Visual Imagery in Blindfold Chess
Visual Imagery in Blindfold Chess
School of Psychology
University of Nottingham
Address of correspondence:
fernand.gobet@brunel.ac.uk
Abstract
Visual imagery plays an important role in problem solving, and research into
blindfold chess has provided a wealth of empirical data on this question. We show
how a recent theory of expert memory (the template theory, Gobet & Simon, 1996,
2000) accounts for most of these data. However, how the mind’s eye filters out
two experiments addressing this question, in which chess games are presented
positions, semi-static positions, and positions changing every move). The results
show that irrelevant information affects chess masters only when it changes during
the presentation of the target game. This suggests that novelty information is used by
the mind’s eye to select incoming visual information and separate “figure” and
“ground.” Mechanisms already present in the template theory can be used to account
Mental imagery, and in particular visual mental imagery, has been the subject
of intensive research in psychology. This research is perhaps best known for the
analogue mental images. Recently, experimental and theoretical research has been
the brain tissues involved in manipulating mental images (for a review, see Kosslyn,
1994).
In spite of this extensive research, little is known about the role of visual
some elements of answer have been provided in domains such as physics (Larkin &
Simon, 1987), mathematics (Paige & Simon, 1966) and engineering (Ferguson,
1992), many questions have yet to be answered. For example, to what extent do
mental images favor the creation of efficient internal representations and allow new
search in problem-solving situations? What is the role of the “figure” and “ground” in
answers to these questions. The focus of this research has been to understand how
chess masters can use mental imagery to maintain a representation of the positions
generated during look-ahead search. Blindfold chess, where players play without
seeing the board, has been especially informative on the cognitive processes and
This study aims to understand the relationship between visual perception and
external information within the mind’s eye. We designed two experiments where
chess players had to create and maintain images using relevant stimuli. At the same
time, they perceived irrelevant stimuli. In order to perform the task, participants had
to heed relevant stimuli continuously, and, in so doing, they could not avoid
perceiving the irrelevant stimuli. We were also interested in the role played by the
amount and novelty of irrelevant information presented. A final goal of this paper is
to link empirical data on mental images in chess to a current theory of expertise, the
template theory (TT, Gobet & Simon, 1996a, 2000). In particular, since the amount
interested in the role of previous knowledge and its interaction with the problem of
After reviewing work on blindfold chess, we describe the template theory, and
show how it can account for most of the available data on blindfold chess. However,
one component of the theory, the mind’s eye, is still underspecified. The two
experiments of this paper are aimed at gathering information about this component.
philosophy. For example, Aristotle suggested that imagery is the main medium of
thought (Eysenck & Keane, 2000). In psychology, interest in mental imagery has
been unabated since the classical studies on rotation and scanning of mental images
by Cooper, Shepard, Kosslyn and others (see Kosslyn, 1994, for a detailed history).
their neurobiological substrate (e.g., Kosslyn, 1994), their relation with external
representations (Newell & Simon, 1972), and their role in the use of multiple
5
Simon, 1997).
Little is known, however, about the links between expertise and mental images,
evidence that experts do use mental images in domains such as science (Miller,
1986), engineering (Ferguson, 1992), visual arts (Zeki, 1999), and sports (Jarvis,
1999), few empirical studies have been carried out to flesh out the mechanisms
involved. This is an unfortunate situation, as the use or misuse of mental images may
have important consequences in these domains, including for training and education.
represented (Newell & Simon, 1972). Mental images, while containing less detail
than external pictures and diagrams, share the computational advantages offered by
these (mainly, localization of information and inference operators; Larkin and Simon,
operators necessary to take full advantage of it. Experimental support for the
effective use of mental images by experts has been gathered from algebra word
problems (Paige & Simon, 1966), computer programming (Petre & Blackwell, 1999),
(Chan, 1997), surgery (Hall, 2002), and sport (e.g., diving; Reed, 2002). However,
the strongest experimental evidence comes from the literature on blindfold chess,
Blindfold chess
In blindfold chess, a player carries out one or several games without seeing the
board, typically against opponents who have a full view of it; the moves are
6
cognitive capabilities, this style of play has attracted the interest of a number of
psychologists, starting with Alfred Binet (1893/1966), who asked well-known chess
while playing blindfold chess. He found that skilled players do not encode the
physical properties of the pieces and board, such as the color or style of pieces,
allow the player to sort out the relevant from the irrelevant aspects of the position. He
also noted the possible interference between similar games, and the use of key
statements summarizing the positions as a whole. Finally, he stated that the use of a
blank chess board was more of a hindrance than a help for him, although other
players, such as George Koltanowski, who held the world record for the number of
As suggested by this brief review, most evidence about blindfold chess has
been anecdotal. It was not until about ten years ago that Pertti Saariluoma, in a series
In these experiments, one or several games were presented aurally or visually, with or
without the presence of interfering tasks. With auditory presentation, the games were
dictated using the algebraic chess notation, well-known to chess players (e.g., 1.e2-e4
c7-c5; 2. Ng1-f3 d7-d6; etc.). With visual presentation, only the current move was
issues. First, blindfold chess relies mainly on visuo-spatial working memory, and
makes little use of verbal working memory. Second, differences in LTM knowledge,
rather than differences in imagery ability per se, are responsible for skill differences.
