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Article

Exploring the Limits of Probes for Latent Representation Edits in GPT Models †

by
Austin L. Davis
,
Robinson Vasquez Ferrer
and
Gita Sukthankar
*
Department of Computer Science, University of Central Florida, Orlando, FL 32816-2362, USA
*
Author to whom correspondence should be addressed.
This paper is an extended version of our paper published in ICMLA (International Conference on Machine Learning and Applications), Miami, FL, USA, 18–20 December 2024.
Submission received: 16 October 2025 / Revised: 17 December 2025 / Accepted: 24 February 2026 / Published: 4 March 2026
(This article belongs to the Section AI Systems: Theory and Applications)

Abstract

This article evaluates the use of probing classifiers to modify the internal hidden state of a chess-playing transformer, which has been trained on sequences of chess moves and can generate new moves with prompted. Probing classifiers are a technique for understanding and modifying the operation of neural networks in which a smaller classifier is trained to use the model’s internal representation to learn a probing task. The aim of this research is to discover whether the learned model possesses an editable internal representation of the chess game, despite being trained without explicit information about the rules of chess. We contrast the performance of standard linear probes against Sparse Autoencoders (SAEs), a latent space interpretability technique designed to decompose polysemantic concepts into atomic features via an overcomplete basis. Our experiments demonstrate that linear probes trained directly on the residual stream significantly outperform probes based on SAE latents. When quantifying the success of interventions via the probability of legal moves, linear probe edits achieved an 88% success rate, whereas SAE-based edits yielded only 41%. These findings suggest that while SAEs are valuable for specific interpretability tasks, they do not enhance the controllability of hidden states compared to raw vectors. Finally, we show that the residual stream respects the Markovian property of chess, validating the feasibility of applying consistent edits across different time steps for the same board state.

1. Introduction

The strength of Large Language Models (LLMs) stems from their capacity to capture complex semantic relationships within massive datasets. While these models have achieved remarkable benchmarks across diverse domains [1], they remain compromised by persistent reliability issues, such as hallucinations [2]. This fragility is an expected byproduct of the nature of natural language: it is a dynamic, culturally dependent medium defined by polysemy and contextual nuance, where truth and syntactic validity are often decoupled. To isolate the mechanisms of model reasoning from these linguistic ambiguities, this study pivots from natural language to the structured domain of strategic decision-making. By analyzing LLMs within formal, rule-bound environments, we can more effectively interrogate the formation and editability of their internal world models.
The choice of chess as a medium for this exploration is deliberate. Chess, with its well-defined rules, total observability, and large (but finite) set of discrete states, provides a structured framework to probe the inner workings of an AI system. Applying language models to chess allows us to observe how these models navigate a domain characterized by strict logical rules and objective outcomes, despite being designed to process natural language. This juxtaposition of a language model’s inherent capabilities with the structured environment of chess offers a powerful lens through which we examine the model’s decision-making process, its approach to problem-solving, and its ability to track the world state. The goal is to move beyond treating the language model as a “black box” and towards a more detailed understanding that can explain why the model makes decisions based on the internal mechanics of its operations.
In this work, we construct a 12-layer chess-playing Generative Pre-trained Transformer (GPT) and train probing classifiers to classify piece and color for each square on a chess board based on the hidden state activations from the residual stream for each layer. Chess serves as a valuable testbed because it provides access to a fully observable, objective world state—an advantage that is difficult or sometimes impossible to obtain in natural language domains. This allows us to rigorously evaluate whether a representation edit is correct, not merely plausible. Although UCI transcripts constitute a highly structured micro-language with a constrained vocabulary and rigid syntax, the underlying model remains a sequence-to-sequence transformer, and many of the mechanisms we analyze—the accumulation of state across layers, decomposition of the residual stream, editing interventions—are not specific to chess.
This article makes several research contributions to the field of mechanistic interpretability. First, our work has generated several valuable tools for studying chess-playing transformers. We developed a chess-playing GPT that improves upon the legal move rate of previous model. Our statistical analysis shows that the model’s residual stream is path independent, confirming the model’s Markovian representation and enabling time-invariant editing for identical board positions. We also introduce a new metric, legal move probability mass (LMPM), to quantitatively assess the performance of edit interventions. The source code, GPT model, training data, probe classifiers, and SAEs are available online at https://github.com/austinleedavis/icmla-2024 (accessed on 20 February 2026).
Second, this article presents a comprehensive study of the editing performance of different probes when modifying the board state. Our results show that linear probes trained on the original residual stream decisively outperform probes based on Sparse Autoencoders. Our linear probes have the benefit of being compositionally interpretable; the weights of a probe trained to jointly classify piece type and color are approximated by the sum of separate probes for type and color.
This article extends research that was previously published at [3]. Section 2 provides an overview of related work in the area. Our methodology is described in Section 3, and we present our results in Section 4. Our article concludes with a summary of our findings (Section 5).

2. Related Work

Table 1 summarizes the related work in the area by category: (1) fine tuning, (2) model transparency, (3) linear representations, (4) probe classifiers, (5) sparse autoencoders, and (6) emergent world models.

2.1. Fine Tuning

Many repurpose LLMs by fine-tuning on additional data. This can be done using parameter-efficient fine tuning (PEFT) [4,5,6]. Lialin et al. [4] categorize PEFT methods as being additive, selective, or requiring reparameterization. Additive methods augment the model with additional parameters, such as adapters [33] or soft prompts [5], that are trained with the new dataset, while selective techniques pick a subset of existing parameters to retrain. Reparameterization approaches, such as LoRA [6], use low-rank factorization to reduce the number of parameters that are learned during fine-tuning. The main weakness is that they confer little understanding of the model itself. So, data selection is the only way to guide performance. Alternatively, better model alignment can be achieved by guiding fine tuning using a reward model elicited from human labelers [7,8]. In our research, we directly edit the activations to achieve a desired state rather than retraining the model.

