Reasoning or Pattern Exploitation? Mechanistic Insights from RL-Trained Language Models
Organizations: Carnegie Mellon University · Institute of High Performance Computing (IHPC), Agency for Science, Technology and Research (A*STAR) · Centre for Frontier AI Research (CFAR), Agency for Science, Technology and Research (A*STAR)
Abstract
Large language models (LLMs) are increasingly described as acquiring "reasoning" skills after reinforcement learning with verifiable rewards. However, whether these gains reflect genuine reasoning or more superficial adaptations remains underexplored. In this work, we probe LLMs trained in a finite and exhaustively analyzable logical domain, namely Tic-Tac-Toe, and trace how internal representations evolve across reinforcement learning (RL) with Group Relative Policy Optimization (GRPO). Quantitatively, RL yields high accuracy and robustness across prompt variations, suggesting the emergence of game reasoning. Mechanistic interpretability, however, paints a different picture: features extracted with sparse autoencoders (SAEs) reveal that models primarily adapt to rely more heavily on information already explicit in the prompt, such as whose turn it is, game progression and board occupancy. In comparison, high-level concepts like board symmetries and strategic forks remain weakly represented, raising concerns that reasoning benchmarks overestimate model abilities. This suggests that RL-driven "reasoning" may conflate task-specific adaptations to input information with reasoning ability. We provide, for the first time: (i) a systematic interpretability pipeline tracing representation dynamics across RL training in small-scale LLMs; (ii) an extension of SAE-based feature discovery to hypothesis-driven testing in a finite logical domain; and (iii) an interpretability-based demonstration that RL post-training neither adds nor removes concept information but reorganizes which features dominate the representation, with causal interventions locating the decision downstream of it, in the late-layer state.
Figures & tables
| Trajectory at L12 | Per-layer at converged ckpt | |||||||||||||
| Hypothesis | Base | Mid | Final | L4 | L8 | L12 | L13 | L14 | L15 | L16 | L17 | L18 | L20 | L24 |
| H1 turn identity | 5285 | 366 | 316 | 270 | 140 | 316 | 114 | 269 | 188 | 95 | 2208 | 5379 | 1508 | 5484 |
| H2 game progression | 274 | 1686 | 2330 | 1151 | 594 | 2330 | 412 | 1278 | 287 | 358 | 747 | 284 | 114 | 400 |
| H3 strategic situation | 82 | 181 | 194 | 123 | 68 | 194 | 63 | 136 | 53 | 69 | 187 | 86 | 32 | 126 |
| H4 symmetry class | 26 | 9 | 12 | 4 | 3 | 12 | 3 | 5 | 2 | 2 | 13 | 42 | 7 | 23 |
| H7 line-purity template | 11 | 38 | 39 | 28 | 24 | 39 | 27 | 33 | 36 | 23 | 22 | 13 | 17 | 12 |
| Hypothesis | Base | Final ckpt |
|---|---|---|
| H1 turn identity | ||
| H2 game progression | ||
| H5 legality | ||
| H7 line purity | ||
| H3 strategic situation | ||
| H4 symmetry-group similarity |
Appendix figures & tables30 assets
Supplementary material from the paper’s appendix.
