RL for Video: The State of the Space

A short field note on post-training for video generation in mid-2026: the scaling recipe that converged, the physics and persistence failures it is not fixing, the RL stack industry already runs, the three constraints that make RL on video genuinely hard, and why it is still the right direction.

Aug 2026 Video Models RL Field Note
pretrained drag to optimize the rollouts against the reward; move your cursor over the figure to relocate the reward

Thesis. Scale keeps buying photorealism; physics comes far more slowly. The strongest models of mid-2026 have multiplied their physics benchmark scores and still fail object permanence, long-horizon consistency, and state persistence, and that last failure does not move with scale at all.

State. Post-training for video sits roughly where language post-training sat in 2023: reward models agree with human raters about four times in five at best, GRPO variants work but an experiment costs hundreds of GPU-days, and verifiable rewards are only now arriving.

Implication. The binding constraints are concrete: rollout cost, reward reliability, and credit assignment. Cheap rollouts plus verifiable video rewards is the most direct path to the next capability jump.

This note comes out of my recent exploration in video post-training and RL for video: a short map of where the space stands in mid-2026. Everything below is from public papers, tech reports, and press coverage, all linked at the bottom; the opinions are mine.

1.Where Video Models Are

The pretraining recipe has converged. Every serious model of the past two years is a latent diffusion transformer trained with flow matching on top of a 3D causal VAE, with joint image and video training, multi-stage progressive schedules, and dense captions written by a VLM. Movie Gen spelled the recipe out in public at 30B parameters on 6,144 H100s[1], Wan reported scaling laws for it[2], and Seedance 1.0 documented the pipeline shape everyone now runs: pretraining, continued training, SFT, then RLHF[3]. Seaweed-7B made the counterpoint that a well-designed 7B model trained for 665,000 H100 hours competes with much larger peers, which says data curation and design still buy more than raw scale at current budgets[4].

The products moved fast this year. Native audio became standard, durations jumped from eight seconds to fifteen and beyond (Seedance 2.0 generates 4 to 15 seconds natively[5], and its 2.5 successor advertises single-pass 30-second clips), multi-shot direction and reference-based character consistency shipped (Kling 3.0's Omni line takes per-shot instructions[6]), and Google folded video into an any-to-any Gemini Omni family instead of shipping a Veo 4[7]. The market also delivered a verdict nobody predicted in 2024. OpenAI introduced Sora 2 in September 2025 as possibly "the GPT-3.5 moment for video"[8], then discontinued the app and API within six months; reporting put inference cost near a million dollars a day against a shrinking user base[9]. Kling meanwhile passed a reported 500 million dollars in annualized revenue, and the top of the public text-to-video arena in mid-August 2026 is a Google, Black Forest Labs, ByteDance, and Meta race, with MiniMax's open-weights H3 sitting sixth[68]. Frontier video is a real business, and it consolidated hard.

Consistency progress came from the causal turn. Bidirectional diffusion over a fixed clip produces beautiful eight-second videos and nothing longer. The methods that matter distill the bidirectional teacher into an autoregressive student (CausVid[10]), train that student on its own rollouts so exposure bias stops compounding (Self Forcing[11]), then stretch the horizon with rolling windows, anchor frames, and KV-cache management (Self-Forcing++[12], Rolling Forcing[13]). This works well enough for real-time streaming on a single GPU, and not well enough to trust: the measured effective context of state-of-the-art long-video models is 3.0 to 9.2 seconds, beyond which errors accumulate and the video drifts[14]. Interactive world models (Genie 3[15], Cosmos[16]) are the same problem restated: they hold a scene for minutes only by making generation causal and memory explicit.

2.What Scale Is Not Fixing

Put the benchmark numbers next to the demo reels. Physics-IQ tested whether models continue real videos with physically correct outcomes and found visual realism uncorrelated with physical understanding[17]. On VideoPhy-2's hard split, the best evaluated model of early 2025 reached roughly 22 percent joint semantic-plus-physics score[18]. MMGR scores Wan 2.2 near 84 percent on visual realism but 51 percent on physical commonsense, falling to 24 percent once every requirement must hold at once; Sora 2 leads the overall success rate at 70 percent and still spawns objects and passes solids through glass[19]. The direction is not hopeless; Sora 2 reaches 42 percent of the Physics-IQ ceiling where the original Sora managed 10[17]. The gap that refuses to close is between that curve and the polish curve. And the newest closed models, Gemini Omni Flash, Seedance 2.5, and MiniMax H3, ship with arena Elo attached and no public physics scores I could find; polish gets measured weekly, physics does not.

