| Simon, H.A., & Chase, W.G. (1973). Skill in chess. American Scientist, 61, 394--403. |
.... One particularly dramatic skill that people exhibit is the ability to recognize patterns from among tens or even hundreds of thousands of alternatives (e.g. word or face recognition) In fact, there is reason to believe that many expert skills may be based on large, fast recognition memories (see Simon Chase, 1973). If one had to search through one s memory serially, the way conventional computers do, the complexity would overwhelm any machine. Thus, the knowledge that people have must be stored and retrieved differently from the way conventional computers do it. Conventional computer models are ....
Simon, H.A. & Chase, W.G. (1973). Skill in chess. American Scientist, 621, 394-403.
....system may have to insert code at many places in the user s sequential code. This is an important difference from techniques such as macro calls where the expanded code is localized at the point of the macro call. The concept of templates is consistent with Simon s views on chunking of knowledge [33]. According to this view, people do not generally think in terms of individual low level operations while solving complex tasks. Rather, they organize their thoughts in terms of strategies which consist of chunks of low level operations structured in certain ways. Experience with Parallel ....
H.A. Simon and W.G. Chase. "Skill in Chess". American Scientist, 61:394--403, August 1973.
....agents resource bounded. There is good evidence that grandmasters compare up to 50,000 board positions that they have studied to the current situation, and that they are able to choose the right move intuitively , because they are unaware of the reasoning process that is occurring in the brain (Chase Simon 1973). If the computer did the same thing the trick would be revealed but would it not still be intelligent The metareasoning that happens unconsciously in the brain must be explicitly considered in an artificial agent. We also need the concept of resource bounded rationality for the design of ....
Chase, W. G., and Simon, H. A. 1973. Skill in chess. American Scientist 394--403.
....enter piece configurations and rules for how to deal with them [ Donninger 1996 ] However, one of the theoretical problems of pattern recognition is that too many patterns need to be defined and searched, leading to slow and inaccurate results. Also, there is cognitive evidence [De Groot 1965][Chase Simon 1973] that expert players not only use piece configurations, but also knowledge about the possible movement of pieces. We have defined our patterns in such a way that we can deal with functional knowledge like this. The basic idea is not to define patterns as actual combinations of pieces, but to ....
....kind of development (albeit a little quicker if possible) This is why we feel that a hit percentage between 75 and 90 is encouraging considering that we used only about 5,000 patterns to get this result. It has been estimated that expert chess players have knowledge of about 50,000 patterns [ Chase Simon 1973 ] However, a shogi playing program that is at a loss in about one of every four positions it encounters is not very likely to play well. We estimate that a hit percentage of around 95 is necessary to play the game of shogi at a high level, but it is unclear how many patterns need to be added to ....
Chase, W.G. & Simon, H.A. (1973). Skill in Chess. American Scientist, 61, 394403.
....but to the use of a library of chess patterns and accompanying moves and plans that helps them choose the right moves for deeper investigations. Several authors have even tried to measure the magnitude of this pattern library, resulting in estimates in the range of 5,000 to 10,000 patterns (Simon Chase 1973; Hayes 1987) Some of these so called chunks 1 are easy 1 Recent research has extended the chunking theory with so called templates (Gobet Simon 1996) i.e. long termmemory structures that are quite similar to scripts and to articulate and common to most chess players (like, e.g. passed ....
Simon, H. A., and Chase, W. G. 1973. Skill in chess.
....of pattern recognition used in these programs might also be a factor. A common feature of all the pattern based programs for chess that we know of [4, 15, 27, 29] is that a pattern is defined as a configuration of pieces on the board. However, research by Tichomirov and Poznyanskaya (cited in [23]) seems to indicate that chess positions are usually not literally perceived but that more abstract notions like the functionality of pieces is of vital importance. To incorporate these findings into a pattern recognition program we turn to a more general definition of pattern recognition. In [28] ....
....also held by Walczak [27] Encouraged by the results of our tsume shogi test program, we will now continue our research by building a shogi playing program based on pattern recognition. However, cognitive research seems to indicate that an expert chess player recognises at least 50,000 patterns[23]. This is probably one of the most important reasons why chess programs based on pattern recognition have not been able to reach expert level. We feel that an algorithm to learn new patterns is vital to the success of our approach and building such an algorithm will be an important part of our ....
Simon, H. & Chase, W. (1973). Skill in chess. American Scientist, 61, 394-403.
No context found.
Simon, H.A., & Chase, W.G. (1973). Skill in chess. American Scientist, 61, 394--403.
Online articles have much greater impact More about CiteSeer.IST Add search form to your site Submit documents Feedback
CiteSeer.IST - Copyright Penn State and NEC