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Chess and Mathematics Performance of College Players: An Exploratory Analysis
Gener S. Subia, Jeniffer L. Amaranto, Jeff C. Amaranto, Jacinto Y. Bustamante, Irene C. Damaso
Open Access Library Journal (OALib Journal) , 2019, DOI: 10.4236/oalib.1105195
Abstract:
The purpose of this study is to explore the performance in Chess and in Mathematics of the college players in Cabanatuan City, Philippines. Specif-ically, it aimed to determine the respondents’ mathematics and chess per-formances, their playing styles and their beliefs regarding chess players and mathematicians. The descriptive correlational research design was utilized in this study and the data gathered by the researcher were tallied and tabulated using frequency, percentage, mean and Pearson’s r. Furthermore, open-ended questions were used to solicit remarks/comments from the respondents regarding the role of chess in enhancing their thinking skills. It was found out that the general weighted average (GWA) in Mathematics of the respondents was above average. Most of them are barangay/school level champions. Males are tactician type of players while females are positional players. A respondent who performed better in higher chess competition also performed better or obtained higher GWA in Mathematics. Furthermore, the respondents believed that a chess player can be a good mathematician especially if they start playing early in life and if chess was a part of the school curriculum since playing chess continuously has helped them in developing and improving their problem solving and critical thinking skills.
Frontal Lobe Function in Chess Players
Majid Nejati,Vahid Nejati
Acta Medica Iranica , 2012,
Abstract: Chess is considered as a cognitive game because of severe engagement of the mental resources during playing. The purpose of this study is evaluation of frontal lobe function of chess players with matched non-players. Wisconsin Card Sorting Test (WCST) data showed no difference between the player and non-player groups in preservation error and completed categories but surprisingly showed significantly lower grade of the player group in correct response. Our data reveal that chess players dont have any preference in any stage of Stroop test. Chess players dont have any preference in selective attention, inhibition and executive cognitive function. Chess players' have lower shifting abilities than non-players.
Chess players' fame versus their merit  [PDF]
M. V. Simkin,V. P. Roychowdhury
Computer Science , 2015, DOI: 10.1080/13504851.2015.1042135
Abstract: We investigate a pool of international chess title holders born between 1901 and 1943. Using Elo ratings we compute for every player his expected score in a game with a randomly selected player from the pool. We use this figure as player's merit. We measure players' fame as the number of Google hits. The correlation between fame and merit is 0.38. At the same time the correlation between the logarithm of fame and merit is 0.61. This suggests that fame grows exponentially with merit.
Memory Kernel in the Expertise of Chess Players  [PDF]
Ana L. Schaigorodsky,Juan I. Perotti,Orlando V. Billoni
Physics , 2015,
Abstract: In this work we investigate a mechanism for the emergence of long-range time correlations observed in a chronologically ordered database of chess games. We analyze a modified Yule-Simon preferential growth process proposed by Cattuto et al., which includes memory effects by means of a probabilistic kernel. According to the Hurst exponent of different constructed time series from the record of games, artificially generated databases from the model exhibit similar long-range correlations. In addition, the inter-event time frequency distribution is well reproduced by the model for realistic parameter values. In particular, we find the inter-event time distribution properties to be correlated with the expertise of the chess players through the memory kernel extension. Our work provides new information about the strategies implemented by players with different levels of expertise, showing an interesting example of how popularities and long-range correlations build together during a collective learning process.
A Discrete Evolutionary Model for Chess Players' Ratings  [PDF]
Trevor Fenner,Mark Levene,George Loizou
Computer Science , 2011,
Abstract: The Elo system for rating chess players, also used in other games and sports, was adopted by the World Chess Federation over four decades ago. Although not without controversy, it is accepted as generally reliable and provides a method for assessing players' strengths and ranking them in official tournaments. It is generally accepted that the distribution of players' rating data is approximately normal but, to date, no stochastic model of how the distribution might have arisen has been proposed. We propose such an evolutionary stochastic model, which models the arrival of players into the rating pool, the games they play against each other, and how the results of these games affect their ratings. Using a continuous approximation to the discrete model, we derive the distribution for players' ratings at time $t$ as a normal distribution, where the variance increases in time as a logarithmic function of $t$. We validate the model using published rating data from 2007 to 2010, showing that the parameters obtained from the data can be recovered through simulations of the stochastic model. The distribution of players' ratings is only approximately normal and has been shown to have a small negative skew. We show how to modify our evolutionary stochastic model to take this skewness into account, and we validate the modified model using the published official rating data.