Appendix
| Hypothesis | Base model | Final checkpoint |
|---|---|---|
| H1 turn identity | ||
| H2 game progression | ||
| H3 strategic situation | ||
| H7 line purity | ||
| H5 legality (legal vs. unreachable) | ||
| H4 same-symmetry-group similarity (pair test) | 0.70 | 0.70 |
| Model | H1 turn identity | H3 strategic situation |
|---|---|---|
| Qwen2.5-1.5B | 1.00 at every checkpoint | 0.68 to 0.70, flat |
| Qwen2.5-0.5B | 1.00 at every checkpoint | 0.61 to 0.65, flat |
| Llama-3.2-1B | 1.00 at every checkpoint | 0.65 to 0.70, flat |
| Hypothesis | Observed (base) | Observed (final) | Largest null | |
|---|---|---|---|---|
| H1 turn identity | 1.000 | 1.000 | 0.57 | 0.001 |
| H2 game progression | 0.996 | 0.994 | 0.58 | 0.001 |
| H3 strategic situation | 0.650 | 0.651 | 0.56 | 0.001 |
| H7 line purity | 0.834 | 0.818 | 0.61 | 0.001 |
| H5 legality | 1.000 | 1.000 | 0.56 | 0.001 |
| GRPO-trained | Untrained | |
| Elo | 1525 | 1287 |
| Games | 154 | 160 |
| Own forfeits | 0 | 121 |
| Per-move minimax-optimality (completed games) | 77% | not measurable |
| Draws against the flash-tier frontier model | 16 of 16 | 0 |
| Split | Symmetry groups | Pairs | Equivariance (%) | Unique-optimum (%) | |
|---|---|---|---|---|---|
| Canonical | Training | 1,484 | 56.7 (54.2–59.2) | 60.0 (56.7–63.2) | 857 |
| Canonical | Held-out | 653 | 57.7 (53.9–61.5) | 62.7 (57.6–67.5) | 359 |
| Random | All | 2,119 | 56.1 (54.0–58.2) | 60.5 (57.8–63.3) | 1,214 |
| Model | Split | Training states | Held-out states |
|---|---|---|---|
| Qwen2.5-1.5B | Random | 78.7 (77.5–79.9) | 77.1 (74.5–79.5) |
| Qwen2.5-1.5B | Canonical | 72.9 (71.4–74.2) | 71.9 (69.7–74.0) |
| Qwen2.5-0.5B | Random | 43.0 (41.5–44.5) | 43.4 (40.5–46.4) |
| Qwen2.5-0.5B | Canonical | 36.5 (35.0–38.1) | 36.3 (34.0–38.6) |
| Statistic | Count |
|---|---|
| Possible board assignments ( ) | 19,683 |
| Reachable legal states | 5,478 |
| Terminal / non-terminal | 958 / 4,520 |
| Symmetry groups | 765 |
| Of size | |
| Random split (train/val/test) | 4,382/547/549 |
| Statistic | df | Nominal | |
|---|---|---|---|
| H1 turn, base model | 5285 | (1, 5476) | |
| H1 turn, final checkpoint | 316 | (1, 5476) | |
| H2 progression, base model | 274 | (2, 5475) | |
| H2 progression, final checkpoint | 2330 | (2, 5475) |
| Base | GRPO best ckpt | |||||
|---|---|---|---|---|---|---|
| Hypothesis | V | AMI | V | AMI | ||
| H1 turn identity | 5285 | 0.70 | 0.33 | 316 | 0.36 | 0.07 |
| H2 game progression | 274 | 0.48 | 0.13 | 2330 | 0.62 | 0.22 |
| H3 strategic situation | 82 | 0.24 | 0.05 | 194 | 0.22 | 0.05 |
| H4 symmetry class | 26 | 0.56 | 0.13 | 12 | 0.47 | 0.07 |
| H7 line-purity template | 11 | 0.40 | 0.25 | 39 | 0.40 | 0.22 |
| Model | Setting | NL | NL+XY | ASCII | ASCII+XY |
|---|---|---|---|---|---|
| Qwen2.5-1.5B | Off-the-shelf legal | 11.7 | – | 11.1 | – |
| GRPO legal | 100.0 | 96.5 | 65.6 | 54.5 | |
| Off-the-shelf best | 8.0 | – | 12.2 | – | |
| GRPO best (from base) | 71.6 | 61.9 | 47.4 | 41.9 | |
| GRPO best (from legal) | 75.6 | 70.1 | 50.3 | 50.5 | |
| Qwen2.5-0.5B | Off-the-shelf legal | 26.8 | – | 26.6 | – |
| Branching ( legal moves) | Best-move multiplicity | Game phase | ||||
|---|---|---|---|---|---|---|
| Model | low ( ) | high ( ) | unique | mid (5–6) | late ( ) | |
| Qwen2.5-1.5B | 89.4 | 63.6 | 62.1 | 86.9 | 73.3 | 88.4 |
| Qwen2.5-0.5B | 62.9 | 33.3 | 21.8 | 44.3 | 37.3 | 57.8 |
| Llama3.2-1B | 14.7 | 32.3 | 18.6 | 55.7 | 30.7 | 17.0 |
RL for Language Model Reasoning
Reinforcement learning for language model reasoning uses reward-driven training to improve multi-step problem solving, tool use, and reliable answers.
See all 1,103 papers