7
Third, in a task where games are dictated, masters show an almost perfect memory
when the moves are taken from an actual game or when the moves are random, but
legal, but performance drops drastically when the games consist of (possibly) illegal
moves. Saariluoma took this result as strong evidence for the role of chunking (Chase
Saariluoma (1991), this is because the positions are later stored in LTM and thus
additional phenomena. First, replacing chess pieces with dots had little effect on the
memory performance for both masters and medium-class players—a result that
Thus, when following a game blindfold, the critical information is that related to the
location of the piece being moved, and not information about color or size. Second,
transposing the two halves of the board leads to a strong impairment, which,
according to Saariluoma and Kalakoski, is due to the time needed to build a mapping
between the perceived patterns and the chunks stored in LTM. Third, they found no
difference between an auditory and a visual presentation mode. Finally, given more
time, less skilled players increase their performance, although they still perform
players’ problem solving ability after a position had been dictated blindfold. They
found that, in a recognition task, players show better memory with functionally
relevant pieces than with functionally irrelevant pieces; this effect disappears when
white and black pieces) instead of semantically important features (searching for
8
their results utilizing a number of theoretical ideas: Chase and Simon’s chunking
theory, Ericsson and Kintsch’s (1995) long-term working memory theory, Baddeley
and Hitch (1974) theory of working memory, and Leibniz’ (1704) and Kant’s (1781)
sections, we show that most of their results can be explained within a single
framework.
While Chase and Simon’s (1973) chunking theory is best known for its
describes at some length the role of the mind’s eye, an internal store where visuo-
spatial operations are carried out. Basing their account upon previous research (e.g.,
Simon & Barenfeld, 1969), Chase and Simon proposed that the mind’s eye consists
of a system storing perceptual and relational structures, both from external inputs and
With practice and study, players acquire a large number of perceptual chunks,
which are linked to useful information, such as possible moves or plans. Chunks can
image in the mind’s eye. The mind’s-eye model acts as a production system (Newell
9
& Simon, 1972): chunks are automatically activated by the constellations on the
external board or on the internally imagined chessboard, and trigger potential moves
or plans that will then be placed in short-term memory (STM) for further inspection
through look-ahead search and/or used to update the imagined chessboard. The
choice of a move, then, depends both on pattern recognition and on a selective search
In spite of its good explanatory power overall, Chase and Simon’s chunking
theory has two main weaknesses: it underestimates encoding speed into LTM, and it
is mostly silent about the high-level knowledge structures that players use, such as
and Simon (1996a; 2000) in their template theory (TT). As with the chunking theory,
chess expertise is mainly due to the storing of chunks in LTM, which relate to
familiar patterns of pieces. Patterns elicit chunks in LTM, which allow players to
recognize automatically (parts of) the positions and give access to relevant
image that chess players are constructing and from the stimulus they are perceiving
(Gobet & Simon, 1998). Often-elicited chunks evolve into “templates,” which are
more complex data structures similar to the “schemata” commonly used in cognitive
psychology (see Lane, Gobet & Cheng, 2000, for an overview). Templates contain
both stable information (the core) and variable information (the slots), and it has been
estimated that it takes about 250 ms to add information to the slots of a template
(Chunk Hierarchy and REtrieval STructures; De Groot & Gobet, 1996a; Gobet &
10
Simon, 2000) accounts for empirical data on chess memory and perception, such as
eye movements, the effect of distorting chess positions, and the role of presentation
time on memory recall. CHUMP (CHUnking of Moves and Patterns; Gobet &
Jansen, 1994) implements the idea that chunks elicit possible moves and sequences of
moves. Finally, the relation of mental imagery to problem solving has been
combines assumptions about the role of chunks and templates with assumptions about
move generation and properties of the mind’s eye, including decay and interference
mechanisms.