0% 25% 50% 75% 100% WAN 2.2, SAME MODEL, SAME BENCHMARK visual realism 84% avg (72 to 96) physical commonsense 51% 33 points below realism overall success, strict 24% every requirement at once OVERALL SUCCESS RATE, OTHER FRONTIER MODELS Sora 2 70% Veo 3 51%
Looking right versus being right, from MMGR[19]. On the same benchmark, Wan 2.2 averages 84 percent visual realism across scenarios (72 to 96), 51 percent physical-commonsense accuracy, and 24 percent overall success once every requirement must hold at once; Sora 2 and Veo 3 reach 70 and 51 percent overall. Realism runs 33 points ahead of physics on the same model, and strict grading halves it again. The newest closed models are absent because their physics numbers are: Gemini Omni Flash, Seedance 2.5, and MiniMax H3 publish arena standings, not physics-benchmark scores (Fig 2).
THE ONE NUMBER EVERYONE PUBLISHES arena Elo, text-to-video, Aug 14 2026 snapshot: 616,845 votes, 45 models no public physics score physics-benchmarked 1000 1100 1200 1300 1400 1500 CLOSED Gemini Omni Flash, Google 1512 FLUX-3 Video, BFL (prelim.) 1494 Seedance 2.5, ByteDance 1477 Muse Video, Meta 1457 HappyHorse 1.0, Alibaba 1428 Veo 3.1, Google 1364 Wan 2.7, Alibaba (API-only) 1344 Sora 2, OpenAI 1340 OPEN WEIGHTS MiniMax H3 (comm. license) 1453 Kandinsky 5.0 Pro, MIT 1172 HunyuanVideo 1.5, Tencent 1169 LTX-2 19B (comm. license) 1151 Wan 2.2 A14B, Apache 2.0 1131
The scoreboard the field actually maintains: arena Elo for text-to-video, from the public leaderboard's August 14, 2026 snapshot, 616,845 votes across 45 models[68]. Gray bars are closed models, blue are open weights. A filled amber dot means no public physics-benchmark score exists for that model; a hollow one means at least one does. Two readings: everything above Veo and Sora 2 on the polish ladder is physics-unmeasured, and the open-closed gap is real even inside one lab, with Alibaba's open Wan 2.2 sitting 213 Elo below its API-only Wan 2.7.

The sharper result is about state. A June 2026 study of 23 models across 9,600 videos found all of them treat the world as a tracking shot: an object that leaves the frame resumes in its abandoned state instead of evolving while unseen, and the failure holds across model families and increments of scale[20]. VBench-2.0 reads the same way on its faithfulness dimensions[21]. These are not rendering defects that a bigger VAE fixes. They are world-model defects.

More data does not obviously save you either. Passive internet video teaches how scenes look, and only thinly how they respond. V-JEPA 2 pretrained on over a million hours of video and still needed a stage on 62 hours of robot interaction data before it could plan actions[22], and Silver and Sutton's "Era of Experience" essay makes the general argument that the next capability increments come from feedback and interaction rather than from more recorded data[23]. Video pretraining will keep improving texture, layout, and style. The failures above need a training signal that says that bounce was wrong, and that signal is what post-training exists to deliver.

3.The RL Stack for Video, Today

The stack so far mirrors language with a lag (Fig 3). Reward fine-tuning came first: InstructVideo borrowed image reward models and backpropagated them through short denoising chains in 2023[24], and VADER did it properly for video with differentiable rewards, including object detectors and action classifiers[25]. DPO ports followed[26], and DenseDPO found the first video-specific landmine: whole-clip preference pairs teach the model that static videos are safe, so it optimizes motion away unless preferences are collected per segment[27]. Purpose-built video reward models arrived in 2025. VideoAlign trained on 182,000 human-labeled triplets and split the reward into visual quality, motion quality, and text alignment because one scalar could not carry all three[28], and VisionReward decomposed the judgment further into interpretable checklists[29].

