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IsoVRBench: Video Reward Modeling Without Human Feedback
Shuyue Stella Li, Jacqueline He, Jiahui Chen, Sreya Dutta Roy, Yulia Tsvetkov, Luke Zettlemoyer, Marjan Ghazvininejad, Xiaochuang Han
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Abstract
Abstract:Video reward models are trained and evaluated on human preferences between videos that often differ simultaneously on properties such as prompt alignment, visual fidelity, motion, and generator identity. As a result, aggregate accuracy does not reveal which video properties a reward model can reliably distinguish. We construct preference pairs by controlled interventions that change one property of a generated video while holding the rest fixed. The resulting pairs, by construction, provide preferences for how the videos differ along a specific dimension, without requiring any human annotation. We propose IsoVRBench, a video generation reward modeling benchmark of 8,000 such pairs across eight interventions, and show that state-of-the-art models separate broad quality differences between generators but miss important features such as temporal order. The best reward model reaches only 60.8% on reordered frames against 100% for humans, and rankings on existing benchmarks do not predict this failure. Using the synthetic isolated intervation pairs as training data leads to 1) IsoVRM, a reward model outperforming its counterpart trained with a larger human labeled preference dataset by 3.8 points on VBench-2.0, 2) IsoWan, the video generator post-trained with IsoVRM, outperforming its human-data counterpart in human preferences, and 3) gains that stack when combined with human data. Because intervention pairs are automatically generated rather than collected, the benchmark and training data can be easily extended as generators evolve.
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- Source: https://arxiv.org/abs/2610.17234v1
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IsoVRBench: Video Reward Modeling Without Human Feedback Shuyue Stella Li Affiliation: University of Washington Affiliation: Meta Superintelligence Labs Jacqueline He Affiliation: University of Washington Affiliation: Meta Superintelligence Labs Jiahui Chen Affiliation: Meta Superintelligence Labs Sreya Dutta Roy Affiliation: Meta Superintelligence Labs Yulia Tsvetkov Affiliation: University of Washington Luke Zettlemoyer Affiliation: University of Washington Affiliation: Meta Superintelligence Labs Marjan Ghazvininejad Affiliation: Meta Superintelligence Labs Equal last author Xiaochuang Han Affiliation: University of Washington Affiliation: Meta Superintelligence Labs Equal last author Abstract Video reward models are trained and evaluated on human preferences between videos that often differ simultaneously on properties such as prompt alignment, visual fidelity, motion, and generator identity. As a result, aggregate accuracy does not reveal which video properties a reward model can reliably distinguish. We construct preference pairs by controlled interventions that change one property of a generated video while holding the rest fixed. The resulting pairs, by construction, provide preferences for how the videos differ along a specific dimension, without requiring any human annotation. We propose IsoVRBench, a video generation reward modeling benchmark of 8,0008,000 such pairs across eight interventions, and show that state-of-the-art models separate broad quality differences between generators but miss important features such as temporal order. The best reward model reaches only 60.8%60.8\% on reordered frames against 100%100\% for humans, and rankings on existing benchmarks do not predict this failure. Using the synthetic isolated intervation pairs as training data leads to 1) IsoVRM, a reward model outperforming its counterpart trained with a larger human labeled preference dataset by 3.8 points on VBench-2.0, 2) IsoWan, the video generator post-trained with IsoVRM, outperforming its human-data counterpart in human preferences, and 3) gains that stack when combined with human data. Because intervention pairs are automatically generated rather than collected, the benchmark and training data can be easily extended as generators evolve. â date: October 12, 2026â correspondence: stelli@cs.washington.eduâ Code: https://github.com/stellalisy/IsoVRBenchâ Data: https://huggingface.co/datasets/stellalisy/IsoVRBench 1 Introduction Reinforcement learning post-trains video generators against reward models (Liu et al., 2025b; Rafailov et al., 2023; Wallace et al., 2024), which rank candidates at sampling time and define the objective for preference optimization. A generator therefore improves only along the properties its reward model perceives. Yet video reward models (VRMs) are trained and evaluated on human preferences between independently generated videos, which differ simultaneously in visual quality, content, motion, and generator identity. Neither the preference labels nor a modelâs accuracy on these comparisons reveals which properties the model perceives, even when annotators are instructed to judge a particular dimension. Existing benchmarks also rely on outputs from fixed generator sets and per-sample human labels (Liu et al., 2025b; Li et al., 2024; Tong et al., 2025; Zheng et al., 2025), which limits their scale and freshness as generators and their failure modes evolve. We construct comparisons by controlled intervention instead, and use them to evaluate reward models, train them, and then post-train the video generators (Figure 1). Starting from an anchor video, an intervention changes one property while holding the rest fixed, so both the preferred side and the property under test follow from the construction. , for example, preserves every frame of the anchor but changes their order, testing whether a model uses frame order, while creates stuttering motion from the anchorâs own frames. No pair needs a human label, and human validation is needed only once per intervention to confirm that the intended change is perceptible. Because the same interventions apply to any generatorâs outputs, the pairs can be regenerated as generators evolve. We use this procedure to construct IsoVRBench, our benchmark of 8,0008,000 such pairs from eight interventions that target motion, text alignment, visual quality, and overall quality. Figure 1: Controlled intervention data generation procedure. A prompt is rendered once to create an anchor video. A controlled intervention (e.g., shuffling segments of a video) automatically produces a modified counterpart with a predetermined preference label. The resulting pairs serve reward model evaluation (IsoVRBench), reward model training, and video generator post-training. Evaluating nine VRMs and two general-purpose vision-language judges on IsoVRBench, we find that models are substantially more accurate on broad differences between generators than specific and easily perceivable differences such as temporal changes that preserve visual content. On shuffled videos, the best reward model reaches only 60.8%60.8\% against 100%100\% for humans, and no model exceeds 66.1%66.1\%. Rankings on existing reward and temporal-understanding benchmarks do not predict sensitivity to frame order. The same construction yields a training corpus of 160,000160,000 pairs. IsoVRM-Q2, trained on these intervention pairs, outperforms