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REVIEW 3 major objections 5 minor 74 references

BYO-Eval: Build Your Own Dataset for Fine-Grained Visual Assessment of Multimodal Language Models

T0 review · 3 major / 5 minor · reviewed 2026-08-07 · deepseek-v4-flash

Pith's one-line read The paper argues that aggregate accuracy scores on general benchmarks hide predictable, model-specific perception failures in vision-language models, and that these failures surface only when a single visual attribute is varied under…

desk verdict A genuinely useful VLM stress-test toolkit; the real-synthetic 'strong proxy' claim is overstated, but the core diagnostic methodology holds up and deserves peer review. read the letter →

arxiv 2506.05440 v1 pith:XVHEU2CP submitted 2025-06-05 cs.CV cs.AIcs.CL

classification cs.CVcs.AIcs.CL
keywords visionlanguagemodelsmultimodalevaluationsyntheticdataproceduralgenerationobjectcountinglocalizationvisualperceptiondiagnosticsbenchmarkdesign
verification ladder T0 review T1 audit T2 compute T3 formal

The pith

A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.

The reading

The paper argues that aggregate accuracy scores on general benchmarks hide predictable, model-specific perception failures in vision-language models (VLMs). It proposes a diagnostic framework that renders synthetic chess and poker scenes in Blender, varying exactly one visual attribute such as object count, blur, overlap, or camera distance while holding everything else fixed. Running eight VLMs through these graded task series reveals systematic biases, for instance GPT-4.1 overcounting blurred objects but undercounting overlapping poker cards, and LLaMA-4-Scout anchoring its localization answers to a standard 8×8 chessboard when the scene uses a 4×4 board. If the framework is right, VLM evaluation can shift from opaque leaderboards to interpretable skill profiles, and model choice for concrete applications can be grounded in tested visual abilities.

What carries the argument

The framework's organizing mechanism is the Cartesian product over controlled variables: for variables v1,...,vn the dataset is D = V1 × ... × Vn, so every combination of tested levels is rendered while unrelated scene parameters stay constant. Scenes are produced procedurally in Blender through its Python API, each image carries an automatic legend with ground-truth object states, and each task type (counting, localization, identification) has its own scoring metric, such as Mean Absolute Error for counts and L1 grid distance for localization. This design isolates the effect of the single stressed variable, turning a VLM evaluation into an interpretable diagnostic comparable to an ophthalmologic field test.

What would settle it

Render the same diagnostic tasks on natural, unmatched photographs of chessboards and poker tables and check whether the documented bias patterns still appear, such as GPT-4.1 overcounting blurred scenes and undercounting overlapped cards, or LLaMA-4-Scout emitting out-of-bounds coordinates on 4×4 boards; if those patterns vanish, the synthetic-to-real proxy claim fails. A cheaper version is to repeat the 80-scene physical reproduction check on the poker counting task, which the paper itself shows to be far harder for models.

Watch

Extended reading notes

Core claim

The paper's central claim is that general-purpose benchmarks mask brittle behaviors that only emerge under controlled diagnostic stress. The authors establish this by generating synthetic chess and poker images with precise, per-attribute control and measuring how each VLM's accuracy degrades as one variable is stressed. The discovered patterns are systematic and model-dependent: GPT-4.1 stays accurate up to five chess pieces yet overcounts beyond that, undercounts poker cards increasingly with horizontal overlap, and overcounts as blur rises; LLaMA-4-Scout predicts out-of-bounds row and column coordinates on 4×4 boards, apparently inferring a standard 8×8 chessboard, and underestimates relative distances between pieces on 8×8 boards. The paper further supports the real-world relevance of these synthetic diagnostics with matched physical reproductions of 80 chess scenes, reporting Spearman and Pearson correlations above 0.99 for most tested models when synthetic and real counting accuracy are compared.

