, overshadowed the interest in type
some recent work by Botvinnik et al., the development of effective type B strategies has been
limited.
The historical evolution of computer chess programming can be categorized into three broad
eras: the first era (1950 - c1975) characterized by hardware limitations and the emergence of
selective type B programs, the second era (c1975 - c1985) marked by increased processor
power and the advent of dedicated chess hardware, and the third era (c1985 onwards)
witnessing algorithmic advancements and the widespread use of personal computers with
improved playing strength. Move ordering techniques, such as iterative deepening, the killer
heuristic, and history heuristic, played a crucial role in optimizing the efficiency of chess
programs. The impact of computer chess on AI has evolved from being a testbed for AI
areas. The ongoing refinement of traditional algorithms and the exploration of Shannon B
type strategies present avenues for future research and development in the field
Heath, D., Allum, D., & Square, P. (1997). The Historical Development of Computer Chess
and its Impact on Artificial Intelligence. Deep Blue Versus Kasparov: The Significance for
Machines capable of playing chess have fascinated people since the latter half of the 18th
century, when the Turk, the first of the pseudo-automatons, began a triumphal exhibition tour
of Europe.
The ability of a machine to play chess well has taken on symbolic meaning since the first
precomputer devices more than a century ago. In 1890 a Spanish scientist, Leonardo Torres y
was capable of checkmating a human opponent in a simple endgame, king and rook versus
king. The machine did not always play the best moves and sometimes took 50 moves to
perform a task that an average human player could complete in fewer than 20. But it could
recognize illegal moves and always delivered eventual checkmate. Torres y Quevado
acknowledged that the apparatus had no practical purpose. As a scientific toy, however, it
gained attention for his belief in the capability of machines to be programmed to follow
certain rules.
A breakthrough came in 1948, when the research scientist Claude Shannon of Bell Telephone
Laboratories in Murray Hill, New Jersey, U.S., presented a paper that influenced all future
programmers. Shannon, like Torres y Quevada and Turing, stressed that progress in
developing a chess-playing program would have a wider application and could lead, he said,
to machines that could translate from language to language or make strategic military
decisions.
Computers began to compete against humans in the late 1960s. In February 1967 MacHack
VI, a program written by Richard Greenblatt, an MIT undergraduate, drew one game and lost
four in a U.S. Chess Federation tournament. Its results improved markedly, from a
performance equivalent to a USCF rating of 1243 to reach 1640 by April 1967, about the
average for a USCF member. The first American computer championship was held in New
York City in 1970 and was won by Chess 3.0, a program devised by a team of Northwestern
Technical advances accelerated progress in computer chess during the 1970s and ’80s. Sharp
increases in computing power enabled computers to “see” much further. Computers of the
1960s could evaluate positions no more than two moves ahead, but authorities estimated that
each additional half-move of search would increase a program’s performance level by 250
rating points. This was borne out by a steady improvement by the best programs until Deep
Thought played above the 2700 level in 1988. When Deep Blue, its successor, was
introduced in 1996, it saw as far as six moves ahead. (Gary Kasparov said he normally looks
only three to five moves ahead, adding that for humans more are not needed.)
By the late 1980s the strongest machines were capable of beating more than 90 percent of the
University, defeated a grandmaster, Arnold Denker, in a short match. In the same year
another Carnegie Mellon program, Deep Thought, defeated a top-notch grandmaster, Bent
https://www.britannica.com/technology/artificial-intelligence
https://www.britannica.com/topic/chess
In the two decades since the publication of Ericsson's influential paper on deliberate practice
and expert performance, the debate surrounding the interplay of nature and nurture in skill
development has evolved significantly. The deliberate practice theory, emphasizing the
pivotal role of focused, challenging practice in achieving expertise, has been scrutinized for
its exclusion of innate abilities or 'talent.' Sternberg (1996) challenged the theory, suggesting
that studies linking deliberate practice to expert performance may confound talent and
practice, neglecting those who dropped out of skill development. Recent research (De Bruin
et al., 2008) contradicts this assumption, demonstrating that elite, adolescent chess players
who dropped out showed similar improvement with just 1 hour of deliberate practice
The crux of the debate lies in Ericsson's dismissal of innate influences, with critics arguing
for a more nuanced perspective acknowledging the interaction between genetic and
environmental factors. In the context of chess expertise, the current study adopts a
chess performance in children newly introduced to the game. While prior research generally
found limited evidence for a connection between intelligence and chess skill, the study by
Campitelli and Gobet (2011) underlines the importance of abundant deliberate practice but
also highlights substantial inter-individual variability and the inadequacy of practice alone for
reaching grandmaster level. The present study aims to shed light on this complexity by
De Bruin, A. B., Kok, E. M., Leppink, J., & Camp, G. (2014). Practice, intelligence, and
enjoyment in novice chess players: A prospective study at the earliest stage of a chess
The fusion of chess play and psychological research yields a compelling realm of intellectual
satisfaction for participants. The intricate dance between strategy, foresight, and decision-
making in chess mirrors the complexities of the human mind. In the mid-1980s, the
narrative on chess skill. This period marked a juncture where the chess landscape had been
explored enough to weave together a reasonably satisfying story, laying bare the structure of
chess skill and identifying the remaining gaps in knowledge. Published in 1985, a seminal
work endeavored to encapsulate the progress made at the time, offering a comprehensive
account of the research process and shedding light on how chess players think, imagine, and
decide. The resulting synthesis became a testament to the captivating synergy between the
intellectual satisfaction derived from chess play and the empirical insights gleaned from
psychological research.
