REVIEW 5 major objections 5 minor 116 references
A Causality-aware Paradigm for Evaluating Creativity of Multimodal Large Language Models
T0 review · 5 major / 5 minor · reviewed 2026-08-10 · deepseek-v4-flash
Pith's one-line read A new benchmark scores AI creativity by counting how many tries it takes to match a human-level joke.
desk verdict LoTbench is a serious attempt at creative evaluation, but its score tracks convergence to a cued answer; the MMMU correlation is about reasoning, not creativity. read the letter →
The pith
A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.
The reading
What carries the argument
The load-bearing object is DAESO ('different approach but equally satisfactory outcome'), a criterion for judging that a model's fill-in-the-blank answer is as creative as the human reference even though its wording differs. E1, a text-based LLM, applies the criterion by reconstructing, in text space, the causal chain that connects the image caption to the HHCR, then performing a do-intervention that replaces the HHCR's key text with the model's answer and checking that the final functional node of the chain is unchanged. A second evaluator, E2, answers the model's spontaneous yes/no questions, and the round count feeds an exponential score. The masked-language-model task keeps responses comparable while still leaving room for creative leaps.
What would settle it
Take the 106 LoTbench samples, have human judges rate whether each model answer that E1 accepted is as creative as the human reference, and compare the agreement rate with the rate for answers E1 rejected; if the two rates are statistically indistinguishable, the causal evaluator is not tracking human creativity.
Extended reading notes
Core claim
On the paper's own terms, the central discovery is a way to turn 'creativity' from a subjective quality into a measurable interaction cost. Given an image, its caption, and a carefully authored high-quality human-level creative response (HHCR) with its key word masked, the model under test must fill the mask; if its answer does not pass the DAESO test—different approach but equally satisfactory outcome—it gets to ask a yes/no question, receive a clue, and try again. The model's creativity score is an exponentially decaying function of the number of rounds it needs. Using this framework on 106 curated HHCRs, the paper finds that most multimodal LLMs cluster near the low human band, the best models approach the medium-high human band, and the ranking correlates strongly with MMMU but only weakly with standard selection and ranking creativity metrics. The paper further claims this interaction sequence visualizes the model's creative thought process rather than merely scoring its final answer.
Load-bearing premise
The benchmark's validity rests on the 106 human-level creative references being genuinely human-level creative and on the LLM evaluator reliably recognizing when a different answer is just as creative.
Editorial extensions
If this is right
- Creativity of a multimodal LLM can be quantified without judging the quality of a single open-ended response, by measuring how quickly the model converges to a human-level creative answer through interaction.
- The finding that LoTbench scores correlate strongly with MMMU while standard creativity metrics do not implies that general multimodal cognition—perception, knowledge, and reasoning—is a foundation for early-stage creative association.
- Because chain-of-thought prompting does not reliably raise LoTbench scores, improving logical reasoning alone is not enough to make models more creative.
- The close ranking of strong LLMs with human participants implies that current models are not far from average human creativity and may surpass it if their generation can be stimulated.
- Information leakage is mitigated because the model writes its own responses, so the test data cannot be memorized in advance from the internet.
Reading between the lines
- If the MMMU–LoTbench correlation reflects a real cognitive dependency, then training that strengthens perception, knowledge integration, and relational reasoning should improve creativity scores more than training that merely sharpens step-by-step logic.
- The DAESO criterion is a candidate formalization of creative equivalence that could be calibrated further: a larger human study could measure how often humans agree with E1's accept or reject decisions, and disagreement rates could be used to retune the criterion.
- The round-count metric is task-agnostic in principle; it could be ported to other open-ended creative domains, such as scientific hypothesis generation or product design, wherever human-level reference responses can be authored.
- Because the benchmark depends on one LLM evaluator, replacing E1 with a panel or with human oversight would be the natural robustness test; if rankings shift, the metric is partly measuring the evaluator's tastes.
Editorial analysis
A structured set of objections, weighed in public.