2.2. Model Transparency

Zou et al. [9] divide the field of model transparency into mechanistic [10,11,12,13,14] vs. representational approaches. Mechanistic interpretability [10,12] attempts to discover specific circuits within models; many of these studies [11,13] have been conducted on the GPT-2 model which is large enough to be interesting but smaller than some of the more recent LLMs. Representation engineers focus on understanding the embeddings learned by the models. The representation “reading” phase may be followed by a control phase in which the model output is directed using a control vector, designed using a technique such as Linear Activation Tomography [9]. Contrastive learning is one of the most popular ways to learn a control vector by subtracting the activation differences between positive and negative prompt examples [15]. Wang et al. [13] intervene using path patching, which replaces part of the forward pass with activations from a different input. We calculate our control vector from the weights of a probe classifier and compare it to a path patching intervention with a time-shifted input.

2.3. Linear Representations

The linear representation hypothesis posits that “high level representation concepts are represented linearly in the representation space of the model”. Park et al. [16] provide three commonly used interpretations of this linear space: (1) subspace: important model concepts reside in separate 1-D subspaces; (2) measurement: concept values can be extracted by training separate linear probes; and (3) intervention: concepts can be modified without perturbing other values by discovering the right intervention vector. Our work relates to both the measurement and intervention categories in that we train separate linear probes to discover emergent concept vectors that are later used to edit the model activations.

2.4. Probe Classifiers

The use of probing classifiers [17] successfully demonstrated that transformer hidden states encode a wealth of information, including morphological and semantic attributes [18,19]. However, as discussed by Belinkov [20], the methodology suffers from two primary bottlenecks. First is the discovery problem: probes are supervised tools that can only confirm the presence of known concepts, failing to unearth latent features for which no labels exist. Second is the causal gap: high performance on a probing task does not guarantee that the identified representation is functionally relevant to the model’s forward pass. Consequently, probes that excel at “reading” the model’s state may be ineffective for “writing” to it, as they often capture incidental correlations rather than the causal drivers of model output. Despite these limitations, our research shows that linear probes are an effective editing tool for chess-playing transformers.

2.5. Sparse Auto Encoders

Sparse Autoencoders (SAEs) [21] gained considerable attention recently as a tool for latent space interpretability. An SAE is an autoencoder with an overcomplete basis. That is, its hidden state vectors (features) are larger than the inputs and outputs of the SAE. The motivating principle is that the latent space activations of an LLM are polysemantic—they consist of multiple concepts overlaid one atop another—and that SAEs might disentangle these polysemantic concepts into interpretable, atomic feature vectors. To achieve this, SAE training techniques apply any one of the numerous sparsification schemes that have been recently developed [21,22,23,24,25,26,27]. The theory is that decomposed, sparse features would enable network activation monitoring at a concept level, improve downstream attribution, reduce collateral effects of probe interventions, and even enable data quality assessments [21]. And, while some progress has been achieved, a recent study [34] calls into question the viability of SAEs as a useful addition to a practitioner’s toolkit in light of the other techniques that are already available. Our results serve as another data point [26] that indicates that SAEs provide no marginal improvement over simple linear probes for this given domain.

2.6. Emergent World Models

Several researchers have studied the occurrence of emerging representations within Large Language Models using board games such as Othello [28,29] and chess [26,30,31,32] as testbeds. These game-playing transformers are trained with sequences of game moves and can generate new moves when prompted. Since they are never provided with explicit information about the game or its rules, the question is whether they possess a rich editable internal representation of the game process or simply memorize a collection of sequence statistics. Li et al. [28] were able to modify the game state in an Othello-playing GPT using non-linear probes, and later Nanda et al. [29] showed that it was feasible to do the same thing with more interepretable linear probes by using an egocentric tile encoding. In chess, Toshniwal et al. [30] demonstrated that it was possible to train a chess-playing transformer that could identify the location of pieces and predict legal moves. Our chess GPT improves slightly on the legal move rate of their model. Karvonen [31] edited the skill level of a chess-playing GPT using contrastive activations and improved its win rate. In this article we study the performance of probe classifiers across all layers of a chess GPT, for both hidden state classification and intervention. We also examine the linearity of the latent feature representations and whether the GPT hidden states respect the Markovian property in chess.

3. Method

This section describes the methods and processes used to conduct our representation editing experiments. In Section 3.1, we introduce the GPT we use throughout the remainder of the paper. Section 3.3 describes our linear probe classifiers. Section 3.2 describes the Sparse Autoencoders trained on the hidden state vectors of our GPT. Section 3.5 explains the technique for applying intervention vectors to the hidden state of the GPT during a forward pass. Section 3.6 outlines our experimental design for performing interventions on the GPT with our probe classifiers, including the positions and values that are written to the hidden state of the GPT. This section also formally defines the metric used to grade the semantic validity of the outputs post-intervention. See Appendix B for additional background on our GPT including tokenization and training parameters.

3.1. The Chess-Playing GPT

Since our focus was to study language models in a more controlled setting, we trained a 12-layer GPT-2 exclusively on tokenized move sequences rather than using a purpose-built model like AlphaZero [35] or Leela Chess Zero [36] or NLP models such as OpenAI’s original GPT-2 [37] or ChessGPT [38]. In particular, our model was given no a priori knowledge about the game of chess; it was trained only to perform next-token prediction on the input move sequences.
The training dataset was collected from the Lichess.org Open Database, specifically using the 94 million games played in June 2023. A holdout set of the 120,000 games played in 2013 was used for evaluation. These datasets include all rated bullet (1 min) and blitz (3 to 5 min) games and tournaments played by human and bot players with Elo ratings ranging from 700 to over 3000. The training and evaluation sets were deduplicated to ensure there was no cross-over, and the raw game records were converted to Universal Chess Interface (UCI) notation using pgn-extract [39].

