Evaluation as a System
Status: early draft.
A system is not a big pile of evaluations
Section titled “A system is not a big pile of evaluations”The central shift in this field is treating the system — not the individual evaluation — as the unit of design.
An evaluation is an artifact: a number, a grade, a report. An evaluation system is the standing machinery that produces such artifacts repeatedly, of a roughly consistent type. A firm issuing health grades for restaurants, an analyst team scoring acquisition targets, a charity evaluator publishing cost-effectiveness estimates — each is a system, and each lives or dies on properties no single evaluation has: throughput, cost-per-item, consistency across items, latency, and how gracefully it absorbs change.
When you optimize a system, optimizing any one evaluation is usually the wrong objective. You accept that some individual outputs are rougher than a bespoke study would be, in exchange for producing thousands of them at a cost that lets the results actually get used. This is the same move lean manufacturing makes against artisanal production, and the right reference disciplines are the systems ones — lean manufacturing, software architecture, engineering management — not evaluation philosophy or single-study methodology.
The design space: accuracy × quantity × cost
Section titled “The design space: accuracy × quantity × cost”Every evaluation system is a point in a three-way trade-off:
- Accuracy — how close outputs are to what a much more expensive process would conclude.
- Quantity — how many items the system can cover.
- Cost — total resources per item (analyst time, compute, data).
You can usually buy more of any two by giving up the third. A hand-curated expert panel is high-accuracy, low-quantity, high-cost. A purely statistical index is low-cost, high-quantity, and accurate only where the metric happens to capture what matters. Most of the interesting engineering is in moving the whole frontier outward — getting more accuracy and quantity per dollar — rather than just sliding along it.
LLMs are interesting precisely because they promise to bend this frontier: they collapse the cost of the labor-intensive steps, which can buy back quantity without (one hopes) surrendering too much accuracy. Whether that hope holds is an open question — see Cruxes.
The questions that define a system
Section titled “The questions that define a system”Designing or critiquing a system means answering, at minimum:
- Team. Who produces the judgments — analysts, experts, crowds, models? At what cost per item?
- Data infrastructure. What does the system stand on? Where do inputs come from and how fresh are they?
- Audience and purpose. Who consumes the outputs, and what decisions are they meant to support? (This determines how much accuracy is actually needed.)
- Consistency. How do you keep thousands of estimates coherent with each other?
- Propagation. When one input or estimate updates, how does the change flow to everything downstream?
- Funding and incentives. How is the system paid for, and what stops it from being captured or corrupted?
The last two are where systems most often fail in ways a single-evaluation mindset never sees coming. Consistency and propagation are the reason an evaluation system resembles a database with opinions more than a stack of reports; funding and incentives are the reason it resembles an institution more than a tool.
Consistency and propagation
Section titled “Consistency and propagation”At small scale, inconsistency is invisible. At ten thousand items it is the dominant failure mode: estimate A implies one thing, estimate B implies its opposite, and no human ever notices because no human reads both. A serious system needs some mechanism — shared inputs, derived-value chains, automated checks — that makes “these two outputs contradict each other” a detectable, ideally automatable, event.
Propagation is the dynamic version of the same problem. The world moves; a key input changes; in a pile of static reports, every downstream conclusion is now silently stale. A system worth the name knows what depends on what, and can re-derive (or at least flag) the affected outputs. This is one of the strongest arguments for estimation functions and structured ontologies over free-text reports: structure is what makes propagation possible.
Grading systems: a capability ladder
Section titled “Grading systems: a capability ladder”If the system is the unit of design, we should be able to grade systems. Autonomous driving has “Level 4”; evaluation engineering has no equivalent yet, and would benefit from one. A shared capability ladder — backed by a formalization of the inputs and outputs of estimation/evaluation work — would let practitioners say how advanced a given system is, compare two systems, draw historical trends, and project forward.
“Advanced” evaluation systems, in this sense, just means high on that ladder: great cost-effectiveness, wide generality, and a real ability to create value for the agents that consume their outputs. Note the deliberate separation of capability from implementation — a system can be advanced whether its internals are symbolic or not. Building the ladder itself is open work; see Open Problems.
How the rest of the wiki hangs off this
Section titled “How the rest of the wiki hangs off this”The systems view is what makes the other pages cohere:
- The Four Components are the reusable parts you assemble a system from.
- Evaluation Methods are the menu of ways to fill the evaluation slot, each with its own accuracy/quantity/cost profile.
- Techniques are system-level patterns — most of them ways to get expensive judgment to subsidize cheap judgment, or to keep a large system honest and consistent.
- Epistemic Culture is the environment a system has to survive in once its outputs start affecting real people.