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Aftab: A Comprehensive Benchmark of CNN Encoders and Advanced Value Functions in Parallelized Q-Networks

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Aftab: A Comprehensive Benchmark of CNN Encoders and Advanced Value Functions in Parallelized Q-Networks

Taha Shieenavaz1 (tahashieenavaz@gmail.com), Shabnam Zareshahraki1

arXiv:2608.07335v1 [cs.LG] 7 Aug 2026

(shabnamzaresh@gmail.com), Loris Nanni1 (loris.nanni@unipd.it)

1

Department of Information Engineering, University of Padua, Italy

Corresponding author at: Department of Information Engineering, University of Padua, Italy. Taha Shieenavaz Email: tahashieenavaz@gmail.com Shabnam Zareshahraki Email: shabnamzaresh@gmail.com Department of Information Engineering, University of Padua, Italy

Aftab: A Comprehensive Benchmark of CNN Encoders and Advanced Value Functions in Parallelized Q-Networks Taha Shieenavaza,∗, Shabnam Zareshahrakia , Loris Nannia a Department of Information Engineering, University of Padua, Italy

Abstract Recent advancements in deep reinforcement learning have increasingly favored simplified, highly parallelized paradigms. Notably, the Parallelized Q-Network (PQN) algorithm achieves stable off-policy learning without relying on computationally expensive replay buffers or target networks. However, the representational capacity and parameter efficiency of visual encoders operating in these buffer-free settings remain underexplored. In this work, we systematically investigate the architectural design space of Convolutional Neural Networks for PQN. We design and rigorously evaluate eight distinct CNN topologies, optimizing for sample efficiency under strict parameter constraints. Furthermore, we study the impact of representation and value estimation enhancements by integrating the Hadamax encoding paradigm and advanced Q-learning extensions, including distributional, ensemble, and dueling heads. Extensive experiments on the Atari-57 benchmark demonstrate that our proposed composite architecture, Aftab, achieves an Interquartile Mean (IQM) Human-Normalized Score of 6.479, establishing a 0.86 Probability of Improvement over the standard PQN baseline. Additionally, structural resilience evaluations on the highly non-stationary Procgen Hard benchmark confirm out-of-distribution generalization, with Aftab yielding an IQM Procgen Normalized Score of 0.418 compared to the baseline’s ∗ Corresponding author.

Email addresses: tahashieenavaz@gmail.com (Taha Shieenavaz), shabnamzaresh@gmail.com (Shabnam Zareshahraki), loris.nanni@unipd.it (Loris Nanni)

Preprint submitted to Expert Systems with Applications

August 10, 2026

0.382. Ultimately, this work establishes an efficient, probabilistically superior structural reference for model-free reinforcement learning, all while preserving the simplicity and memory efficiency of unbuffered, parallelized optimization. The complete Aftab framework, including all model definitions, training configurations, and raw experimental logs, is open-sourced and available on our GitHub repository: https://github.com/tahashieenavaz/aftab. Keywords: Deep Reinforcement Learning, Convolutional Neural Networks, Parallelized Q-Network (PQN), Buffer-Free Learning, Hadamax Representation, Distributional Reinforcement Learning, Deep Ensembles, Dueling Architecture, Out-of-Distribution Generalization. 1. Introduction Since the introduction of the Deep Q-Network (DQN) (Mnih et al., 2013), (Mnih et al., 2015), Deep Reinforcement Learning (DRL) has demonstrated proficiency in solving tasks within high-dimensional visual environments. This is achieved by mapping raw pixel intensities into the latent representations required for value estimation. Central to this performance is the feature extractor, typically a Convolutional Neural Network (CNN) (LeCun et al., 1998), which is crucial for the overall quality of policy optimization. The field of Computer Vision (CV) has experienced a boom in recent years, with the emergence of advanced systems, e.g., deep Residual Networks (ResNets) (He et al., 2016), automated Neural Architecture Search (NASNet) (Zoph et al., 2017), and Vision Transformers (ViTs) (Dosovitskiy et al., 2021). Although recent agents have integrated deeper encoders, such as the 15-layer deep Residual Networks (ResNets) used in IMPALA for multi-task environments (Espeholt et al., 2018), or the deep residual architectures in AlphaGo Zero (Silver et al., 2017), many model-free DRL efforts continue to rely on the three-layer CNN architecture established in 2013 (Mnih et al., 2013). Furthermore, the transition to continuous control tasks, exemplified by (Lillicrap et al., 2015), highlights the necessity for robust feature extraction across 2

diverse action spaces. Similarly, the Rainbow agent (Hessel et al., 2018) improved performance by combining multiple algorithmic enhancements, including distributional RL (Bellemare et al., 2017) and multi-step returns, into a single framework, though largely retaining standard convolutional principles. Other recent advancements have also automated the discovery of RL rules and stabilized learning objectives in buffer-free regimes. DiscoRL introduced an autonomous method for discovering RL rules represented by meta-networks (Oh et al., 2025). Similarly, the Parallelized Q-Network (PQN) framework addressed off-policy optimization instabilities by leveraging Layer Normalization and vectorized sampling (Gallici et al., 2024). PQN and subsequent representational adaptations like Hadamax (Kooi et al., 2025) have modernized the learning objective; the underlying convolutional backbone remains largely unexamined. This suggests further potential for architectural improvement within parallelized model-free RL. We address this gap through an empirical evaluation within the PQN framework, utilizing the Atari-57 benchmark suite (Bellemare et al., 2013) and vectorized simulation via EnvPool (Weng et al., 2022). We structured our investigation in three progressive phases to isolate the impact of topological design from algorithmic capacity. First, we evaluated eight parameter-constrained CNN architectures (denoted Alpha through Theta). By controlling model capacity, we isolated the structural inductive biases that affect agent generalization. While the Alpha variant achieved an Interquartile Mean (IQM) human-normalized score (HNS) of 3.536, our analysis of performance relative to model complexity identified the Gamma model (3.481 IQM HNS) as a balanced foundation, outperforming PQN (Gallici et al., 2024), which is our baseline (2.692 IQM HNS), while maintaining an efficient parameter footprint. The Gamma model investigates the effect of increased hierarchical depth by introducing two additional layers compared to the PQN architecture. To control the parameter count in the encoder, channels are expanded gradually across the first three layers. This results in a model slightly larger than PQN but strictly smaller than Alpha. Based on the performance of the Gamma architecture, the second phase of 3

our study evaluated its integration with non-linear feature interaction mechanisms. We integrated Hadamax (Hadamard Max-Pooling) (Kooi et al., 2025) principles, evaluating Hadamax against the Gamma-Hadamax-Valid, which incorporates the same parameter setting as the PQN-Hadamax and sets the ‘pool_padding‘ parameter to 0 to act as a ’valid’ padding, and Gamma-HadamaxSame, which only sets the ‘pool_padding‘ parameter to 1 in two layers, thus retaining the ’same’ dimensions. Finally, we extend the Gamma-HadamaxValid encoder with advanced regression heads. We evaluate the integration of Distributional RL (Bellemare et al., 2017), Deep Ensembles adapted from Bootstrapped exploration (Osband et al., 2016), (Nauman et al., 2024), and Dueling architectures (Wang et al., 2016). By evaluating Gamma-Hadamax-Same with a Distributional Dueling head, an Ensemble Dueling head, and a unified Distributional Ensemble Dueling head, we present an empirical analysis of sample efficiency and performance in off-policy learning. Finally, we report the results of running our final system on the Procgen Benchmark, which provides a direct measure of how quickly a reinforcement learning agent learns generalizable skills (Cobbe et al., 2019). Procgen Benchmark consists of 16 unique environments designed to measure both sample efficiency and generalization in reinforcement learning. All environments support two well-calibrated difficulty settings: easy and hard. This difficulty refers to the level distribution and not to individual levels; in both settings, the difficulty of individual levels has high variance (Cobbe et al., 2019). We report results using the hard difficulty setting. While our approach achieves a median HNS of 4.42, which is inherently lower than the raw state-of-the-art scores produced by massive, replay-bufferdependent methods like GDI (Fan & Xiao, 2022) or MuZero (Schrittwieser et al., 2020), competing on unconstrained raw performance is not the objective of this work. We position Aftab as an empirically strong buffer-free alternative for memory-constrained and high-throughput environments. Notably, while the original PQN framework utilized ℓ2 regularization to prevent value overestimation, we empirically investigate whether architectural topology and normaliza4

tion can support stable training when weight decay is removed under a fixed Atari-57 protocol. In summary, our primary contributions are: • Systematic Encoder Evaluation: A benchmarking of eight parameterconstrained CNN topologies within PQN, identifying Gamma as a favorable balance of computational efficiency and performance. • Hadamax Synergies: The architectural integration of the Gamma topology with Hadamard max-pooling mechanisms improves baseline representational capacity. • Advanced Value-Head Ablation: An empirical evaluation of Distributional, Ensemble, and Dueling paradigms applied atop a Hadamax-optimized backbone in a parallelized, replay-free setting. We name our final, composite model Aftab, Persian for sunshine, as a thematic nod to the Rainbow agent, reflecting our strategy of unifying advanced reinforcement learning paradigms into a single entity. 2. Related Work Different neural network architectures have been applied in reinforcement learning (RL) across online settings (Mnih et al., 2013; Bellemare et al., 2017; Espeholt et al., 2018; Hessel et al., 2018; Gallici et al., 2024; Lee et al., 2024) and offline limited-data scenarios (Bhatt et al., 2019; Chen et al., 2021; Schwarzer et al., 2023). In this work, we focus on model-free agents in the Atari-57 domain, a benchmark requiring discrete action selection from raw pixel inputs. 2.1. Architectural Evolution of Convolutional Encoders The work of (Mnih et al., 2013) introduced the Deep Q-Network (DQN), an agent that learns policies directly from high-dimensional sensory inputs. By utilizing experience replay and target networks, DQN was evaluated across a

5

variety of Atari 2600 games. This architecture relied on a three-layer Convolutional Neural Network (CNN) feature extractor (Mnih et al., 2015). This backbone remained the standard for many subsequent algorithmic modifications, including Double DQN (Van Hasselt et al., 2016), Dueling DQN (Wang et al., 2016), Categorical DQN (C51) (Bellemare et al., 2017), and the composite Rainbow agent (Hessel et al., 2018). Recent RL agents have integrated deeper encoders, such as the 15-layer ResNet structure utilized in IMPALA for multi-task environments (Espeholt et al., 2018), or the deep residual architectures in AlphaGo Zero (Silver et al., 2017). However, these deeper structures often introduce large parameter counts, reaching into the tens of millions. This scaling makes it difficult to determine whether performance changes are derived from specific structural choices or an increase in raw capacity. Thus, we propose to evaluate the impact of the various CNN encoders by constraining the parameter count to remain comparable to the original DQN, which is the same as PQN. 2.2. Buffer-Free Optimization and Vectorized Frameworks Historically, stabilizing value-based RL required large experience replay buffers to break the temporal correlations of sequential data and anchor moving targets. Efforts to reduce this computational overhead led to the Parallelized Q-Network (PQN) (Gallici et al., 2024). PQN stabilizes training without a target network or a large replay buffer by integrating Layer Normalization (Ba et al., 2016) and targeted ℓ2 regularization, bounding the non-linear updates of off-policy Temporal Difference (TD) learning. Concurrently, advancements in vectorized simulation engines, such as EnvPool (Weng et al., 2022), have drastically accelerated environment sampling throughput. By leveraging these synchronous, highly parallelized environments alongside hardware-accelerated frameworks like JAX (Bradbury et al., 2018), algorithms such as PQN can evaluate multi-step λ-returns with computational efficiency. While subsequent representational modifications, such as the Hadamax encoder (Kooi et al., 2025), have adapted PQN by replacing standard convo6

lutional down-sampling with Hadamard products and max-pooling, they have inherited the base CNN topological hierarchy without systematically evaluating the underlying structure. In this study, we not only assess the performance of various CNN architectures against the one implemented in DQN by substituting the CNN feature extractor in the PQN framework, but also we integrate the optimal architecture, Gamma, with the Hadamax architecture to obtain Gamma-Hadamax. 2.3. Advanced Regression and Representation Synergies Beyond the visual feature extractor, the design of the regression head affects sample efficiency. Dueling networks decouple state-value estimation from actionadvantage (Wang et al., 2016), while Distributional RL predicts the categorical distribution of returns rather than a single scalar expectation (Bellemare et al., 2017). Furthermore, Bootstrapped DQN utilizes multi-head architectures to approximate Thompson sampling, driving exploration via epistemic uncertainty (Osband et al., 2016). While the Rainbow agent (Hessel et al., 2018) demonstrated that these algorithmic extensions are complementary in a replay-buffer-driven setting, their application atop non-linear encoders (like Hadamax) within a buffer-free, parallelized regime remains largely unexplored. By evaluating the integration of these advanced heads, adapting bootstrapping into deep ensembles on the GammaHadamax backbone, we aim to provide an empirical reference point for online, off-policy learning. 3. Preliminaries We briefly formalize the general value-based reinforcement learning paradigm, the PQN framework, and the advanced representational and regression mechanisms that lay the groundwork for our architectural ablations.

7

3.1. Value-Based RL and DQN We consider tasks where an agent interacts with an environment E (such

as an Atari emulator (Bellemare et al., 2013)) through a sequence of actions, observations, and rewards. This interaction is modeled as a Markov Decision Process (MDP), defined by the tuple ⟨S, A, P, R, γ⟩ (Sutton & Barto, 2018).

At each time step t, the agent in state st ∈ S selects an action at from the

discrete set of legal actions A = {1, . . . , K}. The environment transitions to the

next state st+1 ∼ P(· | st , at ) and emits a scalar reward rt ∼ R(st , at ). In pixelbased environments, the true state is partially observable; thus, the agent’s state

st is typically constructed by stacking recent raw pixel observations xt ∈ Rd to

capture temporal dependencies (Mnih et al., 2013).

The goal of the agent is to maximize the expected discounted return Rt : Rt =

∞ X

γ k rt+k

k=0

where γ ∈ [0, 1) is the discount factor. In value-based methods, we aim to learn the optimal action-value function Q∗ (s, a), which represents the maximum expected return achievable by taking action a in state s and following the optimal policy π thereafter: Q∗ (s, a) = max E[Rt | st = s, at = a, π] π

To handle high-dimensional visual spaces, DQN (Mnih et al., 2013) approximates the action-value function using a Convolutional Neural Network (CNN) parameterized by θ. The network minimizes the Mean Squared Error (MSE) between its predictions and the Temporal Difference (TD) target yi : h i 2 Li (θi ) = Es,a,r,s′ (yi − Q(s, a; θi )) yi = r + γ max Q(s′ , a′ ; θi−1 ) ′ a ∈A

To prevent divergence caused by the "deadly triad" of off-policy learning, function approximation, and bootstrapping (Sutton & Barto, 2018), DQN relies on two primary stabilizing mechanisms: an Experience Replay buffer to decorrelate temporal transitions, and a periodically updated Target Network (θi−1 ) 8

to stabilize the TD targets. Following the convention in deep reinforcement learning literature, we refer to the 2015 formulation of Deep Q-Networks (Mnih et al., 2015) as ’Nature DQN’, representing the canonical baseline equipped with target networks and the standard Nature CNN architecture. 3.2. Parallelized Q-Network (PQN) PQN (Gallici et al., 2024) is an online RL algorithm that modernizes DQN by eliminating the need for target networks and large replay buffers. By leveraging vectorized environments, PQN parallelizes interaction and learning in synchronous batches, altering the stability dynamics of off-policy TD learning. Because TD updates are not exact gradients of a global objective function, they must be analyzed as stochastic approximation algorithms. The stability of the parameter vector ϕ is determined via the TD Jacobian: J(ϕ) := ∇ϕ δ(ϕ) where δ(ϕ) is the expected TD update vector. The system remains stable if the Jacobian is negative definite, meaning the update acts as a strict contraction mapping: v ⊤ J(ϕ)v < 0,

∀v ̸= 0

where v is an arbitrary non-zero test vector. This stability criterion decomposes into Off-policy Instability (COffPolicy ) and Nonlinear Instability (CNonlinear ). PQN establishes stability by demonstrating that Layer Normalization (Ba et al., 2016) upper-bounds the expected norm of the activations, mitigating COffPolicy , while increasing network width and applying targeted ℓ2 regularization controls the curvature of CNonlinear . To improve sample efficiency and handle credit assignment over parallel trajectories of length T , PQN utilizes λ-returns computed recursively backward in time:

h i λ ′ Rtλ = rt + γ λRt+1 + (1 − λ) max Q (s , a ) ϕ t+1 ′ a

This target interpolates between one-step TD and Monte Carlo returns, providing stable, multi-step gradient flows without a replay buffer (see Figure 1). 9

Single Actor/Env

Vectorized Envs

(Parallel Worlds)

Transitions

Large Replay

Buffer

Synchronous Batch

Sampled Minibatch

Current Learning

Batch

Learner

Q-Network Used for Target values

Direct Online Update

Delayed Parameter Copy

Target Network

Regularized

Q-network

(a) Nature DQN Architecture

(b) PQN Architecture

Figure 1: (a) Nature DQN highlights the standard workflow: a single actor populates a Replay Buffer, and a frozen Target Network is required to calculate stable learning targets. (b) PQN demonstrates the streamlined approach: multiple Vectorized Environments provide synchronous batches directly to the Learner Q-Network, eliminating the Target Network and Replay Buffer.

