Notes
12 section summaries

Reinforcement Learning

A child learning to ride a bicycle is handed no dataset of correct handlebar positions. They push off, wobble, occasionally fall, and a sense of balance emerges from the consequences alone. Reinforcement learning studies precisely this situation: an Agent acting inside an Environment that answers each action with a new situation and a Reward — a single number saying how things went, never what the right move would have been. What the agent is building from that thin signal is a Policy, a rule for choosing well in any situation it meets.

The chapter opens with the machinery that makes this tractable. The Markov Decision Process (MDP) states the problem precisely, while the Value Function and the Bellman Equation make it computable by expressing a long-run quantity in terms of itself one step later. Every algorithm that follows is, at bottom, a way of solving or approximating that one relationship. Alongside sits the dilemma no method escapes — the Exploration-Exploitation Trade-off, which the section on Multi-Armed Bandits isolates in its purest form.

The algorithms then arrive in a deliberate order. Tabular Methods keep one value per state, and are where Temporal Difference (TD) Learning and Q-Learning can be understood exactly rather than approximately. Function Approximation swaps that table for a learned function, and Deep Reinforcement Learning swaps it for a neural network — producing the Deep Q-Network (DQN) and, eventually, PPO. The closing sections turn to where the reward comes from in the first place, a question Reward Hacking shows is anything but academic, and end at RLHF (RL from Human Feedback) — the method now used to align large language models.

Read the sections in order and they trace one continuing argument, each design answering a limitation the previous one exposed.

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