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DOI: 10.1126/science.1194732, 341 (2011);331Science
et al.Xiaohong WanGame ExpertsThe Neural Basis of Intuitive Best Next-Move Generation in Board
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in vitro than those from control mice (Fig. 4F).
Therefore, the increased the proportion of Clos-
tridium in the gut microbiota affected mucosal
inflammation and systemic antibody responses.
Although additional mechanisms and cell types
could be involved, our findings suggest that
Clostridium-mediated induction of Tregs in the
colon may be responsible for these effects.
Our findings show that Tregs are abundant in
intestinal LP, and their accumulation in the SI and
colon is differentially regulated. The induction of colonic Tregs is dependent on commensal micro-
organisms with specialized properties. Among
the indigenous commensal bacteria, Clostridium
spp. belonging to clusters IV and XIVa are out-
standing inducers of Tregs in the colon. Although
alternative mechanisms may alsobe involved, our
findings are consistent with a model in which the
presence of Clostridium induces the release of
active TGF-b and other Treg-inducing factors
from IECs, which presumably cooperate with
dendritic cells to induce a general accumulation
of Tregs in the colon and at the same time affect
the proportions of individual Treg subsets through
the preferential induction of IL-10+
CTLA4high
iTregs. Several recent studies have focused on
the microbial composition in the intestine during
health and disease.Notably, ClostridiumclustersIV
and XIVa constitute a smaller proportion of the
fecal community in patients with IBD than in
healthycontrols (15). Furthermore, some patients
with IBD have a specific reduction in Faecali-
bacterium prausnitzii, a bacterium belonging to
Clostridium cluster IV (16 ). These reports are
consistent with our findings and raise the possi-
bility that indigenous Clostridium-dependent in-
duction of Tregs may be required for maintaining
immune homeostasis in mice and humans. The
factors derived from Clostridium that are required
for the induction of mucosal Tregs are currently
unknown. Because gnotobiotic mice colonized
with three strains of Clostridium showed an in-
termediate pattern of Treg induction between GF
mice and mice inoculated with all 46 strains
(fig. S19), we speculate that a diverse set of
metabolites that are most efficiently produced
by the 46 strains of Clostridium as a whole may
be required for the optimal induction of Tregs.
Identifying these metabolites and the molecular
mechanisms underlying the Clostridium-host crosstalk will provide invaluable information to-
ward understanding how the gut microbiota reg-
ulates immune homeostasis and may suggest
potential therapeutic options for treating human
IBD and allergies.
References and Notes1. A. J. Macpherson, N. L. Harris, Nat. Rev. Immunol. 4, 478
(2004).
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Am. J. Respir. Crit. Care Med. 179, 186 (2009).
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U.S.A. 107, 12204 (2010).
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(2010).12. I. I. Ivanov et al., Cell Host Microbe 4, 337 (2008).13. B. Min et al., Eur. J. Immunol. 37, 1916 (2007).
14. Y. Momose, A. Maruyama, T. Iwasaki, Y. Miyamoto,
K. Itoh, J. Appl. Microbiol. 107, 2088 (2009).
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K. Itoh, Infect. Immun. 67, 3504 (1999).
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T. Kirsch, J. Biol. Chem. 276, 11347 (2001).
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22. M. J. Barnes, F. Powrie, Immunity 31, 401 (2009).
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26. M. Boirivant, I. J. Fuss, A. Chu, W. Strober, J. Exp. M
188, 1929 (1998).
27. We thank Y. Ueda, J. Nishimura, and H. Saiga for
technical assistance, R. Eisenman for critically readi
the manuscript, and A. Miyawaki for Venus. We tha
the staff at the Sankyo Laboratories for gnotobiotic
handling of the mice. The work was supported by
Grants-in-Aid for Scientific Research from the Minis
of Education, Culture, Sports, Science and Technolo
Core Research for Evolutional Science and Technolo
(CREST), Japan Science and Technology, the Mochid
Memorial Foundation for Medical and Pharmaceutic
Research, the Kato Memorial Bioscience Foundation,
Mishima Kaiun Memorial Foundation, Kanae Founda
for the Promotion of Medical Science, and Inoue
Foundation for Science. The authors have applied fo
a patent for use of bacteria belonging to the genus
Clostridium or a physiologically active substance
derived from these bacteria to induce proliferation accumulation of regulatory T cells and suppress imm
functions (patent application no. JP 2010-129134).