WHEN VIDEO PICKED UP EACH LANGUAGE POST-TRAINING IDEA language paper video counterpart 2023 2024 2025 2026 human feedback InstructGPT → InstructVideo 21 mo DPO DPO → VideoDPO 19 mo reward-gradient FT DRaFT → VADER 10 mo GRPO DeepSeekMath → DanceGRPO 15 mo RM benchmarks RewardBench → VideoRewardBench 18 mo test-time scaling o1 → Video-T1 6 mo RLVR Tulu 3 → RLVR-World 6 mo reasoning RL R1 → Wan-R1 14 mo
Measured lag, not vibes. Eight post-training ideas, the month the language paper landed (gray) and the month the first video counterpart followed (blue), dated by arXiv announcement month, o1 by its release post[24][25][26][31][33][36][38][43][50][51][52][53][57][58][59][60]. Pairs are matched by goal rather than by algorithm. The median crossing time fell from 19 months for the 2022-23 ideas to 14 for the 2024-25 ones, and the fastest two, test-time scaling and RLVR, crossed in six.

On-policy RL became practical in 2025. Flow-GRPO converted the deterministic ODE sampler into an SDE so there is something to explore, and cut denoising steps during rollouts to keep cost sane[30]; DanceGRPO unified the recipe across text-to-video and image-to-video[31]. This is production technology now, and quietly so. Seedance 1.0 ships video-tailored RLHF with separate reward models for motion, aesthetics, and alignment[3]; Meituan's LongCat-Video published its full multi-reward GRPO configuration[32]; NVIDIA states Cosmos-Predict2.5 is refined with RL post-training[16]; Kling's Omni report describes an SFT-then-RL phase[6]. OpenAI's Sora 2 system card and Google's Veo materials say nothing about RL post-training in either direction.

PAPERS ON RL FOR VIDEO GENERATION monthly count and cumulative, curated field list, dated by arXiv ID 2024: ~15 papers. 2025: ~160. Over 60% arrived after Aug 2025. 100 200 2024 2025 2026 ~230 papers cumulative ~50 papers in Sep 2025 the ICLR deadline month
A small survey run for this post: every unique arXiv paper in the community-curated RL-for-video list[61], dated by its arXiv ID and binned by month, drawn through March 2026 because curation trails the field and the right edge undercounts. Treat the counts as approximate; the list's scope is fuzzy at the edges (some video-understanding and reward-model work sits alongside generation). The shape is the point: a couple of papers in 2023, about 15 in 2024, about 160 in 2025, and the busiest month on record is September 2025, when the ICLR deadline landed.

The newest thread is the one I find most promising: verifiable rewards. RLVR-World scores world models with task metrics computed directly on their outputs[33]. NewtonRewards extracts velocity and mass proxies from optical flow and penalizes violations of Newtonian motion[34]. PhyMotion lifts generated humans to 3D meshes, runs them through a physics simulator, and scores kinematic plausibility, reporting a 68-point Elo gain in motion realism after RL[35]. Wan-R1 and VideoRLVR use procedurally generated tasks, mazes, Sokoban, and trap avoidance, where correctness is checkable by rule, and both report verifiable rewards beating learned reward models on their tasks[36][37]. This is the video version of the move that took language models from RLHF to reasoning RL.

There is also a test-time branch: spend more inference compute, search over candidates with a verifier, keep the best (Video-T1[38]). It reliably buys quality, on the same curve language models rode, and its cost problem is the same one RL training has. CachedSearch sits here: cached exploration makes best-of-N affordable by re-generating only the winning candidate at full compute[39].