Referee Report
Summary. The paper introduces a two-part evaluation pipeline for creativity in multimodal LLMs. First, it presents Oogiri-GO, a multilingual and multimodal Oogiri humor dataset with over 130,000 samples, and uses it for standard choice and ranking evaluations, reporting that existing MLLMs perform weakly and that the authors' CLoTv2 fine-tuning improves results. Second, it proposes LoTbench, an interactive benchmark in which a model fills a masked key text in a response and is judged by a causal evaluator E1 for whether the response is a 'different approach but equally satisfactory outcome' (DAESO) relative to a single human-level creative response (HHCR); an evaluator E2 answers the model's Yes/No questions, clues are inserted every five rounds, and the creativity score is the exponentially decaying function of the number of rounds needed to reach the HHCR. The paper reports that most LLMs show constrained creativity, that the human–LLM gap is not large, and that LoTbench scores correlate strongly with MMMU (Pearson 0.801) while standard creativity evaluations do not.
Significance. If the benchmark's validity holds, this would be a useful contribution: Oogiri-GO is a large, publicly released resource; LoTbench addresses real limitations of static choice/ranking evaluations (information leakage, interpretability); and the attempt to formalize DAESO through causal chains is an interesting idea. The paper also ships a project page, includes extensive model comparisons, and reports a user study, which are tangible assets. However, the central claims rest on several assumptions that are not independently verified: the HHCR references are partly generated by the authors' own model, the causal equations are never actually computed, the E1 evaluator is validated on only 43 samples, and the interactive task may measure convergence to a cued answer rather than open-ended creativity. These issues are load-bearing for the headline conclusions, so the paper needs substantive revision before the benchmark can be accepted as a valid creativity metric.
major comments (5)
- [§5.1, §5.3, §5.5.1] The central measure is the number of rounds needed to reach a single pre-specified HHCR R (Alg. 1; Eq. (8)), and the MLM task fixes all text except the annotated key text κ (Sec. 5.3). E1's DAESO criterion (1) requires Rt and R to share the same creative point, expressed in Eq. (6) as both mapping to the same node C(j), and Eq. (7) requires the final functional node to be preserved. Consequently, any response that is creative in a different, equally valid direction is scored as a miss, and the clues (every 5 rounds) and E2's Yes/No answers are both derived from R. The round count therefore measures how quickly the model converges to one intended answer under an oracle regime; this is a convergent recognition/reasoning task, not open-ended divergent creativity. This threat is not addressed in the limitation section (Sec. 7.5).
- [§5.5.2–§5.5.3, §7.2] The causal equations (3)–(7) are never computed. E1 is implemented by prompting a text LLM to describe and judge the causal chains in language (Sec. 5.5.3), and the do(κ(R) → κ(Rt)) intervention is approximated by a semantic replacement in the prompt; Eq. (7)'s probability change ΔP is not estimated. The only validation of this evaluator is a manual check on 43 DAESO samples (Sec. 7.2), with no inter-annotator agreement or error analysis beyond the accuracy bars in Fig. 15. Because every LoTbench score in Fig. 10 passes through E1, the benchmark's quantitative claims rest on this unvalidated proxy.
- [§5.2, §5.3] The HHCR references used as the LoTbench target are not independent human references: Sec. 5.3 states that the 106 samples were curated 'with Oogiri-GO and the help of CLoTv2,' and CLoTv2 is the authors' own model trained in Sec. 5.2 on Oogiri-GO. No independent human-quality validation of these HHCRs is reported. If these references are not broadly accepted as being at human creative level, the 'human-level creativity' target, and hence the score, is not grounded.
- [§6.2] The human comparison in Sec. 6.2 reports 21 subjects but says they were divided into three equal groups 'each group containing 9 individuals'; this is arithmetically inconsistent, and the human high/medium/low reference points in Fig. 10 are not accompanied by any uncertainty or statistical test. The claim that the human–LLM gap is 'not insurmountable' therefore lacks a quantitative basis.
- [§7.4, Fig. 16(b)] The strong correlation with MMMU (Pearson 0.801) is interpreted as evidence that LoTbench aligns with cognitive theories, but the task design already rewards general reasoning: the model receives E2 Yes/No answers and clue sets derived from R, so faster convergence can reflect deductive search ability under partial information rather than creativity. The correlation analysis does not control for this confounding factor, so the claim that LoTbench measures creativity better than standard evaluation is not established by Fig. 16.
minor comments (5)
- [§7.1] The section title 'Ohter Types of Evaluation' contains a typo; it should read 'Other Types of Evaluation.'
