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Othello

Github repo ↗

"Put out the light, and then put out the light"

Othello (Act 5, Scene 2)

In the introduction I described the empirical work done in DST at 'experiments'. The air quotes are not a false modesty, they are a description of an odd feature of all this work. It is itself an example of completely separating two things: a human conceptual thesis and an AI systems functional capacity to build and stress test it.

This capacity to build and stress test, as anyone who knows these AI systems well, is variable. Given clear direction and goals they can produce incredibly high quality work. But the reality is that if the person directing it does not have the hard skills to audit that work, there is a serious gap. All the work in this program contains this.

Since transparency about this is important, I thought it worth also explaining in more detail the process itself. Whatever the outcome of the work, it might itself be a useful stimulus for new approaches or a roadmap for what not to do.

Before walking through the methodology and some notes on the research discussed, I'd like to point out something for non-technical people working in academic disciplines. The advent of coding harnesses like Claude Code and Codex means that the bridge between a conceptual idea and the technical work to explore it is getting shorter and shorter. Large data analysis, the building of bespoke tools, or even the training and fine tuning of AI models is becomes more and more possible. Previously this would have demanded development resources that were either unaffordable or inaccessible.

I have been lucky in that my day job has exposed me to technical approaches, languages and processes that mean they are not inherently intimidating. This small bridge, learning the basics of programming and a general sense of system architectures is not uncrossable. With a little time investment, or external training, getting to a place where you feel comfortable messing around (with the appropriate caveats to your own understanding) is easily possible. These tools will only get better, so that barrier of accessibility should drop further and further and now is, I think, a great time to dive in and enjoy using them. There is something amazing about this technical-alchemical process, of magicking something into being, however amateur.

The wrong way round

Part of the oddity of having access to these tools, as a person with a background in the arts rather than the sciences, is that it exposes an asymmetrical approach to idea generation. So much modern science is done by collecting data and inferring patterns, and it is data itself that drives hypothesisation. In one sense this is obviously preferable: that data itself is extant and you work to try to understand its underlying patterns.

This is the opposite of how the DST work was done. Failing to instantiate a layer of structural understanding led me to wonder why the instantiation failed. I had spent time reading about conceptual blending theory and trying to apply its ideas to metaphor creation specifically. So the experiments are generated out of theory of what was missing rather than from data. The tests were done to stress test a theory before the data existed. This isn't really how most modern science is done.

This approach also compounds a specific danger when working with AI tools to help tighten testing criteria or write code. The directional bias of the predictions shapes the code itself. There are loops of adversarial auditing that can be done (and were) but this is where the missing piece of deep technical expertise really hurts. I hand over the explosives with an apologetic shrug about how they might have been wired.

'Experimental Process'

After the failed experiment the first thing to do was try to understand world models better, a learning phase. This began by researching the original papers themselves and trying to understand what the techniques were being used, how they worked, and some of the basic maths. In many cases the technique itself was interpretable (what it did) but the specific mathematics behind the technique remained unintelligible (how it was done).

So instead of trying to get all the way through the maths, which would have made doing all the experiments impossible, I built out a framework of tools that were then used across the different tested domains.

Almost all the work in DST, and all the experiments, were done in very short 1–2 day sprints. This tended to be on the weekend or sometimes over a few evenings. Occasionally, when model training was involved, it could be set up and left to run. By necessity this cut short the deep learning time.

The process was something like this for each domain

Conceptual framework (the dissociation between structural understanding and surface navigation) → specification of behaviours / features that would dissociate these two → specification of testing in a loop with Claude Code (Opus 4.6) against the defined conceptual framework and tools → generation of tests / training scripts → run locally or on RunPod → analysis with Claude Code + human intervention feedback → cycle.

At the end of each experiment a set of audit loops were set up adversarially. Creating a prompt that was designed to try and find fundamental problems in the code, approach or methodology. Sometimes these uncovered core issues that then necessitated either a rerun or a new analysis of the existing data.

This posed its own problem, which I list here more for interest than anything else. Since LLMs are so suggestible this can function in either direction. A hyper aggressive audit would often flag minor syntactic issues in the code which on further inspection were non material. The register, either in the positive framing, or the negative, is often what drives what we find.

Pinching the shoulders of giants

A general reticence to share this work comes directly out of its inception and production. To make the statements made in DST, which is to suppose there may be an alternative explanation for work done with a rigour that the person making those statements cannot match, is just cringemaking.

