A widely cited result asserts that experts' superiority over novices in recalling meaningful material from their domain of expertise vanishes when they are confronted with random material. A review of recent chess experiments in which random positions served as control material (presentation time between 3 and 10 sec) shows, however, that strong players generally maintain some superiority over weak players even with random positions, although the relative difference between skill levels is much smaller than with game positions. The implications of this finding for expertise in chess are discussed and the question of the recall of random material in other domains is raised.A classical result in the study of expertise is that experts are better than nonexperts at memorizing meaningful material from their domain of expertise, but lose their superiority when the material is randomized. This result was first obtained in the study of chess memory (Chase & Simon, 1973b; Jongman & Lemmens, cited in Vicente & De Groot, 1990) and has since been widely cited in cognitive psychology textbooks (see, e.g., Anderson, 1990;Lesgold, 1988) and hailed as one of the cornerstones of the study of expertise (Saariluoma, 1989). The basic relation between skill and meaningfulness has been replicated in various domains, although wide variations in the presentation time of the stimuli make quantitative comparisons difficult: Go (Reitman, 1976); bridge (Charness, 1979;Engle & Bukstel, 1978); Othello (Wolff, Mitchell, & Frey, 1984); electronics (Egan & Schwartz, 1979); computer programs (McKeithen, Reitman, Rueter, & Hirtle, 1981); basketball (Allard, Graham, & Paarsalu, 1980). Some studies, however, have found that experts keep their superiority over novices when the material is memory for randomized sequences of pitch symbols (Sloboda, 1976) and dance sequences (Allard & Starkes, 1991).A complete lack of difference in memory for random material between experts and nonexperts is somewhat counterintuitive. Simon and Chase (1973) have proposed that 10,000 h, or about 10 years, of intense practice and study are necessary to reach a high level of expertise. During their practice and study time experts have undoubtedly met with many situations that are close to "random"; that is, situations containing some infrequently observed features. In the frame of Chase and Simon's (1973a) chunking theory, one would expect that the numerous chunks experts have stored in long-term memory (LTM) including some of these unusual features, would allow them to recognize, more often than weak players, familiar chunks that occur adventitiously in random positions, giving them an advantage in recall. It is also possible that strong players have developed strategies to cope with uncommon situations, which do occur sometimes in their practice. In addition, their familiarity with the materials (e.g., in board games, better knowledge of the topology of the board and its attributes) might give them some advantage over nonexperts.In this paper, we reexamine the recall ...