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BaseReward: A Strong Baseline for Multimodal Reward Model

Yi-Fan Zhang, Haihua Yang, Huanyu Zhang, Yang Shi, Zezhou Chen, Haochen Tian, Chaoyou Fu, Haotian Wang, Kai Wu, Bo Cui, Xu Wang, Jianfei Pan, Haotian Wang, Zhang Zhang, Liang Wang

arXiv:2509.16127v1cs.CV

TL;DR

The paper addresses the lack of a systematic guide to building high-performing multimodal reward models. It studies reward-model design and training choices, then presents BaseReward, which establishes state-of-the-art results on major benchmarks and improves an MLLM fine-tuned with its reward signal. The paper also notes limits in backbone scale and pure-text reward modeling.

  • Problem

    A systematic study guiding the construction of state-of-the-art multimodal reward models is lacking, despite reward models’ role in aligning MLLMs with human preferences.

    Source: §1 · p. 2
  • Method

    The paper experimentally investigates reward-model paradigms, reward-head design, training strategies, data curation, backbone and scale, and ensemble methods, then introduces BaseReward.

    Source: §1 · p. 2
  • Results

    BaseReward establishes state-of-the-art performance on major MRM benchmarks, including MM-RLHF-Reward Bench and VL-Reward Bench, and its reward signal consistently improves MLLM performance across perception, reasoning, and conversational tasks.

    Source: §6 · p. 13
  • Takeaways & Limitations

    The findings provide an experimentally grounded recipe centered on a simple, optimized Naive-RM and carefully selected multimodal and text-only preference data.

    Source: §6 · p. 13

    The experiments do not explore backbones of 72B parameters or larger, and LLM-based models currently outperform MLLM-based models on pure-text reward tasks.

    Source: §6 · p. 14

Abstract

from arXiv · show

The rapid advancement of Multimodal Large Language Models (MLLMs) has made aligning them with human preferences a critical challenge. Reward Models (RMs) are a core technology for achieving this goal, but a systematic guide for building state-of-the-art Multimodal Reward Models (MRMs) is currently lacking in both academia and industry. Through exhaustive experimental analysis, this paper aims to provide a clear ``recipe'' for constructing high-performance MRMs. We systematically investigate every crucial component in the MRM development pipeline, including \textit{reward modeling paradigms} (e.g., Naive-RM, Critic-based RM, and Generative RM), \textit{reward head architecture}, \textit{training strategies}, \textit{data curation} (covering over ten multimodal and text-only preference datasets), \textit{backbone model} and \textit{model scale}, and \textit{ensemble methods}. Based on these experimental insights, we introduce \textbf{BaseReward}, a powerful and efficient baseline for multimodal reward modeling. BaseReward adopts a simple yet effective architecture, built upon a {Qwen2.5-VL} backbone, featuring an optimized two-layer reward head, and is trained on a carefully curated mixture of high-quality multimodal and text-only preference data. Our results show that BaseReward establishes a new SOTA on major benchmarks such as MM-RLHF-Reward Bench, VL-Reward Bench, and Multimodal Reward Bench, outperforming previous models. Furthermore, to validate its practical utility beyond static benchmarks, we integrate BaseReward into a real-world reinforcement learning pipeline, successfully enhancing an MLLM's performance across various perception, reasoning, and conversational tasks. This work not only delivers a top-tier MRM but, more importantly, provides the community with a clear, empirically-backed guide for developing robust reward models for the next generation of MLLMs.

1 Introduction

A systematic guide to building high-performing multimodal reward models is lacking despite their role in aligning MLLMs with human preferences. The paper experimentally studies the MRM pipeline and presents BaseReward, which leads on major benchmarks and improves an MLLM fine-tuned with its reward signal.

1 Introduction

  • The experiments cover reward-model paradigms, reward-head design, training strategies, more than ten preference datasets, backbone and scale, and ensemble methods.The data analysis includes multimodal and text-only preference data.Source: §1 · p. 2
  • Approximately 11% on MM-RLHF-Reward Bench and 18% on VL-Reward Bench; BaseReward sets new SOTA and improves RL-tuned MLLM performance across perception, reasoning, and conversational tasks.The benchmark improvements are reported against previous models; the RL gains are reported across a diverse range of tasks.Source: §1 · p. 3
  • BaseReward combines a Qwen2.5-VL backbone, an optimized two-layer reward head, and curated multimodal and text-only preference data.The paper presents it as a powerful and efficient baseline for multimodal reward modeling.Source: §1 · pp. 2–3

2 Related Work

The paper situates multimodal reward modeling within work on MLLMs and RLHF, then identifies a lack of systematic comparisons among reward-model approaches and design choices.

