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1

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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2

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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8

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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9

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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10

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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11

Shankovskyi, A., V. Ulizko, and R. Boichuk. "Ways to improve chess training." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 5(150) (May 27, 2022): 129–33. http://dx.doi.org/10.31392/npu-nc.series15.2022.5(150).28.

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With the development of modern technologies, chess sports are becoming more and more popular every day. Chess contributes to the development of concentration of attention, the ability to overcome difficulties, to plan their own actions, to think logically. They are also used to model artificial intelligence systems. As the game of chess manifests the qualities of the human person, they are used as a model for scientific research in psychology and pedagogy. The system of chess classes, identifying and developing personal abilities, forming a progressive orientation of the personality, contribut
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Andrade, Leo Pasqualini de, Augusto Cláudio Santa Brígida Tirado, Valério Brusamolin, and Mateus Das Neves Gomes. "Solving a hypothetical chess problem: a comparative analysis of computational methods and human reasoning." Revista Brasileira de Computação Aplicada 11, no. 1 (2019): 96–103. http://dx.doi.org/10.5335/rbca.v11i1.9111.

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Computational modeling has enabled researchers to simulate tasks which are very often impossible in practice, such as deciphering the working of the human mind, and chess is used by many cognitive scientists as an investigative tool in studies on intelligence, behavioral patterns and cognitive development and rehabilitation. Computer analysis of databases with millions of chess games allows players’ cognitive development to be predicted and their behavioral patterns to be investigated. However, computers are not yet able to solve chess problems in which human intelligence analyzes and evaluate
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13

Fuentes-García, Juan Pedro, Telmo Pereira, Maria António Castro, António Carvalho Santos, and Santos Villafaina. "Psychophysiological stress response of adolescent chess players during problem-solving tasks." Physiology & Behavior 209 (October 2019): 112609. http://dx.doi.org/10.1016/j.physbeh.2019.112609.

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14

Yazidi, Anis, Asieh Abolpour Mofrad, Morten Goodwin, Hugo Lewi Hammer, and Erik Arntzen. "Balanced difficulty task finder: an adaptive recommendation method for learning tasks based on the concept of state of flow." Cognitive Neurodynamics 14, no. 5 (2020): 675–87. http://dx.doi.org/10.1007/s11571-020-09624-3.

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Abstract An adaptive task difficulty assignment method which we reckon as balanced difficulty task finder (BDTF) is proposed in this paper. The aim is to recommend tasks to a learner using a trade-off between skills of the learner and difficulty of the tasks such that the learner experiences a state of flow during the learning. Flow is a mental state that psychologists refer to when someone is completely immersed in an activity. Flow state is a multidisciplinary field of research and has been studied not only in psychology, but also neuroscience, education, sport, and games. The idea behind th
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15

Wang, Yanpei, Chenyi Zuo, Daoyang Wang, Sha Tao, and Lei Hao. "Reduced Thalamus Volume and Enhanced Thalamus and Fronto-Parietal Network Integration in the Chess Experts." Cerebral Cortex 30, no. 10 (2020): 5560–69. http://dx.doi.org/10.1093/cercor/bhaa140.

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Abstract The ability of chess experts depends to a large extent on spatial visual processing, attention, and working memory, all of which are thought to be mediated by the thalamus. This study explored whether continued practice and rehearsal over a long period of time results in structural changes in the thalamic region. We found smaller gray matter volume regions in the thalami of expert Chinese chess players in comparison with novice players. We then used these regions as seeds for resting-state functional connectivity analysis and observed significantly strengthened integration between the
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16

Shankovskyi, Andrii, Andrii Grabchuk, and Ihor Khrobatyn. "Development of computer technologies in chess." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 3K(176) (March 18, 2024): 508–11. http://dx.doi.org/10.31392/udu-nc.series15.2024.3k(176).114.

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The purpose of the work: to determine ways of using computer technologies to optimize the process of training chess players. Methodology: analysis and generalization of data from scientific and methodical literature, programmatic and normative documents, pedagogical observation. Scientific novelty: computer technology has become an integral part of the chess game. Computer programs for playing chess have become more modern and professional, and can be used to prepare for matches, analyze games and improve the level of play. Computer databases of chess games, such as "Chess Base" and "Chess Ass
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17

Anbarci, Nejat, and Mehmet S. Ismail. "AI-powered mechanisms as judges: Breaking ties in chess." PLOS ONE 19, no. 11 (2024): e0305905. http://dx.doi.org/10.1371/journal.pone.0305905.