3.2. Sparse Autoencoders

Sparse Autoencoders (SAEs) seek to disentangle the polysemantic activations in the hidden state vectors of our GPT into monosemantic features, enabling more interpretable reading and more precise control of the model’s internal world model. The prototypical SAE consists of a parameterized single-layer autoencoder ( f , x ^ ) defined by
f ( x ) = R e L U ( W e n c ( x b d e c ) + b e n c )
x ^ ( f ) = W d e c f + b d e c
Training consists of reconstructing a large dataset of model activations and enforcing sparsity with a λ -scaled L 1 loss penalty as in
L ( x ) = | | x x ^ ( f ( x ) ) | | 2 2 L reconstruction + λ | | f ( x ) | | 1 L sparsity
However, this loss function introduces a shrinkage bias toward reconstructions with smaller norms so that for a decoder with fixed weights, SAEs will sacrifice reconstruction accuracy in a trade-off to reduce the L 1 loss, even when perfect reconstruction is possible. Instead, we use a Gated SAE architecture [23] which solves the shrinkage issue by including a gated encoder:
f ( x ) = f g a t e ( x ) ReLU W mag ( x b dec ) + b mag ,
where
f g a t e ( x ) = I W gate ( x b dec + b gate ) > 0 .
Here, I [ > 0 ] is the (pointwise) Heaviside step function and ⊙ denotes elementwise multiplication. During training, we update the loss function by restricting the sparsity loss to the gated activations ( f g a t e ) and including L a u x to allow gradients to backpropogate to W g a t e and b g a t e during training:
L = L r e c o n s t r u c t i o n + L s p a r s i t y + L a u x .
We trained one gated SAE for each layer of the GPT. Each SAE was trained independently on residual stream activations extracted from a fixed layer of the GPT model. The input to each SAE was the residual stream vector at that layer, with dimensionality d = 768 , and the latent space was set to d lat = 12,288—a 16 × expansion ratio.
This expansion factor was selected after comparing SAEs with ratios 2 × , 4 × , 8 × , and  16 × . Lower ratios saturated their capacity by early layers and produced denser codes, higher L1 penalties, and noticeably poorer reconstruction performance. In contrast, the 16× model retained substantial unused capacity in shallow layers yet delivered consistently better reconstruction fidelity and reduced model degradation, particularly in deeper layers where additional dimensionality proved beneficial.
The training dataset was created following a similar procedure as used to create the training dataset for the GPT itself; we trained the SAEs on 1B tokens from the 100M chess games from the January 2023 shard of the Lichess.org Open Database. We adopted a streaming setup in which token sequences were batched and encoded into hidden states on-the-fly using the frozen GPT model. Residual stream activations at the target layer were extracted and used as inputs to the SAE.
All models were trained using the Adam optimizer with β 1 = 0.9 , β 2 = 0.99 , and a linear warmup followed by cosine decay schedule. Training was conducted for a fixed number of steps sufficient to ensure convergence as monitored using reconstruction loss and explained variance metrics.

3.3. Linear Probe Classifiers

Probe classifiers [17,20] map the hidden state of the neural network to some relevant feature of the input and have become a common tool used by the interpretability community. Linear probes are favored because they have very low representational power and can only represent linear relationships. So, a linear probe can only predict a non-linear feature of the inputs if the model first transforms it into a linear representation within its activations [29].
We trained a linear model, P i : X Z , our “Probe”, to classify board position from the GPT’s intermediate hidden states. Board position refers to the arrangement of all chess pieces on the board at a specific moment in the game. As is customary, we denote piece type using a single letter (p-pawn, n-knight, b-bishop, r-rook, q-queen, k-king) and piece color using capitalization (upper-case for white and lower-case for black). We use the Ø symbol when a square is unoccupied (empty). Thus, when token t is being processed by our GPT, the board position B t is fully specified by the list z = [ z 0 , z 1 , , z 63 ] , where z j Z = { P , N , B , R , Q , K , p , n , b , r , q , k , Ø } for j = 0 , 1 , , 63 .
The probe training data is a set X = { x i } of hidden state vectors cached from forward passes of the GPT. We constructed this dataset by caching x i at the final five indices i { ( n 4 ) , , n } of each game trace and each layer . We chose five to ensure we could sample hidden states across each phase of a complete chess move (see Appendix A for details on move phases, φ ), and since game traces vary in length and are approximately normally distributed, this approach allowed us to sample hidden states from varying depths in the game tree in proportion to the number of times that depth is reached. The probe was trained for fifteen epochs over the resulting cache of hidden states.

3.4. SAE-Based Probes

We considered two techniques to generate hidden state probes based on the SAEs. The first technique (Figure 1, top) trains a linear probe classifier on the SAE latents { f ( x ) } , for x drawn from an activation dataset X . Once training is complete, the weights of this probe are decoded by the SAE so their shape matches the residual stream of the GPT. This SAE-latent linear probe serves as a direct test of whether SAE features can be mapped to board-state variables via supervised readout—i.e., whether the SAE latents preserve sufficient semantic coherence to support precise edits. Our results indicate that this assumption does not hold.
The second technique (Figure 1, bottom) uses the well-established contrastive difference approach [26], a common baseline for constructing SAE-based intervention vectors. Activations in X are first partitioned into two sets, T where property z j is active (true) and F where property z j is inactive (false). The contrastive difference probe at layer for property z j Z has weight matrix X j defined as the difference of means between the feature representations of the active and inactive partitions:
X j = E [ f ( x | x T ) ] E [ f ( x | x F ) ] .

3.5. Editing the Hidden State of the GPT

If one considers a probe to be a decoder of the hidden state, our interventions aim to reverse the process, writing state information back to the GPT latent space in a way that causally affects the GPT output. We accomplish this by adding an intervention vector to the hidden state during a forward pass using the NNsight [40] library, although several other libraries (e.g., [41,42]) support the necessary hooks into the forward pass.
Regardless of how the intervention vectors are chosen, the process for applying the intervention remains the same. First, we select an intervention vector u i for each position i and each layer . (Our results discuss how the choice of i and affect the intervention.) Finally, we modify the GPT hidden state at each intervention position i and layer to be as follows:
x i x i + γ u i
where
γ = η · LayerNorm ( x i ) u i , for η R .
The denominator of Equation (1) scales the intervention vector to unit length, and the numerator scales it back up to match the magnitude of the hidden state vector post-LayerNorm. We set η = 0.5 based on empirical tests (Figure 2) where smaller values caused the interventions to have little/no effect on the output, and substantially larger values (e.g., η > 5.0 ) caused the GPT to output nonsense.