2 Related Work

  • MLLM research addresses multimodal understanding and generation alongside challenges such as long-form context, efficiency, hallucinations, and conversation.The passage connects alignment with human preferences to RLHF and reward models as its learning signal.Source: §2 · p. 3
  • Reward modeling includes prompted scoring or ranking, direct scalar scoring with a reward head [Liu et al., 2024a; Zang et al., 2025; Minghao Yang, 2024; Lou et al., 2024; Wang et al., 2024a], and critic-style evaluation with an additional reward head.The direct scalar approach is computationally efficient but offers limited interpretability, while prompted scoring depends on instruction-following and comprehension.Source: §2 · p. 3
  • Prior work lacks a unified, fair comparison of reward-model paradigms and deeper exploration of reward-head structure, training strategies, and data sources.The paper addresses these gaps through experimental analysis aimed at a recipe for building high-performance MRMs.Source: §2 · p. 3

3 Recipe for Building MRM

The section introduces pairwise reward-model training and the evaluation benchmarks, metrics, and default setup used in the paper’s experiments.

3.1 Preliminary

  • A reward model replaces a pretrained language-model head with a reward head that outputs a scalar, trained on human pairwise comparisons to score preferred responses higher.The passage defines r(y|x) as the scalar reward and σ as the sigmoid function in the ranking loss.Source: §3.1 · p. 3

3.2 Evaluation Benchmarks and Metrics

  • Multimodal evaluation uses VL-Reward Bench, Multimodal RewardBench, and MM-RLHF-Reward Bench, which measure preference accuracy, six capability areas, and response-pair ranking, respectively.VL-Reward Bench reports Overall Accuracy and Macro Average Accuracy; MM-RLHF-Reward Bench reports Acc and the stricter Acc+ metric.Source: §3.2 · p. 4
  • Text-only generalization is tested with RMBench’s Easy, Normal, and Hard Accuracy across four domains and Reward Bench’s five capability subtasks.The subtasks include Chat, Chat Hard, Safety, Reasoning, and Prior Sets.Source: §3.2 · p. 4
  • Default experiments use Qwen2.5-VL-7B and about 200,000 preference pairs; data ablations cover all benchmarks, while architecture ablations use a sufficient subset.The pairs come from the R1-Reward SFT dataset, aggregated from MM-RLHF, VL-Feedback, and RLHF-V.Source: §3.2 · p. 4

4 Experimental Analysis

The analysis compares reward-model paradigms, head design, regularization, datasets, backbones, and ensemble strategies. Results show that effective choices vary by benchmark, while simple averaging improves multimodal scores.

4.1 Reward Modeling Approaches

  • Naive-RM is comparable or better in VQA, general, and hallucination tasks, while Long-CoT-GRM excels in coding and safety/bias; Naive-RM is cheaper to apply during reinforcement learning.The paradigm comparison used a standardized training protocol and curated default dataset.Source: §4.1 · p. 5

4.2 Reward Model Design

  • A two-layer SiLU reward head performs best; a one-layer linear head performs worst, and other activations or deeper heads add no significant gains.The experiments find that using an MLP reward head significantly improves capability over the simple linear-layer design.Source: §4.2 · pp. 5–6, Table 2 · p. 5

4.3 Training Regularization Strategies

  • Increasing zero-coefficient weight λ from 0 to 0.1 degrades performance, and length normalization alone does not improve on the unregularized baseline, so default training omits regularization loss.The figure shows the performance trend as λ changes and marks the length-normalization-only baseline.Source: §4.3 · p. 6, Figure 1 · p. 7

4.4 Common Training Datasets

  • MMIF and SHP offer limited training benefit, and no single dataset substantially advances coding capability, indicating specialized downstream tasks require dedicated additional data.The authors attribute limited dataset benefit likely to insufficient diversity or data-quality issues.Source: §4.4 · pp. 6–7
  • MMPR and RLAIF-V push VL-Reward Bench hallucination accuracy beyond 90%, while text-only datasets match multimodal average performance and improve Multi-Modal Reward Bench results.Text-only preference data also helps preserve performance on text-based reward benchmarks.Source: §4.4 · pp. 6–7, Table 5 · p. 8

4.5 Optimizing Multimodal RMs for Pure-Text Tasks

  • On two pure-text benchmarks, mixed-data Qwen 2.5 VL-7B brings no gain over text-only training, while LLMs trained on identical text data perform better; the authors recommend separate RMs.They propose dynamically selecting a dedicated pure-text or multimodal RM by input type during reinforcement learning.Source: §4.5 · p. 8, Figure 2 · p. 9