Load-bearing premise

The claim that synthetic chess and poker scenes, plus physical reproductions matched to synthetic legends for counting one to eight pieces, are a valid proxy for real-world visual skills rests on those matched scenes standing in for natural, unmatched imagery.

Editorial extensions

If this is right

  • Evaluation practice can move from static, aggregate benchmarks to task-specific synthetic diagnostics that separate perception failures from reasoning failures.
  • Model selection for an application can be based on verified skill profiles, such as which model remains robust under blur, occlusion, or distant camera viewpoints.
  • Prompt phrasing is part of the measured capability: declarative instructions paired with helpful preprompts consistently raise accuracy, so perception scores are only meaningful when reported with the full prompt protocol.
  • Strong synthetic-to-real correlation for most models implies that targeted synthetic tests can forecast counting accuracy on matched real scenes, at least in structured chess-like layouts.
  • Failure modes are model-specific rather than universal, so a model that leads on an aggregate leaderboard may still be the wrong choice in a particular perceptual setting.

Reading between the lines

Editorial extensions of the paper, not claims the author makes directly.

  • If this diagnostic logic transfers to industrial scenes, the same one-attribute-at-a-time rendering could stress-test models for specific production tasks, such as counting items on a conveyor or locating defects, before deployment.
  • The paper's validation covered only counting on 80 chess scenes physically reproduced from synthetic legends; an obvious extension is to test whether the documented bias patterns (blur overcount, overlap undercount, 8×8 anchoring) replicate on unconstrained real photographs.
  • The strong synthetic-real agreement for chess counting may partly reflect chess being well represented in VLM training data; the poker scenes, which the paper shows are much harder, could exhibit weaker transfer and would provide a sharper test of the proxy claim.
  • Following the paper's own sketch, the same framework could be extended to brightness, color, and measurement skills, producing a full perceptual skill card for each model instead of a single score.
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Editorial analysis

A structured set of objections, weighed in public.

Desk editor's note, referee report, and a circularity audit.

Referee Report

3 major / 5 minor

Summary. The paper introduces BYO-Eval, a framework for procedurally generating synthetic image datasets with controlled visual attributes (object count, blur, camera distance, overlap) to create fine-grained diagnostic tasks—counting, localization, and identification—for vision-language models (VLMs). Using Blender, the authors generate chess and poker scenes where one visual variable is varied while others are held constant, and they evaluate eight VLMs (GPT-4.1, GPT-4.1-mini, LLaMA-4-Scout/Maverick, Gemma3-4B/12B, LLaMA3.2-Vision, Mistral-3.1) on this suite. The paper reports several brittle behaviors, such as GPT-4.1 overestimating chess piece counts and underestimating overlapping poker cards, and LLaMA-4-Scout exhibiting an 8x8 board bias in 4x4 localization. It also includes a real-world validation study (Appendix E) with 80 physically recreated chess scenes, claiming strong correlations (Spearman > 0.99 for most models) between synthetic and real counting performance after averaging over samples and prompt variants. The central claim is that general-purpose benchmarks mask these brittle behaviors and that controlled diagnostic stress reveals them.

Significance. If validated, the methodology offers a useful complement to aggregate benchmarks: it is open-source, reproducible, and provides a systematic one-variable-at-a-time control over visual parameters without fitting any model parameters. The diagnostic approach, inspired by ophthalmologic stress tests, is a genuinely valuable idea for isolating perception failures from reasoning or textual biases, and the authors demonstrate a broad range of tasks across eight VLMs. However, the external-validity evidence is currently weak: the only real-world test is a single counting task on 80 scenes that are physically recreated from the same synthetic legends, and the headline correlation is computed over aggregated level means rather than per-image predictions. The internal synthetic diagnostics are the paper's core strength, but the claim that synthetic performance is a strong proxy for real-world counting is not established by the reported statistics.