3.6. Experimental Design

To measure the efficacy of our probe-based interventions, we perform two forward passes with the GPT for each game trace so that we can compare the outputs pre- and post-intervention. We call the first forward pass baseline since we only read values from the GPT during this pass. We call the second forward pass intervention because that is the pass where we perform the interventions.
The baseline forward pass allows us to construct many intervention vectors and generate data we use as a control for our experiments. During this pass, we cache the following values for each token position i I = { 5 , 10 , , 35 } to capture data from the games’ opening and mid-game moves:
  • y i : the GPT’s output for x i up to token t i ,
  • { x i + 6 } : the hidden state vectors six tokens beyond t i
  • s i = argmax y i : the board square selected by the model from the sub-game up to token t i
  • z i : the piece type and piece color positioned on s i
We consider five types of intervention vectors u i when intervening a hidden state { x i } .
  • Random: u i is a normally distributed random vector
  • Patch: u i x i + 6 is hidden state vector from the baseline pass offset by six tokens
  • Probe: u i W s i [ z i ] , the negation of the z i th column vector of the Probe weight matrix W s i
  • SAE-Probe: u i W s i [ z i ] where the probe is trained on the hidden states encoded by the SAE
  • CD-Probe: u i W s i [ z i ] where weights are taken from the SAE-based contrastive difference (CD) probe
With the cache from the baseline pass, we create a test case for each subgame trace t i for all i I . In each test case, we consider three board positions. For notation purposes, we denote by B i the original board position that comes directly from the sequence of moves in the input trace up to token i. We denote by B / s i the target board position that occurs when piece z i is removed from square s i on the original board. And we denote by B i + 6 the future board position that occurs six tokens after B i in the game trace. To ensure all board positions are valid, we discard test cases in the rare instances where either s i is a non-square token (e.g., eos) or z i = Ø or else when i + 6 > len ( t ) . An example of these three boards for a single game trace is shown in Figure 3.
During the second intervention forward passes, we perform the interventions and calculate the resulting legal move rate. Legal move rate is a measure of the proportion of the GPT probability mass that is allotted to valid tokens.
Formally, let V = { v i } 1 N v be the set of all N v words in the vocabulary. Given a board position B, V can be partitioned into two sets, G B and H B , such that G B H B = Ø and G B H B = V . Let G B be the set of N g grammatically correct tokens that if selected form part of a move that is legal according to the board position B. Then
P ( y | B ) = v G B y v
is the legal move probability mass for board position B.
Notably, the legal move probability mass depends on the board B. During our experiments, we grade all interventions according to the original board, B i . Furthermore, we evaluate the probe-based intervention against the target board B / s i and the patch intervention against the future board B i + 6 .

4. Results

Here we present the results from our analysis of the GPT and Probe interventions. Section 4.1 describes the performance of our GPT in making legal chess moves. Section 4.2 quantifies the reconstruction error of our Sparse Autoencoders. Section 4.3 and  Section 4.4 present the results from our experiments on the classification performance of linear and SAE-based probes. In Section 4.5, we show that our GPT hidden state vectors encode a Markovian world model of the board position. Section 4.6 is a brief case study on the effects of a single intervention; we establish a causal link between the linear representations learned by our probe and the output of the model. Section 4.7 and Section 4.8 examine intervention success across nearly 500k samples as measured by legal move probability mass, with the aim of understanding how well the post-intervention output obeys the rules of chess. We compare the intervention performance of probes based on the original activations vs. probes trained on SAE latents.

4.1. Chess GPT Evaluation

The performance of our chess-playing GPT is compared to three other models in Table 2. Since LCB [30] uses a compatible tokenization scheme, a comparison of the next token prediction metrics (e.g., perplexity) are valid. However, the two GPTs from [31] use a single-character tokenization scheme and a different notation style. So, we only report the legal move rates of the GPT for these models.
We found that our GPT recommended legal moves 99.9% of the time across the evaluation dataset. We investigated the instances where illegal moves were recommended. The preponderance of these errors occurred immediately after pawn promotions. We believe this is due to the rarity of pawn promotions. A pawn promotion occurs in only one third of all games, and when it does, it is represented by a single token; on average a promotion token occurs approximately every one-thousand tokens. This is similar to the challenge of handling rare words in the NLP context. Still, the overall performance of our GPT was suitable for our experiments.

4.2. Sparse Autoencoder Reconstruction Performance

We evaluated each trained SAE using several key metrics: the cross-entropy loss of the GPT model with and without replacing the residual stream with SAE outputs, two sparsity measures ( 0 and 1 norms), and the reconstruction quality of the SAE based according to the Mean Squared Error (MSE) and the cosine similarity versus the input. These metrics are summarized in Table 3.

4.3. Sparse Autoencoder Probe Classification Performance

SAE-based probe classification performance is summarized in Table 4 (all metrics use weighted averaging across the 13-classes). The SAE-based probes performed best on layer 10, slightly later than the linear probes which were trained directly from the hidden state of the GPT. Unfortunately, the SAE-based probes performed much worse than the linear probes in classifying the board state. At best, they only matched the board reconstruction performance of the layer-three linear probe, but in most cases, they performed worse than the linear probe trained exclusively on the GPT token and positional embeddings.

4.4. Linear Probe Classification Performance

The layer-by-layer performance of the linear probe classifier is shown in Table 5, where metrics indicate probe performance on the task of classifying board position from the hidden state vectors.
Classification performance peaks between layers seven and eight; this will become relevant later. The high values indicate the model successfully transforms the non-linear inputs into a linear representation of the board state, and simple linear models can decode these representations reliably. Still, high classification performance does not establish a causal link between these representations and the output of the model.