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Recently, Artificial Intelligence (AI) technology use has been rising in sports to reach decisions of various complexity. At a relatively low complexity level, for example, major tennis tournaments replaced human line judges with Hawk-Eye Live technology to reduce staff during the COVID-19 pandemic. AI is now ready to move beyond such mundane tasks, however. A case in point and a perfect application ground is chess. To reduce the growing incidence of ties, many elite tournaments have resorted to fast chess tiebreakers. However, these tiebreakers significantly reduce the quality of games. To ad
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18

Gevorgyan, S. R., S. A. Manukyan, and V. Zh Sarkisyan. "The Impact of Students’ Attitudes and Learning Activities on the Chess Academic Achievemnts in Primary Schools." Психологическая наука и образование 28, no. 5 (2023): 100–113. http://dx.doi.org/10.17759/pse.2023280508.

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<p>The purpose of the current research is to reveal the mechanisms of the influence of teaching and learning strategies and students’ motivation on the chess knowledge in elementary schools. The sample of the study consists of 476 pupils from 42 schools, 476 parents, 42 teachers. The survey was conducted by random sampling with the participation of all regions of the Republic of Armenia, including the capital Yerevan. During the research, the following methods and tools of quantitative and qualitative research have been applied: questionnaire, test, action research. The results
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19

Dvoryatkina, Svetlana N., Vladimir S. Karapetyan, Alla M. Dallakyan, Svetlana A. Rozanova, and Eugeny I. Smirnov. "SYNERGETIC EFFECTS MANIFESTATION BY FOUNDING COMPLEXES DEPLOYMENT OF MATHEMATICAL TASKS ON THE CHESSBOARD." Problems of Education in the 21st Century 77, no. 1 (2019): 8–21. http://dx.doi.org/10.33225/pec/19.77.08.

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The urgency of the problem is due to the insufficient development of theoretical, content-technological and methodological aspects of the integration of mathematical knowledge and chess skills. The manifestations of synergistic effects arising in the course of the integration of mathematical and game chess activity, while resolving uncertainties on the chessboard due to the activation of key components of creativity, have not been sufficiently studied. The synergistic effect of the integration of mathematical knowledge and chess skills is considered from the perspective of the components of th
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20

Ahmetov, Ildus I., Elena V. Valeeva, Meruert B. Yerdenova, et al. "KIBRA Gene Variant Is Associated with Ability in Chess and Science." Genes 14, no. 1 (2023): 204. http://dx.doi.org/10.3390/genes14010204.

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The kidney and brain expressed protein (KIBRA) plays an important role in synaptic plasticity. Carriers of the T allele of the KIBRA (WWC1) gene rs17070145 C/T polymorphism have been reported to have enhanced spatial ability and to outperform individuals with the CC genotype in working memory tasks. Since ability in chess and science is directly related to spatial ability and working memory, we hypothesized that the KIBRA T allele would be positively associated with chess player status and PhD status in science. We tested this hypothesis in a study involving 2479 individuals (194 chess players
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Volke, H. J., P. Dettmar, P. Richter, M. Rudolf, and U. Buhss. "On-Coupling and Off-Coupling of Neocortical Areas in Chess Experts and Novices." Journal of Psychophysiology 16, no. 1 (2002): 23–36. http://dx.doi.org/10.1027//0269-8803.16.1.23.

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Abstract This paper presents a pilot study on the differences in evoked EEG coherence measures (computed as zero-lagged cross-correlation, “EC”) between chess experts and novices while solving chess problems. One of our earlier investigations ( Volke, 1999 ) had shown that both location and direction of EC changes in task processing (compared with a resting condition) depend on the degree of task performance. As a result we postulated that when solving the same tasks experts and novices would show different EC. The results of the recent study confirmed this supposition. Chess tasks of varying
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Эгамбердиева, Бахора Фазлиддиновна. "Для школьников влияние шахматного образования на развитие творческих способностей и интеллекта". JOURNAL OF UNIVERSAL SCIENCE RESEARCH 1, № 10 (2023): 281–87. https://doi.org/10.5281/zenodo.8418038.

