Rapid chess provides an unparalleled laboratory to understand decision making in a natural environment. In a chess game, players choose consecutively around 40 moves in a finite time budget. The goodness of each choice can be determined quantitatively since current chess algorithms estimate precisely the value of a position. Web-based chess produces vast amounts of data, millions of decisions per day, incommensurable with traditional psychological experiments. We generated a database of response times and position value in rapid chess games. We measured robust emergent statistical observables: 1) Response time (RT) distributions are long-tailed and show qualitatively distinct forms at different stages of the game, 2) RT of successive move...
Learning curves have been proposed as an adequate description of learning processes, no matter wheth...
Human chess players exhibit a large variation in the amount of time they allocate for each move. Yet...
Research in computer game playing has relied primarily on brute force searching approaches rather th...
The complexity of chess matches has attracted broad interest since its invention. This complexity an...
<div><p>The complexity of chess matches has attracted broad interest since its invention. This compl...
The complexity of chess matches has attracted broad interest since its invention. This complexity an...
Computers have developed to the point where searching through a large set of data to find an optimum...
Computers have developed to the point where searching through a large set of data to find an optimum...
The recognition–action theory of chess skill holds that expertise in chess is due primarily to the a...
In this paper we report the existence of long-range memory in the opening moves of a chronologically...
The strength of chess engines together with the availability of numerous chess games have attracted ...
This paper investigates the usefulness of non-choice data, namely response times, as a predictor of ...
This paper presents an empirical investigation of the relation between decision speed and decision q...
This paper investigates the usefulness of non-choice data, namely response times, as a predictor of ...
Abstract. This paper presents evidence for several features of the population of chess players, and ...
Learning curves have been proposed as an adequate description of learning processes, no matter wheth...
Human chess players exhibit a large variation in the amount of time they allocate for each move. Yet...
Research in computer game playing has relied primarily on brute force searching approaches rather th...
The complexity of chess matches has attracted broad interest since its invention. This complexity an...
<div><p>The complexity of chess matches has attracted broad interest since its invention. This compl...
The complexity of chess matches has attracted broad interest since its invention. This complexity an...
Computers have developed to the point where searching through a large set of data to find an optimum...
Computers have developed to the point where searching through a large set of data to find an optimum...
The recognition–action theory of chess skill holds that expertise in chess is due primarily to the a...
In this paper we report the existence of long-range memory in the opening moves of a chronologically...
The strength of chess engines together with the availability of numerous chess games have attracted ...
This paper investigates the usefulness of non-choice data, namely response times, as a predictor of ...
This paper presents an empirical investigation of the relation between decision speed and decision q...
This paper investigates the usefulness of non-choice data, namely response times, as a predictor of ...
Abstract. This paper presents evidence for several features of the population of chess players, and ...
Learning curves have been proposed as an adequate description of learning processes, no matter wheth...
Human chess players exhibit a large variation in the amount of time they allocate for each move. Yet...
Research in computer game playing has relied primarily on brute force searching approaches rather th...