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MODULE 2: BENCHMARK DESIGN · SCENE 05

Difficulty & Discrimination

Item difficulty p and discrimination d: why floor and ceiling items waste budget and what a useful spread looks like.

DIFFICULTY BANDp ∈ [0.10, 0.90]5/6 KEPT · MEAN d 0.51
multi-digit multiply · p 0.12 · d 0.68code repair · p 0.38 · d 0.61logic puzzle · p 0.47 · d 0.58commonsense QA · p 0.55 · d 0.45news summary · p 0.81 · d 0.22capital recall · p 0.94 · d 0.08 · CULLEDSIZE = DISCRIMINATION · BAND EDGES = CULLING THRESHOLDS

Floor and ceiling items look easy to write and cost you information. Keeping everything keeps the noise too.

TECHNICAL BREAKDOWNModule 2: Benchmark Design

Difficulty and discrimination decide an item's value

Two classical item statistics tell you whether an item earns its place. Difficulty p is the fraction answering correctly. Discrimination d is how sharply the item separates stronger from weaker models. Items at the floor or ceiling add noise without information.

Difficulty p

p near 0.0 is a floor item (everyone fails), p near 1.0 a ceiling item (everyone passes). Both provide little signal.

Discrimination d

d = p(top group) − p(bottom group). High d means the item tracks the capability under test.

Aim for a spread

A test that is uniformly hard produces a compressed score distribution and a wide confidence interval.

MATHEMATICAL FORMULATION · DISCRIMINATION INDEX
d = p_top − p_bottom

If the top quartile of models answers 0.9 and the bottom quartile 0.2, d = 0.7 — a strongly discriminating item. If both answer 0.5, d = 0 and the item is uninformative.

REAL-WORLD PRODUCTION ENGINEERING
  • Psychometrics teams routinely cull items with p < 0.1 or p > 0.9 before freezing a suite.
  • Adaptive testing picks the next item near the examinee's current ability to maximize information per item.