- [§5.7, Eq. (8)] The hyperparameters αc and βc are set to 0.2 and 1.0, respectively, but no sensitivity analysis is reported; βc is a multiplicative constant that does not affect model rankings, and the exponential form of the score is not justified.
- [§4] The notation 'mTn' is used to denote choice questions, but the relationship between the 'm' and 'n' in the notation and the task names (2T1, 3T1, 4T1, 5T2) is not defined explicitly in the main text.
- [§5.5.3] The text says explicitly constructing the causal chain is 'highly challenging' and then delegates the construction to a text LLM; this is a reasonable engineering choice, but it should be stated more clearly that the causal formalism in Sec. 5.5.2 is a motivating illustration rather than an implemented procedure.
- [§7.2, Fig. 15] The left panel of Fig. 15 reports 'success rates' for causal construction and intervention, but the definition of a successful construction or intervention is not given; a precise scoring rubric is needed for reproducibility.
Circularity Check
LoTbench's score reduces by construction to convergence to a single pre-annotated HHCR; the HHCR ground truth is partly synthesized by the authors' own CLoTv2.
-
self definitional
[Sec. 5.5.1–5.5.2 and Sec. 5.7 (Eq. 8)]
"According to criterion (1), if Rt and R are DAESO, for Eq. (3), there also exists an i′ ≤ last(Rt) such that f (R(i′)t ) → C(j). (6) ... The fewer rounds required to reach HHCRs, the more creative the LLM is deemed to be, and vice versa."
The creativity score Sc is defined by Eq. (8) as an exponential function of the round at which E1 first returns True in Algorithm 1. But E1's DAESO criterion is Eq. (6): Rt must map to the same caption-chain node C(j) as the HHCR R through the same creative interpretation f. Thus 'reaching the HHCR level' is implemented as 'sharing the pre-annotated creative point of the single reference R'. A response that is creative in a different direction is scored as a miss by construction. The measured variable is therefore convergence time to a fixed target reference, not an independent measurement of open-ended divergent creativity.
-
other
[Sec. 5.3 (Data Construction in LoTbench)]
"we carefully and manually curated 106 HHCR samples suited for LoTbench, with Oogiri-GO and the help of CLoTv2 trained in Section 5.2 to generate brand-new HHCRs that meet MLM requirements."
LoTbench defines creativity as the cost to reach a high-quality human-level creative response R, and R is the target against which every model is scored. A portion of these target HHCRs are generated by CLoTv2, a model fine-tuned by the same authors on the Oogiri-GO training data. The reference anchor is therefore not fully independent: models whose outputs resemble the authors' own tuned model's generation style will, by construction, be scored as closer to 'human-level creativity'. The MMMU correlation provides some external anchoring, but it does not remove the self-referential component in the ground-truth targets themselves.
full rationale
The central LoTbench claim reduces, by the paper's own definitions, to a convergence-to-reference score. Algorithm 1 stops at the first round where E1(Rt, R) is True, and Eq. (8) maps that round count to the creativity score. E1's DAESO criterion, Eq. (6), requires Rt to map to the same caption-chain node C(j) as the fixed HHCR R through the same creative explanation f. So a model is scored as creative exactly when it converges to the pre-specified creative point of one reference response, and any equally valid but different creative direction is definitionally a miss. This is a self-definitional reduction: the output variable is the time to match an input reference, not an independent estimate of divergent creativity. The target HHCRs are also partly synthesized by the authors' CLoTv2 model, which further weakens the independence of the ground truth. The human-subject comparison and the MMMU correlation in Sec. 7.4 provide some external validation and prevent the score from being higher, but they do not change the fact that the primary metric is equivalent to convergence to a fixed R by construction. The 43-sample E1 validation and the use of GPT-4o mini as the evaluator are real validity risks, but they are correctness concerns rather than additional circularity. The standard Oogiri-GO evaluation in Sec. 6 is a separate, largely non-circular contribution.
