ON THE NEED TO INVESTIGATE CHESS ENGINES FOR EDUCATIONAL AND PSYCHOLOGICAL PURPOSES

Authors

DOI:

https://doi.org/10.21575/25254782rmetg2022vol7n21815

Keywords:

Chess engines. Elo ratings, Chess blunders, Education, Chess training.

Abstract

The purpose of this study was to explore why and how chess researchers should investigate chess engines for educational and psychological purposes. The motivation for the study of chess engines for educational and psychological purposes is that such study will facilitate chess training and learning.

A chess engine is software that can play chess. Examples of chess engines are Stockfish 14 and AlphaZero. Chess engines tend to be used for entertainment, recreation, and sport. But chess engines have the potential to be used for educational and psychological purposes in settings such as schools, colleges, universities, senior settings, and correctional facilities. However, certain issues regarding chess engines need to be investigated to allow chess engines to be more fully used for educational and psychological purposes. For example, there are chess engines that are assumed to be at certain levels of chess skill (i.e., Elo ratings), but the assumed Elo ratings for the chess engines have not been validated. Empirical research is needed to validate the assumed Elo ratings for various chess engines. Also, some chess engines are able to identify chess blunders. The blunders committed by chess engines and by human chess players should be analyzed and interpreted. Such blunder analysis can then inform efforts to improve chess teaching and practice for human chess players at various levels of chess skill.

Author Biography

  • William M Bart, University of Minnesota
    Ph.D., University of Chicago, director of the Thinking Lab at the University of Minnesota

Published

2022-11-04

Issue

Section

Xadrez Ciência & Tecnologia