Velox World/Research/RPOPreprint · arXiv soon
RPO
Routing Policy Optimization for online diffusion reinforcement learning.
Reinforcement learning can align visual generators with rewards beyond pretraining, but score-function methods usually inject noise into the reverse trajectory and pay for it with large groups of complete rollouts. RPO moves exploration inside the generator: attention routing becomes a discrete policy, and inference returns to dense attention.
To train on Wan2.2
H100 GPU-hours. Flow-GRPO took 75.4 and DanceGRPO 102.3; the runs are not compute-matched.
Less training compute
Than Flow-GRPO and DanceGRPO respectively, with the same HPSv3 reward.
Dense-model reward gain
Reached within about 15 steps and held through step 50, measured on the dense model.
Rollouts per group
A matched pair, against G = 8 for DanceGRPO. Both share prompt and noise.
01 · The idea
Put the randomness inside attention, not on the sampler's path.
Sampler-space RL such as Flow-GRPO and DanceGRPO explores by perturbing the reverse process, then estimates an advantage from a group of complete stochastic rollouts.
RPO keeps the deterministic sampler. At one denoising level, each query block keeps a random subset of its candidate key blocks, with Bernoulli probabilities taken from the generator's own query–key affinities. The sampled masks are the actions.
Two rollouts share the prompt, the initial latent, the routed level and the routed layers. They differ only in their masks, so their reward difference measures the effect of the two routing choices. Below, each cell is one candidate key block. Change how sharp the policy is and watch the two masks agree or diverge.
a₁Rollout 1
Keeps — of candidates
a₂Rollout 2
Keeps — of candidates
ΔWhere they differ
Differ on — of candidates
01
Denoise densely
Run the reverse process as usual down to a sampled routed level. The sampler is untouched.
02
Draw two masks
Safety blocks stay on. Each candidate block is kept with its Bernoulli probability.
03
Finish the pair
Same prompt, latent, level and layers. Only the sampled routes differ.
04
Score the difference
The reward difference becomes the advantage for the recorded routing actions.
05
Update shared weights
A replay likelihood gradient updates the attention parameters dense inference reuses.
Nothing changes at inference. All masks are removed: dense attention and the original deterministic sampler. The gains transfer because the routing policy reuses the generator's native attention parameters.
02 · Results
Faster to learn, and the gain survives dense inference.
Training rewards are scored on routed or SDE rollouts, so the comparison that matters is the dense model that ships: same prompts, same noise, same sampler.
RPO reaches its final gain within about 15 steps and keeps it. It gains +2.17 by step 5 and about +2.9 by step 15, then stays near +3 through step 50.
Flow-GRPO follows its training reward. The dense model dips to about −3 at step 10 and only recovers to +2.7 by step 50, so it needs the whole 50-step window to approach the level RPO reaches within about 15.
DanceGRPO accumulates almost no gain, peaking at +0.29 at step 5 and staying between about 0 and +0.2.
RPO collects 64 matched pairs per step and routes a single denoising level; DanceGRPO uses groups of G = 8 and updates the full model.
RPO is the only trained checkpoint above the base model overall (82.00 against 81.61; DanceGRPO 81.46, Flow-GRPO 81.19). Differences from the base are largest on semantic dimensions: human action +4.80, object class +4.40, scene +3.43 and multiple objects +2.15, and smaller on quality and consistency dimensions.
There are trade-offs. RPO lowers color and appearance style relative to the base model, although it still leads the trained baselines there. The four Wan2.2 overall scores span only 0.81 points on one seed set, so the aggregate ranking is directional.
SD3.5-Medium · DrawBench, no CFG
1,000 images from 200 prompts and 5 seeds. None of these metrics is the training reward.
03 · Gallery
Every prompt, side by side.
Full comparison pages, with per-prompt scores, wipe and frame-by-frame viewers. Both models render the same prompts from the same starting noise.
Wan2.2-TI2V-5B · video
61 prompts, each a 5-second 1280 × 704 clip, base against RPO, with a wipe, side-by-side and per-frame viewer.
HPSv3 7.03 → 8.74 · RPO higher on 52 of 61
SD3.5-Medium · image
64 prompts at 512 × 512, base against RPO, same prompt and same starting noise.
HPSv3 3.97 → 10.00 · RPO higher on 63 of 64
MiniMax-H3 · video
Comparison page for a third generator.
Coming soon
04 · Release
What is coming, and when it lands here.
This page will be updated in place when the preprint is public. Citation details appear here at that point.
Preprint
The paper, with implementation settings and evaluation protocols in the appendix.
Code and results
Training code for the routing policy and the evaluation outputs.
MiniMax-H3 gallery
A third comparison page, next to Wan2.2 and SD3.5.