Material transfer agreements are required for the u
of the IL-10 Venus mice, SFB, Clostridium spp. 46
strains, Bacteroides spp. 16 strains, and Lactobacill
spp. 3 strains.
Supporting Online Materialwww.sciencemag.org/cgi/content/full/science.1198469/DC1
Materials and Methods
Figs. S1 to S19
References
29 September 2010; accepted 1 December 2010
Published online 23 December 2010;
10.1126/science.1198469
The Neural Basis of IntuitiveBest Next-Move Generation inBoard Game ExpertsXiaohong Wan,1 Hironori Nakatani,1 Kenichi Ueno,2 Takeshi Asamizuya,2
Kang Cheng,1,2 Keiji Tanaka1*
The superior capability of cognitive experts largely depends on quick automatic processes. Toreveal their neural bases, we used functional magnetic resonance imaging to study brain activityof professional and amateur players in a board game named shogi. We found two activationsspecific to professionals: one in the precuneus of the parietal lobe during perception of boardpatterns, and the other in the caudate nucleus of the basal ganglia during quick generation of thebest next move. Activities at these two sites covaried in relevant tasks. These results suggestthat the precuneus-caudate circuit implements the automatic, yet complicated, processes ofboard-pattern perception and next-move generation in board game experts.
Board games provide a good opportunity
to study the mechanisms underlying cog-
nitive expertise because these games are
played in accordance with a set of well-defined
rules. There is a history of psychological studies
of chess over the last 100 years (1 – 3). In an early
study (4), both world-class and local-club play
were asked to think aloud while playing, and
difference was found in the depth or width
search between the two groups. Instead, a d
ference was found in the selection of game tr
branches that the player put into the search p
cess: The best next move was always included
the first part of search in world-class play
whereas local-club players often missed it in th
large search. de Groot inferred that world-cl
players generate one or a few best next mo
mainly by cued recall (4). Subsequently, on
basis of the experts’ superior performance in
board-pattern recall task it was proposed t
chess experts quickly perceive chess patter
using various stereotyped arrangements of seve
1Cognitive Brain Mapping Laboratory, RIKEN Brain ScieInstitute, 2-1 Hirosawa, Wako, Saitama 351-0198, Jap2Support Unit for Functional Magnetic Resonance ImagiRIKEN Brain Science Institute, 2-1 Hirosawa, Wako, Saita351-0198, Japan.
*To whom correspondence should be addressed. [email protected]
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pieces, called “chunks,” as units of perception
(5). Because chunks are associated with the
best next moves in the long-term memory, the
perception of chunks automatically generates an
idea of the best next move in the brain of chess
experts. Although previous imaging studies
found partial volume changes and specific ac-
tivities in the brains of experts (6 – 17 ), neural sub-
strates of the automatic processes have not been
understood. We aimed at revealing neural sub-
strates that underlie quick perception of board pattern and subsequent quick generation of the
best next move by measuring brain activities of
subjects playing shogi. Although more recent
psychological studies have shown that experts
are also efficient in conscious search and asso-
ciated evaluation (18 – 20), those are out of the
main scope of the present study.
The game shogi is popular in Japan (21).
Shogi is similar to chess in that pieces are moved
one at a time alternating between the two players,
the movability depends on the piece type, and
the objective is to capture the opponent ’s king
(fig. S1). Unique to shogi is the “drop rule”; the
captured opponent ’s pieces are held in reserve,
and if the player chooses during a turn, instead of
moving a piece existing on the board the player
may drop any reserve piece to any empty position
of the board as an ally piece. Mainly because of
this reentrance ability, plays of shogi are much
more complex than those of chess. Professional
shogi players repeatedly note that the best next move comes to their mind “intuitively.” They use
the remaining time in the game for confirmatory
search and thinking about higher-level strat-
egies. Being “intuitive” indicates that the idea
for a move is generated quickly and automat-
ically without conscious search, and the process
is mostly implicit. This intuitive process oc-
curs routinely in experts, and thus it is different
from inspiration, which occurs less frequently
and unpredictably.