4.5. Markovian World Model

We examined whether our GPT learned to represent the arrangement of pieces on the board in a way that respects the Markovian property of chess. Formally, let b B be a board position, u U a UCI string, f : U R 768 the hidden state from layer , and Board: U B the function that maps a UCI string to its resulting board state. We define an equivalence relation ∼ over U by
u 1 u 2 u 1 u 2 and Board ( u i ) = Board ( u 2 )
Then the partition P = [ u ] | u U partitions U into equivalence classes where each class p i corresponds to a unique board position.
We test the similarity of the GPT’s hidden states for differing move sequences from the same equivalence class. Formally, the hidden state for layer respects the Markovian property if u 1 , u 2 U :
Board ( u 1 ) = Board ( u 2 ) f ( u 1 ) f ( u 2 )
We computed the board fen representation for the final tokens from 200 k chess move sequences and selected the classes where | p i |   10 . We constructed a dataset D = S i , where each S i is the set of terminal hidden state vectors when the sequences u j p i are passed through the GPT.
We then performed a permutation test with 1000 bootstrap samples to assess cosine similarity (alignment) within the sets S i compared to the global population for each layer . Specifically, assuming the cosine similarity across S i follows a probability distribution P b , and the cosine similarity from the general population of hidden state vectors follows a probability distribution P g , we tested
H 0 : E P b = E P g vs H a : E P b > E P g
For each layer, we computed the test statistic:
T = 1 n i = 1 n 1 k i 2 v i , u i p i cos v ( i ) , u ( i ) μ l
where there are n equivalence classes and μ l is the expected cosine similarity of the wider population at layer . The empirical p-value p is based on the proportion of bootstraps T ( b ) T obs . The results of our tests are summarized in Table 6.
All layers yielded an empirical p-value of p < 1 × 10 3 , indicating a statistically significant increase in internal alignment of the equivalence classes compared to what would be expected by chance. If we apply the Holm correction for multiple comparison test, that is, we sort the p-values and multiply them by their rank to get the new p-value, the largest new p value would be p = 0.00999 13 = 0.01 < 0.05 , meaning our results are robust to p-hacking. The difference between T obs and the mean of the null distribution grows consistently with depth, and the signal becomes increasingly distinguishable as the variance of the null distribution shrinks. This supports the hypothesis that deeper layers in the model more strongly encode semantic consistency via directional alignment in representation space.
To quantify the strength of alignment in equivalence classes compared to the general population of representations, we computed Cohen’s d at each layer of the model. Cohen’s d is a standardized effect size defined as
d = C ¯ sem μ ^ σ ^ ,
where C ¯ sem is the mean cosine similarity within equivalence classes, μ ^ is the average cosine similarity between random vector pairs from the general population, and σ ^ is the standard deviation of those population similarities. This metric measures how many standard deviations the semantic set similarities exceed the baseline alignment expected by chance.
As shown in the table of results, we observe a progressive increase in effect size across layers. In early layers, d values are modest (∼0.5 to 1.0 ), suggesting weak to moderate differences. However, as we move deeper into the model, the effect size grows dramatically—surpassing d = 5 in some of the highest layers. This indicates that representations of semantically grouped inputs become increasingly aligned in later layers.

4.6. Example Case Study

We present a simple demonstration that probe-based interventions can stimulate the GPT to produce legal moves from a target board even when multiple pieces and squares are intervened simultaneously (see Figure 4). From the move sequence e2e4 d7d5 (the Scandinavian Defense), our GPT recommends white’s pawn on e4 capture black’s pawn on d5 with 75.8% of the probability mass. We construct an intervention vector u from the pth columns of the probe weight matrix for several squares to swap the positions of black pawns, ensuring that white’s e4 pawn has no legal moves:
u W d 7 [ p ] + W e 5 [ p ] W d 5 [ p ] W e 7 [ p ]
Post-intervention, the model recommends moving the d2 pawn with 76% of the probability mass, and the e4 pawn receives a negligible amount of the probability mass. A heatmap of the pre-intervention outputs and post-intervention outputs are shown in the bottom of Figure 4.

4.7. Move Validity Post-Intervention

We sample the output logits from 498,058 interventions to generate four sets of output logits: the “Control” (aka the “None” intervention), “Probed”, “Randomized”, and “Patched”. We softmax the logits in each sample to get y , a probability distribution over the model vocabulary and then compute P ( y | B i ) , the legal move probability mass (LMPM) according to the original board position. Furthermore, for the samples from the probe-based interventions, we compute P ( y | B i / s ) , the LMPM according to the target board position, and for the patch-based interventions, we compute P ( y | B i + 6 ) the LMPM according to the future board position. The distribution of the results is shown in Figure 5.
Observe the “None” column in Figure 5, which indicates our GPT assigns 0.9969 mass to legal moves ( σ = 0.016) across all intervention positions. One significant finding is how precise the Probed intervention technique is. Specifically, notice that adding random noise in the Randomized intervention barely changes the LMPM versus the None intervention. In fact, the argmax of the None and Randomized logits match 98.75% of the time! This is significant because the Randomized intervention vector is scaled to be exactly the same length as the Probe intervention vector. In contrast, the argmax of the Probed intervention logits only matches the None logits 0.05% of the time. So, with the same magnitude of intervention, we see that the Probe intervention vector has an out-sized impact on the model’s performance.
When we evaluate the Probe intervention logits against our target board position, i.e., the state of the board we are trying to force the model to consider, we see the LMPM is densely concentrated toward the top of the chart ( μ = 0.888 , σ = 0.19 ). In contrast, the Patch intervention has a detrimental effect on model performance, despite the intervention vector itself being a valid representation of the hidden state from only a few moves later in the game trace. When graded versus the original board position, the mean LMPM is 0.550 ( σ = 0.187 ), and when graded versus the future board position, the mean LMPM is only slightly higher at 0.620 ( σ = 0.182 ) (see the right-most panel in Figure 5). This shows that at an equivalent scale ( η ), the patch intervention disrupts the ability of GPT to generate legal moves according to both the original board and the future board.
These results indicate that our linear probing technique is both effective and precise. Whereas the random interventions contain too little latent information and the patch interventions contain too much, the probing interventions are the Goldilocks of the three, steering the model toward the desired state without inhibiting the model’s ability to produce legal move sequences.

