Cited by 176Sport Psychology and PerformanceMemory Processes and InfluencesArtificial Intelligence in Games

Recall of random and distorted chess positions: Implications for the theory of expertise

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Gobet, Fernand, Simon, Herbert A.·1996·Memory & Cognition

Abstract

This paper explores the question, important to the theory of expert performance, of the nature and number of chunks that chess experts hold in memory. It examines how memory contents determine players' abilities to reconstruct (1) positions from games, (2) positions distorted in various ways, and (3) random positions. Comparison of a computer simulation with a human experiment supports the usual estimate that chess Masters store some 50,000 chunks in memory. The observed impairment of recall when positions are modified by mirror image reflection implies that each chunk represents a specific pattern of pieces in specific location. A good account of the results of the experiments is given by the template theory proposed by Gobet and Simon (in press) as an extension of Chase and Simon's (1973b) initial chunking proposal, and in agreement with other recent proposals for modification of the chunking theory (Richman, Staszewski, & Simon, 1995) as applied to various recall tasks.

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Crossref · 10.3758/bf03200937

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  • Far transfer is an extremely rare occurrence due to the very nature of human cognition.

    “More broadly, these results establish once again that far transfer – due to the very nature of human cognition – is an extremely rare occurrence (Gobet & Simon, 1996; Sala & Gobet, 2019).”

    From Cognitive and academic benefits of music training with children: A multilevel meta-analysis (2020) · cites this paper as Gobet & Simon, 1996

    The General Discussion reports that reflecting chess positions impaired players’ recall and links this to location-specific memory chunks. That supports a narrower point about difficulty transferring recognition across altered chess positions, but the paper does not establish that far transfer is extremely rare across human cognition or attribute its rarity to the nature of cognition. (LLM, conf=0.84)

    Experimental — accuracy not yet measured
  • Near transfer is notoriously much easier to achieve than far transfer.

    “This type of near transfer is notoriously much easier to achieve (Gobet, 2016; Gobet & Simon, 1996).”

    From Cognitive and academic benefits of music training with children: A multilevel meta-analysis (2020) · cites this paper as Gobet & Simon, 1996

    The Results (page unavailable) show that normal and horizontally mirrored chess positions were recalled better than vertically or centrally mirrored ones, supporting the narrower point that performance varies with the degree of change. The paper treats sensitivity to transformed stimuli as an aspect of transfer, but it does not establish the broad claim that near transfer is generally much easier to achieve than far transfer. (LLM, conf=0.78)

    Experimental — accuracy not yet measured

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Cites

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Research works printed but not linked: 11

  1. CHASE, W. G., & ERICSSON, K. A (1982). Skill and working memory. In G. H. Bower (Ed.), The psychology of learning and motivation (Vol. 16, pp. I-58). New York: Academic Press.
  2. CHASE, W. G., & SIMON, H. A. (I 973a). The mind's eye in chess. In W.G. Chase (Ed.), Visual in[ormationprocessing(pp. 215-281). New York: Academic Press.
  3. DE GROOT, A D., & Go BET, F. (in press). Perception and memory in chess: Heuristics ofthe professional eye. Assen, the Netherlands: Van Gorcum.
  4. ERICSSON, K. A., & SMITH, J. (Ens.) (1991). Studies of expertise: Prospects and limits. Cambridge: Cambridge University Press.
  5. GOBET, F. (1993a). A computer model of chess memory. In Proceedings ofthe J5th Annual Meeting ofthe Cognitive Science Society (pp. 463- 468). Hillsdale, NJ: Erlbaum.
  6. GOBET, E, & JANSEN, P. (1994). Towards a chess program based on a model of human memory. In H. 1. van den Herik, I. S. Herschberg, & 1. E. Uiterwijk (Eds.), Advances in computer chess. Maastricht: Uni- versity of Limburg Press.
  7. GOBET, E, & SIMON, H. (in press). Templates in chess memory: A mech- anism for recalling several boards. Cognitive Psychology.
  8. KROGIUS, N. (1976). Psychology in chess. London: R. H. M. Press.
  9. RICHMAN, H., STASZEWSKI, 1., & SIMON, H. A. (1995). Simulation ofex- pert memory with EPAM IV Psychological Review, 102, 305-330.
  10. SAARILUOMA, P. (1994). Location coding in chess. Quarterly Journal of Experimental Psychology, 47A, 607-630.
  11. WERTHEIMER, M. (1982). Productive thinking (enlarged ed.). Chicago: University of Chicago Press.

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Authors
Gobet, F., & Simon, H. A.
Affiliations
Carnegie Mellon University (US)
Corresponding author
Simon, Herbert A.
Venue
Memory & Cognition
Published
1996-07
Volume
24
Issue
4
Pages
493-503
ISSN
  • 0090-502X (ISSN-L)
  • 1532-5946
OpenAlex
W2101609260
Cited by
176
References
5
Citations by year
2026: 4 · 2025: 6 · 2024: 3 · 2023: 4 · 2022: 5 · 2021: 4 · 2020: 3 · 2019: 5 · 2018: 2 · 2017: 3 · 2016: 7 · 2015: 5 · 2014: 6 · 2013: 9 · 2012: 5
FWCI
11.65
Type
journal article
Language
en
Open access
Locations
  • Memory & Cognition (publishedVersion)
  • PubMed (publishedVersion)
  • Brunel University Research Archive (BURA) (Brunel University London) (submittedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Sport Psychology and Performance
  • Life Sciences › Neuroscience › Cognitive Neuroscience › Memory Processes and Influences
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
Keywords
chess expertise, chunking, memory retrieval, template theory, expert performance, chess masters
MeSH terms
Adolescent, Adult, Attention, Computer Simulation, Discrimination Learning, Female, Fixation, Ocular, Humans, Male, Middle Aged, Orientation, Play and Playthings, Practice, Psychological, Problem Solving, Psychomotor Performance, Reaction Time, Mental Recall

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