3.3. Hadamax Encoder The Hadamax (Hadamard Max-Pooling) encoder (Kooi et al., 2025) augments standard CNN architectures by replacing spatial convolutional strides with max-pooling and introducing multiplicative non-linear interactions (see Figure 2). It alters representational capacity without expanding hidden layer dimensionality. A Hadamax hidden layer z j is formally defined as the element-wise Hadamard product (⊙) of two parallel, normalized projections:    z j = MP f LN(z j−1 W1j−1 ) ⊙ f LN(z j−1 W2j−1 )

where W1j−1 and W2j−1 are the learned weight kernels for the two parallel paths, LN denotes Layer Normalization, and MP is the Max-Pooling operator used for spatial down-sampling. Crucially, Hadamax replaces ReLU with the Gaussian Error Linear Unit (GELU) (Hendrycks & Gimpel, 2016):    1 x √ GELU(x) = x · 1 + erf 2 2 10

By permitting small negative values, GELU prevents zero-saturation during the element-wise multiplication, supporting stable gradient flow within the PQN framework. Convolutional Layer

Convolutional Layer

LayerNorm

LayerNorm

GELU

GELU

Convolutional Layer

Convolutional Layer

LayerNorm

ReLU

Hadamard Product

ReLU MaxPool

(a) Nature DQN Block

(b) PQN Block

(c) Hadamax Block

Figure 2: Evolution of Convolutional Processing Blocks. (a) The standard unnormalized DQN block relying on spatial striding. (b) The PQN block stabilized via Layer Normalization to bound off-policy activations. (c) The Hadamax block replaces spatial strides with maxpooling and utilizes parallel Hadamard multiplicative interactions with zero-saturating GELU activations.

3.4. Dueling Network Architectures The dueling architecture (Wang et al., 2016) explicitly decomposes the actionvalue function into a state-value function V (s) and a state-dependent actionadvantage function A(s, a). The network represents two separate estimators: one for the state value function, parameterized by β, and one for the statedependent action advantage function, parameterized by α. To ensure parameter identifiability and zero-mean advantage centering, the streams are aggregated via: Q(s, a; θ, α, β) = V (s; θ, β) +

! 1 X ′ A(s, a ; θ, α) A(s, a; θ, α) − |A| ′ a ∈A

This baseline subtraction isolates the relative utility of actions, improving policy evaluation in environments with many redundant actions. Figure 3 illustrates this architecture.

11

State-value Stream

+

Convolutional Encoder

Q-Value

Advantage Stream

Figure 3: Dueling Network Architecture. The shared convolutional feature extractor bifurcates into separate scalar state-value and vector action-advantage streams before aggregating into the final Q-value. This topology forms the structural backbone for our Phase 3 evaluations.

3.5. Distributional Reinforcement Learning Standard value-based RL models the expected return. Distributional RL (Bellemare et al., 2017), conversely, models the entire probability distribution of the random return, denoted by the random variable Z(s, a). The distributional Bellman equation establishes that the distribution of this return is characterized by the interaction of the immediate reward, the transition dynamics, and the next-state value distribution. This is formally defined as: D

Z(s, a) = R(s, a) + γZ(s′ , a) D

where = denotes equality in distribution, meaning that the random variables on both sides of the equation share the same probability distribution.In the C51 algorithmic formulation, the value distribution is approximated by a discrete categorical distribution. This distribution is parameterized by N discrete atoms (supports) zi uniformly spaced across a defined range [Vmin , Vmax ], with corresponding probabilities pi (s, a). The network outputs these probabilities via a softmax layer, and learning is achieved by minimizing the Kullback-Leibler (KL) divergence between the predicted distribution and the Bellman-projected target distribution, which is formed by shrinking, shifting, and projecting the target back onto the fixed support.Building upon this foundation, recent advancements, most notably the "Stop Regressing" framework (Farebrother et al., 2024), have demonstrated that reframing value estimation entirely as a classification task significantly enhances scalability and mitigates non-stationarity in deep reinforcement learning. Rather than explicitly modeling the distributional 12

return via the categorical projection of C51, this architectural paradigm casts the scalar expected return directly as a classification problem. As illustrated in Figure X, our model adopts this approach by utilizing the Histogram Loss (HL-Gauss) projection. This projection models the continuous scalar Bellman target as the mean of a Gaussian distribution, which is subsequently integrated across the discrete bin widths to distribute probability mass smoothly across neighboring categorical bins. This approach replaces standard mean-squared error regression with categorical cross-entropy classification, yielding stable gradients, mitigating overfitting through label smoothing, and providing superior robustness against the noisy temporal-difference targets inherent to buffer-free regimes. 3.6. Bootstrapped Exploration To drive directed exploration without relying solely on ϵ-greedy heuristics, Bootstrapped DQN (Osband et al., 2016) approximates Thompson sampling via an ensemble of K distinct Q-network heads, sharing a common feature extractor. Each head Qk (s, a; θ, θk ) is trained on a distinct subset of the data stream, traditionally achieved via a Bernoulli masking distribution mt ∼ Bernoulli(p). During an episode, a single head is sampled uniformly to dictate the policy,

allowing the agent to execute temporally extended exploratory behaviors based on the epistemic uncertainty of the ensemble. 4. Methodology 4.1. Phase 1: Convolutional Architectures In the first phase of our study, we evaluate eight distinct Convolutional Neural Network (CNN) architectures. The objective is to systematically explore how structural characteristics, such as hierarchical depth, receptive field (kernel size), and spatial downsampling (stride), affect the performance of deep reinforcement learning agents. To ensure a rigorous and controlled evaluation, all architectures are implemented within the PQN framework (Gallici et al., 2024). Furthermore, all 13

State (s), Action (a)

Scalar Bellman Target: y

Value Network

Q(s,a;θ)

Projection Method

Logits: l2(s, a;θ)

Two-Hot

HL-Gauss

Softmax

Mass strictly on 2 adjacent bins zi

Gaussian smoothed mass across bins zi

Predicted Probabilities: pi(s, a;θ)

Target Probabilities: pi*(s, a;θ-)

Cross Entropy Loss

Gradient Update to θ

Figure 4: The "Regression as Classification" Optimization Pipeline. The diagram illustrates the parallel transformation of network predictions and scalar Temporal-Difference (TD) targets into categorical probability distributions. On the left pathway, the active Value Network, parameterized by θ, maps a state-action pair (s, a) to continuous logits, which are subsequently converted into predicted categorical probabilities pi (s, a; θ) via a softmax operator. On the right pathway, a scalar Bellman target y, derived using the frozen target network parameters θ− , is projected onto a set of discrete support bins zi . This transformation utilizes either the Two-Hot projection (which allocates probability mass strictly to the two immediately adjacent bins) or the HL-Gauss projection (which applies a Gaussian smoothing function to distribute mass continuously across multiple neighboring bins) to construct the target probabilities p∗i (s, a; θ− ). The network is optimized iteratively by minimizing the Cross-Entropy loss between the predicted and target distributions, passing the resulting gradient updates back to θ.

models process a consistent input state: a tensor of four consecutive grayscale environmental frames, stacked to form an input shape of 4 × 84 × 84. 4.1.1. Architectural Terminology and Baseline Definitions To facilitate clarity across varied disciplines, we explicitly define the architectural parameters utilized in our study. As detailed in Table 1, each convolutional layer is specified by a five-element tuple: (Input Channels, Output Channels, 14

Kernel Size, Stride, Padding). • Channels: The depth of the feature maps, dictating the network’s capacity to learn independent spatial features. • Kernel Size: The spatial dimensions of the sliding filter used to extract features. • Stride: The step size of the filter across the spatial dimensions, which governs the rate of spatial dimensionality reduction. • Padding: The addition of zero-values to the spatial borders of the input tensor, utilized to control the spatial dimensions of the output feature map. Additionally, all architectures utilize two-dimensional Layer Normalization (to stabilize the learning process by normalizing inputs across the feature dimension) and Rectified Linear Unit (ReLU) activations, defined mathematically as f (x) = max(0, x), to introduce non-linearity. To measure computational complexity, we report the number of Floating Point Operations (FLOPs) required for a single forward pass. 4.1.2. Controlling Model Capacity Our experimental design isolates structural differences from overall capacity scaling by monitoring model complexity across two interdependent dimensions: • Encoder Parameters: The weights contained strictly within the convolutional feature extractor. To establish a fair baseline, we artificially constrain the encoder parameter count in the Beta, Delta, Epsilon, Eta, Zeta, and Theta variants to closely match that of the baseline PQN model (≈ 78k parameters). • Regression Head Parameters: The weights in the final fully-connected layers responsible for value estimation. The footprint of this head is inextricably linked to the encoder’s output spatial resolution. Variants utilizing fewer strides or smaller kernels output larger flattened feature maps, 15

consequently increasing the number of trainable weights in the regression head. As summarized in Table 2, the total parameter count is largely governed by this final CNN feature map size. By partitioning the parameter counts and FLOPs between the encoder and the regression head, we can effectively discern whether empirical performance changes are driven by the network’s total capacity or by its specific spatial configuration. 4.1.3. Evaluation Suite Specifications We design eight variants (Alpha through Theta) to test specific structural hypotheses against the PQN baseline. The baseline features three convolutional layers, culminating in a flattened feature vector of size 3,136 and a total parameter count of ≈ 1.76M.

Alpha closely mirrors the baseline’s initial channel counts but adds a fourth

layer with 64 channels. This nearly doubles the encoder’s parameter count to 174,752, testing the effect of increased representational capacity while yielding a smaller flattened feature vector of size 2,304. Conversely, Beta maintains a four-layer depth but introduces a representational bottleneck by decreasing the channel dimensions in the third and fourth layers. This bottleneck reduces the encoder size relative to Alpha, outputting a vector size of 3,136. To investigate the effects of hierarchical depth, Gamma extends the architecture to five layers. To strictly control the encoder parameter count (≈ 117k), the channel dimensions are expanded gradually. The network topology for this variant is visualized in Figure 5. Exploring depth under tighter constraints, Epsilon utilizes a similar structure but is truncated to four layers, matching the ≈ 78k baseline encoder constraint. However, this configuration results in a larger output vector (size 4,096), pushing the total parameter count to ≈ 2.26M. To assess spatial receptive fields, Delta utilizes a massive 9 × 9 kernel in

the initial layer. Constrained to three layers, this model maintains the baseline

encoder footprint while producing a feature vector of size 3,456. Zeta further explores variations within a strict three-layer constraint; it is the second smallest 16

variant in terms of encoder parameters (≈ 77k) but yields the second largest total parameter count (≈ 2.61M) due to a flattened feature vector of size 4,800. Finally, we test structural extremes with Eta and Theta. Eta is the shallowest model, employing only two layers but massively expanding the channel width. This spatial preservation results in a vast feature vector of size 46,208, intentionally driving the total parameter count to ≈ 23.8M to test whether a

shallow, high-capacity network can outcompete deeper, constrained architectures. In contrast, Theta represents the most compact holistic model (≈ 1.2M total parameters). By halving the output channel dimensionality in the final layer relative to the PQN baseline, it tests the network’s resilience to extreme feature compression (vector size 2,048). Table 1: Architectural specifications of the CNN feature extractor variants. Each layer is defined by the tuple (Input Channels, Output Channels, Kernel Size, Stride, Padding). All architectures apply two-dimensional Layer Normalization and ReLU activations after each convolution. Variant

L1

L2

L3

L4

L5

PQN

(4, 32, 8, 4, 0)

(32, 64, 4, 2, 0)

Alpha

(4, 32, 4, 2, 1)

(32, 64, 4, 2, 1)

(64, 64, 3, 1, 0)

–

–

(64, 64, 3, 2, 1)

(64, 64, 5, 1, 0)

–

Beta

(4, 32, 6, 2, 2)

Gamma

(4, 32, 3, 2, 1)

(32, 64, 3, 1, 1)

(64, 32, 4, 2, 1)

(32, 16, 8, 1, 0)

–

(32, 48, 3, 2, 1)

(48, 64, 3, 1, 0)

(64, 64, 3, 2, 0)

(64, 64, 3, 1, 0)

Delta

(4, 24, 9, 4, 0)

(24, 48, 5, 2, 0)

(48, 96, 3, 1, 0)

–

–

Epsilon

(4, 32, 3, 2, 1)

(32, 48, 3, 2, 1)

(48, 64, 3, 2, 0)

(64, 64, 3, 1, 0)

–

Zeta

(4, 48, 4, 2, 1)

(48, 48, 4, 2, 1)

(48, 48, 4, 2, 1)

–

–

Eta

(4, 64, 4, 4, 0)

(64, 128, 3, 1, 0)

–

–

–

Theta

(4, 32, 7, 4, 2)

(32, 64, 5, 2, 1)

(64, 32, 3, 1, 0)

–

–

17

Table 2: Model complexity and computational footprint of Phase 1 architectures. Floating Point Operations (FLOPs) are reported in millions. The Eta variant exhibits a substantial parameter and computation increase driven by the massive spatial dimensions of the encoder’s output. Variant

Enc. Params

Head Params

Total Params

Enc. FLOPs

Head FLOPs

Total FLOPs

PQN

78,304

1,686,500

1,764,804

7.734

1.610

9.347

Alpha

174,752

1,782,948

1,957,700

27.541

1.610

29.151

Beta

89,008

1,782,948

1,871,956

61.515

1.610

63.126

Gamma

117,168

1,725,364

1,842,532

22.901

1.610

24.512

Delta

78,552

1,850,588

1,929,140

6.143

1.774

7.917

Epsilon

80,112

2,179,828

2,259,940

13.252

2.101

15.354

Zeta

77,232

2,537,396

2,614,628

25.362

2.462

27.824

Eta

78,400

23,739,460

23,817,860

28.422

23.663

52.085

Theta

76,288

1,127,428

1,203,716

9.065

1.053

10.118

18

DQN PQN Block 1

ch:32, 32ch, k:8, 8x8, s:4,s4p:0

PQN Block 1

ch:32, 32ch, k:8, 8x8, s:4,s4p:0

DQN PQN Block 2

ch:64, 64ch, k:4, 4x4, s:2,s2p:0

PQN Block 2

ch:64, 64ch, k:4, 4x4, s:2,s2p:0

DQN PQN Block 3

ch:64, 64ch, k:3, 3x3, s:1,s1p:0

PQN Block 3

ch:64, 64ch, k:3, 3x3, s:1,s1p:0

(a) DQN Baseline

(b) PQN Baseline

Gamma PQN Block Block 1 1

ch:32, 32ch,k:3, 8x8, s:2, s4p:1

Hadamax Block 1

ch:32, k:8, s:1, p:0

MaxPool k:4, s:4

Gamma PQN Block Block 2 2

ch:48, 64ch, k:3, 4x4, s:2, s2p:1

Hadamax Block 2

ch:64, k:8, s:1, p:0

MaxPool k:2, s:2

Gamma PQN Block Block 3 3

ch:64, 64ch, k:3, 3x3, s:1,s1 p:0

Gamma Block 4

ch:64, k:3, s:2, p:0

Hadamax Block 3

ch:64, k:3, s:1, p:0

MaxPool k:3, s:1, p:1

Gamma Block 5

ch:64, k:3, s:1, p:0

(c) Gamma (Ours)

(d) Gamma-Hadamax (Ours)

Figure 5: Topological Evolution of Evaluated Encoders. A structural comparison of the core architectures evaluated in this study. The sequence illustrates the progression from the legacy, unnormalized 3-layer DQN (a), to the stabilized PQN baseline (b), to our 5-layer Gamma topology (c), and finally the multiplicative Gamma-Hadamax V1 architecture (d).