spatial structure preserving the spatial layout of the perceived stimulus, where
information can be added and updated (De Groot & Gobet, 1996; Gobet & Simon,
2000). The theory includes time parameters for carrying out various types of
mechanisms, which have been recently applied to modeling the way students learn
multiple representations in physics (Lane, Cheng & Gobet, 2001), are closely related
their CaMeRa model, which simulates the behavior of an economist solving a supply-
Kosslyn (1994) in his theory of mental imagery, which details how several areas of
the visual system, including the visual buffer, take part in the generation,
1
Incidentally, the presence of these and other computational models, which provide detailed
mechanisms for processing information in the mind’s eye, indicates that this concept does not suffer
from the joint problem of the homunculus and infinite regress (the contents in the mind’s eye has to
be ‘seen’ by another mind’s eye, the contents of which has to be seen by a third mind’s eye, and so
on).
11
Search processes are carried out in the mind’s eye: when an anticipated move is
carried out, the changes are performed there (Chase & Simon, 1973; Gobet, 1997).
The mind’s eye is subject to decay and to interference, the latter both from
information coming from the mind’s eye and from external information. Several
predictions of TT and SEARCH about the role of the mind’s eye in problem solving
are supported by the empirical data, including: the high-levels at which chess players
organize their knowledge (De Groot, 1946/1978; De Groot & Gobet, 1996; Holding,
1985); the fact that players often revisit the same positions during search (De Groot,
1946/1978); and the increase of mean depth of search and of the rate of search as a
A substantial part of Saariluoma’s research into blindfold chess was carried out
to identify the possible role of chunking mechanisms when playing without seeing
the board. Given that these mechanisms have been vindicated by empirical data
12
(Saariluoma, 1991; Saariluoma & Kalakoski, 1997), it is not surprising that the
template theory, which is based upon the chunking theory, accounts for data on
blindfold chess reasonably well. We now discuss how the main empirical results can
be explained by this theory. Note that these explanations have not been developed ad
hoc for blindfold chess, but have been used to explain similar phenomena with plain-
theory to blindfold chess. First, positions that recur often tend to lead to the
positions arising from the first moves in the openings familiar to players, will elicit
templates, in particular with masters. Second, templates can be linked to each other
and can be linked to moves. For instance, the initial position is linked, among other
moves and templates, to the move 1.e2-e4 and to the template encoding the position
arising after this move; in turn, this template is linked to the move 1…c7-c5 and to
the template describing the position arising after 1.e2-e4 c7-c5 (see Figure 1).
-------------------------------
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We can now apply the theory to blindfold chess research, starting with
Saariluoma’s (1991) results. The role of LTM knowledge and of chunking are
obviously at the center of TT. For example, the fact that actual games are better
recalled than random legal games, which are in turn better recalled than random
explanation): masters, who have more chunks with which they can associate
information about moves, are more likely to find such chunks even after random
moves. With random illegal games, however, chunks become harder and harder to
13
find, and masters’ performance drops. Random legal games drift only slowly into
positions where few chunks can be recognized, and, therefore, allow for a relatively
good recall.
The fact that players are sensitive to visuo-spatial interfering tasks early on,
but not later on, is explained as follows: early on, these tasks would interfere with the
access of chunks and templates, and with their potential modification; once this has
been done, interfering tasks are less detrimental because information is already stored
captured by the mainly visuo-spatial encoding of chunks (Chase & Simon, 1973).
Similarly, the results of Saariluoma and Kalakoski (1997) are consistent with
TT. Information about color and size may be hidden to players, because it is easy for
them to derive them from location, as chunks are location-sensitive (Gobet & Simon,
1996b; Saariluoma, 1994). The effect of transposing the two halves of the board is
matter, as long as the information can be used to update the position internally, and
therefore access chunks. Finally, the speed of presentation time strongly affects
information in the mind’s eye and LTM storage, directly depend upon the amount of
time available.