Psychological studies show that the intuit
generation of next moves in board-game expe
is based on the superior, quick perception of
patterns (5). Therefore, we first conducted a fu
tional magnetic resonance imaging (fMRI) exp
iment to explore neural circuits that are specifica
activated during the perception of shogi patte
(fig. S2) (22). In professional players (22),
contrast between five types of board game patte
(opening shogi, endgame shogi, random sho
chess, and Chinese chess) with other stimulus cegories (scenes, faces, other objects, and scramb
patterns) showed significant activations at seve
sites in the posterior cortices ( P < 0.001 correct
(Fig. 1). Among these activations, only the ac
vation in the posterior part of precuneus show
prominent selectivity for realistic shogi patte
(Fig. 1, B to D). The comparison between t
endgame and random shogi patterns is the m
relevant here because the patterns that we la
used in the next-move generation experime
Fig. 1. Specific activa-
tion of the posterior pre-cuneus associated withperception of shogi pat-terns (fig. S2). (A) Corticalregions (in a representa-tive professional player)that responded morestrongly to board gamepatterns than to othernon-game stimuli shownon a flattened corticalmap (yellow, P < 1.0 ×10−8 corrected; orange,P< 0.001 corrected). Forcomparison, shown are
the fusiform face area(FFA, blue), which re-sponded more stronglyto faces than to scram-bled images; the para-hippocampal place area(PPA, green), which re-sponded more stronglyto scenes than to scram-bled images; and themiddle temporal area(MT, turquoise), which re-sponded more stronglyto moving than station-ary random dot stimuli
(P < 0.005 corrected).paHG, parahippocam-pal gyrus; MTG, middletemporal gyrus; PreCun,precuneus; CingG, cingulategyrus;POS,parieto-occipitalsulcus; L, left; R, right. (B)Activations in the poste-rior part of theprecuneusin three professional players. (C) Time courses of fMRI responses to stimuli ofdifferent categories in the posterior precuneus of three subjects representingthe three subject groups, respectively. Gray bars indicate the stimuluspresentation period, and error bars indicate SEM across blocks. (D) Mean
fMRI responses in the four regions averaged among 11 professional play(Pro), eight high-ranking amateur players (Ama1), and nine low-rankamateur players (Ama2), respectively. Error bars indicate SEM acrsubjects.
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were endgame patterns, and the pieces and low-
level features of random shogi patterns areidentical
to those of endgame shogi patterns. The random
shogi patterns here do not violate the rules of shogi,
butthey never appear in real games.The precuneus
activation by the endgame shogi patterns, as well
as that by the opening shogi patterns, were sig-
nificantly larger than any of the activations evoked
by chess, Chinese chess, or random shogi patterns
(Tukey’s t tests, P < 0.01) (Fig. 1, C and D, left
column). None of the activations other than thosein the precuneus showed a significant difference
between the endgame and random shogi patterns
(one-tailed t test, P > 0.05).
In both high- and low-rank amateur players
(22), the same set of areas as those in professional
players were activated by board games as com-
pared with other non-game stimuli (fig. S6). How-
ever, none of the areas showed significantly
stronger activations to the endgame shogi patterns
as compared withrandom shogi, chess, or Chinese
chess patterns in either amateur group (one-tailed
t test, P > 0.05) (Fig. 1,C and D,middle and right
columns). The high-rank amateur players showed
significantly stronger activations to the openingshogi patterns in the precuneus (Tukey’s t tests,
P < 0.01), but the activations evoked by the
endgame shogi patterns were comparable with
those evoked by the random shogi, chess, and
Chinese chess patterns (Fig. 1, C and D). Opening
shogi patterns are usually stereotyped, whereas
endgame patterns vary extensively.
We then searched neural circuits responsible
for intuitive generation of the best next move
itself that may occur after the perception of
board patterns. We used spot games of shogi,
called checkmate and brinkmate problems,
which usually require the player to find a series
of moves leading to a checkmate (capturing
the opponent ’s king) even when the opponent
makes optimal counter moves. To emphasize
the intuitive generation of the best next move
and reduce the amount of search processing,
we used a short interval (1 s) for the presen-
tation of board patterns and asked the subjectsto only report the first move (fig. S3A) (22).
