ImageReward: Learning and Evaluating Human Preferences for Text-to-Image GenerationJiazheng Xu, Xiao Liu, Yuchen Wu et al. · tsinghua
We present a comprehensive solution to learn and improve text-to-image models from human preference feedback. To begin with, we build ImageReward -- the first general-purpose text-to-image human preference reward model -- to effectively encode human preferences. Its training is based on our systematic annotation pipeline including rating and ranking, which collects 137k expert comparisons to date. In human evaluation, ImageReward outperforms existing scoring models and metrics, making it a promising automatic metric for evaluating text-to-image synthesis. On top of it, we propose Reward Feedback Learning (ReFL), a direct tuning algorithm to optimize diffusion models against a scorer. Both automatic and human evaluation support ReFL's advantages over compared methods. All code and datasets are provided at \url{https://github.com/THUDM/ImageReward}.
13.7LGMay 8
GameGen-Verifier: Parallel Keypoint-Based Verification for LLM-Generated Games via Runtime State InjectionChaobo Jia, Ruipeng Wan, Ting Sun et al.
LLM-based game generation promises to turn natural-language specifications into executable games, but progress is limited by the lack of reliable automated verification. Unlike conventional code generation, game correctness is defined over long-horizon interaction: a game may appear correct while violating core mechanics such as state updates, interaction rules, and phase transitions. Existing Agent-as-a-Verifier approaches collapse verification into open-ended gameplay, making verdicts reachability-bound, time-consuming, coverage-limited, and sensitive to the agent's gameplay ability. We present GameGen-Verifier, an automated verification paradigm for LLM-generated games that decomposes a specification into verifiable keypoints and grounds them into independent verification units. Each unit patches the game runtime into a concrete target state, executes a bounded interaction, and judges the outcome against the keypoint assertion. We implement GGV-Harness, a scalable agentic harness providing concurrency management, runtime isolation, and fault recovery. On VeriGame, our dataset of 100 games across seven genres, GameGen-Verifier achieves up to 92.2% accuracy against human judgments versus 58.8% for the coverage-enforced Agent-as-a-Verifier baseline, while reducing wall-clock time by up to 16.6x.
15.7LGDec 28, 2025
Trust Region Masking for Long-Horizon LLM Reinforcement LearningYingru Li, Jiacai Liu, Jiawei Xu et al.
Policy gradient methods for Large Language Models optimize a policy $π_θ$ via a surrogate objective computed from samples of a rollout policy $π_{\text{roll}}$. However, modern LLM-RL pipelines suffer from unavoidable implementation divergences -- backend discrepancies, Mixture-of-Experts routing discontinuities, and distributed training staleness -- causing off-policy mismatch ($π_{\text{roll}} \neq π_θ$) and approximation errors between the surrogate and the true objective. We demonstrate that classical trust region bounds on this error scale as $O(T^2)$ with sequence length $T$, rendering them vacuous for long-horizon tasks. To address this, we derive a family of bounds -- both KL-based and TV-based -- including a Pinsker-Marginal bound ($O(T^{3/2})$), a Mixed bound ($O(T)$), and an Adaptive bound that strictly generalizes the Pinsker-Marginal bound via per-position importance-ratio decomposition. Taking the minimum over all bounds yields the tightest known guarantee across all divergence regimes. Crucially, all bounds depend on the maximum token-level divergence $D_{\mathrm{KL}}^{\mathrm{tok,max}}$ (or $D_{\mathrm{TV}}^{\mathrm{tok,max}}$), a sequence-level quantity that cannot be controlled by token-independent methods like PPO clipping. We propose Trust Region Masking (TRM), which masks entire sequences violating the trust region, enabling the first non-vacuous monotonic improvement guarantees for long-horizon LLM-RL.