Confirmation Bias as a Default Heuristic in Novice Chess Players' Problem Solving

2002 ◽  
Author(s):  
Michelle B. Cowley PGDipStat BA DPhil - RSS Fellow
1987 ◽  
Vol 34 (9) ◽  
pp. 13-16
Author(s):  
James E. Johnson

This article focuses on a particular cognitive process involved in problem solving, namely, the ability to create hypotheses and the ability to relinquish hypotheses (Wason 1960). This process is illustrated with activities suitable for children and adults—activities that illustrate how to stres the importance of producing and evaluating new ideas while solving a problem.


2002 ◽  
Vol 61 (4) ◽  
pp. 221-233 ◽  
Author(s):  
Alexander J. de Voogt

Cognitive experimental research on experts has been dominated by research on Chess masters. De Groot’s work on Chess masters ( de Groot 1946/1965 ) started a tradition of Chess research concentrating on perception, memory and problem-solving expertise (e.g. Chase & Simon, 1973 ; de Groot & Gobet, 1996 ; Newell & Simon, 1972 ). In later years, this research was replicated by research on board games other than Chess. Experiments on players of Gomoku, Go ( Eisenstadt & Kareev, 1977 ; Reitman, 1976 ) and Othello ( Billman & Shaman, 1990 ; Wolff, Mitchell, & Frey, 1984 ) largely confirmed the findings on Chess masters. In board games research the effect of “cultural” variables has not been studied or even considered. Despite the presence of Japanese, Russian, Dutch and recently African players or games, the results of the experiments have been compared as if there is one “board game culture”. As long as the results of the experiments do not upset the results of Chess research, one could claim that this cultural background is irrelevant and that cognitive experiments on experts concern a level of thinking which is universal in humans. However, recent research on Bao experts - a board game played in East Africa - contradicted some of the results in Chess ( de Voogt, 1995 ). In this instance, the role of “culture” became an issue in two ways. Is the difference between Bao and Chess players related to the differences in playing context or are the experiments designed for Chess not comparable or not applicable to Bao?


2021 ◽  
pp. 487-504
Author(s):  
Ivan Bratko ◽  
Dayana Hristova ◽  
Matej Guid

We investigate the question of automatic prediction of task difficulty for humans, of problems that are typically solved through informed search. Our experimental domain is the game of chess. We analyse experimental data from human chess players solving tactical chess problems. The players also estimated the difficulty of these problems. We carried out an experiment with an approach to automatically estimate the difficulty of problems in this domain. The idea of this approach is to use the properties of a “meaningful search tree” to learn to estimate the difficulty of example problems. The construct of a meaningful search tree is an attempt at approximating problem solving by human experts. The learned difficulty classifier was applied to our experimental problems, and the resulting difficulty estimates matched well with the measured difficulties on the Chess Tempo website, and also with the average difficulty perceived by the players.


2019 ◽  
Vol 209 ◽  
pp. 112609 ◽  
Author(s):  
Juan Pedro Fuentes-García ◽  
Telmo Pereira ◽  
Maria António Castro ◽  
António Carvalho Santos ◽  
Santos Villafaina

Sensors ◽  
2020 ◽  
Vol 20 (14) ◽  
pp. 3917
Author(s):  
Telmo Pereira ◽  
Maria António Castro ◽  
Santos Villafaina ◽  
António Carvalho Santos ◽  
Juan Pedro Fuentes-García

This study aimed to compare the dynamics of the prefrontal cortex (PFC), between adult and adolescent chess players, during chess-based problem-solving tasks of increasing level of difficulty, relying on the identification of changes in oxygenated hemoglobin (HbO2) and hemoglobin (HHb) through the functional near-infrared spectroscopy (fNIRS) method. Thirty male federated chess players (mean age: 24.15 ± 12.84 years), divided into adults and adolescents, participated in this cross-sectional study. Participants were asked to solve three chess problems with different difficulties (low, medium, and high) while changes in HbO2 and HHb were measured over the PFC in real-time with an fNIRS system. Results indicated that the left prefrontal cortex (L-PFC) increased its activation with the difficulty of the task in both adolescents and adults. Interestingly, differences in the PFC dynamics but not in the overall performance were found between adults and adolescents. Our findings contributed to a better understanding of the PFC resources mobilized during complex tasks in both adults and adolescents.


2009 ◽  
Vol 33 (6) ◽  
pp. 1117-1143 ◽  
Author(s):  
Merim Bilalić ◽  
Peter McLeod ◽  
Fernand Gobet

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