major comments (3)
  1. [Appendix E, Figures 51–53; Section 4.2] The headline correlation of >0.99 between synthetic and real counting is computed by first averaging over 10 samples and 6 preprompt–instruction pairs, then correlating only the 8 target-count-level means. Because counting accuracy declines monotonically with object count for essentially every model on both image sets, a correlation over level means is near 1 regardless of per-image transfer. The per-sample correlations in Figure 52 are much lower—e.g., 0.48–0.57 for Gemma3-4B and 0.23–0.36 for Gemma3-12B—so the statement in Appendix E that synthetic performance is "a strong proxy for real-world counting ability" is not supported. Please report per-level or per-image correlations, or use an agreement metric (e.g., Bland–Altman limits, prediction-error agreement), and temper the "strong proxy" claim accordingly.
  2. [Appendix E, Figure 50; Section 5] The 80 real scenes are physical recreations of the synthetic chess legends, so high correlation partly reflects that the real stimuli replicate the synthetic content by construction rather than demonstrating transfer to natural, unmatched imagery. The paper's own Limitations section (Section 5) concedes that more realistic, industrial-scenario images are future work. Since no transfer check is provided for blur, overlap, or localization—the very behaviors highlighted as brittle in the paper—the practical real-world relevance of those diagnostic findings is not established. I recommend either adding at least one unmatched real-image condition (e.g., an existing counting benchmark) or explicitly reframing the real-synthetic comparison as a sanity check of physical plausibility, not evidence of generalization.
  3. [Sections 4.1, B.4, B.9; Tables 2–3; Figure 36] Per-cell sample sizes are small (k=5 or 10 images per condition) and the paper reports only means and standard deviations, with no confidence intervals or significance tests. For example, the blur-dependent overestimation of GPT-4.1 in Figure 14 is based on 5 samples per blur level, and Figure 36a shows cell-level NMAE differences (e.g., 0.00 vs. 0.40) without any measure of uncertainty. These small samples make specific quantitative claims about model biases fragile; at minimum, per-cell error bars or bootstrap intervals should be reported, and the conclusions should be limited to the observed qualitative directions rather than the precise magnitudes.
minor comments (5)
  1. [Abstract] The word "opthalmologic" should be spelled "ophthalmologic".
  2. [Section 2, paragraph 1] The phrase "precised, tailored evaluation" should read "precise, tailored evaluation".
  3. [Tables 2 and 3 captions] Table 2 says "Mean and standard deviation over 50 images for each task," while Table 3 says "40 samples per level"; please clarify the per-cell sample sizes and how they differ across tasks.
  4. [Figures 14 and 15 captions] The phrase "blur decrease (higher values meaning less blur)" is confusing given the x-axis is labeled "blur" with values 1–5; specify which direction corresponds to stronger blur.
  5. [Appendix C, first paragraph] The sentence "All experiments are executed using a unified evaluation pipeline..." appears nearly verbatim twice; please remove the duplicate.

Circularity Check

1 steps flagged · score 3.0 of 10

Real-world transfer claim rests on matched scenes and aggregated correlations; the core synthetic diagnostics are self-contained.

  1. self definitional [Appendix E (Correlation between synthetic and real data), Figures 51–53; cf. Section 5 Limitations]
    "For each number of pieces, we reproduce in real life 10 chess scenes taken from the synthetic data, using their legend as ground truth (see Figure 50). ... When we average over all ten images per level and all preprompt and reformulation results, Pearson and Spearman correlation coefficients reach above 0.99 on the aggregated accuracies for the strongest models ... This high overall correlation for advanced models suggests that performance on synthetic diagnostic datasets is a strong proxy for real-world counting ability in structured visual tasks."

