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Training

RL

1998ActivePublished: 30 May 2026Updated: 6 August 2026Published
Key innovation
Formalised learning through environment interaction: an agent maximises cumulative reward via trial and error, without supervision in the form of labelled examples.
Category
Training
Abstraction level
Paradigm
Operation level
TrainingPost-trainingAgent runtime
Use cases
Games (Atari, Go, StarCraft, Dota 2)Robotics — manipulator control and locomotionRLHF / large language model alignmentAutonomous vehicle controlRecommendation system optimisationData center energy optimisationAlgorithmic tradingIndustrial process control

How it works

In state s the agent selects action a according to policy π(a|s); the environment returns reward r and a new state s'. This cycle produces a trajectory (s₀, a₀, r₀, s₁, a₁, r₁, …). The agent estimates state value V^π(s) or action value Q^π(s,a), satisfying the Bellman equation: Q^π(s,a) = E[r + γ · Q^π(s', a')]. RL algorithms split into: (1) value-based (Q-learning, DQN) — learning Q and selecting actions via argmax, (2) policy-gradient (REINFORCE, PPO, TRPO) — directly optimising π via the gradient of expected reward, (3) actor-critic (A3C, SAC, DDPG) — combining both, (4) model-based (Dyna, MuZero, Dreamer) — explicitly learning a dynamics model. Central challenges include the exploration–exploitation dilemma and credit assignment (attributing reward to delayed actions).

Problem solved

How to teach an agent to make sequential decisions in an environment where there are no labelled examples of "correct action" and the learning signal is delayed, sparse, and only partially informative (a scalar reward).

Components

AgentAction selection and policy update

The decision maker — learns the policy π(a|s) and selects actions based on state observations.

EnvironmentGenerates observations and rewards

The world the agent interacts with. Defines transition dynamics P(s'|s,a) and reward function R(s,a).

PolicyAgent's behavioural strategy

Function π(a|s) mapping a state to a probability distribution over actions. Can be deterministic or stochastic; tabular or parameterised by a neural network.

Official

Value functionLong-term consequence estimation

V^π(s) or Q^π(s,a) — expected cumulative discounted reward from a given state (or state–action pair) when following policy π.

Official

Reward functionGoal specification

R(s,a) — scalar learning signal returned by the environment. Defines the agent's goal — everything RL optimises is a sum of rewards.

Implementation

Implementation pitfalls
Reward hacking / specification gamingHigh

The agent finds a way to maximise reward that does not match designer intent — e.g. by exploiting a loophole in the reward function instead of solving the task.

Fix:Careful reward design, reward shaping, RLHF, constrained RL, regular validation of behaviour across diverse conditions.
Training instabilityCritical

Deep RL is notoriously unstable — small changes in hyperparameters or seeds yield drastically different results. Value function drift can lead to divergence.

Fix:Target networks (DQN), trust regions (TRPO/PPO), observation/reward normalisation, gradient clipping, multiple seeds.
Sample inefficiencyHigh

RL requires huge numbers of environment interactions (millions–billions of steps), making it impractical for real physical systems without simulation.

Fix:Model-based RL (MuZero, Dreamer), offline RL, pre-training on demonstrations (imitation learning + RL fine-tuning), sim-to-real transfer.
Catastrophic forgettingMedium

An agent learning new tasks can forget previously mastered skills, especially in continual / multi-task RL setups.

Fix:EWC, task replay buffers, modular policies, multi-task curricula.
Exploration in sparse-reward environmentsHigh

When reward is sparse (e.g. only at episode end), naive random exploration fails to discover solutions. Fundamental problem for long-horizon tasks.

Fix:Intrinsic motivation (curiosity, RND), hierarchical RL, reward shaping, expert demonstrations, goal-conditioned RL.

Evolution

Original paper · 1998 · MIT Press (1st ed. 1998, 2nd ed. 2018) · Richard S. Sutton
Reinforcement Learning: An Introduction
Richard S. Sutton, Andrew G. Barto
1957
Bellman equations
Inflection point

Richard Bellman formulates the mathematical foundations of dynamic programming and discounted reward — the theoretical foundation of RL.

1989
Q-learning (Watkins)
Inflection point

Chris Watkins introduces Q-learning — a model-free, off-policy, tabular algorithm for learning action-value functions.

1998
Sutton & Barto: Reinforcement Learning: An Introduction
Inflection point

First canonical summary of the field — defines the terminology and taxonomy still in use today.

2013
DQN — Deep Q-Network (DeepMind)
Inflection point

Mnih et al. combine Q-learning with a convolutional neural network and achieve superhuman performance on Atari games from raw pixels — the start of the Deep RL era.

2016
AlphaGo defeats Lee Sedol
Inflection point

DeepMind combines MCTS, RL and deep learning — defeats the world champion at Go, a problem previously considered decades away.

2017
PPO — Proximal Policy Optimization
Inflection point

OpenAI publishes PPO — a simple, stable policy-gradient algorithm that becomes the de-facto industry standard (later used in RLHF for GPT).

2019
MuZero

DeepMind presents MuZero — model-based RL that learns environment dynamics without knowing its rules. State-of-the-art in Go, chess, shogi and Atari.

2022
RLHF in ChatGPT
Inflection point

OpenAI uses RLHF (with PPO) to align GPT-3.5/4 with human preferences — RL enters the mainstream of consumer AI products for millions of users.

2024
RL for reasoning (o1, DeepSeek-R1)
Inflection point

OpenAI o1 and DeepSeek-R1 use RL on verifiable rewards (math, code) to learn long, step-by-step reasoning (chain-of-thought) — RL becomes the core mechanism of reasoning models.

Hyperparameters (configurable axes)

Discount factor (γ)Critical

Weight of future rewards versus immediate ones. γ ∈ [0,1]. Values near 1 favour long-horizon planning; near 0 favour short-term behaviour.

0.99
0.95
Learning rateHigh

Step size for updating policy or value function parameters. Too high → instability; too low → slow convergence.

Exploration rate (ε / entropy)Critical

Controls exploration–exploitation tradeoff. ε-greedy picks a random action with probability ε; policy-gradient methods use entropy regularisation.

Replay buffer sizeHigh

Number of stored transitions (s, a, r, s') used for off-policy training. Larger buffer → more stable training, higher memory cost.

Batch sizeMedium

Number of transitions sampled from the replay buffer per update.

Execution paradigm

Primary mode
Conditional

RL is not a single computational architecture but a training paradigm — execution depends on the specific algorithm (DQN, PPO, SAC, MuZero) and the neural network architecture approximating policy/value.

Activation pattern
Input dependent

Parallelism

Parallelism level
Partially parallel

Most RL algorithms require sequential environment interaction (rollouts), which limits parallelism. Frameworks like A3C, IMPALA, Ape-X parallelise data collection across many actors on many machines, but gradient updates remain synchronised.

Scope
TrainingAcross devices

Hardware requirements

Primary

Deep RL uses neural networks trained via backpropagation — GPUs are optimal for matrix multiplication during policy/Q-function updates.

Good fit

Environment simulation (MuJoCo, Atari, games) is often CPU-bound; distributed setups (IMPALA, Ape-X) use many CPU actors + a GPU learner.

Good fit

TPUs used by DeepMind for large-scale experiments (AlphaGo, AlphaZero, MuZero); good for synchronous RL workloads with large batch sizes.