Organizations: Iowa State University, Ames, IA 50011, USA · Tulane University, New Orleans, LA 70118, USA · Princeton University, Princeton, NJ 08544, USA
Video generation models produce visually coherent content but struggle with tasks requiring spatial reasoning and multi-step planning. Reinforcement learning (RL) offers a path to improve generalization, but its effectiveness in video reasoning hinges on reward design -- a challenge that has received little systematic study. We investigate this problem by adapting Group Relative Policy Optimization (GRPO) to flow-based video models and training them on maze-solving and robotic navigation tasks. We first show that multimodal reward models fail catastrophically in this setting. To address this, we design verifiable reward functions grounded in objective task metrics. For structured game environments, we introduce a multi-component trajectory reward. For robotic navigation, we propose an embedding-level verifiable reward. Our experiments show that RL fine-tuning with verifiable rewards improves generalization. For example, on complex 3D mazes, our model improves exact match accuracy by 29.1% over the SFT baseline, and on trap-avoidance tasks by 51.4%. Our systematic reward analysis reveals that verifiable rewards are critical for stable training, while multimodal reward models could lead to degenerate solutions. These findings establish verifiable reward design as a key enabler for robust video reasoning. Code will be publicly available.
Figures & tables
Figure 1: VLLM fails to provide reliable reward, verified rewards can guarantee correct supervision.
Figure 2: Flow-GRPO with verified reward.
Method
EM ( ↑ )
SR ( ↑ )
PR ( ↑ )
SD ( ↓ )
Base
Irreg
Trap
3D
Soko
Base
Irreg
Trap
3D
Soko
Base
Irreg
Trap
3D
Soko
Base
Irreg
Trap
3D
Soko
General Video Model
Closed-Source
Veo-3.1-fast
0.0
0.0
0.0
0.0
2.8
40.3
36.1
38.9
48.6
43.1
20.2
24.8
28.2
13.4
21.7
195.3
111.5
80.7
33.5
112.3
Veo-3.1-pro
0.0
4.2
1.4
0.0
0.0
47.2
36.1
59.7
50.0
37.5
24.6
33.9
39.1
18.0
21.4
140.7
94.5
85.4
40.1
141.8
Sora-2
1.4
5.6
0.0
0.0
4.2
75.0
72.2
83.0
37.5
43.1
45.1
45.7
46.6
19.3
27.4
302.9
187.0
145.1
92.4
138.7
kling-v1
0.0
0.0
0.0
0.0
0.0
2.8
0.0
1.4
27.8
12.5
6.3
8.8
10.4
11.7
9.0
25.2
–
–
69.7
356.1
Table 1: VR-Bench comprises five tasks: Base (Regular Maze), Irreg (Irregular Maze), Trap (TrapField), 3D (3D Maze), and Soko (Sokoban). Last row shows the performance gain compared with Wan2.2-TI2V base model.
Task
EM
SR
PR
SD
E
M
H
E
M
H
E
M
H
E
M
H
Base
0.0
0.0
0.0
8.3
8.3
4.2
13.2
3.8
2.7
154.8
–
–
0.0 ( +0.0 )
4.2 ( +4.2 )
0.0 ( +0.0 )
83.3 ( +75.0 )
41.7 ( +33.4 )
58.3 ( +54.1 )
40.1 ( +26.9 )
26.1 ( +22.3 )
6.0 ( +3.3 )
28.2 ( -126.6 )
10.1 ( – )
– ( – )
87.5 ( +87.5 )
66.7 ( +66.7 )
29.2 ( +29.2 )
100.0 ( +91.7 )
87.5 ( +79.2 )
41.7 ( +37.5 )
97.0 ( +83.8 )
85.4 ( +81.6 )
57.2 ( +54.5 )
1.4 ( -153.4 )
2.5 ( – )
14.6 ( – )
Irrg
0.0
0.0
0.0
29.2
4.2
4.2
13.4
8.1
5.8
48.3
–
39.3
83.3 ( +83.3 )
66.7 ( +66.7 )
54.2 ( +54.2 )
95.8 ( +66.6 )
87.5 ( +83.3 )
62.5 ( +58.3 )
88.0 ( +74.6 )
74.8 ( +66.7 )
68.4 ( +62.6 )
3.5 ( -44.8 )
7.8 ( – )
3.1 ( -36.2 )
Table 2: Difficulty generalization performance of Wan-R1 on VR-Bench. Each task block presents a comparison between the baseline model (Wan2.2-TI2V-5B) and Wan-SFT (trained exclusively on Easy-level data) and Wan-R1 (trained on easy tasks with flow-GRPO) evaluated across three difficulty levels (E/M/H = Easy/Medium/Hard).
