Summary
### Summary of Paper
This paper shows that a model trained on human chess gameplay learns to track position information and models player skill level (ELO). Causal experiments suggest that these found representations play a part in how the model makes its decisions.
### Summary of Review
Overall, I think this work requires 1) additional experiments, 2) further depth for existing sections, and 3) some clarifications of current experiments and what the results imply. For example, they find that causally intervening on a skill vector can improve performance, but its unclear how that intervention is actually doing this or qualitatively what that change in behavior amounts to. As is, I think its hard to know what to conclude.
Reasons to accept
* The ELO intervention finding is interesting.
* With some clarification, the fact that interventions are all relatively simpl/linear (but still effective) is telling.
* This work supports a growing body of research, replicating findings observed for othello
Reasons to reject
### Overview
* Most of the papers' results would be the assumption given prior work (mcgrath and other probing over game papers like tomlin/forde et al + othello gpt, showing that models track game state.) Some readers would be unsure what to takeaway from reading this paper.
* The paper doesn't uncover more on how such models are working under the hood; The exception here is that they do raise the possibility that the model would try to track multiple possible actions and then use the predicted player skill level to choose an appropriate move. Further testing this hypothesis would make this work stronger.
* There are times in the paper where the setup is unclear. The hypothesis/alternatives are not always clearly defined nor how to interpret the results/metrics.
### What to conclude?
It is hard to know what to conclude from reading this paper.
W.r.t. to the positions of the pieces, I think the field understood that a model would track this information. Table 2 (for me) doesn't adjudicate on whether the found representations capture something meaningful. Spelling out the significance of the experiments and their conclusions would help. I think that the results say that 85.4% of the time the ablated piece is successfully removed and ignored simply by a linear intervention. Is that the case? I'm not perfectly confident that is how legal move rates should be interpreted here.
W.r.t. to ELO, I think this is the most exciting part of the paper. Pushing this forward with more study and analysis would make this paper much stronger. (One could almost entirely for-go the position probing, or push it to the appendix.) An in-depth qualitative study of one (a few?) games and how the elo intervention changes the model's specific choices would be illuminating. How does the ranking of moves change with measured ELO? How does the ranking of moves change with intervened ELO?
### Reviewing Dimensions of the Work
Okay ``Empiricism, Data, and Evaluation``
Okay ``Understanding Depth, Principled Approach``
* I think this paper requires more depth; more diving into the details and further evaluation. Ultimately, this approach is empirical and I think empirically evaluating and understanding what is going on would be helpful. See some of my questions/notes for specifics.
Okay ``Clarity, Honesty, and Trust``
* Though I found some parts unclear, I think they positioned their findings with honesty/trust-worthiness.
Limited ``Ambition, Vision, Forward-outlook``
Limited ``Technological Impact``
* Overall, this paper studied previously explored domains (chess board representations) without making a large contribution to further understanding that domain (chess board representations); I think their work does sketch some interesting hypotheses, but require further follow-up experiments.
Questions to authors
### Questions
* How do the moves change when you increase the "elo" for the standard-board games? A qualitative or expert or in-depth analysis of a game on a standard board (with the model boosted to perform even better, getting +3% to +5% win rate, and comparing the moves before and after might (while potentially misleading), would be exciting.
* How do move probabilities and rankings change given the ELO/intervened-ELO?
* How good at predicting the lichess games did the models get? Did the error correlate with game ELO? I guess at some point low-ELO games are harder to predict than mid/high level games. For the first, the moves are more random; for the second, its "harder" to find the good moves the players find.
* How do you remove piece (pawn at c2?) and have a valid PGN/board-state?
* In table 2, bottom-right quadrant: This result says that giving the modified board to the model w/o intervention has a high error rate? What makes the model error here?
* In table 2, top-left quadrant: does this mean that 85.4% of the time it picks a new non-ablated piece to move? Does it ever try to move the ablated piece? What happens in that remaining 10%?
* Does the ELO probe work for ranges that it wasn't trained on?
* Table 3: If you subtract random noise of equal magnitude to the elo-vector does the model reach a similar win-rate (11.9)?
* Do you have results for probing for "my pieces"/"your pieces" instead of black/white? [Following https://arxiv.org/pdf/2309.0094]
### Notes
* I find the move-board-state intervention logic confusing; the point is that you modify the state and then board and check that the model's move post the modified board and intervention state are the same? Writing more explicitly what you expect and what the performances mean would be helpful.
* (suggestion) Adding board positions or labels to the axes of Figure 5 would help the reader track what C2 means. You could also add additional manual highlighting to the squares.
* (nitpick) "it is recommended" in the first paragraph of "4 Model Interventions" sounds funny. I'd say, "Following Belnikov, 2022, we..." or directly argue for your case.