    The 'real-world' validation set is not independently sampled: it is a physical recreation of the synthetic scenes, with the synthetic legends used as ground truth, so agreement between real and synthetic partly measures self-consistency of the reproduction rather than transfer to natural imagery. Moreover, the >0.99 correlation is obtained after averaging accuracies over 10 samples and 6 prompt variants and then correlating only 8 target-count level means; because counting accuracy declines monotonically with object count for essentially every model on both image sets, such level-mean correlations are near 1 by construction.

full rationale

The core diagnostic evaluation is self-contained: images are generated from explicit yaml configurations, ground-truth labels come from Blender scene legends, and metrics (MAE, accuracy, F1, localization distance) are standard with no fitted parameters and no prediction derived from the benchmark's own outputs. The central claim that controlled synthetic stress tests reveal brittle behaviors is supported by the internal diagnostics themselves (e.g., GPT-4.1 overcounting under blur, LLaMA-4-Scout extrapolating to an 8x8 board, overlap-induced underestimation). The only load-bearing circularity is in Appendix E: the real-world validation images are physically recreated from the synthetic legends, and the reported >0.99 correlation is computed over aggregate count-level means, while the per-sample correlations reported in the same appendix are substantially lower. That makes the 'strong proxy for real-world counting' claim partly circular and overstated, but it is a supporting validation rather than the main derivation. The self-contained nature of the synthetic diagnostic methodology keeps the overall circularity score low.

Assumptions & free parameters 2 free parameters · 4 assumptions · 0 invented entities

The framework introduces no new physical entities or forces. Its predictions are empirical measurements of model behavior, not parameter-free derivations. The central assumptions concern the transferability of synthetic results to real scenes and the degree to which prompt design controls linguistic confounds.

free parameters (2)
  • k images per configuration level = 5 or 10
    The number of repeats per (count, blur, overlap) cell is hand-selected (Section 3.1: k often equals 5 or 10) and controls the precision of reported means and standard deviations.
  • blur f-stop presets = f/9.0, f/4.0, f/2.0, f/1.0, f/0.5
    Blur levels are arbitrary presets chosen by the authors (Appendix D.1.3); the stress-test curve shape depends on these hand-picked values.
assumptions (4)
  • domain assumption Rendered Blender scenes are an ecologically valid proxy for real visual scenes in VLM evaluation
    The experiments assume that failures observed on synthetic chess and poker scenes transfer to real-world usage. The paper provides a correlation check only for chess counting on 80 matched real scenes (Appendix E).
  • domain assumption Varying one visual variable while holding others constant isolates the tested perceptual skill
    Section 3 states that score evolutions depend only on the difficulty increase, but interactions between variables (e.g., blur and object count) are present in the Count Blur task, and the claim is not proven.
  • domain assumption Prompt engineering (debiased, declarative, etc.) adequately controls linguistic priors so that errors can be attributed to perception
    Section 3.2 introduces preprompts to mitigate linguistic bias, but the paper does not measure how much residual language bias remains, so failure attribution to perception is partially assumed.
  • standard math Standard metrics (accuracy, MAE, F1) are appropriate operationalizations of counting, localization, and identification skills
    These metrics are standard and well-defined; using them is uncontroversial, though they do not by themselves distinguish perception from reasoning failures.

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Cite this review

Pith. "Pith review of BYO-Eval: Build Your Own Dataset for Fine-Grained Visual Assessment of Multimodal Language Models." pith.science (2026). https://pith.science/paper/XVHEU2CP

@misc{pith2026250605440,
  author       = {Pith},
  title        = {Pith review of: BYO-Eval: Build Your Own Dataset for Fine-Grained Visual Assessment of Multimodal Language Models},
  year         = {2026},
  howpublished = {\url{https://pith.science/paper/XVHEU2CP}},
  note         = {Machine review of arXiv:2506.05440}
}
read the original abstract

