Mohammad Reza Taesiri

CV
h-index37
17papers
474citations
Novelty44%
AI Score43

17 Papers

CVJul 21, 2024Code
VideoGameBunny: Towards vision assistants for video games

Mohammad Reza Taesiri, Cor-Paul Bezemer

Large multimodal models (LMMs) hold substantial promise across various domains, from personal assistance in daily tasks to sophisticated applications like medical diagnostics. However, their capabilities have limitations in the video game domain, such as challenges with scene understanding, hallucinations, and inaccurate descriptions of video game content, especially in open-source models. This paper describes the development of VideoGameBunny, a LLaVA-style model based on Bunny, specifically tailored for understanding images from video games. We release intermediate checkpoints, training logs, and an extensive dataset comprising 185,259 video game images from 413 titles, along with 389,565 image-instruction pairs that include image captions, question-answer pairs, and a JSON representation of 16 elements of 136,974 images. Our experiments show that our high quality game-related data has the potential to make a relatively small model outperform the much larger state-of-the-art model LLaVa-1.6-34b (which has more than 4x the number of parameters). Our study paves the way for future research in video game understanding on tasks such as playing, commentary, and debugging. Code and data are available at https://videogamebunny.github.io/

CVAug 25, 2023
PCNN: Probable-Class Nearest-Neighbor Explanations Improve Fine-Grained Image Classification Accuracy for AIs and Humans

Giang, Nguyen, Valerie Chen et al. · cmu

Nearest neighbors (NN) are traditionally used to compute final decisions, e.g., in Support Vector Machines or k-NN classifiers, and to provide users with explanations for the model's decision. In this paper, we show a novel utility of nearest neighbors: To improve predictions of a frozen, pretrained image classifier C. We leverage an image comparator S that (1) compares the input image with NN images from the top-K most probable classes given by C; and (2) uses scores from S to weight the confidence scores of C to refine predictions. Our method consistently improves fine-grained image classification accuracy on CUB-200, Cars-196, and Dogs-120. Also, a human study finds that showing users our probable-class nearest neighbors (PCNN) reduces over-reliance on AI, thus improving their decision accuracy over prior work which only shows only the most-probable (top-1) class examples.

CVApr 11, 2023
ImageNet-Hard: The Hardest Images Remaining from a Study of the Power of Zoom and Spatial Biases in Image Classification

Mohammad Reza Taesiri, Giang Nguyen, Sarra Habchi et al.

Image classifiers are information-discarding machines, by design. Yet, how these models discard information remains mysterious. We hypothesize that one way for image classifiers to reach high accuracy is to first zoom to the most discriminative region in the image and then extract features from there to predict image labels, discarding the rest of the image. Studying six popular networks ranging from AlexNet to CLIP, we find that proper framing of the input image can lead to the correct classification of 98.91% of ImageNet images. Furthermore, we uncover positional biases in various datasets, especially a strong center bias in two popular datasets: ImageNet-A and ObjectNet. Finally, leveraging our insights into the potential of zooming, we propose a test-time augmentation (TTA) technique that improves classification accuracy by forcing models to explicitly perform zoom-in operations before making predictions. Our method is more interpretable, accurate, and faster than MEMO, a state-of-the-art (SOTA) TTA method. We introduce ImageNet-Hard, a new benchmark that challenges SOTA classifiers including large vision-language models even when optimal zooming is allowed.

CLOct 5, 2022
Large Language Models are Pretty Good Zero-Shot Video Game Bug Detectors

Mohammad Reza Taesiri, Finlay Macklon, Yihe Wang et al.

