What does an experienced chess player “see” when he looks at a chess
position? By analyzing an expert player’s eye movements, it has been
shown that, among other things, he is looking at how pieces attack and
defend each other (Simon & Barenfeld, 1969). But we know from other
considerations that he is seeing much more. Our work is concerned with
just what ahe expert chess pIayer perceives.
The most extensive work to date on perception in chess is that done
by de Groot and his colleagues (de Groot, 1965, 1966; Jongman, 1968).
In his search for differences between masters and weaker players, de
Groot was unable to find any gross differences in the statistics of their
thought processes: the number of moves considered, search heuristics,
depth of search, and so on. Masters search through about the same
number of possibilities as weaker players-perhaps even fewer, almost
certainly not more-but they are very good at coming up with the
“right” moves for further consideration, whereas weaker players spend
considerable time analyzing the consequences of bad moves.
De Groat did, however, find an intriguing difference between masters
and weaker players in his short-term memory experiments. Masters
showed a remarkable ability to reconstruct a chess position ahnost
perfectly after viewing it for only 5 sec. There was a sharp dropoff in
’ Correspondence should be addressed to: Dr. William G. Chase, Department of
Psychology, Carnegie-Mellon University, Pittsburgh, PA 15213. This work was
supported by Public Health Service Research Grant MH-07722 from the National
Institute of Mental Health. We are indebted to Hans Berliner for his masterful
performance as a subject.
55
Copyright @ 1973 by Academic Press, Inc.
All rights of reproduction in any form reserved.
56 CHASE AND SIMON
this ability for players below the master level. This result could not be
attributed to the masters’ generally superior memory ability, for when
chess positions were constructed by placing the same numbers of pieces
randomly on the board, the masters could then do no better in reconstructing them than weaker players,
Hence, the masters appear to be
constrained by the same severe short-term memory limits as everyone
else ( Miller, 1956), and their superior performance with “meaningful’
positions must lie in their ability to perceive structure in such positions
and encode them in chunks. Specifically, if a chess master can remember
the location of 20 or more pieces on the board, but has space for only
about five chunks in short-term memory, then each chunk must be
composed of four or five pieces, organized in a single relational structure.
One key to understanding chess mastery, then, seems to lie in the
immediate perceptual processing, for it is here that the game is
structured, and it is here in the static analysis that the good moves are
generated for subsequent processing. Behind this perceptual analysis,
as with all skills (cf., Fitts & Posner, 1967), lies an extensive cognitive
apparatus amassed through years of constant practice. What was once
accomplished by slow, conscious deductive reasoning is now arrived at
by fast, unconscious perceptual processing. It is no mistake of language
for the chess master to say that he “sees” the right move; and it is for
good reason that students of complex problem solving are interested in
perceptual processes (cf., Newell & Simon, 1972). Our main concern
here is to discover and characterize the structures, or chunks, that are
seen on the board and stored in short-term memory.
SCOPE OF THE STUDY
The previous studies of chess perception make highly plausible the
hypothesis that the chess master encodes information about a position
in chunks, but provides no direct methods for delimiting the chunk
boundaries or detecting the relations that hold among ‘the components
of a chunk. Evidence is needed on these points in order to discover how
many pieces typically constitute a chunk, what the relative sizes are of
the chunks of masters and weaker players, and how many chunks
players retain after a brief view of a position.
The player’s perceptual processing of the board is so rapid (and
probably unavailable to conscious introspection) that it is impossible
to obtain an accurate verbal description of the process from him. Although eye movements give us a
record of how the board is scanned
(de Groot, 1966; Simon & Barenfeld, 1966; Tichomirov & Poznyanskaya,
1966; Winikoff, 1967), they don’t tell us precisely which pieces are
observed (especially in peripheral vision) and in what order; they only
PERCEPTION IN CHESS 57
tell us the general area being aimed at by the fovea. And, of course, data
on eye movements can’t tell us what information is being abstracted
from the display.
There are, however, other techniques, which have been used with
verbal materials, that would appear promising for the problem at hand.
Tulving (1962) has looked at clusters in free recall protocols; and Bower
and Springston (1970) have looked at the timing relations and pauses
in the output. McLean and Gregg (1967) have used pauses to define
chunks in rote learning. Ein-Dor (1971) has studied chunking of visual
stimuli in the form of Chinese ideograms, using a method essentially
identical with our perception experiment.
The central objective of this study, then, is to isolate and define the
chunks into which information is hypothesized to be encoded in chess
perception tasks. We use two techniques. In the perception task, we ask
chess players to reconstruct a chess position while it remains in plain
view, and we use subjects’ successive glances at the board as an index
of chunking. The basic assumption is that, under the conditions of the
experiment, the subject will encode only one chunk per glance while
reconstructing the position.
In the memory task, which is very similar to de Groot’s task, we ask
chess players to reconstruct a position from memory after brief exposure
to it, and we use the timing or clustering in recall to segment the output
into chunks.