Assumptions & free parameters
free parameters (7)
- αc (decay constant in creativity score) =
0.2
- βc (scale in creativity score) =
1.0
- α, β (weak-association sampling thresholds) =
25, 70
- n (candidate conditions per sample) =
100
- ρc (empty-condition probability) =
not specified
- clue interval =
5 rounds
- m (repeated evaluations) and N (max rounds) =
m=3, N=15
assumptions (5)
- domain assumption Oogiri response popularity (likes) is a valid proxy for creativity
- ad hoc to paper Creativity of a response can be represented as a causal chain with a single mapping f from a response node to a caption node and matching final functions
- ad hoc to paper A text LLM's description of causal chains faithfully implements the causal intervention do(κ(R)->κ(Rt))
- domain assumption HHCRs synthesized by CLoTv2 and manually curated are human-level creative responses
- domain assumption MMMU scores measure human-like cognition and therefore the LoTbench-MMMU correlation indicates alignment with cognitive theories
invented entities (1)
-
DAESO (different approach but equally satisfactory outcome)
Cite this review
Pith. "Pith review of A Causality-aware Paradigm for Evaluating Creativity of Multimodal Large Language Models." pith.science (2026). https://pith.science/paper/BJUHOX7H
@misc{pith2026250115147,
author = {Pith},
title = {Pith review of: A Causality-aware Paradigm for Evaluating Creativity of Multimodal Large Language Models},
year = {2026},
howpublished = {\url{https://pith.science/paper/BJUHOX7H}},
note = {Machine review of arXiv:2501.15147}
}
read the original abstract
Recently, numerous benchmarks have been developed to evaluate the logical reasoning abilities of large language models (LLMs). However, assessing the equally important creative capabilities of LLMs is challenging due to the subjective, diverse, and data-scarce nature of creativity, especially in multimodal scenarios. In this paper, we consider the comprehensive pipeline for evaluating the creativity of multimodal LLMs, with a focus on suitable evaluation platforms and methodologies. First, we find the Oogiri game, a creativity-driven task requiring humor, associative thinking, and the ability to produce unexpected responses to text, images, or both. This game aligns well with the input-output structure of modern multimodal LLMs and benefits from a rich repository of high-quality, human-annotated creative responses, making it an ideal platform for studying LLM creativity. Next, beyond using the Oogiri game for standard evaluations like ranking and selection, we propose LoTbench, an interactive, causality-aware evaluation framework, to further address some intrinsic risks in standard evaluations, such as information leakage and limited interpretability. The proposed LoTbench not only quantifies LLM creativity more effectively but also visualizes the underlying creative thought processes. Our results show that while most LLMs exhibit constrained creativity, the performance gap between LLMs and humans is not insurmountable. Furthermore, we observe a strong correlation between results from the multimodal cognition benchmark MMMU and LoTbench, but only a weak connection with traditional creativity metrics. This suggests that LoTbench better aligns with human cognitive theories, highlighting cognition as a critical foundation in the early stages of creativity and enabling the bridging of diverse concepts. https://lotbench.github.io
Figures
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IMAGE: A given image
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IMAGE CAPTION: A detailed description of the given image
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You need to complete the part based on all the INPUT information
RESPONSE: A sentence with a blank to be filled. You need to complete the part based on all the INPUT information
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Carefully analyze and follow these hints to generate a creative and humorous
TIPS: Some guidelines for the task, which include: • Q&A: Questions and answers related to . Carefully analyze and follow these hints to generate a creative and humorous . • CLUE: Descriptive hints about Understand and adhere to these clues to generate a creative and humorous ...
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IMAGE: a given image
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IMAGE CAPTION: a detailed description of the given image IMAGE
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RESPONSE: a text of an IMAGE with the content ⟨WORD⟩ to be completed, you need to complete the ⟨WORD⟩ part according to IMAGE and IMAGE CAPTION
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Q&A: some known queries and corresponding answers about ⟨WORD⟩
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CLUE: some descriptive hints related to ⟨WORD⟩
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WRONG-ANS: some innovative and humorous ⟨WORD⟩, you should not complete similar content In order to better complete the ⟨WORD⟩ in RESPONSE, so that the combination of IMAGE and RESPONSE is very humorous and creative, you can first use divergent thinking to ask a general questi...
Reviewed August 10, 2026 · model on record in the stance chip above.
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