With respect to problem solving (Saariluoma & Kalakoski, 1998), the fact
that functionally-relevant pieces are better encoded than irrelevant pieces follow from
the idea that functionally-relevant pieces are more likely to attract attention, and
therefore to elicit chunks and templates (in the simulations with CHREST, this can
already be observed in the early seconds of the presentation of a position (De Groot
& Gobet, 1996)). Similarly, orienting tasks (e.g., counting the number of pieces)
14
change the object of attention; as a consequence, they affect which chunks will be
performance with game than with random background is explained by the fact that
game background is more likely to elicit relevant chunks, because it offers more
context and therefore more opportunity for accessing knowledge. Finally, visuo-
spatial interference tasks offer a checkered pattern of results. They affect problem
solving because search mechanisms occurring in the mind’s eye are impaired.
However, these tasks do not affect memory if the position is presented before the
interfering task (Saariluoma & Kalakoski 1998, exp. 4). On the other hand, if the task
memory is indeed impaired (Saariluoma, 1991, exp. 6). According to TT, this result
is explained by the fact that, as soon as a template has been accessed, information can
be stored there rapidly, which makes memory less sensitive to the operations of the
mind’s eye.
performance, and, presumably, the cognitive operations carried out in the mind’s eye.
It is also likely that background affects cognition in a memory task as well. To test
this hypothesis, and to explore how a possible effect is modulated by skill level, we
presented a game blindfold with a background, which is totally irrelevant to the target
how perceptual processes can separate the (relevant) figure from the (irrelevant)
Experiment 1
visual perception and imagery within the mind’s eye. We used a method similar to
15
that used by Saariluoma and Kalakoski (1997): chess games were presented on a
board. While these authors were interested in the type of information used by chess
players (type of piece, color and location), we were interested in the effect of
the piece being moved. Hence, the moves were presented normally, but, in the
interference conditions, we placed pieces not related to the target game throughout
the board. Two games were presented simultaneously, and the ability to remember
positions was measured three times: after 10 ply,2 30 ply, and 50 ply; memory for the
Participants
(including 3 international masters and 3 FIDE masters) and 8 Class A players. The
masters had an average international rating (ELO)3 of 2,299 and an average national
rating (SNG) of 2,193. Class A players had an average national rating of 1,885.
(They did not have international rating.) The average age of the sample was 20.5
2
A ply (or half-move) corresponds to a piece movement by either White or Black. A move consists of
two ply, one by White and one by Black.
3
The Elo rating is an interval scale with a standard deviation of 200 points, which is used to delimit
skill classes. Players with more than 2200 points are called ‘masters’, from 2000 to 2200 ‘Experts’,
from 1800 to 2000 ‘Class A players’, from 1600 to 1800 ‘Class B players’, etc. The international
Chess Federation (FIDE) recognizes three titles: international grand master (usually players above
2500 Elo), international master (above 2400) and FIDE master (above 2300). There are also national
ratings that resemble the Elo system. In the case of Argentina, it is called SNG (National Grading
System).
16
Material
Six grandmaster games were carefully chosen so that they were not played by
elite grandmasters and did not follow common opening lines. The mean number of
pieces for the three stages of reconstruction was 32 (SD = 0) after the 10th ply, 26.7
(SD = 1.5) after the 30th ply, and 20 (SD = 1.2) after the 50th ply.
We used a 2x3x3 design, where Skill (masters and Class A players) was a
and Initial Position in the Middle) and Depth (10, 30 and 50 ply) were within-
participant variables. The orders of the conditions and of the games were
counterbalanced.
The six games were presented on a computer screen “blindfold,” that is, the
players could see only the moves but not the current position. Three experimental
conditions were used. In the control condition, the moves were played on an empty
board. In the first interference condition, the moves appeared on a board that
contained the initial position of a chess game. In the second interference condition,
the moves were carried out on a board where the initial position was transposed to the
middle of the board (the 32 pieces were placed on rows 3 to 6, rather than on rows 1,
In the three conditions, the participants were told that they had to follow two
games mentally, starting with the initial position and updating the position with the
moves presented on the board. The target piece was first presented for one second in
its origin square and then for two seconds in its destination square. It was surrounded
The games were presented as follows. The first 10 ply of game 1 were played,
followed by the first 10 ply of game 2. At this point, an empty board appeared on the
screen, and participants had to reconstruct the last position in each game. Then, ply
to reconstruct the last position of each game. Finally, ply 31 to 40 of game 1, ply 31
the end, participants had again to reconstruct the final position of each game.