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One of the main tasks of modern schools is the development of children's creative potential and the formation of socially significant personal qualities. At school, they should not receive ready-made knowledge, but a model of adaptation to rapidly changing conditions. According to a number of psychological and pedagogical indicators, the chess game is an ideal explanatory model that allows students to form skills for successfully solving practice-oriented problems. Our research is devoted to revealing the didactic possibilities of this explanatory model, where the authors define approaches
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Maigeldiyeva, Sh M., Sh D. Imangaliyeva, and A. S. Akhmetova. "RESULTS OF PSYCHODIAGNOSIS OF INTELLECTUAL DEVELOPMENT OF PUPILS OF PRIMARY SCHOOL AGE DURING THE CHESS GAMES." ҚОРҚЫТ АТА АТЫНДАҒЫ ҚЫЗЫЛОРДА УНИВЕРСИТЕТІНІҢ ХАБАРШЫСЫ ПЕДАГОГИКА ЖӘНЕ ПСИХОЛОГИЯ СЕРИЯСЫ 5, no. 1 (2024): 6–14. https://doi.org/10.52081/pps.2024.v05.i1.028.

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Teaching chess in primary school age contributes to cognitive development and improves pupils' school performance. We analysed the impact of chess on the cognitive development of primary school age children, and the psychodiagnosis experiment addressed the following tasks: Analysis of the results of students, with the best achievements in chess, psychodiagnosis of the development of cognitive processes in children of experimental and control groups using the methodology of J. Raven "Standard progressive matrices (classical version)", Group intellectual test (J. Wang, M.K. Akimova, V.T. Kozlova
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Toshniwal, Shubham, Sam Wiseman, Karen Livescu, and Kevin Gimpel. "Chess as a Testbed for Language Model State Tracking." Proceedings of the AAAI Conference on Artificial Intelligence 36, no. 10 (2022): 11385–93. http://dx.doi.org/10.1609/aaai.v36i10.21390.

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Transformer language models have made tremendous strides in natural language understanding tasks. However, the complexity of natural language makes it challenging to ascertain how accurately these models are tracking the world state underlying the text. Motivated by this issue, we consider the task of language modeling for the game of chess. Unlike natural language, chess notations describe a simple, constrained, and deterministic domain. Moreover, we observe that the appropriate choice of chess notation allows for directly probing the world state, without requiring any additional probing-rela
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Wijayanto, Feri. "Forsyth-Edwards Notation in Chess Game Clustering: A Depth-Based Evaluation." Jurnal Sains, Nalar, dan Aplikasi Teknologi Informasi 4, no. 1 (2025): 18–25. https://doi.org/10.20885/snati.v4.i1.3.

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Chess games clustering poses the challenge of accurately grouping games with similar strategies and positions, especially when the openings are similar. Previous research has used Portable Game Notation (PGN) as a feature for clustering, but its emphasis on move order can limit position transposition. This research addresses this limitation by evaluating Forsyth-Edwards Notation (FEN), which focuses on board position, as an alternative. Hierarchical clustering with complete linkage and K-means clustering were used to analyze 100 chess games at move depths of 20, 30, 40, and 60. Both methods ef
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Campitelli, Guillermo, Fernand Gobet, Gareth Williams, and Amanda Parker. "Integration of Perceptual Input and Visual Imagery in Chess Players: Evidence From Eye Movements." Swiss Journal of Psychology 66, no. 4 (2007): 201–13. http://dx.doi.org/10.1024/1421-0185.66.4.201.

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This multiple-case study addresses the question of how information from the environment is integrated with mental images. Chess players (N = 4) of different skill levels were submitted to a visual imagery task with familiar stimuli (chess positions) and unfamiliar stimuli (boards containing shapes). A position that remained unchanged and a grid in which moves were displayed using a standard chess notation familiar to the participants were visually presented. The participants’ task was to mentally reproduce a sequence of moves from the original position. Retention of updated positions was asses
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Mallasén, David, María José Belda, Alberto A. Del Barrio, Fernando Castro, Katzalin Olcoz, and Manuel Prieto-Matias. "Exploring Low-Cost Platforms for Automatic Chess Digitization." Journal of Computer Science and Technology 25, no. 1 (2025): e01. https://doi.org/10.24215/16666038.25.e01.

