Academic literature on the topic 'Chess tasks'

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Journal articles on the topic "Chess tasks"

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MISAKYAN, Samvel. "Chess and Thinking." WISDOM 8, no. 1 (2017): 116. http://dx.doi.org/10.24234/wisdom.v8i1.181.

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This article defines the chess impact on the formulation and development of thinking. Children’s thinking development is taken into consideration though the chess tasks and resolution of the problems with one and two moves. We consider the understanding scheme of problem solving though the simple chess tasks’ discussion. We consider the mate creation by the Queen and Knight, in order to solve the problem. The possible move of the piece is pointed to show the mate. The task’s solution is simplified through the analysis. To understand the solution of the mate problem in two moves, once again we
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Van Der Maas, Han L. J., and Eric-Jan Wagenmakers. "A Psychometric Analysis of Chess Expertise." American Journal of Psychology 118, no. 1 (2005): 29–60. http://dx.doi.org/10.2307/30039042.

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Abstract This study introduces the Amsterdam Chess Test (ACT). The ACT measures chess playing proficiency through 5 tasks: a choose-a-move task (comprising two parallel tests), a motivation questionnaire, a predict-a-move task, a verbal knowledge questionnaire, and a recall task. The validity of these tasks was established using external criteria based on the Elo chess rating system. Results from a representative sample of active chess players showed that the ACT is a very reliable test for chess expertise and that ACT has high predictive validity. Several hypotheses about the relationships be
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Campitelli, Guillermo, Martín Labollita, and Merim Bilalić. "Planning, Cognitive Reflection, Inter-Temporal Choice, and Risky Choice in Chess Players: An Expertise Approach." Journal of Intelligence 13, no. 3 (2025): 40. https://doi.org/10.3390/jintelligence13030040.

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This study investigates the cognitive processes underlying chess expertise by examining planning, cognitive reflection, inter-temporal choice, and risky choice in chess players. The study involves 25 chess players and 25 non-chess players, comparing their performance on the Tower of London (TOL) task, Cognitive Reflection Test (CRT), inter-temporal choice (ITC), and risky choice tasks. Results indicate that chess players outperform non-chess players in TOL and CRT, showing superior planning and cognitive reflection abilities. Chess players also prefer future rewards over immediate ones in ITC,
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Gardner, Martin. "Some New Results on Nonattacking Chess Tasks." Math Horizons 8, no. 3 (2001): 10–12. http://dx.doi.org/10.1080/10724117.2001.12021828.

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Fuentes-García, Juan Pedro, and Santos Villafaina. "Psychophysiological and Performance Effects of Biofeedback and Neurofeedback Interventions in a Top 100 Female Chess Player." Behavioral Sciences 14, no. 11 (2024): 1044. http://dx.doi.org/10.3390/bs14111044.

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(1) Background: Previous studies showed that neurofeedback and biofeedback could improve stress levels, enhance self-control over physiological factors, improve behavioral efficiency, and increase reaction speed to stimuli. Specifically, the sensorimotor rhythm stimulation (12–15 Hz) can enhance cognitive functions such as selective attention and working memory. However, there is no study that analyzes the effect of these interventions in chess players. (2) Methods: A Chess Woman Grandmaster and Chess International Master, with an ELO ranking higher than 2350 points, was selected to participat
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Banerjee, Amitav. "Artificial Intelligence beyond Chess: Opportunities for Medicine, Public Health, and Social Medicine." Journal of Comprehensive Health 8, no. 1 (2021): 6–8. http://dx.doi.org/10.53553/jch.v08i01.002.

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History was created in 1997 when Deep Blue, an Artificial Intelligence (AI) enabled chess engine, beat the world chess champion. Since then AI and machine learning are being increasingly used in other fields including health care to perform complex tasks. The present commentary compares chess and medicine and how lessons learnt from the application of AI in chess leading to “advanced chess” can be used to develop AI enabled “advanced medicine.” It supports the proposition that while at present it may appear that advances in medical technology are putting a strain on the doctor-patient
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Pereira, Telmo, Maria António Castro, Santos Villafaina, António Carvalho Santos, and Juan Pedro Fuentes-García. "Dynamics of the Prefrontal Cortex during Chess-Based Problem-Solving Tasks in Competition-Experienced Chess Players: An fNIR Study." Sensors 20, no. 14 (2020): 3917. http://dx.doi.org/10.3390/s20143917.