Figure 3: Target-Bench results. Wan-R1 achieves the highest overall score, with lower displacement errors (ADE, FDE) and miss rate, and higher soft endpoint (SE) and approach consistency (AC) compared to both the base model and Wan-SFT.
Table 3: Ablation studies on KL regularization and denoising reduction.
Appendix figures & tables10 assets
Supplementary material from the paper’s appendix.
Appendix
Hyperparameter
Value
Group size
G=8
LoRA rank
r=32
Number of frames
193
Training Epoch
Ttrain=1
Inference denoising steps
Sinfer=50
KL coefficient
βKL=0.04
Appendix
Table 4: Training Hyperparameters
Task
Model
EM
SR
PR
SD
Base
Irreg
3D
Soko
Base
Irreg
3D
Soko
Base
Irreg
3D
Soko
Base
Irreg
3D
Soko
Wan2.2-TI2V-5B Baseline
0.0
0.0
0.0
0.0
6.9
12.5
31.9
11.1
6.6
9.1
12.8
9.2
388.7
66.1
5.4
176.6
Regular Maze
Wan-SFT
33.3 (+33.3)
5.6 (+5.6)
0.0 (+0.0)
0.0 (+0.0)
76.4 (+69.5)
8.3 (-4.2)
69.4 (+37.5)
30.6 (+19.5)
60.6 (+54.0)
22.7 (+13.6)
13.7 (+0.9)
19.0 (+9.8)
10.3 (-378.4)
51.7 (-14.4)
12.7 (+7.3)
49.3 (-127.3)
Wan-R1
61.1 (+61.1)
4.2 (+4.2)
0.0 (+0.0)
0.0 (+0.0)
75.0 (+68.1)
13.7 (+1.2)
63.9 (+32.0)
15.3 (+4.2)
78.6 (+72.0)
23.9 (+14.8)
13.1 (+0.3)
20.6 (+11.4)
5.2 (-383.5)
27.1 (-39.0)
10.9 (+5.5)
9.0 (-167.6)
Irregular Maze
Wan-SFT
0.0 (+0.0)
56.9 (+56.9)
0.0 (+0.0)
0.0 (+0.0)
11.1 (+4.2)
69.4 (+56.9)
79.2 (+47.3)
12.5 (+1.4)
16.6 (+10.0)
71.6 (+62.5)
16.8 (+4.0)
15.5 (+6.3)
35.8 (-352.9)
2.4 (-63.7)
9.0 (+3.6)
40.7 (-135.9)
Wan-R1
0.0 (+0.0)
47.9 (+47.9)
0.0 (+0.0)
0.0 (+0.0)
9.7 (+2.8)
69.7 (+57.2)
83.3 (+51.4)
16.7 (+5.6)
11.6 (+5.0)
68.4 (+59.3)
15.1 (+2.3)
16.9 (+7.7)
0.0 (-388.7)
8.3 (-57.8)
7.5 (+2.1)
9.3 (-167.3)
Appendix
Table 5: Performance comparison between the baseline model (Wan2.2-TI2V-5B), task-specific Wan-SFT models, and our method across four game types: Base, Irreg, 3D, and Soko. Each cell displays the absolute performance alongside the relative change from the baseline across four metrics (EM, SR, PR, SD).