When they had finished reconstructing the positions after 50 ply, participants
were presented with a board containing the initial position and had to reconstruct the
moves of game 1 and, then, the moves of game 2. Players were allowed a maximum
the moves of a game. The time spent in reconstruction was recorded with a
stopwatch. At the end of this procedure, participants had a five-minute break, after
which they started the same cycle with games 3 and 4 in a different experimental
condition, followed by another five-minute break and the same cycle with games 5
Before starting the experiment, all subjects went through a practice session in
order to familiarize themselves with the procedure and the use of the mouse in the
explained above, for 6 practice games (2 per condition) until the reconstruction of ply
Results
Recall of Positions
Figure 2 shows the means for the percentage of pieces correctly replaced.
ANOVA indicated a main effect of Depth [ F(2,13) = 92.1, MSE = 20,320; p < .
001]. Post-hoc Scheffé tests showed that the differences were between Ply 10 and Ply
30, Ply 10 and Ply 50, as well as between Ply 30 and Ply 50. There was also a main
effect of Skill [F(1,14) = 122.2, MSE = 26,956; p < .001]. However, no main effect
was found for Interference [F(2, 13) < 1, MSE = 20.7]. We found only one
significant interaction: Depth x Skill [F(2,13) = 25.3, MSE = 5,581, p < .001], due to
the fact that Class A players were more affected by depth than masters.
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We also analyzed the errors of omission (total number of pieces minus the
of commission consist of pieces placed on the board that were not present in the
actual position and pieces placed on an incorrect square. Since the positions did not
similar to that found with the percentage of pieces correctly replaced. The mean
percentages for Skill were 6.0 (SD = 12.0) for masters, and 25.5 (SD = 26.2) for
Class A players. The mean percentages for Depth were: 1.7 (SD = 3.8) for Ply 10;
15.5 (SD = 16.3) for Ply 30; and 30.0 (SD = 29.1) for Ply 50. Finally, the mean
percentages for Interference were: 16.3 (SD = 23.3) for Empty Board; 14.9 (SD =
21.5) for Initial Position, and 16.0 (SD = 22.8) for Initial Position in the Middle.
There were main effects for Skill [F(1,14) = 109.7, MSE = 27,332; p < .001], Depth
19
[F(2,13) = 76.8, MSE = 19,146; p < .001], but not for Interference [F(2,13) < 1, MSE
= 55.34]. Again, Depth x Skill was the only significant interaction [F(2,13) = 24.1,
MSE = 6,010; p < .001]. The same pattern of results was found for the percentage of
errors of omission: Skill [F(1,14) = 12.5, MSE = 1,842; p < .001]; Depth [F(2,13) =
12.6, MSE = 1,860; p < .001]; Interference [F(2,13) < 1, MSE = 13.36]; Interaction
main effects of Skill [F(1,14) = 7.7, MSE = 36,450; p < .01] and Depth [F(2, 13) =
98.9, MSE = 469,204; p < .001], but not of Interference [F(2,13) < 1, MSE =
Reconstruction of games
The mean percentages of moves correctly reported were 86.4 (SD = 13.9) for masters
and 41.1 (SD = 24.6) for Class A players. Regarding Interference, the means were
60.7 (SD = 32.5) for Empty Board, 67.0 (SD = 28.1) for Initial Position and 63.6 (SD
= 30.5) for Initial Position in the Middle. Again, we found a Skill effect [F(1, 14) =
122.8, MSE = 49,232; p < .001], but no Interference effect [F(2,13) < 1, MSE =
322.4]. The interaction term was not significant [F(2,13) < 1, MSE = 392.6].
Discussion
main effect of Skill; (b) a main effect of Depth; (c) an interaction between Skill and
Depth, and (d) no main effect of Interference. The first result naturally flows from
TT, as we have seen above. As a consequence of their experience with the game and
their study of chess literature, chess players have acquired a considerable knowledge
base of both chunks and templates, which allows them to recognize familiar patterns
20
automatically. Since masters’ knowledge base is much larger than that of Class A
The second and third findings can also be explained easily by TT. The
difference in performance between masters and Class A players arises at Ply 30 and
increases at Ply 50, but it does not exist at Ply 10. The positions and the moves close
to the starting position are well known both to masters and to Class A players; hence,
as soon as the game progresses, masters can recognize more chunks and templates
than Class A players. Interestingly, some of the masters (but not all of them)
experienced impairment in their performances at Ply 50. We suggest that this is due
to the lack of familiarity with positions corresponding to Ply 50, which makes pattern
recognition harder.
