15 research outputs found

    Intuition in chess: a study with world-class players

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    Intuition plays a central role in cognition in general and expertise in particular. Dreyfus and Dreyfus’s (1986) and Gobet and Chassy’s (2008) theories of expert intuition propose that a characteristic feature of expert intuition is the holistic understanding displayed by experts. The ideal way to test this prediction is to use highly expert participants and short presentation times. Chess players (N = 63), ranging from candidate masters to world-class players, had to evaluate chess problems. Evaluating the problems required an understanding of the position as a whole. Results demonstrated an effect of skill (better players had better evaluations), complexity (simpler positions were better evaluated than complex positions) and balance (accuracy diminished when the true evaluations became more extreme). A regression analysis showed that skill accounted for 44% of the variance in evaluation error. These important results support the central role of holistic intuition in expertise

    Intuition as management understanding: review and discussion paper

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    Expertise and intuition: A tale of three theories

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    Several authors have hailed intuition as one of the defining features of expertise. In particular, while disagreeing on almost anything that touches on human cognition and artificial intelligence, Hubert Dreyfus and Herbert Simon agreed on this point. However, the highly influential theories of intuition they proposed differed in major ways, especially with respect to the role given to search and as to whether intuition is holistic or analytic. Both theories suffer from empirical weaknesses. In this paper, we show how, with some additions, a recent theory of expert memory (the template theory) offers a coherent and wide-ranging explanation of intuition in expert behaviour. It is shown that the theory accounts for the key features of intuition: it explains the rapid onset of intuition and its perceptual nature, provides mechanisms for learning, incorporates processes showing how perception is linked to action and emotion, and how experts capture the entirety of a situation. In doing so, the new theory addresses the issues problematic for Dreyfus’s and Simon’s theories. Implications for research and practice are discussed

    Królowie nie giną w wypadkach drogowych : teorie spisku i narracje gier wideo

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    The author proposes to view conspiracy theories from a new angle resulting from a comparison between their rhetorical features, the mechanisms of emergent narratives and the procedural rhetoric which characterises contemporary video games. Conspiracy theories offer their recipients a rhetorically rich alternative reading of historical events, challenging the crises caused by the lack of the sense of agency, which is a mark of the societies where such theories gain greatest popularity. In turn, the artistic and commercial success of video games is based on a similar illusion of agency whereby players are under an impression that it is them who control the events within the game’s world. By referring to the most popular of all conspiracy universes constructed around the assassination of President Kennedy and to the theory of procedural rhetoric proposed by Ian Bogost, the author presents numerous common traits of both types of rhetoric. The most important among them is the focus of rhetorical attention on expected action: while video games, in order to exist, require action from the gamer, conspiracy theories, resorting to similar mechanisms of the emergent narrative, also expect action, even if symbolic. This conclusion explains why conspiracy theories are continuously politically valid, despite the fact that many consider them to be harmless hobbies. The aim of juxtaposing conspiracy theories and video games is itself rhetorically laden as it is effectuated by a conviction that the contemporary academia seems to have exhausted the possibility of influencing the social perception of conspiracy theories in the world saturated with constant new‑media messages. The academic world is thus more of a remote commentator than a participant in social debates. From such a sense of exhaustion and ineffectiveness flows the proposal to view conspiracy theories from new perspectives, including perspectives so unorthodox that they may even seem unserious

    Ought Computers Adjudicate?

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    FDR Het institutionele en rechtsstatelijke kader van de rechtspleging - ou

    Computer Chess: From Idea to DeepMind

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    Computer chess has stimulated human imagination over some two hundred and fifty years. In 1769 Baron Wolfgang von Kempelen promised Empress Maria Theresia in public: “I will invent a machine for a more compelling spectacle [than the magnetism tricks by Pelletier] within half a year.” The idea of an intelligent chess machine was born. In 1770 the first demonstration was given.The real development of artificial intelligence (AI) began in 1950 and contains many well-known names, such as Turing and Shannon. One of the first AI research areas was chess. In 1997, a high point was to be reported: world champion Gary Kasparov had been defeated by Deep Blue. The techniques used included searching, knowledge representation, parallelism, and distributed systems. Adaptivity, machine learning and the recently developed deep learning mechanism were only later on added to the computer chess research techniques.The major breakthrough for games in general (including chess) took place in 2017 when (1) the AlphaGo Zero program defeated the world championship program AlphaGo by 100-0 and (2) the technique of deep learning also proved applicable to chess. In the autumn of 2017, the Stockfish program was beaten by AlphaZero by 28-0 (with 72 draws, resulting in a 64-36 victory). However, the end of the disruptive advance is not yet in reach. In fact, we have just started. The next milestone will be to determine the theoretical game value of chess (won, draw, or lost). This achievement will certainly be followed by other surprising developments.Algorithms and the Foundations of Software technolog

    Collaborative computer personalities in the game of chess

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    Computer chess has played a crucial role in Artificial Intelligence research since the creation of the modem computer. It has gained this prominent position due to the large domain that it encompasses, including psychology, philosophy and computer science. The new and innovative techniques initially created for computer chess have often been successfully transferred to other divergent research areas such as theorem provers and economic models. The progress achieved by computers in the game of chess has been illustrated by Deep Blue’s famous victory over Garry Kasparov in 1997. However, further improvements are required if more complex problems are to be solved. In 1999 the Kasparov versus the World match took place over the Internet. The match allowed chess players from around the world to collaborate in a single game of chess against the then world champion, Garry Kasparov. The game was closely fought with Kasparov coming out on top. One of the most surprising aspects of the contest was the high quality of play achieved by the World team. The World team consisted of players with varying skill and style of play, despite this they achieved a level of play that was considered better than any of its individual members. The purpose of this research is to investigate if collaboration by different players can be successfully transferred to the domain of computer chess

    Artificial intelligence and musical creativity : computing Beethoven's tenth

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    Thesis (S.M. in Science Writing)--Massachusetts Institute of Technology, Dept. of Humanities, Program in Writing and Humanistic Studies, 2003.Includes bibliographical references (p. 47-48).by Matthew T. Hutson.S.M.in Science Writin
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