Task
EM
SR
PR
SD
Raw
Sk2
Sk3
Raw
Sk2
Sk3
Raw
Sk2
Sk3
Raw
Sk2
Sk3
Base
Base
0.0
0.0
0.0
6.9
4.2
2.8
6.6
4.6
9.4
388.7
11.7
14.9
SFT
33.3
1.4
23.6
76.4
38.9
68.1
60.6
12.3
51.0
10.3
19.0
9.0
R1
61.1
31.9
31.9
75.0
70.8
70.8
78.6
52.5
52.5
5.2
27.1
27.1
Δ
+61.1
+31.9
+31.9
+68.1
+66.6
+68.0
+72.0
+47.9
+43.1
-383.5
+15.4
+12.2
Irreg
Base
0.0
0.0
0.0
12.5
4.2
2.1
9.1
12.0
47.8
66.1
39.5
42.0
Appendix
Table 6: Texture generalization performance across different visual skins. For each task, we report the baseline (Base), Wan-SFT , and Wan-R1 across three texture conditions (Raw, Sk2=Skin2, Sk3=Skin3), with Δ indicating Wan-R1 improvement over baseline. See texture sample in Figure 7 .
Method
MF ( ↑ )
Base
Irreg
Trap
3D
Soko
General Video Model
Closed-Source
Veo-3.1-fast
43.2
86.3
22.5
69.1
63.5
Veo-3.1-pro
80.5
89.3
82.2
73.4
95.8
Sora-2
96.5
97.2
97.2
95.4
95.2
kling-v1
55.5
73.8
54.4
84.9
72.9
Appendix
Table 7: MF denotes Maze Fidelity.
Table 8: Ablation studies on cold start (left) and reward models (right).
Figure 4: Test-time scaling performance of Wan-R1 on Irregular Maze tasks. Performance is evaluated across varying numbers of samples ( K∈{1,4,8,12,16} ) and three difficulty levels (Easy, Medium, Hard). RL improves base capability (K=1) while maintaining beneficial scaling with increased sampling.
Figure 5: Given the video output along with the evaluation prompt describing maze-solving rules, Qwen2.5-VL-7B-Instruct produces a step-by-step analysis and assigns a reward score. Although the generated video exhibits visible glitches and degraded visual quality, the model assigns a perfect score of 1.0. This illustrates the core vulnerability of VLM-based reward models: rather than detecting actual visual artifacts, the model hallucinates quality based on high-level semantic cues—a visible agent, a recognizable maze structure, and apparent goal-directed motion—and incorrectly concludes that the video contains “no glitches, noise, or artifacts.”
Figure 6: Trajectory tracking across five maze types (This figure is from [ 45 ] ). Green: ground-truth trajectory; Blue: tracked trajectory from generated video. Columns show temporally ordered frames illustrating agent motion over time.
Figure 7: Overview of VR-Bench (This figure is from VR-Bench [ 45 ] ) (A) Maze Types: Five maze types—Regular, Irregular, 3D, Trapfield, and Sokoban—spanning 2D/3D settings and diverse task structures. (B) Reasoning Paradigm: Chain-of-frame reasoning [ 40 ] requiring frame-by-frame inferences for sequential visual reasoning. (C) Benchmark Performance: Leading VLMs evaluated on four metrics across all maze types. (D) Additional Analysis: Evaluations on difficulty, texture, and maze-type generalization, plus test-time scaling.
Figure 8: Overview of Target-Bench (This figure is from Target-Bench [ 37 ] ). Target-Bench introduces a quadruped-robot dataset and benchmark for assessing world models in mapless navigation toward text-specified goals with implicit semantic content. Given a single camera frame and a natural language description of the desired target state, world models must synthesize a future video depicting the trajectory to that goal. A world decoder then recovers the planned path from the generated video, which is evaluated against ground-truth maneuvers collected from a human-operated quadruped.