Reinforcement Learning
Reinforcement learning is a branch of machine learning where a program, called an agent, learns to make good decisions by acting in an environment and receiving rewards or penalties for the outcomes, instead of being shown correct answers in advance.
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Don't Panic
Don't Panic — Reinforcement Learning
Reinforcement learning is a way to train a decision maker by letting it act in the world, watching what happens, and adjusting. No labeled examples, no teacher pointing at the right answer. Just an agent, an environment, and a reward score that tells it whether things went well.
The problem it solves is sequential decision-making: situations where each choice reshapes the situations that follow, and where the right answer depends on what you did three steps ago. Before reinforcement learning, people solved these problems with hand-coded rules or brute-force search. Rules are brittle; search is expensive. An agent that learns from its own experience sidesteps both.
Everything else hangs off one loop. The agent observes a state, picks an action according to its policy, the environment returns a reward and a new state, and the agent updates. The Bellman equation says the value of any state is the immediate reward plus the discounted value of wherever you land next. That recursive idea, and the question of how to compute it when you cannot enumerate every state, is the entire intellectual content of the field.
The thing that will surprise you is how literal the agent is. It optimizes exactly the reward you give it, not the outcome you had in mind. A boat trained to finish a race can learn to circle the track collecting bonus blocks instead. The gap between what you rewarded and what you meant is where nearly every real-world failure lives. Designing the reward function is harder than choosing the algorithm.
If you want to know what the vocabulary means, the Cheatsheet tab has every term and formula in one place. If you want to know what teams get wrong when they actually try this, the Field Notes tab has the judgment. If you want to see the timeline of how this field went from a 1957 paper to beating the world champion at Go, that is the Timeline tab. And if you want to see what tools practitioners actually use, the Landscape tab covers the frameworks, environments, and platforms that make up the modern reinforcement learning stack.
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Sources
- https://davidstarsilver.wordpress.com/teaching/
Supports
- Course structure: MDPs, planning by dynamic programming, model-free prediction, model-free control, value function approximation, policy gradient methods
- Epsilon-greedy exploration strategy (random action with probability epsilon, else best-known action)
- Multi-armed bandit as the single-state simplification of the exploration/exploitation tradeoff
- http://incompleteideas.net/book/the-book-2nd.html
Supports
- Canonical MDP formalism built from the multi-armed bandit case up to full state transitions
- Textbook is freely available, authored by Sutton and Barto, MIT Press second edition 2018
- https://spinningup.openai.com/en/latest/spinningup/rl_intro.html
Supports
- Definitions of state vs. observation, action spaces, deterministic vs. stochastic policy
- Return (finite-horizon undiscounted, infinite-horizon discounted with discount factor)
- Value function V, action-value function Q, optimal V*/Q*, advantage function A = Q - V
- Bellman equation informal statement (value of a state = expected reward + discounted value of next state)
- https://spinningup.openai.com/en/latest/spinningup/rl_intro2.html
Supports
- Model-based vs. model-free split
- Policy optimization family (on-policy: A2C/A3C, TRPO, PPO) vs. Q-learning family (off-policy: DQN, C51)
- On-policy vs. off-policy tradeoff (stability vs. sample efficiency)
- DDPG, TD3, SAC as off-policy actor-critic algorithms
- https://gymnasium.farama.org/introduction/basic_usage/
Supports
- env.reset() returns (observation, info)
- env.step(action) returns (observation, reward, terminated, truncated, info)
- One action-observation exchange is a timestep; episode ends when terminated or truncated is True
- https://deepmind.google/blog/alphago-zero-starting-from-scratch/
Supports
- AlphaGo Zero trained solely by self-play, combining a neural network with a search algorithm, no human game data
- Network updated to predict moves and the eventual winner
- AlphaGo Zero defeated the champion-defeating AlphaGo version 100 games to 0 after 3 days of training
- Authored by David Silver and Demis Hassabis, published by Google DeepMind, October 18, 2017
- https://github.com/awesomelistsio/awesome-reinforcement-learning
Supports
- Stable-Baselines3, Ray RLlib, PettingZoo, Unity ML-Agents, TF-Agents as curated RL frameworks/tools
- https://api.github.com/repos/DLR-RM/stable-baselines3
Supports
- Recency check confirming Stable-Baselines3, Ray RLlib, PettingZoo, Unity ML-Agents, and TF-Agents all had commits pushed within 2026 and are not archived
- https://press.princeton.edu/books/hardcover/9780691146683/dynamic-programming
Supports
- Bellman’s 1957 Dynamic Programming book, which established dynamic programming as a foundation for sequential decision problems.
- https://link.springer.com/article/10.1007/BF00992698
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- Watkins and Dayan’s 1992 Q-learning paper and its convergence result under stated conditions.
- https://link.springer.com/article/10.1007/BF00992696
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- Williams’s 1992 REINFORCE paper on statistical gradient-following reinforcement algorithms.
- https://arxiv.org/abs/1312.5602
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- The 2013 DQN preprint: a convolutional network trained with a Q-learning variant from raw Atari pixels.
- https://www.nature.com/articles/nature14236
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- The 2015 Nature publication of DQN and its 49-game Atari evaluation.
- https://arxiv.org/abs/1606.01540
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- The 2016 OpenAI Gym paper introducing a toolkit for developing and comparing reinforcement-learning algorithms.
- https://arxiv.org/abs/1801.01290
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- The 2018 Soft Actor-Critic paper introducing an off-policy maximum-entropy actor-critic algorithm.
- https://stable-baselines3.readthedocs.io/en/master/guide/rl_tips.html
Supports
- Stable-Baselines3 guidance on separate evaluation environments, stochastic-policy evaluation, instability, reward engineering, and experiment design.
- https://gymnasium.farama.org/environments/classic_control/cart_pole/
Supports
- Gymnasium CartPole-v1 task mechanics, action space, rewards, termination conditions, and 500-step truncation limit.
- https://devblogs.microsoft.com/engineering-at-microsoft/diagnosing-instability-in-production-scale-agent-rl/
Supports
- Practitioner guidance on diagnosing instability in production-scale agent reinforcement learning and monitoring reward signals.
- https://gymnasium.farama.org/
Supports
- Gymnasium as the maintained environment API used by the course interaction loop.
- https://stable-baselines3.readthedocs.io/
Supports
- Stable-Baselines3 algorithm library and documentation.
- https://docs.cleanrl.dev/
Supports
- CleanRL’s single-file reinforcement-learning implementations.
- https://docs.ray.io/en/latest/rllib/index.html
Supports
- RLlib documentation for distributed reinforcement learning on Ray.
- https://pytorch.org/rl/
Supports
- TorchRL as PyTorch’s reinforcement-learning library.
- https://pettingzoo.farama.org/
Supports
- PettingZoo’s multi-agent reinforcement-learning environment API.
- https://dmcontrol.deepmind.com/
Supports
- DeepMind Control Suite continuous-control benchmark environments.
- https://mujoco.org/
Supports
- MuJoCo physics engine and its open-source availability.
- https://github.com/google/brax
Supports
- Brax’s JAX-based physics simulation and reinforcement-learning environment suite.
- https://www.ray.io/
Supports
- Ray distributed computing platform.
- https://huggingface.co/docs/trl/
Supports
- TRL’s post-training methods for language models.