More than that though is something secondary. The domains (Othello and Fourier for example) directly relate to some of the people and research that over the course of the reading I've come to admire most. Neel Nanda, quoted in the Helmholtz essay, is my favourite Mechanistic Interpretability researcher. Not only has he made libraries available which in turn made this work possible (however accurate or inaccurate) he also has constantly fought to do the work trying to make these systems safe. Some of the work done by him, and the other people whose models are examined in these essays is breathtakingly elegant and well designed.

I do not believe that a computationalist view of cognition is definitively wrong, or that it may not provide a correct model for cognition; my views are different, as outlined in these essays, but obviously not definitive. I don't think either that DST is in any way confirmation of what the world models found inside these systems are or aren't doing, but it does offer a different explanation. I hope only that if any of the researchers who did this work read this they may find something in the morass that is directly valuable for how they think about investigating the systems they work on.

When the field investigated the internals of Othello-GPT, they did so with what I've called the Helmholtz expectation: that a sufficiently trained system builds an internal model of reality, extrapolating structural understanding from the data. This expectation is built on an important elision: that data, the residue produced by experience, contains the information required to rebuild experience itself.

In the first essay I laid out a guiding metaphor, which suggests the opposite: the difference between the landscape and the map. It says: the residue of experience, the data generated by it, is never enough to rebuild experience itself. The map may carry traces of the landscape, or even in places feel indistinguishable from it, but they are never the same thing.

So, how do we take this guiding metaphor and use it to try to investigate Othello-GPT? Can the metaphor account for what the researchers working with the model discovered?

Li et al. said that they had found internal board states in Othello-GPT, something analogous to an internal, spatial, representation of the game while the model was playing. This is the equivalent of a structural understanding.

The map/landscape distinction suggests something else: instead of building an internal model of reality, what if the model had learned a complete representation of its training distribution, a perfect map, and never built a landscape at all? This would be sophisticated navigation of a statistical surface.

Both hypotheses account for the existing evidence. The tools used to investigate Othello-GPT find the board state either way. The question is what that board state is.

Training More Models

If training on Othello leads to the emergence of a world model (WM), then different training distributions shouldn't matter; all runs should lead to a consistent internal representation of the rules that causally impact output.

If instead training is not the construction of a WM, but the process of creating and refining a map of the training data, then training multiple models should help us to see the unique signatures of their individual maps: the signature of their training data. With this, we can stress test whether what's underneath is a genuine structural understanding.

So, the fundamental question is: are Othello-GPT models building a structural representation of the game with behaviour preferences on top, or, perfect representations of the training data that includes the signatures of the game's structure in them?

To begin untangling these two, let's train three different types of models, at two different scales.

The Experiment

Same game, same rules, same architecture. Only the training experience changes.

What stays the same
Rules
Standard Othello
Architecture
8-layer GPT, 20M params
Training signal
Predict the next legal move
Test positions
1,000 shared board states
What changes: the training data

Othello games are generated by a computer playing legal moves against itself, the rules never change. What changes is which legal moves are preferred when generating the training games. This creates three distinct distributions of legal Othello.

Aggressive

Games where players preferentially choose high-capture moves

P(choosing move) by captures
42%
5
28%
4
15%
3
9%
2
6%
1
captures per move →
Fast, volatile games with lots of flipping
Uniform

Games where any legal move is equally likely to be chosen

P(choosing move) by captures
20%
5
20%
4
20%
3
20%
2
20%
1
captures per move →
Random, unbiased legal play
Passive

Games where players preferentially choose low-capture moves

P(choosing move) by captures
4%
5
8%
4
16%
3
28%
2
44%
1
captures per move →
Slow, cautious games with minimal flipping
Trained at two scales

Each distribution is trained at two data volumes: 500,000 games (sparse) and 20,000,000 games (dense).

Aggressive
Uniform
Passive
Sparse
500,000
Sparse
Aggressive
Sparse
Uniform
Sparse
Passive
Dense
20,000,000
Dense
Aggressive
Dense
Uniform
Dense
Passive
+
PretrainedLi et al.'s original model (20M, uniform)
7 models total · Same architecture · Same test positions · All trained to convergence

Creatures of Habit

We now have 6 models we've trained, plus the pre-trained Othello-GPT from Li et al's original experiment - 7 Othello-GPTs.

Our 6 are trained on data we described as aggressive, uniform and passive. 3 have been trained on 500,000 synthetic games, and 3 have been trained on 20,000,000 synthetic games. These will show us how differences in scale of training affect behaviour.