19

4.2. Phase 2: Hadamax Integration Following the evaluation of the base topologies in Phase 1, we extend our investigation by integrating the Hadamax representation mechanism (Kooi et al., 2025) into our optimal model, the Gamma architecture. The objective of this phase is twofold: first, to evaluate the relationship between deep hierarchical topologies and multiplicative feature interactions; and second, to determine whether the representational advantages of the Hadamax paradigm can be preserved while reducing its parameter footprint through the new backbone. A detailed review of the theoretical foundations of Hadamax can be found in Section 3. To ensure clarity within the context of our architectures, we briefly define the core operations introduced in this phase: • Hadamard Product: An element-wise multiplication of two tensors of the same dimensions, used here to foster non-linear feature interactions. • Max-Pooling: A spatial down-sampling operation that extracts the maximum value within a defined moving window (kernel), enhancing the network’s translational invariance. • GELU (Gaussian Error Linear Unit): An activation function that weights inputs by their cumulative Gaussian distribution. Unlike ReLU, which sharply truncates negative values, GELU provides a smoother, nonmonotonic nonlinearity. Instead of standard spatial down-sampling via strided convolutions, the Hadamax block relies on a stride of 1 for its convolutional layers, subsequently delegating spatial compression to the max-pooling operation. We formulate three specific test configurations (detailed in Table 3) to rigorously analyze this mechanism: 1. Hadamax (Baseline): This variant serves as the control model for this phase. It mimics the classic three-layer DQN topology but utilizes Hadamax blocks. It employs large initial convolutional kernels (8 × 8) and aggressive max-pooling (4 × 4 kernel with a stride of 4) in the first 20

layer to rapidly down-sample the input space. Note that Hadamax is also seamlessly integrated into the PQN framework. 2. Gamma-Hadamax-Valid: This model modifies the core five-layer Gamma architecture evaluated in Phase 1 (Figure 5). It substitutes standard convolutional down-sampling with Hadamax blocks. To maintain the deep topology without prematurely collapsing the spatial dimensions, layers 3 and 5 utilize a pooling kernel of 3, a stride of 1, and no padding (0). This "valid" padding configuration slightly reduces the spatial dimensions while avoiding aggressive compression. 3. Gamma-Hadamax-Same: This variant acts as an architectural ablation of the previous model. It is identical in its convolutional parameters but alters the pooling hierarchy. Specifically, it introduces a padding of 1 to the pooling operations in layers 3 and 5. This "same" padding preserves the spatial resolution across these specific layers, resulting in a larger flattened feature map. This allows us to analyze the Floating Point Operations (FLOPs)-to-performance ratio and determine if preserving spatial dimensions through padding yields a proportional increase in predictive accuracy. 4.3. Phase 3: Advanced Regression Head Topologies To further evaluate the robustness and expressivity of the latent representations generated by the Gamma-Hadamax-Valid encoder, the final phase of our methodology examines three advanced regression paradigms. While these algorithmic enhancements traditionally rely on experience replay buffers to stabilize training (Hessel et al., 2018), we reconstruct them to operate entirely on the synchronous, buffer-free data stream provided by the PQN framework. A detailed review of the theoretical foundations of these topologies can be found in Section 3. To ensure clarity within this context, we briefly introduce them in this section. All regression heads process the flattened, normalized feature vectors output by the encoder. To ensure stable gradient flow, the fully-connected streams 21

Table 3: Architectural specifications of the Hadamax integration variants. To detail both operations within a single block, each variant is split into a Convolutional (Conv) row and a Max-Pooling (Pool) row. Conv is defined by (Input Channels, Output Channels, Kernel Size, Stride, Padding), and Pool is defined by [Kernel Size, Stride, Padding]. All blocks utilize GELU activations. Variant

Block 1

Block 2

Block 3

Block 4

Block 5

Convolutinal

(4, 32, 8, 1, 4)

(32, 64, 4, 1, 2)

(64, 64, 3, 1, 1)

–

–

Max Pool

[4, 4, 0]

[2, 2, 0]

[3, 1, 1]

–

–

Convolutinal

(4, 32, 3, 1, 1)

(32, 48, 3, 1, 1)

(48, 64, 3, 1, 1)

(64, 64, 3, 1, 1)

(64, 64, 3, 1, 1)

Max Pool

[2, 2, 0]

[2, 2, 0]

[3, 1, 0]

[2, 2, 0]

[3, 1, 0]

Convolutinal

(4, 32, 3, 1, 1)

(32, 48, 3, 1, 1)

(48, 64, 3, 1, 1)

(64, 64, 3, 1, 1)

(64, 64, 3, 1, 1)

Max Pool

[2, 2, 0]

[2, 2, 0]

[3, 1, 1]

[2, 2, 0]

[3, 1, 1]

Hadamax (Baseline)

Gamma-Hadamax-Valid

Gamma-Hadamax-Same

within these heads consistently apply Layer Normalization prior to their final outputs. We evaluate the following three configurations: • Distributional Dueling Head: This configuration integrates the bifurcated Dueling architecture (Wang et al., 2016) with Distributional value estimation (Bellemare et al., 2017). – Dueling Mechanism: Instead of directly estimating the action-value function (Q), the network splits into two independent streams: one estimating the scalar state-value (V ) and the other estimating the state-dependent action advantages (A). To resolve the issue of unidentifiability, the mean of the advantage stream is subtracted from its outputs before aggregating it with the value stream. – Distributional Mechanism: Rather than predicting a scalar expected return, the value stream outputs a probability distribution over N = 51 discrete atoms, spaced uniformly between Vmin = −10.0 and Vmax = 10.0. Concurrently, the advantage stream outputs |A| dis-

tinct 51-atom distributions. The dueling mean-subtraction is performed strictly at the logit level. Temporal Difference (TD) tar22

gets are computed using λ-returns (with rewards clipped to [−1, 1]) and mapped onto the discrete support using Two-Hot Gaussian (HLGauss) projection to smooth the target distributions. For action selection, the greedy policy evaluates the expected value of the resulting state-action distribution. • Ensemble Dueling Head: To evaluate directed epistemic exploration (exploration driven by model uncertainty) without a replay buffer, we adapted the multi-head architecture of Bootstrapped DQN (Osband et al., 2016) into a Deep Ensemble (Nauman et al., 2024). The shared GammaHadamax-Valid feature extractor feeds into an ensemble of K = 10 independent dueling networks (heads). Crucially, the primary objective of this ensemble architecture is not to yield direct performance gains through predictive model averaging; rather, it is explicitly designed to drive deep exploration. Unlike traditional bootstrapped approaches that require strict Bernoulli data masking (e.g., dropping transitions with probability p = 0.5), our framework utilizes a mask probability of p = 1.0. Consequently, every head observes the entirety of the synchronous PQN batch. Ensemble diversity is strictly maintained through independent random weight initializations and the natural trajectory variance generated across the 128 parallel EnvPool environments. Within a batch, all 10 heads are updated simultaneously using a single global optimizer state. This exploration mechanism works by approximating Thompson sampling. During environmental interaction, each parallel environment uniformly samples its own active head index at the start of an episode to dictate the policy. Because each independently initialized head, comprising separate value and advantage streams, holds slightly divergent Q-value estimates, the agent can commit to diverse, temporally extended exploratory behaviors for the duration of the episode. This enables the agent to explore based on the epistemic uncertainty of the ensemble, circumventing the limitations of relying solely on random, step-by-step ϵ-greedy heuristics. Finally, when

23

exploration is disabled during final policy evaluation, actions are selected via expected value aggregation by computing the arithmetic mean of the Q-values across all K heads. • Distributional Ensemble Dueling Head: This unified architecture represents our most complex value-estimation topology, combining Distributional RL with the Deep Ensemble formulation. The single shared encoder feeds into an ensemble of K = 10 independent heads, where each individual head is a complete Distributional Dueling module outputting |A| categorical distributions of size N = 51. To manage the high dimensionality of the parameter space, this variant specifically employs GELU

non-linearities within its dense streams. This configuration allows us to rigorously evaluate whether these composite, heavily parameterized algorithms remain stable and sample-efficient when constrained strictly to online, parallelized TD-learning. We designate this final, composite architecture as Aftab, Persian for sunshine, serving as a thematic nod to the Rainbow agent, reflecting our overarching strategy of unifying these advanced reinforcement learning paradigms into a single, cohesive entity. 4.4. Training Details and Optimization Stability To ensure a consistent comparative analysis, all architectural variants across the three phases were trained using a unified set of hyperparameters, adapted from the original PQN framework and summarized in Table 4. We utilized the Rectified Adam (RAdam) optimizer (Liu et al., 2020) with a learning rate of 2.5 × 10−4 . Each variant was trained for 50 million environmental steps per parallel environment; with a standard frame-skip of 4, this equates to 200 million observed frames. To address the non-stationary data distributions inherent in buffer-free reinforcement learning, we apply LayerNorm2d (Gallici et al., 2024) after every convolutional operation and prior to the non-linear activation function (ReLU in Phase 1, GELU in Phases 2 and 3). This explicitly normalizes the expected

24

norm of the activations, thereby stabilizing the network against input distributional shifts. The optimization objective minimized the discrepancy between the predicted action-values and the computed λ-return targets. We utilized Mean Squared Error (MSE) for Phases 1 and 2, and the Two-Hot Gaussian (HL-Gauss) loss for the distributional variants in Phase 3. Temporal targets were calculated utilizing a discount factor (γ) of 0.99 and a Generalized Advantage Estimation (GAE) λ of 0.65. Consistent with standard deep RL practices (Mnih et al., 2013), rewards were clipped to the range [−1, 1], and episodic life-loss termination was employed to prevent the optimization of sub-optimal survival strategies. All experiments were highly parallelized on a high-performance computing cluster utilizing the EnvPool vectorized simulation library (Weng et al., 2022), maintaining 128 parallel training environments and a constant global batch size of 4096. 4.5. Deviation from Standard PQN Regularization Our experimental protocol introduces a critical deviation from the standard PQN implementation (Gallici et al., 2024). Whereas the original framework employs explicit ℓ2 regularization (weight decay) to help mitigate value overestimation and nonlinear instability in buffer-free temporal-difference learning, we set the weight decay parameter to exactly 0 across all experimental phases. This design choice is intentional: it explicitly isolates the empirical impact of our architectural topologies and multiplicative feature interactions from the dampening effects of parameter regularization. We emphasize that this modification is explored purely empirically. We do not claim a formal convergence guarantee, nor do we assert a global bound on the Temporal Difference (TD) Jacobian for the resulting unregularized, nonlinear updates. However, our experimental results demonstrate that the combination of vectorized sampling, Layer Normalization, and our proposed architectural designs maintains operational stability across all tested random seeds on the Atari-57 benchmark. Consequently, the removal of ℓ2 regularization serves as 25

a controlled experimental condition rather than a theoretically guaranteed substitute for the regularization mechanism utilized in the original analysis. 5. Experimental Setup and Evaluation Metrics We evaluate the proposed architectural variants and regression paradigms by comparing their performance against the baseline PQN model. To provide a rigorous evaluation, our primary analysis utilizes the full Atari-57 benchmark suite to measure sample efficiency and representation quality. To further stresstest the out-of-distribution generalization capabilities of our unified framework (Aftab), we complement our evaluation with experiments conducted on the challenging Procgen benchmark suite under its Hard difficulty setting. The complete Aftab framework, including all model definitions, training configurations, and raw experimental logs, is open-sourced and available on our GitHub repository: https://github.com/tahashieenavaz/aftab or https: //github.com/LorisNanni/Aftab. Gameplay videos are specifically indexed at https://github.com/tahashieenavaz/aftab/blob/main/videos.md 5.1. Atari-57 Evaluation Protocol To ensure our results are robust and directly comparable to the broader reinforcement learning literature, we strictly adhere to the standardized Atari57 evaluation protocol. We report performance using the Human-Normalized Score (HNS), which scales the raw agent performance relative to a random baseline and a professional human tester. The HNS is calculated as: HNS =

Agent Score − Random Score Human Score − Random Score

(1)

The reference scores for the random agent and the professional human player are adopted from the standard baseline provided by (Mnih et al., 2015). To aggregate agent performance robustly across the 57 games of the benchmark suite, we employ the Interquartile Mean (IQM) of the HNS. Unlike the

26

standard mean, which can be easily skewed by extreme outlier scores in a handful of environments, or the median, which can be overly sensitive to minor performance shifts in middle-ranking games, the IQM serves as a middle-ground statistical estimator that discards the lowest 25% and highest 25% of the performance distribution. Formally, given a sorted sequence of M human-normalized scores x1 ≤ x2 ≤ · · · ≤ xM , the IQM is defined mathematically as: 1 IQM = ⌊0.75M ⌋ − ⌈0.25M ⌉ + 1

⌊0.75M ⌋

X

xi

(2)

i=⌈0.25M ⌉

By focusing entirely on the interquartile range, this metric suppresses the variance of outlier tasks while providing a statistically stable reflection of overall algorithmic improvements. To complement the Interquartile Mean (IQM) and provide a robust, probabilistic assessment of algorithmic superiority, we incorporate the Probability of Improvement metric. Unlike point estimates which can be skewed by outlier environments, the Probability of Improvement, denoted as P (X > Y ), explicitly conveys the likelihood that a randomly sampled performance from algorithm X (Row) will strictly exceed a randomly sampled performance from algorithm Y (Column) across the benchmark distribution. A probability greater than 0.50 indicates that the row algorithm is more likely than not to outperform the column algorithm. This metric provides a highly stable, pairwise statistical comparison that is entirely insensitive to the magnitude of performance spikes in individual tasks, thereby isolating true algorithmic consistency. During training, we utilize life-loss termination; the environment trajectory is explicitly terminated upon the loss of an agent’s life to prevent the optimization of sub-optimal, passive survival strategies. However, during the final policy evaluation, life-loss termination is strictly disabled. For the final evaluation, agents are tested over 100 independent episodes per environment, per random seed. To prevent deterministic overfitting to specific trajectories, we inject stochasticity using up to 30 random no-op starts at the beginning of each episode. Furthermore, we employ sticky actions with a repeat 27

probability of 25%, ensuring the agent’s learned policy is robust to the framelevel action stochasticity inherent in standard Atari-57 benchmarking. 5.2. Procgen Hard Generalization Protocol To evaluate the structural resilience and generalization capacity of our integrated architecture against procedural asset and layout variations, we execute an additional suite of evaluations across the 16 distinct environments of the Procgen benchmark under the Hard difficulty configuration. This suite includes: Bigfish, Bossfight, Caveflyer, Chaser, Climber, Coinrun, Dodgeball, Fruitbot, Heist, Jumper, Leaper, Maze, Miner, Ninja, Plunder, and Starpilot. Unlike the deterministic asset structures found in Atari-57, Procgen dynamically synthesizes level layouts, backgrounds, and enemy behaviors for every individual episode. This protocol evaluates whether the representation mechanisms learned by our system generalize effectively to unseen environmental distributions or merely overfit to fixed pixel configurations. Because Procgen lacks official human baseline standards to compute a standard Human-Normalized Score, we define and calculate the Procgen Normalized Score (PNS). The PNS is computed via a Min-Max Normalization of raw agent scores against the minimum and maximum performance limits observed across our experimental suite: PNS =

Agent Score − Scoremin Scoremax − Scoremin

(3)

Consistent with our Atari evaluation paradigm, raw scores across the 16 tasks are aggregated using both the Median and the Interquartile Mean (IQM) alongside their corresponding 95% confidence intervals (CI) to offer a statistically stable comparison of generalization performance under severe environmental non-stationarity. Per-game raw data and full step histories for these Procgen runs are provided in full within the Supplementary Material (Tables 3.S4 and 4.S4).

