aiqbench analysis
This study reveals significant performance gaps between commercial and open-weight LLMs across 30 languages, demonstrating that linguistic parity remains elusive despite advancements in low-resource environments. The findings highlight a persistent cost disparity where non-English deployments incur substantially higher operational expenses while delivering lower scores than English counterparts. These results underscore the structural challenges in achieving true global AI accessibility beyond simple data volume increases.
Language Equality has a Price: A Systematic Investigation of Multi-turn LLM Performance for EU-24+
arXiv:2608.01395v1 Announce Type: cross Abstract: We evaluate large language models (LLMs) as language agents playing goal-directed dialogue games in self-play across 30 languages: the 24 official EU languages plus six others. Unlike static or preference-based evaluation, this paradigm is multi-turn, reference-free and programmatically scored, and because the game mechanics are language-agnostic it extends to a new language by localising a fixed set of prompt and word-list files. Evaluating nine open-weight and commercial LLMs, we find that no open-weight model covers the EU-24 well: in every official language both commercial systems outscore every open-weight model, and the two weakest average below 40 points across the EU-24. The commercial systems stay ahead even in languages with four orders of magnitude less public web text, showing that linguistic parity is achievable, but not from public crawls alone. A model's home region lifts it without closing the gap: Chinese is the strongest of all 30 languages for two Chinese-developed models, yet the best Chinese score of any model belongs to a US commercial system. Coverage is also not parity of service. Pooled over models and languages, the median non-English language costs 31% more to run than English, and scores 10% lower.
Abstract:We evaluate large language models (LLMs) as language agents playing goal-directed dialogue games in self-play across 30 languages: the 24 official EU languages plus six others. Unlike static or preference-based evaluation, this paradigm is multi-turn, reference-free and programmatically scored, and because the game mechanics are language-agnostic it extends to a new language by localising a fixed set of prompt and word-list files. Evaluating nine open-weight and commercial LLMs, we find that no open-weight model covers the EU-24 well: in every official language both commercial systems outscore every open-weight model, and the two weakest average below 40 points across the EU-24. The commercial systems stay ahead even in languages with four orders of magnitude less public web text, showing that linguistic parity is achievable, but not from public crawls alone. A model's home region lifts it without closing the gap: Chinese is the strongest of all 30 languages for two Chinese-developed models, yet the best Chinese score of any model belongs to a US commercial system. Coverage is also not parity of service. Pooled over models and languages, the median non-English language costs 31% more to run than English, and scores 10% lower.
Computation and Language (cs.CL); Artificial Intelligence (cs.AI)
arXiv:2608.01395 [cs.CL]
(or arXiv:2608.01395v1 [cs.CL] for this version)
https://doi.org/10.48550/arXiv.2608.01395 Focus to learn more arXiv-issued DOI via DataCite (pending registration)
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Full text under the publisher's open licence · 290 words
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