Let's start by looking at how they behave in different game states, what moves they 'prefer', comparing the dense models (20m games) for aggressive and passive play with Li et al's pretrained model.

Position 1057 · Move 18 · Black to play

Seven legal moves are shown above. The coloured dots show how strongly each model wants to play there: the bigger the dot, the higher the probability. The number inside is how many pieces that move captures. Switch between models.

5
a
b
c
d
e
f
g
h
1
2
3
4
5
6
7
8
Capture preference ρ+0.816
Reading the board
Black piece
White piece
Legal move: size = model's preference
Legal move: probability ≈ 0%
Real data · Position 1057 from 5,000 test positions · Probabilities renormalised to legal moves · Source: model_probs.npz

What characterises the 'behaviour' of each of the models is principally their training distribution - they 'play' the moves they've seen in their training. The aggressive model puts all its playing preference on high capture squares, the passive model on low capture moves. The uniform model, Li et al's original, spreads probability evenly across the 7 potential moves in the example above.

Whether you believe in the WM or map hypothesis, it's not a surprise that behaviour will be shaped by the training distribution. These were not models trained to 'win', just models trained to play.

But the extent is interesting: there is no convergence toward shared preferences, no sign that these dense models with 20,000,000 training games have produced anything beyond a more precise version of what the training data already contained. If at some point in training or behaviour a WM emerges, where would we see it?

A useful starting point is understanding what's happening to models as they train on more games. What are the differences between those trained on 500,000 games and 20,000,000?

A More Perfect Map

As the model's capacity to accurately play Othello increases with the scale of training, do we see any emergent behaviours?

Increasing the scale of training data by 40x does only one thing: it solidifies the behavioural preferences already captured in the data.

The effect of scale

40x more data pushes each model further into its training distribution.

Each dot is a model. Its position shows how strongly it prefers high-capture or low-capture moves. Lines connect the same model type at different training scales.

-1-0.50+0.5+1avoidscapturespreferscaptures500K20M+0.74+0.02-0.66+0.82Aggressive-0.04Uniform-0.77PassivePretrained-0.007

The lines slope outward. With 40 times more training data, the aggressive model becomes more aggressive and the passive model becomes more passive. Both models improve at playing legal Othello, but neither moves towards the other.

Real data · Spearman ρ between move probability and capture count · 1,000 shared test positions

More training means a more faithful map of the training data.

But again, reasonably, a person arguing for the WM hypothesis could say: the increased training builds out structural understanding. This is what enables the model to express the strategic biases inside its training data, of course behaviour gets sharper.

The world model in this formulation becomes two things: first, the board itself, the constraint on accuracy; and second, the structural understanding of the 'game', the projection of the rules onto that board. A WM can accommodate this result.

When we look more closely at the data, filtering for the places where board 'knowledge' converges, what do we see?

Knowledge vs. preference

The better they know the board, the more they tend to disagree about what to do.

Positions sorted into five groups by how accurately both models represent the board state. The red line is the aggressive model's capture preference. The blue line is the passive model's. The gap between them is how much they disagree.

0-0.5+0.5preferscapturesavoidscaptures+0.80-0.71+0.80-0.79AggressivePassive90.1%least known93.1%95.2%98.5%99.9%best knownHOW WELL THEY KNOW THE BOARD →

The gap between the lines widens as board knowledge improves. On positions where both models know the board best, they tend to disagree more about what to do. Knowledge and distributional preference do not separate, they move together.

Real data · Dense models (20M games) · Capture preference (Spearman ρ) at five board-knowledge levels · 1,000 test positions

The same pattern. The data does show that board knowledge and distributional preference do not behave independently. Knowledge and preference move together and strengthen together. At every level of measurement the training distribution and the model's behaviour become more closely linked. The map becomes sharper, the behavioural preference becomes more entrenched, any structural features (accuracy of play, for example) just come along for the ride.

Though again the different models' deep commitment to their stylistic preferences doesn't negate a structural backdrop.

But right now we are still looking at what the models do, not what's inside them. If there's a world model buried under the behaviour, then it's the model's internal representations that should show it. If this WM is what is described above, an internal representation of the board and the rules, then those belong to the game of Othello, not each model's particular training experience. Shouldn't it, to some degree, be shared?

What did the probe find?

The probes that Li and Nanda used to 'find' the board state inside Othello-GPT are small neural nets trained to read a model's activations. When the probe succeeds, it tells us the information we trained the probe on is encoded in the geometry of the model's internal representations.

