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Stop Regressing: Training Value Functions via Classification for Scalable Deep RL
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Shows that replacing MSE regression with categorical cross-entropy, especially HL-Gauss target distributions, improves performance and scalability of value-based deep RL across Atari, multi-game Atari, Wordle, chess distillation, and robotic manipulation.
Problem
Value-based deep RL is trained via MSE regression to bootstrapped targets and has struggled to scale to large networks, unlike supervised learning which scales with cross-entropy classification.
Approach
Recasts TD regression as classification: a softmax over fixed bins is trained with cross-entropy against a target distribution built from the scalar TD target, with HL-Gauss (Gaussian-smoothed histogram targets) as the most effective choice; the loss is a drop-in replacement for MSE.
Key results
- HL-Gauss substantially outperforms Two-Hot and MSE in online Atari DQN over 60 games with 200M frames, and also improves over C51.
- HL-Gauss gives about 67% higher peak performance than the regression baseline on large-scale robotic manipulation with Q-Transformer.
- HL-Gauss yields about 45% improvement over the best prior multi-game Atari result with ResNet-101 (80M parameters) by IQM human-normalized score.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| HL-Gauss cross-entropy loss replaces MSE regression loss in DQN | DQN+Adam · Atari 60 games online | IQM human-normalized score: substantially outperforms MSE | Helped |
| Two-Hot cross-entropy loss replaces MSE in DQN | DQN+Adam · Atari 60 games online | IQM human-normalized score | Mixed |
| HL-Gauss loss replaces MSE in offline CQL | CQL · Atari 10% DQN replay offline | behavior-policy normalized score | Helped |
| HL-Gauss loss replaces MSE in SoftMoE DQN across expert counts | SoftMoE DQN · Atari 20 games, 1-8 experts | performance vs MSE: consistent constant-factor improvement (~30% per text) | Helped |
| HL-Gauss critic loss replaces MSE in IMPALA with scaled ResNets | IMPALA multi-task · Asteroids and Space Invaders multi-task | performance with scaling | Helped |
| HL-Gauss replaces C51 loss in multi-game offline setup | ResNet-101 multi-game · 40-game offline Atari | IQM human-normalized score: about 45% over best prior result | Helped |
| HL-Gauss targets replace MSE in Wordle offline Q-learning | GPT-like Transformer 125M · Wordle | performance: 40% better per intro | Helped |
| HL-Gauss targets replace 1-Hot for chess distillation | Causal Transformer 270M · Chess puzzles without search | puzzle accuracy: 70% improvement per intro | Helped |
| HL-Gauss replaces MSE regression loss in Q-Transformer | Q-Transformer 60M · Robotic manipulation | peak performance: 67% higher peak performance | Helped |
| Softmax parameterization of Q-values trained with MSE (no cross-entropy) (ablation) | DQN MSE · Atari online and offline RL | performance | No clear effect |
| Increase HL-Gauss smoothing ratio sigma/bin width across wide range vs Two-Hot (ablation) | HL-Gauss DQN · Atari 13-game subset, online | IQM score | Helped |
| HL-Gauss loss replaces MSE under noisy rewards (ablation) | CQL · Offline Atari with noisy rewards (eta 0.1,0.3,1.0) | performance degradation | Helped |
Surprising findings
- Two-Hot cross-entropy, despite being a cross-entropy loss, underperforms other classification losses and sometimes MSE because it does not spread probability to neighboring classes.
- Softmax parameterization alone with MSE gives no gains; the cross-entropy loss accounts for most of the improvement.
Limitations
- Cross-entropy alone does not fully resolve the representation, stability, or non-stationarity problems it is shown to partially address.
- Multi-game setup was run with a single seed due to prohibitive compute.
- Evaluation limited to specific settings; pre-training, fine-tuning, and continual RL not explored.
Experimental setup
Datasets: Arcade Learning Environment (60 Atari games) Atari DQN replay dataset (10%) Wordle offline dataset Lichess puzzles Stockfish 16 annotated chess games simulated robotic manipulation dataset
Benchmarks: Atari 2600 (60 games) multi-task Atari Asteroids and Space Invaders multi-game Atari (40 games) Wordle chess puzzles (Lichess) large-scale robotic manipulation
Metrics: IQM human-normalized score optimality gap behavior-normalized score puzzle accuracy success rate MSE linear probing performance
Baselines: DQN (MSE) C51 Two-Hot SoftMoE + MSE IMPALA MSE Q-Transformer MSE AlphaZero with MCTS 1-Hot classification
Builds on: DQN C51 CQL IMPALA Q-Transformer HL-Gauss
Closest papers by meaning
- Bigger, Regularized, Categorical: High-Capacity Value Functions are Efficient Multi-Task Learners (NeurIPS 2025 · similarity 0.88)
- Compute-Optimal Scaling for Value-Based Deep RL (NeurIPS 2025 · similarity 0.88)
- Value-Based Deep RL Scales Predictably (ICML 2025 · similarity 0.87)
- Symmetric Reinforcement Learning Loss for Robust Learning on Diverse Tasks and Model Scales (ICML 2025 · similarity 0.87)
- Is Value Learning Really the Main Bottleneck in Offline RL? (NeurIPS 2024 · similarity 0.87)
- Mixtures of Experts Unlock Parameter Scaling for Deep RL (ICML 2024 · similarity 0.87)
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