Bellman target
Q-learning uses immediate reward plus the discounted maximum next-state action value as a one-step target.
Temporal-difference learning updates one estimate from the next estimate. Run episodes through a small world and see discounting, exploration, reward noise, and learning rate reshape Q-values.
Open the value gridQ-learning uses immediate reward plus the discounted maximum next-state action value as a one-step target.
The difference between target and current estimate is a local surprise signal. Positive error raises value; negative error lowers it.
Learning rate controls how far the estimate moves toward the target after each transition.
Small γ prioritizes immediate reward. Values near one propagate distant reward farther, but can increase variance and make continuing tasks numerically difficult.
An epsilon-greedy policy usually chooses the best known action and sometimes tries another. Without exploration, early noise can lock the agent into a poor route.
Q-learning may explore with one behavior policy while updating toward the greedy target policy. This flexibility also creates instability with function approximation.
One-step TD updates only the visited state-action pair from its successor. Repeated experience moves information backward through predecessor states.
Initially, but noisy or changing targets can cause oscillation. Convergence theory typically requires decreasing step sizes under tabular assumptions.
Q-learning estimates action values and derives a policy. Policy gradients directly optimize policy parameters using sampled returns or advantages.
Watkins and Dayan (1992) established Q-learning convergence. Sutton and Barto provide the standard reinforcement-learning treatment. Mnih et al. (2015) combines Q-learning with deep neural networks. Double DQN addresses value overestimation.