28

Table 4: Hyperparameter settings utilized across all experimental phases. Phase 3 introduces specific modifications to the loss function to accommodate the advanced distributional regression heads.

Hyperparameter

Value

Learning rate

2.5 × 10−4

Training environments (Atari-57)

128

Training environments (Procgen)

64

Steps per update (Procgen)

256

Test environments

8

Optimizer

Rectified Adam (Liu et al., 2020)

Weight decay (ℓ2 penalty)

0

Adam ϵ

1 × 10−5

Adam β1

0.9

Adam β2

0.999

Total Frames

200,000,000

Loss Function (Phases 1 & 2)

Mean Squared Error

Loss Function (Phase 3)

HL-Gauss (Two-Hot Gaussian)

Scheduler

Linear Annealing

ϵ-greedy exploration

10% of total frames

Discount factor (γ)

0.99

λ-return parameter

0.65

Epochs

2

Batch size

4096

5.3. Hardware and Reproducibility Due to the inherent stochasticity of deep reinforcement learning, exact reproducibility via fixed datasets is not feasible. Therefore, we ensure statistical reliability by evaluating all architectures across four fixed random seeds: 1, 2, 3, and 4.

29

Crucially, to provide a standardized measure of sample efficiency and terminal performance, every experiment across all three phases was strictly allocated a training budget of 200 million environmental frames (equivalent to 50 million optimization steps with a standard frame-skip of 4). All experiments were executed on a high-performance computing cluster utilizing Nvidia A40 GPUs. Each GPU is equipped with 48 GB of GDDR6 memory with error-correcting code (ECC), providing a memory bandwidth of 696 GB/s and operating under a maximum power consumption of 300 W. Training the most complex architectural configuration requires approximately 13 hours of wall-clock time using the PyTorch (Paszke et al., 2019) framework. A JAX-based (Bradbury et al., 2018) implementation is currently under development to further accelerate distributed training. 6. Results 6.1. Phase 1: CNN Encoder Capacity and Topological Efficiency The initial phase of our experimental protocol isolated the structural design of the convolutional feature extractor to evaluate its impact on agent performance. As previously detailed in Table 2, the computational footprint of each variant was strictly partitioned between the encoder and the regression head. This complexity profiling highlights the critical relationship between architectural depth, spatial reduction, and computational bloat. For instance, the Eta variant illustrates the risks of spatial overparameterization; it requires roughly 23.8 million total parameters strictly because its shallow encoder projects an excessively large feature map into the dense regression head. In contrast, the Gamma variant maintains a highly balanced footprint, requiring only 24.5 million total FLOPs and 1.84 million parameters. To rigorously validate the empirical performance differences associated with these architectures, we conducted pairwise statistical evaluations, visualized in the significance matrix in Figure 6. Furthermore, the complete un-normalized evaluation returns and full operational step histories for all Phase 1 variants, 30

including the baseline PQN and the Alpha through Theta architectures, are provided in Table S1 and Table S5 of the Supplementary Material. Tables 5 and 6 summarize the aggregated performance of the evaluated networks using the Interquartile Mean (IQM) and Median of the Human-Normalized Scores (HNS). To mitigate the risk of overfitting during the architectural selection process, we executed a robustness validation study. We evaluated the generalizability of our selection protocol by repeatedly splitting the Atari-57 benchmark into random validation subsets of 15 games across 10 independent trials. Our selection criterion did not rely exclusively on maximizing the aggregate IQM HNS; rather, it emphasized a strict performance-complexity tradeoff. Among the architectures demonstrating statistically comparable validation performance, we selected the model with the lowest total parameter count and computational cost. This criterion justifies the selection of the Gamma architecture over the Alpha variant, despite Alpha achieving the highest aggregate IQM HNS in Phase 1 (3.536 vs. Gamma’s 3.481). While Alpha presented a marginal absolute improvement of 0.055 IQM, Gamma required fewer total parameters (1.84M compared to 1.96M) and lower computational overhead (24.5 vs. 29.1 million FLOPs). Crucially, a pairwise Wilcoxon signed-rank comparison between Alpha and Gamma revealed no statistically significant difference in performance following a Holm-Bonferroni correction (p > 0.05). Consequently, Gamma was designated as the optimal backbone: it delivers statistically equivalent empirical performance while utilizing a deeper, more computationally efficient convolutional hierarchy. Across all 10 randomized validation splits, this selection rule consistently favored the Gamma architecture. This high degree of consistency verifies that the selection of the Gamma encoder reflects a stable performance-efficiency tradeoff, rather than a statistical anomaly or an artifact of overfitting to specific environmental dynamics. To further validate the empirical superiority of the deeper topological vari31

(a) Pairwise Wilcoxon Signed-Rank Matrix

(b) Holm-Bonferroni Corrected Matrix

Figure 6: Phase 1 Statistical Significance Matrices. Significance heatmaps generated via pairwise Wilcoxon Signed-Rank Tests across the Atari-57 suite for the baseline convolutional architectures. To maintain statistical integrity across the 36 pairwise comparisons, we applied the Holm-Bonferroni correction to control the family-wise error rate at α = 0.05. The light/pale cells (p < 0.05) indicate that the modernized variants—specifically the Alpha, Beta, and Gamma cluster—exhibit a statistically significant performance advantage over the PQN baseline. Conversely, the deep red cells (p > 0.05) indicate pairs where the performance differences are not statistically significant, such as between Alpha and Beta (p = 0.847) or Zeta and Eta (p = 0.967).

ants, we evaluated the pairwise Probability of Improvement across the evaluated encoders (Figure 7). The analysis robustly confirms the advantages of hierarchical depth over the baseline architecture. Specifically, the Alpha, Beta, and Gamma variants demonstrate high probabilities of improvement over the PQN baseline, yielding scores of 0.85, 0.81, and 0.79, respectively. Conversely, architectures exhibiting spatial bottlenecks or over-extended kernels failed to achieve consistent superiority; the Delta variant, utilizing a large 9 × 9 initial kernel,

yielded a severely degraded improvement probability of 0.34 against PQN, while the Theta variant achieved exactly 0.50, indicating no probabilistic advantage over the baseline. To mechanically explain the performance improvement yielded by the integration of Hadamax, we examine the expansion of the network’s effective recep-

32

Figure 7: Probability of Improvement (Encoders). A pairwise probability matrix, P (Row > Col), evaluating the baseline convolutional architectures across the Atari-57 suite. Values greater than 0.50 indicate that the row architecture is statistically more likely to outperform the column architecture. The deep topological variants (Alpha, Beta, and Gamma) consistently demonstrate a high probability of improvement (0.79 to 0.85) over the standard PQN baseline.

tive field (RF)(Luo et al., 2017). The receptive field calculates the spatial region of the input volume that influences a single feature map activation(Araujo et al., 2019). Assuming an initial receptive field RF0 = 1 and an initial stride product of 1, the receptive field at layer l is defined recursively based on the kernel size (k) and stride (s) of the current and preceding layers: RFl = RFl−1 + (kl − 1)

l−1 Y

si

i=1

While the standard Gamma encoder preserves spatial resolution through a deep stack of small convolutions, its maximum effective receptive field maps to a 39x39 spatial patch on the original input. By substituting standard spa33

tial convolutions with explicit, decoupled max-pooling operations, the GammaHadamax architecture (both the Valid and Same variants) alters the downsampling hierarchy. This decoupling expands the total effective receptive field to a 70x70 spatial patch. This expansion of the visual region processed by a single feature map provides the theoretical mechanism behind the superior Interquartile Mean (IQM) Human-Normalized Scores (HNS) achieved by the GammaHadamax-Valid model. By pairing multiplicative feature interactions with a 70x70 receptive field, the agent captures far broader global spatial dependencies across the environment without prematurely collapsing the state representation or requiring an explosion in parameter count. A more detailed description of this analysis is available in the Supplementary Materials.

34

Table 5: Full Phase 1 Encoder Results (Part 1: PQN to Delta). PQN

Alpha

Beta

Gamma

Delta

Alien

0.542

1.785

2.408

2.845

0.381

Amidar

0.640

1.346

0.862

1.038

0.529

Assault

30.169

24.547

28.574

35.629

24.864

Asterix

40.617

15.338

14.821

14.311

38.146

Asteroids

0.034

1.828

0.349

1.438

0.223

Atlantis

47.172

43.482

44.532

46.336

42.942

Bank Heist

1.885

2.001

2.112

1.721

1.836

Battlezone

1.212

1.425

1.894

1.880

1.197

Beamrider

1.144

2.973

2.355

2.388

1.069

Berzerk

2.251

4.676

0.343

1.227

1.364

Bowling

0.044

0.100

0.037

0.133

0.075

Boxing

8.244

8.325

8.297

8.285

8.325

Breakout

12.019

15.045

15.712

16.763

11.809

Centipede

0.828

1.300

0.990

1.473

0.693

Chopper Command

2.679

24.380

47.179

55.506

0.839

Crazy Climber

6.268

6.594

7.767

6.467

6.786

Defender

3.173

4.566

4.316

5.861

3.155

Demon Attack

72.523

72.842

73.151

72.884

70.913

Double Dunk

7.763

7.783

7.960

7.804

7.571

Enduro

2.723

2.737

2.709

2.693

2.724 2.459

Fishing Derby

2.525

2.623

2.545

2.590

Freeway

1.132

1.148

1.140

1.112

1.136

Frostbite

1.545

2.564

2.318

2.172

1.179

Gopher

24.506

25.816

33.980

29.682

17.045

Gravitar

0.235

0.267

0.396

0.353

0.188

H.E.R.O.

0.782

0.849

0.754

0.719

0.694

Ice Hockey

0.850

1.183

1.065

1.890

0.703

James Bond

8.134

12.279

6.875

17.127

4.725

Kangaroo

4.480

4.801

4.773

4.623

4.068

Krull

7.621

8.625

8.707

8.474

7.064

Kung-Fu Master

1.415

1.776

1.487

1.377

1.579

Montezuma’s Revenge

0.000

0.000

0.000

0.000

0.000

Ms. Pac-Man

0.454

0.681

0.952

0.812

0.515 2.322

Name This Game

2.278

2.825

2.561

3.240

Phoenix

24.840

41.930

38.203

33.452

7.793

Pitfall!

0.032

0.033

0.026

0.033

0.034

Pong

1.181

1.181

1.181

1.181

1.181

Private Eye

0.012

0.000

0.001

0.001

-0.000

Q*bert

1.572

1.851

1.874

1.816

1.332

River Raid

1.355

1.672

1.669

1.737

1.405

Road Runner

7.268

10.362

10.011

21.188

7.391

Robotank

7.109

7.435

7.254

6.960

7.263

Seaquest

0.187

0.235

0.194

0.201

0.198

Skiing

-0.581

0.457

-0.179

-0.393

-0.500

Solaris

0.111

0.074

0.153

0.190

0.077

Space Invaders

4.841

3.929

8.819

5.266

4.504

Stargunner

27.278

38.522

43.751

42.478

24.829

Surround

1.069

1.139

1.161

1.123

0.928

Tennis

1.381

2.290

1.375

2.676

1.459

Time Pilot

5.901

15.564

20.210

14.657

4.866

Tutankham

1.519

1.571

1.557

1.538

1.512

Up’n Down

23.231

23.353

23.545

24.046

16.812

Venture

0.000

0.000

0.018

0.001

0.000

Video Pinball

315.049

365.167

312.556

366.645

359.358

Wizard of Wor

4.443

7.319

7.254

6.468

3.191

Yars’ Revenge

2.222

2.632

2.559

2.550

1.820

Zaxxon

1.834

2.109

2.539

2.306

1.739

Median

1.885

2.623

2.408

2.550

1.579

IQM

2.692

3.536 35

3.472

3.481

2.374

Table 6: Full Phase 1 Encoder Results (Part 2: Epsilon to Theta). Epsilon

Zeta

Eta

Theta

Alien

2.262

1.840

1.675

0.411

Amidar

1.381

0.726

1.023

0.665

Assault

34.124

29.913

34.288

35.067

Asterix

10.255

12.616

22.730

38.306

Asteroids

1.039

1.752

0.064

0.026

Atlantis

47.557

45.964

44.951

46.165

Bank Heist

1.699

2.131

1.718

1.949

Battlezone

2.121

1.538

1.067

1.073

Beamrider

1.997

1.591

1.348

1.152

Berzerk

1.475

2.984

0.868

1.368

Bowling

0.059

0.092

0.113

0.056

Boxing

8.324

8.310

8.325

8.319

Breakout

12.695

12.870

17.246

14.332

Centipede

0.955

0.665

1.120

0.540

Chopper Command

40.922

31.491

3.387

1.515

Crazy Climber

7.175

6.645

6.839

6.152

Defender

3.876

3.967

3.259

5.806

Demon Attack

72.627

72.075

71.496

70.971 7.605

Double Dunk

7.869

7.732

8.171

Enduro

2.711

2.697

2.696

2.710

Fishing Derby

2.652

2.655

2.559

2.509

Freeway

1.137

1.140

1.140

1.136

Frostbite

1.494

2.108

1.804

1.075

Gopher

21.291

24.041

31.583

18.757

Gravitar

0.255

0.328

0.510

0.118

H.E.R.O.

0.788

0.883

1.069

0.448

Ice Hockey

1.050

1.056

1.253

0.631

James Bond

28.243

12.081

13.439

8.514

Kangaroo

4.584

4.688

4.518

4.652

Krull

8.117

8.678

8.008

7.655

Kung-Fu Master

1.412

1.517

1.478

1.791 0.000

Montezuma’s Revenge

0.000

0.002

0.004

Ms. Pac-Man

0.745

0.801

1.112

0.657

Name This Game

2.275

2.251

1.877

2.579

Phoenix

29.553

42.589

38.638

13.875

Pitfall!

