Emergent World Models and Latent Variable Estimation in Chess-Playing Language Models
Adam Karvonen
TL;DR
<3-5 sentence high-level summary> This work extends the investigation of emergent world models in language models from synthetic Othello to real chess by training GPT-style models on million-scale chess transcripts. It shows that linear probes can recover internal board-state representations and that latent variables such as player skill (Elo) are encoded and usable to improve predictive performance. Through causal interventions on model activations, the authors demonstrate that editing the internal board state and manipulating skill can meaningfully alter playing behavior, including substantial win-rate gains on challenging setups. The results offer a concrete, interpretable view of how world models and latent concepts emerge in constrained domains and point to practical intervention techniques for steering LLMs in structured tasks.
Abstract
Language models have shown unprecedented capabilities, sparking debate over the source of their performance. Is it merely the outcome of learning syntactic patterns and surface level statistics, or do they extract semantics and a world model from the text? Prior work by Li et al. investigated this by training a GPT model on synthetic, randomly generated Othello games and found that the model learned an internal representation of the board state. We extend this work into the more complex domain of chess, training on real games and investigating our model's internal representations using linear probes and contrastive activations. The model is given no a priori knowledge of the game and is solely trained on next character prediction, yet we find evidence of internal representations of board state. We validate these internal representations by using them to make interventions on the model's activations and edit its internal board state. Unlike Li et al's prior synthetic dataset approach, our analysis finds that the model also learns to estimate latent variables like player skill to better predict the next character. We derive a player skill vector and add it to the model, improving the model's win rate by up to 2.6 times.