The presentation of the pattern was followed
by presentations of four response choices, from
which the subject selected his answer within 2 s
(fig. S5A). After answering to questions about
confidence and memory, the subject was en-
gaged, during the remaining time in each trial,
in a simple detection task: detecting a “Gold”-
piece (fig. S1A) among serially presented shogi
pieces (fig. S5B). When the activity locked to
the shogi-pattern presentation and subsequent re-
sponse time was contrasted with that locked to
the Gold-piece detection, professional players (22)
showed significant activations ( P < 0.001 cor-rected with a minimum cluster size threshold of
15) in the head of the caudate nucleus as well
as in several association cortical areas, includ-
ing the posterior dorsolateral prefrontal cortex,
pre-supplementary motor area, premotor cortex,
and precuneus (Fig. 2A, fig. S7, and table S1).
The caudate activation was bilateral, although
it was stronger in the right side. During the
sensory-motor control task (fig. S3A), in which
the subject reported the king’s position in ope
ing shogi patterns only composed of the o
ponent ’s pieces, an identical set of associati
cortical foci was activated, whereas there w
no activation in the caudate nucleus (Fig. 3A
Thus, the activation in the caudate head w
specific to the generation of the best next mo
(Fig. 2B). There were no significant differen
in eye position traces between the two con
tions [one-way analysis of variance (ANOVA
P = 0.65 and P = 0.82 for the mean and Srespectively].
To compare the activations during the qu
generation of the best next move with those d
ing deliberative search, we conducted an ad
tional experiment on each subject (fig. S4) (2
in which board patterns of spot game proble
were shown for a longer time (up to 8 s). T
subject pressed a button when he found the c
rect next move, and then four response choi
appeared, from which he selected his answer. T
subject performed the Gold-piece detection ta
during the remaining part of each trial. The a
erage period of the problem presentation was
and 7.3 s for professional and amateur playerespectively (fig. S5D). In post-experimental
terviews, both professional and amateur play
reported that they examined branches step
step, starting from a promising next move
check whether checkmate could be reached
gardless of the opponent ’s moves; if not, th
moved the search to branches starting from
other promising next move. When brain activ
locked to the problem presentation period w
A Quick generation vs. Gold -piece detection control
X=-44! Y=15! Z=48!p<0.0001 p<0.001
R L!
B Quick generation vs. sensory-motor control
C Deliberative search vs. Gold -piece detection control
Professional Professional
X=9! Y=15! Z=12!p<0.0001 p<0.001
R L!
p<0.0001 p<0.001 X=-44! Y=15! Z=48!
R L!
p<0.0001p<0.001 X=9! Z=12!Y=15!
R L!D Professional vs. amateur
Fig. 2. Activations associated with quick generation of the best nextmove (fig. S3) and deliberative search (fig. S4) in professional players.The results shown in this figure are all group data averaged across sub-jects. (A) Activations associated with quick generation of the best nextmove as compared with the activity during Gold-piece detection in thequick-generation task. (B) Only the activations in the head of the caudate(right hemisphere, peak pattern at 9, 15, and 12 mm in the Talairachcoordinates with 38 significant voxels; left hemisphere, –12, 11, and 12 mm
with 26 voxels) remained when the activations during the quick geeration of the best next move was contrasted to the activity during tsensory-motor control task. (C) Activations associated with the delibative search as compared with the activity during Gold-piece detectionthe deliberative search task. (D) Direct comparison of the activity durthe quick generation of the best next move in the professional playwith that in the amateur players. The activations are shown accordingthe P values after cluster-size correction.
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contrasted with that locked to the Gold-piece de-
tection period, there were significant activations
at the association cortical foci largely overlapping
with those activated during the quick generation
of the best next move. However, there was no
activation in the caudate nucleus (Figs. 2C and
3A and table S1). Even with a focus on the last
1 s before the button press, there was no caudate
activation.
The magnitude of the fMRI signals during the
quick generation of the best next move in theanatomically determined extent of the caudate
head in an individual subject positively correlated
with the percentage of correct responses of the
subject in the quick generation [correlation co-
efficient (r ) = 0.77, P = 0.00015] (Fig. 3B, left)
within the professional group.
