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Sep 26

Revisiting Text-to-Image Evaluation with Gecko: On Metrics, Prompts, and Human Ratings

While text-to-image (T2I) generative models have become ubiquitous, they do not necessarily generate images that align with a given prompt. While previous work has evaluated T2I alignment by proposing metrics, benchmarks, and templates for collecting human judgements, the quality of these components is not systematically measured. Human-rated prompt sets are generally small and the reliability of the ratings -- and thereby the prompt set used to compare models -- is not evaluated. We address this gap by performing an extensive study evaluating auto-eval metrics and human templates. We provide three main contributions: (1) We introduce a comprehensive skills-based benchmark that can discriminate models across different human templates. This skills-based benchmark categorises prompts into sub-skills, allowing a practitioner to pinpoint not only which skills are challenging, but at what level of complexity a skill becomes challenging. (2) We gather human ratings across four templates and four T2I models for a total of >100K annotations. This allows us to understand where differences arise due to inherent ambiguity in the prompt and where they arise due to differences in metric and model quality. (3) Finally, we introduce a new QA-based auto-eval metric that is better correlated with human ratings than existing metrics for our new dataset, across different human templates, and on TIFA160.

V-MAGE: A Game Evaluation Framework for Assessing Visual-Centric Capabilities in Multimodal Large Language Models

Recent advancements in Multimodal Large Language Models (MLLMs) have led to significant improvements across various multimodal benchmarks. However, as evaluations shift from static datasets to open-world, dynamic environments, current game-based benchmarks remain inadequate because they lack visual-centric tasks and fail to assess the diverse reasoning skills required for real-world decision-making. To address this, we introduce Visual-centric Multiple Abilities Game Evaluation (V-MAGE), a game-based evaluation framework designed to assess visual reasoning capabilities of MLLMs. V-MAGE features five diverse games with 30+ handcrafted levels, testing models on core visual skills such as positioning, trajectory tracking, timing, and visual memory, alongside higher-level reasoning like long-term planning and deliberation. We use V-MAGE to evaluate leading MLLMs, revealing significant challenges in their visual perception and reasoning. In all game environments, the top-performing MLLMs, as determined by Elo rating comparisons, exhibit a substantial performance gap compared to humans. Our findings highlight critical limitations, including various types of perceptual errors made by the models, and suggest potential avenues for improvement from an agent-centric perspective, such as refining agent strategies and addressing perceptual inaccuracies. Code is available at https://github.com/CSU-JPG/V-MAGE.

mSCoRe: a $M$ultilingual and Scalable Benchmark for $S$kill-based $Co$mmonsense $Re$asoning

Recent advancements in reasoning-reinforced Large Language Models (LLMs) have shown remarkable capabilities in complex reasoning tasks. However, the mechanism underlying their utilization of different human reasoning skills remains poorly investigated, especially for multilingual commonsense reasoning that involves everyday knowledge across different languages and cultures. To address this gap, we propose a Multilingual and Scalable Benchmark for Skill-based Commonsense Reasoning (mSCoRe). Our benchmark incorporates three key components that are designed to systematically evaluate LLM's reasoning capabilities, including: (1) a novel taxonomy of reasoning skills that enables fine-grained analysis of models' reasoning processes, (2) a robust data synthesis pipeline tailored specifically for commonsense reasoning evaluation, and (3) a complexity scaling framework allowing task difficulty to scale dynamically alongside future improvements in LLM abilities. Extensive experiments on eights state-of-the-art LLMs of varying sizes and training approaches demonstrate that mSCoRe remains significantly challenging for current models, particularly at higher complexity levels. Our results reveal the limitations of such reasoning-reinforced models when confronted with nuanced multilingual general and cultural commonsense. We further provide detailed analysis on the models' reasoning processes, suggesting future directions for improving multilingual commonsense reasoning capabilities.

