Hues and Cues: Human vs. CLIP

Fuente: arXiv
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Autori principali: Alabau-Bosque, Nuria, Vila-Tomás, Jorge, Daudén-Oliver, Paula, Hernández-Cámara, Pablo, Jaén-Lorites, Jose Manuel, Laparra, Valero, Malo, Jesús
Natura: Preprint
Pubblicazione: 2025
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author Alabau-Bosque, Nuria
Vila-Tomás, Jorge
Daudén-Oliver, Paula
Hernández-Cámara, Pablo
Jaén-Lorites, Jose Manuel
Laparra, Valero
Malo, Jesús
author_facet Alabau-Bosque, Nuria
Vila-Tomás, Jorge
Daudén-Oliver, Paula
Hernández-Cámara, Pablo
Jaén-Lorites, Jose Manuel
Laparra, Valero
Malo, Jesús
contents Playing games is inherently human, and a lot of games are created to challenge different human characteristics. However, these tasks are often left out when evaluating the human-like nature of artificial models. The objective of this work is proposing a new approach to evaluate artificial models via board games. To this effect, we test the color perception and color naming capabilities of CLIP by playing the board game Hues & Cues and assess its alignment with humans. Our experiments show that CLIP is generally well aligned with human observers, but our approach brings to light certain cultural biases and inconsistencies when dealing with different abstraction levels that are hard to identify with other testing strategies. Our findings indicate that assessing models with different tasks like board games can make certain deficiencies in the models stand out in ways that are difficult to test with the commonly used benchmarks.
format Preprint
id arxiv_https___arxiv_org_abs_2509_02305
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Hues and Cues: Human vs. CLIP
Alabau-Bosque, Nuria
Vila-Tomás, Jorge
Daudén-Oliver, Paula
Hernández-Cámara, Pablo
Jaén-Lorites, Jose Manuel
Laparra, Valero
Malo, Jesús
Computer Vision and Pattern Recognition
Playing games is inherently human, and a lot of games are created to challenge different human characteristics. However, these tasks are often left out when evaluating the human-like nature of artificial models. The objective of this work is proposing a new approach to evaluate artificial models via board games. To this effect, we test the color perception and color naming capabilities of CLIP by playing the board game Hues & Cues and assess its alignment with humans. Our experiments show that CLIP is generally well aligned with human observers, but our approach brings to light certain cultural biases and inconsistencies when dealing with different abstraction levels that are hard to identify with other testing strategies. Our findings indicate that assessing models with different tasks like board games can make certain deficiencies in the models stand out in ways that are difficult to test with the commonly used benchmarks.
title Hues and Cues: Human vs. CLIP
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2509.02305