4.8. Move Validity Post-Intervention with SAEs

Following the procedure in Section 4.7, we sample output logits from an additional 403,848 interventions to evaluate our SAE-based probes. The output logits are partitioned based on the intervention applied, “None” is the control from the baseline forward pass of the GPT, “Probed_CD” uses the weights of the SAE-based contrastive difference probe, and “Probed_SAE” uses the weights of the linear probe trained on the SAE latent vectors. We apply softmax to the logits and report the LMPM according to the board position, either the original state or the target state. These results are summarized in Figure 6.
The GPT achieves a mean LMPM of 99.7% ( σ = 0.01) according to the original board state (Figure 6, left). As a baseline for comparison, we grade the control “None” intervention against the target board state; it achieved a mean LMPM of 41.0% ( σ = 0.22) in this setting (blue violin in Figure 6, right). This is to be expected. On average, the GPT allocates approximately 60% of the probability mass to its most-favored move. When the corresponding piece is removed, the entirety of that allocation is invalidated. The mass that remains valid does so only because there are multiple legal moves available in the overwhelming majority of board positions, and the GPT allocates some probability mass to those alternative moves.
Unfortunately, the SAE-based probes are only slightly better. A one-sided Welch’s t-test quantifies the standardized difference between the means of two groups. In this case, the test produces a p-value of 7.19 × 10 6 for the SAE-based contrastive difference probe versus the control and a p-value of 6.40 × 10 19 for the SAE-based linear probe versus the control. Although these small p-values allow us to conclude that the increase in LMPM by the SAE-based probes is statistically significant, in practice the improvement is too small to meaningfully alter the model’s behavior or justify the use of these SAE-based probes for residual stream editing.
A likely explanation for the poor performance of the SAE is not primarily information loss from sparsity but rather the fact that SAEs are trained in an unsupervised fashion and therefore lack any mechanism for enforcing an ontologically coherent decomposition of the model’s latent space. During training, the SAE optimizes reconstruction quality under a sparsity penalty, but this objective does not necessarily align its learned features with domain-specific structure—in this case, the highly constrained ontology of chess piece identities, colors, board locations. As a result, the SAE often produces features that combine semantically unrelated components whenever such combinations reduce reconstruction error. A useful analogy is that the SAE behaves less like a careful disassembly of the model’s internal representations and more like an indiscriminate fragmentation process: it breaks the residual stream into parts that are convenient for minimizing its training objective, not parts that correspond to meaningful chess concepts. Because the SAE is not guided toward preserving the modularity inherent in chess (e.g., piece-type distinctions, spatial structure, and turn order), we believe the resulting decomposition is poorly aligned with the ontology needed for effective representation editing.

5. Conclusions

This article advances the study of emergent representations in transformers through several key contributions. We release a chess-playing GPT model that improves upon the legal move rate of the LCB baseline and evaluate whether the hidden state representations honor the Markovian property of chess. We introduce a new evaluation metric—legal move probability mass (LMPM)—and use it to assess the intervention performance of probe classifiers trained on the original residual stream vs. ones trained on Sparse Autoencoder latents. The SAEs failed to reliably reconstruct board positions or support accurate causal interventions, suggesting that they did not capture the relevant emergent features of the board state. Although SAEs may still hold value in certain interpretability contexts, our findings add to a growing body of evidence suggesting that, in some settings, they are no better—and sometimes markedly worse—than simpler techniques.
This pattern is consistent with some of the prior work in the area. In [26], SAEs trained on chess and Othello models capture some board-state information but still lag behind linear probes on supervised board reconstruction metrics, and ref. [34] finds that SAE-based probes rarely outperform strong baselines trained directly on activations, winning on only a small subset of their 113 probing datasets. Moreover, ref. [34] argues that some reported SAE gains in the literature may stem from weaker or mismatched baselines, for example, max-pooling activations across tokens in ways that hurt baseline performance, rather than from an intrinsic advantage of SAEs themselves. Taken together, these results suggest that for practitioners choosing between complex SAE pipelines and simpler linear probes, the latter will often provide comparable or superior performance at lower implementation and computational cost, unless there is a clear task-specific justification for the added complexity of SAEs.
A significant constraint of probe classifiers is their reliance on a priori concept definition. While selecting target features is trivial in bounded domains like chess—where game rules dictate clear concepts—it becomes increasingly difficult in the open-ended landscape of natural language, where the space of plausible concepts is vast. Consequently, our future research will focus on developing unsupervised methods that can automatically discover relevant concepts using external data, removing the bottleneck of manual selection.

Author Contributions

Conceptualization, A.L.D. and G.S.; software, A.L.D.; investigation, A.L.D. and R.V.F.; writing—original draft preparation, A.L.D. and R.V.F.; writing—review and editing, G.S.; visualization, A.L.D.; data curation, A.L.D.; supervision, G.S.; resources, G.S. All authors have read and agreed to the published version of the manuscript.

Funding

This research received no external funding.

Institutional Review Board Statement

Not applicable.

Informed Consent Statement

Not applicable.

Data Availability Statement

The source code, GPT model, training data, probe classifiers, and SAEs are available online at: https://github.com/austinleedavis/icmla-2024 (accessed on 20 February 2026).

Acknowledgments

This article is an extended version of work originally presented in [3]; it improves on the original research by comparing the original linear probes to a new latent space interpretability technique, Sparse Autoencoders. During the preparation of this manuscript/study, the author(s) used Gemini 2.5 and 3 for grammar correction and sentence restructuring. The authors have reviewed and edited the output and take full responsibility for the content of this publication.

Conflicts of Interest

The authors declare no conflicts of interest.

Abbreviations

    The following abbreviations are used in this manuscript:
CDContrastive Difference
GPTGenerative Pre-trained Transformer
LLMLarge Language Model
LMPMLegal Move Probability Mass
MSEMean Squared Error
PEFTParameter Efficient Fine Tuning
SAESparse Autoencoder
UCIUniversal Chess Interface

Appendix A. Chess Terminology and Notation

In chess, a move consists of both a player’s action and the opponent’s subsequent response, while a ply refers to a single action by one player. We call a sequence of chess moves the trace and denote it with t . Throughout this paper, the reader can assume the trace is a sequence of encoded token indices. All traces are converted to UCI notation, a space-delimited format wherein each player’s turn (“ply”) is represented by (up to) three parts: the starting square, the ending square, and (occasionally) the pawn promotion type. For example, a pawn promotion to a queen by moving from b7 to b8 is written in UCI notation as “b7b8q”, and a knight moving from b1 to c3 is written as “b1c3”.