The fourth finding is more challenging, and led us to design the second
the initial position, either on its normal location or in the middle of the board. In
addition, there was no sign of interaction for this variable. We suggest two
explanations. First, it is not necessary for chess players to use the perceived
representation of the position in the mind’s eye. Therefore, they just process the
move that is being presented, and ignore the board and the other pieces. Thus, the
interference position never gets processed. Second, chess players use the external
board’s percept as a help to refresh the image of the current position, but, early on,
they can avoid processing the other (irrelevant) pieces on the board in depth, because
they are not unexpected (the interference position remained unchanged during the
whole task).
21
interference positions changed during the task. We speculated that the novelty of the
position would cause its automatic processing, therefore impairing performance for
all skill levels. This assumption flows naturally from TT and, and in particular from
its computer implementation, CHREST, where novelty is one of the heuristics used
to direct eye movements and is at the heart of its discrimination learning mechanism.
A further goal of this experiment was to gain additional information on the presence
Experiment 2
The purpose of this experiment is to test our hypothesis that the lack of main
effect of interference in the first experiment was due to the lack of novelty in the
interference positions. We used two interference conditions, different from those used
for each move in the target game) were used as interference. These positions
belonged to an unrelated game, which started with the same opening as the target
chronologically.
In a pilot study, we found that a Class A player could not do the task at all.
Therefore, we decided to increase the skill level of the two groups in comparison to
the first experiment, recruiting stronger masters and having Experts instead of class A
players. In addition, a FIDE master tested in the pilot study reported that the task had
been demanding and that he felt extremely tired in the second part of the experiment.
22
Participants
masters) and 8 Experts (all of them with international rating but without any FIDE
title). The mean international rating was 2,351 (SD = 45.8) for the masters and 2,113
(SD = 51.9) for the Experts. The mean national rating was 2,256 (SD = 67.85) for
the masters and 1,996 (SD = 70.14 ) for the Experts. The average age of the sample
Material
selected 6 games for the stimuli to memorize, and 6 games for constructing the
interference positions. For the stimuli positions, the mean number of pieces at the two
moments of reconstruction were 26.8 (SD = .75) at Ply 30, and 21.0 (SD = .89) at Ply
50. For the Interference Positions, the means were 27.8 (SD= .98) at Ply 30 and 21.5
(SD = 1.0) at Ply 50. The interference positions were similar to the experimental
We used a 2x3x2 ANOVA design. Skill (masters and Experts) was a between-
Depth (30 and 50 ply) were within-participant variables. The procedure was similar
addition, we did not ask the participants to reconstruct the position after 10 ply, and
23
we did not ask them to reconstruct the games at the end. We took these decisions in
interference position at each ply. (In this condition, participants reported a sensation
Hence we used 5 interference positions, taken after 10, 20, 30, 40 and 50 ply. The
presentation of the game in the control condition was similar to that in Experiment 1.
Before starting the experiment, all subjects went through a practice session.
practice games (2 per condition) until the reconstruction after 10 ply in all games.
(Note again that during Experiment 2 itself, the players did not reconstruct the
Results
Figure 3 shows the means for the percentage of pieces correctly replaced.
There was a main effect of Skill [F(1, 14) = 42.6, MSE = 16,894; p < .001), Depth
[F(2, 3) = 20.3, MSE = 8,066; p < .001) and Interference [F(2, 13) = 13.7, MSE =
5,432; p < .001). No significant interaction was found. Post-hoc Scheffé tests
showed a significant difference between the means in the empty-board and semi-
static conditions (17.3%; p < .001), and between the empty-board and move-by-move
conditions (14.5%; p < .001). However the difference between the two interference
--------------------------------
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24
omission: main effects of Skill [F(1,14) = 16.1, MSE = 6,958; p < .001], Depth
[F(2,13) = 16.7, MSE = 7,226; p < .001], and Interference [F(2,13) = 4.4, MSE =
1,927; p < .02]. No interaction was significant. The only discrepancy was that the
post-hoc Scheffé tests showed that only the difference between the empty-board and
semi-static conditions (10.2%; p < .03) was significant. The results for the errors of
commission were the same in all respects except for Depth: main effects of Skill
[F(1, 14) = 13.4, MSE = 4,134; p < .001) and of Interference [F(2,13) = 4.4, MSE =
1,346; p < .02], but not of Depth [F(2,13) = 2.7, MSE = 837.46; ns]. There was no
only between the empty-board and semi-static conditions (8.9%; p <. 02).