4.6 Impact of Base Model Selection and Scale

  • Qwen-VL leads multimodal benchmarks (93.5 vs. 83.7 on MM-RLHF-Reward), whereas InternVL leads RewardBench (84.0 vs. 75.8); scaling gains are marginal, favoring sub-10B options under compute constraints.The reported accuracy values are for Qwen2.5-VL-7B and Intern-VL3-8B, respectively.Source: §4.6 · pp. 8–9, Table 6 · p. 9

4.7 Ensemble Strategies for Reward Models

  • Simple averaging raises the three multimodal benchmark average from below 81.0 to 82.6; adding a text-only Qwen 3 raises Pure Text Avg from 80.7 to 82.7, while validation weights add complexity without clear advantage.The Qwen 3 was trained exclusively on the text-only data.Source: §4.7 · p. 10, Table 7 · p. 10

5 BaseReward

BaseReward pairs a two-layer reward head and curated preference data with a Qwen2.5-VL backbone, then evaluates it on reward-model benchmarks and in reinforcement learning. It reports strong benchmark results, while a hybrid rule-based and BaseReward reward scheme performs best across RL evaluation tasks.

5.1 Structure and Training Strategy

  • BaseReward uses Qwen2.5-VL-7B with a two-layer SiLU MLP reward head, no auxiliary losses, and seven datasets totaling 2.8M preference pairs.The final learning rate is 3e−6, selected from a grid search; training uses batch size 128 on 64 Nvidia H100 GPUs.Source: §5.1 · p. 10

5.2 Baseline Algorithms

  • The baseline comparison includes prominent multimodal models and reward models, contrasting critic-based MM-RLHF-Reward-7B with IXC-2.5-Reward’s direct reward-head scoring.The comparison covers models including GPT-4o, Claude, Gemini, and other multimodal systems.Source: §5.2 · p. 10

5.3 Evaluation Results on MRM Benchmark

  • BaseReward beats prior SOTA by 11.9% in MM-RLHF-Reward Bench accuracy, 23.32% on MM-RLHF Acc+, and 14.2% in VL-Reward Bench Overall Accuracy, but ranks second on Multimodal Reward Bench.The authors primarily attribute the latter result to missing coding and related preference data in training.Source: §5.3 · pp. 10–11, Table 8 · p. 11, Table 9 · p. 11

5.4 Reinforcement Learning with BaseReward

  • The RL evaluation uses one BaseReward model derived from Qwen2.5-VL, without voting or an ensemble strategy because of computational constraints.The RL stage tests reward-model signals in a genuine reinforcement-learning process.Source: §5.4 · p. 12

5.4.1 Experimental Setup

  • The RL setup trains Qwen-2.5-VL 3B with GRPO for one epoch, using eight rollouts per prompt and batch size 256, on prompts from perception, chart-recognition, and reasoning datasets.Evaluation spans general-purpose, perception, mathematical-reasoning, and conversational benchmarks.Source: §5.4.1 · pp. 12–13
  • The tested reward schemes are binary exact-match rewards, direct BaseReward scores, and a hybrid that gives exact matches 1 and otherwise sigmoid-normalizes BaseReward scores.For exact-match problems, the binary reward is 1 for a match and 0 otherwise.Source: §5.4.1 · p. 12
  • For R1-Reward, each of eight responses is scored against the other candidates, and the pairwise preference scores are aggregated into its final reward.The setup forms 56 ordered response pairs and denotes each relative preference score S(yi, yj).Source: §5.4.1 · pp. 12–13

5.4.2 Results and Analysis

  • The hybrid rule-based and BaseReward approach performs best, with consistent gains across logical reasoning, perception, and conversational tasks.The authors describe it as combining rule-based precision for objective tasks with BaseReward’s nuanced semantic understanding for complex, subjective evaluations.Source: §5.4.2 · p. 13, Table 11 · p. 13

6 Conclusion and Limitation

The conclusion presents an empirically informed MRM recipe and BaseReward, reporting benchmark and reinforcement-learning gains while identifying scaling and pure-text boundaries.

  • An optimized Naive-RM with a two-layer SiLU MLP and no auxiliary regularization is efficient and effective; curated multimodal and text-only data is essential, with text-only gains in safety and mathematics.Source: §6 · p. 13
  • BaseReward establishes new SOTA on major MRM benchmarks and consistently improves an MLLM across perception, reasoning, and conversational tasks when used as an RL reward signal.Source: §6 · p. 13
  • The study excludes backbones at 72B parameters or larger, leaving scaling gains open; LLM-based models outperform MLLM-based counterparts on pure-text reward tasks.Source: §6 · p. 14
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