Visual Language Models (VLMs) are now sufficiently advanced to support a broad range of applications, including answering complex visual questions, and are increasingly expected to interact with images in varied ways. To evaluate them, current benchmarks often focus on specific domains (e.g., reading charts), constructing datasets of annotated real images paired with pre-defined Multiple Choice Questions (MCQs) to report aggregate accuracy scores. However, such benchmarks entail high annotation costs, risk information leakage, and do not clarify whether failures stem from limitations in visual perception, reasoning, or general knowledge. We propose a new evaluation methodology, inspired by ophthalmologic diagnostics, leveraging procedural generation of synthetic images to obtain control over visual attributes and precisely reveal perception failures in VLMs. Specifically, we build collections of images with gradually more challenging variations in the content of interest (e.g., number of objects in a counting task) while holding other visual parameters constant. This diagnostic allows systematic stress testing and fine-grained failure analysis, shifting the focus from coarse benchmarking toward targeted and interpretable assessment of VLM capabilities. Our code is available at https://github.com/byoeval/BYO-EVAL.

Figures

Figures reproduced from arXiv: 2506.05440 by the authors.

Figure 1
Figure 1. Overview of our evaluation framework. To start, a user indicates in [PITH_FULL_IMAGE:figures/full_fig_p002_1.png] view at source ↗
Figure 2
Figure 2. Examples of Poker images from light (left) to very high (right) blur. Images are cropped [PITH_FULL_IMAGE:figures/full_fig_p005_2.png] view at source ↗
Figure 3
Figure 3. Variations of the number of pieces. Images are cropped and overlap for display purposes. [PITH_FULL_IMAGE:figures/full_fig_p007_3.png] view at source ↗
Figures from the paper (50 more)
Figure 4
Figure 4. Figure 4: Results of GPT-4.1 on the counting task for the Chess dataset. Mean and std over 10 [PITH_FULL_IMAGE:figures/full_fig_p007_4.png]
Figure 5
Figure 5. Figure 5: Model performance on chess tasks. Averaged accuracy across all samples; sample sizes are [PITH_FULL_IMAGE:figures/full_fig_p008_5.png]
Figure 6
Figure 6. Figure 6: Impact of the choice of preprompt and instructions on accuracy (mean over all chess tasks, [PITH_FULL_IMAGE:figures/full_fig_p010_6.png]
Figure 7
Figure 7. Figure 7: Examples of generated chess images with variation of the number of pieces on the board. [PITH_FULL_IMAGE:figures/full_fig_p016_7.png]
Figure 8
Figure 8. Figure 8: Variations of the number of Chess pieces (cropped images with overlap for display purposes) [PITH_FULL_IMAGE:figures/full_fig_p018_8.png]
Figure 9
Figure 9. Figure 9: Results of GPT-4.1 for the counting question on the Chess dataset. Mean and standard [PITH_FULL_IMAGE:figures/full_fig_p019_9.png]
Figure 10
Figure 10. Figure 10: Results of LLaMA 4 for the counting question on the Chess dataset. Mean and standard [PITH_FULL_IMAGE:figures/full_fig_p019_10.png]
Figure 11
Figure 11. Figure 11: Variations of the number of cards in a Poker scenes (cropped images with overlap for [PITH_FULL_IMAGE:figures/full_fig_p020_11.png]
Figure 12
Figure 12. Figure 12: Results of GPT-4.1 for the counting question ( [PITH_FULL_IMAGE:figures/full_fig_p020_12.png]
Figure 13
Figure 13. Figure 13: Variations of the five levels of blur for a chess scene, ranging from low (left) to high (right) [PITH_FULL_IMAGE:figures/full_fig_p021_13.png]
Figure 16
Figure 16. Figure 16: Normalized MAE of (a) GPT-4.1 and (b) LLaMA-4-Scout on cross-variations of blur and [PITH_FULL_IMAGE:figures/full_fig_p022_16.png]