A probe establishes that a property is decodable from the activations. Decodable is not the same as used: the model may never consult what the probe can read. And decodable is not the same as learned either: the probe may be reading something the input carried in with it. The three collapse into each other very easily, and finding a way to untangle them is important to understand what the instruments used in this kind of mechanistic interpretability work are really doing.

So, we train probes on each of our seven models. Using nonlinear probes (the same type Li et al. used), board state recovery ranges from 95% to 99% accuracy depending on the model. The pretrained model reaches 99.5%. The information is there, encoded with remarkable fidelity, across every model. This replicates and confirms the original and follow up study's core finding.

But that recoverability obfuscated an important question: are the probes recovering a shared structural representation of Othello (the board, the rules and constraints) or a private encoding of what looks like the rules specific to each model? If the board state belongs to the game, if it is structural, then a probe trained on one model should be able to read another model's internals. The board is the board and it shouldn't matter which model encoded it if the models are converging towards something like structural understanding.

So, to test this, we took each model's probes and applied them to every other model's activations, taking 5,000 test positions of Othello.

The cross-probe matrix

Every model reads itself. Raw probes do not transfer.

We trained probes on each model's internals, then applied each model's probes to every other model. Each cell shows how accurately one model's probes can read another model's board state. Bright cells mean the probe works. Dark cells mean it doesn't.

Probe applied to ↓
Probe trained on →
Pre
S.Uni
S.Agg
S.Pas
D.Uni
D.Agg
D.Pas
75.6%
33.4%
33.4%
32.8%
33.7%
33.4%
32.9%
32.6%
75.5%
33.6%
33.9%
34.6%
34.2%
33.1%
33.7%
33.4%
76.6%
33.2%
33.0%
34.0%
33.5%
32.7%
33.1%
33.6%
75.8%
31.7%
33.9%
32.4%
33.2%
33.6%
33.4%
33.4%
76.6%
33.3%
34.1%
33.5%
33.3%
33.3%
33.3%
32.6%
76.2%
33.0%
33.3%
33.1%
33.4%
33.2%
33.6%
32.8%
74.1%
Pre
S.Uni
S.Agg
S.Pas
D.Uni
D.Agg
D.Pas
75.8%
self-probing (diagonal)
33.3%
cross-probing (off-diagonal)
33.3%
random chance

The bright diagonal is each model reading its own internals; everything else sits at chance. On its own, this shows that the models' coordinate systems differ - not that their contents do. It is the first of three measurements: the rotation test and the random-net control decide what this matrix can and cannot mean.

Real data · B6 balanced accuracy · linear probes on layer 6 activations · 60 playable squares · game-level train/test split · 7 of 10 models shown; all 90 cross-pairs in the full study sit in [31.7%, 34.6%]

Every probe fails on every other model. Even the two models that share the most similar training regime, the pretrained model and the dense uniform, cannot read each other. Cross-probe accuracy lands at chance: a mean of 33.3%, sitting right on the 33.3% floor of a three-way guess (the probe sorts each square into black, white or empty), and every one of the 90 cross-pairs sits between 31.7% and 34.6%.

Kindly, a researcher who audited this work pointed out to me that a probe is not a neutral instrument; it is a coordinate system, fitted to one model's internal geometry. Two networks could hold exactly the same information arranged at different angles, and every raw cross-probe would still fail. Failure to transfer shows that the coordinates differ, but it doesn't necessarily show that the content does. So if we rotate the coordinates, perhaps we find much more shared structure.

To run that test on the cleanest possible pair, we trained three more models: Seed A, Seed B and Seed C. They share the same architecture, the same training distribution, identical hyperparameters and the same training time. The only thing that differs is the random seed: the starting point of the learning process. If any two models should converge on a shared representation, it is these.

For each pair of models we learned a single rigid map between their activation spaces (a rotation plus one overall scaling, fitted on training positions and applied to held-out ones) and then asked the probes again.

One rotation

A single rotation closes the cross-probe gap.

For each pair of models we fitted one rigid map between their activation spaces - a rotation plus a single scaling - on training positions, then applied one model's probes to the other's mapped activations on held-out positions.

Seed A and Seed B - both trained98% of the gap recoveredself-proberaw cross-probeafter one rotationUntrained A and Untrained B93% of the gap recoveredself-proberaw cross-probeafter one rotation
raw cross-probe
after one rotation
self-probe ceiling

Between two trained seeds, one rotation recovers ninety-eight percent of the gap: the private worlds of the raw matrix are the same map at different angles. But the same procedure recovers ninety-three percent of the gap between two untrained networks - so alignment is no more evidence of shared learning than transfer failure was evidence of private learning.

