{"title":"An exploration of chess personalities in grandmasters and class-A players using virtual humans","authors":"Khaldoon Dhou","doi":"10.1504/ijenttm.2021.10039649","DOIUrl":null,"url":null,"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.","PeriodicalId":433484,"journal":{"name":"International Journal of Entertainment Technology and Management","volume":"11 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-07-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Entertainment Technology and Management","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1504/ijenttm.2021.10039649","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.