4.Why RL for Video Is Hard

Start with the arithmetic. A language model rollout is a few thousand forward passes through a KV cache and costs a fraction of a cent. A video rollout is 30 to 50 denoising passes over a latent volume of a hundred thousand or more tokens, then a VAE decode, then a reward model forward, per candidate, and GRPO wants a group of those per prompt. That is how a weekend of H100 time disappears. Flash-GRPO puts aligning a 14B video model at hundreds of GPU-days per experiment[40], and DanceGRPO ran on 64 H800s[31]. At API list prices, frontier video costs 10 to 40 cents per generated second, so one 8-second rollout burns what thousands of LLM samples cost. An efficiency literature is moving fast in response: branched rollouts that share denoising prefixes across the group[41], optimization at a single timestep per rollout[40], and rewards computed in latent space so nothing gets decoded at all[49]. The infrastructure half of the problem, keeping a fleet busy while rollout, scoring, and update stages have wildly different shapes, is its own topic, covered separately in these GPU infrastructure notes.

COST PER ROLLOUT log scale, mid-2026 list prices $0.001 $0.01 $0.10 $1 $10 one LLM rollout under a cent one 8-second video rollout $0.80 to 3.20 roughly 500× REWARD RELIABILITY agreement with human preference 50% 70% 100% coin flip perfect VideoReward, ties in or out 61 to 74%
The two walls, in one place. Left: sample cost on a log scale; the per-sample gap between a language rollout and an 8-second video rollout is roughly 500× at list prices, and Flash-GRPO's "hundreds of GPU-days per experiment" is the training-side version of the same number[40]. Right: the reward you optimize against agrees with humans 61 to 74 percent of the time, depending on how ties are counted[28].

The reward is the deeper problem. The best public video reward model reports 73.6 percent pairwise accuracy with ties excluded on its own benchmark, and 61.3 percent when ties count[28], and VLM judges show position bias and scoring instability on physics judgments[44]. Newer reasoning judges push the no-ties number into the mid-80s on the same benchmark, and ties still drag them back toward 72[67]. Anyone who has watched a reward curve climb while the samples quietly got worse knows where this goes. Optimize hard against a reward that weak and you get Goodhart's law, and video RL now has a documented catalogue of it: models that satisfy a physics reward by collapsing motion until nothing moves[34], DPO pairs that quietly prefer static clips[27], composite rewards gamed through their easiest component[45], ratio drift that over-optimizes flow GRPO from inside the clipping range[46], and policies that climb VideoAlign for a while and then visibly degrade[47]. SAGE-GRPO adds that the ODE-to-SDE conversion itself injects off-manifold noise that makes video GRPO less reliable than its LLM counterpart[48]. Fig 6 shows the quieter version of the same problem, straight from the papers: the optimized axis jumps, and everything else barely moves.

RL MOVES WHAT YOU POINT IT AT relative change after the RL stage: the optimized axis vs an off-axis metric from the same paper 0 +50% +100% +150% +200% DanceGRPO +181% motion quality (VideoAlign MQ) -9% text alignment, same run Wan-R1 +132% trap-avoidance, exact match -16% held-out irregular mazes Flow-DPO +82% visual-quality reward win rate +0.3% VBench total Flash-GRPO +16% HPSv3 reward +1.5% VBench aesthetic PhyMotion +5.7% VideoPhy physical commonsense -0.5% VBench, general prompts VideoDPO +5.4% VBench semantics +1.9% VBench total
Goodhart's law, in published numbers. For six systems, the relative change the paper reports on the axis its RL stage optimized (blue) next to an off-axis or generic metric from the same run (gray, amber when negative): DanceGRPO Table 5[31], Wan-R1 Table 1[36], Flow-DPO Table 3 of the VideoAlign paper[28], Flash-GRPO Tables 1 and 2[40], PhyMotion Tables 2 and 5[35], VideoDPO Table 1[26]. The optimized metric jumps by double or triple digits; everything else moves a point or two, and sometimes backward. Narrow rewards buy narrow gains, which is the whole argument for broad verifiable reward suites.