its counterpart VideoReward (Liu et al., 2025b), which is trained from the same base model on a larger human-annotated dataset by 3.83.8 points on VBench-2.0. When used as the reward for post-training a video generator, IsoVRM-Q2 yields the generator preferred by human raters over the generator trained with VideoReward. IsoVRM-VR, initialized from VideoReward and further trained on intervention pairs, outperforms VideoReward, including 63.5%63.5\% versus 56.3%56.3\% on VBench-2.0 and 69.0%69.0\% versus 66.4%66.4\% on MJ-Bench-Video. The generator post-trained with IsoVRM-VR reaches the highest VBench-2.0 score, 51.551.5 against 49.049.0 under VideoReward, with a human win frequency of 51.2%51.2\%. Thus, intervention-derived supervision can either replace human preference supervision or augment it, improving both reward-model transfer and the generators trained against those rewards. We make three contributions. âą Controlled intervention pipeline for scalable VRM development, where changing one property at a time determines both the preference label and the property under test without human labeling. âą IsoVRBench, a benchmark on which current VRMs and general-purpose judges perceive frame content but not frame order, a failure that rankings on existing benchmarks do not predict. âą Intervention-derived supervision that trains competitive VRMs without human preference labels or in addition to them, and improves downstream video-generator post-training. 2 Constructing IsoVRBench 2.1 Controlled intervention framework Let x be a video generated from prompt p under sampling configuration Ξ. An intervention âDI_D produces a counterpart xâČx that differs from the anchor x along a set of dimensions D, either by transforming x itself or by rendering a new video after changing p or Ξ. Each intervention targets a set of dimensions D for which the construction specifies the preferred side; for the interventions in this work, the anchor x is preferred, such that xâ»dxâČx _dx for each dâDdâ D. For an intervention to provide a controlled evaluation of a particular property, we consider three conditions. 1. Perceptibility. The induced change should be detectable to human viewers, who should prefer the intended side on the targeted dimension. 2. Confinement. The intervention should change only the targeted dimension, while holding other dimensions fixed. This enables differences in reward to be attributed to the target property. 3. Plausibility. The resulting counterpart must resemble a plausible generator output rather than an easily exploitable artifact unrelated to the targeted property. Section 2.3 validates perceptibility through human judgments, and Appendix B provides additional validation of confinement. 2.2 Intervention definitions Table 1: Interventions in IsoVRBench, with their descriptions and evaluation dimensions. IsoVRBench draws 1,0001,000 pairs from each intervention, resulting in 8,0008,000 total samples. Intervention Description Dimension Rearranging the anchorâs frames Anchor cut into six segments and randomly reordered Motion Frames of the anchor held, giving stuttering motion Motion Regenerating one part of the clip Regenerated motion between real keyframes Motion Single-attribute change in input text prompt Text 8 denoising steps (vs. 50 for the anchor) with fixed prompt Visual Substituting the generator Wan2.2-TI2V-5B continuing the anchorâs first frame Overall Rendered by Wan2.2-TI2V-5B from fixed prompt Overall Rendered by Wan2.1-T2V-1.3B from fixed prompt Overall In this work, we employ eight distinct interventions to construct video pairs along different quality dimensions. Table 1 summarizes the interventions by decreasing control over the anchor and Figure 2 shows one example of each intervention. Rearranging the anchorâs frames. The most controlled interventions modify only the temporal presentation of frames from the anchor. divides the anchor into six segments and permutes them so that no segment remains in place, changing the order of events while preserving every frame. Because temporal order is informative only when there is sufficient motion, we use the 1,0001,000 anchors with the most motion (more details in Appendix C). retains 88 to 1212 anchor frames and repeats each until the next, preserving the clip length while turning smooth motion into visible jumps. Because both interventions construct the counterpart entirely from anchor frames, they strongly control for frame-level appearance and are labeled on motion. We call them the frame-reuse interventions. Regenerating part of the clip. The next three interventions introduce newly generated content by changing a single input. Together with the three below, they are the re-rendering interventions, since their counterparts contain newly rendered frames. retains 88 or 1212 anchor frames as keyframes and regenerates each interval using the anchorâs own generator, starting from one keyframe and returning to the next. This allows motion to deviate from the anchorâs trajectory between fixed keyframes while preserving the surrounding scene. Random keyframe spacing varies the duration over which this deviation can occur. edits or removes one attribute of the prompt and re-renders using the same generator and seed; the resulting video is scored under the original prompt, making the edited attribute the targeted source of misalignment. re-renders the same prompt and seed using 88 denoising steps instead of 5050 in the anchor. The three interventions target motion, text alignment, and visual quality, respectively. Substituting the generator. The last three interventions replace the anchorâs generator (Wan2.2-T2V-A14B) with a weaker generator while preserving the prompt. renders with Wan2.2-TI2V-5B conditioned on the anchorâs first frame, while and render the prompt with Wan2.2-TI2V-5B and Wan2.1-T2V-1.3B, respectively. Because changing the generator can simultaneously affect visual quality, motion and text alignment, these pairs receive an overall label and deliberately give up confinement. They resemble the independently generated comparisons used in existing preference benchmarks, allowing Section 4.1 to compare published rankings with performance on these interventions. Figure 2: IsoVRBench interventions on a representative prompt. The top row is the anchor prompt and every row below is a corresponding clip generated from each intervention. See Table 1 for intervention descriptions. 2.3 Human validation of perceptibility We validate each intervention with human judgments of perceptibility. For each intervention, raters compared 4545 intervention pairs and 88 control pairs that show the same clip on both sides, with presentation order randomized and ties allowed. Each pair was judged separately on visual quality, motion, and text alignment, and the Human row of Table 2 reports agreement with the intervention label on its targeted dimension. For the three generator substitutions, which carry an overall label, we define overall preference as the sign of the sum of the three dimension-level preferences, paralleling VideoRewardâs overall score as the sum of its three reward heads (Liu et al., 2025b). Raters correctly identify all 6464 control pairs as ties. Human agreement with the intervention label ranges from 98%98\% to 100%100\% on six of the eight interventions, with 93%93\% agreement on and 84%84\% on . 