Video game testing requires game-specific knowledge as well as common sense reasoning about the events in the game. While AI-driven agents can satisfy the first requirement, it is not yet possible to meet the second requirement automatically. Therefore, video game testing often still relies on manual testing, and human testers are required to play the game thoroughly to detect bugs. As a result, it is challenging to fully automate game testing. In this study, we explore the possibility of leveraging the zero-shot capabilities of large language models for video game bug detection. By formulating the bug detection problem as a question-answering task, we show that large language models can identify which event is buggy in a sequence of textual descriptions of events from a game. To this end, we introduce the GameBugDescriptions benchmark dataset, which consists of 167 buggy gameplay videos and a total of 334 question-answer pairs across 8 games. We extensively evaluate the performance of six models across the OPT and InstructGPT large language model families on our benchmark dataset. Our results show promising results for employing language models to detect video game bugs. With the proper prompting technique, we could achieve an accuracy of 70.66%, and on some video games, up to 78.94%. Our code, evaluation data and the benchmark can be found on https://asgaardlab.github.io/LLMxBugs

CVMar 21, 2022
CLIP meets GamePhysics: Towards bug identification in gameplay videos using zero-shot transfer learning

Mohammad Reza Taesiri, Finlay Macklon, Cor-Paul Bezemer

Gameplay videos contain rich information about how players interact with the game and how the game responds. Sharing gameplay videos on social media platforms, such as Reddit, has become a common practice for many players. Often, players will share gameplay videos that showcase video game bugs. Such gameplay videos are software artifacts that can be utilized for game testing, as they provide insight for bug analysis. Although large repositories of gameplay videos exist, parsing and mining them in an effective and structured fashion has still remained a big challenge. In this paper, we propose a search method that accepts any English text query as input to retrieve relevant videos from large repositories of gameplay videos. Our approach does not rely on any external information (such as video metadata); it works solely based on the content of the video. By leveraging the zero-shot transfer capabilities of the Contrastive Language-Image Pre-Training (CLIP) model, our approach does not require any data labeling or training. To evaluate our approach, we present the $\texttt{GamePhysics}$ dataset consisting of 26,954 videos from 1,873 games, that were collected from the GamePhysics section on the Reddit website. Our approach shows promising results in our extensive analysis of simple queries, compound queries, and bug queries, indicating that our approach is useful for object and event detection in gameplay videos. An example application of our approach is as a gameplay video search engine to aid in reproducing video game bugs. Please visit the following link for the code and the data: https://asgaardlab.github.io/CLIPxGamePhysics/

CVJul 26, 2022
Visual correspondence-based explanations improve AI robustness and human-AI team accuracy

Giang Nguyen, Mohammad Reza Taesiri, Anh Nguyen

Explaining artificial intelligence (AI) predictions is increasingly important and even imperative in many high-stakes applications where humans are the ultimate decision-makers. In this work, we propose two novel architectures of self-interpretable image classifiers that first explain, and then predict (as opposed to post-hoc explanations) by harnessing the visual correspondences between a query image and exemplars. Our models consistently improve (by 1 to 4 points) on out-of-distribution (OOD) datasets while performing marginally worse (by 1 to 2 points) on in-distribution tests than ResNet-50 and a $k$-nearest neighbor classifier (kNN). Via a large-scale, human study on ImageNet and CUB, our correspondence-based explanations are found to be more useful to users than kNN explanations. Our explanations help users more accurately reject AI's wrong decisions than all other tested methods. Interestingly, for the first time, we show that it is possible to achieve complementary human-AI team accuracy (i.e., that is higher than either AI-alone or human-alone), in ImageNet and CUB image classification tasks.

AIJul 9, 2024
Vision language models are blind: Failing to translate detailed visual features into words

Pooyan Rahmanzadehgervi, Logan Bolton, Mohammad Reza Taesiri et al.

