Electroencephalographic (EEG) and heart rate variability (HRV) responses were measured to assess the electrical brain pattern and autonomic modulation respectively. In addition, two high-level, two low-level, and two medium-level chess problems were performed. In the lightning game, the participant played four consecutive one minute game. In the blindfold game, the participant cannot see the positions of the pieces and does not touch them. The 15 + 10 game consisted of 15 minutes + 10 seconds increment per move. The participant was a male 33-year-old chess player with 2562 points of ELO and more than 26 years of chess experience, training between 3 and 4 h a day. The present study aimed to analyze the electrical brain pattern of an elite chess player during different chess games: 15 + 10, blindfold 15 + 10, lightning game, and problem-solving chess tasks. ![]() In the sport of chess, there is a need to understand the mental demands of the sport of chess in order to manage training loads. The study of mental load is an emerging research topic in the field of sport sciences. The distribution of the model's Intrinsic Performance Ratings can hence be used to compare populations that have limited interaction, such as between players in a national chess federation and FIDE, and ascertain relative drift in their respective rating systems. Evidence that ratings have remained stable since the inception of the Elo system in the 1970's is given in several forms: by showing that the population of strong players fits a simple logistic-curve model without inflation, by plotting players' average error against the FIDE category of tournaments over time, by skill parameters from a model that employs computer analysis keeping a nearly constant relation to Elo rating across that time, and by the same model showing steady improvement in its skill measures since the dawn of organized chess. This paper presents evidence for several features of the population of chess players, and the distribution of their performances measured in terms of Elo ratings and by computer analysis of moves. Experimental results and theoretical explanations are provided to show that, in order to obtain a sensible ranking of the players according to the criterion considered, it is not necessary to use a computer that is stronger than the players themselves. Our study shows that, at least for pairs of the players whose scores differ significantly, it is not very likely that their relative rankings would change if (1) a stronger chess program was used, or (2) if the program would search more deeply, or (3) larger sets of positions were available for the analysis. In this paper, we investigate this question and other as-pects of the trustworthiness of those results. ![]() Given that CRAFTY's of-ficial chess rating is lower than the rating of many of the players analysed, the question arises to what degree that analysis could be trusted. The chess program CRAFTY was used in the analysis. In 2006, Guid and Bratko carried out a computer analysis of games played by World Chess Champi-ons in an attempt to assess as objective as possible one aspect of the playing strength of chess players of different times.
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