2.4 Corpus and splits IsoVRBench contains 1,0001,000 pairs per intervention. In total, the benchmark contains 8,0008,000 pairs spanning 15,04715,047 clips and 7,1297,129 prompts, with chance accuracy at 50%50\%. For the intervention-strength analysis in Appendix B.2, we additionally construct a split using 1616 rather than 88 denoising steps. The training corpus contains 164,000164,000 pairs spanning 234,075234,075 clips and 70,07570,075 prompts, with 160,000160,000 pairs for training and 4,0004,000 for validation. Prompts are disjoint across splits because multiple interventions can reuse the same anchor clip, making a pair-level split susceptible to video leakage. Benchmark prompts are also disjoint from the training corpus. 3 Benchmarking reward models on IsoVRBench We evaluate nine reward models: VideoReward (Liu et al., 2025b), VisionReward (Xu et al., 2024), PickScore (Kirstain et al., 2023), UnifiedReward-Flex-9B and UnifiedReward-2.0-8B (Wang et al., 2025), VideoScore v1 and v1.1 (He et al., 2024), VideoScore2 (He et al., 2025), and LiFT (Wang et al., 2024). For models with property-specific reward heads, we use the head corresponding to the labeled property; for single-score models, we use their overall score. To see whether weaknesses are specific to reward-model training, we also evaluate two general-purpose vision-language judges that are not trained as video reward models: Qwen3-VL-8B-Instruct (Bai et al., 2025) and GPT-4.1 (OpenAI, 2025). Each judge scores a clip its prompt and eight uniformly sampled frames, using the expected value over the ten digit tokens, then compare the two scores from the pair. Evaluation details are in Appendix E. Table 2: Per-intervention accuracy (%) on IsoVRBench, sorted in descending order by average performance. Ties are counted as incorrect; LiFT, VideoScore2, and VisionReward tie on 61%61\%, 27%27\%, and 21%21\% of pairs, and PickScore and VideoReward rarely tie (Appendix D). Both UnifiedReward models also return no judgment on 7878 pairs, which count as wrong. Accuracy over decided pairs, those on which a model prefers one side, is in Appendix A. Motion Text Visual Overall Model Avg. VideoReward 73.3 60.8 71.6 84.7 74.1 78.5 73.6 77.9 64.9 PickScore 69.7 45.0 54.2 68.3 78.0 68.0 75.0 89.6 79.4 UnifiedReward-Flex-9B 68.4 47.7 49.5 54.3 78.9 77.4 69.2 88.2 81.6 UnifiedReward-2.0-8B 68.1 52.6 54.3 56.8 71.7 76.8 66.7 86.7 79.4 VideoScore v1 66.2 49.5 39.8 75.2 49.6 80.5 74.4 81.5 78.8 VideoScore v1.1 64.5 54.2 34.9 64.7 60.1 70.2 76.3 82.4 72.9 VisionReward 58.0 27.7 31.7 45.0 66.2 80.0 54.8 86.3 72.6 VideoScore2 47.9 38.2 35.9 42.2 62.1 47.6 47.0 61.0 49.4 LiFT 19.5 11.9 8.9 18.0 26.0 22.8 21.9 21.5 24.8 general vision-language models prompted as judges GPT-4.1 70.1 58.9 64.7 57.5 71.4 77.1 69.6 85.5 76.0 Qwen3-VL-8B 69.3 57.1 60.8 64.8 74.2 73.5 68.9 82.6 72.8 Human 96.4 100 93 100 98 84 98 98 100 Humans outperform every reward model on every intervention. Table 2 reports performance on IsoVRBench on each isolated dimension. The best reward model, VideoReward, averages 73.3%73.3\%, and human raters average 96.4%96.4\%, agreeing with the constructed label on 347347 of 360360 rated pairs (Appendix O). The best model differs across interventions, and five of the nine reward models are best on at least one. Reward models fail when only the frame order changes. On every re-rendering intervention, at least one reward model scores 76.3%76.3\% or higher, while on the two frame-reuse interventions the best model, VideoReward, reaches 60.8%60.8\% on and 71.6%71.6\% on , against 100%100\% and 93%93\% for human raters. Every reward model scores lower on both frame-reuse interventions than on its best re-rendering intervention, and six of the nine are at or below chance on . Section 4.2 tests whether the number of frames a model sees explains this gap. General-purpose VLM judges share the failure. GPT-4.1 and Qwen3-VL-8B, which are not trained as video reward models, rank second and fourth of the eleven models, at 70.1%70.1\% and 69.3%69.3\%. They show the same contrast, scoring 85.5%85.5\% and 82.6%82.6\% on , where a smaller generator renders the same prompt, but only 58.9%58.9\% and 57.1%57.1\% on , where the anchorâs own frames are reordered. The failure is therefore not specific to reward-model training. Average accuracy hides differences between models. The five models whose averages lie between 68.1%68.1\% and 70.1%70.1\% differ by up to 15.215.2 points on a single intervention, most on the three motion interventions (13.913.9 on , 15.215.2 on , and 14.014.0 on ). PickScore and UnifiedReward-Flex-9B average 69.7%69.7\% and 68.4%68.4\%, yet PickScore scores 14.014.0 points higher on and 9.49.4 points lower on . Fine-grained scores in each isolated dimension therefore allow us to better understand the gap in current models and enable targeted improvements. 4 Analysis Models struggle the most on the frame-reuse interventions, specifically and , the two interventions where every frame is the anchorâs own, so failures in these dimensions come from the modelsâ inability to identify temporal relations and smoothness. We show these failures are overlooked by existing benchmarks and are not recovered by feeding more frames into the context. 4.1 No published benchmark predicts frame order sensitivity We compare model rankings on against two classes of benchmark, video generation reward benchmarks that compare independently generated videosâVideoGen-RewardBench (Liu et al., 2025b), GenAI-Bench (Li et al., 2024), and VBench-2.0 (Zheng et al., 2025)âand temporal video-language understanding benchmarksâTemporalBench (Cai et al., 2025) and TempCompass (Liu et al., 2024b))âwhich present a single video and evaluate its relationship to text. Figure 3 shows the performance correlations between and each of the existing benchmarks. Figure 3: Accuracy on each published benchmark against IsoVRBench accuracy. Each reward model is a dot, and each horizontal axis uses the benchmarkâs reported metric. Blue is above chance on , red is below, and the dashed line is at chance. Ï is the Spearman rank correlation down each panel, and none differs from zero under an exact permutation test. Details in Appendix N. Rankings on existing benchmarks do not predict frame-order accuracy. Across the nine reward models, rank correlations between each published benchmark and range from â0.15-0.15 to +0.37+0.37, and none is significant (Figure 3). The two UnifiedReward models lead VideoGen-RewardBench and GenAI-Bench but score only 53.1%53.1\% and 48.5%48.5\% on ; VideoReward, the decidedly best reward model on and , only ranks third, seventh, and last on the three video reward benchmarks. On the two temporal-understanding benchmarks, VideoScore v1.1 and v1 score below random on both TemporalBench and TempCompass yet rank second and third among reward models on decided pairs, at 57.9%57.9\% and 55.6%55.6\%. These rankings therefore give no indication of whether a reward model perceives frame order. Appendix K finds the same with IsoVRBenchâs own generator-substitution pairs, whose ranking does not predict the ranking on either. Existing benchmarks distinguish models only by generator identity and text alignment. We further compute the correlations between the existing benchmarks to each of the intervention families in IsoVRBench (Table 15). We find that generator identity heavily dominates the preference labels in video reward model benchmarks, where learning a predictor of generator identity, without seeing the video, can achieve higher performance than most state-of-the-art reward models (Appendix I). GenAI-Bench ranks the nine models exactly as does (Ï=+1.00Ï=+1.00) and nearly as does (Ï=+0.87Ï=+0.87), so its ranking coincides with how well a model separates a stronger generator from a weaker one, and the two generatorsâ identities alone predict 74.1%74.1\% of its labels. TempCompass, built to test temporal understanding, instead tracks (Ï=+0.80Ï=+0.80), the intervention that tests whether a video matches its prompt. Neither kind of benchmark therefore isolates frame order, which IsoVRBench identifies as the prominent failure mode of current reward models. 