(the piece is placed on a correct previous [but not actual] location of the same game),
Interference (the piece belongs to the interference position), Pair (the piece belongs to
a previous position of the game presented in the same pair), and Inference (the
location of the piece is inferred incorrectly). In order to help visualize the relative
, which shows the average percentages of errors after 30 and 50 ply, all players
included.
The use of schemata for each game, as proposed by TT, predicts that there
should be few errors where information is confused between the two games (pair
errors) and where the information is confused with the interference position
(interference errors). On the other hand, TT predicts that there should be more errors
within the same game (same errors), since players may maintain a template for the
game but fail to update it correctly. If, however, games are mainly coded as chunks,
interference and pair errors should be more frequent, as an entire chunk may be
25
incorrectly assigned to a game. Errors of omission would reflect more the difficulty
of the task, and would not differentiate between these two hypotheses. Figure 4
shows that errors of omission and errors of the same game are the more frequent, thus
--------------------------------
Insert Figure 4 about here
--------------------------------
Discussion
Five main results were found in the second experiment: (a) even though the
skill difference between groups was reduced in comparison to the first experiment
(from 308 to 260 in national rating), there was a significant Skill effect (expectedly,
the effect was smaller); (b) in the control condition, masters performed worse than in
interaction Depth x Skill has disappeared; (d), there was an Interference effect: both
Interference conditions differed from the control condition, but there was not any
difference between each other; and (e) the presence of templates was supported by an
The first finding has been already explained in the discussion of Experiment
1. The second finding is due to the fact that we eliminated the reconstruction phase
after 10 ply. It is likely that the reconstruction at that stage helped participants to
memorize the game, an opportunity that was not present in Experiment 2. The lack of
interaction can also be explained easily with the elimination of the reconstruction task
at ply 10. Indeed, the pattern of results in Experiment 2 for the reconstruction of the
The most important finding is that both interference conditions had a reliable
chess players use the board’s percept as a perceptual help to refresh the positions of
the game they are following mentally. In the second experiment, unlike in the first,
hypothesized that the novelty of the irrelevant pieces would make it hard to avoid
larger amounts of novelty did not cause larger impairment. We will take up this result
in the general discussion. Finally, the analysis of errors provided direct support for
Given the complexity of the task, it is likely that players developed strategies
to memorize games. Informal comments indicate that there are several moments
during which players engage in visual rehearsal. One such moment is after the
presentation of each move, when, according to TT, the new position is updated in the
mind’s eye. Another such moment is before the shifting between the games. Reports
also indicate that, as soon as the game goes further away from the initial position, it
becomes harder to update. This is in line with TT’s prediction that middlegame
positions are harder to categorize, and hence are less likely to activate a template. The
either continuing rehearsing while the next move is presented, or quitting rehearsing
and focusing in the next move. As a consequence, according to TT, the image in the
mind’s eye decays and becomes subject to errors. This general mechanism is also
supported by the fact that, in the control condition of the second experiment, there
was an impairment in performance as compared with the control condition in the first
27
experiment. The difference was that players had to reconstruct the position after 10
ply in the first experiment, but not in the second. After having reconstructed the
position, participants spent additional time studying the position before moving to the
moves. We believe that this study time, not available in the second experiment,
allowed players to consolidate the LTM encoding of the game, and hence to obtain a
better recall later. This explanation is consistent with that given by Gobet and Simon
General Discussion
In the introduction of this article, we have shown how TT, a general theory of
expertise, explains most of the data on blindfold chess available in the literature,
without amendment or ad hoc assumptions. We also noted that the mind’s eye is still
underspecified in the theory. In order to shed light on this issue, two experiments
were carried out, where chess games were presented visually, move by move, on a
board that contained irrelevant information; this background information was either
static, semi-static positions, or updated after every move. These experiments had the
novelty of presenting interference patterns embedded in the context of the stimuli and
opened questions about the convergence of images generated by external input and
While the two experiments emphasized memory and involved only a small
amount of problem solving, they required players to engage mechanisms that lie at
the core of their expertise: the processing of (sequences of) moves. The results were
consistent with TT. It was found that additional time to process moves led to better
recall, a direct (but not surprising) prediction of the model. Another less obvious
prediction was that the number of errors of the “same game” type should be higher
28
than the other errors of commission. Finally, as expected, depth had a reliable impact.
