Learning useful representations from continually changing value targets remains a challenge in deep reinforcement learning. We study the temporal horizon of this supervision: smaller discounts make these targets less sensitive to distant bootstrap changes, but using them for behavior changes the control objective. We introduce Short-to-Long (S2L), which supplies a long-horizon behavior learner with features trained by smaller-discount source networks. Detached connections prevent the behavior value loss from updating the sources, allowing each source to follow its own value objective while the behavior discount remains unchanged. Across Atari, online continuous control, and offline continuous control, the approach yields aggregate performance gains, improving the paired terminal median on 40 of 57 Atari games. Matched Atari ablations support the roles of feature transfer, smaller source discounts, and gradient isolation. Fixed-trajectory measurements further show reduced drift in source value targets with mixed discounts.
Figures & tables
Figure 1: S2L-4: learn separately, transfer features from short to long. All four learners train on the same transitions. At each residual depth, a learner receives its predecessor’s activation through a detached addition. Each value loss updates only its own network. The final γ=.99 learner supplies action values or the actor objective.
Figure 2: S2L-4 improves the paired median on 40 of 57 Atari games. Bars show median paired terminal HNS differences from scaled PQN, ordered from the smallest to largest effect across the two columns. Blue, gray, and orange indicate values above +.01 , within ±.01 , and below −.01 . The dashed line marks the median across games. Effects outside [−.30,+1.20] are annotated with their actual values.
Figure 3: The S2L-4 return advantage grows during training. Both panels use the same 720 matched pairs. Left: mean return over the second half of training. Right: mean paired difference over the full run, overall and by algorithm. The shaded window marks the final quarter of training, over which the mean paired difference is +34.99 .
Subset
n
Final return
Δ AUC
Mean Δ
W
0–1M
500k–1M
750k–1M
All
720
39.09
465
7.16
27.03
34.99
DDPG
360
47.42
242
17.29
40.66
46.66
SAC
360
30.76
223
−2.97
13.40
23.31
AdamW
360
47.49
252
16.84
36.61
42.79
Kron
360
30.68
213
−2.52
17.45
27.18
Table 1: S2L gains over 720 matched pairs. Entries combine all 720 pairs. Differences are S2L-4 minus SimBa; AUCs are divided by their window length. W counts positive endpoint pairs.
Metric
S2L-4
SimBa
Paired W/L/T
Local fluctuation (detrended MAD)
12.08
16.17
404/316/0
Normalized maximum drawdown
0.137
0.164
426/276/18
Cumulative negative change
38.26
45.32
412/290/18
Worst 50k-step drop
23.85
26.62
415/287/18
Table 2: Late-training return dynamics over 720 completed matched pairs. Statistics use eleven evaluations from 500k to 1M steps. Lower detrended MAD means less local fluctuation; lower values in the other rows mean smaller downward return changes. The last column counts pairs with a lower S2L-4 value / lower SimBa value / an exact tie.
Target drift
Mean [95%CI]
Median
Pairs <0
Games <0
Normalized (primary)
−9.689[−17.638,−3.389]
−2.073
64/64
16/16
Raw RMS (secondary)
−.170[−.249,−.101]
−.127
64/64
16/16
Table 3: Fixed-trajectory Q( λ )-target drift. Entries are mixed-discount minus all- .99 differences in time-averaged consecutive Q( λ )-target drift, so negative values favor mixed discounts. The normalized measure divides each learner and probe stratum by its fixed iteration-1 target standard deviation. Intervals use 10,000 whole-game bootstrap resamples, retaining all four paired seeds.
(a) Original reference scores
Method
Endpoint HNS
Full AUC
Second-half AUC
Scaled PQN
0.9323
0.3161
0.5809
S2L-4
1.0648
0.3999
0.6827
(b) Variant minus full S2L-4
Variant
Δ endpoint
Δ full AUC
Δ second-half AUC
No gradient isolation
−.0971
−.0731
−.1530
Table 4: S2L-4 reference scores and ablations. Panel (a) gives the original 57-game, four-seed mean HNS scores. Panel (b) gives changes relative to the corresponding full S2L-4 model. Endpoint HNS uses iteration 610; AUCs are divided by their window length. Intervals for the original paired controls appear in Table 11 .
Figure 4: S2L-4 versus the shared-trunk MDH-4 baseline. Left: IQM HNS over 228 game–seed runs per method. Right: IQM of paired HNS differences, S2L-4 minus MDH-4. Shading gives 95% game-cluster bootstrap intervals.
Summary
Pair wins
Game wins
IQM Δ
95% CI
Terminal HNS
147/228
35/57
+.0323
[+.0135,+.0667]
Full-training AUC
149/228
39/57
+.0188
[+.0089,+.0343]
Late-half AUC
153/228
39/57
+.0250
[+.0124,+.0489]
Terminal last-10
152/228
38/57
+.0329
[+.0146,+.0726]
Table 5: Shared-head control on ALE-57. Δ is S2L-4 minus the matched-discount MDH-4 baseline in human-normalized score units; positive values favor S2L-4. Intervals are 95% game-cluster bootstrap intervals for the paired-cell IQM (10,000 resamples preserving four seeds per sampled game). Wins are listed as seed pairs and game medians. Terminal HNS has 5 seed-pair ties and 1 game-median tie; Terminal last-10 has 3 seed-pair ties.
Environment
Simple
Medium
Expert
Mean
HalfCheetah
−1.63 (0/5)
+7.32 (5/5)
+17.78 (5/5)
+7.82 (10/15)
Hopper
+3.39 (5/5)
+2.61 (3/5)
−0.34 (2/5)
+1.88 (10/15)
Walker2d
−0.39 (1/5)
+0.82 (4/5)
+1.00 (3/5)
+0.47 (8/15)
All
+0.45 (6/15)
+3.58 (12/15)
+6.14 (10/15)
+3.39 (28/45)
Table 6: Offline continuous control. Entries are S2L minus its matched TD3+BC control in normalized-score AUC; parentheses give positive paired seeds. All nine Minari MuJoCo conditions use five paired seeds and 200k updates.