Real data · Procrustes rotation + isotropic scale · fitted on train positions, scored on held-out test · B6 overall accuracy, 60 playable squares

One rotation recovers almost everything. Between two models trained on identical data from different seeds, the aligned probes read the board at 87.8% against a self-probe ceiling of 88.6% across the sixty playable squares: ninety-eight percent of the gap, closed by a change of coordinates. The dark matrix above is not a picture of private worlds. It is the same map, turned to different angles.

The privacy reading seems, then, simply incorrect. There was a shared board all along. But across different work in neuroscience, SAEs and other mechanistic interpretability literature, there have consistently been discoveries that probes may not be picking up what we think they are. So, to disambiguate, we can take a model with the same architecture that has learned nothing at all (randomly initialised, never trained on a single game) and run the identical pipeline on it.

The random-net control

A network that learned nothing reads the board almost as well.

We took a model of the same architecture, never trained on a single game - random weights - and ran the identical probe on it. The faint segment is what a probe scores by guessing the most common state of every square; the solid segment is what reading the activations adds on top.

Trained model
OthelloGPT, fully trained
88.6%
Untrained network
same architecture, random weights, never trained
84.5%
majority-class baseline 68.8%

Training adds a few points. Everything up to the baseline, and most of the slim margin above it, was in the data before any learning happened - the board is a near-deterministic function of the move sequence, and an untrained transformer is a fixed scrambling of its input that a linear probe reads straight through. A probe recovering the board was never evidence the model built one.

Real data · OthelloGPT vs an untrained same-architecture network · linear probe, layer 6 · overall accuracy across 60 playable squares · majority-class baseline 68.8%

The untrained network yields the board at 84.5% accuracy. The trained models reach 88.6%, over a majority-class baseline of 68.8% - the score you get by guessing the most common state of every square, which sits high here precisely because most of the board is trivially predictable. A network that has never seen a game of Othello already carries four fifths of the above-baseline board signal that full training produces, and the rotation works on it too: the same alignment procedure recovers ninety-three percent of the gap between two untrained networks. Probe success, cross-probe failure, alignment success, every one of these measurements is dominated by something that was present before any learning happened.

The board is a deterministic function of the move sequence, and an untrained transformer is a fixed random scrambling of its input. A linear probe is exactly the instrument that can read through the scrambling: what it found was never the model's possession, it came in with the data, because the data was generated by the game.

Training contributes something, since the trained models did read the board a few points better than the untrained ones. Everything else the probe reports is the game's residue in the data, recovered through whichever coordinates a particular run happened to settle into. So it's decodable, but most of it isn't 'learned'. Because of this problem with the methodology itself, the probe certainly cannot tell us if it's 'used'. Instead, we should look at the model's behaviour.

So we stop reading activations, and start watching what the models do, and those same seed models are the right place to begin.

What The Model Saw

Three models, identical in everything except the starting point of the learning process; the same map held at different angles. What do they do?

Across 5,000 Othello test positions they are almost indistinguishable. The KL divergence between their move preferences is 0.0007 - effectively zero. For practical purposes they are the same player.

The comparison becomes interesting at the next two tiers. Models trained on the same distribution but different amounts of data behave 190 times more differently, but models trained on different distributions behave 4,800 times more differently.

What determines behaviour

Different coordinates, convergent outputs.

Despite holding their internal representations in different coordinate systems, models trained on the same distribution produce near-identical outputs. What determines behaviour is the training distribution, not the internal geometry.

Behavioural difference between models (log scale)
Random seed
Same architecture, same data, different starting point
KL 0.00071×
Data volume
Same distribution, different amount of training data
KL 0.135190×
Distribution type
Different training distributions (e.g. aggressive vs passive)
KL 3.44,800×

The random seed contributes almost nothing to the output. Data volume adds 190 times more, distribution type adds another 25 times on top. The training distribution is what shapes the behaviour, and the random seed determines the coordinates. They are completely independent: same outputs, different angles on the same map.

Real data · KL divergence between model output distributions on shared test positions · Pairwise means across all relevant model pairs

The random seed sets the angle at which a model stores what the data carries, and contributes almost nothing to what it does. Data volume sharpens behaviour and the training distribution determines it. Back in the metaphor of the map, this is what you would expect: you can draw a map many different ways - there is no obligation for the drawing to be universal - but what the map records, and where it takes you, is fixed by the landscape's residue in the data.

