Use this glossary when you encounter an unfamiliar term. Each entry gives a one-line definition, the curriculum chapter where it first appears, and a concrete example. Terms are listed alphabetically.


A

Action (a) One choice the agent makes at a given time step. Actions come from a set called the action space. Introduced: Chapter 1. Example: In a gridworld, actions are {up, down, left, right}.

Action space The complete set of actions available to the agent. Can be discrete (finite actions) or continuous (e.g. a steering angle between −30° and +30°). Introduced: Chapter 3.

Actor-critic A class of algorithms that maintain both a policy (actor) and a value function (critic). The critic evaluates the actor’s actions; the actor updates its policy using the critic’s signal. Introduced: Chapter 35.

Advantage function A(s,a) The difference between the Q-function and the value function: A(s,a) = Q(s,a) − V(s). Measures how much better action a is compared to the average action in state s. Introduced: Chapter 35. Example: If V(s)=0.5 and Q(s,left)=0.8, then A(s,left)=0.3.

Agent The learner that interacts with the environment. The agent observes states, chooses actions, and receives rewards. Introduced: Chapter 1.

AlphaZero A model-based RL algorithm by DeepMind that combines Monte Carlo Tree Search with a neural network to play board games at superhuman level. Trained entirely via self-play. Introduced: Chapter 55.


B

Baseline (in policy gradients) A function b(s) subtracted from the return G in REINFORCE to reduce variance without biasing the gradient. The value function V(s) is a common choice. Introduced: Chapter 33.

Behavioral cloning (BC) Imitation learning by supervised learning: train a policy to mimic expert actions from a dataset of (state, action) pairs. Introduced: Chapter 75.

Bellman equation A recursive equation expressing the value of a state in terms of the immediate reward and the discounted value of successor states. Fundamental to dynamic programming and TD methods. Introduced: Chapter 6. Example: V^π(s) = Σ_a π(a|s) Σ_{s’} P(s’|s,a) [R(s,a,s’) + γ V^π(s’)].

Bellman optimality equation Like the Bellman equation but for the optimal policy. Q*(s,a) = Σ_{s’} P(s’|s,a) [R + γ max_{a’} Q*(s’,a’)]. Introduced: Chapter 6.

Bootstrapping Updating value estimates using other value estimates (rather than waiting for full returns). TD methods bootstrap; Monte Carlo does not. Introduced: Chapter 12.

Buffer (replay buffer) A memory storing past transitions (s, a, r, s’, done). The agent samples mini-batches from the buffer for training, breaking temporal correlations. Introduced: Chapter 24.


C

CartPole A classic RL benchmark: balance a pole on a cart by applying left/right forces. Commonly used to test DQN and policy gradient algorithms. Introduced: Chapter 23 (Vol 3 supplement).

Clipping (PPO) In PPO, the probability ratio r(θ) = π_θ(a|s)/π_old(a|s) is clipped to [1−ε, 1+ε] to prevent excessively large policy updates. Introduced: Chapter 43.

Continuing task A task with no natural termination (no terminal state). The agent interacts indefinitely. Requires discounting (γ < 1) to keep returns finite. Introduced: Chapter 4.

CQL (Conservative Q-Learning) An offline RL algorithm that adds a regularization term penalizing high Q-values for out-of-distribution actions, preventing overestimation. Introduced: Chapter 72.

Critic The value function component in actor-critic methods. Evaluates the current policy by estimating V(s) or Q(s,a). Introduced: Chapter 35.

Cumulative regret The total difference between the reward of the optimal arm and the rewards collected by the agent over all steps. A measure of how much the bandit algorithm “loses” to an oracle. Introduced: Chapter 2.


D

DAgger (Dataset Aggregation) An imitation learning algorithm that iteratively queries the expert on states visited by the learned policy, reducing distribution shift. Introduced: Chapter 76.

Decision Transformer A model that frames RL as a sequence prediction problem: given return-to-go, state, and action history, predict the next action. Introduced: Chapter 73.

Deterministic policy A policy that maps each state to exactly one action: π(s) = a. Contrast with a stochastic policy. Introduced: Chapter 31.

