Improving Text-to-Music Generation with Human Preference Rewards

Hugging Face Daily Papers Papers

Summary

This paper presents a text-to-music generation system that leverages reward conditioning, expert iteration, and preference tuning to improve audio quality within a 120M-parameter model, submitted to the ATTM Grand Challenge at ICME 2026.

We describe our entry to the efficiency track of the Academic Text-to-Music (ATTM) Grand Challenge at ICME 2026. Beyond the challenge protocol's FAD-CLAP and CLAP score, we add a learned human-preference reward from TuneJury, a twin pairwise ranker trained over open music-preference datasets. The reward serves both as a training-time conditioning signal and as a sample-selection criterion. The pipeline combines five engineering decisions on a 120M-parameter FluxAudio-S backbone, four at training time and one at inference: (i) training-time reward conditioning that doubles as an inference-time CFG axis, (ii) a sweep over five score-conditioning architectures, where training and inference use different variants, (iii) expert iteration on the top decile, (iv) a short preference-tuning pass (CRPO) for audio-text alignment, and (v) inference post-processing via joint CFG, source separation, and loudness normalization. Per-stage decomposition on 100 Song Describer prompts shows training-time reward conditioning as a functional conditioning axis, expert iteration as the dominant contributor, the preference-tuning pass adding only noise-level gain, and the inference-time score scalar already saturated by the end of the chain.
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Cached at: 06/23/26, 09:41 AM

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Source: https://huggingface.co/papers/2606.21670

Abstract

A text-to-music generation system uses reward conditioning, expert iteration, and preference tuning to improve audio quality while maintaining efficiency within a 120M-parameter model framework.

We describe our entry to the efficiency track of the Academic Text-to-Music (ATTM) Grand Challenge at ICME 2026. Beyond the challenge protocol’sFAD-CLAPandCLAP score, we add a learned human-preference reward fromTuneJury, atwin pairwise rankertrained over open music-preference datasets. The reward serves both as a training-time conditioning signal and as a sample-selection criterion. The pipeline combines five engineering decisions on a 120M-parameterFluxAudio-Sbackbone, four at training time and one at inference: (i)training-time reward conditioningthat doubles as aninference-time CFGaxis, (ii) a sweep over fivescore-conditioning architectures, where training and inference use different variants, (iii)expert iterationon the top decile, (iv) a short preference-tuning pass (CRPO) foraudio-text alignment, and (v) inference post-processing viajoint CFG,source separation, andloudness normalization. Per-stage decomposition on 100 Song Describer prompts showstraining-time reward conditioningas a functional conditioning axis,expert iterationas the dominant contributor, the preference-tuning pass adding only noise-level gain, and the inference-time score scalar already saturated by the end of the chain.

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