Transactions on Machine Learning Research · 2026

Do Object Channels Improve Robustness in Deep Reinforcement Learning?

TL;DR: Spatially-grounded semantic channels (OPC) as a drop-in inductive bias against shortcut learning.

Jannis Blüml*, Cedric Derstroff*, Bjarne Gregori, Elisabeth Dillies, Quentin Delfosse, Kristian Kersting

TU Darmstadt · hessian.AI · DFKI · Sorbonne Université  —  *equal contribution


TL;DR

Pixel-based RL agents are notorious for shortcut learning: they latch onto spurious visual cues instead of the game's actual mechanics, so a visual change to the screen can collapse a "trained" policy. We ask a simple question: what if we just hand the agent its objects as additional input? and study it systematically.

Object&Pixel-Channels (OPC) render each detected object category into its own binary mask, aligned pixel-for-pixel with the frame, and stack those masks alongside the usual grayscale image. No new architecture, no new loss, just a wider first conv layer. We show,

The Problem: Agents that "Win" for the Wrong Reasons

Deep RL from pixels routinely exploits spurious visual correlations, or learns shortcuts, i.e., low-entropy features that predict reward during training but have nothing to do with the task's causal structure. The canonical demonstration is Hidden-Opponent Pong (Delfosse et al., 2024): during training the opponent paddle's motion is tightly correlated with the ball, so the policy quietly uses the opponent's position as a cheap predictor of ball direction. Hide the opponent and keep identical physics as well as identical reward and the policy collapses.

(a) Pong.
(b) Opponent hidden.
Table 1. Pong episodic reward — visible vs. hidden opponent (IQM).
Pong variantPPO (pixel)OPC
Visible opponent+15+19
Hidden opponent−18+18

The point isn't Pong specifically, as shown in HackAtari (Delfosse et al., 2024) and our work, it is a general problem. Clips show a PPO agent, trained on the original environment and zero-shot tested on a perturbation of its environment.

Pong · original → lazy opponent
Boxing · original → recolored boxers
Freeway · original → all cars black
Freeway · original → stop all cars
Riverraid · original → color change
Riverraid · original → linear river
Amidar · original → paint-roller player
Frostbite · original → repositioned floes
Bowling · original → pins on top
MsPacman · original → set to level 1

See Objects as Channels

A natural response to this brittleness is to bias learning toward task-relevant entities rather than raw visual features. This idea is strongly aligned with cognitive science accounts of perception. An adaptation of this can be found in object-centric reinforcement learning and in adapting agents' input representations. While expressive, these methods often add training instability, computational overhead, and design complexity. Moreover, some object-centric abstractions discard the spatial inductive biases of convolutional neural networks (CNNs), such as locality and translation invariance, that we found critical for efficient visual learning.

In our work, an object is abstracted as a tuple ⟨label, (x,y), (w,h)⟩, representing a category and a bounding box. Additional information such as color, orientation and similar is removed to make extraction and adaptation easier. From the detected set we build a binary tensor C with one channel per semantic category, each pixel inside the bounding boxes of objects of that category set to 1, exactly aligned with the original coordinate frame.

That alignment is the whole trick. Because the masks live on the same 84×84 grid as the image, a standard Nature-CNN processes them with the same convolutional priors (locality, translation invariance) it already uses for pixels, which is unlike flattened symbolic vectors, throwing spatial structure away. Integration cost: widen the first conv layer to accept |C|+1 channels. Everything else, e.g, architecture, optimizer, hyperparameters, stays fixed, which is what lets us attribute our results to the representation alone.

Object Channel Representations Davidson & Lake (2020, CogSci) concatenating object-segmentation masks as input channels, shown to accelerate learning and improve generalization in Frostbite. The lineage runs back to board-game agents (AlphaZero-style) that feed the board as binary per-piece planes.

Why We Still Need the Pixels

Pure object channels (C) maximize invariance by discarding pixels entirely. This is great, until a task-relevant feature isn't in the object ontology or our abstraction. In Riverraid, the riverbanks define the navigable corridor, but OCAtari (Delfosse et al., 2024), which we use as an oracle for object extraction, doesn't treat them as objects, so a C-only agent is effectively blind to the terrain.

Table 2. Over-abstraction in Riverraid. Δ vs. original in parentheses. Only the hybrid survives both perturbations.
RiverraidPixel (Dₜ)Object-only (Cₜ)OPC (Xₜ)
Original766880209786
Color Change441 (−94%)8263 (+3%)9644 (−1%)
Linear River6932 (−10%)1969 (−75%)9634 (−2%)

Our Approach

Due to its strong performance, we propose to concatenate the grayscale pixel channel D (Mnih et al., 2015) with the object channels to build the agent's input X = [D ; C]. The pixel channel acts as a backup: OPC keeps the object semantics and the background geometry, and is the only representation stable across both a cosmetic recolor and a structural river change.

OPC pipeline: object-based pathway builds binary channels, pixel pathway builds grayscale, concatenated into X
Figure 1. The OPC pipeline. Raw frames a represented twice: binary object channels and a grayscale pixel channel, concatenated into a hybrid input for any standard DRL backbone.
Riverraid frame decomposed into a grayscale pixel channel D and per-category binary object channels C, concatenated into the hybrid input X
Figure 2. Building the hybrid input X = [D ; C] in Riverraid. The frame I (top: original; bottom: the Linear River variant) splits into a grayscale pixel channel D and per-category binary object channels C. Sprites (player, enemies, fuel) become clean masks; the river is a global background structure with no object.