Discount factor (γ, gamma) A number in [0, 1] that down-weights future rewards. The return is G = r_0 + γr_1 + γ²r_2 + ⋯. Introduced: Chapter 4. Example: γ=0.9 means a reward 3 steps away is worth 0.9³ ≈ 0.73 of its face value.

Distribution shift The mismatch between the distribution of states/actions seen during data collection and those encountered at test time. A key challenge in offline RL and behavioral cloning. Introduced: Chapter 75.

DPO (Direct Preference Optimization) An alternative to PPO-based RLHF for LLMs. Directly optimizes a classification objective on preference pairs without training a separate reward model. Introduced: Chapter 99.

DQN (Deep Q-Network) A value-based deep RL algorithm that uses a neural network to approximate Q(s,a), with experience replay and target networks for stability. Introduced: Chapter 23.

Dueling DQN A DQN variant that decomposes Q(s,a) = V(s) + A(s,a) using separate network streams for value and advantage. Introduced: Chapter 26.

Dynamic programming (DP) A family of algorithms (policy evaluation, policy iteration, value iteration) that compute optimal policies using a known model of the environment (transition probabilities and rewards). Introduced: Chapter 7.


E

Eligibility trace A mechanism for assigning credit to states visited in the past. TD(λ) uses eligibility traces to interpolate between TD(0) and Monte Carlo. Introduced: Chapter 17.

Environment Everything external to the agent. It receives actions and returns observations (states) and rewards. Introduced: Chapter 1.

Episode One complete sequence of interactions from an initial state to a terminal state (or until a step limit). Introduced: Chapter 1.

Epsilon-greedy (ε-greedy) An exploration strategy: with probability ε choose a random action; with probability 1−ε choose the greedy action (argmax Q). Introduced: Chapter 2. Example: ε=0.1 means 10% random, 90% greedy.

Experience replay Storing past transitions in a replay buffer and sampling random mini-batches for training. Breaks temporal correlations and improves sample efficiency. Introduced: Chapter 24.

Exploitation Choosing the action believed to give the highest reward based on current knowledge. Introduced: Chapter 2.

Exploration Trying actions to gain information about the environment, even if they may not give the highest immediate reward. Introduced: Chapter 2.

Exploration–exploitation trade-off The tension between gathering new information (exploration) and using current knowledge to maximize reward (exploitation). Central to bandit and RL problems. Introduced: Chapter 2.


F

Feature vector φ(s) A fixed-size numerical representation of a state used in linear function approximation: V(s) = w · φ(s). Introduced: Chapter 21.

Function approximation Using a parameterized function (linear model or neural network) to represent V(s) or Q(s,a) when the state space is too large for a table. Introduced: Chapter 21.


G

GAE (Generalized Advantage Estimation) A method for computing advantage estimates that interpolates between 1-step TD and Monte Carlo returns using a λ parameter. Introduced: Chapter 44. Example: λ=0 → one-step TD advantage; λ=1 → Monte Carlo advantage.

GAIL (Generative Adversarial Imitation Learning) Imitation learning using a GAN-style discriminator to distinguish agent transitions from expert transitions. The discriminator’s output becomes the reward signal. Introduced: Chapter 77.

Gamma (γ) See Discount factor.

Greedy policy A policy that always selects the action with the highest estimated value (argmax). May fail to explore. Introduced: Chapter 2.

Gymnasium (Gym) A Python library (originally OpenAI Gym) providing standardized RL environments with a step/reset API. Introduced: Phase 2 prerequisites.


H

Hard exploration problem Settings where rewards are extremely sparse or delayed, making it difficult for standard exploration strategies to find them. Requires dedicated exploration methods. Introduced: Chapter 61.

Horizon The number of steps over which the agent plans. Finite horizon: T steps. Infinite horizon with γ < 1: effectively finite. Introduced: Chapter 4.


I

ICM (Intrinsic Curiosity Module) An exploration method that provides intrinsic rewards based on prediction error of the agent’s own dynamics model. High prediction error = novel state = high intrinsic reward. Introduced: Chapter 63.

IQL (Independent Q-Learning) A multi-agent RL approach where each agent independently applies Q-learning, ignoring other agents. Simple but may not converge. Introduced: Chapter 83.

IRL (Inverse Reinforcement Learning) Learning a reward function from expert demonstrations. Inverse of the RL problem: given behavior, infer the reward that makes it optimal. Introduced: Chapter 76.