4.2 More frames do not improve temporal judgments The default frame count for each model is used in Table 2. We now vary the frame count for each model to investigate whether seeing more frames improves the temporal judgments of VRMs. Figure 4 shows each checkpoint re-evaluated on the same 2,0002,000 pairs with 44, 88, 1616, 3232, and 4848 frames. Figure 4: Accuracy (%) against the frame count on two interventions that reuse the anchorâs frames. Absent points mark frame counts a model cannot be scored at (Appendix L). Seven of the eleven sit at or below chance at every frame count on at least one of the two interventions, and VisionReward falls on as it is given more frames. More frames help slightly on but not on . Averaged over the eleven models, moving from four frames to the largest frame count each model accepts raises accuracy by 4.44.4 points on and 1.51.5 points on (Figure 4). VideoReward, GPT-4.1, and Qwen3-VL-8B gain, respectively, 24.624.6, 18.918.9, and 16.216.2 points on between four frames and their best frame count, with VideoReward reaching 82.382.3. On , only VideoReward improves substantially, by 16.916.9 points to 66.1%66.1\%, while GPT-4.1 and Qwen3-VL-8B lose 6.66.6 and 6.16.1 points, and VisionReward and LiFT stay below chance on both interventions at every frame count. Seeing more frames therefore does not give these models access to frame order. Denser sampling makes the repeated frames of easier to detect, consistent with VideoRewardâs gap between the two interventions widening from 8.58.5 points at four frames to 16.216.2 at thirty-two, whereas detecting a shuffle requires relating frames that are far apart in time. Training on intervention pairs instead raises accuracy on held-out prompts to 84.9%84.9\% and 89.5%89.5\% (Appendix H). 5 Intervention pairs as training data 5.1 Training reward models We train two reward models on preference labels constructed by our intervention protocol. Both employ a Qwen2-VL-2B backbone and follow the VideoReward architecture (Liu et al., 2025b), with a scalar reward head at per-dimension marker tokens and a Bradley-Terry objective with ties (Bradley and Terry, 1952), and Appendix G gives the training configuration. We first ask whether intervention supervision can replace human preference supervision by training IsoVRM-Q2 from a Qwen2-VL-2B initialization without prior reward-model training. We next ask whether intervention supervision can augment human preference supervision, and train IsoVRM-VR by initializing from released VideoReward weights, which have already been trained on human preference data. Our intervention training data contains 20,00020,000 pairs per intervention, or 160,000160,000 in total, with another 500500 prompt-disjoint pairs per intervention for validation. All IsoVRBench prompts are excluded, although the benchmark uses the same eight interventions (Appendix H). We benchmark our reward models against VideoReward, which shares the same backbone, model size, and reward architecture but receives solely human preference supervision during reward-model training. Table 3: Transfer accuracy discarding ties (%) on benchmarks built from human labels. IsoVRM-VR, trained on intervention pairs on top of human labels, generally performs the best. Model VideoGen-RewardBench GenAI-Bench VBench-2.0 MJ-Bench-Video Benchmark Size 20,99720,997 1,2701,270 11,02911,029 116116 IsoVRM-Q2 71.571.5 67.967.9 60.160.1 61.261.2 IsoVRM-VR 73.373.3 68.268.2 63.563.5 69.069.0 VideoReward 73.273.2 69.969.9 56.356.3 66.466.4 Table 4: VBench-2.0 and 3-way human win-rate (%) of trained video generators. GRPO Reward VBench-2.0 Human Pretrained 47.347.3 â VideoReward 49.049.0 43.343.3 IsoVRM-Q2 49.849.8 55.455.4 IsoVRM-VR 51.551.5 51.251.2 As Table 3 shows, IsoVRM-Q2, trained without human preference labels, outperforms VideoReward on VBench-2.0 by 3.83.8 points, 60.160.1 against 56.356.3, and trails it on VideoGen-RewardBench (71.571.5 against 73.273.2), GenAI-Bench (67.967.9 against 69.969.9), and MJ-Bench-Video (61.261.2 against 66.466.4). VBench-2.0 includes two generators absent from VideoRewardâs training data, and VideoReward rates both below their human win rates and the two it trained on above them (Appendix J). This is the generator-identity shortcut of Section 6, since in preference benchmarks the two generatorsâ identities alone predict 74.1%74.1\% to 78.2%78.2\% of the labels (Appendix I). Intervention pairs carry little of this signal, because five of the eight interventions render both sides with the same generator, and those five supply most of the transfer. Added to VideoRewardâs supervision, the intervention pairs raise VBench-2.0 from 56.356.3 to 63.563.5 in IsoVRM-VR, which also scores 73.373.3 against 73.273.2 on VideoGen-RewardBench and 69.069.0 against 66.466.4 on MJ-Bench-Video (Tong et al., 2025), and trails on GenAI-Bench, scoring 68.268.2 against 69.969.9. 5.2 Training a video generator with intervention-supervised reward models We fine-tune Wan2.2-TI2V-5B with group relative policy optimization (GRPO) for diffusion models (Liu et al., 2025a) using each reward model in Table 3. Appendix R shows more training details. Human annotators prefer the generator post-trained under IsoVRM-Q2, whose reward model saw no human preference labels. Across every comparison in the three-way human study, it wins 266266 of its 480480 appearances, the IsoVRM-VR generator wins 246246, and the VideoReward-supervised generator wins 208208, win frequencies of 55.4%55.4\%, 51.2%51.2\%, and 43.3%43.3\% (Appendix P reports the pairwise rates and agreement). On VBench-2.0 all runs improve on the pretrained generator (Table 4), and the generators post-trained under IsoVRM-VR and IsoVRM-Q2 reach 51.551.5 and 49.849.8, compared with 49.049.0 under VideoReward, the same order as their reward modelsâ transfer accuracy on VBench-2.0 (Appendix Q gives every dimension). Both intervention-trained reward models therefore yield generators that improve on the VideoReward-supervised one under human judgments and under VBench-2.0. 