ManiSkill2: A Unified Benchmark for Generalizable Manipulation Skills

Generalizable manipulation skills, which can be composed to tackle long-horizon and complex daily chores, are one of the cornerstones of Embodied AI. However, existing benchmarks, mostly composed of a suite of simulatable environments, are insufficient to push cutting-edge research works because they lack object-level topological and geometric variations, are not based on fully dynamic simulation, or are short of native support for multiple types of manipulation tasks. To this end, we present ManiSkill2, the next generation of the SAPIEN ManiSkill benchmark, to address critical pain points often encountered by researchers when using benchmarks for generalizable manipulation skills. ManiSkill2 includes 20 manipulation task families with 2000+ object models and 4M+ demonstration frames, which cover stationary/mobile-base, single/dual-arm, and rigid/soft-body manipulation tasks with 2D/3D-input data simulated by fully dynamic engines. It defines a unified interface and evaluation protocol to support a wide range of algorithms (e.g., classic sense-plan-act, RL, IL), visual observations (point cloud, RGBD), and controllers (e.g., action type and parameterization). Moreover, it empowers fast visual input learning algorithms so that a CNN-based policy can collect samples at about 2000 FPS with 1 GPU and 16 processes on a regular workstation. It implements a render server infrastructure to allow sharing rendering resources across all environments, thereby significantly reducing memory usage. We open-source all codes of our benchmark (simulator, environments, and baselines) and host an online challenge open to interdisciplinary researchers.

Targeted Image Data Augmentation Increases Basic Skills Captioning Robustness

Artificial neural networks typically struggle in generalizing to out-of-context examples. One reason for this limitation is caused by having datasets that incorporate only partial information regarding the potential correlational structure of the world. In this work, we propose TIDA (Targeted Image-editing Data Augmentation), a targeted data augmentation method focused on improving models' human-like abilities (e.g., gender recognition) by filling the correlational structure gap using a text-to-image generative model. More specifically, TIDA identifies specific skills in captions describing images (e.g., the presence of a specific gender in the image), changes the caption (e.g., "woman" to "man"), and then uses a text-to-image model to edit the image in order to match the novel caption (e.g., uniquely changing a woman to a man while maintaining the context identical). Based on the Flickr30K benchmark, we show that, compared with the original data set, a TIDA-enhanced dataset related to gender, color, and counting abilities induces better performance in several image captioning metrics. Furthermore, on top of relying on the classical BLEU metric, we conduct a fine-grained analysis of the improvements of our models against the baseline in different ways. We compared text-to-image generative models and found different behaviors of the image captioning models in terms of encoding visual encoding and textual decoding.

Barkour: Benchmarking Animal-level Agility with Quadruped Robots

Animals have evolved various agile locomotion strategies, such as sprinting, leaping, and jumping. There is a growing interest in developing legged robots that move like their biological counterparts and show various agile skills to navigate complex environments quickly. Despite the interest, the field lacks systematic benchmarks to measure the performance of control policies and hardware in agility. We introduce the Barkour benchmark, an obstacle course to quantify agility for legged robots. Inspired by dog agility competitions, it consists of diverse obstacles and a time based scoring mechanism. This encourages researchers to develop controllers that not only move fast, but do so in a controllable and versatile way. To set strong baselines, we present two methods for tackling the benchmark. In the first approach, we train specialist locomotion skills using on-policy reinforcement learning methods and combine them with a high-level navigation controller. In the second approach, we distill the specialist skills into a Transformer-based generalist locomotion policy, named Locomotion-Transformer, that can handle various terrains and adjust the robot's gait based on the perceived environment and robot states. Using a custom-built quadruped robot, we demonstrate that our method can complete the course at half the speed of a dog. We hope that our work represents a step towards creating controllers that enable robots to reach animal-level agility.

Job-SDF: A Multi-Granularity Dataset for Job Skill Demand Forecasting and Benchmarking

In a rapidly evolving job market, skill demand forecasting is crucial as it enables policymakers and businesses to anticipate and adapt to changes, ensuring that workforce skills align with market needs, thereby enhancing productivity and competitiveness. Additionally, by identifying emerging skill requirements, it directs individuals towards relevant training and education opportunities, promoting continuous self-learning and development. However, the absence of comprehensive datasets presents a significant challenge, impeding research and the advancement of this field. To bridge this gap, we present Job-SDF, a dataset designed to train and benchmark job-skill demand forecasting models. Based on 10.35 million public job advertisements collected from major online recruitment platforms in China between 2021 and 2023, this dataset encompasses monthly recruitment demand for 2,324 types of skills across 521 companies. Our dataset uniquely enables evaluating skill demand forecasting models at various granularities, including occupation, company, and regional levels. We benchmark a range of models on this dataset, evaluating their performance in standard scenarios, in predictions focused on lower value ranges, and in the presence of structural breaks, providing new insights for further research. Our code and dataset are publicly accessible via the https://github.com/Job-SDF/benchmark.