Appendix B. Tokenization and GPT Training Details

The UCI move sequences are tokenized by splitting each ply into up to three phases. For instance, the UCI string “b7b8q b1c3” becomes [bos, b7, b8, q, b1, c3], where bos is the special beginning of the string token.
The game trace t i = t 0 , , t i is obtained by replacing these tokens with indices from the vocabulary. We use a vocabulary V with 72 tokens (see Table A1). Except for special tokens (which are ignored during evaluation), this tokenization scheme matches that of the LCB model [30].
Table A1. Model vocabulary [3].
Table A1. Model vocabulary [3].
TypeExamplesCount
Special symbolsbos, eos, pad, unk4
Square namesa1, e4, h864
Pawn promotion typen, b, r, q4
Total 72
The GPT is trained from scratch, i.e., weights are randomly initialized before training. Once training is complete, the weights of the GPT model are fixed and unchanged throughout our analysis. The training parameters are shown in Table A2.
Table A2. Training parameters for GPT [3].
Table A2. Training parameters for GPT [3].
ParameterValue
block size512
initial learning rate2 × 10−4
weight decay0.01
learning rate schedulercosine
optimizerAdam
Adam β 1 , β 2 (0.9, 0.999)
Adam ε 1 × 10−8
batch size6
epochs1
max_grad_norm1.0
bf16true

Appendix C. Per-Square Intervention Count

The figure below shows the number of interventions against black’s pieces in the underlying dataset. The individual squares are labeled using the raw count of interventions against a given piece on a given square. We apply a log scale to the cell colors since the distribution of counts varies over several orders of magnitude. Interventions are most common against the pieces’ starting positions. The number of interventions does not correlate with the LMPM of the intervention. For instance, Figure A1 shows LMPM for interventions against a black Bishop on b7 is substantially lower than for b6, despite b6 having considerably fewer samples.
Figure A1. Intervention counts by square. The figure shows the number of interventions performed against black player’s pieces located on each square on the board.
Figure A1. Intervention counts by square. The figure shows the number of interventions performed against black player’s pieces located on each square on the board.
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Appendix D. Probe Training

