Skip to main content

An Exploration of the Fear of Attack Strategy in Chess and Its Influence on Class-A Players of Different Chess Personalities: An Exploration Using Virtual Humans

  • 824 Accesses

Part of the Lecture Notes in Computer Science book series (LNISA,volume 12789)

Abstract

The topic of virtual humans is increasingly important in the field of Artificial Intelligence. Avirtual human can be defined as a computer simulation that mimics an actual human. Virtual humans are widely used in gaming, business, and many other domains. This paper presents an experiment that utilizes virtual chess players that simulate real players to examine the chess personalities of four chess players: a grandmaster and three class-A players. The selected grandmaster is Chigorin who is characterized by his fear of attack strategy. On the other hand, the class-A players represent three chess personalities: negligence of the center and capturing more than usual pieces, employment of traps in the opening phase, and solid openings and control of the center. To this end, the experiment represents simulations of games between Chigorin and each of the three class-A players. The errors of Chigorin and class-A players were utilized as dependent variables to measure the performance of the players. The findings reveal that although the class-A players have almost similar chess ratings, they performed differently during the simulations. Likewise, the outcomes showed that Chigorin played differently while competing against each of the class-A opponents. The results indicate that chess personalities play a significant role in predicting game outcomes between different players and it should be used as a factor along with the chess ratings.

Keywords

  • Virtual humans
  • Chess
  • Grandmaster
  • Fear of attack
  • Mikhail Chigorin
  • Games

This is a preview of subscription content, access via your institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • DOI: 10.1007/978-3-030-77277-2_15
  • Chapter length: 11 pages
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
eBook
USD   84.99
Price excludes VAT (USA)
  • ISBN: 978-3-030-77277-2
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
Softcover Book
USD   109.99
Price excludes VAT (USA)
Fig. 1.

References

  1. Adamec, R.: The behavioral bases of prolonged suppression of predatory attack in cats. Aggressive Behav. 1(4), 297–314 (1975), https://onlinelibrary.wiley.com/doi/abs/10.1002/1098-2337%281975%291%3A4%3C297%3A%3AAID-AB2480010404%3E3.0.CO%3B2-U

  2. Ausness, R.C.: Will more aggressive marketing practices lead to greater tort liability for prescription drug manufacturers. Wake Forest L. Rev. 37, 97 (2002)

    Google Scholar 

  3. Botvinnik, M.: A mathematical representation of chess. In: Computers, Chess and Long-Range Planning, pp. 11–25. Springer (1970). https://doi.org/10.1007/978-1-4684-6245-6

  4. Chase, W.G., Simon, H.A.: The mind’s eye in chess. In: Visual Information Processing, pp. 215–281. Elsevier (1973)

    Google Scholar 

  5. Chase, W.G., Simon, H.A.: Perception in chess. Cogn. Psychol. 4(1), 55–81 (1973)

    CrossRef  Google Scholar 

  6. De Groot, A.: Thought and choice in chess (1965)

    Google Scholar 

  7. DeVault, D., et al.: SimSensei kiosk: a virtual human interviewer for healthcare decision support. In: Proceedings of the 2014 International Conference on Autonomous Agents and Multi-Agent Systems, pp. 1061–1068 (2014)

    Google Scholar 

  8. Dhou, K.: Towards a better understanding of chess players’ personalities: a study using virtual chess players. In: Kurosu, M. (ed.) HCI 2018. LNCS, vol. 10903, pp. 435–446. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-91250-9_34

    CrossRef  Google Scholar 

  9. Dhou, K.: An innovative employment of virtual humans to explore the chess personalities of Garry Kasparov and other class-A players. In: Stephanidis, C. (ed.) HCI International 2019 - Late Breaking Papers, pp. 306–319. Springer International Publishing, Cham (2019). https://doi.org/10.1007/978-3-030-30033-3_24