Figure 17
Figure 17. Figure 17: Illustration of the localization task for a single Chess piece on a 4x4 grid [PITH_FULL_IMAGE:figures/full_fig_p022_17.png]
Figure 18
Figure 18. Figure 18: GPT-4.1 results for horizontal (column) localization of a single chess piece on a 4x4 grid. [PITH_FULL_IMAGE:figures/full_fig_p023_18.png]
Figure 19
Figure 19. Figure 19: GPT-4.1 results for vertical (row) localization of a single chess piece on a 4x4 grid. 50 [PITH_FULL_IMAGE:figures/full_fig_p023_19.png]
Figure 20
Figure 20. Figure 20: LLaMA-4-Scout results for horizontal (column) localization of a single chess piece on a [PITH_FULL_IMAGE:figures/full_fig_p024_20.png]
Figure 21
Figure 21. Figure 21: LLaMA-4-Scout results for vertical (row) localization of a single chess piece on a 4x4 [PITH_FULL_IMAGE:figures/full_fig_p024_21.png]
Figure 22
Figure 22. Figure 22: Illustration of the localization task of a single Poker card on a 3x3 grid [PITH_FULL_IMAGE:figures/full_fig_p025_22.png]
Figure 23
Figure 23. Figure 23: GPT-4.1 results for horizontal (column) localization of a single card on a 3x3 Poker grid. [PITH_FULL_IMAGE:figures/full_fig_p026_23.png]
Figure 24
Figure 24. Figure 24: GPT-4.1 results for vertical (row) localization of a single card on a 3x3 Poker grid. 50 [PITH_FULL_IMAGE:figures/full_fig_p026_24.png]
Figure 25
Figure 25. Figure 25: LLaMA results for horizontal (column) localization of a single card on a 3x3 Poker grid. [PITH_FULL_IMAGE:figures/full_fig_p027_25.png]
Figure 26
Figure 26. Figure 26: LLaMA results for vertical (row) localization of a single card on a 3x3 Poker grid. 50 [PITH_FULL_IMAGE:figures/full_fig_p027_26.png]
Figure 27
Figure 27. Figure 27: Illustration of the relative localization of two Chess pieces on an 8x8 grid [PITH_FULL_IMAGE:figures/full_fig_p028_27.png]
Figure 28
Figure 28. Figure 28: GPT-4.1 results for vertical distance between two pieces on an 8x8 Chess grid. 50 samples [PITH_FULL_IMAGE:figures/full_fig_p028_28.png]
Figure 29
Figure 29. Figure 29: LLaMA-4-Scout results for vertical distance between two pieces on an 8x8 Chess grid. 50 [PITH_FULL_IMAGE:figures/full_fig_p029_29.png]
Figure 30
Figure 30. Figure 30: Variations of the 7 distance levels in the chess scene, ranging from closest (top left) to [PITH_FULL_IMAGE:figures/full_fig_p029_30.png]
Figure 31
Figure 31. Figure 31: Accuracy for piece type identification at varying camera distances on the Chess dataset, [PITH_FULL_IMAGE:figures/full_fig_p030_31.png]
Figure 32
Figure 32. Figure 32: Variations of the horizontal overlap for Poker cards for the [PITH_FULL_IMAGE:figures/full_fig_p030_32.png]
Figure 33
Figure 33. Figure 33: Variations of the vertical overlap for Poker cards for the [PITH_FULL_IMAGE:figures/full_fig_p031_33.png]
Figure 34
Figure 34. Figure 34: GPT-4.1 results for the counting question under overlapping cards on the Poker dataset. [PITH_FULL_IMAGE:figures/full_fig_p032_34.png]
Figure 35
Figure 35. Figure 35: LLaMA results for the counting question under overlapping cards on the Poker dataset. [PITH_FULL_IMAGE:figures/full_fig_p032_35.png]
Figure 36
Figure 36. Figure 36: Error analysis for the Poker dataset (overlap counting task): absolute error as a function of [PITH_FULL_IMAGE:figures/full_fig_p033_36.png]
Figure 42
Figure 42. Figure 42: VLM responses to a number pieces counting question based on a synthetic chess scene. [PITH_FULL_IMAGE:figures/full_fig_p037_42.png]
Figure 46
Figure 46. Figure 46: VLM responses to a color identification question based on a synthetic chess scene. [PITH_FULL_IMAGE:figures/full_fig_p039_46.png]
