An exploration of chess personalities in grandmasters and class-A players using virtual humans

Khaldoon Dhou
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引用次数: 4

Abstract

The topic of virtual humans is increasingly vital in entertainment. They offer an influential medium for amusement and learning. In this article, the researcher investigates virtual chess players of different personalities to explore the psychology of competition between two groups of chess players: grandmasters and class-A players. More specifically, the researcher evaluates the game lengths and different errors made by the two groups of virtual players while competing against each other. The two virtual grandmasters are represented by Anderssen and Leko, who vary in their attack and defence styles. While Anderssen is an aggressive grandmaster, who starts attacking his opponent at an early stage of the game, Leko is known for being a solid defensive player. The class-A players in this study vary in their preferences to knights and bishops. The study reveals many interesting findings of the errors made by different virtual chess players. These findings have their grounds in social sciences and can be beneficial to social scientists and computing researchers.
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利用虚拟人类探索国际象棋大师和甲级棋手的个性
虚拟人的话题在娱乐中越来越重要。它们为娱乐和学习提供了一种有影响力的媒介。在这篇文章中,研究者调查了不同性格的虚拟棋手,探讨了两组棋手:特级大师和a级棋手之间的竞争心理。更具体地说,研究人员评估了两组虚拟玩家在相互竞争时的游戏长度和不同的错误。两位虚拟大师由安徒生和莱科代表,他们的进攻和防守风格各不相同。安徒生是一名咄咄逼人的象棋大师,他在比赛的早期阶段就开始攻击对手,而莱科则是一名坚实的防守球员。在这项研究中,a级球员对骑士和主教的偏好各不相同。这项研究揭示了不同虚拟棋手所犯错误的许多有趣发现。这些发现在社会科学中有其依据,对社会科学家和计算机研究人员有益。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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