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Automatic digitization of chess games through computer vision poses a considerable technological challenge. This capability holds significant appeal for tournament organizers and both amateur and professional players, enabling them to broadcast over-the-board (OTB) games online or facilitate in-depth analysis with chess engines. While existing research provides encouraging results, there's an ongoing demand to enhance recognition accuracy and minimize processing delays, particularly when leveraging affordable hardware. In our study, we adapted these techniques specifically for cost-effective s
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28

Qiao, Zhi Hua, Ming Yang, and Zi Juan Wang. "Technologies Analysis of Connect6 Computer Game." Advanced Materials Research 171-172 (December 2010): 679–82. http://dx.doi.org/10.4028/www.scientific.net/amr.171-172.679.

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Connect6 is an emerging chess game in recent years. It evolves from Renju or Go-Moku. Because of large board, the search space and the state space are very large and the efficiency of searching algorithm is higher than Renju or Go-Moku’s. This paper mainly introduces key technologies of Connect6, such as board representation, move generation, searching technology and evaluation function, etc. Machine learning is used in the Connect6 computer game program. Hot topics and tasks are also proposed in the end.
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Campitelli, Guillermo, and Martín Labollita. "Correlations of cognitive reflection with judgments and choices." Judgment and Decision Making 5, no. 3 (2010): 182–91. http://dx.doi.org/10.1017/s1930297500001066.

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Abstract We investigated the role of individual differences in cognitive reflection in decision making. We measured the performance of 157 participants in the cognitive reflection test (Frederick, 2005) and a number of decision-making tasks. We examined the relation of cognitive reflection with performance in tasks that assess correspondence (as distinct from coherence), such as predicting the ratings of chess players. We found significant correlations between cognitive reflection and all the estimation measures in correspondence tasks. Our results suggest that cognitive reflection is a thinki
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Dimase, Miguel. "Heuristics in judgment tasks with unrecognized elements." Europe’s Journal of Psychology 15, no. 3 (2019): 531–52. http://dx.doi.org/10.5964/ejop.v15i3.1687.

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According to published studies in the field, random choice and random estimation are the only options for tackling judgment and decision-making tasks where the elements from which to infer a required criteria are not recognized. In Campitelli and Labollita (2010), participants were asked to estimate the nationality and Elo rating of chess players based on their surnames. In the present study I re-analyze those 123 participants from Campitelli and Labollita (2010) who declared not to have recognized any player. Even in this scenario of null recognition, they managed to correctly infer the Russi
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31

Pozo Herrera, Giovannys. "La formación de valores desde la enseñanza desarrolladora en la clase de Educación Física." Pedagogical Constellations 2, no. 1 (2023): 28–37. http://dx.doi.org/10.69821/constellations.v2i1.8.

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The objective of this research is to contribute with the university teacher in the formation of values from the teaching development in the Physical Education classes using chess as a tool, in the context of the Plan E of careers with pedagogical profile. For this, theoretical and empirical level methods were used that favor the fulfillment of scientific tasks. The research shows how productive methods can be used in the formation of values in university students of the University of Holguin. The use of evaluation that responds precisely in the formation of values, being a fundamental tool for
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32

Mani, Ganesh. "The web conference keynote - AI grand challenges." ACM SIGIR Forum 55, no. 1 (2021): 1–4. http://dx.doi.org/10.1145/3476415.3476416.

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Everybody has opinions on grand challenges---bold tasks that capture the imagination of researchers and system builders---for AI. One of the earliest set of challenge goals was enunciated by Turing award winner and AAAI President, Raj Reddy, in 1988. I attempt to provide an accounting of the progress that has been made in the field, over the last three decades, towards those challenge goals. While some tasks such as the world-champion chess machine were accomplished in short order, many others remain incomplete. A new set of challenges for the current decade are also proposed, spanning the Hea
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Sharma, Indrani, Parveen Kumar, and Rajkumar Kaushik. "Application of AI in Everyday Life." Industrial Engineering Journal 51, no. 09 (2022): 33–38. http://dx.doi.org/10.36893/iej.2022.v51i9.033-038.