The original finding inferred outward from the inside of the model: a board in the activations, therefore a world model, therefore the behaviour follows. Every measurement in this essay has pushed the other way. The inside turned out to be the wrong place to ask the question, because the probes read the data through the model, and the coordinates are incidental. What we observe in Othello-GPT is the behaviour, on the surface the training data built. So, to really understand what the model has learned, and if they have a 'board' in the sense that it would matter for a WM, it should show up when they play.

Self & Cross Play

The strongest formulation of the WM argument doesn't necessitate that an internal representation of Othello be shared across different models. As above:

The 'world model' is two things: first, the board itself, the constraint on accuracy; and second, the structural understanding of the 'game', the projection of the rules onto that board.

If we can't agree on whether the WM is intelligible in the models, or by inference between models, then we should be able to see it in the 'output'. How do these models play?

Let's take two of the seed models and the original pre-trained model. These models hold their boards in different coordinates but are almost identical in their behaviour. Let's have them play Othello. Let's bring them the board.

First let's let them play themselves: Seed A vs Seed A; Seed B vs Seed B etc. Two instances of the same model exchanging move tokens. If the model has an internal board that constrains its output, self-play should produce legal games. The board is the board; even at higher temperatures, which changes the sampling distribution, the constraint of a world model should ensure basic legality.

Self-play

The model cannot enforce its own rules.

Each model plays Othello against itself at increasing temperatures. Temperature controls how much randomness is added to the model's choices. At temperature 0, it always picks its most confident prediction. Higher temperatures allow less probable moves to be selected.

0%2%4%6%8%10%GAMES WITH ILLEGAL MOVES0% at T=0~8%0.00.20.40.60.81.0always picksmost confidentfullyrandomTEMPERATURE →PretrainedSeed ASeed B

Three independently trained models fail at indistinguishable rates, and the curve is smooth.

Real data · 2,000 games per model per temperature · Percentage of games containing at least one illegal move

At temperature 0, where the model always picks its most confident prediction, all three models produce perfect legal play. At any temperature above zero, illegality appears. At temperature 1.0, about 8% of games contain at least one illegal move. The three independently trained models fail at indistinguishable rates. The curve is smooth. There is no threshold, no temperature at which the model shifts from structured play to breakdown.

There is a reasonable objection to this finding. Temperature is applied after the model's computation, it flattens the probability distribution, pushing mass from likely tokens onto unlikely ones. The WM, if it exists, operates upstream, it shapes the distribution before temperature corrupts it. So of course illegal moves surface at higher temperatures. The understanding is intact and the sampling is noisy.

But if the model has a WM that computes legality from the board state, why does it assign any probability to illegal moves at all?

Nothing in the architecture prevents the model from driving the logits of illegal tokens arbitrarily low. Yes, the probability mass on illegal squares is small, but it is present at every position, in every model. And it's structured: it correlates with how statistically common those squares are in the training distribution, not with how structurally illegal they are.

Temperature doesn't create this probability. It reveals probability that was already there; a map of training data. The map is a statistical surface where, over the training process, legality emerges, because every game the model trained on was legal.

But let's let the models play with each other. If what the models are really doing is coordinating shared surface statistics, then cross-play should match self-play exactly, because the statistical surface is the same regardless of which model is generating the tokens.

Self-play vs. cross-play

Models that can't read each other play together just as well as they play alone.

Per-move illegal rate when a model plays against itself (self-play) versus when it plays against a different model with incompatible internal representations (cross-play). The two lines are indistinguishable.

0.0%0.1%0.2%0.3%0.4%ILLEGAL MOVES PER MOVESelf: 0.31%Cross: 0.33%0.20.40.60.81.0TEMPERATURE →Δ at every temperature: ≈ 0

The delta between self-play and cross-play is noise at every temperature. Models whose internal representations are mutually opaque coordinate just as well with strangers as with themselves; the coordination comes from shared surface statistics, not from a shared board.

Real data · 6,000 games per group per temperature · Per-move illegal rate · 3 self-play pairs, 3 cross-play pairs

Cross-play is indistinguishable from self-play. The per-move illegal rate at every temperature is effectively identical. Models whose internal representations are mutually opaque coordinate just as well with strangers as with themselves. The delta across every temperature is noise.

The coordination doesn't come from a shared board. It comes from the fact that both models learned the same distribution. The distribution determines which tokens are probable. The probable tokens are overwhelmingly legal. The models agree on what to do because they agree on the surface, not because they share an internal model of the rules.