6 Related work Video reward models and their evaluation. Image and video reward models learn scores from human choices between independently generated outputs, through scalar or multidimensional heads, decomposed questions, reasoning-based scoring, or pairwise judgments (Kirstain et al., 2023; Xu et al., 2023; Wu et al., 2023; Liu et al., 2025b; He et al., 2024; Xu et al., 2024; He et al., 2025; Wang et al., 2024; Wang et al., 2025), and general vision-language models are also prompted as judges (Zheng et al., 2023; Chen et al., 2024). Reward models are evaluated by agreement with human preferences between generated videos in VideoGen-RewardBench, GenAI-Bench, and MJ-Bench-Video (Liu et al., 2025b; Li et al., 2024; Tong et al., 2025), and generators by per-dimension protocols in VBench, VBench-2.0, and EvalCrafter (Huang et al., 2024; Zheng et al., 2025; Liu et al., 2024a). Even when an annotation names the dimension to judge, the two videos differ in other dimensions and in generator identity, so a model can succeed on correlated differences instead of the requested property, a shortcut documented in other domains (Gururangan et al., 2018; Geirhos et al., 2020). Our pairs differ in one property by construction. Constructed supervision. Synthetic data transforms scarce source data into forms a model learns from more readily (Yang et al., 2024). Image-quality assessment applies distortions of known severity but still collects human quality labels (Ponomarenko et al., 2015), attribute-specific constructions support question generation and latent preference models (Li et al., 2025a; Li et al., 2025b), and comparisons between stronger and weaker generators give preferences without human labeling but only for overall quality (Geng et al., 2025). Our generator substitutions reuse that signal, and the other interventions extend the construction to one named property per video pair, with no human labeling. Temporal order. Frame order has long served as self-supervision, for recognizing forward playback, detecting shuffled frames, and sorting clips (Pickup et al., 2014; Wei et al., 2018; Misra et al., 2016; Lee et al., 2017; Xu et al., 2019). Video-language benchmarks find models weak on temporal understanding beyond static content (Cai et al., 2025; Liu et al., 2024b), and TempCompass, the closest construction to ours, builds conflicting videos that share static content and differ in one temporal property, by reversal or by spatial or temporal concatenation (Table 12). These benchmarks test a single video against text, and poses the same contrast as a preference pair. 7 Conclusion Controlled interventions make a reward modelâs perception testable one property at a time, and they show that current video reward models see frame content but not frame order, a failure that none of five existing benchmarks reveals. Because the construction determines the preferred side, the resulting pairs need no human labels, and human validation is required only once per intervention. Used as supervision, these pairs train reward models that transfer to human-labeled benchmarks and yield generators people prefer, with or without human preference data. Any property that can be written as an intervention can therefore be measured in a reward model and taught to it, without collecting new human preferences. Ethics Statement IsoVRBench contains model-generated videos and does not require collecting videos of research participants. Human participation is limited to perceptibility validation and preference judgments on generated clips. Generated content and learned reward models may inherit biases, unsafe depictions, or representational gaps from the source prompts and base generators. These artifacts are intended for research on video reward modeling and should not be used as standalone measures of safety, factuality, or human values. Acknowledgments This research was developed in part with funding from the Defense Advanced Research Projects Agencyâs (DARPA) SciFy program (Agreement No. HR00112520300). The views expressed are those of the author and do not reflect the official policy or position of the Department of Defense or the U.S. Government. This material is based in part upon work supported by the Defense Advanced Research Projects Agency and the Air Force Research Laboratory, contract number(s): FA8650-23-C-7316. 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CandĂšs, and T. Hashimoto Synthetic continued pretraining. External Links: 2409.07431, Link Cited by: §6. Zheng et al. (2025) D. Zheng, Z. Huang, H. Liu, K. Zou, Y. He, F. Zhang, L. Gu, Y. Zhang, J. He, W. Zheng, Y. Qiao, and Z. Liu VBench-2.0: advancing video generation benchmark suite for intrinsic faithfulness. arXiv preprint arXiv:2503.21755. External Links: Link Cited by: §1, §4.1, §6. Zheng et al. (2023) L. Zheng, W. Chiang, Y. Sheng, S. Zhuang, Z. Wu, Y. Zhuang, Z. Lin, Z. Li, D. Li, E. P. Xing, H. Zhang, J. E. Gonzalez, and I. Stoica Judging LLM-as-a-judge with MT-bench and chatbot arena. In NeurIPS Datasets and Benchmarks, External Links: Link Cited by: §6. Appendix A Accuracy over decided pairs Published reward-model benchmarks usually leave ties out of the denominator. Table 5 reports accuracy over decided pairs with each modelâs tie rate, and Table 2 counts ties as wrong. Only VideoReward, VideoScore2, and LiFT keep their rank under both rules. VisionReward moves from seventh to second, and PickScore moves from second to fifth. Model Avg. tie % VideoReward 73.6 0 61.0 71.9 84.9 74.6 78.7 74.0 78.2 65.2 VisionReward 71.3 21 47.4 56.9 67.0 70.0 83.4 76.8 89.2 80.1 VideoScore v1 70.3 7 55.6 48.8 81.2 51.9 82.7 78.5 83.1 80.3 UnifiedReward-Flex-9B 69.8 2 48.5 51.8 55.2 79.1 77.6 71.9 91.1 83.5 PickScore 69.7 0 45.0 54.2 68.3 78.0 68.0 75.0 89.6 79.4 UnifiedReward-2.0-8B 69.5 2 53.1 54.6 57.4 72.4 77.4 68.6 90.5 81.9 VideoScore v1.1 67.5 5 57.9 39.9 69.7 62.4 71.8 79.5 83.9 74.6 VideoScore2 64.8 27 54.0 54.3 59.4 72.5 67.0 67.1 76.0 68.2 LiFT 50.7 61 43.0 43.4 67.2 52.3 48.0 57.0 40.4 54.0 Table 5: Accuracy over decided pairs only, with the share of pairs on which each model expressed no preference. Compare Table 2, which counts those pairs as wrong. Appendix B Additional validation B.1 Confinement has to be judged frame by frame Judging visual quality on whole videos mixes appearance with motion. Human raters preferred the Motion Re-gen anchor on 1717 of 2020 decided video pairs but on none of 1717 corresponding frame pairs. We therefore test confinement on single frames. For each of 4545 clips, raters compare the anchor and Motion Re-gen frames at the index where the two differ most, excluding the keyframes, which are identical. Raters judged 4141 pairs equal, and the other four split three to one (p=0.63p=0.63, sign test). All eight identical controls were judged equal. The regenerated intervals use 3030 denoising steps against the anchorâs 5050, and the frame comparison shows no loss of per-frame quality from it. B.2 Intervention strength sets difficulty 5050606070708080 Figure 5: Accuracy on decided pairs against the number of denoising steps on Reduced Steps, with prompt, seed, anchor and every other sampling parameter held fixed. Eight of the nine models gain as the budget falls from 1616 to 88 denoising steps, by 7.47.4 to 14.214.2 points. PickScore, in red, gains least. LiFT, dashed, falls by 5.85.8. Tie rates are in Table 5. We render Reduced Steps at 88 and 1616 denoising steps with the prompt, seed, anchor, and every other sampling parameter fixed, and score all nine reward models on both over decided pairs (Figure 5). Eight models gain 7.47.4 to 14.214.2 points at the stronger degradation. VideoReward passes UnifiedReward-Flex-9B, and VideoScore v1.1 passes PickScore. PickScore, which scores frames independently, gains least. LiFT falls from 53.853.8 to 48.048.0 and is the only model below chance at 88 steps. The spread across models widens from 53.853.8â69.269.2 at 1616 steps to 48.048.0â83.483.4 at 88. We release the 1616-step setting as an additional split outside the 8,0008,000 benchmark pairs. On , the strength of the intervention therefore sets its