Appendix figures & tables10 assets
Supplementary material from the paper’s appendix.
Appendix
Setting
Value
Algorithm
PQN with Q( λ )
Main / short discount
.99 / .90
λ
.65
CNN
Atari, medium: 32–64–64 channels
MLP
width 2560, five two-linear residual blocks
Stabilizers
full MultiSkip, LayerNorm, Kron
Appendix
Table 7: Base configuration for two-learner Atari experiments.
Qbert (4 seeds)
Phoenix (4 seeds)
Pooled (8)
Transferred feature
GM
Wins
GM
Wins
GM
Wins
None (baseline)
1.000
–
1.000
–
1.000
–
Short input
1.173
4/4
1.173
4/4
1.173
8/8
Aligned absolute
1.239
4/4
1.237
4/4
1.238
8/8
Aligned delta
1.188
4/4
1.199
4/4
1.194
8/8
Dense all-layer mean
1.277
4/4
1.240
4/4
1.258
8/8
Appendix
Table 8: Paired training-return AUC relative to the scaled PQN base agent of Castanyer et al. (2025) . GM is the geometric mean across the listed paired seeds. Every method uses the same γ=.99 target construction and action-selection rule.
Figure 5: Feature-transfer comparison. Bars show paired geometric-mean training-return AUC relative to the γ=.99 base agent on Qbert and Phoenix. Every two-learner variant has the same parameter count, target construction, optimizer configuration, and action-selection rule; only the transferred feature changes.
Transferred feature
Qbert GM
Phoenix GM
Pooled GM
Positive pairs
Short input
1.000
1.000
1.000
–
Aligned absolute
1.0565
1.0546
1.0556
6/8
Aligned delta
1.0129
1.0221
1.0175
4/8
Dense all-layer mean
1.0887
1.0566
1.0725
6/8
Prefix mean
1.0420
1.0773
1.0595
7/8
Appendix
Table 9: Feature-transfer effects relative to the detached short-input variant. Parameter counts, optimizer settings, target construction, and action-selection rules match.
Game
Selected γs
Effective horizon
Median SNI
Qbert
.875
8
.256
Phoenix
.900
10
.154
Asterix
.875
8
.106
Breakout
.984375
64
.064
Seaquest
.96875
32
.341
Appendix
Table 10: Per-game source-discount-factor choices from the five-game sweep. Median SNI compares the selected source with the scaled PQN parent of Castanyer et al. (2025) over four paired seeds.
Figure 6: Source-discount selection. Left: four-seed median paired SNI against the γ=.99 base agent across the eligible grid; outlined cells are in-sample per-game maxima and H=8 is selected globally on the same panel. Right: seed-level paired SNI for that selected source against the matched γs=.99 duplicate source. SNI is defined in Appendix B .
Contrast
Endpoint HNS
Full AUC
Second-half AUC
Transfer − no transfer
+.101[−.121,+.282]
+.080[+.005,+.165]
+.091[−.024,+.207]
Mixed discounts − all .99
+.060[−.101,+.202]
+.065[+.023,+.112]
+.086[+.028,+.153]
Detached − backpropagated
+.114[+.006,+.256]
+.082[+.019,+.174]
+.122[+.025,+.275]
Appendix
Table 11: Matched Atari ablations. Entries are mean paired human-normalized-score differences. Brackets give 95% intervals from 10,000 bootstrap resamples of games, retaining all four paired seeds. The first two rows cover all 57 games; the last covers the 52 games not used for development. Positive values favor the first method.
Summary
S2L-4
MDH-4
MDH-4 (wide)
Parameters (approx.)
321.4M
80.4M
321.4M
Endpoint HNS
1.0648±2.2205
1.0181±2.7107
1.0286±2.7339
Full-training AUC
0.3997±0.9289
0.3627±0.8405
0.3511±0.9083
Late-half AUC
0.6827±1.3488
0.6400±1.4027
0.6174±1.4369
Terminal last-10
1.0278±2.1008
0.9896±2.5857
0.9319±2.6126
Appendix
Table 12: Parameter-matched shared-trunk control on ALE-57. Entries are arithmetic means ± standard deviations across 57 games and four seeds, in HNS units. Wide MDH-4 matches the total parameter count of S2L-4. Standard deviations describe score dispersion across game–seed cells.
Setting
Value
Tasks
dog-run, dog-trot, humanoid-run, humanoid-walk
Algorithms / optimizers
SAC, DDPG / AdamW, Kron
Environment steps / action repeat
1,000,000 / 2
Train environments / updates per interaction
1 / 2
Replay capacity / warm-up / batch
1M / 5,000 / 256
Evaluation
10 episodes every 50,000 environment steps
Appendix
Table 13: Shared settings for the S2L-4–SimBa DMC matrix.
Game
Seed
A
B
E
F
Qbert
1
4.194
4.888
5.754
5.532
2
3.973
5.363
5.330
4.760
3
4.722
4.950
5.468
5.138
4
4.365
5.003
5.441
5.658
Phoenix
1
6.956
8.190
8.086
8.430
2
6.972
8.464
8.619
8.576
Appendix
Table 14: Training-return AUC ( 109 ) for baseline (A), simple short input (B), dense mean (E), and prefix mean (F).
Reinforcement learning studies how agents learn sequential decisions from rewards and interaction, balancing exploration, performance, safety, and adaptation.