L

Learning rate (α, alpha) The step size used in value or weight updates. Controls how much new information overwrites old estimates. Introduced: Chapter 12. Example: Q(s,a) ← Q(s,a) + α * δ where α = 0.1.


M

MAML (Model-Agnostic Meta-Learning) A meta-learning algorithm that trains a model initialization θ such that a few gradient steps on a new task yield good performance. Introduced: Chapter 69.

Markov property The property that the future is independent of the past given the present state: P(S_{t+1}|S_t, A_t) = P(S_{t+1}|S_0,…,S_t, A_0,…,A_t). Introduced: Chapter 3.

MDP (Markov Decision Process) The formal framework for RL: a tuple (S, A, P, R, γ) where S=states, A=actions, P=transition probabilities, R=reward function, γ=discount. Introduced: Chapter 3.

Model (of the environment) A learned or given representation of environment dynamics: P(s’|s,a) and R(s,a). Used in model-based RL. Introduced: Chapter 51.

Model-based RL RL that uses or learns a model of the environment to plan or generate simulated experience. Introduced: Chapter 51.

Model-free RL RL that learns directly from interaction with the environment without using a model. Includes Q-learning, SARSA, DQN, PPO. Introduced: Chapter 11.

Monte Carlo (MC) methods RL methods that estimate value functions using complete episodes (full returns) rather than bootstrapping. Introduced: Chapter 11.

MCTS (Monte Carlo Tree Search) A planning algorithm that builds a search tree by simulating many rollouts and using statistics to guide tree expansion. Used in AlphaZero. Introduced: Chapter 54.

Multi-armed bandit A simplified RL problem with a single state and multiple actions (arms). The agent repeatedly chooses arms to maximize cumulative reward. Introduced: Chapter 2.


N

n-step return A return that uses n actual rewards followed by a bootstrap estimate: G_{t:t+n} = r_t + γr_{t+1} + ⋯ + γ^n V(S_{t+n}). Introduced: Chapter 17.

Nash equilibrium In a multi-player game, a strategy profile where no player can benefit by unilaterally changing their strategy. Introduced: Chapter 82.

Neural network (NN) A parameterized function composed of layers of linear transforms and nonlinear activations. Used in deep RL to approximate V(s) or Q(s,a). Introduced: Chapter 22.


O

Off-policy learning Learning from data generated by a different (behavior) policy than the policy being improved (target policy). Q-learning is off-policy. Introduced: Chapter 14.

Offline RL RL that learns from a fixed dataset of transitions without further interaction with the environment. Also called batch RL. Introduced: Chapter 71.

On-policy learning Learning from data generated by the current policy being improved. SARSA and PPO are on-policy. Introduced: Chapter 13.

Optimistic initialization Setting initial Q-values higher than the true values to encourage early exploration of all actions. Introduced: Chapter 2 (Vol 1 supplement).


P

PER (Prioritized Experience Replay) A replay buffer variant that samples transitions with probability proportional to their TD error magnitude. High-error transitions are replayed more often. Introduced: Chapter 27.

Policy (π) The agent’s strategy: a mapping from states to actions (deterministic) or to action probabilities (stochastic). Introduced: Chapter 1.

Policy evaluation Computing the value function V^π for a given policy π. Introduced: Chapter 7.

Policy gradient A class of RL algorithms that directly optimize the policy parameters by following the gradient of expected return. Introduced: Chapter 32.

Policy improvement Constructing a new policy π’ that is at least as good as π by acting greedily with respect to Q^π. Introduced: Chapter 8.

Policy iteration An algorithm that alternates between policy evaluation and policy improvement until convergence to the optimal policy. Introduced: Chapter 8.

PPO (Proximal Policy Optimization) An on-policy policy gradient algorithm that clips the probability ratio to prevent large policy updates. Widely used for its simplicity and stability. Introduced: Chapter 43.


Q

Q-function (Q(s,a) or action-value function) The expected discounted return when taking action a in state s and then following policy π: Q^π(s,a) = E[G_t | S_t=s, A_t=a, π]. Introduced: Chapter 5.