While large language models with vision capabilities (VLMs), e.g., GPT-4o and Gemini 1.5 Pro, score high on many vision-understanding benchmarks, they are still struggling with low-level vision tasks that are easy to humans. Specifically, on BlindTest, our suite of 7 very simple tasks, including identifying (a) whether two circles overlap; (b) how many times two lines intersect; (c) which letter is being circled in a word; and (d) the number of circles in an Olympic-like logo, four state-of-the-art VLMs are only 58.07% accurate on average. Claude 3.5 Sonnet performs the best at 77.84% accuracy, far from the human expected accuracy of 100%. Across different image resolutions and line widths, VLMs including slow-thinking models consistently struggle with those tasks that require precise spatial information when geometric primitives overlap or are close. Yet, VLMs perform at near-100% accuracy when much more space is added to separate shapes and letters. Linear probing experiments show that vision encoders contain sufficient visual information to solve BlindTest and that language models fail to decode this information into correct answers. Code and data are at: https://vlmsareblind.github.io

CVApr 8, 2024Code
Allowing humans to interactively guide machines where to look does not always improve human-AI team's classification accuracy

Giang Nguyen, Mohammad Reza Taesiri, Sunnie S. Y. Kim et al.

Via thousands of papers in Explainable AI (XAI), attention maps \cite{vaswani2017attention} and feature importance maps \cite{bansal2020sam} have been established as a common means for finding how important each input feature is to an AI's decisions. It is an interesting, unexplored question whether allowing users to edit the feature importance at test time would improve a human-AI team's accuracy on downstream tasks. In this paper, we address this question by leveraging CHM-Corr, a state-of-the-art, ante-hoc explainable classifier \cite{taesiri2022visual} that first predicts patch-wise correspondences between the input and training-set images, and then bases on them to make classification decisions. We build CHM-Corr++, an interactive interface for CHM-Corr, enabling users to edit the feature importance map provided by CHM-Corr and observe updated model decisions. Via CHM-Corr++, users can gain insights into if, when, and how the model changes its outputs, improving their understanding beyond static explanations. However, our study with 18 expert users who performed 1,400 decisions finds no statistical significance that our interactive approach improves user accuracy on CUB-200 bird image classification over static explanations. This challenges the hypothesis that interactivity can boost human-AI team accuracy and raises needs for future research. We open-source CHM-Corr++, an interactive tool for editing image classifier attention (see an interactive demo here: http://137.184.82.109:7080/). We release code and data on github: https://github.com/anguyen8/chm-corr-interactive.

CVFeb 13, 2025
ZeroBench: An Impossible Visual Benchmark for Contemporary Large Multimodal Models

Jonathan Roberts, Mohammad Reza Taesiri, Ansh Sharma et al. · cambridge, oxford

Large Multimodal Models (LMMs) exhibit major shortfalls when interpreting images and, by some measures, have poorer spatial cognition than small children or animals. Despite this, they attain high scores on many popular visual benchmarks, with headroom rapidly eroded by an ongoing surge of model progress. To address this, there is a pressing need for difficult benchmarks that remain relevant for longer. We take this idea to its limit by introducing ZeroBench-a lightweight visual reasoning benchmark that is entirely impossible for contemporary frontier LMMs. Our benchmark consists of 100 manually curated questions and 334 less difficult subquestions. We evaluate 20 LMMs on ZeroBench, all of which score 0.0%, and rigorously analyse the errors. To encourage progress in visual understanding, we publicly release ZeroBench.

CVDec 8, 2023
GlitchBench: Can large multimodal models detect video game glitches?

Mohammad Reza Taesiri, Tianjun Feng, Anh Nguyen et al.

Large multimodal models (LMMs) have evolved from large language models (LLMs) to integrate multiple input modalities, such as visual inputs. This integration augments the capacity of LLMs for tasks requiring visual comprehension and reasoning. However, the extent and limitations of their enhanced abilities are not fully understood, especially when it comes to real-world tasks. To address this gap, we introduce GlitchBench, a novel benchmark derived from video game quality assurance tasks, to test and evaluate the reasoning capabilities of LMMs. Our benchmark is curated from a variety of unusual and glitched scenarios from video games and aims to challenge both the visual and linguistic reasoning powers of LMMs in detecting and interpreting out-of-the-ordinary events. We evaluate multiple state-of-the-art LMMs, and we show that GlitchBench presents a new challenge for these models. Code and data are available at: https://glitchbench.github.io/

LGMay 29, 2025
Vision Language Models are Biased

An Vo, Khai-Nguyen Nguyen, Mohammad Reza Taesiri et al.