In amateur players (22), a very similar set of
association cortical areas, as in the professional
players, was activated by quick generation of
the best next move as well as by the deliberative
search (Fig. 3A, middle and right, fig. S8, and
table S2). However, there was no significant acti-
vation in the caudate nucleus during quick gen-
eration of the best next move when the datawere analyzed asa whole ( P > 0.01)(Fig. 3A, left,
fig. S8, and table S2). Direct comparison between
the professional and amateur groups demon-
strates the specificity of the caudate activation in
the professional players (Fig. 2D).
Activation occurred in the caudate head of the
amateur players only in a particular group of trials.
The percentage of correct responses was nega-
tively correlated with the response time (Fig. 3C,
left, and table S3), whereas it did not depend on
the number of steps to reach checkmate or the
number of possible next moves. When the trials
were divided into four quarters in individual sub-
jects according to response time, the fMRI sig-nals in the anatomically determined extent of the
caudate head showed significant dependency on
the response-time group (one-way ANOVA, P =
0.046), and the activation in the shortest response-
time group was significant (one-tailed t test, P =
0.022) (Fig. 3C, right). This group of trials large-
ly overlapped with the trials in which the subject
was “confident ” about the move selection (con-
fident trials constituted 62% of the shortest trials),
and a significant activation of the anatomically
defined caudate head was also detected in the
confident trials (one-tailed t test, P = 0.043) (Fig.
3D). There was no such dependency of caudate
activation on the properties of trials in the pro-
fessional players: The activation was always
strong [one-way ANOVA, P > 0.36 (Fig. 3C,
right) and P > 0.23 (Fig. 3D)].
The problems to which the subject responded
with his shortest response times varied between
subjects. Post-experimental interviews of the am-
ateur players revealed common features among
the problems. We showed 10 examples of the
problems to which the player responded with
response times in the shortest quarter range, as
well as six examples of the problems to which
they responded with response times in the longer
half range. They reported that in many of the
former problems, the board pattern had features
matching the situations in which particular strat-
egies or schemas are useful or those contained
in games that they had experienced before. Most
of the problems that required longer response
times did not have such connections to their
knowledge. Thus in the amateur players, the cau-
date head was activated only when the problem
had features that matched those of the situation in
which some popular schemas were useful or
those of the patterns personally experienced
the player.
Lastly, to examine the relation between t
precuneus activation in perception of shogi p
terns and the caudate activation in quick ge
eration of the best next move we analyzed t
correlation of trial-by-trial variance betwe
the precuneus and caudate activations (Fig
top left). The correlation was significantly high
in the quick-generation task than in the senso
motor control and deliberative search tasks in p
Fig. 3. Variety in the strength of activity in the caudate head across trial types and subject groups. Activity in the caudate head (Caudate), posterior dorsolateral prefrontal cortex (DLPFC), and dorpremotor cortex (PMd) in professional and amateur players. Region of interest (ROI) for the cauda
head was determined by anatomical structure, whereas those for the dorsolateral prefrontal cortex adorsal premotor cortex were determined by means of conjunction analysis of functional activity acrthe professional and amateur players. The error bars indicate SEM across subjects. The activity wcalculated in comparison with that during the Gold-piece detection in individual tasks. (B) Correlatbetween the strength of caudate head activation and the percentage of trials with correct responacross subjects for professional and amateur players. (C) (Left) Percentage of correct responses plotagainst averaged response time differences and (right) the magnitude of activity in the caudate headthe quarter groups of trials, to which trials were divided in individual subjects according to the respotime (RT1 to -4, RT1 with the shortest response times). The response time difference was obtained subtracting the average response time in the sensory-motor control task from the response timeindividual trials. (D) Activity in the caudate head in trials with confidence (Conf) and without confiden(Unconf). In (C) and (D), the error bars indicate SEM across subjects, and the activity was calculatedcomparison with that during the sensory-motor control.
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fessional players (one-tailed t test, P < 0.01).