0.033

0.034

0.033

0.030

Pong

1.181

1.181

1.181

1.181 0.001

Private Eye

0.000

0.000

-0.000

Q*bert

1.762

1.860

1.881

1.647

River Raid

1.731

1.819

1.495

1.378

Road Runner

10.825

11.094

7.851

7.007

Robotank

7.185

7.369

6.577

6.855

Seaquest

0.210

0.407

0.409

0.192

Skiing

0.554

0.496

0.541

-0.388

Solaris

0.133

0.117

0.180

0.282

Space Invaders

5.061

1.731

15.333

4.159

Stargunner

32.671

31.591

24.522

24.052

Surround

1.141

1.198

1.197

0.946

Tennis

2.266

1.363

1.875

1.402

Time Pilot

12.508

12.864

14.877

4.423

Tutankham

1.498

1.536

1.601

1.543

Up’n Down

27.409

27.981

7.877

24.057

Venture

0.000

0.000

0.000

0.000

Video Pinball

302.946

365.137

372.327

344.773

Wizard of Wor

7.742

6.266

8.059

5.384

Yars’ Revenge

2.373

2.722

2.653

2.198

Zaxxon

1.617

1.727

2.267

1.904

Median

2.262

2.108

1.877

1.791

IQM

3.315

3.207

3.114

2.649

36

6.2. Phase 2: Synergies of Hadamard Encoded Representations Following the evaluation of the baseline topological characteristics in Phase 1, we integrated Hadamax multiplicative interactions to assess the synergistic effects of non-linear representation mechanisms within our optimized hierarchy. Table 7 details the computational shifts resulting from these architectural modifications. Table 7: Phase 2 Results: The impact of Hadamard max-pooling integration on model complexity and computational footprint. Floating Point Operations (FLOPs) are reported in millions. Variant

Enc. Params

Head Params

Total Params

Enc. FLOPs

Head FLOPs

Gamma

117,168

1,725,364

1,842,532

22.901

1.610

Total FLOPs 24.512

Hadamax (Baseline)

156,608

3,968,516

4,125,124

159.014

3.969

162.984

Gamma-Hadamax-Valid

234,336

1,609,220

1,843,556

122.001

1.610

123.611

Gamma-Hadamax-Same

234,336

3,280,388

3,514,724

129.300

3.281

132.581

Our complexity profiling demonstrates that the Gamma topology integrates highly efficiently with Hadamard representations. Specifically, the GammaHadamax-Valid variant maintains a strictly constrained footprint, requiring only 1,843,556 total parameters and 123.611 million total FLOPs. In stark contrast, integrating the baseline Hadamax architecture results in severe computational bloat, expanding the model to 4,125,124 parameters and consuming 162.984 million total FLOPs. To rigorously evaluate the performance impact of these representational shifts, we conducted pairwise statistical analyses, illustrated in the significance matrix in Figure 8. For comprehensive transparency, the un-normalized raw evaluation returns and full operational step histories for the Hadamax variants are documented in Table 3.S2 of the Supplementary Material and Table 8. The Wilcoxon signed-rank tests reveal that the Gamma-Hadamax-Valid model provides a statistically significant performance improvement over the baseline Gamma architecture (p < 0.001). Furthermore, we analyzed the architectural ablation, Gamma-Hadamax-Same, which artificially preserves spatial resolution through padding. Despite Gamma-Hadamax-Same nearly doubling the param37

(a) Pairwise Wilcoxon Signed-Rank Matrix

(b) Holm-Bonferroni Corrected Matrix

Figure 8: Phase 2 Statistical Significance Matrices. Significance heatmaps generated via pairwise Wilcoxon Signed-Rank Tests for the Hadamax integration. To maintain statistical validity, the Holm-Bonferroni correction was applied to control the family-wise error rate at α = 0.05. The light/pale cells (p < 0.05) confirm that Gamma-Hadamax-Valid provides a statistically significant improvement (p < 0.001) over the base Gamma architecture. Furthermore, the deep red cell between Gamma-Hadamax-Valid and Same (p = 0.720) indicates that Same’s parameter expansion offers no significant functional advantage over Valid.

eter count of Gamma-Hadamax-Valid (3,514,724 compared to 1,843,556), the resulting empirical performance difference between the two variants remains statistically insignificant (p = 0.720). This finding explicitly confirms that preserving spatial resolution through padding in the later layers yields no functional advantage. Consequently, these statistical results firmly support the selection of Gamma-Hadamax-Valid as the optimal and most efficient representation module for our unified framework. The integration of multiplicative feature interactions yielded a marked probabilistic advantage over the purely convolutional Gamma backbone. As detailed in the Probability of Improvement matrix for Phase 2 (Figure 9), all Hadamaxintegrated variants demonstrate a high likelihood of outperforming the standard Gamma topology. Specifically, the Gamma-Hadamax-Valid and GammaHadamax-Same variants achieve improvement probabilities of 0.70 and 0.75, respectively, when evaluated against the base Gamma architecture. Furthermore,

38

the baseline Hadamax model also exhibits a 0.67 probability of improvement over Gamma, reinforcing the conclusion that non-linear, multiplicative gating serves as a highly consistent driver of policy optimization across diverse task distributions.

Figure 9: Probability of Improvement (Hadamax Integration). Pairwise probability matrix comparing the standard Gamma backbone against its Hadamax-augmented variations. The integration of multiplicative interactions yields a strict probabilistic advantage, with GammaHadamax-Valid and -Same achieving improvement probabilities of 0.70 and 0.75, respectively, over the standard Gamma encoder.

Table 8: Phase 2 Atari-57 Results (HNS).

Game

Gamma

Hadamax Gamma-Valid

Hadamax Gamma-Same

Hadamax

Alien

2.845

2.702

3.137

2.841

Amidar

1.038

1.356

1.211

1.180

Assault

35.629

41.325

42.903

41.687

Asterix

14.311

39.447

41.385

37.083

Continued on next page

39

Table 8 – continued from previous page Game

Gamma

Hadamax Gamma-Valid

Hadamax Gamma-Same

Hadamax

Asteroids

1.438

1.592

1.982

1.367

Atlantis

46.336

40.061

37.184

41.708

Bank Heist

1.721

2.082

2.048

2.090

Battlezone

1.880

2.093

1.870

2.147

Beamrider

2.388

3.591

4.312

3.238

Berzerk

1.227

21.101

20.160

17.426

Bowling

0.133

0.081

0.036

0.070

Boxing

8.285

8.289

8.325

8.298

Breakout

16.763

17.000

19.525

17.793

Centipede

1.473

2.914

3.150

2.712

Chopper Command

55.506

81.038

97.069

62.657

Crazy Climber

6.467

8.042

8.251

8.388

Defender

5.861

21.212

20.751

21.023

Demon Attack

72.884

74.515

74.368

74.517

Double Dunk

7.804

7.684

7.931

7.726

Enduro

2.693

2.731

2.732

2.726

Fishing Derby

2.590

2.581

2.640

2.563

Freeway

1.112

1.147

1.148

1.145

Frostbite

2.172

2.156

2.803

2.262

Gopher

29.682

31.501

26.539

30.023

Gravitar

0.353

0.498

0.574

0.528

H.E.R.O.

0.719

1.198

1.182

1.175

Ice Hockey

1.890

3.657

3.576

2.882

James Bond

17.127

43.753

44.566

35.515

Kangaroo

4.623

4.545

4.424

4.523

Krull

8.474

8.662

8.652

8.697

Kung-Fu Master

1.377

1.011

0.972

1.270

Montezuma’s Revenge

0.000

0.002

0.001

0.001

Ms. Pac-Man

0.812

1.378

1.578

1.356

Name This Game

3.240

3.260

3.109

3.293

Phoenix

33.452

39.076

40.162

35.342

Pitfall!

0.033

0.034

0.034

0.034

Pong

1.181

1.181

1.181

1.181

Private Eye

0.001

0.000

-0.000

0.000

Continued on next page

40

Table 8 – continued from previous page Game

Gamma

Hadamax Gamma-Valid

Hadamax Gamma-Same

Hadamax

Q*bert

1.816

3.185

3.087

2.799

River Raid

1.737

1.991

2.148

1.889

Road Runner

21.188

32.833

35.835

28.831

Robotank

6.960

7.567

7.554

7.448

Seaquest

0.201

5.456

5.179

4.132

Skiing

-0.393

0.634

0.646

0.585

Solaris

0.190

0.121

0.133

0.132

Space Invaders

5.266

19.712

20.778

19.852

Stargunner

42.478

62.748

62.481

59.544

Surround

1.123

1.149

1.136

1.154

Tennis

2.676

3.077

3.072

3.077

Time Pilot

14.657

10.968

9.385

10.432

Tutankham

1.538

1.562

1.439

1.529

Up’n Down

24.046

24.176

24.467

24.297

Venture

0.001

0.105

0.000

0.078

Video Pinball

366.645

319.338

316.253

333.249

Wizard of Wor

6.468

6.483

5.781

5.715

Yars’ Revenge

2.550

7.126

5.906

7.174

Zaxxon

2.306

2.328

2.360

2.487

Median

2.550

3.260

3.150

3.077

IQM

3.481

5.325

5.383

5.138

6.3. Phase 3: Final Experiments and Statistical Validation The final phase of our evaluation rigorously assessed the integration of complex, advanced regression architectures on top of our optimally selected backbone. Table 9 details the aggregate Interquartile Mean (IQM) HumanNormalized Scores (HNS) for these composite regression heads when paired with the Gamma-Hadamax-Valid encoder. The 95% Confidence Intervals (CIs) were calculated via stratified bootstrap sampling across the four independent random seeds. By bridging highly parameterized distributional and ensemble heads with the computational efficiency of the Gamma-Hadamax-Valid encoder, this unified 41

Table 9: Phase 3 Global Performance. Aggregate IQM HNS across the Atari-57 suite for advanced regression heads integrated with the Gamma-Hadamax-Valid encoder. 95% Confidence Intervals (CIs) are estimated via stratified bootstrap sampling.

Architecture Configuration

IQM HNS (95% CI)

Gamma-Hadamax-Valid (Baseline)

5.343 [4.812, 5.920]

Gamma-Hadamax-Valid + Distributional Dueling

5.812 [5.240, 6.450]

Gamma-Hadamax-Valid + Ensemble Dueling

5.940 [5.315, 6.610]

Aftab

6.479 [5.890, 7.210]

structural approach, hereafter referred to as the complete Aftab framework, improves aggregate performance metrics in model-free Atari benchmarks. To confirm the validity of this improvement, we applied the Wilcoxon signed-rank test. The unified Distributional Ensemble Dueling head (6.479 IQM) exhibited a statistically significant performance advantage over the standard GammaHadamax-Valid scalar baseline (5.343 IQM) with p = 0.014. This provides strong empirical evidence that complex multi-head regression paradigms can successfully drive temporally extended exploration and value estimation strictly within a buffer-free, parallelized framework. To evaluate out-of-distribution generalization capabilities, we extended our final analysis to the Procgen benchmark under its Hard configuration. Unlike the deterministic layouts of Atari, this tests the architectural resilience of Aftab against severe procedural non-stationarity. As documented in the Supplementary Material, the final Aftab configuration achieved an aggregate IQM Procgen Normalized Score (PNS) of 0.418 with a 95% CI of [0.132, 0.730]. This marks an improvement over the baseline PQN model, which yielded an IQM PNS of 0.382 (95% CI: [0.189, 0.540]). The raw agent scores across the Procgen Hard suite corroborate this functional superiority (Table S4), proving that the representations learned by our composite architecture generalize effectively to unseen environmental dynamics without overfitting to fixed asset structures. Table 10 provides a contextual comparison between our final Aftab agent 42

and representative Atari-57 agents reported in the wider literature, utilizing the Median HNS as the standard performance indicator. Table 10: Comparison of Median Human-Normalized Scores (HNS) on the Atari-57 benchmark evaluated at 200M frames.

Algorithm

Median HNS

Reference

DQN

0.79

(Mnih et al., 2015)

Double DQN

1.15

(Van Hasselt et al., 2016)

Dueling DQN

1.51

(Wang et al., 2016)

Rainbow

2.31

(Hessel et al., 2018)

Hadamax-PQN

3.10

(Kooi et al., 2025)

GDI

11.46

(Fan & Xiao, 2022)

MuZero

7.31

(Schrittwieser et al., 2020)

Ours (Aftab)

4.42

This Work

These comparative results should be interpreted cautiously, as the listed methods differ significantly in their implementation details, reliance on replay buffers, computational budgets, and specific evaluation protocols. Our primary objective is not to claim state-of-the-art dominance over heavily subsidized, replay-buffer-dependent architectures like GDI or MuZero. Rather, we seek to evaluate the upper limits of a purely buffer-free, PQN-style agent driven solely by structural encoder enhancements and advanced value-head topologies. Under our strict evaluation protocol, Aftab achieves a Median HNS of 4.42, confidently exceeding the human-normalized threshold (1.0) while eliminating the memory and storage constraints of an experience replay buffer. While replay-buffer-based methods achieve exceptional Median HNS scores, large-scale buffers introduce prohibitive Random Access Memory (RAM) overhead, severe I/O bottlenecks, and high sampling latency in long-horizon training regimes. Our results demonstrate that architectural optimizations and multi-head regression paradigms can successfully bridge the performance gap, yielding a highly stable, off-policy framework with a drastically reduced hardware foot43

print. A more comprehensive Pareto analysis detailing wall-clock time, memory footprint, energy consumption, and implementation-level throughput across these architectures is left for future investigation. Comprehensive evaluation scores, raw data arrays, and Human Normalized Score (HNS) distributions for all individual games in the Final Experiments are detailed in Tables 11 and 12 below and are hosted in full within the results directory of our official framework repository. The structural advantage of our unified regression topology is conclusively supported by the final Probability of Improvement analysis (Figure 10). When compared directly to the scalar PQN baseline, the advanced regression heads demonstrate overwhelming consistency. The Bootstrapped Dueling configuration achieves a 0.93 probability of improvement over PQN, while the final composite Aftab framework (Distributional Ensemble Dueling) yields a 0.86 probability of improvement. Furthermore, the final Distributional Bootstrapped Dueling architecture maintains a 0.68 probability of improvement when evaluated directly against the singular Distributional Dueling head, confirming that the multi-head ensemble approach effectively stabilizes categorical return estimates across the benchmark. Table 11: Phase 3 Atari-57 Results (HNS) - Part 1.

Game

PQN

Gamma

Distributional Dueling

Alien

0.542

2.845

2.936

Amidar

0.640

1.038

1.563

Assault

30.169

35.629

32.991

Asterix

40.617

14.311

40.500

Asteroids

0.034

1.438

0.853

Atlantis

47.172

46.336

41.771

Bank Heist

1.885

1.721

2.240

Battlezone

1.212

1.880

3.442

Beamrider

1.144

2.388

4.172

Berzerk

2.251

1.227

10.575

Continued on next page

44

Table 11 – continued from previous page Game

PQN

Gamma

Distributional Dueling

Bowling

0.044

0.133

0.111

Boxing

8.244

8.285

8.322

Breakout

12.019

16.763

21.954

Centipede

0.828

1.473

19.338

Chopper Command

2.679

55.506

87.416

Crazy Climber

6.268

6.467

7.907

Defender

3.173

5.861

17.538

Demon Attack

72.523

72.884

74.105

Double Dunk

7.763

7.804

7.852

Enduro

2.723

2.693

2.729

Fishing Derby

2.525

2.590

2.485

Freeway

1.132

1.112

1.149

Frostbite

1.545

2.172

2.230

Gopher

24.506

29.682

18.667

Gravitar

0.235

0.353

0.581

H.E.R.O.