Large language models (LLMs) memorize a vast amount of prior knowledge from the Internet that helps them on downstream tasks but also may notoriously sway their outputs towards wrong or biased answers. In this work, we test how the knowledge about popular subjects hurt the accuracy of vision language models (VLMs) on standard, objective visual tasks of counting and identification. We find that state-of-the-art VLMs are strongly biased (e.g., unable to recognize the 4th stripe has been added to a 3-stripe Adidas logo) scoring an average of 17.05% accuracy in counting (e.g., counting stripes in an Adidas-like logo) across 7 diverse domains from animals, logos, chess, board games, optical illusions, to patterned grids. Removing image backgrounds nearly doubles accuracy (21.09 percentage points), revealing that contextual visual cues trigger these biased responses. Further analysis of VLMs' reasoning patterns shows that counting accuracy initially rises with thinking tokens, reaching ~40%, before declining with excessive reasoning. Our work presents an interesting failure mode in VLMs and a human-supervised automated framework for testing VLM biases. Code and data are available at: vlmsarebiased.github.io.

CLMar 3, 2025
HoT: Highlighted Chain of Thought for Referencing Supporting Facts from Inputs

Tin Nguyen, Logan Bolton, Mohammad Reza Taesiri et al.

An Achilles heel of Large Language Models (LLMs) is their tendency to hallucinate non-factual statements. A response mixed of factual and non-factual statements poses a challenge for humans to verify and accurately base their decisions on. To combat this problem, we propose Highlighted Chain-of-Thought Prompting (HoT), a technique for prompting LLMs to generate responses with XML tags that ground facts to those provided in the query. That is, given an input question, LLMs would first re-format the question to add XML tags highlighting key facts, and then, generate a response with highlights over the facts referenced from the input. Interestingly, in few-shot settings, HoT outperforms vanilla chain of thought prompting (CoT) on a wide range of 17 tasks from arithmetic, reading comprehension to logical reasoning. When asking humans to verify LLM responses, highlights help time-limited participants to more accurately and efficiently recognize when LLMs are correct. Yet, surprisingly, when LLMs are wrong, HoTs tend to make users believe that an answer is correct.

73.6CVApr 23
SketchVLM: Vision language models can annotate images to explain thoughts and guide users

Brandon Collins, Logan Bolton, Hung Huy Nguyen et al.

When answering questions about images, humans naturally point, label, and draw to explain their reasoning. In contrast, modern vision-language models (VLMs) such as Gemini-3-Pro and GPT-5 only respond with text, which can be difficult for users to verify. We present SketchVLM, a training-free, model-agnostic framework that enables VLMs to produce non-destructive, editable SVG overlays on the input image to visually explain their answers. Across seven benchmarks spanning visual reasoning (maze navigation, ball-drop trajectory prediction, and object counting) and drawing (part labeling, connecting-the-dots, and drawing shapes around objects), SketchVLM improves visual reasoning task accuracy by up to +28.5 percentage points and annotation quality by up to 1.48x relative to image-editing and fine-tuned sketching baselines, while also producing annotations that are more faithful to the model's stated answer. We find that single-turn generation already achieves strong accuracy and annotation quality, and multi-turn generation opens up further opportunities for human-AI collaboration. An interactive demo and code are at https://sketchvlm.github.io/.

CVMay 21, 2025
VideoGameQA-Bench: Evaluating Vision-Language Models for Video Game Quality Assurance

Mohammad Reza Taesiri, Abhijay Ghildyal, Saman Zadtootaghaj et al.

