Because otherwise using a LLM to generate complex svgs is pretty niche and what I thought made this a good benchmark when it was new - generalized programming and spatial knowledge.
Obviously image gen in svg format is not a particularly hard problem if tackled directly on its own.
reminds me of this Key and Peele skit
AI image generation suffers from this more generally. You can generate pictures of pelicans, sure. Newer models clearly generate images with more pelican-ness than before. But all of it is still uglier than sin. Drawing things accurately is one thing, making results that someone might actually want to use (without embarrassing themselves) is something else.
As for conventional diffusion-model stuff, I happen to think there are some pieces of AI art that still look really good even knowing they're AI.
...which.. hmm I dunno if they are same or not
That said, I think this would correlate relatively little with general programming ability. They're not unrelated, of course, but being able to generate code that paints an accurate + esthetically pleasing image is quite different from generating code that achieves a non-spatial goal.
That simonw is causing labs to do extra fine-tuning runs for this seems highly probable :)
"Simon Willison, among other things, is an advocate for the inclusion of pelican geometry in LLM training datasets."
Similar thing happened when TPC came up with SQL benchmarks.
If you're not good at TPC, your engineering team is no good.
If you're good at TPC, then (as a customer) we will actually include you in a bake-off benchmark for our specific problem.
Winning on it is the price of admittance into the game, especially in a crowded market.
But how narrowly you benchmarket matters, you can't just hard-code that specific scenario & not fix anything adjacent while you're at it.
For example when it comes to GPUs, the "Quack3" (sic) benchmark on ATI cards comes to mind.
Snakes on a plane, weasels on a diesel, spiders on a glider, baboons on a balloon, goats on a boat.