Q-learning An off-policy TD control algorithm: Q(s,a) ← Q(s,a) + α[r + γ max_{a’} Q(s’,a’) − Q(s,a)]. Introduced: Chapter 14.

Q-table A table (or dictionary) storing Q(s,a) values for all state-action pairs. Used in tabular Q-learning. Introduced: Chapter 14.


R

Rainbow A DQN variant that combines six improvements: Double DQN, Dueling DQN, PER, n-step returns, distributional RL, and NoisyNet. Introduced: Chapter 29.

REINFORCE The foundational policy gradient algorithm: θ ← θ + α * G_t * ∇log π(A_t|S_t;θ), where G_t is the full episode return. Introduced: Chapter 32.

Replay buffer See Buffer.

Return (G) The total discounted reward from step t: G_t = r_t + γr_{t+1} + γ²r_{t+2} + ⋯. The agent’s goal is to maximize the expected return. Introduced: Chapter 1.

Reward (R or r) The scalar feedback the agent receives after each action. The only learning signal in RL. Introduced: Chapter 1.

Reward hypothesis The hypothesis that all goals can be described as maximization of cumulative scalar reward. Introduced: Chapter 4.

RLHF (Reinforcement Learning from Human Feedback) Training an LLM or agent using a reward model learned from human preference data, then fine-tuning with PPO. Introduced: Chapter 78 and Chapter 98.

RND (Random Network Distillation) An exploration method that trains a predictor network to match a fixed random network. Prediction error serves as intrinsic reward. Introduced: Chapter 64.


S

SAC (Soft Actor-Critic) An off-policy maximum-entropy RL algorithm that adds an entropy bonus to the reward, encouraging exploration and robustness. Introduced: Chapter 47.

SARSA An on-policy TD control algorithm: Q(s,a) ← Q(s,a) + α[r + γQ(s’,a’) − Q(s,a)], where a’ is the action actually taken in s’. Introduced: Chapter 13.

Semi-gradient TD A TD update for parameterized value functions that applies the gradient only to the current value estimate, not the target. Introduced: Chapter 21.

State (s or S_t) The agent’s description of the current situation. Contains enough information for decision-making (under the Markov assumption). Introduced: Chapter 1.

Stochastic policy A policy that maps states to probability distributions over actions: π(a|s). Naturally handles exploration and adversarial settings. Introduced: Chapter 31.


T

Target network A copy of the Q-network with parameters updated less frequently (or slowly). Used in DQN to stabilize TD targets. Introduced: Chapter 25.

TD error (δ) The difference between the TD target and the current value estimate: δ = r + γV(s’) − V(s). Introduced: Chapter 12.

TD learning (Temporal Difference learning) A family of methods that update value estimates using bootstrapped targets (mixing actual rewards with estimated future values). Introduced: Chapter 12.

TD(0) The simplest TD method: update V(s) using the one-step return r + γV(s’). Introduced: Chapter 12.

TD(λ) A TD method that uses eligibility traces to blend n-step returns. λ=0 gives TD(0); λ=1 gives Monte Carlo. Introduced: Chapter 17.

Trajectory A sequence of states, actions, and rewards from one episode: (s_0, a_0, r_0, s_1, a_1, r_1, …, s_T). Introduced: Chapter 1.

TRPO (Trust Region Policy Optimization) A policy gradient algorithm that enforces a KL divergence constraint between old and new policy, ensuring stable updates. Introduced: Chapter 42.


U

UCB (Upper Confidence Bound) A bandit algorithm that selects actions based on their estimated mean plus an uncertainty bonus, balancing exploration and exploitation. Introduced: Chapter 2 (Vol 1 supplement). Formula: UCB1: a = argmax_i [Q(i) + c√(ln t / N(i))].


V

Value function V(s) The expected return from state s under policy π: V^π(s) = E[G_t | S_t=s, π]. Introduced: Chapter 5.

Value iteration A DP algorithm that iteratively applies the Bellman optimality operator to compute V* (and therefore π*). Introduced: Chapter 9.


W

World model A learned model of the environment’s dynamics: given (s, a), predict (s’, r). Used in model-based RL to plan in imagination. Introduced: Chapter 52.


This glossary covers terms from Phases 0–5 and Volumes 1–10. If you encounter a term not listed here, check the chapter index in the Course Outline or use the site search.