With video games now generating the highest revenues in the entertainment industry, optimizing game development workflows has become essential for the sector's sustained growth. Recent advancements in Vision-Language Models (VLMs) offer considerable potential to automate and enhance various aspects of game development, particularly Quality Assurance (QA), which remains one of the industry's most labor-intensive processes with limited automation options. To accurately evaluate the performance of VLMs in video game QA tasks and determine their effectiveness in handling real-world scenarios, there is a clear need for standardized benchmarks, as existing benchmarks are insufficient to address the specific requirements of this domain. To bridge this gap, we introduce VideoGameQA-Bench, a comprehensive benchmark that covers a wide array of game QA activities, including visual unit testing, visual regression testing, needle-in-a-haystack tasks, glitch detection, and bug report generation for both images and videos of various games. Code and data are available at: https://asgaardlab.github.io/videogameqa-bench/

CVMay 22, 2025
Understanding Generative AI Capabilities in Everyday Image Editing Tasks

Mohammad Reza Taesiri, Brandon Collins, Logan Bolton et al.

Generative AI (GenAI) holds significant promise for automating everyday image editing tasks, especially following the recent release of GPT-4o on March 25, 2025. However, what subjects do people most often want edited? What kinds of editing actions do they want to perform (e.g., removing or stylizing the subject)? Do people prefer precise edits with predictable outcomes or highly creative ones? By understanding the characteristics of real-world requests and the corresponding edits made by freelance photo-editing wizards, can we draw lessons for improving AI-based editors and determine which types of requests can currently be handled successfully by AI editors? In this paper, we present a unique study addressing these questions by analyzing 83k requests from the past 12 years (2013-2025) on the Reddit community, which collected 305k PSR-wizard edits. According to human ratings, approximately only 33% of requests can be fulfilled by the best AI editors (including GPT-4o, Gemini-2.0-Flash, SeedEdit). Interestingly, AI editors perform worse on low-creativity requests that require precise editing than on more open-ended tasks. They often struggle to preserve the identity of people and animals, and frequently make non-requested touch-ups. On the other side of the table, VLM judges (e.g., o1) perform differently from human judges and may prefer AI edits more than human edits. Code and qualitative examples are available at: https://psrdataset.github.io

LGMay 24, 2025
B-score: Detecting biases in large language models using response history

An Vo, Mohammad Reza Taesiri, Daeyoung Kim et al.

Large language models (LLMs) often exhibit strong biases, e.g, against women or in favor of the number 7. We investigate whether LLMs would be able to output less biased answers when allowed to observe their prior answers to the same question in a multi-turn conversation. To understand which types of questions invite more biased answers, we test LLMs on our proposed set of questions that span 9 topics and belong to three types: (1) Subjective; (2) Random; and (3) Objective. Interestingly, LLMs are able to "de-bias" themselves in a multi-turn conversation in response to questions that seek an Random, unbiased answer. Furthermore, we propose B-score, a novel metric that is effective in detecting biases to Subjective, Random, Easy, and Hard questions. On MMLU, HLE, and CSQA, leveraging B-score substantially improves the verification accuracy of LLM answers (i.e, accepting LLM correct answers and rejecting incorrect ones) compared to using verbalized confidence scores or the frequency of single-turn answers alone. Code and data are available at: https://b-score.github.io.

SISep 25, 2021
Under the Skin of Foundation NFT Auctions

MohammadAmin Fazli, Ali Owfi, Mohammad Reza Taesiri

Non Fungible Tokens (NFTs) have gained a solid foothold within the crypto community, and substantial amounts of money have been allocated to their trades. In this paper, we studied one of the most prominent marketplaces dedicated to NFT auctions and trades, Foundation. We analyzed the activities on Foundation and identified several intriguing underlying dynamics that occur on this platform. Moreover, We performed social network analysis on a graph that we had created based on transferred NFTs on Foundation, and then described the characteristics of this graph. Lastly, We built a neural network-based similarity model for retrieving and clustering similar NFTs. We also showed that for most NFTs, their performances in auctions were comparable with the auction performance of other NFTs in their cluster.