DiffusionART: Efficient, Stable and Scalable Reinforcement of Diffusion Models
Abstract
Online reinforcement learning (RL) fine-tunes diffusion models with black-box rewards, but reverse-process methods such as Flow-GRPO are limited in efficiency by poor credit assignment, while forward-process methods such as DiffusionNFT are efficient yet unstable without carefully tuned exponential-moving-average (EMA) off-policy training. We show that NFT-style objectives contain a hidden forward--reverse consistency force that joint positive--negative training cancels only partially, and that EMA stabilizes training through restoration rather than off-policy rollouts. We introduce DiffusionART (Diffusion Reinforcement with Aggregation-First Reward Tilting), which aggregates each prompt's rewards into a shared reward-improving direction for reverse-process states, removing the consistency force by construction, and adds a trust-region-masked second update for drift-adaptive restoration without EMA tuning. It requires no differentiable reward model, remains effective with fewer samples per prompt, and supports pairwise reward models (DiffusionART-Pairwise). Across image and video generation, DiffusionART trains efficiently and stably without per-task tuning. In particular, on HunyuanVideo-13B with equally weighted visual and motion quality rewards, DiffusionART reaches the late-stage mean reward levels of DiffusionNFT and Flow-GRPO-Fast with 12.02 and 11.72 times fewer GPU hours, respectively, while achieving 28.8% and 53.0% higher mean training rewards.
Community
Thanks for the interesting work! Can you offer some insight on how ART compares to FDFO (Finite Difference Flow Optimization), and which works better in which case?
Thank you for your comment. Regarding FDFO, I see the following limitations:
- It still relies on SDE sampling. Its methodological design cannot avoid ODE-to-SDE conversion because it needs two distinct trajectories originating from the same initial noise to construct a finite-difference pair. SDE sampling cannot perfectly preserve the marginal distributions, resulting in a loss of distributional information that directly affects training efficiency. Moreover, the estimated guidance acts on the SDE transition mean along the trajectory, which differs from the ODE transition mean, whereas inference uses ODE sampling. This introduces some training–inference mismatch. ART, by contrast, is designed to support different sampling methods during both training and inference, including ODE sampling.
- Its reward guidance is based on finite differences between two nearby points, which requires the points to be sufficiently close in the sample space. We instead compute Cov(x₀, r), without imposing a proximity requirement. Coincidentally, I just realized that Cov(x₀, r) is a more general form of its finite-difference calculation: with only two points, our formulation reduces to a finite difference. In this sense, its reward-guidance construction is a special case of our approach. As the sample size increases, the direction estimate undoubtedly becomes more accurate and its variance decreases. Covariance may therefore be the more fundamental formulation.
- Why do we not require the two points used to construct guidance to be close? This comes from our insight into restoration. We estimate a more accurate reward-improving direction and apply it directly to all states, then use the restoration arising from the second MSE update within each rollout batch to correct errors. We believe simplicity and efficiency are essential to scalability. Coincidentally, we have already conducted a closely related ablation in Figure 14 on page 20 of the appendix: aggregating information from all samples, applying the guidance to all states, and incorporating restoration performs substantially better than applying guidance locally within a pair of trajectories.
- FDFO appears to require four updates per rollout, whereas we need only two. In terms of computational cost, this should halve the GPU hours spent on the training phase. Additionally, FDFO doesn't utilize the insight of restoration for stablization, its SPO trick may introduce additional complexity which may hampers scalability.
- FDFO has not yet been validated on video generation. In our experience, methods can behave very differently on images and videos. If time permits, we will conduct additional video experiments with FDFO and update the paper.
Hope these insights helpful for your understanding!
Get this paper in your agent:
hf papers read 2610.12572 Don't have the latest CLI?
curl -LsSf https://hf.co/cli/install.sh | bash Models citing this paper 2
vanzl/DiffusionART-HunyuanVideo
Datasets citing this paper 1
vanzl/DiffusionART-Prompts
Spaces citing this paper 1
Collections including this paper 0
No Collection including this paper