difficulty for reward models. Appendix C Temporal Shuffle anchor selection Reordering is visible only in a clip that moves, so draws on the anchors with the most motion. We measure motion as the mean absolute difference between sampled frames in 8-bit pixel values, averaged over pixels and color channels. For the benchmark, motion is computed on every third frame, and the 1,0001,000 anchors with the most motion range from 18.318.3 to 56.156.1, against about 1212 for a typical clip. The training corpus instead keeps every anchor above 2525, computed on every fourth frame, which admits 23%23\% of them. Appendix D Tie handling Tie rates range from zero to 61%61\% and follow how finely each model scores. PickScore and VideoReward each produce about 15,00015,000 distinct scores and rarely tie. LiFT produces ten, assigns 0.90.9 to 40%40\% of clips, and ties on 61%61\% of pairs. VisionReward and VideoScore2 tie on 21%21\% and 27%27\%. Paired clips share a prompt and most of their content, which raises the tie rate further for coarse scores. Independent draws from LiFTâs score distribution would tie on 25.8%25.8\% of pairs, against the observed 61.3%61.3\%. We count a tie as wrong because it gives no ordering for a difference people perceive. Appendix E Prompted judge protocol Each judge answers with a digit from 00 to 99, and we rescale the expected digit under its token probabilities to 00â100100. For Qwen3-VL the probabilities come from its logits. For GPT-4.1 they come from the ten most likely tokens the API returns, which hold nearly all the probability of a single-digit answer. Taking the decoded digit instead produces many ties. On samples of 200200 pairs for Qwen3-VL and 6060 for GPT-4.1, Qwen3-VL ties on 47%47\%â54%54\% of pairs and GPT-4.1 on 17%17\%â20%20\%. The expected digit brings both below 1%1\%. Asking Qwen3-VL for two decimals between 00 and 11 still yields only nine distinct values and a 54%54\% tie rate. We use the expected digit throughout, which changes the judgesâ average rank under the tie rule but not their frame-order results, so we compare judges on the frame-order columns. Appendix F Frames sampled per model Table 6 lists how many frames each model samples from a 5.15.1-second clip, next to its accuracy on the two frame-reuse interventions. Model Frames VideoReward 10 60.8 71.6 UnifiedReward-2.0-8B 8 52.6 54.3 PickScore 6 45.0 54.2 UnifiedReward-Flex-9B 8 47.7 49.5 VideoScore v1 48 49.5 39.8 VideoScore2 10 38.2 35.9 VideoScore v1.1 48 54.2 34.9 VisionReward 24 27.7 31.7 LiFT 8 11.9 8.9 Table 6: Frames sampled per clip against accuracy on the two interventions that reuse the anchorâs frames. Clips are 8181 frames at 1616 fps. Underlined entries fall below chance. Frame count orders neither column. Accuracies count a tie as wrong, as in Table 2, and so run lower than in Table 14, which drops ties as VideoGen-RewardBench does. Each model has its own architecture, so this comparison cannot separate frame count from model, and Section 4.2 varies the count within each model instead. Appendix G Reward model training Both released models use the same training configuration and differ only in initialization. They train on 160,000160,000 pairs and validate on 4,0004,000, drawn equally from the eight interventions. The training, validation, and benchmark prompt sets are disjoint. Setting Value Backbone Qwen2-VL-2B-Instruct Initialization VideoReward, or the bare backbone Reward head scalar, read at three per-dimension marker tokens Objective Bradley-Terry with ties LoRA rank 6464, α 128128, dropout 0.050.05 LoRA exclusions lm_head, rm_head, embed_tokens, visual Vision tower trained, LoRA not applied Learning rate 2Ă10â62Ă 10^-6 Schedule constant with warmup, warmup ratio 0.050.05 Weight decay 00 Epochs 33 Batch size 11 per device, no gradient accumulation Hardware 88 GPUs on one node Precision bfloat16 Seed 4242 Frames 22 fps, at most 200,704200,704 pixels per frame Table 7: Training configuration for both released reward models. Appendix H The trained reward models on IsoVRBench Table 8 reports the two trained reward models on IsoVRBench, with ties counted as wrong. Training excludes every benchmark prompt but uses the same eight interventions, so this tests new prompts and not new interventions. motion text visual overall Model Avg. VideoReward (2B), human preferences 73.3 60.8 71.6 84.7 74.1 78.5 73.6 77.9 64.9 IsoVRM-Q2 96.3 84.9 99.8 100.0 86.8 100.0 99.9 100.0 99.3 IsoVRM-VR 96.7 89.5 100.0 100.0 85.5 99.7 99.9 99.7 99.0 Table 8: The two released reward models on IsoVRBench, ties counted as wrong, with VideoReward from Table 2 for reference. The two models average 23.023.0 and 23.423.4 points above VideoReward. Both reach at least 99.0%99.0\% on six interventions, with the remaining errors concentrated on and . VideoReward initialization raises accuracy from 84.9%84.9\% to 89.5%89.5\%, while the Qwen2-VL initialization is slightly better on at 86.8%86.8\% versus 85.5%85.5\%. Their averages differ by 0.40.4 points. Transfer to benchmarks built from human labels is in Table 3. Appendix I Generator identity in preference benchmarks Preference benchmarks pair videos from a fixed set of generators that differ widely in quality. On VideoGen-RewardBench, the share of its comparisons that each generator wins ranges from 16.8%16.8\% for EasyAnimate v4 to 80.9%80.9\% for Kling 1.5. To measure how much of each benchmarkâs labels this explains, we predict the preferred video of every pair from the identities of its two generators alone. For each pair, the predictor chooses the generator that wins more often against the other in the remaining four folds of a five-fold split, and it never sees a video. Benchmark Generators Generator identity VideoReward LiFT VideoGen-RewardBench 1212 77.477.4 73.273.2 56.856.8 GenAI-Bench 1010 74.174.1 69.969.9 50.750.7 VBench-2.0 44 78.278.2 50.650.6 58.958.9 Table 9: Accuracy (%) of predicting each benchmarkâs human preference from the identities of the two generators alone, by five-fold cross-validation, next to the reward models with the highest and lowest average on IsoVRBench. Chance is 5050. Every column uses the pairs of Table 14, which for VBench-2.0 are the 2,4942,494 decided pairs of its four dimensions. Generator identity alone predicts 74.1%74.1\% to 78.2%78.2\% of the labels (Table 9), and on each benchmark it is more accurate than VideoReward, the reward model with the highest average on IsoVRBench, while LiFT, the one with the lowest average, is near chance on GenAI-Bench. A reward model can therefore gain accuracy on these benchmarks by recognizing which generator made each clip, without judging the property the label refers to, and Appendix J shows that VideoReward does so on VBench-2.0. Appendix J Generator ranking in VideoReward and in our reward models Table 10 compares each VBench-2.0 generatorâs win rate under human labels with the win rate each modelâs scores imply. It shows where the 7.27.2-point gap between IsoVRM-VR and VideoReward on VBench-2.0 in Table 3 comes from. Generator In VideoRewardâs VBench-2.0 VideoReward IsoVRM-VR training data people win Î win Î Kling 59.359.3 / 80.980.9 64.664.6 70.970.9 +6.3+6.3 81.281.2 +16.6+16.6 Sora absent 61.961.9 47.947.9 â14.0-14.0 70.270.2 +8.3+8.3 HunyuanVideo absent 47.647.6 41.141.1 â6.5-6.5 42.942.9 â4.7-4.7 CogVideo 44.844.8 28.128.1 40.940.9 +12.8+12.8 9.79.7 â18.4-18.4 Table 10: Percentage of its comparisons each generator