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Mind the GAP! The Challenges of Scale in Pixel-based Deep Reinforcement Learning

NeurIPS 2025 · Architectures and efficiency › CNN design · approach: Efficient CNN scaling and dynamic inference · 0 citations (OpenAlex)

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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

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Global Average Pooling (GAP) applied to encoder output before dense layersRainbow with scaled width (x4) on Atari 20 games · Atari 20-game subsetIQM scoreHelped
Global Average Pooling (GAP) applied to encoder output before dense layersRainbow on full 60-game Atari suite · Atari 60 gamesIQM scoreHelped
Global Average Pooling (GAP) applied to encoder output before dense layersRainbow with high replay ratio (sample-efficient regime) · Atari 20 games, replay ratio up to default 0.25 and higherIQM scoreHelped
Global Average Pooling (GAP) applied to encoder output before dense layersCNN architecture (Nature-style) encoder with scaled dense layers · Atari 20 gamesIQM scoreHelped
Global Average Pooling (GAP) applied to encoder outputRainbow on Procgen, DER on Atari100K, SAC on DMC · Procgen, Atari100K, DMCperformanceHelped
Global Average Pooling vs. global max pooling (ablation)Rainbow on 20 Atari games · Atari 20 gamesperformanceHelped
Sparsifying only the bottleneck (psi) instead of both phi and psi (ablation)Gradual pruning, RigL, static sparsity on scaled Rainbow · Atari 20 games, 90% sparsityIQM scoreHelped
Scaling network width of the whole network (phi and psi) without poolingScaled baseline Rainbow (x4) · Atari 20 gamesIQM scoreHurt
Increasing depth of the dense layers psi in the baseline (ablation)Rainbow baseline · Atari 20 gamesperformanceHurt
Adding GAP when increasing depth of psi (ablation)Rainbow with deeper dense layers · Atari 20 gamesperformanceHelped
Adding GAP to a encoder-width-scaled network (psi unscaled) (ablation)Rainbow with scaled phi · Atari 20 gamesperformanceHelped
Increasing encoder depth by adding ResNet blocks to scaled bottleneck (ablation)Rainbow with scaled psi · Atari 20 gamesperformanceHelped

Surprising findings

Limitations

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

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