ReXVQA: A Large-scale Visual Question Answering Benchmark for Generalist Chest X-ray Understanding

We present ReXVQA, the largest and most comprehensive benchmark for visual question answering (VQA) in chest radiology, comprising approximately 696,000 questions paired with 160,000 chest X-rays studies across training, validation, and test sets. Unlike prior efforts that rely heavily on template based queries, ReXVQA introduces a diverse and clinically authentic task suite reflecting five core radiological reasoning skills: presence assessment, location analysis, negation detection, differential diagnosis, and geometric reasoning. We evaluate eight state-of-the-art multimodal large language models, including MedGemma-4B-it, Qwen2.5-VL, Janus-Pro-7B, and Eagle2-9B. The best-performing model (MedGemma) achieves 83.24% overall accuracy. To bridge the gap between AI performance and clinical expertise, we conducted a comprehensive human reader study involving 3 radiology residents on 200 randomly sampled cases. Our evaluation demonstrates that MedGemma achieved superior performance (83.84% accuracy) compared to human readers (best radiology resident: 77.27%), representing a significant milestone where AI performance exceeds expert human evaluation on chest X-ray interpretation. The reader study reveals distinct performance patterns between AI models and human experts, with strong inter-reader agreement among radiologists while showing more variable agreement patterns between human readers and AI models. ReXVQA establishes a new standard for evaluating generalist radiological AI systems, offering public leaderboards, fine-grained evaluation splits, structured explanations, and category-level breakdowns. This benchmark lays the foundation for next-generation AI systems capable of mimicking expert-level clinical reasoning beyond narrow pathology classification. Our dataset will be open-sourced at https://huggingface.co/datasets/rajpurkarlab/ReXVQA

AdaptMI: Adaptive Skill-based In-context Math Instruction for Small Language Models

In-context learning (ICL) allows a language model to improve its problem-solving capability when provided with suitable information in context. Since the choice of in-context information can be determined based on the problem itself, in-context learning is analogous to human learning from teachers in a classroom. Recent works (Didolkar et al., 2024a; 2024b) show that ICL performance can be improved by leveraging a frontier large language model's (LLM) ability to predict required skills to solve a problem, popularly referred to as an LLM's metacognition, and using the recommended skills to construct necessary in-context examples. While this skill-based strategy boosts ICL performance in larger models, its gains on small language models (SLMs) have been minimal, highlighting a performance gap in ICL capabilities. We investigate this gap and show that skill-based prompting can hurt SLM performance on easy questions by introducing unnecessary information, akin to cognitive overload. To address this, we introduce AdaptMI, an adaptive approach to selecting skill-based in-context Math Instructions for SLMs. Inspired by cognitive load theory from human pedagogy, our method only introduces skill-based examples when the model performs poorly. We further propose AdaptMI+, which adds examples targeted to the specific skills missing from the model's responses. On 5-shot evaluations across popular math benchmarks and five SLMs (1B--7B; Qwen, Llama), AdaptMI+ improves accuracy by up to 6% over naive skill-based strategies.

Symbolic Mixture-of-Experts: Adaptive Skill-based Routing for Heterogeneous Reasoning

Combining existing pre-trained expert LLMs is a promising avenue for scalably tackling large-scale and diverse tasks. However, selecting experts at the task level is often too coarse-grained, as heterogeneous tasks may require different expertise for each instance. To enable adaptive instance-level mixing of pre-trained LLM experts, we propose Symbolic-MoE, a symbolic, text-based, and gradient-free Mixture-of-Experts framework. Symbolic-MoE takes a fine-grained approach to selection by emphasizing skills, e.g., algebra in math or molecular biology in biomedical reasoning. We propose a skill-based recruiting strategy that dynamically selects the most relevant set of expert LLMs for diverse reasoning tasks based on their strengths. Each selected expert then generates its own reasoning, resulting in k outputs from k experts, which are then synthesized into a final high-quality response by an aggregator chosen based on its ability to integrate diverse reasoning outputs. We show that Symbolic-MoE's instance-level expert selection improves performance by a large margin but -- when implemented naively -- can introduce a high computational overhead due to the need for constant model loading and offloading. To address this, we implement a batch inference strategy that groups instances based on their assigned experts, loading each model only once. This allows us to integrate 16 expert models on 1 GPU with a time cost comparable to or better than prior multi-agent baselines using 4 GPUs. Through extensive evaluations on diverse benchmarks (MMLU-Pro, GPQA, AIME, and MedMCQA), we demonstrate that Symbolic-MoE outperforms strong LLMs like GPT4o-mini, as well as multi-agent approaches, with an absolute average improvement of 8.15% over the best multi-agent baseline. Moreover, Symbolic-MoE removes the need for expensive multi-round discussions, outperforming discussion baselines with less computation.

