📖 Chapter 1: Stepping into a New World — The Fundamental Laws of Reinforcement Learning (Deluxe In-Depth Edition)

Introduction to This Chapter:

Hello, brave explorer! Welcome to the fascinating world of Reinforcement Learning (RL). Imagine teaching a puppy 🐶 to play frisbee 🥏. You wouldn’t hand it a thick instruction manual saying, “When the frisbee is at this angle, jump at a 75-degree angle.” Instead, you give it a treat when it does well (e.g., catching the frisbee ) and nothing when it fails (e.g., missing ). Over time, the puppy “learns” the trick to catching frisbees through a cycle of “trial-and-error with rewards”.

Reinforcement learning is exactly this powerful field that enables computers to autonomously learn how to make optimal decisions in specific environments—just like the puppy. In this chapter, we’ll explore the basic “characters” of this world and the “physical laws” 🌌 that govern everything, with in-depth analyses of these laws.


Section 1: The Protagonists of the Game — Core Components of RL

In any RL game, several fixed “characters” interact. Understanding them is the foundation for understanding everything else.

Character Icon Description Game Analogy (using Super Mario)
Agent 🤖 The learner and decision-maker. Our protagonist, which we aim to train to become smarter. Mario: The hero jumping, eating mushrooms on screen.
Environment 🌍 The external world where the agent exists. It defines the game’s rules and boundaries. The entire game level, including bricks, pipes, enemies, and the goal flag.
State (S) 📍 A snapshot of the environment at a moment. Contains all information the agent needs to decide. The current game screen: Mario’s position, whether he’s “big,” enemy locations, etc.
Action (A) 🕹️ The set of operations the agent can perform. Mario’s possible moves: left, right, jump.
Reward (R) 💎 Immediate feedback from the environment on the agent’s action. A direct measure of an action’s quality. +100 points (collecting a coin), -1 life (touching an enemy).
Policy (π) 🧠 The agent’s “brain” or “behavioral准则.” Defines which action the agent chooses in a given state. A player’s “operation habits.” For example, an aggressive player jumps on enemies when spotted.

Interaction Loop 🔄: The game proceeds in this cycle:

  1. The agent 🤖 observes the environment 🌍 in state S_t.
  2. The agent decides to take an action A_t based on its policy 🧠.
  3. Upon receiving A_t, the environment 🌍 transitions to a new state S_{t+1}.
  4. Simultaneously, the environment gives the agent an immediate reward R_{t+1} 💎 as feedback.
  5. The agent 🤖 receives the new state and reward, then repeats step 1 to start a new decision cycle.

Section 2: The Ultimate Goal of the Game — Maximizing Cumulative Reward 🏆

The agent’s goal is to maximize future discounted return.

G_t = R_{t+1} + γR_{t+2} + γ²R_{t+3} + ... = Σ_{k=0}^{∞} γ^k R_{t+k+1}