0.782

0.719

1.721

Ice Hockey

0.850

1.890

3.807

James Bond

8.134

17.127

72.778

Kangaroo

4.480

4.623

4.621

Krull

7.621

8.474

11.218

Kung-Fu Master

1.415

1.377

1.247

Montezuma’s Revenge

0.000

0.000

0.000

Ms. Pac-Man

0.454

0.812

1.582

Name This Game

2.278

3.240

4.226

Phoenix

24.840

33.452

73.773

Pitfall!

0.032

0.033

0.034

Pong

1.181

1.181

1.181

Private Eye

0.012

0.001

0.000

Q*bert

1.572

1.816

3.273

River Raid

1.355

1.737

2.099

Road Runner

7.268

21.188

25.003

Robotank

7.109

6.960

7.692

Seaquest

0.187

0.201

11.129

Skiing

-0.581

-0.393

0.093

Continued on next page

45

Table 11 – continued from previous page Game

PQN

Gamma

Distributional Dueling

Solaris

0.111

0.190

0.010

Space Invaders

4.841

5.266

22.340

Stargunner

27.278

42.478

62.695

Surround

1.069

1.123

1.189

Tennis

1.381

2.676

3.069

Time Pilot

5.901

14.657

10.613

Tutankham

1.519

1.538

1.443

Up’n Down

23.231

24.046

26.663

Venture

0.000

0.001

0.000

Video Pinball

315.049

366.645

373.477

Wizard of Wor

4.443

6.468

8.275

Yars’ Revenge

2.222

2.550

5.245

Zaxxon

1.834

2.306

3.675

Median

1.885

2.550

4.172

IQM

2.692

3.481

6.031

Table 12: Phase 3 Atari-57 Results (HNS) - Continued.

Game

Ensembled Dueling

Aftab

Alien

4.074

3.120

Amidar

1.761

1.726

Assault

40.048

38.902

Asterix

40.495

31.534

Asteroids

0.928

0.693

Atlantis

46.769

143.124

Bank Heist

2.226

2.141

Battlezone

2.781

3.389

Beamrider

3.272

3.854

Berzerk

16.841

17.892

Bowling

0.195

0.236

Boxing

8.316

8.316

Breakout

23.312

49.864

Continued on next page

46

Table 12 – continued from previous page Game

Ensembled Dueling

Aftab

3.934

22.292

113.124

108.981

Centipede Chopper Command Crazy Climber

7.772

6.849

Defender

23.067

27.015

Demon Attack

74.434

6.942

Double Dunk

7.873

-1.055

Enduro

2.710

6.434

Fishing Derby

2.606

2.552

Freeway

1.148

1.148

Frostbite

2.807

2.228

Gopher

32.191

18.371

Gravitar

0.833

1.334

H.E.R.O.

1.298

2.172

Ice Hockey

3.645

4.421

James Bond

32.913

107.082

Kangaroo

4.625

4.826

Krull

8.920

12.508

Kung-Fu Master

1.418

1.301

Montezuma’s Revenge

0.024

0.030

Ms. Pac-Man

1.789

1.479

Name This Game

3.129

4.163

Phoenix

70.621

152.923

Pitfall!

0.033

0.033

Pong

1.181

1.180

Private Eye

0.011

0.001

Q*bert

3.629

3.332

River Raid

2.595

2.163

Road Runner

45.446

37.633

Robotank

8.009

7.676

Seaquest

8.602

53.586

Skiing

0.656

-0.205

Solaris

0.148

0.029

Space Invaders

40.254

39.191

Stargunner

71.937

62.879

Continued on next page

47

Table 12 – continued from previous page Game

Ensembled Dueling

Aftab

Surround

1.158

1.204

Tennis

3.079

3.079

Time Pilot

8.945

15.470

Tutankham

1.613

1.617

Up’n Down

25.967

29.496

Venture

0.004

0.486

Video Pinball

402.971

1113.419

Wizard of Wor

5.871

8.354

Yars’ Revenge

5.521

5.677

Zaxxon

2.171

4.839

Median

3.645

4.421

IQM

5.592

6.479

48

Figure 10: Probability of Improvement (Final Regression Architectures). Pairwise comparison of the advanced value-estimation heads operating on the Gamma-Hadamax-Valid backbone. The composite Distributional Bootstrapped Dueling architecture (Aftab) exhibits high consistency, establishing a 0.86 probability of improvement over the base PQN configuration.

7. Discussion and Limitations 7.1. Comprehensive Performance Analysis The experimental results across all three phases indicate that the structural configuration of the convolutional neural network, the nature of its feature interactions, and the topology of its value regression head serve as critical drivers of agent generalization. Empirically, these architectural choices appear to exert a more pronounced influence on tracking value landscapes than raw parameter capacity scaling within the evaluated online regimes. 1. The Impact of Hierarchical Depth (Phase 1): The Alpha variant achieved the highest Phase 1 IQM HNS of 3.536, followed closely by Gamma at 3.481. Both models leverage increased hierarchical depth

49

(a) Full training duration.

(b) Latest 50M frames (zoomed).

Figure 11: Global Performance (IQM HNS). The HNS serves as a standardized metric where 0.0 represents random play and 1.0 represents professional human performance. The 5layer Alpha and Gamma variants outperform the original DQN encoder. Comparison between full training (left) and the final 50M frames (right) highlights depth as a primary factor in generalization.

(four and five layers, respectively) relative to the three-layer baseline architecture. This observation suggests that moderately deeper receptive fields capture spatial dependencies and abstract environmental features more effectively without requiring excessive parameter expansion in the early layers. 2. Topology vs. Raw Capacity: The Eta variant represents a widthheavy paradigm, featuring a massive regression head containing 23.7M parameters driven by a shallow encoder. Conversely, Zeta restricts itself to a three-layer topology containing only 2.5M total parameters. The pairwise Wilcoxon signed-rank test yields a p-value of 0.967 between these two variants. This statistical equivalence indicates that expanding channel width and linear layer capacity offers negligible functional utility if the underlying spatial feature extractor remains shallow and structurally constrained. 3. Multiplicative Interactions (Phase 2): As visualized in Figure 13, integrating Hadamax multiplicative representation mechanics in Phase 2 drastically altered the parameter-to-performance ratio. Gamma-HadamaxValid achieved an IQM HNS of 5.343 while restricting its total parame-

50

Figure 12: Wilcoxon Signed Rank Test. A significance heatmap generated via pairwise Wilcoxon Signed-Rank Tests conducted across the Atari-57 suite for Phase 1. To maintain statistical integrity across 36 comparisons, we applied the Holm-Bonferroni correction to control the family-wise error rate at α = 0.05. The data indicate that the Alpha, Beta, and Gamma cluster exhibits a statistically significant performance advantage over the PQN baseline. Conversely, the p < 0.001 results for the Delta variant against superior models suggest that its wide 9 × 9 kernel correlates with a statistically significant decrease in agent performance.

ter footprint to 1.84M. This is less than half the footprint required by the standard three-layer Hadamax control network (4.12M parameters, 5.149 IQM). Furthermore, although Gamma-Hadamax-Same nearly doubled Gamma-Hadamax-Valid’s parameter count (3.51M) by modifying the pooling padding, the performance difference was statistically insignificant (p = 0.720). This underscores that multiplicative Hadamard interactions

51

layered over an optimal topological depth (Gamma) maximize representational capacity, rendering subsequent parameter scaling redundant.

(a) Full training duration.

(b) Latest 50M frames (zoomed).

Figure 13: Phase 2 Global Performance (IQM HNS). The integration of Hadamard max-pooling alters representational capacity. The Gamma-Hadamax V1 and V2 variants diverge from the baseline Hadamax architecture, demonstrating that multiplicative feature interactions pair effectively with the Gamma convolutional depth.

4. Buffer-Free Advanced Regression and Generalization (Phase 3): Composite value algorithms like Rainbow (Hessel et al., 2018) traditionally combine multiple estimation frameworks (e.g., distributional value prediction, dueling decomposition, and multi-step returns) within off-policy settings stabilized by target networks and experience replay buffers. Our Phase 3 experiments demonstrate that these decoupled regression designs can be successfully adapted to operate in a completely online, buffer-free, parallelized data stream. When integrated with two-dimensional Layer Normalization, large-batch vectorized sampling, and the Gamma-Hadamax-Valid encoder, the unified Aftab framework achieved the highest aggregate performance within our evaluation suite, reaching an IQM HNS of 6.479 (95% CI: [5.890, 7.210]). Furthermore, our ensemble variant updates K = 10 distinct heads simultaneously across the global data batch (p = 1.0). While this omits classical bootstrapped data masking, the architectural averaging across heads serves as an effective variance-reduction mechanism for value estimations under rapid updates. More importantly, by approximating Thompson 52

sampling during environment interaction, this multi-head structure drives deep, temporally extended exploration. This prevents the agent from prematurely converging on sub-optimal policies, a common pitfall of standard ϵ-greedy heuristics, and is a primary driver of the superior sample efficiency observed in the final Aftab framework. This operational stability is noteworthy given the challenges delineated by the "deadly triad" (Sutton & Barto, 2018), which notes that combining function approximation, bootstrapping, and off-policy data characteristics frequently induces severe gradient divergence. Our empirical findings show that Aftab circumvents these nonlinear temporal-difference optimization traps under the tested hyperparameters. This stability is heavily influenced by the structural characteristics of the Gamma-Hadamax-Valid encoder, which establishes a gradual channel expansion (32 → 48 → 64) and introduces local max-pooling downsampling

to stabilize the feature activations processed by the regression streams. Furthermore, our ensemble variant updates K = 10 distinct heads simultaneously across the global data batch (p = 1.0). While this omits classical bootstrapped data masking, the architectural averaging across heads serves as an effective variance-reduction mechanism for value estimations under rapid updates. This resilience is further corroborated by our out-of-distribution generalization experiments on Procgen Hard. As documented in the Supplementary Material, the Aftab framework demonstrated a measurable advantage over the baseline PQN architecture, yielding an IQM PNS of 0.418 (95% CI: [0.132, 0.730]) compared to PQN’s score of 0.382 (95% CI: [0.189, 0.540]). Raw game data reveals that on environments requiring precise visual tracking amidst high non-stationarity, such as Bigfish (7.233 vs. 31.491) and Dodgeball (0.192 vs. 12.596), the combination of Hadamard representations and ensemble regression heads significantly dampens overfitting to procedurally generated assets.

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(a) Full training duration.

(b) Latest 50M frames (zoomed).

Figure 14: Phase 3 Global Performance (IQM HNS). The ablation of advanced valueestimation heads operating on the Gamma-Hadamax-Valid backbone. Aftab framework yields the highest performance among the evaluated models, reaching 6.479 IQM. The zoomed frame (right) illustrates the stability of these composite algorithms operating in a strictly buffer-free, parallelized regime.

7.2. Statistical Significance and Multi-Comparison Correction To verify that the reported performance variations reflect genuine structural advantages rather than stochastic noise, we subjected all three experimental phases to stringent non-parametric hypothesis testing. 1. Robust Performance Aggregation: The significance matrices are evaluated utilizing the Interquartile Mean (IQM) of the normalized scores. By discarding the lower and upper 25% of the performance distribution across the task suites, the IQM filters out both catastrophically unlearned environments and outlier tasks with hyper-inflated returns, offering a statistically reliable baseline of central performance. 2. Pairwise Hypothesis Testing: For every variant pairing, we applied the Wilcoxon signed-rank test (Wilcoxon, 1945). To rigorously account for inflation of the Type I error rate across our 36 pairwise comparisons in Phase 1 and subsequent comparisons in Phase 2, we enforced the HolmBonferroni step-down correction (Holm, 1979) to control the global familywise error rate strictly at α = 0.05. 3. Diagnostic Analysis of Structural Bottlenecks: The statistical heatmap effectively diagnoses structural pitfalls in sub-optimal design choices. For 54

instance, by employing an over-extended 9 × 9 kernel in its initial layer,

the Delta variant (2.374 IQM) exhibited a statistically significant performance degradation (p < 0.001) relative to its counterparts, highlighting a loss of fine-grained spatial tracking. Similarly, the Theta variant (2.649 IQM), which halves the terminal encoder channel width, failed to demonstrate a statistically significant departure from the baseline PQN model (p = 0.431), illustrating that excessive feature compression severely bottlenecked the downstream policy’s expressivity. 7.3. Limitations While our empirical evaluations demonstrate clear statistical advantages for deeper structural topologies and integrated multi-head regression systems, several core limitations must be explicitly addressed. First, although the Atari-57 and Procgen Hard benchmarks present highly diverse visual and procedural configurations, our observations remain restricted to discrete-action, frame-stacked reinforcement learning paradigms. The degree to which our architectural findings, specifically the multiplicative Hadamard feature streams and the high-dimensional Distributional Ensemble Dueling head (Aftab), generalize to high-frequency continuous control tasks or long-horizon temporal reasoning suites (such as the DeepMind Control Suite (Tassa et al., 2018)) remains to be empirically verified. Second, to isolate the functional impact of the CNN structures and valuehead topologies, all evaluations were constrained to a single, static set of hyperparameters inherited from the baseline PQN framework. It is highly probable that heavily parameterized, composite networks like Aftab could achieve superior sample efficiency if critical training variables, such as the learning rate, GAE λ, or optimizer batch dimensions, were tailored specifically to their complex and highly non-linear loss landscapes. Finally, we emphasize the theoretical limitation regarding the absence of formal convergence or stability guarantees for our unregularized network updates. The baseline PQN architecture relies heavily on explicit ℓ2 regularization (weight 55

decay) as an analytical device to bound the spectral norm of the TD Jacobian, suppressing nonlinear divergence. While our experiments show that the combination of Layer Normalization, parallel vectorized sampling, and the structural parameters of the Gamma topology successfully maintains operational stability without weight decay across all evaluated seeds, we do not provide a closedform mathematical or Lipschitz bound for this behavior. Delineating the formal theoretical relationship between structural network constraints, normalization layers, and TD Jacobian stability in buffer-free, non-linear value function approximation remains an essential direction for future theoretical research. 8. Conclusion The transition toward highly parallelized, buffer-free temporal difference learning, exemplified by the Parallelized Q-Network (PQN) framework, represents a methodological shift in deep reinforcement learning. However, by strictly defaulting to legacy feature extractors, the field may be artificially bottlenecking the representational potential of these streamlined algorithms. In this study, we introduced Aftab, an open-source benchmarking framework designed to systematically evaluate architectural topology, non-linear representational synergies, and advanced regression paradigms within online, off-policy regimes. Through a comprehensive, multi-phase empirical evaluation across the deterministic Atari-57 benchmark and the highly non-stationary Procgen Hard suite, our large-scale analysis yields critical insights regarding sample efficiency and neural architecture design: • Topological Depth as a Primary Driver (Phase 1): Our baseline CNN ablations provide strong evidence that structural inductive bias dictates generalization capability. While the Alpha variant achieved the highest aggregate performance among the base architectures (3.536 IQM HNS), the 5-layer Gamma variant emerged as the optimal architectural foundation. Gamma achieved a statistically comparable 3.481 IQM while operating with superior computational efficiency, requiring only 1.84 million total 56

parameters and 24.5 million FLOPs. Conversely, the Eta variant, which heavily expanded channel width to drive its parameter count to 23.8 million, achieved a lower 3.114 IQM. This confirms that, under our evaluation protocol, raw parameter expansion cannot adequately substitute for the hierarchical feature abstraction provided by convolutional depth. • The Penalty of Spatial Bottlenecks (Phase 1): Our experiments identified specific topological pitfalls that severely restrict policy expressivity. The significant performance degradation of the Delta variant (2.374 IQM) illustrates that aggressive spatial reduction in early layers, specifically via a 9 × 9 initial kernel, correlates with a critical loss of the finegrained visual granularity required for reactive control tasks. Similarly,

the Theta variant (2.649 IQM) demonstrated that halving the output dimensionality in the terminal convolutional layer imposes a representational bottleneck prior to the regression head. • Synergies of Multiplicative Feature Interactions (Phase 2): Integrating Hadamard non-linearities into the optimal Gamma topology substantially improved representational capacity. The Gamma-HadamaxValid architecture substituted standard spatial striding with max-pooling downsampling and element-wise multiplicative interactions, paired with zero-saturating GELU activations. This combination yielded an IQM HNS of 5.343, outperforming the baseline Hadamax control (5.149 IQM) while requiring less than half the parameter count (1.84M vs. 4.12M) and a significantly reduced computational footprint (123.6M vs. 162.9M FLOPs). This establishes that multiplicative interactions compound effectively with optimized convolutional depth, enhancing representation without relying on massive residual stacks. • Stability of Buffer-Free Algorithmic Integration (Phase 3): We demonstrated that complex regression heads, which traditionally rely on massive experience replay buffers and target networks to stabilize their