Multiple Choice Questions and Large Languages Models: A Case Study with Fictional Medical Data

Large Language Models (LLMs) like ChatGPT demonstrate significant potential in the medical field, often evaluated using multiple-choice questions (MCQs) similar to those found on the USMLE. Despite their prevalence in medical education, MCQs have limitations that might be exacerbated when assessing LLMs. To evaluate the effectiveness of MCQs in assessing the performance of LLMs, we developed a fictional medical benchmark focused on a non-existent gland, the Glianorex. This approach allowed us to isolate the knowledge of the LLM from its test-taking abilities. We used GPT-4 to generate a comprehensive textbook on the Glianorex in both English and French and developed corresponding multiple-choice questions in both languages. We evaluated various open-source, proprietary, and domain-specific LLMs using these questions in a zero-shot setting. The models achieved average scores around 67%, with minor performance differences between larger and smaller models. Performance was slightly higher in English than in French. Fine-tuned medical models showed some improvement over their base versions in English but not in French. The uniformly high performance across models suggests that traditional MCQ-based benchmarks may not accurately measure LLMs' clinical knowledge and reasoning abilities, instead highlighting their pattern recognition skills. This study underscores the need for more robust evaluation methods to better assess the true capabilities of LLMs in medical contexts.

Design of Negative Sampling Strategies for Distantly Supervised Skill Extraction

Skills play a central role in the job market and many human resources (HR) processes. In the wake of other digital experiences, today's online job market has candidates expecting to see the right opportunities based on their skill set. Similarly, enterprises increasingly need to use data to guarantee that the skills within their workforce remain future-proof. However, structured information about skills is often missing, and processes building on self- or manager-assessment have shown to struggle with issues around adoption, completeness, and freshness of the resulting data. Extracting skills is a highly challenging task, given the many thousands of possible skill labels mentioned either explicitly or merely described implicitly and the lack of finely annotated training corpora. Previous work on skill extraction overly simplifies the task to an explicit entity detection task or builds on manually annotated training data that would be infeasible if applied to a complete vocabulary of skills. We propose an end-to-end system for skill extraction, based on distant supervision through literal matching. We propose and evaluate several negative sampling strategies, tuned on a small validation dataset, to improve the generalization of skill extraction towards implicitly mentioned skills, despite the lack of such implicit skills in the distantly supervised data. We observe that using the ESCO taxonomy to select negative examples from related skills yields the biggest improvements, and combining three different strategies in one model further increases the performance, up to 8 percentage points in RP@5. We introduce a manually annotated evaluation benchmark for skill extraction based on the ESCO taxonomy, on which we validate our models. We release the benchmark dataset for research purposes to stimulate further research on the task.

FLASK: Fine-grained Language Model Evaluation based on Alignment Skill Sets

Evaluation of Large Language Models (LLMs) is challenging because aligning to human values requires the composition of multiple skills and the required set of skills varies depending on the instruction. Recent studies have evaluated the performance of LLMs in two ways, (1) automatic evaluation on several independent benchmarks and (2) human or machined-based evaluation giving an overall score to the response. However, both settings are coarse-grained evaluations, not considering the nature of user instructions that require instance-wise skill composition, which limits the interpretation of the true capabilities of LLMs. In this paper, we introduce FLASK (Fine-grained Language Model Evaluation based on Alignment SKill Sets), a fine-grained evaluation protocol that can be used for both model-based and human-based evaluation which decomposes coarse-level scoring to an instance-wise skill set-level. Specifically, we define 12 fine-grained skills needed for LLMs to follow open-ended user instructions and construct an evaluation set by allocating a set of skills for each instance. Additionally, by annotating the target domains and difficulty level for each instance, FLASK provides a holistic view with a comprehensive analysis of a model's performance depending on skill, domain, and difficulty. Through using FLASK, we compare multiple open-sourced and proprietary LLMs and observe highly-correlated findings between model-based and human-based evaluations. FLASK enables developers to more accurately measure the model performance and how it can be improved by analyzing factors that make LLMs proficient in particular skills. For practitioners, FLASK can be used to recommend suitable models for particular situations through comprehensive comparison among various LLMs. We release the evaluation data and code implementation at https://github.com/kaistAI/FLASK.