Experiments: Performance and Robustness

Setup: train only on the original ROM, evaluate zero-shot on HackAtari variants (10 games) PPO and Rainbow backbones. We use OCAtari (Delfosse et al., 2024) as an oracle to identify objects; As metrics we use IQM + human-normalized score with 95% stratified-bootstrap CIs over 3 seeds, agents trained for 40M frames.

Performance: Trained and Tested on the Original

On the unmodified games, OPC matches or beats pixel PPO almost everywhere with the semantic anchors help learning rather than constraining it.

Table 3. Default Atari, IQM episodic reward. Best per row highlighted.
GamePPO (pixel)OPCSemantic Vector
Amidar551903209
Breakout13128037
MsPacman300159311919
Pong151919
Riverraid766897533306
SpaceInvaders7441594358

Robustness: Testing in a Perturbed Environment

Under distribution shifts that leave the task dynamics untouched, pixel baselines suffer a catastrophic generalization gap while OPC stays put. As an example:

The same picture holds across the suite. The symbolic Semantic Vector baseline shrugs off pure recoloring but it pays for that abstraction with weak in-distribution scores, and it collapses whenever the perturbation removes a cue it leaned on (the rendered opponent in Pong) or hides geometry its object schema never modeled (Riverraid's riverbanks). OPC is the only representation that stays high on both axes:

Table 4. Zero-shot robustness — original → perturbed IQM episodic reward (PPO backbone), pixel PPO vs. OPC vs. Semantic Vector. Drops into red. From appendix Table 7.
Game · variantPPO (pixel)OPCSemantic Vector
Boxing · recolored boxers95 → 496 → 9793 → 91
Pong · hidden opponent15 → −1819 → 1819 → −21
Freeway · stop all cars32 → 833 → 3331 → 0
Riverraid · color change7668 → 4419786 → 96443306 → 3525
Riverraid · linear river7668 → 69329786 → 96343306 → 356
Scatter of HNS-IQM on clean training envs vs perturbed test envs; OPC sits near the diagonal in the upper right
Figure 3. Clean (train) vs. perturbed (test) HNS-IQM per agent. Points near the diagonal are robust; the upper-right-near-diagonal cluster is OPC. Ellipses are 95% CIs.

Experiment 3: Capacity and Semantics?

To rule out "OPC just has a wider first layer", we built Extendend PPO (Ex-PPO) : plain PPO whose input is widened to OPC's channel count by duplicating the grayscale channel. Ex-PPO and OPC differ only in whether the extra channels carry real object content — and Ex-PPO tracks the pixel baseline, collapsing on the same perturbations. The gain is the semantics, not the capacity.

Table 5. Capacity-matched control (Ex-PPO = OPC's width, duplicated pixels, no semantics).
Game / variantPPOEx-PPOOPC
Amidar551503907
Hidden-Opponent Pong−18−10+18
Riverraid · Color Change4412449644
MsPacman300141886305

Experiment 4: Scalability and Efficiency

Input depth grows with the number of object categories |C|, so the first conv layer and GPU memory scale ~linearly (Frostbite at 12 channels ≈ 6.2× peak memory vs pixel PPO; throughput drops accordingly).

But under a fixed 90-minute wall-clock budget, OPC still frequently matches or beats pixel PPO despite processing fewer transitions. The semantic inductive bias takes care of the lost throughput. The cost shifts the optimization burden from discovering important elements to reasoning over them: a good trade when object sets are moderate, less so for large vocabularies (Riverraid).

Learning curves of OPC (green) versus pixel PPO (blue) after 90min of learning MsPacman. Episodic reward against environment steps; OPC rises faster and finishes higher even though its curve ends after fewer steps (both had the same time limit).
Figure 4. Sample efficiency on MsPacman: Episodic reward vs. environment steps for OPC (green) and pixel PPO (blue). OPC climbs faster and reaches a higher reward in roughly half the steps. Under a matched wall-clock budget of 90min its curve ends earlier (~4.5M steps) because the extra channels lower throughput, yet it still finishes well above PPO — the semantic inductive bias buys back the lost speed. Faint traces are raw episodic reward; bold lines are the smoothed mean.
Table 6. Fixed 90-minute budget, IQM episodic reward. #Chn = input channels.
Game#ChnPPOOPC
Pong51619
Breakout6131221
MsPacman725155066
SpaceInvaders87071048

Takeaways

  1. Prioritize spatial grounding. Encode semantics as coordinate-aligned channels, not flattened vectors, so conv priors do the relational work.
  2. Hybrid representations by default. Pure abstraction goes blind to un-modeled background geometry; the pixel channel is the cheap insurance.
  3. Build the representation that matters. Abstraction should align with task structure, not minimize input size. "Seeing right" means preserving the invariant spatial relations between entities, however, information such as background color can be removed if they are not necessary for the task.

Watch OPC Play

Some examples in which OPC produced more robust agents across the test suite, with higher or same performance on both the original and the perturbed games.

Pong · original → lazy opponent
Boxing · original → recolored boxers
Freeway · original → all cars black
Freeway · original → stop all cars
Riverraid · original → color change
Riverraid · original → linear river
Amidar · original → paint-roller player
Frostbite · original → repositioned floes
Bowling · original → pins on top
MsPacman · original → set to level 1

More In the Paper

This blog covers the core idea and the headline results. The full paper digs into several things we skipped here, such as real object detectors, more games, more baselines, more seeds and confidence intervals as well as multiple small ablations.

Read the full version on OpenReview ↗ — code is available here ↗.