Then there is credit assignment. A language model gets its reward attached to a specific token sequence with per-token log-probabilities. A video policy gets one scalar for an artifact that emerged from 50 denoising steps times a hundred-plus frames, and has to work out which step and which region earned it. The current answers are partial: reweighting by timestep[42], tree-structured advantages over branching rollouts[41], or giving up on trajectory-level credit and optimizing a single step[40].

policy improves, the next group re-samples Policy video generator Rollouts a group of N clips Reward RM / verifier / judge Update advantages BOTTLENECK 1 minutes of GPU time per clip BOTTLENECK 2 ~72% tie-aware agreement BOTTLENECK 3 one scalar over steps × frames
The GRPO-style loop that video RL runs today[30][31], annotated with its three binding constraints: rollout cost measured in minutes of GPU time per candidate[40], reward models around 72 percent tie-aware human agreement[28][67], and a single scalar spread across every denoising step and frame[41].
AxisLLM RL, 2026Video RL, 2026
Rollout seconds, fractions of a cent minutes of GPU time; hundreds of GPU-days per experiment[40]
Reward unit tests, checkable answers, mature RMs learned RMs near 72% tie-aware agreement[28][67]
Exploration sampling is native deterministic ODE needs SDE conversion[30]
Credit assignment per-token log-probabilities one scalar over steps × frames[41][42]
Reward hacking well-known, policed by dense evals actively being catalogued[34][45][46]
Evals dense, saturating young; best hard-split physics score near 22%[18]

None of these gaps is conceptual. Each one is an engineering-and-data problem that several groups are actively chipping at, which is roughly how language post-training looked in 2023.

5.Why RL Is Still the Right Bet

The reason to push anyway is that this movie has run once before. A 1.3B InstructGPT model beat a raw 175B GPT-3 on human preference[50]. DPO made preference tuning a commodity[51]. Verifiable rewards[52] and large-scale reasoning RL[53] then produced the last two years of language capability, and post-training became the main source of new capability in every frontier release. Video is tracing the same arc a year or so behind and closing (Fig 3), and it has now reached the part where the gains got large.

Video has one structural advantage language never had. Language rewards top out at human judgment unless the domain happens to have an executable check. Video is filmed physics, so optical flow, geometry, reconstruction error, simulators, and inverse dynamics[55] all yield reward signals grounded in the world rather than in a preference model. NewtonRewards and PhyMotion are early and narrow, and they are the right shape: they are the unit tests of video[34][35]. On the capability side, chain-of-frames results show base video models already do zero-shot maze solving and visual reasoning, jumping from 14 to 78 percent on 5×5 mazes at pass@10 between one Veo generation and the next[54], which is the raw material reasoning RL is built to amplify.

There is a strategic argument on top. If video models become world models, RL shows up twice: RL post-training is how an interactive world model learns to respond correctly to actions (WorldCompass[56], inverse-dynamics rewards[55], Cosmos[16]), and policy learning inside those world models is the payoff that justifies building them (DeepMind already runs its SIMA agent inside Genie 3's generated worlds[15]). Most of the US field pivoted to world models this year, and that pivot signs everyone up for video RL whether they framed it that way or not.

6.What Comes Next

Here is how I map the current stacks, and where the empty quadrant is:

learned preference verifiable, grounded minutes + interactive single clip wide open verifiable rewards over minutes-long, interactive video nobody is here yet video RMs + DPO VideoAlign, VideoDPO GRPO alignment Flow-GRPO, DanceGRPO physics rewards NewtonRewards, PhyMotion reasoning RLVR Wan-R1, VideoRLVR world-model RL WorldCompass, RLIR
My sketch, not a measurement: positions are editorial. Preference-based stacks own the lower left[28][31], verifiable rewards are climbing the right edge one clip at a time[34][35][36][37], world-model RL is stretching the horizon with learned rewards[55][56], and the corner that combines them is empty.

Ranked roughly by how much I think each one matters:

