ReasonLab: A Controlled and Auditable Evaluation of Prompting Techniques for Multiple-Choice QA
Inder PreetShuxin LinDhaval Patel
Sep 2026
Artificial IntelligenceNatural Language Processing
Abstract
Probing the capabilities of Large Language Models (LLMs) and building robust solutions for Multiple-Choice Question Answering (MCQA) remain central challenges in natural language understanding. Furthermore, the rapid proliferation of LLMs has created the implicit assumption that more sophisticated prompting techniques yield better performance. Several studies claim such gains, but report them under differing models, prompt wordings and answer-extraction rules, so the gains cannot be attributed to the technique alone. We address this gap with ReasonLab, an evaluation framework in which the prompting technique is a first-class experimental variable alongside the model and the dataset, and which retains every generation for inspection. Using ReasonLab we conduct a controlled study of 8 prompting techniques across 10 MCQA datasets, 27 model configurations and 480,927 evaluations at temperature 0. We find that the prompting technique is a minor determinant of accuracy: on configurations without a reasoning budget the reasoning triggers improve on direct prompting by only 3.92 to 4.69 pp and are indistinguishable from one another, and on configurations with reasoning enabled no technique differs by more than 0.51 pp. Self-Generate is the only technique with a consistent effect, a reduction of 2.95 pp. We further investigate three phenomena: (1) the comparison of models on a common set of datasets, where model size does not predict accuracy, (2) the trade-offs across thinking budgets, where enabling reasoning is worth up to 12.74 pp whereas an eightfold budget increase adds only 0.48 to 2.10 pp, and (3) the variation in dataset difficulty, with 60% of benchmarks below 70% accuracy and a 43.9 pp spread from easiest to hardest. These results suggest that, for MCQA, the prompting technique is a minor lever compared with enabling model reasoning, and that substantial headroom remains.
This paper investigates developing real-world perception for active agents, proposes Gibson Environment for this purpose, and showcases a set of perceptual tasks learned therein.
F. Xia, Amir Zamir, Zhi-Yang He et al.· 2018 IEEE/CVF Conference on...· 1,069 citations· ⚡112
This publication proposes a definition and a classification of agile software development approaches and analyses ten software development methods that can be characterized as being "agile" against the defined criterion.
P. Abrahamsson, O. Salo, Jussi Ronkainen et al.· arXiv.org· 727 citations· ⚡54
Consequences of happiness and unhappiness that are beneficial and detrimental for developers' mental well-being, the software development process, and the produced artifacts are found.
D. Graziotin, Fabian Fagerholm, Xiaofeng Wang et al.· Journal of Systems and Softw...· 236 citations· ⚡13
The Mobile-D approach is briefly outlined here and the experiences gained from four case studies are discussed, which helped develop an agile development approach for mobile application development.
P. Abrahamsson, Antti Hanhineva, H. Hulkko et al.· Conference on Object-Oriente...· 225 citations· ⚡18
GAOKAO-Bench is introduced, an intuitive benchmark that employs questions from the Chinese GAOKAO examination as test samples, including both subjective and objective questions that contribute a robust evaluation benchmark for future large language models and offers valuable insights into the advantages and limitations...
Xiaotian Zhang, Chun-yan Li, Yi Zong et al.· arXiv.org· 216 citations· ⚡17
A study with 42 participants investigates the relationship between the affective states, creativity, and analytical problem-solving skills of software developers and offers support for the claim that happy developers are indeed better problem solvers in terms of their analytical abilities.
D. Graziotin, Xiaofeng Wang, P. Abrahamsson· PeerJ· 216 citations· ⚡13