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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, a
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Nikanova, Ekaterina. "Psychodiagnostics of thinking fluency by using the chess tasks." Uchenye zapiski universiteta imeni P.F. Lesgafta, no. 109 (March 2014): 129–32. http://dx.doi.org/10.5930/issn.1994-4683.2014.03.109.p129-132.

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Kelley, Troy D., and Lyle N. Long. "Deep Blue Cannot Play Checkers: The Need for Generalized Intelligence for Mobile Robots." Journal of Robotics 2010 (2010): 1–8. http://dx.doi.org/10.1155/2010/523757.

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Generalized intelligence is much more difficult than originally anticipated when Artificial Intelligence (AI) was first introduced in the early 1960s. Deep Blue, the chess playing supercomputer, was developed to defeat the top rated human chess player and successfully did so by defeating Gary Kasporov in 1997. However, Deep Blue only played chess; it did not play checkers, or any other games. Other examples of AI programs which learned and played games were successful at specific tasks, but generalizing the learned behavior to other domains was not attempted. So the question remains: Why is ge
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Doglaev, Arslang Y. "Formation of Intellectual Activity of Primary Schoolchildren in the Process of Learning to Play Chess." Development of education 4, no. 3 (2021): 21–24. http://dx.doi.org/10.31483/r-99355.

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The purpose of the article is the solution of the problem of activating the intelligence of students, it seems especially relevant as an innovative technological stage that promotes young chess players to a higher level of realization of creative inclinations and abilities, intellectual potential. The following methods are used in the learning process: observation, testing, conversation, game methods, methods for solving chess problems, writing games, designing and solving original chess problems, modern information technologies, participation in competitions, including the Internet competitio
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Dissertations / Theses on the topic "Chess tasks"

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Квітницький, Р. О., І. А. Слуцька та С. Г. Кочубей. "Шахові задачі та графи (навчальний тренажер)". Thesis, Сумський державний університет, 2017. http://essuir.sumdu.edu.ua/handle/123456789/66815.

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Books on the topic "Chess tasks"

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Chess Problems Tasks and Records. 2nd ed. Faber & Faber Ltd, 2001.

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Morse, Jeremy. Chess Problems: Tasks and Records. Troubador Publishing Limited, 2016.

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Chess Problems: Tasks and Records. Faber & Faber, 1995.

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publish, to do to do list. To Do List Notebook 6X9 110 Pages: To DO LIST Planners Chess NOTEBOOK Daily, Weekly or Monthly Tasks / GIFT IDEAS TIME MANAGEMENT ORGANIZATION. Independently Published, 2020.

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Branden, Kris van den. Task-Based Language Education: From Theory to Practice. Cambridge University Press, 2009.

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Branden, Kris van den. Task-Based Language Education: From Theory to Practice. University of Cambridge ESOL Examinations, 2010.

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Iacocca, William Novak Lee. Iacocca: Lee Iacocca Talks about Iacocca The Man, The Legend, and His History-Making Bestseller. Random House Audio, 2007.

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Book chapters on the topic "Chess tasks"

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Trinh, Thong B., Anwer S. Bashi, and Nikhil Deshpande. "Temporal difference learning in Chinese Chess." In Tasks and Methods in Applied Artificial Intelligence. Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/3-540-64574-8_447.

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Newell, Allan. "The Chess Machine: An Example of Dealing with a Complex Task by Adaption." In Computer Chess Compendium. Springer New York, 1988. http://dx.doi.org/10.1007/978-1-4757-1968-0_3.

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Overland, Maryann K., and Joseph Merrill. "Workup for Chest Pain in the Clinic." In Chalk Talks in Internal Medicine. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-34814-4_10.

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Akar, Asuman. "Community Acquired Pneumonia in Childhood." In Pediatric Chest Infection. Nobel Tip Kitabevleri, 2024. http://dx.doi.org/10.69860/nobel.9786053359463.2.

