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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