Time Spent Thinking in Online Chess Reflects the Value of Computation
Dados Bibliográficos
| ID | 7150342 |
|---|---|
| Autores | Evan M Russek (0000-0002-2929-6912, Departments of Computer Science and Psychology Princeton University, autor correspondente), Daniel Acosta‐Kane (Department of Cognitive Science University of California San Diego), Bas Van Opheusden (0000-0002-7169-4885, Departments of Computer Science and Psychology Princeton University), Marcelo G Mattar (0000-0003-3303-2490, Department of Psychology New York University), Thomas L Griffiths (0000-0002-5138-7255, Departments of Computer Science and Psychology Princeton University) |
| Ano | 2025 |
| Volume | 49 |
| Fascículo | 10 |
| Páginas | e70119-e70119 |
| Data de publicação | 2025-10-01 |
| Peer Reviewed | Sim |
| Open Access | Sim |
| Tipo | ARTICLE |
| Periódico | Cognitive Science (JOURNAL) |
| Identificadores do periódico | ISSN: 0364-0213 • E-ISSN: 1551-6709 |
| Editora | Wiley (PUBLISHER • GB) |
| DOI | 10.1111/cogs.70119 |
| PMID | 41137861 |
| OpenAlex | W4415546221 |
| Idioma | EN |
| Referências citadas | 72 |
Human planning tends to be efficient, focusing on a relatively small number of options when considering future paths. Recent proposals have suggested that this efficiency reflects intelligent deployment of the limited resources available for planning. A prediction of this and related proposals is that when individuals spend time thinking should depend on the benefits and costs of additional computation. We tested this hypothesis by measuring how much time humans spent thinking before acting in over 12 million online chess games. Players spent more time thinking in board positions where additional computation was more beneficial. This relationship was greater in stronger players, and was strengthened by considering only the information available to the player at the time of choice. A simple model based on measuring the actual cost of spending time thinking in online chess was able to capture qualitative features of this relationship. These results provide evidence that the amount of time humans spend thinking is appropriately sensitive to the value of computation
Computation · Software deployment · Thinking processes · Value of time · Artificial Intelligence in Games · Educational Games and Gamification · Sports Analytics and Performance
The Adaptive Decision Maker
A general reinforcement learning algorithm that masters chess, shogi, and Go through self-play
On the Rate of Gain of Information
Toward a Rational and Mechanistic Account of Mental Effort
Uncertainty-based competition between prefrontal and dorsolateral striatal systems for behavioral control
Computational rationality
Perception in chess
The Expected Value of Control
The “Effort Elephant” in the Room
Mental labour
Using games to understand the mind
| Velocidade de citação | historical |
|---|---|
| Altamente citado | Não |