Abstract
Introduction
Chess data are used in the fields of psychology, sociology, biology, mathematics, psychiatry, and decision-making. The application of chess in decision-making lacks clarity, and there is currently no established framework that provides guidance on utilizing chess for decision-making purposes. In the field of psychology, chess has been used as a tool to study cognitive processes, memory, problem-solving, and decision-making. Researchers have explored the mental abilities required to play chess and have investigated how chess expertise develops over time. Chess provides a controlled environment where researchers can observe and analyse the decision-making processes of players, offering valuable insights into human cognition and behaviour.
Mathematics has a long-standing relationship with chess, with various mathematical concepts and techniques applied to analyse chess positions, evaluate moves, and develop algorithms for computer chess. Chess has been used to study combinatorial game theory, graph theory, probability, and optimization, among other mathematical fields. Our goal for this manuscript is to find an association between chess moves and behavioural analysis.
Methods:
We have examined potential parameters for chess and their application in behavioural research. We have listed open chess databases (e.g., Lichess, Chessbase, and Kaggle chess database). We have conducted an examination of chess matches played on the Lichess online platform. Additionally, we have incorporated the Python chess package into the discussion.
Results
We have created parameters such as the classical game--bullet game ratio, maximum time spent on chess moves, and minimum time spent on chess moves. We found a significant association between the classical game--bullet game ratio and minimum time spent on chess moves.
Conclusion:
In conclusion, chess data can be used in behavioural research. Furthermore, chess engines can help us to understand complex human behaviour. Utilizing personal chess analysis can enhance one's decision-making abilities.