Temperature Equals Zero

In AI when a model takes a 'greedy path' it means it picks its most confident next token (i.e. the token to which it has applied the greatest probability).

We've seen how at T=0 Othello-GPT models play a single deterministic game, but that game is always legal. This looks like evidence for the WM: left to its own devices, not thrown off by temperature, Othello-GPT plays legally.

To stress test, we decided to see how solid T=0 really was.

The setup is simple: an external Othello engine plays K number of random legal moves. So at K=0 Othello-GPT is just producing a token for a standard starting board, and K=1 Othello-GPT takes over after a first legal move has been made. We can increase K to put Othello-GPT in the early, mid or end part of a game.

The model's first move from an unfamiliar position is always legal. Across all prefix lengths and all three models, 0 out of 44,985 first moves were illegal. But the continuation wasn't.

The model's greedy play produces illegality in about 3% of games. The per-move illegal rate settles at roughly 0.17%, and it's flat from K=3 all the way through K=30. It doesn't matter how unfamiliar the starting position is, what's important is how many greedy steps the model takes. Each step has a small chance of being an illegal move and across a 40-move continuation, that chance accumulates.

The greedy path

The first step is always legal. The path eventually wanders.

First move from unfamiliar position
0illegal out of 44,985
The argmax is always legal
Greedy continuation from there
~3%of games contain illegal moves
The path is not guaranteed

An external engine plays K random legal moves, then the model takes over at T=0. The chart shows the percentage of games where the model's greedy continuation eventually produces an illegal move, by how many random moves preceded it.

0%2%4%6%~3%5.8%1–23–56–1011–1516–2021–2526–30RANDOM MOVES BEFORE MODEL TAKES OVER (K) →

The rate settles at about 3% from K=3 onwards and is flat through K=30. It doesn't matter how unfamiliar the starting position is, what matters is how many greedy steps the model takes. When illegality occurs, it occurs around move 48 regardless of prefix length, the same crowded late-midgame zone where self-play fails.

Real data · 3 models × 30 prefix lengths × 500 trials = 45,000 trials · T=0 greedy continuation

T=0 legality from the model's own greedy path is not evidence of structural understanding. It is evidence that the single most practiced route through sequence space happens to be legal. It looks like a very well-trodden map, not a complex emergent world model.

The impossible and the unusual

But perhaps the best evidence for the World Model is not what's inside the model, or how the model behaves during gameplay, but how it responds to being perturbed.

The original finding in Li et al.'s paper was that the world model was not just observable but causal. When the researchers modified Othello-GPT's internal representation of a square, flipping it from say black to white, the model's predictions changed consistently with the new board state. It seemed to be using its internal representation of the board to course correct.

But we can go further: the signature of a WM, of structural understanding, would not be just 'whether' the model can respond to perturbation, but what it thinks about the perturbation itself. For example, an unusual move and an illegal move, for a model with a representation of the board in its head, should be 'experienced' differently.

To test this we took 100 legal Othello games and played them through to various points, from the early game through to late midgame. At each of the points we injected a move; these moves fell into four categories: a legal move that is statistically common at that stage, a legal move that is statistically rare, an illegal move to an empty square that captures nothing, and an illegal move to an already occupied square.

Then we measured the model's immediate response: the entropy (roughly the 'level of confusion') of its output distribution for the very next token.

The question was: with a coherent internal WM structure of the board, would Othello-GPT react differently to these perturbations?

The injection test

The model cannot tell an impossible move from an unusual one.

A single move is injected into an otherwise legal game. We measure the model's response entropy: how uncertain it is about what comes next. If the model has a board, illegal injections should produce a qualitatively different response from surprising legal ones.

Response entropy by injection type →
2.12.22.32.42.5Baseline2.298Legal common2.310Legal surprising2.335Illegal (no flip)2.247Illegal (occupied)2.277
The key comparison
Legal but surprising
2.335
vs
Structurally impossible
2.262
Difference
3.1%

The model is slightly more uncertain after a legal surprise than after a structural impossibility. It responds to a move on an occupied square with the same confidence as a move it didn't expect; on the distributional surface, impossible and unusual are the same thing: an unfamiliar context.

Real data · 100 games × 6 injection points × 3 models = 1,800 measurements · Response entropy for the move immediately following injection

No. The mean entropy after an illegal injection was 2.262. The mean entropy after a legal but surprising injection was 2.335. The model is slightly more uncertain after the legal surprise move than after the structurally impossible move; but the difference is tiny: 3.1%.

