PreprintCited by 18Decision-Making and Behavioral EconomicsArtificial Intelligence in GamesAI-based Problem Solving and Planning

Time spent thinking in online chess reflects the value of computation

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Russek, Evan, Acosta-Kane, Daniel, van Opheusden, Bas, Mattar, Marcelo G, Griffiths, Tom·2022·Cognitive Science

Abstract

Although artificial intelligence systems can now outperform humans in a variety of domains, they still lag behind in the ability to arrive at good solutions to problems using limited resources. Recent proposals have suggested that the key to this cognitive efficiency is intelligent selection of the situations in which computational resources are spent. We tested this hypothesis in the domain of complex planning by analyzing how humans managed time available for thinking in over 12 million online chess matches. We found that players spent more time thinking in board positions where planning was more beneficial. This effect was greater in stronger players, and additionally strengthened by considering only the information available to the player at the time of choice. Finally, we found that the qualitative features of this relationship were consistent with a policy that considers the empirically-measured cost of spending time in chess. This provides evidence that human efficiency is supported by intelligent selection of when to apply computation.

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Crossref · 10.31234/osf.io/8j9zx

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  • Humans appear to adaptively allocate computation.

    “humans appear to adaptively allocate computation (Russek et al., 2022; Lieder and Griffiths, 2020; Callaway et al., 2022; Gershman et al., 2015)”

    From Cognitive Architectures for Language Agents (2023) · cites this paper as Russek et al., 2022

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Authors
Russek, E., Acosta-Kane, D., van Opheusden, B., Mattar, M. G., & Griffiths, T.
Venue
Cognitive Science
Published
2022-10-12
Volume
49
Issue
10
Pages
e70119-e70119
ISSN
0364-0213 (ISSN-L)
OpenAlex
W4415546221
Cited by
18
References
1
Citations by year
2026: 4 · 2025: 7 · 2024: 4 · 2023: 3
FWCI
10.37
Type
journal article
Language
en
Open access
Locations
  • Cognitive Science (publishedVersion, cc-by)
  • Europe PMC (PubMed Central) (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • PsyArXiv (OSF Preprints) (submittedVersion)
  • PsyArXiv (OSF Preprints) (submittedVersion, cc-by)
Funders
  • National Science Foundation (2312373)
  • NOMIS Stiftung
  • Air Force Office of Scientific Research (FA9550-18-1-0077)
Topics
  • Social Sciences › Decision Sciences › General Decision Sciences › Decision-Making and Behavioral Economics
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
  • Physical Sciences › Computer Science › Artificial Intelligence › AI-based Problem Solving and Planning
Keywords
online chess, thinking time, computational cost, human planning, decision-making, planning efficiency, resource constraints, player skill
MeSH terms
Adult, Choice Behavior, Female, Humans, Male, Thinking, Video Games, Internet, Young Adult

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