As chess players embarked on a journey into the recesses of cognitive processes, the 1985
publication emerged as a pivotal document. It not only summarized the strides made in
understanding chess skill but also illuminated the intricate components of the research
process itself. The narrative unraveled the enigmatic layers of the chessplayer's cognition,
showcasing the fusion of strategic thinking and psychological mechanisms. The book not
only painted a vivid picture of the known aspects of chess play but also delineated the
contours of the unknown, pointing out the gaps in knowledge that awaited exploration. The
intersection of chess play and psychological research, as articulated in this work, presented an
engaging enterprise that transcended the boundaries of both disciplines, offering a glimpse
into the profound intellectual satisfaction derived from unraveling the mysteries of the mind
specific check detection task within a 5x5 section of the chessboard. The experiment involved
a King and one or two potential checking pieces, with variations in the checking status
(presence or absence of a check) and the number of attackers (one or two). Notably, the
research revealed an intriguing difference in reaction time costs between novice and expert
chess players. Novices exhibited a greater reaction time cost when a distractor was
introduced, specifically in trials without a check, whereas experts showed a more consistent
reaction time across both yes and no check trials. This disparity suggests that experts employ
automatic and parallel encoding procedures for chess relations, highlighting the efficiency
Furthermore, the study delved into the nuanced aspects of check detection by contrasting
standard trials with those where one of two attackers was cued (colored red). In this variation,
participants were tasked with determining the checking status of the cued attacker while
disregarding the other. Notably, a Stroop-like interference effect emerged in trials where a
cued nonchecking attacker appeared alongside an attacker that was indeed checking
(incongruent condition). This finding suggests that, akin to the interference observed in
classic Stroop tasks, expert chess players face challenges when selectively attending to
relevant information while suppressing irrelevant cues. These insights into automatic
encoding and interference effects shed light on the cognitive intricacies underlying chess
expertise.
Reingold, E. M., Charness, N., Schultetus, R. S., & Stampe, D. M. (2001). Perceptual
Chapter 3
METHODOLOGY
This chapter discusses the following methods and procedures to be used in conducting the
study, such as the research design, sampling technique, context and participants, research
Research Design
data collection and statistical analysis. Quasi-experimental research compares groups with
variables of playing against AI affects the player’s accuracy. It draws statistical conclusions
from quantitative data. For these reasons, the researcher believes this design would be the
best choice.
least 3 students per section for this study. This allows for much precise data statistics as every
The respondents for this research will be NU Laguna Senior High School students with
an ELO of 0-1399 in Chess.com. This means that it is required for a participant to have a
Chess.com account.
The participants will play against 3 different chess bots with varying levels of ELO or
difficulty. After their first games against these AIs, the researcher will collect the data on the
players’ initial move accuracy. They will then be given a minimum of 15 minutes and a
maximum of 30 minutes to practice and analyze their games before having a last game against
the AIs. The time it took to practice and their final move accuracy will be also recorded.
Ethical Consideration
ensuring participants are fully aware of the study's purpose, procedures, and potential risks.
privacy, using secure data storage and handling procedures. Fair treatment is essential,
necessitating unbiased participant selection and equitable distribution of research benefits and
standards ensure the ongoing ethical integrity of the study, fostering trust and upholding the