The memory task permits us to replicate the basic findings of de Groot
and Jongman. These results are so important that it is essential to have
an independent replication; moreover, the empirical results for the case
of the random boards have never been reported in detail in the literature.
By using two different tasks, we obtain some protection against artifacts that might compromise the
interpretation of our findings. One important question we shall investigate is whether the chunks
defined by
the data from the perception task are essentially of the same size and
character as the chunks defined by the data from the memory task.
In the following sections of this paper, we will report and analyze the
main body of data obtained by presenting the two tasks to a chess master
and to weaker players. Then we will investigate in somewhat greater detail the data for the chess master
in middle game positions. In a final
section, we will summarize our findings and our interpretation of them.
METHOD
Three chess players, a master (M), a Class A player (A), and a beginner ( B ), were used as subjects.
Twenty games were selected from
chess books and magazines to generate the stimuli. These were games
58 CHASE AND SIMON
between advanced players (masters, experts, and perhaps a few Class A
players). Ten were middle game positions, at about White’s 21st move,
with 24-26 pieces remaining on the board. Ten were end-game positions,
at about the 41st move, with 12-15 pieces remaining on the board. Not
all the positions were “quiet,” i.e., some of them caught games at a point
where an exchange of pieces was in progress.
In addition to the positions from actual games, eight random positions
were generated, four from middle games and four from end games, by
taking actual positions and replacing the pieces randomly on the board.
Perception Task
In this task, two chess boards were placed side by side, separated by
about 6 in.: One of the 28 chess positions was set up on the subject’s
left, and the other board, free of pieces, was placed directly in front of
him. A full set of pieces was placed to the right of the blank board. A
partition between the two boards prevented the subject from seeing the
position on the left. When the partition was removed, the subject’s task
was to reconstruct the position on the board in front of him as quickly
and accurately as possible, glancing at the position on the left as often as
he wished. His behavior was recorded on videotape.
Memory Task
The procedure in the memory task was similar to that used by de
Groot ( 1965), except that the subject was given multiple trials in each
position. The boards were set up exactly as in the perceptual task. When
the partition was removed, the subject was allowed to view the position
on the left for 5 set, and the partition was then placed in position again.
The subject then recalled, by placing pieces on the board in front of
him, what he could remember of the position on the left, being allowed
as much time as he wished (subjects rarely took more than 1 min). If
the position was not reconstructed perfectly, the board in front of the
subject was cleared and a second trial was conducted in the same way:
5 set of viewing, followed by free recall of the position. Additional
trials followed until the subject recalled the position perfectly, except
for the random positions, which were too difficult to continue to
criterion.
In the perception task, each subject processed five middle-game
positions, five end-game positions, two randomized middle-game positions, and two randomized end-
game positions. He also processed the
same number of each kind of position in the memory task.
PERCJ3PTION IN CHESS 59
RESULTS
The videotape records for both tasks were analyzed by recording each
piece as it was placed on the board, and by recording the time, within
r/l0 set, between the placing of that piece and the next one.
The time intervals were used to segment the protocols, in order to test
the hypothesis that long pauses would correspond to boundaries between
successive chunks, while short time intervals between pieces would
indicate that the pieces belonged to the same chunk in memory.
The nature of the chess relations between successive pieces, separated
by long and brief pauses, respectively, were analyzed for information
that would reveal how pieces are chunked perceptually. The occurrence
of each of five chess relations between successively placed pieces was
recorded: (1) attack: either one of the two pieces attacks the other; (2)
defense: either one of the two pieces defends the other; (3) proximity:
each piece stands on one of the eight squares adjacent to the other; (4)
common color: both pieces are of the same color; and (5) common type:
both pieces are of the same type (e.g., both are pawns, rooks, etc.).
Accuracy of Reconstruction
The accuracy with which the subjects reconstructed positions on the
first trial in the memory task was analyzed for comparison with the
previous findings of de Groot and Jongman. Accuracy was measured
by the number of pieces placed on the correct squares of the board on
the first trial after a 5-set view of the board. The number of pieces
correct on subsequent trials was also computed, but chief interest for
our purposes centers on the first-trial results.
Figure 1 shows the results for the middle-game positions, actual and
random. Figure 2 shows the results for the end-game positions, actual
and random. The figures show the average number of pieces placed
correctly by each subject on successive trials for all positions of the type
in question. The standard errors, based on five scores, are shown for the
first trial of the middle- and end-game positions.
In the actual middle game positions, M was able to place an average
of about 16 pieces correctly on the first trial, while A and B placed about
eight and four, respectively. M was able to reproduce the board perfectly
in three or four trials, while A typically required about one or two more
trials than M, but B took considerably more trials (as many as I4 in
one case). M showed no such superiority in additional pieces placed in
successive trials. In trials just beyond the first, M typically added about
four more pieces to his previous reconstruction, while the gains for A
and B averaged five or six pieces per trial. Of course, A and B, because