UBSoft: A Simulation Platform for Robotic Skill Learning in Unbounded Soft Environments

It is desired to equip robots with the capability of interacting with various soft materials as they are ubiquitous in the real world. While physics simulations are one of the predominant methods for data collection and robot training, simulating soft materials presents considerable challenges. Specifically, it is significantly more costly than simulating rigid objects in terms of simulation speed and storage requirements. These limitations typically restrict the scope of studies on soft materials to small and bounded areas, thereby hindering the learning of skills in broader spaces. To address this issue, we introduce UBSoft, a new simulation platform designed to support unbounded soft environments for robot skill acquisition. Our platform utilizes spatially adaptive resolution scales, where simulation resolution dynamically adjusts based on proximity to active robotic agents. Our framework markedly reduces the demand for extensive storage space and computation costs required for large-scale scenarios involving soft materials. We also establish a set of benchmark tasks in our platform, including both locomotion and manipulation tasks, and conduct experiments to evaluate the efficacy of various reinforcement learning algorithms and trajectory optimization techniques, both gradient-based and sampling-based. Preliminary results indicate that sampling-based trajectory optimization generally achieves better results for obtaining one trajectory to solve the task. Additionally, we conduct experiments in real-world environments to demonstrate that advancements made in our UBSoft simulator could translate to improved robot interactions with large-scale soft material. More videos can be found at https://vis-www.cs.umass.edu/ubsoft/.

Proposer-Agent-Evaluator(PAE): Autonomous Skill Discovery For Foundation Model Internet Agents

The vision of a broadly capable and goal-directed agent, such as an Internet-browsing agent in the digital world and a household humanoid in the physical world, has rapidly advanced, thanks to the generalization capability of foundation models. Such a generalist agent needs to have a large and diverse skill repertoire, such as finding directions between two travel locations and buying specific items from the Internet. If each skill needs to be specified manually through a fixed set of human-annotated instructions, the agent's skill repertoire will necessarily be limited due to the quantity and diversity of human-annotated instructions. In this work, we address this challenge by proposing Proposer-Agent-Evaluator, an effective learning system that enables foundation model agents to autonomously discover and practice skills in the wild. At the heart of PAE is a context-aware task proposer that autonomously proposes tasks for the agent to practice with context information of the environment such as user demos or even just the name of the website itself for Internet-browsing agents. Then, the agent policy attempts those tasks with thoughts and actual grounded operations in the real world with resulting trajectories evaluated by an autonomous VLM-based success evaluator. The success evaluation serves as the reward signal for the agent to refine its policies through RL. We validate PAE on challenging vision-based web navigation, using both real-world and self-hosted websites from WebVoyager and WebArena.To the best of our knowledge, this work represents the first effective learning system to apply autonomous task proposal with RL for agents that generalizes real-world human-annotated benchmarks with SOTA performances. Our open-source checkpoints and code can be found in https://yanqval.github.io/PAE/

VideoWebArena: Evaluating Long Context Multimodal Agents with Video Understanding Web Tasks

Videos are often used to learn or extract the necessary information to complete tasks in ways different than what text and static imagery alone can provide. However, many existing agent benchmarks neglect long-context video understanding, instead focusing on text or static image inputs. To bridge this gap, we introduce VideoWebArena (VideoWA), a benchmark for evaluating the capabilities of long-context multimodal agents for video understanding. VideoWA consists of 2,021 web agent tasks based on manually crafted video tutorials, which total almost four hours of content. For our benchmark, we define a taxonomy of long-context video-based agent tasks with two main areas of focus: skill retention and factual retention. While skill retention tasks evaluate whether an agent can use a given human demonstration to complete a task efficiently, the factual retention task evaluates whether an agent can retrieve instruction-relevant information from a video to complete a task. We find that the best model achieves 13.3% success on factual retention tasks and 45.8% on factual retention QA pairs, far below human performance at 73.9% and 79.3%, respectively. On skill retention tasks, long-context models perform worse with tutorials than without, exhibiting a 5% performance decrease in WebArena tasks and a 10.3% decrease in VisualWebArena tasks. Our work highlights the need to improve the agentic abilities of long-context multimodal models and provides a testbed for future development with long-context video agents.