Figure 47
Figure 47. Figure 47: VLM responses to a color localization question based on a synthetic chess scene. [PITH_FULL_IMAGE:figures/full_fig_p040_47.png]
Figure 14
Figure 14. Figure 14: Results of GPT-4.1 for the counting question under blur decrease (higher values meaning [PITH_FULL_IMAGE:figures/full_fig_p042_14.png]
Figure 15
Figure 15. Figure 15: Results of LLaMA-4-Scout for the counting question under blur decrease (higher values [PITH_FULL_IMAGE:figures/full_fig_p042_15.png]
Figure 37
Figure 37. Figure 37: Spatial accuracy heatmaps for the Chess Count Blur task across multiple models and [PITH_FULL_IMAGE:figures/full_fig_p043_37.png]
Figure 38
Figure 38. Figure 38: Spatial accuracy heatmaps for the Poker Count Blur task across multiple models and [PITH_FULL_IMAGE:figures/full_fig_p043_38.png]
Figure 39
Figure 39. Figure 39: F1 Score Comparison for Count Blur Tasks in Chess and Poker. This figure shows how linguistic strategies affect model performance under blurred visual conditions. (a) and (c) compare preprompt types (Helpful, Chain-of-Thought, Neutral), while (b) and (d) compare refor…
Figure 40
Figure 40. Figure 40: F1 Score Comparison for Count Blur (Poker) across Prompt × Reformulation Combinations. The interaction of prompting strategies reveals similar trends as in the chess setting, but with even sharper performance gaps between configurations. GPT-4.1 achieves near-ceiling …
Figure 41
Figure 41. Figure 41: F1 Score Comparison for Count Blur (Chess) across Prompt × Reformulation Combinations. Each bar represents model performance under a unique combination of preprompt style (Helpful, CoT, Neutral) and reformulation strategy (Declarative, Missing Word). GPT models (GPT-4…
Figure 43
Figure 43. Figure 43: Heatmaps for the Identification task across multiple models and prompting strategies, [PITH_FULL_IMAGE:figures/full_fig_p046_43.png]
Figure 44
Figure 44. Figure 44: Heatmaps for the Identification Distance task across multiple models and prompting [PITH_FULL_IMAGE:figures/full_fig_p046_44.png]
Figure 45
Figure 45. Figure 45: F1 Score Comparison for the Poker Identification Distance Task. This figure presents a detailed comparison of model performance when identifying spatially-separated objects in poker scenes under varied linguistic conditions. Subfigure (a) compares preprompt types (Hel…
Figure 48
Figure 48. Figure 48: Heatmaps for the Localization Board 4x4 task across multiple models and prompting [PITH_FULL_IMAGE:figures/full_fig_p047_48.png]
Figure 49
Figure 49. Figure 49: F1 Score for Poker Localization Task across Prompt × Reformulation Combinations. This figure visualizes the effect of linguistic scaffolding on model performance in the poker local￾ization setting (3×3 grid). Bars represent F1 scores for each model under two prompting…
Figure 50
Figure 50. Figure 50: Examples of synthetic images (a) and their real reproductions (b). [PITH_FULL_IMAGE:figures/full_fig_p063_50.png]
Figure 51
Figure 51. Figure 51: Correlation between model performance on synthetic and real images, aggregated by [PITH_FULL_IMAGE:figures/full_fig_p064_51.png]
Figure 52
Figure 52. Figure 52: Correlation between model performance on synthetic and real images, computed at the [PITH_FULL_IMAGE:figures/full_fig_p065_52.png]
Figure 53
Figure 53. Figure 53: Correlation between model performance on synthetic and real images by instruction and [PITH_FULL_IMAGE:figures/full_fig_p065_53.png]

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Pith tools

Reviewed August 7, 2026 · model on record in the stance chip above.