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This day and age, artificial intelligence is growing quickly because of new, cutting-edge discoveries made every day. These days, computers are made to do easy things like driving a car, recognising faces, and other small jobs. The main goal of artificial intelligence, on the other hand, is to make smarter systems that can do everything better than people. This also includes getting things done, like playing chess and handling math problems, which are harder jobs. So, the end goal is to make everything better using AI. People working together can solve problems better than people working alone
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Jones, Ethan, Winyu Chinthammit, Weidong Huang, Ulrich Engelke, and Christopher Lueg. "Symmetric Evaluation of Multimodal Human–Robot Interaction with Gaze and Standard Control." Symmetry 10, no. 12 (2018): 680. http://dx.doi.org/10.3390/sym10120680.

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Control of robot arms is often required in engineering and can be performed by using different methods. This study examined and symmetrically compared the use of a controller, eye gaze tracker and a combination thereof in a multimodal setup for control of a robot arm. Tasks of different complexities were defined and twenty participants completed an experiment using these interaction modalities to solve the tasks. More specifically, there were three tasks: the first was to navigate a chess piece from a square to another pre-specified square; the second was the same as the first task, but requir
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Gupta, Piyush, Subir Biswas, and Vaibhav Srivastava. "Fostering human learning in sequential decision-making: Understanding the role of evaluative feedback." PLOS ONE 19, no. 5 (2024): e0303949. http://dx.doi.org/10.1371/journal.pone.0303949.

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Cognitive rehabilitation, STEM (science, technology, engineering, and math) skill acquisition, and coaching games such as chess often require tutoring decision-making strategies. The advancement of AI-driven tutoring systems for facilitating human learning requires an understanding of the impact of evaluative feedback on human decision-making and skill development. To this end, we conduct human experiments using Amazon Mechanical Turk to study the influence of evaluative feedback on human decision-making in sequential tasks. In these experiments, participants solve the Tower of Hanoi puzzle an
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Strittmatter, Anthony, Uwe Sunde, and Dainis Zegners. "Life cycle patterns of cognitive performance over the long run." Proceedings of the National Academy of Sciences 117, no. 44 (2020): 27255–61. http://dx.doi.org/10.1073/pnas.2006653117.

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Little is known about how the age pattern in individual performance in cognitively demanding tasks changed over the past century. The main difficulty for measuring such life cycle performance patterns and their dynamics over time is related to the construction of a reliable measure that is comparable across individuals and over time and not affected by changes in technology or other environmental factors. This study presents evidence for the dynamics of life cycle patterns of cognitive performance over the past 125 y based on an analysis of data from professional chess tournaments. Individual
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Orallo, José Hernández. "Heasuring (machine) intelligence universally: An interdisciplinary challenge." Acta Europeana Systemica 4 (July 13, 2020): 37–40. http://dx.doi.org/10.14428/aes.v4i1.57073.

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Artificial intelligence (Al) is having a deep impact on the way humans work, communicate and enjoy their leisure time. Al systems have been traditionally devised to solve specific tasks, such as playing chess, diagnosing a disease or driving a car. However, more and more Al systems are now being devised to be generally adaptable, and learn to solve a variety of tasks or to assist humans and organisations in their everyday tasks. As a result, an increasing number of robots, bots, avatars and 'smart' devices are enhancing our capabilities as individuals, collectives and humanity as a whole. What
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Rian Adam Rajagede. "MAINTAIN AGENT CONSISTENCY IN SURAKARTA CHESS USING DUELING DEEP NETWORK WITH INCREASING BATCH." IIUM Engineering Journal 23, no. 1 (2022): 159–71. http://dx.doi.org/10.31436/iiumej.v23i1.1807.

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Deep reinforcement learning usage in creating intelligent agents for various tasks has shown outstanding performance, particularly the Q-Learning algorithm. Deep Q-Network (DQN) is a reinforcement learning algorithm that combines the Q-Learning algorithm and deep neural networks as an approximator function. In the single-agent environment, the DQN model successfully surpasses human ability several times over. Still, when there are other agents in the environment, DQN may experience decreased performance. This research evaluated a DQN agent to play in the two-player traditional board game of Su
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Kovaleva, J., and T. Motuzenko. "Conduct of physical education classes with students of a special medical group in higher education institutions." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 3(162) (March 30, 2023): 187–92. http://dx.doi.org/10.31392/npu-nc.series15.2023.3k(162).38.

