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IELTS Academic Reading Practice Test 179

Part 1 · Read the text and answer questions 1–13

You should spend about 20 minutes on Questions 1–13, which are based on Reading Passage 1 below.

The Long Game: How Machines Learned Chess

Chess has fascinated computer scientists for longer than almost any other game. It offers no hidden information and no element of luck: both players can see every piece on the board, and nothing is decided by dice. In principle, therefore, it looks like a problem of pure calculation. The number of possible games, however, is immense: Claude Shannon, an American mathematician, estimated in 1950 that some 10^120 could be played, far more than the number of atoms in the observable universe. No machine could examine all of them, so chess became a testing ground for methods of searching intelligently.

Long before the computer, however, the most famous chess-playing machine in Europe had already made its name, and it contained no electronics at all. The Turk was unveiled in 1770 by Wolfgang von Kempelen, an official at the Habsburg court, and consisted of a cabinet behind which sat a life-sized figure dressed in Turkish robes. It toured Europe for decades, defeating many strong players. Its secret, eventually established beyond doubt, was that a human player was concealed inside the cabinet, moving the pieces from a cramped compartment. The machine was taken to the United States and destroyed by fire in Philadelphia in 1854.

The first machine that genuinely played chess, without a hidden operator, was built by the Spanish engineer Leonardo Torres y Quevedo and completed in 1912. El Ajedrecista played a king and rook against a lone king, moving the pieces with electromagnets beneath a metal board and sensing replies through electrical contacts. It could not play a full game: its skill was limited to this single endgame. It signalled when it had delivered check and refused moves that broke the rules, and Torres y Quevedo demonstrated it at the University of Paris in 1914.

The theoretical foundations were laid by Shannon and by the British mathematician Alan Turing. Shannon's paper of 1950, 'Programming a Computer for Playing Chess', described how a program might assess a position by adding up the values of the pieces, and how it could look ahead by considering replies and counter-replies — the procedure known as minimax. Turing wrote a program with David Champernowne, but no computer was available to him, so he carried out its instructions himself, move by move. Turing's program lost the game it played against a colleague in 1952.

Early machines were weak. In 1951 Dietrich Prinz, working at the University of Manchester, wrote a program for the Ferranti Mark I that could solve mating problems requiring checkmate in two moves; it could not play a game. In 1956 a program on the MANIAC I computer at Los Alamos played on a simplified six-by-six board without bishops and defeated a young woman who had learned the rules a week earlier. Two years later, Alex Bernstein and his colleagues at IBM produced a program that played a complete game.

Progress over the next three decades came from faster hardware and better search rather than from any single insight. The most important technique was alpha-beta pruning, which allows a program to ignore branches of the search tree that cannot affect the outcome; a well-ordered search can therefore reach much deeper in the same time. In 1968 the British computer scientist David Levy accepted a bet that no computer would beat him in a match within ten years. He won it in 1978.

In 1988 a machine called Deep Thought, built by a team at Carnegie Mellon University that included Feng-hsiung Hsu, defeated the Danish grandmaster Bent Larsen. The following year the world champion Garry Kasparov beat Deep Thought in a two-game match, but IBM noticed the team and hired it to build a machine capable of beating Kasparov himself. The result, Deep Blue, was a parallel computer with special-purpose chess chips that could evaluate some 200 million positions a second. A match in New York in May 1997 was won by the machine, 3½–2½. IBM retired Deep Blue shortly afterwards.

Deep Blue's victory did not mean that chess had been solved by brute force. It did, however, end the era in which the best human players could expect to win. The next advance came from a different direction: learning. In December 2017 researchers at DeepMind, a London company owned by Google, reported that a program called AlphaZero had been given nothing except the rules of the game and had then taught itself by playing against itself. Its neural network was trained by a method known as reinforcement learning, in which the program is rewarded for results rather than instructed how to achieve them.

AlphaZero's strength lay in the way it chose which positions to examine. Like earlier programs, it searched ahead, but a neural network guided that search, estimating which moves were worth considering and how favourable each position was. In a hundred-game match against Stockfish, then the strongest conventional engine, AlphaZero won 28 games, drew 72 and lost none. Stockfish examined some 70 million positions a second, while AlphaZero looked at roughly 80,000, a fraction as many, yet chose better ones.

Programs are now part of the way chess is played and taught. Grandmasters prepare openings with engines, and the strongest chess played anywhere is produced by machines. In freestyle tournaments, where competitors may consult programs, teams of amateurs working with several engines have beaten both strong grandmasters and the engines playing alone — a reminder that the most effective arrangement is not always the one that replaces people entirely.

Tip: select any text in the passage to highlight it in one of four colours. Click a highlight to remove it.

Questions 1–7◎ Practise this set only

Do the following statements agree with the information given in Reading Passage 1? Choose TRUE if the statement agrees with the information, FALSE if the statement contradicts the information, or NOT GIVEN if there is no information on this.

Early programmers were attracted to chess partly because players cannot see each other's pieces.
Shannon worked out the exact number of possible chess games.
A person hidden inside the Turk was responsible for its moves.
El Ajedrecista was able to play a complete game of chess.
Turing worked through his program's instructions himself.
The game won by the MANIAC computer in 1956 was reported in newspapers around the world.
Deep Blue never played another competitive match after 1997.

Questions 8–13◎ Practise this set only

Complete the summary below. Choose ONE WORD ONLY from the passage for each answer.

Write ONE WORD ONLY for each answer.

Learning to play

Deep Blue's success did not mean that chess had been solved by force. The next step was to build a program that learned. AlphaZero was given only the of the game and improved by playing against itself, its neural network trained by reinforcement . Its strength lay in choosing which positions to examine rather than in examining vast numbers: while Stockfish looked at 70 million positions each second, AlphaZero considered only a as many. Since then engines have become ordinary tools: grandmasters use them to prepare , and in freestyle events teams of have beaten both grandmasters and engines playing alone.

About this reading test

A full IELTS Academic Reading practice test with 40 questions on three original technology passages: how computers learned to play chess, how the Internet of Things works, and whether elections should move online. Includes explanations and a band estimate.

PartPassageQuestionsQuestion typesTopicsWords
1The Long Game: How Machines Learned Chess1–13True / False / Not Given, Summary completionTechnology, History, Inventions908
2The Internet of Things14–26Matching information, Multiple choice (choose more than one), Note completionTechnology, Science917
3Should Elections Move Online?27–40Multiple choice, Yes / No / Not Given, Summary completion (word list)Society, Technology903

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All passages and questions on Sprechify are written by our own team in the official IELTS format. They are not taken from Cambridge IELTS books or any other published test. Band scores are estimates based on the conversion commonly used for practice tests.

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