Across 1,800 measurements, three independently trained models, six injection points, the pattern is almost always the same. The model cannot really tell the difference.

If these models really had an internally coherent representation of the board state, one that causally impacted their output choices, then a truly illegal move should have a significantly more entropic response. A WM should have something like surprise baked in.

But on a distributional surface, there is no category error. There are only familiar contexts and unfamiliar contexts. A move to an occupied square is unfamiliar because it never appeared in training. A legal but rare move is unfamiliar because it rarely appeared in training. Both are tail events on the statistical surface.

The distinction between impossible and unusual is a property of the rules, not the statistics. The rules know that an occupied square cannot be played. The statistics only know that it wasn't played. These are different things, and the model has the second, not the first.

Data carries the signature of the world that generated it. And the map built from that data can carry it too, but they are not the same thing. The map is not the landscape.

Who brought the board?

There was one aspect of doing the Othello-GPT work that haunted me: what was 'the board'?

The board state, the causal impact of the board, board accuracy, this was the language of the papers and the language used to describe the model. But what did 'the board' mean to the Othello-GPT?

The best way to understand this might be to break it. We can inject illegal moves into an otherwise legal game, and track the internal representation that Othello-GPT has of the board using probes. For example: if someone places a piece on a square that already has a piece on it, that's not a legal move. We know already that the model doesn't treat this as any more or less likely than a surprising legal move, but does its representation change?

The true board state hasn't changed in the way a normal move would change it. If the model is maintaining a real representation of the board, the probes should still read the true board: the one where that square is still occupied by whoever was there before.

If the model doesn't have a board, if it's just predicting the most likely next state given what it's seen, then it will do what it always does: pattern-complete. It will generate the board state that would exist if the illegal move had been legal, as if the piece had been legitimately placed and the normal flipping rules applied. A board that makes internal sense but never actually existed.

After the illegal move

The probes don't read reality. They read the model's hallucination.

After injecting an illegal move, we check what the probes read. For each square where the true board differs from the predicted board, we ask: does the probe match the truth, or the model's pattern-completed guess?

52%
Predicted board
The hallucination
22%
True board
Reality
26%
Neither
Fragmented

When reality and prediction diverge, the probes follow the prediction. The "board" inside the model is not the game's board, it is the board the model imagines, pattern-completed from the statistical surface.

Real data · 1,843 diagnostic squares where true and predicted boards differ · All 7 models · Illegal moves injected at 6 game stages

Consistently the probes track the predicted board, not the 'true' one. Across all seven models, the board state the probes recovered after an illegal injection is the board that would exist if the illegal move were legal.

What does a board 'mean', anyway, if we know all this?

Decompression, again

In the first essay I described the act of 'decompression': the cognitive process by which we restore the three-dimensional landscape of experience from the flat surface of words. The act of decompression is so fundamental to human communication that we cannot receive language without doing it. When we encounter the outputs of LLMs we perform this restoration, giving those outputs dimensions they never had to begin with.

In Othello-GPT, the decompression was not performed on language, but on behaviour. It was done by researchers using tools to understand why a model they trained seemed to understand the game so well. And the 'instrument of decompression' was the board, the structural object they used to decompress the flat token sequence of moves into a spatial representation of the game.

This is worth pausing on: Othello-GPT processes sequences of tokens. The researchers took these tokens and projected them onto the eight-by-eight grid that constitutes the "real" experience of Othello. They found, in the model's internal representations, statistical structure that correlated with the board; they trained probes and recovered it. They concluded that Othello-GPT had built a world model.

But we brought the board. The superimposition of the spatial concept onto sequential data was a human act of decompression. The structure was always going to be there: the data was generated by the game, so its traces are encoded in the statistics. The random-net control made this literal: the traces are there before a model learns anything at all. Finding those traces and calling them understanding was the act of decompression: restoring dimensions that were never there.

What Othello-GPT has is a distributional surface: a complex probabilistic representation of which tokens are likely to follow which. This is an extraordinary technical achievement; but it is not a world model of the landscape - it's the most sophisticated map of the landscape ever built.

In Shakespeare's play Othello is guilty of an act of decompression: taking the words of Iago and making them real and vivid in his own mind. Not able to dissociate fact from fiction, he acts out - into a world that doesn't contain what he believes it does.

"Speak of me as I am" Othello says in his final speech, and "nothing extenuate". The next essay, Distributional Surface Theory, tries to do exactly that.

Distributional Surface Theory →