  • Cheap rollouts. One-step and few-step policy optimization, branched rollouts, and latent-space rewards[40][41][49]. If rollout cost falls two orders of magnitude, every experiment in this note becomes a weekend run, and iteration speed is the binding constraint on everything else here.
  • Reward models worth optimizing against. The frontier moved from 50 to a claimed 87 percent in two years on one benchmark (Fig 10), but tie-aware agreement still sits near 72[28][67], and closing the rest is worth more than any single algorithmic idea in the GRPO literature. Reasoning-style judges are the visible path.
  • Physics as a verifier, at scale. Newton rewards, simulator scoring, and geometric consistency[34][35] each cover a narrow slice. The open problem is composing them into broad-coverage verifiable reward suites, the video equivalent of the math-and-code RL corpus.
  • A reward for minute three. Long-horizon methods can hold a scene for minutes[12][13], but nothing scores whether minute three is still coherent with minute one, so nothing optimizes for it[14][20]. Persistence-aware rewards are wide open.
  • Reasoning RL on video. Procedurally generated visual tasks with rule-checkable answers[36][37] plus chain-of-frames capability[54] look like GSM8K circa 2023: small, synthetic, and about to matter.
  • The world-model loop. RL to make world models action-faithful, then policy learning inside them[15][16][55][56]. This is where video generation stops being a content tool and becomes infrastructure for robotics.
THE COST WALL IS FALLING efficiency claims of successive methods vs their own baselines, log scale 100% 50% 25% 10% full-trajectory baseline May 2025 Sep 2025 Jan 2026 Apr 2026 each point is that paper's own claim, in its own setting DanceGRPO, the baseline full-trajectory GRPO, 64 H800s BranchGRPO, 45% shared prefixes; image-alignment runs OP-GRPO, 34% off-policy replay; image and video Flash-GRPO, 17% one timestep per rollout; video
One wall is moving, though these points are not one comparable series. Each method reports efficiency against its own baseline in its own setting: BranchGRPO cuts per-iteration time by 55 percent in image-alignment runs[41], OP-GRPO matches its baseline with 34 percent of the training steps across image and video tasks[62], and Flash-GRPO claims a 6× training-cost cut for one-step video RL[40][31]. Read the direction, not the ratios: every few months another chunk of the rollout bill goes away. The reward side is moving too (Fig 10), but from much further behind.
THE OTHER WALL IS CRACKING video reward models on VideoGen-RewardBench, pairwise accuracy without ties, by release month 2025 2026 50% coin flip 60% 70% 80% language RMs, RewardBench top: ~95 VideoScore 50 LiFT-Critic 57 VisionReward 68 VideoReward 74 UnifiedReward 79 VR-Thinker 81 PRFL 69 Reward Lightning 87 self-reported 72 with ties
The reward side, on one consistent yardstick: pairwise accuracy without ties on VideoGen-RewardBench, by reward-model release month. Early models were re-measured under a common protocol in the Reward Lightning paper[67]; VideoReward, UnifiedReward, VR-Thinker, and the PRFL latent reward model report on the same benchmark[28][65][66][49]; VideoScore, LiFT-Critic, and VisionReward are the re-evaluated baselines[63][64][29]. Fifty to a claimed 87 in two years; counting ties drops the leader to 72, and language reward models sit near 95 on their own leaderboard[59]. Cracking, not fallen.

The pattern from language suggests the distance between "post-training exists" and "post-training drives the release notes" is about two years. For video, that clock started around DanceGRPO in mid-2025.