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This article talks about stress and anger management within the family. It aims to provide a socially and emotionally happier family relationship by identifying the factors underlying anger and stress and then taking steps accordingly. Individuals in our society try to continue by ignoring the factors underlying anger and stress, but this turns into unsatisfactory relationships. The importance of detecting this correctly and moving forward is emphasized.
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Wan, Shanchuan, and Tomoyuki Kaneko. "Heterogeneous Multi-task Learning of Evaluation Functions for Chess and Shogi." In Neural Information Processing. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-04182-3_31.

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van Sonsbeek, Tom, and Marcel Worring. "X-TRA: Improving Chest X-ray Tasks with Cross-Modal Retrieval Augmentation." In Lecture Notes in Computer Science. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-34048-2_36.

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Imran, Abdullah-Al-Zubaer, and Demetri Terzopoulos. "Semi-supervised Multi-task Learning with Chest X-Ray Images." In Machine Learning in Medical Imaging. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-32692-0_18.

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Müller, Philip, Georgios Kaissis, Congyu Zou, and Daniel Rueckert. "Radiological Reports Improve Pre-training for Localized Imaging Tasks on Chest X-Rays." In Lecture Notes in Computer Science. Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-16443-9_62.

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Tsai, Chen-Han, and Yu-Shao Peng. "Multi-task Lung Nodule Detection in Chest Radiographs with a Dual Head Network." In Lecture Notes in Computer Science. Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-16431-6_67.

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Wang, Chunliang. "Segmentation of Multiple Structures in Chest Radiographs Using Multi-task Fully Convolutional Networks." In Image Analysis. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-59129-2_24.

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Conference papers on the topic "Chess tasks"

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Nguyen, Thien, Soongho Park, and Amir Gandjbakhche. "Peripheral blood versus chest tissue oxygen saturation responses to different breathing tasks." In Clinical and Translational Biophotonics. Optica Publishing Group, 2025. https://doi.org/10.1364/translational.2025.tw2f.3.

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This study investigates the sensitivity of peripheral blood and chest tissue oxygen saturation to three different simulated breathing tasks. We found that tissue oxygenation is more sensitive to breath holding than peripheral blood oxygen saturation.
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Morcos, Michael T., Umberto Saetti, Derek H. Geiger, et al. "Full-Body Haptic Cueing for Augmented Pilot Perception in Position/Velocity Tracking Tasks." In Vertical Flight Society 81st Annual Forum and Technology Display. The Vertical Flight Society, 2025. https://doi.org/10.4050/f-0081-2025-136.

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This paper investigates the use of multi-modal cueing through full-body haptic feedback to enhance pilot-vehicle system (PVS) performance, reduce mental workload (MWL), and increase situational awareness (SA) in both good and degraded visual environments (GVE/DVE). Piloted simulations were conducted using an H-60-like flight dynamics model in a virtual reality (VR) motion-based simulator, evaluating two ADS-33-like mission task elements (MTEs) – precision hover and slalom – under visual-only and combined visual and haptic feedback conditions in both GVE and DVE. The H-60 flight dynamics were a
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Akhter, Yasmeena, Rishabh Ranjan, Richa Singh, and Mayank Vatsa. "Low-Resolution Chest X-Ray Classification Via Knowledge Distillation and Multi-Task Learning." In 2024 IEEE International Symposium on Biomedical Imaging (ISBI). IEEE, 2024. http://dx.doi.org/10.1109/isbi56570.2024.10635737.

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Elaanba, Abdelfettah, Mohammed Ridouani, Fatima Zahra Laamrani, and Larbi Hassouni. "A Chest X-Ray Private Dataset for Classification Models Evaluation on the Task of Endotracheal Tubes Position Diagnosis." In 2024 Sixth International Conference on Intelligent Computing in Data Sciences (ICDS). IEEE, 2024. http://dx.doi.org/10.1109/icds62089.2024.10756468.

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Enshaei, Nastaran, and Farnoosh Naderkhani. "An Automated Framework for Pneumonia Severity Scoring on Chest Radiographs: A Transfer Learning and Multi-Task Learning Approach." In 2024 IEEE International Conference on Image Processing Challenges and Workshops (ICIPCW). IEEE, 2024. https://doi.org/10.1109/icipcw64161.2024.10769192.