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loss landscapes (Hessel et al., 2018), can operate reliably in a strictly online, parallelized regime. By decoupling the advantage stream (Dueling), predicting categorical return distributions (Distributional), and driving directed epistemic exploration via multi-head ensembles, Aftab achieved the highest overall score of 6.479 IQM HNS. • Out-of-Distribution Generalization: To explicitly evaluate structural resilience against high-capacity architectural memorization, our framework was tested on the procedurally generated Procgen Hard benchmark. The final Aftab architecture achieved an aggregate IQM Procgen Normalized Score (PNS) of 0.418, outperforming the baseline PQN model (0.382 IQM PNS). This validates that the inductive biases established in this study translate effectively to non-deterministic, structurally shifting visual domains without overfitting to fixed pixel configurations. Ultimately, this research suggests that relying on the historically static "Nature CNN" backbone restricts algorithmic generalization. By systematically optimizing hierarchical depth, incorporating non-linear multiplicative feature interactions, and deploying variance-reduced, multi-head regression systems, the Aftab framework establishes a stable and computationally efficient architectural reference for parallelized deep reinforcement learning. Future work will focus on integrating these architectural blueprints into compiled JAX environments (Bradbury et al., 2018) to maximize evaluation throughput and minimize hardware latency. Furthermore, we aim to empirically validate whether the structural efficiency and representational stability of the Gamma-Hadamax-Valid backbone translate effectively to high-dimensional continuous control tasks and data-constrained offline reinforcement learning scenarios. References Araujo, A., Norris, W., & Sim, J. (2019). Computing receptive fields of convolutional neural networks. Distill , 4 , e21. URL: https://distill.pub/ 58

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Supplementary Material for: Aftab: A Comprehensive Benchmark of CNN Encoders and Advanced Value Functions in Parallelized Q-Networks

Taha Shieenavaz1 (taha.shieenavaz@studenti.unipd.it), Shabnam Zareshahraki1 (shabnam.zareshahraki@studenti.unipd.it), Loris Nanni1 (loris.nanni@unipd.it)

1

Department of Information Engineering, University of Padua, Italy

Corresponding author at: Department of Information Engineering, University of Padua, Italy. Taha Shieenavaz Email: tahashieenavaz@gmail.com Shabnam Zareshahraki Email: shabnamzaresh@gmail.com

Document Description: This document acts as the dedicated companion file for the main text, housing un-normalized raw evaluation returns across all 57 benchmark tasks along with their full operational step histories.

1. Receptive Field Analysis The receptive field (RF ) of a convolutional neural network at layer l calculates the spatial region of the input volume that influences a single feature map activation. It is defined recursively based on the kernel size (k) and stride (s) of the current and preceding layers: RFl = RFl−1 + (kl − 1)

l−1 Y

(S1)

si

i=1

where we assume an initial receptive field RF0 = 1 and an initial stride product of 1. Below, we detail the step-by-step calculation of the maximum theoretical receptive field for both the baseline Nature DQN Encoder, Hadamax Encoder, and our proposed Gamma Encoder and Hadamax Gamma Encoders. Table S1: Summary of the maximum theoretical receptive fields for the Nature DQN, standard Gamma, baseline Hadamax, and Gamma-Hadamax encoders.

Encoder Architecture

Effective Receptive Field

Nature DQN Encoder

36 × 36

Gamma Encoder

39 × 39

Hadamax Encoder Hadamax Gamma Encoder (Valid & Same)

59 × 59 70 × 70

1.1. Nature DQN Encoder The Nature DQN architecture consists of three convolutional layers with aggressive early spatial downsampling (a stride of 4 in the first layer). The receptive field expands as follows: Layer 1 (k = 8, s = 4) :

RF1 = 1 + (8 − 1) × 1 = 8

Layer 2 (k = 4, s = 2) :

RF2 = 8 + (4 − 1) × 4 = 20

Layer 3 (k = 3, s = 1) :

RF3 = 20 + (3 − 1) × (4 × 2) = 36

The total effective receptive field for the Nature DQN encoder maps to a 36 × 36 spatial patch on the original input.

1

1.2. Gamma Encoder The Gamma architecture replaces large filters with a deeper, five-layer stack of 3 × 3 convolutions. This preserves spatial resolution longer before downsampling. The calculation is as follows: Layer 1 (k = 3, s = 2) :

RF1 = 1 + (3 − 1) × 1 = 3

Layer 2 (k = 3, s = 2) :

RF2 = 3 + (3 − 1) × 2 = 7

Layer 3 (k = 3, s = 1) :

RF3 = 7 + (3 − 1) × (2 × 2) = 15

Layer 4 (k = 3, s = 2) :

RF4 = 15 + (3 − 1) × (2 × 2 × 1) = 23

Layer 5 (k = 3, s = 1) :

RF5 = 23 + (3 − 1) × (2 × 2 × 1 × 2) = 39

The total effective receptive field for the Gamma encoder maps to a 39 × 39 spatial patch. This demonstrates that despite using exclusively small 3 × 3

kernels, the depth of the Gamma architecture allows it to achieve a marginally larger global receptive field than the Nature DQN baseline, while simultaneously supporting a highly complex, non-linear hypothesis space. 1.3. Hadamax Encoder The Hadamax variant of the Nature DQN architecture replaces standard convolutional strides with explicit Max Pooling steps for downsampling. Because each block contains both a convolution (c) and a pooling (p) operation, the receptive field expands in two stages per block: Block 1 Conv (k = 8, s = 1) :

RFc1 = 1 + (8 − 1) × 1 = 8

Block 1 Pool (k = 4, s = 4) :

RFp1 = 8 + (4 − 1) × 1 = 11

Block 2 Conv (k = 4, s = 1) :

RFc2 = 11 + (4 − 1) × (1 × 4) = 23

Block 2 Pool (k = 2, s = 2) :

RFp2 = 23 + (2 − 1) × 4 = 27

Block 3 Conv (k = 3, s = 1) :

RFc3 = 27 + (3 − 1) × (4 × 2) = 43

Block 3 Pool (k = 3, s = 1) :

RFp3 = 43 + (3 − 1) × 8 = 59

The total effective receptive field for the Hadamax encoder maps to a 59 × 59 spatial patch.

2

1.4. Hadamax Gamma Encoder (Valid & Same) The Hadamax Gamma architecture utilizes a five-block deep configuration. Note that while Valid and Same differ in their pooling padding, padding does not alter the maximum receptive field calculation of a single unit. Thus, the calculation for both is identical: Block 1 Conv (k = 3, s = 1) :

RFc1 = 1 + (3 − 1) × 1 = 3

Block 1 Pool (k = 2, s = 2) :

RFp1 = 3 + (2 − 1) × 1 = 4

Block 2 Conv (k = 3, s = 1) :

RFc2 = 4 + (3 − 1) × (1 × 2) = 8

Block 2 Pool (k = 2, s = 2) :

RFp2 = 8 + (2 − 1) × 2 = 10

Block 3 Conv (k = 3, s = 1) :

RFc3 = 10 + (3 − 1) × (2 × 2) = 18

Block 3 Pool (k = 3, s = 1) :

RFp3 = 18 + (3 − 1) × 4 = 26

Block 4 Conv (k = 3, s = 1) :

RFc4 = 26 + (3 − 1) × (4 × 1) = 34

Block 4 Pool (k = 2, s = 2) :

RFp4 = 34 + (2 − 1) × 4 = 38

Block 5 Conv (k = 3, s = 1) :

RFc5 = 38 + (3 − 1) × (4 × 2) = 54

Block 5 Pool (k = 3, s = 1) :

RFp5 = 54 + (3 − 1) × 8 = 70

The total effective receptive field for the Hadamax Gamma encoder maps to a 70 × 70 spatial patch. This deeper, decoupled pooling approach significantly expands the receptive field compared to both the standard Gamma architecture (39 × 39) and the baseline Hadamax (59 × 59).

3

2. Individual Environment Learning Curves (Figures)

PQN Alpha Beta Gamma Delta

Epsilon Zeta Eta Theta

Alien

Amidar

Assault

Asterix

Asteroids

Atlantis

Bank Heist

Battlezone

Beamrider

Berzerk

Bowling

Boxing

Breakout

Centipede

Chopper Cmd

Crazy Climber

Figure S1: Phase 1 Learning Curves: Un-normalized evaluation returns over 200 million training frames for the baseline CNN encoders (Alpha through Theta) across all 57 Atari games. (Part 1 of 4)

4

Defender

Demon Attack

Double Dunk

Enduro

Fishing Derby

Freeway

Frostbite

Gopher

Gravitar

H.E.R.O.

Ice Hockey

James Bond

Kangaroo

Krull

Kung Fu Mstr

Montezuma’s

Figure S1: Phase 1 Learning Curves: Un-normalized evaluation returns over 200 million training frames for the baseline CNN encoders (Alpha through Theta) across all 57 Atari games. (Part 2 of 4)

5

Ms. Pac-Man

Name This

Phoenix

Pitfall!

Pong

Private Eye

Q*bert

River Raid

Road Runner

Robo-Tank

Seaquest

Skiing

Solaris

Space Inv.

Star Gunner

Surround

Figure S1: Phase 1 Learning Curves: Un-normalized evaluation returns over 200 million training frames for the baseline CNN encoders (Alpha through Theta) across all 57 Atari games. (Part 3 of 4)

6

Tennis

Time Pilot

Tutankham

Up ’n Down

Venture

Vid. Pinball

Wizard of Wor

Yars’ Revenge

Zaxxon

Figure S1: Phase 1 Learning Curves: Un-normalized evaluation returns over 200 million training frames for the baseline CNN encoders (Alpha through Theta) across all 57 Atari games. (Part 4 of 4)

7

Gamma Hadamax-Gamma-Valid

Hadamax-Gamma-Same Hadamax

Alien

Amidar

Assault

Asterix

Asteroids

Atlantis

Bank Heist

Battlezone

Beamrider

Berzerk

Bowling

Boxing

Breakout

Centipede

Chopper Cmd

Crazy Climber

Figure S2: Phase 2 Learning Curves: Un-normalized evaluation returns over 200 million training frames comparing the standard Gamma baseline to the Hadamax-integrated variants across all 57 Atari games. (Part 1 of 4)

8

Defender

Demon Attack

Double Dunk

Enduro

Fishing Derby

Freeway

Frostbite

Gopher

Gravitar

H.E.R.O.

Ice Hockey

James Bond

Kangaroo

Krull

Kung Fu Mstr

Montezuma’s

Figure S2: Phase 2 Learning Curves: Un-normalized evaluation returns over 200 million training frames comparing the standard Gamma baseline to the Hadamax-integrated variants across all 57 Atari games. (Part 2 of 4)

9

Ms. Pac-Man

Name This

Phoenix

Pitfall!

Pong

Private Eye

Q*bert

River Raid

Road Runner

Robo-Tank

Seaquest

Skiing

Solaris

Space Inv.

Star Gunner

Surround

Figure S2: Phase 2 Learning Curves: Un-normalized evaluation returns over 200 million training frames comparing the standard Gamma baseline to the Hadamax-integrated variants across all 57 Atari games. (Part 3 of 4)

10

Tennis

Time Pilot

Tutankham

Up ’n Down

Venture

Vid. Pinball

Wizard of Wor

Yars’ Revenge

Zaxxon

Figure S2: Phase 2 Learning Curves: Un-normalized evaluation returns over 200 million training frames comparing the standard Gamma baseline to the Hadamax-integrated variants across all 57 Atari games. (Part 4 of 4)

11

PQN Distributional Duelling

Ensemble Duelling Aftab

Alien

Amidar

Assault

Asterix

Asteroids

Atlantis

Bank Heist

Battlezone

Beamrider

Berzerk

Bowling

Boxing

Breakout

Centipede

Chopper Cmd

Crazy Climber

Figure S3: Phase 3 Learning Curves: Un-normalized evaluation returns over 200 million training frames for the advanced value regression architectures (Dueling, Ensemble, and Distributional) across all 57 Atari games. (Part 1 of 4)

12

Defender

Demon Attack

Double Dunk

Enduro

Fishing Derby

Freeway

Frostbite

Gopher

Gravitar

H.E.R.O.

Ice Hockey

James Bond

Kangaroo

Krull

Kung Fu Mstr

Montezuma’s

Figure S3: Phase 3 Learning Curves: Un-normalized evaluation returns over 200 million training frames for the advanced value regression architectures (Dueling, Ensemble, and Distributional) across all 57 Atari games. (Part 2 of 4)

13

Ms. Pac-Man

Name This

Phoenix

Pitfall!

Pong

Private Eye

Q*bert

River Raid

Road Runner

Robo-Tank

Seaquest

Skiing

Solaris

Space Inv.

Star Gunner

Surround

Figure S3: Phase 3 Learning Curves: Un-normalized evaluation returns over 200 million training frames for the advanced value regression architectures (Dueling, Ensemble, and Distributional) across all 57 Atari games. (Part 3 of 4)

14

Tennis

Time Pilot

Tutankham

Up ’n Down

Venture

Vid. Pinball

Wizard of Wor

Yars’ Revenge

Zaxxon

Figure S3: Phase 3 Learning Curves: Un-normalized evaluation returns over 200 million training frames for the advanced value regression architectures (Dueling, Ensemble, and Distributional) across all 57 Atari games. (Part 4 of 4)

15

PQN

Aftab

Big Fish Hard

Boss Fight Hard

Cave Flyer Hard

Chaser Hard

Climber Hard

Coinrun Hard

Dodgeball Hard

Fruitbot Hard

Heist Hard

Jumper Hard

Leaper Hard

Maze Hard

Miner Hard

Ninja Hard

Plunder Hard

Starpilot Hard

Figure S4: Out-of-Distribution Generalization: Un-normalized evaluation returns over 200 million training frames comparing the baseline PQN to the complete Aftab framework across the 16 individual Procgen Hard environments.

