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George Eilender

Publications and source records attributed to George Eilender.

3 recordsLinked to original sources

Playing Dumb: How a Chess Transformer Simulates Users Across Skill Levels

Generative models increasingly simulate users at different skill levels in education and AI evaluation. Yet it remains unclear whether lower-skill behavior reflects less internal knowledge or a different use of retained knowledge. This distinction is difficult to study in natural language, where proficiency and relevant knowledge are hard to measure. In this work, we study Maia-2, a chess transformer that predicts human moves conditioned on player skill, using quantitative skill ratings and deterministically labeled chess concepts. We hold board positions and model weights fixed and analyze positions where skill conditioning changes the prediction from a blunder to the best move. First, we measure encoded knowledge by training probes to predict the presence of 172 chess concepts from Maia-2's internal states. Probe accuracy remains nearly constant across skill conditions, and probes trained at one level transfer accurately to the others. To test whether stronger decisions can be recovered from this retained knowledge, we fine-tune only Maia-2's final output layer, raising best-move accuracy in the lowest skill band from 14.4% to 82.8%. Training this layer only on highest-skill representations retains most of the improvement at lower levels, showing that recovery does not require direct training on lower-skill states. Steering concept-relevant features learned by a sparse autoencoder also improves lower-skill decisions while leaving probe-measured concept encoding practically unchanged. These results support an account in which skill conditioning changes how retained concept knowledge influences move selection, showing that weaker behavior can understate the knowledge available within a model.

cs.AI↗

Social Priors: Descriptions of AI Users Shape How Language Models Trust and Cooperate

Descriptions of how people use AI are becoming training data for the next generation of models. We ask whether what a model reads about its users changes how it treats people. Using contrastive synthetic-document finetuning, we train Qwen3-32B on four matched corpora built from the same 1,625 real-world usage scenarios. The corpora differ only in the predominant motive they attribute to users of AI chatbots: helping others (prosocial), exploiting others (antisocial), legitimate self-advancement, or task completion. Finetuning shifts the models' stated beliefs about users, how true those beliefs look along an internal truth direction, and their broader judgments of how safe and good the world is. These social priors carry into behavior. In trust games, antisocial models expect less reciprocity and send less money than prosocial models. Their distrust is specific and targeted at people, and users of AI chatbots in particular. After an exploitative record, they send almost nothing to a person but most of their endowment to a random device with the same record. In a common-pool resource simulation, a single antisocial agent leads every group of otherwise sustainable agents to exhaust the resource, after privately planning to mislead them. Antisocial training also raises dark-triad scores and lowers alignment ratings. Belief shifts appear when antisocial documents are 1% of training tokens, persist when descriptions of assistant behavior are suppressed, and are not reproduced by training on discourse about misaligned AI. Capping Assistant-Axis drift and steering emotion-related directions leave the gaps largely intact. What models learn about the people they serve shapes how they subsequently treat them and others.

cs.LG↗

Chessformer: A Unified Architecture for Chess Modeling

Chess has long served as a canonical testbed for artificial intelligence, but modeling approaches for its central tasks have diverged. Maximizing playing strength, predicting human play, and enabling interpretability are typically solved with disparate architectures, and these designs are often misaligned with the geometry of the domain. This raises the natural question of whether these objectives require separate modeling paradigms, or if there exists a single architecture that supports them simultaneously. We introduce Chessformer, a unified architecture that advances the state of the art on all three central goals in chess modeling. Chessformer is an encoder-only transformer that represents board squares as tokens, augments self-attention with a novel dynamic positional encoding called Geometric Attention Bias (GAB) that adapts to domain-specific geometry, and predicts actions with an attention-based source-destination policy head. We evaluate Chessformer on each front. First, we develop \maiathree, a family of models for human move prediction that reaches 57.1\% move-matching accuracy, significantly surpassing the previous state of the art with fewer than a quarter of the parameters. Second, we integrate Chessformer into Leela Chess Zero, a leading open-source engine, adding over 100 Elo of playing strength and resulting in tournament victories over Stockfish in major computer chess competitions. Third, we show that Chessformer's square-token design makes attention patterns and activations directly attributable to board squares, enabling granular interpretability analyses that prior architectures do not naturally support. More broadly, our results demonstrate that aligning a model's tokenization, positional encoding, and output design with the underlying structure of a domain can yield simultaneous gains in performance, human compatibility, and interpretability.

cs.LG↗