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Physical education is an important means in the system of education and upbringing of young people, formation of their foundations of a healthy lifestyle, organization of active rest, development of physical and spiritual forces, rehabilitation and correction of health, development of positive moral and volitional qualities. Health is an integral qualitative characteristic of a person and a society that combines social, spiritual, psychic, physical components and gives a person a sense of inner harmony, well-being and overall satisfaction with life. Taking into account the medical examinations
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Hinterreiter, Andreas, Christian Steinparz, Moritz SchÖfl, Holger Stitz, and Marc Streit. "Projection Path Explorer: Exploring Visual Patterns in Projected Decision-making Paths." ACM Transactions on Interactive Intelligent Systems 11, no. 3-4 (2021): 1–29. http://dx.doi.org/10.1145/3387165.

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In problem-solving, a path towards a solutions can be viewed as a sequence of decisions. The decisions, made by humans or computers, describe a trajectory through a high-dimensional representation space of the problem. By means of dimensionality reduction, these trajectories can be visualized in lower-dimensional space. Such embedded trajectories have previously been applied to a wide variety of data, but analysis has focused almost exclusively on the self-similarity of single trajectories. In contrast, we describe patterns emerging from drawing many trajectories—for different initial conditio
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Juni, Ngakan Ketut. "Wiku Catur Asrama Menurut Lontar Wasista Tattwa." Sphatika: Jurnal Teologi 11, no. 1 (2020): 1. http://dx.doi.org/10.25078/sp.v11i1.1498.

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<em>Wiku according to Lontar Wasista Tattwa is a well-behaved saint, a descendant of a saint, able to recite and master the third Vedic mantra, his </em><br /> <em>behavior is perfect, always meditating on God. One type of wiku described in the Wasista Tattwa ejection is the boarding chess board, namely: brahmacari wiku, grhasta wiku, wanaprasta, and bhiksuka. Brahmacari wiku duty is not to be angry with the community, there is nothing that be desired, there is no binding work in the world, no house or residence. The obligation of Wiku Grehastha is to be married and hav
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Khirod, Chandra Panda. "Leveraging Artificial Intelligence to Generate Automated Insights in Customer Relationship Management." Journal of Scientific and Engineering Research 7, no. 6 (2020): 258–64. https://doi.org/10.5281/zenodo.11232494.

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Artificial Intelligence (AI) has reached a pivotal stage, surpassing human capabilities in complex tasks such as defeating grandmasters in Chess and Go. This technological advancement extends beyond gaming; AI is now capable of writing poetry, forecasting decisions, interacting in real-time, and processing vast amounts of data to deliver solutions in milliseconds. As AI integrates into various business sectors, its impact on Customer Relationship Management (CRM) is particularly notable, significantly enhancing customer experience (CX).This research paper explores the application of AI in CRM
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Tymoshenko, Yelizaveta. "Artificial intelligence as a subject of property law." Law Review of Kyiv University of Law, no. 4 (December 30, 2020): 328–32. http://dx.doi.org/10.36695/2219-5521.4.2020.58.

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The article considers artificial intelligence (AI) as a new and existing subject of legal relations. It is described in detail about hisability to be a full participant in the relationship of intellectual property rights. Artificial intelligence allows computers to learn fromtheir own experience, adapt to given parameters and perform tasks that previously could only be done by humans. In most cases, theuse of artificial intelligence, whether for playing chess or as an unmanned vehicle, is extremely important to be able to learn and processnatural language. That is, the development and awarenes
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Yan, Xue, Yali Du, Binxin Ru, Jun Wang, Haifeng Zhang, and Xu Chen. "Learning to Identify Top Elo Ratings: A Dueling Bandits Approach." Proceedings of the AAAI Conference on Artificial Intelligence 36, no. 8 (2022): 8797–805. http://dx.doi.org/10.1609/aaai.v36i8.20860.

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The Elo rating system is widely adopted to evaluate the skills of (chess) game and sports players. Recently it has been also integrated into machine learning algorithms in evaluating the performance of computerised AI agents. However, an accurate estimation of the Elo rating (for the top players) often requires many rounds of competitions, which can be expensive to carry out. In this paper, to minimize the number of comparisons and to improve the sample efficiency of the Elo evaluation (for top players), we propose an efficient online match scheduling algorithm. Specifically, we identify and m
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Sarwat Hussain. "About artificial intelligence..." Journal of the Pakistan Medical Association 72, no. 2 (2022): 208–10. http://dx.doi.org/10.47391/jpma.22-02.