The Mental Skills Training of University Soccer Players  [cached]
M.S Omar-Fauzee,Hassan Sadeghi,marjohan Jamalis,Rozita Abd-Latif
International Education Studies , 2010, DOI: 10.5539/ies.v3n2p81
Abstract: The purpose of this study is to identify the kind of mental skills training needed most by the university soccer players. Eight male university football players (aged 25 to 36) from one large university in Kuala Lumpur agreed to participate in this study. On average, they have 10 years of playing experience. All of them have signed the informed consent letter to be tape-recorded. The interview transcripts were then hierarchically content analyzed to identify the themes. The findings revealed four themes emerged which are imagery, goal setting, self-talk, and relaxation. These four themes were the most needed psychological skill training by the respondents. Recommendations for future studies were also suggested. Keywords: Psychological skill training, self-talk, goal setting, relaxation, imagery, and soccer players
Development of Embedded CAPTCHA Elements for Bot Prevention in Fischer Random Chess  [PDF]
Ryan McDaniel,Roman V. Yampolskiy
International Journal of Computer Games Technology , 2012, DOI: 10.1155/2012/178578
Abstract: Cheating in chess can take many forms and has existed almost as long as the game itself. The advent of computers has introduced a new form of cheating into the game. Thanks to the computational power of modern-day computers, a player can use a program to calculate thousands of moves for him or her, and determine the best possible scenario for each move and countermove. These programs are often referred to as “bots,” and can even play the game without any user interaction. In this paper, we describe a methodology aimed at preventing bots from participating in online chess games. The proposed approach is based on the integration of a CAPTCHA protocol into a game scenario, and the subsequent inability of bots to accurately track the game states. This is achieved by rotating the images of the individual chess pieces and adjusting their resolution in an attempt to render them unreadable by a bot. Feedback from users during testing shows that there is minimal impact on their ability to play the game. Players rated the difficulty of reading the pieces on a scale of one to ten, with an average rank of 6.5. However, the average number of moves to adjust to the distorted pieces was only 3.75. This tells us that, although it is difficult to read the pieces at first, it is easy to adjust quickly to the new image. 1. Introduction Chess programs have been designed and implemented on computers since the 1950s. In 1950, Shannon published “Programming a computer for playing chess,” in which he presented a chess computer as possible proof of artificial intelligence [1]. At first, these chess programs were created only to test the waters of what computing could do to enhance the game. However, over the years, programs such as Rybka have become very powerful [2]. In 1997, a computer built by IBM, called Deep Blue, even beat then-world champion Garry Kasparov, marking the first time a computer was able to beat a reigning world champion [3]. Some of the chess programs available today include databases of past games and provide numerous ways for players to learn the game and improve their skills. These aspects are certainly positive; however, there are other forms of computer-assisted chess which are not. While cheating in chess can take many forms and has existed almost as long as the game itself, the advent of computers has introduced a new form of cheating into the game. Robots, or “bots,” are computer programs that can read a chessboard and the pieces, determine the best possible move to make, and either recommend the move to a player or make the move for them [4]. These
The Difference of Mental Skills in Superior Basketball Players and Gymnasts with Different Levels of Experience
Mohammad Maleki, Sardar Mohammadi, Ali Nazarian
Open Access Library Journal (OALib Journal) , 2014, DOI: 10.4236/oalib.1100591
Abstract:

This study aimed to compare mental skills between superior basketball players and gymnasts. Subjects included 161 basketball players (91 experienced: aged 22.47 ± 2.27, and 70 inexperienced, aged 23.13 ± 2.2) and 114 gymnasts (66 experienced; aged 22.77 ± 2.03 and 48 inexperienced, aged 22.79 ± 2.25). The questionnaire used for this study was OMSAT-3 that assessed mental skills in three main categories of foundation mental skills, psychosomatic skills and cognitive skills. Results showed significant differences between elite and sub-elite basketball players and gymnasts in basic mental skills, psychosomatic skills and cognitive skills. These results will help coaches and athletes to improve their performance and consolidate and expand the use of mental skills they need for each competition in closed and open sport skills.

Transfinite game values in infinite chess  [PDF]
C. D. A. Evans,Joel David Hamkins
Mathematics , 2013,
Abstract: We investigate the transfinite game values arising in infinite chess, providing both upper and lower bounds on the supremum of these values---the omega one of chess---with two senses depending on whether one considers only finite positions or also positions with infinitely many pieces. For lower bounds, we present specific infinite positions with transfinite game values of omega, omega^2, omega^2 times k, and omega^3. By embedding trees into chess, we show that there is a computable infinite chess position that is a win for white if the players are required to play according to a deterministic computable strategy, but which is a draw without that restriction. Finally, we prove that every countable ordinal arises as the game value of a position in infinite three-dimensional chess, and consequently the omega one of infinite three-dimensional chess is as large as it can be, namely, true omega one.
Bidding chess  [PDF]
Jay Bhat,Sam Payne
Mathematics , 2009,
Abstract: An expository introduction to bidding chess and other bidding games. To appear in Mathematical Intelligencer.
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