PokéChamp: an Expert-level Minimax Language Agent

We introduce Pok\'eChamp, a minimax agent powered by Large Language Models (LLMs) for Pok\'emon battles. Built on a general framework for two-player competitive games, Pok\'eChamp leverages the generalist capabilities of LLMs to enhance minimax tree search. Specifically, LLMs replace three key modules: (1) player action sampling, (2) opponent modeling, and (3) value function estimation, enabling the agent to effectively utilize gameplay history and human knowledge to reduce the search space and address partial observability. Notably, our framework requires no additional LLM training. We evaluate Pok\'eChamp in the popular Gen 9 OU format. When powered by GPT-4o, it achieves a win rate of 76% against the best existing LLM-based bot and 84% against the strongest rule-based bot, demonstrating its superior performance. Even with an open-source 8-billion-parameter Llama 3.1 model, Pok\'eChamp consistently outperforms the previous best LLM-based bot, Pok\'ellmon powered by GPT-4o, with a 64% win rate. Pok\'eChamp attains a projected Elo of 1300-1500 on the Pok\'emon Showdown online ladder, placing it among the top 30%-10% of human players. In addition, this work compiles the largest real-player Pok\'emon battle dataset, featuring over 3 million games, including more than 500k high-Elo matches. Based on this dataset, we establish a series of battle benchmarks and puzzles to evaluate specific battling skills. We further provide key updates to the local game engine. We hope this work fosters further research that leverage Pok\'emon battle as benchmark to integrate LLM technologies with game-theoretic algorithms addressing general multiagent problems. Videos, code, and dataset available at https://sites.google.com/view/pokechamp-llm.

On the Measure of Intelligence

To make deliberate progress towards more intelligent and more human-like artificial systems, we need to be following an appropriate feedback signal: we need to be able to define and evaluate intelligence in a way that enables comparisons between two systems, as well as comparisons with humans. Over the past hundred years, there has been an abundance of attempts to define and measure intelligence, across both the fields of psychology and AI. We summarize and critically assess these definitions and evaluation approaches, while making apparent the two historical conceptions of intelligence that have implicitly guided them. We note that in practice, the contemporary AI community still gravitates towards benchmarking intelligence by comparing the skill exhibited by AIs and humans at specific tasks such as board games and video games. We argue that solely measuring skill at any given task falls short of measuring intelligence, because skill is heavily modulated by prior knowledge and experience: unlimited priors or unlimited training data allow experimenters to "buy" arbitrary levels of skills for a system, in a way that masks the system's own generalization power. We then articulate a new formal definition of intelligence based on Algorithmic Information Theory, describing intelligence as skill-acquisition efficiency and highlighting the concepts of scope, generalization difficulty, priors, and experience. Using this definition, we propose a set of guidelines for what a general AI benchmark should look like. Finally, we present a benchmark closely following these guidelines, the Abstraction and Reasoning Corpus (ARC), built upon an explicit set of priors designed to be as close as possible to innate human priors. We argue that ARC can be used to measure a human-like form of general fluid intelligence and that it enables fair general intelligence comparisons between AI systems and humans.

RewardBench 2: Advancing Reward Model Evaluation

Reward models are used throughout the post-training of language models to capture nuanced signals from preference data and provide a training target for optimization across instruction following, reasoning, safety, and more domains. The community has begun establishing best practices for evaluating reward models, from the development of benchmarks that test capabilities in specific skill areas to others that test agreement with human preferences. At the same time, progress in evaluation has not been mirrored by the effectiveness of reward models in downstream tasks -- simpler direct alignment algorithms are reported to work better in many cases. This paper introduces RewardBench 2, a new multi-skill reward modeling benchmark designed to bring new, challenging data for accuracy-based reward model evaluation -- models score about 20 points on average lower on RewardBench 2 compared to the first RewardBench -- while being highly correlated with downstream performance. Compared to most other benchmarks, RewardBench 2 sources new human prompts instead of existing prompts from downstream evaluations, facilitating more rigorous evaluation practices. In this paper, we describe our benchmark construction process and report how existing models perform on it, while quantifying how performance on the benchmark correlates with downstream use of the models in both inference-time scaling algorithms, like best-of-N sampling, and RLHF training algorithms like proximal policy optimization.