  10. Dhou, K.: A novel investigation of attack strategies via the involvement of virtual humans: A user study of Josh Waitzkin, a virtual chess grandmaster. In: Stephanidis, C., et al (eds.) HCI International 2020 - Late Breaking Papers: Cognition, Learning and Games, pp. 658–668. Springer International Publishing, Cham (2020). https://doi.org/10.1007/978-3-030-60128-7_48

  11. Dhou, K.: An exploration of chess personalities in grandmasters and class-a players using virtual humans. Int. J. Entertainment Technol. Manage. (2021). (in Press)

    Google Scholar 

  12. Elo, A.E.: The rating of chessplayers, past and present. Arco Pub. (1978)

    Google Scholar 

  13. Glickman, M.E., Jones, A.C.: Rating the chess rating system. CHANCE-BERLIN THEN NEW YORK- 12, 21–28 (1999)

    Google Scholar 

  14. Gobet, F., Simon, H.A.: Templates in chess memory: a mechanism for recalling several boards. Cogn. Psychol. 31(1), 1–40 (1996). https://www.sciencedirect.com/science/article/pii/S0010028596900110

  15. Iqbal, A.: Which gender plays more beautiful chess? In: Social Sciences and Interdisciplinary Behavior: The 4th International Congress on Interdisciplinary Behavior and Social Science (ICIBSoS 2015), Kazan Federal University, Kazan, Russia, 22–23 October 2015 & Arya Duta hotel, Jakarta, Indonesia, 07–08 November 2015, p. 375. CRC Press (2016)

    Google Scholar 

  16. Kurt, D., Hulland, J.: Aggressive marketing strategy following equity offerings and firm value: the role of relative strategic flexibility. J. Mark. 77(5), 57–74 (2013). https://doi.org/10.1509/jm.12.0078

  17. Linder, I., Linder, V.: Wilhelm Steinitz: 1st World Chess Champion, vol. 3. SCB Distributors (2014)

    Google Scholar 

  18. Saariluoma, P.: Chess players’ intake of task-relevant cues. Mem. Cognit. 13(5), 385–391 (1985)

    CrossRef  Google Scholar 

  19. Šramová, B.: Aggressive marketing, consumer kids and stereotyping of media contents. Procedia. Soc. Behav. Sci. 140, 255–259 (2014)

    CrossRef  Google Scholar 

  20. Stošić-Mihajlović, L., Trajković, S.: Aggressive vs. discrete marketing. J. Process Manage. New Technol. 7(2), 7–12 (2019)

    Google Scholar 

  21. Ubisoft: Chessmaster grandmaster edition. http://chessmaster.uk.ubi.com/xi/index.php

  22. Vollstädt-Klein, S., Grimm, O., Kirsch, P., Bilalić, M.: Personality of elite male and female chess players and its relation to chess skill. Learn. Individ. Differ. 20(5), 517–521 (2010). http://www.sciencedirect.com/science/article/pii/S1041608010000403

  23. Yuan, Y., Qi, L., Luo, S.: The reconstruction and application of virtual Chinese human female. Comput. Meth. Programs Biomed. 92(3), 249–256 (2008). https://www.sciencedirect.com/science/article/pii/S0169260708001260, medical Imaging and Medical Informatics (MIMI)

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Khaldoon Dhou .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and Permissions

Copyright information

© 2021 Springer Nature Switzerland AG

About this paper

Verify currency and authenticity via CrossMark

Cite this paper

Dhou, K. (2021). An Exploration of the Fear of Attack Strategy in Chess and Its Influence on Class-A Players of Different Chess Personalities: An Exploration Using Virtual Humans. In: Fang, X. (eds) HCI in Games: Experience Design and Game Mechanics. HCII 2021. Lecture Notes in Computer Science(), vol 12789. Springer, Cham. https://doi.org/10.1007/978-3-030-77277-2_15

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-77277-2_15

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-77276-5

  • Online ISBN: 978-3-030-77277-2

  • eBook Packages: Computer ScienceComputer Science (R0)