wins, by human count and as each modelâs scores imply, with each modelâs deviation from the human value. The first column is that generatorâs standing in VideoGen-RewardBench, the data VideoReward was trained on. Kling has two entries in VideoGen-RewardBench and VBench-2.0 uses a third version, so its training-set entry is the least certain of the four. VideoReward rates both generators present in its training data above their human win rates and both absent generators below them. It assigns CogVideo 40.940.9, within 44 points of its 44.844.8 VideoGen-RewardBench win rate and 1313 points above its 28.128.1 VBench-2.0 human win rate. With four generators, this pattern arises by chance one time in eight. Five of our interventions use the same generator on both sides and so carry no generator ranking. The inherited ranking affects VideoReward on VBench-2.0, whose generators it partly never saw, and not on VideoGen-RewardBench, whose generators it saw in training. On VideoGen-RewardBench, GenAI-Bench, and MJ-Bench-Video, dropping the generator substitutions costs 1.91.9, 1.61.6, and 0.50.5 points, 69.669.6, 66.366.3, and 60.760.7 against 71.571.5, 67.967.9, and 61.261.2 for IsoVRM-Q2, so the five same-generator interventions supply most of the transfer. Appendix K Rank on overall quality does not predict rank on frame order The three generator substitutions carry an overall label, like the independently generated pairs of published benchmarks. Table 11 compares each modelâs mean over them with its accuracy on the same prompts, corpus, and scoring rule. Overall Model mean rank mean rank PickScore 81.3 1 45.0 8 UnifiedReward-Flex-9B 79.7 2 47.7 7 VideoScore v1 78.2 3 49.5 6 UnifiedReward-2.0-8B 77.6 4 52.6 5 VideoScore v1.1 77.2 5 54.2 4 GPT-4.1 77.0 6 58.9 2 Qwen3-VL-8B 74.8 7 57.1 3 VideoReward 72.1 8 60.8 1 VisionReward 71.2 9 27.7 10 VideoScore2 52.5 10 38.2 9 LiFT 22.7 11 11.9 11 Table 11: Mean accuracy over the three generator-substitution interventions, which carry an overall label because a weaker generator degrades every dimension at once, against accuracy on . Underlined entries are below chance. LiFT is the only model to hold its rank, at the bottom of both. PickScore ranks first of eleven on generator-substitution pairs and eighth on at 45.045.0. VideoReward ranks eighth on generator-substitution pairs and first on . Without LiFT, the Pearson correlation between the overall mean and accuracy is r=+0.40r=+0.40 for and r=+0.31r=+0.31 for , and neither differs from zero. With LiFT, which is below chance on all eight interventions, they rise to +0.79+0.79 and +0.72+0.72. The two best models on generator-substitution pairs do not exceed chance on frame order. Appendix L Frame counts the sweep cannot reach Figure 4 omits three sets of points. LiFT stops at 1616 frames because its VILA1.5-13B backbone has 4,0964,096 positions, and more frames push the prompt out of context so that every clip gets the top score. VideoScore2 stops at 1616 because with more frames it fails to finish on half the clips, repeating a closing tag until its token limit without producing a score. VideoReward stops at 3232 because 4848 frames exceed the memory of an 8080 GB GPU at batch size one. Appendix M Caption ranking on temporal-understanding benchmarks A reward model gives one score per video and text, so we use the TemporalBench (Cai et al., 2025) and TempCompass (Liu et al., 2024b) settings in which it picks among complete captions for a fixed video. TemporalBench poses binary caption questions on short videos and reports Multiple Binary Accuracy, and TempCompass poses binary caption selection and reports caption-matching accuracy. We score each caption with the modelâs text-alignment head, or its only output for a single-score model, and select the unique maximum, counting exact ties as wrong. For UnifiedReward we use the continuous alignment score of its pointwise video prompt. Table 12 sets the three designs side by side. Design property IsoVRBench TemporalBench TempCompass Original target Video-generation reward models Video text-generation and embedding models Video and image language models What the model ranks One prompt, rank two videos One video, rank binary captions One video, rank two captions What changes One named video property A caption detail The candidate caption Human role Validate each intervention, with no per-item label Write and refine positive captions, then review generated negatives Annotate video metadata, then review generated instructions Frame-order isolation Same prompt and frames, reordered None, since the evaluated video is fixed None, since the evaluated video is fixed Table 12: Differences among the benchmark designs. The TemporalBench and TempCompass columns describe the settings evaluated here. TemporalBench counts a video correct only when every one of its binary questions is answered correctly, the group-level score its paper treats as primary, and we report it over 2,1792,179 videos. TempCompass contains 1,5031,503 binary choices between complete captions. Its other three tasks do not fit a single score, since multiple-choice answers are fragments such as âupâ or âforwardâ that need the question to make sense, yes/no questions need a calibrated threshold, and caption generation needs a language model. Model TemporalBench TempCompass VideoReward 21.321.3 69.569.5 UnifiedReward-Flex-9B 13.313.3 63.363.3 PickScore 13.513.5 61.061.0 UnifiedReward-2.0-8B 20.920.9 68.368.3 VideoScore v1 7.07.0 40.140.1 VideoScore v1.1 6.96.9 43.043.0 VisionReward 2.72.7 47.447.4 VideoScore2 12.212.2 57.157.1 LiFT 2.72.7 14.114.1 Ours, VideoReward init 18.418.4 69.769.7 Ours, Qwen2-VL init 18.118.1 66.966.9 Table 13: Accuracy on the caption-ranking settings of TemporalBench and TempCompass. All values are percentages. Bold marks the best result in each column. VideoReward has the highest TemporalBench score, 21.321.3, and IsoVRM-VR, initialized from it, has the highest TempCompass score, 69.769.7, with 18.418.4 on TemporalBench. Appendix N Published benchmarks against IsoVRBench Figure 3 plots accuracy against each published benchmark, Table 14 gives the values, and Table 15 gives the rank correlation for every intervention. Published Benchmarks IsoVRBench Model VideoGen-RewardBench GenAI-Bench VBench-2.0 TemporalBench TempCompass Temporal Shuffle Frame Hold UnifiedReward-2.0-8B 77.577.5 80.580.5 63.363.3 20.920.9 68.368.3 53.153.1 54.654.6 UnifiedReward-Flex-9B 74.574.5 80.880.8 63.463.4 13.313.3 63.363.3 48.548.5 51.851.8 VideoReward 73.273.2 69.969.9 50.650.6 21.321.3 69.569.5 61.061.0 71.971.9 VisionReward 69.069.0 73.873.8 63.363.3 2.72.7 47.447.4 47.447.4 56.956.9 VideoScore2 67.767.7 68.568.5 53.553.5 12.212.2 57.157.1 54.054.0 54.354.3 PickScore 62.662.6 74.174.1 57.457.4 13.513.5 61.061.0 45.045.0 54.254.2 VideoScore v1 61.161.1 70.470.4 66.266.2 7.07.0 40.140.1 55.655.6 48.848.8 VideoScore v1.1 57.457.4 71.571.5 66.266.2 6.96.9 43.043.0 57.957.9 39.939.9 LiFT 56.856.8 50.750.7 58.958.9 2.72.7 14.114.1 43.043.0 43.443.4 Ï with Temporal Shuffle +0.15+0.15 â0.15-0.15 +0.09+0.09 +0.37+0.37 +0.28+0.28 Ï with Frame Hold +0.73+0.73 +0.13+0.13 â0.61-0.61 +0.52+0.52 +0.72+0.72 Table 14: Accuracy on five published benchmarks against accuracy on the two IsoVRBench interventions that reuse the anchorâs frames. All columns use each benchmarkâs reported metric, and the IsoVRBench columns use the decided-item protocol of Table 