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Mind the GAP! The Challenges of Scale in Pixel-based Deep Reinforcement Learning
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Shows that scaling pixel-based deep RL networks hurts mainly through the encoder-to-dense bottleneck, and proposes Global Average Pooling on encoder outputs as a simple fix that matches or beats SoftMoE and pruning.
Problem
Scaling the width of pixel-based deep RL networks (e.g., Rainbow on Atari) typically degrades performance, and recent fixes (SoftMoE tokenization, sparse training) are complex and costly; the underlying cause was unclear.
Approach
Identifies the encoder-to-dense connection (the bottleneck) as the main limit on scaling and argues prior methods work by structuring/sparsifying it; proposes replacing flattening with global average pooling over each feature map so the dense layers get a C-dimensional input.
Key results
- GAP improves performance of scaled networks across scales, outperforming baselines including pruning, RigL, weight decay and layer norm, and achieving performance comparable to SoftMoE-1 at 100M steps.
- Scaling only the bottleneck (first dense layer after the encoder) accounts for most of the performance degradation seen when scaling the full network.
- Sparsifying only the dense layers psi yields better performance than sparsifying both encoder and dense layers across sparse methods.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Global Average Pooling (GAP) applied to encoder output before dense layers | Rainbow with scaled width (x4) on Atari 20 games · Atari 20-game subset | IQM score | Helped |
| Global Average Pooling (GAP) applied to encoder output before dense layers | Rainbow on full 60-game Atari suite · Atari 60 games | IQM score | Helped |
| Global Average Pooling (GAP) applied to encoder output before dense layers | Rainbow with high replay ratio (sample-efficient regime) · Atari 20 games, replay ratio up to default 0.25 and higher | IQM score | Helped |
| Global Average Pooling (GAP) applied to encoder output before dense layers | CNN architecture (Nature-style) encoder with scaled dense layers · Atari 20 games | IQM score | Helped |
| Global Average Pooling (GAP) applied to encoder output | Rainbow on Procgen, DER on Atari100K, SAC on DMC · Procgen, Atari100K, DMC | performance | Helped |
| Global Average Pooling vs. global max pooling (ablation) | Rainbow on 20 Atari games · Atari 20 games | performance | Helped |
| Sparsifying only the bottleneck (psi) instead of both phi and psi (ablation) | Gradual pruning, RigL, static sparsity on scaled Rainbow · Atari 20 games, 90% sparsity | IQM score | Helped |
| Scaling network width of the whole network (phi and psi) without pooling | Scaled baseline Rainbow (x4) · Atari 20 games | IQM score | Hurt |
| Increasing depth of the dense layers psi in the baseline (ablation) | Rainbow baseline · Atari 20 games | performance | Hurt |
| Adding GAP when increasing depth of psi (ablation) | Rainbow with deeper dense layers · Atari 20 games | performance | Helped |
| Adding GAP to a encoder-width-scaled network (psi unscaled) (ablation) | Rainbow with scaled phi · Atari 20 games | performance | Helped |
| Increasing encoder depth by adding ResNet blocks to scaled bottleneck (ablation) | Rainbow with scaled psi · Atari 20 games | performance | Helped |
Surprising findings
- Scaled dense layers show much higher dormant-neuron fractions than the encoder, while the encoder has low dormancy.
- GAP is more computationally efficient than SoftMoE and sparse methods, since sparsity is simulated via masking which keeps runtime high.
Limitations
- Focused on pixel-based environments with a clear encoder-dense bottleneck; unclear whether findings transfer to non-pixel or architectures without a clear bottleneck.
- GAP is a more aggressive compression that may discard spatial structure compared with finer tokenization in SoftMoE.
Experimental setup
Datasets: Arcade Learning Environment (60 games; 20-game subset) Atari100K (26 games) Procgen DeepMind Control Suite
Benchmarks: Arcade Learning Environment 20-game subset Arcade Learning Environment 60-game suite Atari100K Procgen DeepMind Control Suite
Metrics: interquartile mean (IQM) median mean GPU hours
Baselines: SoftMoE-1 gradual pruning RigL static sparsity weight decay layer normalization DrQ DER
Builds on: Rainbow Impala SoftMoE RigL gradual pruning
Closest papers by meaning
- Stable Gradients for Stable Learning at Scale in Deep Reinforcement Learning (NeurIPS 2025 · similarity 0.87)
- Network Sparsity Unlocks the Scaling Potential of Deep Reinforcement Learning (ICML 2025 · similarity 0.87)
- XLand-100B: A Large-Scale Multi-Task Dataset for In-Context Reinforcement Learning (ICLR 2025 · similarity 0.85)
- Mixtures of Experts Unlock Parameter Scaling for Deep RL (ICML 2024 · similarity 0.85)
- Beyond the Dirac Delta: Mitigating Diversity Collapse in Reinforcement Fine-Tuning for Image Generation (NeurIPS 2026 · similarity 0.84)
- Representation Learning Enables Scalable Multitask Deep Reinforcement Learning (NeurIPS 2026 · similarity 0.84)
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