We also acquired some evidence that changes in the background may affect
performance, and proposed that novelty processing may be at the core of this
masters only when it changes during the presentation of the target game. This
suggests that novel information is used by the mind’s eye to select incoming visual
Experiment 1, the lack of novelty of the interference stimuli may have led to their
Within the framework of TT, two mechanisms are possible to explain these
results. First, novelty detection essentially happens at the perceptual level. Eye
movements are directed, perhaps by cues in peripheral vision, to squares where novel
information is provided (e.g., the move in the target game), and are inhibited from
mechanisms are engaged (see also Tulving et al., 1994). In the second, but not in the
first case, chess players can be said to perceive a stimulus at the same time as they
hold a different image in memory. In this case, it is likely that the time necessary for
processing the information after presentation of a new move (update in STM, update
mind’s eye: the position presented on the screen and the image corresponding to the
A question that is not resolved by the data is whether we are dealing with
selective attention (the attention is directed towards the last move in the target game) or
29
whether we are dealing with selective inattention (the attention towards the interfering
position is somehow inhibited). Laeng and Teodorescu (2002) have demonstrated that
blindfold chess.
The mechanisms we have proposed are consistent with Kosslyn's (1994) theory of
imagery. In this theory, which we can only outline here, the visual buffer roughly plays
the same as the mind's eye in TT. According to Kosslyn, it is located in the occipital
lobe (primary visual area) and is topologically arranged. Associative memory, thought
to be located in the superior, posterior temporal lobes and in the area at the junction of
the temporal, parietal, and occipital lobes, is the place where outputs from the ventral
system (encoding object properties) and from the dorsal system (encoding spatial
associative and conceptual representations encoding both parts of scenes or objects and
their spatial relations. Unlike the visual buffer, associative memory is not
topographically organized. Kosslyn (1994) suggests that visual patterns might be stored
in arrays in the ventral system (inferior temporal lobe); in order to generate a visual
image, these arrays should activate cells in the visual buffer. Once accessed, these
memory structures are free of interference; by contrast, information in the visual buffer
game, all players are able to access a structural description of the initial position. When
30
the initial moves are dictated, players can access other structural descriptions linked to
the current one, without the need to generate a visual image in the visual buffer.
experts than in masters, it becomes necessary to maintain an image in the visual buffer.
How does this affect performance? In the first experiment, the irrelevant perceptual
information, not being novel, does not attract attention and does not cause interference.
indeed novel. This causes interference in the visual buffer between information coming
from the retina and the image of the position coming from the object properties
which disengages, moves, and engages attention, does not seem to be specified to the
point to make clear-cut predictions about the role of novelty in our experiments.
Beyond its theoretical relevance, this study has implications for applied
one of the required skills. However, using multiple representations may be time and
resource consuming (Gobet & Wood, 1999). For example, diagrammatic and other
integrated into other types of knowledge. Learning (how to generate) such images
and how to link them to other information has a cost, that must be weighted against
lead to a decrease in performance, perhaps to the point where mental images cannot
There is still much to learn about how expertise mediates mental images. In
31
this paper, we have used an existent computational model to account for previous
data on blindfold chess, and have described two experiments aimed at understanding
irrelevant information affects masters’ performance only when it changes during the
presentation of the target game. We have argued that background novelty has
important repercussions for theories of expertise and imagery, in that it plays a key
Most research on experts’ mental images has been carried out with blindfold
chess, and this article is no exception. We urge researchers to replicate studies pursued
physics, medicine, or sports) and new domains—in order to test the validity of the
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35
Figure Captions
Figure 1. The template theory proposes that positions that recur often in a player’s
practice (such as the position after 1.e2-e4, diagram on the left, and the position after
1.e2-e4 c7-c5, diagram on the right) lead to the creation of templates. Templates may
be linked in LTM, for example by the move or sequence of moves that lead from one
condition (empty board, initial condition, and initial condition in the middle) and of
condition (empty board, semi-static, and move-by-move) and of the number of ply
Figure 1
37
Masters
100
80 Empty board
60 Initial position
40
Initial position in
20 the middle
Percentage
0 correct
10 30 50
Ply
Class A players
100
80 Empty board
60 Initial position
40
Initial position in
20 the middle
Percentage correct
0
10 30 50
Ply
Figure 2
38
Masters
100
80
60 Empty board
Semi-static
40 Move-by-move
20
Percentage correct
0
30 50
Ply
Experts
100
80
60 Empty board
Semi-static
40 Move-by-move
20
Percentage correct
0
30 50
Ply
Figure 3
39
25
Omission
Same
20
Inference
Interference
15 Pair
10
Percentage of Errors
5
0
Empty Board Semi-static Move-by-move
Figure 4