5. Underlined entries fall below the corresponding random baseline. The last two rows give the Spearman rank correlation down each benchmarkâs column. Bold marks the best model in each published-benchmark column. Benchmark VideoGen-RewardBench +0.15+0.15 +0.73+0.73 â0.50-0.50 +0.63+0.63 +0.43+0.43 â0.20-0.20 +0.62+0.62 +0.57+0.57 GenAI-Bench â0.15-0.15 +0.13+0.13 â0.48-0.48 +0.50+0.50 +0.37+0.37 +0.27+0.27 +1.00+1.00 +0.87+0.87 VBench-2.0 +0.09+0.09 â0.61-0.61 â0.08-0.08 â0.46-0.46 +0.34+0.34 +0.56+0.56 +0.39+0.39 +0.60+0.60 TemporalBench +0.37+0.37 +0.52+0.52 +0.03+0.03 +0.67+0.67 +0.07+0.07 â0.15-0.15 +0.34+0.34 +0.19+0.19 TempCompass +0.28+0.28 +0.72+0.72 â0.20-0.20 +0.80+0.80 +0.22+0.22 â0.17-0.17 +0.48+0.48 +0.27+0.27 Table 15: Spearman rank correlation between accuracy on each published benchmark and accuracy on each IsoVRBench intervention, over the 9 reward models common to all columns. Each benchmark uses its reported metric. Bold marks a correlation an exact permutation test separates from zero at p<0.05p<0.05. VBench-2.0 correlates negatively with Frame Hold, at â0.61-0.61 and â0.80-0.80 without LiFT, and TemporalBenchâs largest correlation is +0.67+0.67, with Attribute Edit. Appendix O Every intervention against the human ceiling Figure 6 orders the interventions by median reward-model accuracy, and the two frame-reuse interventions come last. 00101020203030404050506060707080809090100100 Figure 6: Interventions ordered by median reward-model accuracy. Each bar spans the nine reward models from worst to best, the dot marks their median, blue above chance and red below, and the diamond marks human agreement on the same 4545 pairs per intervention, scored the same way, which stays between 8484 and 100100. On the two frame-reuse interventions the median model reaches 39.839.8 and 47.747.7, against 9393 and 100100 for people. People score above the best reward model on every intervention, by more than the error of the 4545 rated pairs on all but (8484 against 80.580.5) and (9898 against 89.689.6). Appendix P Human preference comparisons for the trained generators Table 16 reports three annotation passes over the pairwise comparisons among the three generators after 300300 training steps. Each pass contains all 240240 comparisons, with the same 8080 held-out prompts used for each model pair. Item order and side assignment are randomized independently. Preferred generator Win Rate Decisions Agreement Îș IsoVRM-Q2 over VideoReward 56.256.2 240240 63.363.3 0.260.26 IsoVRM-VR over VideoReward 57.157.1 240240 59.259.2 0.170.17 IsoVRM-Q2 over IsoVRM-VR 54.654.6 240240 55.855.8 0.110.11 Table 16: Blinded human preference comparisons on 8080 prompts. Win rate pools the three annotation passes. Agreement is the mean exact agreement over the three pairs of passes on the same comparison, and the final column gives Fleissâ Îș across the three passes. Pooled over passes, both generators trained under our reward models win more comparisons than the VideoReward-supervised one. Raters agree most on IsoVRM-Q2 against VideoReward, 63.3%63.3\% with Îș=0.26Îș=0.26, and least on IsoVRM-Q2 against IsoVRM-VR, 55.8%55.8\% with Îș=0.11Îș=0.11, the comparison closest to even. Over all 240240 comparisons, mean pairwise agreement is 59.4%59.4\% and Fleissâ Îș is 0.180.18. Those two generators also differ by only 1.71.7 points on VBench-2.0. Each pass is nearly transitive. A pass sees the same three videos for each prompt, one per generator, and its three choices form a cycle on 55 of the 240240 prompt and pass pairs, against 25%25\% for random choices (Table 17). Raters therefore rank the three generators consistently within a pass, and the low agreement comes from different rankings across passes. Cyclic Prompts Prompts Cyclic (%) Pass 1 11 8080 1.21.2 Pass 2 44 8080 5.05.0 Pass 3 00 8080 0.00.0 All passes 55 240240 2.12.1 Majority of passes 22 8080 2.52.5 Table 17: Transitivity of the human comparisons. A prompt is cyclic for a pass when its three pairwise choices there form a cycle, such as IsoVRM-Q2 over IsoVRM-VR, IsoVRM-VR over VideoReward, and VideoReward over IsoVRM-Q2. Random choices would give a cycle on 25%25\% of prompts. The last row applies the majority of the three passes to each comparison. Appendix Q VBench-2.0 by dimension for the trained generators Table 18 breaks the aggregate VBench-2.0 results into all eighteen dimensions. Within each dimension we score every generator on the same number of videos per prompt, keeping the smaller count where two differ, since duplicate scoring across evaluation runs and four extra dimensions otherwise give unequal counts. Dynamic_Spatial_Relationship, for example, has 7474 and 128128 videos over the same 6969 prompts. Diversity uses the twenty generations per prompt it requires, which are equal by construction. Dimension Videos Pretrained VideoReward IsoVRM-Q2 IsoVRM-VR Camera_Motion 108108 15.715.7 7.47.4 16.716.7 10.210.2 Complex_Landscape 3030 14.714.7 16.716.7 14.714.7 16.016.0 Complex_Plot 6161 13.513.5 14.514.5 11.711.7 11.111.1 Composition 5353 49.149.1 47.247.2 43.043.0 48.248.2 Diversity 1010 47.647.6 64.364.3 60.960.9 81.081.0 Dynamic_Attribute 9494 12.812.8 11.711.7 7.47.4 8.58.5 Dynamic_Spatial_Relationship 6969 27.527.5 47.847.8 36.236.2 30.430.4 Human_Anatomy 264264 84.284.2 86.786.7 91.391.3 87.787.7 Human_Clothes 191191 91.791.7 97.897.8 97.897.8 100.0100.0 Human_Identity 128128 72.572.5 76.976.9 77.977.9 77.177.1 Human_Interaction 129129 56.656.6 62.062.0 55.855.8 63.663.6 Instance_Preservation 6262 91.991.9 91.991.9 91.991.9 91.991.9 Material 5050 58.358.3 51.751.7 54.254.2 56.056.0 Mechanics 5757 64.464.4 54.854.8 52.352.3 55.355.3 Motion_Order_Understanding 181181 19.919.9 17.117.1 17.717.7 13.813.8 Motion_Rationality 5858 44.844.8 43.143.1 37.937.9 41.441.4 Multi-View_Consistency 9797 30.730.7 33.433.4 70.370.3 70.070.0 Thermotics 5050 55.355.3 56.256.2 59.159.1 65.265.2 Mean 47.347.3 49.049.0 49.849.8 51.551.5 Table 18: Every VBench-2.0 dimension for the four generators, in percent. Videos is the count each is scored on, held equal across all four dimension by dimension. Bold marks the best in a row. Against the VideoReward-supervised run, the IsoVRM-VR run leads on 11 dimensions and trails on 6; the median difference is +0.8+0.8 and a bootstrap over dimensions puts the mean difference in [â1.9,+7.8][-1.9,+7.8]. Fourteen of eighteen dimensions separate the two trained runs by less than 55 points. Removing Multi-View_Consistency alone, or that dimension and Diversity, reverses the sign of the IsoVRM-VR margin over the VideoReward-supervised run. The aggregate weights every dimension equally, so Instance_Preservation, at 91.991.9 for all four generators, and Complex_Landscape, spanning 2.02.0 points, count as much as Multi-View_Consistency, spanning 39.639.6, and a dimension scored on 1010 videos counts as much as one scored on 264264. Appendix R Generator training Each run draws from 12,30312,303 training prompts and samples eight videos per prompt, with advantages computed within each group. Videos contain 121121 frames at 704Ă1280704Ă 1280 and use 3030 sampling steps. The reward weights visual and motion quality by 0.50.5 and text alignment by 1.01.0. A KL penalty keeps the policy near a reference policy that is updated every 1010 steps. Each run uses 128128 H200 GPUs and validates every 5050 steps on 512512 held-out prompts, with one video per prompt at 5050 denoising steps.