Although there were no such differences in ama-
teur players when trials of the quick-generation
task were analyzed as a whole, the precuneus-
caudate correlation in the quick-generation task
was significantly higher when the amateur player
responded with response times in the shortest
quarter range than those in the sensory-motor
control and deliberative search tasks ( P < 0.05).
The correlation of activities in the caudate head
with those in the posterior dorsolateral pre-frontal cortex, dorsal premotor area, and pre-
supplementary motor area was also higher in
the quick-generation task than in the sensory-
motor control and deliberative search tasks in
professional players ( P < 0.01), but not in ama-
teur players ( P > 0.05) (Fig. 4, left, bottom three).
The present results show two activations that
are prominent in professional players. One is the
activation in the posterior part of the precuneus
during the perception of shogi patterns, and the
other is the activation in the head of the caudate
nucleus during the quick generation of the best
next move. In the quick-generation task, the play-
ers quickly generated the idea of the best next move without conscious search. This situation
matches the “intuitive generation of the best next
move” that has been discussed in the literature of
board-game psychology. There was no activation
in the caudate head during the sensory-motor
control task or during the conscious search. Thus,
we conclude that the caudate head activation was
associated with the intuitive generation of the best
next moves.
Recent imaging studies show activation
of the posterior part of the precuneus in visuo-
spatial imagery and in episodic memory retrieval
(23 – 26 ). Precuneus activation has also been
shown in relation to the working memory of
chessboard patterns (12). In our perception ex-
periment, the posterior precuneus was gener-
ally more activated by board games than other
visual stimuli in both professional and ama-
teur players. In addition to this general selec-
tivity, realistic shogi patterns activated the area
more strongly than the other board game pat-
terns in professional players. Higher features
specific to realistic shogi patterns might evoke
neuronal activities corresponding to their repre-sentations or computations about them in the
posterior precuneus. The posterior precuneus
projects to the dorsolateral prefrontal cortex, which
in turn projects to the caudate head (27 – 29). In
addition, there is direct projection from the
precuneus to the dorsomedial part of the cau-
date head (30 – 32). The information sent from
the posterior precuneus to the caudate head
about key features of the shogi pattern might
help generate the best next move. The strong
correlation between the activation of the pre-
cuneus and that of the caudate head in pro-
fessional players during the quick-generation
task supports this view.How does the caudate head activity contribute
to the intuitive generation of the best next move?
We may get insights from other situations in
which the caudate head is activated in animals
and humans. The caudate nucleus is a part of the
basal ganglia, which is thought to be responsible
for the formation and execution of habit, or
stimulus-response association (33 – 38). The pu-
tamen may be involved when the response is
motor, whereas the caudate nucleus is involved
when the response is cognitive (34), as in the
present case. The generation of the best next
move to a given shogi pattern is similar to a habit
in that it is quick and implicit. However, the p
cessing cannot be a simple stimulus-respon
association, in which an identical stimulus
repeatedly presented and a single response
evoked. Each of the 180 problems used in t
quick-generation task was given only once in
experiment for each subject. Moreover, 82
them were probably seen for the first time
the subjects because they were newly creat
for this study. Even for the remaining proble
taken from published books, because of huge variety of such problems the subject cou
not have experienced each of the problems f
quently. The variety of inputs and outputs in o
case was several orders of magnitude larger th
that in typical habits. Therefore, the generati
of the best next move had to be based on t
perception of key features extracted from
pattern but not that of the pattern itself. In ot
words, the mapping from inputs to outputs had
be categorical. In chess experts, chunks of pie
are associated with the best next move or b
series of moves in the long-term memory, and t
the perception of chunks automatically evo
the idea of the best next move or best seriesmoves (5). This idea is similar to that of stimulu
action association. It was later pointed out t
chunks defined by combinationsof several pie
are too small to specify the best next move.
solve this difficulty, Gobet and his colleagu
(39, 40) have proposed that chunks evolve
larger assemblies (“templates”) in experts. T
templates have simple variables that can be
stantiated. The relation between habits and chun
ortemplate-based next-move generation sho
be further studied.