16

3. Raw Evaluation Returns (Tables) Table S1: Phase 1 Atari-57 Raw Returns: Final unnormalized evaluation scores for the PQN baseline and the eight parameter-constrained CNN encoders (Alpha through Theta). (Part 1 of 2)

Alien

PQN

Alpha

Beta

Gamma

Delta

Epsilon

Zeta

Eta

Theta

4688.197

13152.109

14752.177

18963.333

2680.850

17525.578

11592.449

11572.415

3209.184

Amidar

1082.500

2178.153

1139.731

1893.639

974.150

2362.010

1200.925

1726.520

1234.459

Assault

17009.493

12128.391

14126.837

18030.888 13932.092

18513.439

14149.139

17580.704

17846.646

Asterix

366434.014

129816.327

154993.197

126304.082 235632.653

86924.830 103686.395

85679.932 374916.327

2312.721 103959.762

15110.748

68774.320 11182.687

28792.415

2549.150

1950.884

728122.789

751796.599

742603.741 736686.735 761386.735 747847.619 751528.912

758324.490

Asteroids Atlantis

742852.041

85168.333

Bank Heist

1402.143

1506.395

1595.000

1288.912

1332.789

1257.517

1588.163

1302.075

1514.762

Battlezone

44176.871

43829.932

64149.660

64085.034 44642.857

65819.728

48993.197

38017.007

37350.340

Beamrider

22017.973

47062.184

39400.667

39152.435 18069.789

33208.973

22814.422

20786.871

19927.231

Berzerk

5877.857

15391.463

958.571

1942.279

3578.537

3434.660

8512.109

2253.231

3921.633

Bowling

30.000

37.830

27.724

30.959

31.333

30.442

34.667

38.007

30.571

Boxing

99.228

100.000

100.000

99.587

100.000

100.000

100.000

100.000

100.000

Breakout

352.044

436.816

451.425

504.044

326.320

405.925

394.044

431.728

407.690

Centipede

10076.690

13596.034

11219.793

17675.850

8680.939

11957.031

8450.085

12807.017

7412.735

Chopper Command 17155.442

118263.946

334721.088 360188.095

6479.252

258300.000 185923.810

19930.612

11332.993

Crazy Climber

179992.517 204894.898

179469.728 185854.422

191479.252 175811.224 179710.884

153729.252

161068.367

Defender

51787.245

75035.374

66311.905

91159.694 53549.320

61850.510

50575.850

62583.844

Demon Attack

132035.357

132607.364 133369.286

132650.221 128967.942

132331.548 131675.442 130311.701

128636.190

Double Dunk Enduro

65859.354

-1.782

-1.238

-1.095

-1.707

-1.980

-1.483

-1.442

-0.850

-1.449

2360.721

2357.741

2325.959

2341.762

2353.371

2343.173

2339.864

2338.684

2326.656

Fishing Derby

42.286

46.748

42.823

43.272

38.197

49.184

47.177

42.537

41.000

Freeway

33.823

33.983

33.827

32.973

33.653

33.840

33.667

33.820

33.806

Frostbite

6653.946

9596.701

9046.803

9532.925

4842.925

6228.571

8996.667

8130.306

4846.871

Gopher

53851.973

64661.769

72346.054

51893.333 34766.463

39304.626

32817.483

68673.129

45066.190

978.061

1874.830

594.388

30249.847 34076.003

14280.051

Gravitar

956.122

645.408

1319.558

1293.367

730.102

1032.483

H.E.R.O.

24341.207

25199.864

21372.449

24353.571 20274.881

24368.827

Ice Hockey

0.177

2.136

0.895

14.364

-3.622

0.721

1.531

2.235

-3.690

James Bond

2195.068

2500.850

1569.048

5012.245

1360.374

7288.435

2657.653

3470.918

2228.912

Kangaroo

13455.442

14392.857

14387.075

14087.755 11813.605

13774.150 14466.667

14088.095

14328.231

Krull

9707.585

10637.381

10961.361

10724.456

10308.878 11143.061

9998.946

10395.680

17

9399.592

Table S2: Phase 1 Atari-57 Raw Returns: Final unnormalized evaluation scores for the PQN baseline and the eight parameter-constrained CNN encoders (Alpha through Theta). (Part 2 of 2)

Kung-Fu Master

PQN

Alpha

Beta

Gamma

Delta

Epsilon

Zeta

Eta

Theta

31990.136

38857.823

31007.823

35474.830

34184.014

35648.299

33834.354

32204.762

41987.075

Montezuma’s R.

0.000

0.000

0.000

0.000

0.000

0.000

0.000

0.000

0.000

Ms. Pac-Man

3365.340

5302.415

6122.891

5855.238

3515.544

5614.456

5822.483

7529.932

4865.816

Name This Game

15329.014

19033.571

16205.748

21340.510

15285.782

16041.735

15393.265

12873.435

17054.830

Phoenix

177903.333

213915.986

235491.803

190653.197

51112.245

185824.252 283574.218

255857.245

98561.429

Pitfall!

-5.344

0.000

-21.105

0.000

0.000

0.000

0.000

-0.871

-22.041

Pong

21.000

21.000

21.000

21.000

21.000

21.000

21.000

21.000

21.000

66.667

98.639

100.000

87.333

9.524

50.000

50.000

44.983

100.000

Q*bert

21923.469

25177.296

25397.874

25847.959

17267.262

24266.241

25570.153

26119.218

22553.486

River Raid

21349.014

27019.490

27153.299

29396.327

23497.007

28564.456

30737.823

24621.361

23529.388

Road Runner

57719.048

72455.442

63845.918 175828.571

56056.463

61521.088

81121.769

56501.361

57602.381

Robotank

71.167

76.075

72.412

68.752

72.170

71.554

73.391

64.133

66.609

Seaquest

7978.027

10092.925

7835.646

8228.844

8466.871

8840.816

17571.224

17243.741

8063.129

Skiing

-23644.677

-9432.129

-18793.803

-22986.874

-23272.214

-9766.480

-10895.473

-10667.639

-21527.639

Solaris

2605.306

2069.932

2881.837

3081.497

2004.762

2541.542

2247.279

3255.102

4381.088

Space Invaders

5342.296

2655.680

11072.245

2855.578

6468.639

2966.718

2851.633

24713.435

2864.932

371468.027 423331.293

403316.667

241495.918

320142.517

315854.082

237664.966

229308.503

Private Eye

Stargunner

259520.408

Surround

8.350

8.857

9.248

9.146

6.071

9.262

9.905

9.833

7.112

Tennis

-1.333

11.833

-4.316

23.881

-1.092

11.633

-2.500

-1.000

-1.303

Time Pilot

13860.884

27697.619

32540.816

27330.272

11938.095

23786.054

24746.939

26560.544

9999.320

Tutankham

249.473

255.932

264.330

254.279

259.340

248.612

248.173

268.939

246.932

Up’n Down

263719.048

253879.762

295438.095

266537.007

164273.027

307976.429 318144.694

91661.429

268903.095

Venture Video Pinball

0.000

0.000

0.000

0.000

0.000

0.000

0.000

0.000

457305.670

542947.592

448438.116

529722.776

510972.653

462849.429 544883.133

0.000

529542.265

487644.446

Wizard of Wor

16897.959

28960.544

29923.469

29785.714

13953.401

34776.190

23365.646

33848.980

26704.762

Yars’ Revenge

115017.827

136848.190

138392.262

140728.207

101737.813

124140.105 144543.561

141543.759

115265.139

Zaxxon

16136.735

17865.306

24046.939

20938.435

14489.116

15231.293

15286.395

20634.694

17481.633

Median

6653.946

12128.391

11072.245

10724.456

6479.252

10308.878

11143.061

11572.415

4865.816

IQM

9199.376

14472.442

12906.556

14799.306

8112.347

13152.706

12762.966

12441.939

8813.942

IQM 95% CI

[4627, 20442] [7148, 32568] [6080, 29171] [7312, 33077] [3965, 16543] [6180, 27604] [6335, 29271] [6367, 22211] [4295, 19384]

18

Table S3: Phase 2 Atari-57 Raw Returns: Final un-normalized evaluation scores comparing the standard Gamma encoder against the Gamma-Hadamax-Valid (V1) and Gamma-HadamaxSame (V2) architectures. Gamma

Hadamax-Gamma-Valid

Hadamax-Gamma-Same

Alien

2.806

2.262

3.143

Hadamax 2.956

Amidar

1.099

1.538

1.170

0.814

Assault

33.854

40.430

45.000

42.586

Asterix

14.828

37.491

42.532

32.479

Asteroids

1.487

1.346

2.006

1.003

Atlantis

46.256

43.382

37.872

44.555

Bank Heist

1.725

2.113

2.046

2.108

Battlezone

1.914

2.362

1.912

2.275

Beamrider

2.548

2.709

4.126

2.594

Berzerk

1.282

23.230

21.633

10.371

Bowling

0.135

0.131

0.034

0.046

Boxing

8.291

8.248

8.325

8.321

Breakout

17.307

14.305

19.649

20.023

Centipede

1.432

2.772

3.109

2.261

Chopper Command

63.290

66.259

105.041

27.477

Crazy Climber

6.657

7.892

8.703

8.946

Defender

6.255

21.932

21.030

20.902

Demon Attack

72.827

74.642

74.361

74.521

Double Dunk

7.739

7.388

7.961

7.807

Enduro

2.685

2.730

2.733

2.711

Fishing Derby

2.582

2.513

2.634

2.523

Freeway

1.112

1.146

1.148

1.140

Frostbite

2.191

1.446

2.729

2.408

Gopher

28.834

37.097

27.959

26.749

0.335

0.422

0.575

0.577

H.E.R.O.

0.733

1.209

1.188

1.115

Ice Hockey

1.916

3.701

3.498

1.342

James Bond

18.358

43.679

44.754

19.589

Kangaroo

4.612

4.722

4.352

4.491

Krull

8.321

8.800

8.581

8.820

Kung-Fu Master

1.358

1.069

0.969

1.741

Montezuma’s Revenge

0.000

0.000

0.001

0.000

Ms. Pac-Man

0.843

1.195

1.600

1.272

Name This Game

3.242

3.405

3.111

3.368

Phoenix

35.263

37.001

44.998

31.553

Pitfall!

0.033

0.034

0.034

0.033

Pong

1.181

1.181

1.181

1.181

Private Eye

0.001

0.001

-0.000

0.000

Q*bert

1.805

3.322

3.006

2.091

Gravitar

River Raid

1.784

1.787

2.140

1.712

Road Runner

22.764

29.294

37.244

22.406

Robotank

6.975

7.643

7.565

7.174

Seaquest

0.197

5.522

4.914

1.540

Skiing

-0.324

0.636

0.649

0.501

Solaris

0.187

0.091

0.134

0.157

Space Invaders

5.194

18.616

19.901

19.767

Stargunner

42.913

63.307

62.754

53.536

Surround

1.122

1.155

1.140

1.167

Tennis

2.677

3.084

3.075

3.078

Time Pilot

14.722

12.217

9.629

9.367

Tutankham

1.515

1.701

1.460

1.477

Up’n Down

24.246

22.753

25.159

24.811

0.000

0.203

0.000

0.028

373.361

321.522

306.502

357.007

Wizard of Wor

6.668

7.758

5.651

4.370

Yars’ Revenge

2.577

8.192

5.519

7.117

Zaxxon

2.319

2.267

2.372

2.829

Median

2.577

3.322

3.143

2.829

IQM

3.508

5.254

5.360

4.712

[2.143, 6.967]

[2.926, 10.606]

[3.031, 11.030]

[2.651, 8.907]

Venture Video Pinball

IQM 95% CI

19

Table S4: Phase 3 Atari-57 Raw Returns: Final un-normalized evaluation scores detailing the ablation of the advanced regression heads (Distributional Dueling, Ensemble Dueling, and Aftab).

Alien

PQN

Distributional Duelling

Ensemble Duelling

Aftab

4688.197

20386.327

24329.320

22953.912

Amidar

1082.500

2634.789

3378.616

2926.568

Assault

17009.493

15812.541

21412.942

20397.452

Asterix

366434.014

340450.680

Asteroids

2312.721

45602.007

43198.027

24836.667

Atlantis

742852.041

740343.197

773082.653

1922416.327

330103.741

283998.639

Bank Heist

1402.143

1673.741

1657.143

1576.259

Battlezone

44176.871

119812.925

107248.299

111278.912

Beamrider

22017.973

73008.435

53364.939

71070.449

Berzerk

5877.857

27839.252

46650.102

39211.531

Bowling

30.000

28.935

49.541

61.925

Boxing

99.228

100.000

100.000

100.000

Breakout

352.044

594.007

699.381

933.010

Centipede

10076.690

202759.650

35466.418

207815.929 568332.993

Chopper Command

17155.442

543812.585

827556.122

Crazy Climber

161068.367

216305.102

201359.524

173999.660

Defender

51787.245

297204.762

367071.259

505392.857

Demon Attack

132035.357

134858.639

135605.238

12853.605

Double Dunk

-1.782

-1.245

-1.340

-21.027

2360.721

2345.184

2346.575

6165.946

Enduro Fishing Derby

42.286

36.939

45.816

43.054

Freeway

33.823

34.000

34.000

34.000

Frostbite

6653.946

8145.272

12135.272

9659.218

Gopher

53851.973

44451.429

70625.034

40949.388

Gravitar

956.122

2012.585

2737.075

4410.034

H.E.R.O.

24341.207

51736.156

37095.714

68036.905

Ice Hockey

0.177

35.660

31.333

40.592

James Bond

2195.068

18633.333

7044.728

29409.354

Kangaroo

13455.442

14308.844

13969.728

14474.830

Krull

9707.585

13738.367

11224.558

13158.673

31990.136

29379.592

26209.184

29263.265

Kung-Fu Master Montezuma’s Revenge

0.000

148.980

0.000

123.129

Ms. Pac-Man

3365.340

11182.350

11885.439

9572.963

Name This Game

15329.014

26781.156

19973.878

26262.517

Phoenix

177903.333

482720.680

483661.565

1104620.680

Pitfall!

-5.344

0.000

-5.007

0.000

Pong

21.000

21.000

21.000

21.000

66.667

16.667

100.000

100.000

Q*bert

21923.469

45021.088

48135.969

44785.119

River Raid

21349.014

33202.007

43151.361

35383.163

Road Runner

57719.048

140571.429

375416.667

257419.048

Private Eye

Robotank

71.167

75.592

78.721

77.527

Seaquest

7978.027

471696.327

365552.687

1909299.898

Skiing

-23644.677

-15831.898

-8677.490

-20213.990

Solaris

2605.306

1216.871

2487.279

1365.850

Space Invaders

5342.296

34645.204

62922.971

54110.289 628127.211

259520.408

619437.075

692191.497

Surround

8.350

9.827

9.500

9.959

Tennis

-1.333

23.833

24.000

24.000

Time Pilot

13860.884

20004.762

19017.347

28396.259

Tutankham

249.473

240.306

266.622

258.588

Up’n Down

263719.048

311849.558

271042.823

269188.537

Stargunner

0.000

0.000

0.000

707.483

457305.670

478535.429

547276.806

1700656.636

Wizard of Wor

16897.959

36559.524

25731.633

36345.578

Yars’ Revenge

115017.827

284535.259

305711.432

293344.007

Zaxxon

16136.735

33449.660

19704.422

39183.333

Median

6653.946

20004.762

19704.422

22953.912

Venture Video Pinball

IQM IQM 95% CI

9199.376

25328.197

22998.097

23746.835

[4684.833, 19899.239]

[11805.560, 69101.979]

[11148.088, 73260.157]

[12366.775, 67372.868]

20

Table S5: Phase 3 Procgen Hard Raw Returns: Final un-normalized evaluation scores comparing the baseline PQN against the final composite Aftab architecture across the out-ofdistribution Procgen environments.

PQN

Aftab

BigfishHard

7.233

31.491

BossfightHard

0.023

0.000

CaveflyerHard

5.313

0.000

ChaserHard

2.564

8.871

ClimberHard

1.049

0.000

CoinrunHard

4.816

0.000

DodgeballHard

0.192

12.596

FruitbotHard

-0.415

13.647

HeistHard

0.418

0.347

JumperHard

2.306

0.000

LeaperHard

5.500

9.520

MazeHard

1.449

4.561

MinerHard

0.358

10.052

NinjaHard

2.898

0.520

PlunderHard

4.983

4.672

StarpilotHard

4.508

0.223

Median

2.435

2.541

IQM

2.501

3.589

[1.000, 4.169]

[0.208, 8.426]

IQM 95% CI

21

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