The results of [29] indicate that their GPT learned an ego-centric representation for moves in the game of Othello, i.e., “my turn“ and “your turn“ rather than “white’s turn“ and “black’s turn“. However, unlike Othello, the strategies for black and white players in chess are vastly different. So, rather than treating each turn in an ego-centric way, our tokenization scheme supports five distinct phases for each whole move:
  • Phase φ = 0 : white start square;
  • Phase φ = 1 : white end square;
  • Phase φ = 2 : black start square;
  • Phase φ = 3 : black end square;
  • Phase φ = 4 : white or black promotions.
While training linear probes, we limit each probe’s training data to a single phase, i.e., we train five distinct probes for each square and layer. The training dataset for a single phase’s probe consists of a single board position from each phase of each of the 120 k games played in January 2013 and published in the Lichess.org open database. Figure A2 shows the number of times a given piece appears on each square within the probe training dataset used to perform our interventions.
We train the linear probes on a 16-core NVIDIA GeForce RTX 3060 Laptop GPU. Training for a single layer-phase takes approximately 8 min, so training a complete suite of linear probes across all 12 layers and 5 phases takes approximately 8 h. The linear probe training parameters are listed in Table A3.
Table A3. Training parameters for linear probes.
Table A3. Training parameters for linear probes.
ParameterValue
initial learning rate9 × 10−3
learning rate schedulercosine
weight decay0.01
optimizerAdamW
Adam β 1 , β 2 (0.9, 0.999)
Adam ε 1 × 10−8
batch size2000
epochs20
max_grad_norm1.0
Figure A2. Piece count by square within probe training data. The figure shows the number of times each piece type was observed on each square of the board within the training data for a single phase φ = 2 probe—the same probe used to intervene against black pieces above.
Figure A2. Piece count by square within probe training data. The figure shows the number of times each piece type was observed on each square of the board within the training data for a single phase φ = 2 probe—the same probe used to intervene against black pieces above.
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Figure 1. Two methods for building linear probes using trained Sparse Autoencoders. (Top): A probe maps SAE-encoded GPT hidden states to the board state at each move—same as standard probe training, but inputs are first encoded by the SAE. The final weights are decoded by the SAE so they match the shape of the residual stream. (Bottom): Residual stream vectors from 10,000 games are SAE-encoded. For each feature j, vectors are grouped by whether j is active on the board. The probe weight X j is the difference of means between these groups for each feature and layer.
Figure 1. Two methods for building linear probes using trained Sparse Autoencoders. (Top): A probe maps SAE-encoded GPT hidden states to the board state at each move—same as standard probe training, but inputs are first encoded by the SAE. The final weights are decoded by the SAE so they match the shape of the residual stream. (Bottom): Residual stream vectors from 10,000 games are SAE-encoded. For each feature j, vectors are grouped by whether j is active on the board. The probe weight X j is the difference of means between these groups for each feature and layer.
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Figure 2. Legal move probability mass post-intervention for different values of η . Values are averaged over 500 random games of chess.
Figure 2. Legal move probability mass post-intervention for different values of η . Values are averaged over 500 random games of chess.
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Figure 3. Example board positions. TL: Game trace t i produces the original state board position in the top left. The green arrow indicates the GPT pre-intervention suggestion to move the bishop from c1 to h6. TR: The Probe intervention will remove the c1 bishop from the board as depicted in the top right quadrant. BL: The target board B / s i resulting from removing the c1 bishop is shown in the bottom left; the green arrow indicates the GPT post-intervention suggestion to move the knight from g1 to f3. BR: The bottom right shows the future board B i + 6 which represents the board position six tokens beyond the intervention position i. Reproduced with permission from [3].
Figure 3. Example board positions. TL: Game trace t i produces the original state board position in the top left. The green arrow indicates the GPT pre-intervention suggestion to move the bishop from c1 to h6. TR: The Probe intervention will remove the c1 bishop from the board as depicted in the top right quadrant. BL: The target board B / s i resulting from removing the c1 bishop is shown in the bottom left; the green arrow indicates the GPT post-intervention suggestion to move the knight from g1 to f3. BR: The bottom right shows the future board B i + 6 which represents the board position six tokens beyond the intervention position i. Reproduced with permission from [3].
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Figure 4. An example intervention that switches a Scandinavian Defense opening to a King’s Pawn opening. A heatmap of the GPT outputs are shown at the bottom. Pre-intervention, the GPT recommends taking the black pawn on d6. Post-intervention, the e4 pawn has no legal moves. So, the GPT recommends moving the d2 pawn or g1 knight instead. Reproduced with permission from [3].
Figure 4. An example intervention that switches a Scandinavian Defense opening to a King’s Pawn opening. A heatmap of the GPT outputs are shown at the bottom. Pre-intervention, the GPT recommends taking the black pawn on d6. Post-intervention, the e4 pawn has no legal moves. So, the GPT recommends moving the d2 pawn or g1 knight instead. Reproduced with permission from [3].
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Figure 5. Legal move probability mass distributions computed for N = 498,058 interventions assuming either the original (left), target (center), or future (right) board positions. The intervention vector type is listed on the horizontal axis. Reproduced with permission from [3].
Figure 5. Legal move probability mass distributions computed for N = 498,058 interventions assuming either the original (left), target (center), or future (right) board positions. The intervention vector type is listed on the horizontal axis. Reproduced with permission from [3].
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Figure 6. Legal move probability mass distributions computed for N = 403,848 interventions assuming either the original (left) or target (right) board positions. The intervention vector type is listed on the horizontal axis.
Figure 6. Legal move probability mass distributions computed for N = 403,848 interventions assuming either the original (left) or target (right) board positions. The intervention vector type is listed on the horizontal axis.
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Table 1. Overview of related work.
Table 1. Overview of related work.
Fine Tuning[4,5,6,7,8]
Model Transparency[9,10,11,12,13,14,15]
Linear Representations[16]
Probe Classifiers[17,18,19,20]
Sparse Auto Encoders[21,22,23,24,25,26,27]
Emergent World Models[28,29,30,31,32]
Table 2. Chess GPT performance [3].
Table 2. Chess GPT performance [3].
MetricOursLCB [30]16-Layer [31]8-Layer [31]
Perplexity2.2623.486--
Top-1 Acc (%)71.360.4--
Top-5 Acc (%)97.393.9--
Legal Rate (%)99.997.799.899.6
Table 3. SAE performance metrics.
Table 3. SAE performance metrics.
MetricMeanStdMinMax
Cross-Entropy Loss with SAE1.190.161.031.49
Cross-Entropy Loss Increase0.250.160.090.55
Cross-Entropy Loss Score0.950.040.890.98
Sparsity (L0 norm)14.354.0910.0120.08
Sparsity (L1 norm)24.638.2615.6835.5
Reconstruction MSE0.140.120.020.39
Reconstruction Cosine Similarity0.970.020.931.0
Table 4. SAE-based probe board position classification performance.
Table 4. SAE-based probe board position classification performance.
Layer ()AccuracyF1PrecisionRecall
10.770.720.740.77
20.780.740.750.78
30.780.730.750.78
40.780.740.760.78
50.780.740.760.78
60.790.760.770.79
70.810.790.790.81
80.840.830.830.84
90.870.860.870.87
100.880.880.880.88
110.870.860.860.87
120.870.870.870.87
Table 5. Linear probe board position classification performance [3].
Table 5. Linear probe board position classification performance [3].
Layer ()AccuracyF1PrecisionRecall
Embed0.780.730.740.78
10.820.790.810.82
20.850.820.840.85
30.900.880.890.90
40.920.910.910.92
50.930.920.930.93
60.950.940.940.95
70.950.950.940.95
80.950.950.940.95
90.940.940.930.94
100.930.930.930.93
110.930.930.930.93
120.940.930.940.94
Table 6. Markovian test statistics by layer.
Table 6. Markovian test statistics by layer.
Layer E [ T ( b ) ] T obs σ ^ null Cohen’s d
03.20 × 10−70.04270.01140.4838
19.36 × 10−50.24140.03040.9855
27.96 × 10−40.21960.02840.9633
3−4.46 × 10−40.29110.03571.0205
46.24 × 10−40.40130.02571.8752
5−1.97 × 10−50.43820.02122.5462
6−3.07 × 10−40.48530.01533.6095
76.96 × 10−40.53520.01255.0553
8−9.20 × 10−50.57920.01116.3650
9−5.89 × 10−50.60240.01067.0107
102.28 × 10−40.63450.01147.2777
119.56 × 10−50.66570.01276.9736
12−9.38 × 10−60.70490.00747.5987
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Davis, A.L.; Ferrer, R.V.; Sukthankar, G. Exploring the Limits of Probes for Latent Representation Edits in GPT Models. AI 2026, 7, 92. https://doi.org/10.3390/ai7030092

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Davis AL, Ferrer RV, Sukthankar G. Exploring the Limits of Probes for Latent Representation Edits in GPT Models. AI. 2026; 7(3):92. https://doi.org/10.3390/ai7030092

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Davis, Austin L., Robinson Vasquez Ferrer, and Gita Sukthankar. 2026. "Exploring the Limits of Probes for Latent Representation Edits in GPT Models" AI 7, no. 3: 92. https://doi.org/10.3390/ai7030092

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Davis, A. L., Ferrer, R. V., & Sukthankar, G. (2026). Exploring the Limits of Probes for Latent Representation Edits in GPT Models. AI, 7(3), 92. https://doi.org/10.3390/ai7030092

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