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Early computers were used as automatic calculation tools. Later, as the Industrial Revolution began, manufacturing devices, were developed to automate more complex tasks, such as guiding weaving patterns on looms. It was not until 1950s, that the Computer Science began to be established as a defined academic discipline. Early on, researchers realized that, based on the ability of the computer to process logic, it may be possible to programme computers to mimic mental capabilities generally associated with basic human intelligence and intellect. In 1956 this attribute was termed, Artificial Int
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Allen, Kathleen, and Margot Prior. "Assessment of the Validity of Easy and Difficult Temperament through Observed Mother-Child Behaviours." International Journal of Behavioral Development 18, no. 4 (1995): 609–30. http://dx.doi.org/10.1177/016502549501800403.

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Forty mothers and their 7-year-old children were video-taped while interacting during the completion of five structured tasks. Half of the children had been rated as having a difficult temperament by their mothers on the Thomas and Chess Temperament Questionnaire during the previous 3 years. The other half had a stable, easy temperament according to these ratings. Observation of mother-child interactions demonstrated that the behaviour of mothers of easy and difficult children did not differ significantly, but difficult-temperament children showed significantly more negative and disputing beha
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Bilalić, Merim. "The Double Take of Expertise: Neural Expansion Is Associated With Outstanding Performance." Current Directions in Psychological Science 27, no. 6 (2018): 462–69. http://dx.doi.org/10.1177/0963721418793133.

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The performance of experts seems almost effortless. The neural-efficiency hypothesis takes this into account, suggesting that because of practice and automatization of procedures, experts require fewer brain resources. Here, I argue that the way the brain accommodates complex skills does indeed have to do with the nature of experts’ performance. However, instead of exhibiting less brain activation, experts’ performance actually engages more brain areas. Behind the seemingly effortless performance of experts lies a complex cognitive system that relies on knowledge about the domain of expertise.
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Naveen, Sharma, Shaw Rohan, Bhar Anirban, and Chatterjee Shyamapriya. "Emerging Impact of Artificial Intelligence in Human Life." International Journal of Computer Science and Mobile Applications (IJCSMA) 10, no. 9 (2022): 26–32. https://doi.org/10.5281/zenodo.7088942.

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In the modern world, artificial intelligence is developing quickly thanks to new cutting-edge breakthroughs every day. Modern computer systems are built to do simple tasks like driving a car, recognising faces, and other menial jobs. However, the fundamental goal of artificial intelligence is to construct better and more complicated systems that would outperform humans at whatever way. This involves the performance of more sophisticated tasks like playing chess and completing mathematics. Therefore, the future goal of AI is to perfect all human activities and provide better solutions to proble
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Dolbysheva, N. G., V. V. Kondratenko, O. A. Alfyorov, and O. S. Kusovska. "Specificity of the training system in sport of mind." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 7(167) (July 15, 2023): 72–77. http://dx.doi.org/10.31392/npu-nc.series15.2023.7(167).14.

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In sport of mind, competitions are related to abstract game activities, which include chess, checkers, go, sports bridge, sports poker, backgammon, etc. Based on the use of the method of scientific knowledge, the specificity of the intellectual training of intellectual-athletes, which is a priority aspect of the training process, is determined. The system of training intellectual-athletes is carried out both from general pedagogical positions and from the process of applied and specialized training and upbringing. Training in such sports consists in the orientation of the training process on:
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Gobet, Fernand. "The 35th Cognitive Psychology Section Annual Conference." Cognitive Psychology Bulletin 1, no. 4 (2019): 4–9. http://dx.doi.org/10.53841/bpscog.2019.1.4.4.

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Chess players, musicians and video-game players tend to be more intelligent than individuals not engaged in these activities. It has thus been proposed that practising these activities improves cognitive ability and fosters educational achievements. Similar claims have been made with respect to other activities such as working memory training and brain training. This talk will review several meta-analyses performed to address these claims. It will also discuss the results of a second-order meta-analysis (a meta-meta-analysis) that examines all these domains simultaneously. The results are very
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