According to the basic structure of the ba
ganglia circuit, the thalamus and brainstem mo
centers are inhibited by the substantia nigra preticulata and the internal segment of glob
pallidus,which are in turn inhibitedby the striatu
which is composed of the caudate nucleus and p
tamen. This inhibition-of-inhibition (disinhibiti
circuit, together with the parallel excitation-
inhibition circuit via the subthalamic nucleus
thought to be advantageous for efficient selecti
of one action plan among multiple possibili
(41). In checkmate problems, there are multi
next moves that check the opponent ’s king b
will not reach checkmate if the opponent mak
appropriate counter moves. The move that w
reach checkmate regardless of the opponen
moves is often accompanied with losses of on
own important pieces (“sacrifice”). In this sen
the generation of the best next move inclu
selection procedures to turn down the moves th
appear advantageous in the short term in favor
the one that is most promising in view of the fi
goal (checkmate). The way to resolve competit
among multiple possible moves has not b
much discussed in cognitive psychology of ch
experts, although a computer model nam
CHUMP has a function of such resolution (39
Neuropsychological, imaging, and anim
studies suggest that the caudate nucleus is
Fig. 4. Coefficients of cor-relation, across trials, of thefMRI responses in the cau-date head and posteriorprecuneus with those inthe precuneus,DLPFC, PMd,andpre-supplementarymo-tor area (preSMA) duringthequickgeneration(Quick),sensory-motor control (Con-trol), anddeliberativesearch(Search) tasks. Trials of thequick-generation task were
divided into four quartersaccording to the responsetime of the subject (RT1to -4). Error bars indicateSEM across subjects in eachsubject group. *P < 0.05,**P < 0.01, significantdifference with the coeffi-cients in thesensory-motorcontrol task.
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volved in goal-directed behavior. The caudate is
activated in set switching, selection of action in
response to the expectation of the action out-
come, and judgment accompanied by positive or
negative outcome (42 – 45). In the checkmate and
brinkmate problems used in the present study,
multiple moves (1 to 19, including the opponent ’s
counter moves) are required to reach checkmate.
In interviews after the experiments, professional
players reported that, although they did not figure
out the whole sequence of moves to reach check-mate within the short period they often got an
idea of the arrangement of key pieces at the final
checkmate in addition to that of the next move.
The intermediate moves did not come to their
mind, but the next move might be generated as
a step in the direction to realize the final check-
mate pattern. The perception of key features in
a given pattern might evoke the idea of a final
checkmate pattern, which in turn evoked the
idea of a next move that eventually produced
the final pattern. Thus, the quick generation of
the best next move has an element of goal-
based action selection. A theory (3, 46 ) about
chess experts has indicated a goal-directed fac-tor in the expertise. It proposes that experts first
obtain a temporal goal that is based on higher-
level perception of the board pattern and then
find a path connecting from the current board
pattern to the goal pattern. Although generation
of an idea of the best next move may be self-
rewarding, a simple explanation of the caudate
activation by this self-rewarding is not compat-
ible with the generality of the caudate activation
in professional players common to trials with and
without confidence (Fig. 3D).
Thus, the quick generation of the best next
move in professional players appears to recruit
the precuneus-caudate circuit. Professional shogi players have conducted daily concentrated train-
ing for 3 or 4 hours per day over a number of
years. This long-term training might result in the
general recruitment of the posterior precuneus
and the caudate head. The strong correlation be-
tween the caudate head and prefrontal and
premotor cortical areas during the quick genera-
tion of the best next move suggests that the cau-
date head in professional players might efficiently
coordinate the prefrontal and premotor circuits
for this particular purpose. The present results
should initiate extensive interactions between ex-
pert psychology and neuroscience concerning ba-
sal ganglia. The many data concerning anatomical
connections and functional aspects of the basal
ganglia may provide clues for the further eluci-
dation of the information processing modes in-
cluded in the process. For example, we here
suggest that the process of quick generation of
the bestnext movemaybe not a simplerecall ofa
move associated with the perceived feature of
board pattern but also includes the competitionamong possible moves and the goal-directed
processing.
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Supporting Online Materialwww.sciencemag.org/cgi/content/full/331/6015/341/DC1
Materials and Methods
Figs. S1 to S8
Tables S1 to S3
References
7 July 2010; accepted 16 December 2010
10.1126/science.1194732
21 JANUARY 2011 VOL 331 SCIENCE i46
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