Reinforcement learning
The field behind RLHF, explained for an engineer who knows language models and has never trained an agent: policies, rewards, value, and the arithmetic underneath each.
Most engineers now meet reinforcement learning backwards. They learn that a chat model was tuned with RLHF, that RLHF uses PPO, and that PPO has a clipped objective — three names deep into a field whose first principles they never saw. The result is a working vocabulary sitting on no foundation, which holds up until something goes wrong.
These pages build the foundation from the other end. An environment, an agent, a reward, and a loop between them; then value, then the two families of algorithm that estimate it; then the specific machinery that language model post-training uses and why it looks the way it does. The translation is made explicit throughout, because it is short: a policy is a model, an episode is a rollout, a reward model is a learned scoring function, an action is a token.
Where the standard explanation reaches for notation, these pages reach for a worked number instead. A Q-table is updated by hand until the values move. A bandit allocation is computed over three batches. The last page in the cluster argues that most problems people bring to reinforcement learning should be solved with something cheaper, and says which something.
Reinforcement Learning in One Page
Agent, environment, reward and policy defined by what each one does in the loop, with a complete gridworld in forty lines of dependency-free Python.
9 min read
Markov Decision Processes Without the Notation Wall
States, actions, transitions, rewards and discounting worked through one concrete example — routing a query across two models under a budget.
9 min read
Q-Learning, Step by Step
A four-state Q-table updated by hand through five episodes, every number shown, then compared against the exact optimal values.
10 min read
Policy Gradients and REINFORCE
How you take a gradient through a sampling step at all, the log-derivative trick that makes it possible, and the REINFORCE update in twelve lines of PyTorch.
10 min read
Actor-Critic Methods: Two Networks, One Loop
What the critic predicts, how the advantage is computed on a real three-step episode, and what the lambda in GAE does to the numbers.
9 min read
PPO: The Algorithm Behind Most RLHF
The clipped objective explained through the failure it prevents, with the four cases of the min worked out, plus what PPO looks like in a language model pipeline.
11 min read
Reward Models: Turning Preferences Into a Number
How pairwise comparisons become a scalar score, why the absolute value of that score means nothing, and the two places the scale drifts without warning.
10 min read
Reward Hacking, With Documented Examples
Six cases from named, dated published work, each explained by the mechanism that produced it rather than told as an anecdote.
10 min read
Exploration and Exploitation, Made Concrete
The trade-off stated as regret, four strategies separated by their arithmetic, and why exploration is a much harder problem in an MDP than in a bandit.
9 min read
Multi-Armed Bandits for Product Decisions
An A/B test that reallocates traffic as it learns, with the epsilon-greedy allocation worked over three batches and a thirty-line Thompson sampling implementation.
10 min read
Offline RL and Learning From Logged Data
Why a Q-function trained on logs overestimates actions nobody took, how the error compounds through bootstrapping, and what the standard fixes actually constrain.
10 min read
RLAIF: The Model as Preference Labeller
How AI feedback replaces human preference labels, what the published comparisons actually claim, and the biases a single labeller model concentrates rather than averages out.
10 min read
Group-Relative Policy Optimisation
What GRPO removes from PPO, how a group of samples replaces the value network, and the arithmetic that shows when a group produces no learning signal at all.
10 min read
Verifiable Rewards: Training on Problems With Right Answers
Why reasoning training started with maths and code, what an exact checker changes about reward hacking, and the ways a verifier can still be gamed.
10 min read
Curriculum Learning and Task Ordering
Why ordering training tasks by difficulty helps when reward is sparse, the arithmetic that says which difficulty is most informative, and the three ways a curriculum backfires.
9 min read
Self-Play, and Where It Applies Outside Games
The three properties that make self-play work in games, why most real tasks have only one of them, and what an honest transfer to non-game problems looks like.
9 min read
Writing Your Own RL Environment
A complete environment class with reset and step, a random-agent loop, a tabular learner that beats it, and the five mistakes that make an environment untrainable.
12 min read
Credit Assignment Over Long Horizons
Why one scalar at the end of 400 steps cannot say which step earned it, worked as a signal-to-noise calculation, and the five techniques that attack it.
9 min read
Safe RL and Constrained Optimisation
Penalty terms versus hard constraints, the arithmetic showing when a penalty stops binding, and the distinct failure modes of each approach.
9 min read
Four Cheaper Methods That Beat RL on Most Real Problems
Supervised learning on logged decisions, bandits, plain optimisation and heuristics — what each one needs, and the four conditions that must all hold before RL is the right answer.
10 min read
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