Author: Joseph Ciarrochi
Date: 15:02:10 12/28/05
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On December 28, 2005 at 16:53:47, Uri Blass wrote: >On December 28, 2005 at 16:44:21, Joseph Ciarrochi wrote: > ><snipped> >>Oh, one last interesting finding: As you go down the chess rating ladder, the >>nature of the chess thinking changes qualitatively. Lower rated players depend >>much more on slow search, and their playing skill is more badly disrupted by >>limiting their time. ( in other words, a 2700 rated player would win more games >>in a simul against 2300 players, compared to a 1700 player facing 1300 players) > >Do you have evidence for the theory that 2700 is going to win more games in a >simul against 2300 relative to 1700 who play against 1300 players? > >Uri Uri, i 'd like to post the article but don't know how. Here is the article abstract, taken from psychological science (vol 15), a very highly regarded journal. What i described above (gm versus 1700 simul) follows from this article, although this specific example was not tested. That is, generally, the playing level of lower rated players is more disrupted by fast time controls than higher level players The Effects of Speed on Skilled Chess Performance ABSTRACT—Two types of mechanisms may underlie chess skill: fast mechanisms, such as recognition, and slow mechanisms, such as search through the space of possible moves and responses. Speed distinguishes these mechanisms, so I examined archival data on blitz chess (5 min for the whole game), in which the opportunities for search are greatly reduced. If variation in fast processes accounts for substantial variation in chess skill, performance in blitz chess should correlate highly with a player’s overall skill. In addition, restricting search processes should tend to equalize skill difference between players, but this effect should decrease as overall skill level increases. Analyses of three samples of blitz chess tournaments supported both hypotheses. Search is undoubtedly important, but up to 81% of variance in chess skill (measured by rating) was accounted for by how players performed with less than 5%of the normal time available.
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