References

  1. Polyak et al., Movie Gen: A Cast of Media Foundation Models, 2024.
  2. Wan Team, Wan: Open and Advanced Large-Scale Video Generative Models, 2025.
  3. ByteDance Seed, Seedance 1.0: Exploring the Boundaries of Video Generation Models, 2025.
  4. Seaweed Team, Seaweed-7B: Cost-Effective Training of Video Generation Foundation Model, 2025.
  5. ByteDance Seed, Seedance 2.0: Advancing Video Generation for World Complexity, 2026.
  6. Kling Team, Kling-Omni Technical Report, 2025.
  7. Google, Introducing Gemini Omni, 2026.
  8. OpenAI, Sora 2 Is Here, 2025.
  9. TechCrunch, Why OpenAI Really Shut Down Sora, 2026.
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  13. Rolling Forcing: Autoregressive Long Video Diffusion in Real Time, 2025.
  14. Context Forcing: Consistent Autoregressive Video Generation with Long Context, 2026.
  15. Google DeepMind, Genie 3: A New Frontier for World Models, 2025.
  16. NVIDIA, Cosmos-Predict2.5: World Simulation with Video Foundation Models for Physical AI, 2025.
  17. Motamed et al., Do Generative Video Models Understand Physical Principles? (Physics-IQ), 2025.
  18. Bansal et al., VideoPhy-2: A Challenging Action-Centric Physical Commonsense Evaluation in Video Generation, 2025.
  19. MMGR: Multi-Modal Generative Reasoning, 2025.
  20. Current World Models Lack a Persistent State Core, 2026.
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  32. Meituan LongCat Team, LongCat-Video Technical Report, 2025.
  33. Wu et al., RLVR-World: Training World Models with Reinforcement Learning, 2025.
  34. Le, What About Gravity in Video Generation? Post-Training Newton's Laws with Verifiable Rewards, 2025.
  35. Huang et al., PhyMotion: Structured 3D Motion Reward for Physics-Grounded Human Video Generation, 2026.
  36. Liu et al., Wan-R1: Verifiable-Reinforcement Learning for Video Reasoning, 2026.
  37. Zhu et al., Video Models Can Reason with Verifiable Rewards, 2026.
  38. Liu et al., Video-T1: Test-Time Scaling for Video Generation, 2025.
  39. Saini et al., CachedSearch: Training-Free Cached Exploration for Test-Time Search in Video Diffusion, 2026.
  40. He et al., Flash-GRPO: Efficient Alignment for Video Diffusion via One-Step Policy Optimization, 2026.
  41. Li et al., BranchGRPO: Stable and Efficient GRPO with Structured Branching in Diffusion Models, 2025.
  42. TempFlow-GRPO: When Timing Matters for GRPO in Flow Models, 2025.
  43. VideoRewardBench: Comprehensive Evaluation of Multimodal Reward Models for Video Understanding, 2025.
  44. Cao et al., Each Judge Its Own Yardstick: Discovering Per-VLM Taxonomies for Physical Video Evaluation, 2026.
  45. Li et al., Rethinking Reward Signals in Video GRPO: When Scores Become Targets, 2025.
  46. GRPO-Guard: Mitigating Implicit Over-Optimization in Flow Matching via Regulated Clipping, 2025.
  47. Wang et al., Diffusion-DRF: Free, Rich, and Differentiable Reward for Video Diffusion Fine-Tuning, 2026.
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  49. Mi et al., Video Generation Models Are Good Latent Reward Models, 2025.
  50. Ouyang et al., Training Language Models to Follow Instructions with Human Feedback (InstructGPT), 2022.
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  52. Lambert et al., Tulu 3: Pushing Frontiers in Open Language Model Post-Training, 2024.
  53. DeepSeek-AI, DeepSeek-R1: Incentivizing Reasoning Capability in LLMs via Reinforcement Learning, 2025.
  54. Wiedemer et al., Video Models Are Zero-Shot Learners and Reasoners, 2025.
  55. Ye et al., Reinforcement Learning with Inverse Rewards for World Model Post-training, 2025.
  56. Wang et al., WorldCompass: Reinforcement Learning for Long-Horizon World Models, 2026.
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  60. OpenAI, Learning to Reason with LLMs (o1), 2024.
  61. Awesome-RL-for-Video-Generation, community-curated paper list, snapshot August 2026.
  62. Zhang et al., OP-GRPO: Efficient Off-Policy GRPO for Flow-Matching Models, 2026.
  63. He et al., VideoScore: Building Automatic Metrics to Simulate Fine-Grained Human Feedback for Video Generation, 2024.
  64. Wang et al., LiFT: Leveraging Human Feedback for Text-to-Video Model Alignment, 2024.
  65. Wang et al., Unified Reward Model for Multimodal Understanding and Generation, 2025.
  66. VR-Thinker: Boosting Video Reward Models through Thinking-with-Image Reasoning, 2025.
  67. Reward Lightning: Fast Video Generation via Homologous Preference Distillation, 2026.
  68. Arena, Text-to-Video Leaderboard, snapshot of August 14, 2026.

Citation

@misc{saini2026rlforvideo,
  author       = {Saini, Shreshth},
  title        = {RL for Video: The State of the Space},
  year         = {2026},
  month        = {August},
  howpublished = {\url{https://shreshthsaini.github.io/blogs/rl-for-video.html}},
  note         = {Blog post}
}