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  1. Vision: Variations on Some Berkeleian Themes.Robert Schwartz & David Marr - 1985 - Philosophical Review 94 (3):411.
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  • Human memory: An adaptive perspective.John R. Anderson & Robert Milson - 1989 - Psychological Review 96 (4):703-719.
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  • Vision.David Marr - 1982 - W. H. Freeman.
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  • An active symbols theory of chess intuition.Alexandre Linhares - 2005 - Minds and Machines 15 (2):131-181.
    The well-known game of chess has traditionally been modeled in artificial intelligence studies by search engines with advanced pruning techniques. The models were thus centered on an inference engine manipulating passive symbols in the form of tokens. It is beyond doubt, however, that human players do not carry out such processes. Instead, chess masters instead carry out perceptual processes, carefully categorizing the chunks perceived in a position and gradually building complex dynamic structures to represent the subtle pressures embedded in the (...)
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  • Specialization Effect and Its Influence on Memory and Problem Solving in Expert Chess Players.Merim Bilalić, Peter McLeod & Fernand Gobet - 2009 - Cognitive Science 33 (6):1117-1143.
    Expert chess players, specialized in different openings, recalled positions and solved problems within and outside their area of specialization. While their general expertise was at a similar level, players performed better with stimuli from their area of specialization. The effect of specialization on both recall and problem solving was strong enough to override general expertise—players remembering positions and solving problems from their area of specialization performed at around the level of players 1 standard deviation (SD) above them in general skill. (...)
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  • Understanding Our Understanding of Strategic Scenarios: What Role Do Chunks Play?Alexandre Linhares & Paulo Brum - 2007 - Cognitive Science 31 (6):989-1007.
    There is a crucial debate concerning the nature of chess chunks: One current possibility states that chunks are built by encoding particular combinations of pieces-on-squares (POSs), and that chunks are formed mostly by “close” pieces (in a “Euclidean” sense). A complementary hypothesis is that chunks are encoded by abstract, semantic information. This article extends recent experiments and shows that chess players are able to perceive strong similarity between very different positions if the pieces retain the same abstract roles in both (...)
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  • Deictic codes for the embodiment of cognition.Dana H. Ballard, Mary M. Hayhoe, Polly K. Pook & Rajesh P. N. Rao - 1997 - Behavioral and Brain Sciences 20 (4):723-742.
    To describe phenomena that occur at different time scales, computational models of the brain must incorporate different levels of abstraction. At time scales of approximately 1/3 of a second, orienting movements of the body play a crucial role in cognition and form a useful computational level embodiment level,” the constraints of the physical system determine the nature of cognitive operations. The key synergy is that at time scales of about 1/3 of a second, the natural sequentiality of body movements can (...)
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  • Five Seconds or Sixty? Presentation Time in Expert Memory.Fernand Gobet & Herbert A. Simon - 2000 - Cognitive Science 24 (4):651-682.
    For many years, the game of chess has provided an invaluable task environment for research on cognition, in particular on the differences between novices and experts and the learning that removes these differences, and upon the structure of human memory and its paramaters. The template theory presented by Gobet and Simon based on the EPAM theory offers precise predictions on cognitive processes during the presentation and recall of chess positions. This article describes the behavior of CHREST, a computer implementation of (...)
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