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Martynov, Pavel Nikitich. "ANALYSIS OF SCIENTIFIC AND METHODOLOGICAL APPROACHES TO THE APPLICATION OF INDIVIDUAL TASKS IN THE PROCESS OF INITIAL TRAINING OF CHESS PLAYERS." In Themed collection of papers from Foreign international scientific conference «Joint innovation - joint development». by HNRI «National development» in cooperation with PS of UA. December 2024. Crossref, 2025. https://doi.org/10.37539/241226.2024.46.24.017.

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The article provides a rationale for scientific and methodological approaches to the use of individual assignments in the process of initial training of chess players. It is shown how the implementation of scientific and methodological approaches is adapted to the conditions of using individual assignments in initial chess training. A conclusion is made about the joint use of the approaches considered.
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Vujičić, Vojislav, Gavrilo Bošković, Strahinja Čepić, Nedeljko Dučić, and Ivan Milićević. "Simulation of a Chess Game with an Industrial Robot." In Proceedings TIЕ 2024. University of Kragujevac, Faculty of Technical Sciences, Čačak, 2024. http://dx.doi.org/10.46793/tie24.336v.

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This paper presents a simulation of a chess game with an industrial robot designed for educational purposes, focusing on the integration of automation in various industries. By using the FANUC ER-4iA robot in a FANUC educational cell, we explore the robot’s ability to perform precise and complex movements that are important for the chess game. The simulation is carried out using the ROBOGUIDE software, which enables detailed programming and visualization of the robot’s movements. The process includes configuring the coordinate system, defining the robot’s gripper parameters and programming the
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Bao, Condy, and FangFang Ma. "Evaluating the Limitations of Large Language Models in Board Games." In 5th International Conference on Advanced Natural Language Processing. Academy & Industry Research Collaboration Center, 2024. http://dx.doi.org/10.5121/csit.2024.141014.

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In recent years, advancements in Large Language Models (LLMs) have sparked significant interest in their capabilities across various areas. This paper investigates the deficiencies in their performance in board games such as Chess, Connect 4, and Tic Tac Toe. Key findings from the experiments include inconsistencies in board representation in Tic Tac Toe, Connect 4, and Chess. Additionally, GPT-4's ability to solve chess puzzles was tested across different difficulty levels and prompting strategies. For easy puzzles, GPT-4 achieved an accuracy of 19.8% with zero-shot prompting, which improved
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Yang, Ruilai, and Rodrigo Onate. "AN INTELLIGENT APPLICATION TO STREAMLINE CHESS ASSIGNMENT GRADING FOR COACHES USING LEARNING MANAGEMENT SYSTEMS AND AUTOMATION TOOLS." In 9th International Conference on Computer Science and Information Technology. Academy & Industry Research Collaboration, 2025. https://doi.org/10.5121/csit.2025.151203.

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In the field of chess education, coaches often face significant challenges in efficiently grading large volumes of student assignments, which limits the time they can dedicate to personalized instruction and strategic development [5]. To address this problem, we developed a mobile application designed to streamline and automate the grading process for chess homework. Our solution integrates user authentication, an intuitive user interface, and robust database management to create an accessible and effective platform for both coaches and students [11]. By leveraging Firebase services and Flutte
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Pullum, Laura L. "Review of Metrics to Measure the Stability, Robustness and Resilience of Reinforcement Learning." In 4th International Conference on Machine Learning and Soft Computing. Academy and Industry Research Collaboration Center (AIRCC), 2023. http://dx.doi.org/10.5121/csit.2023.130205.

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Reinforcement learning (RL) has received significant interest in recent years, primarily because of the success of deep RL in solving many challenging tasks, such as playing chess, Go, and online computer games. However, with the increasing focus on RL, applications outside gaming and simulated environments require an understanding of the robustness, stability, and resilience of RL methods. To this end, we conducted a comprehensive literature review to characterize the available literature on these three behaviors as they pertain to RL. We classified the quantitative and theoretical approaches
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