Neural Mastery

Reinforcement Learning — Overview

Every part of this site that mentions RLHF, PPO, GRPO, or DQN has been borrowing vocabulary from a self-contained field with its own theory — this section is that theory, from first principles. Advanced Architectures — Reinforcement Learning Networks already introduced DQN, policy gradients, actor-critic, and PPO as architectures; this section covers the problem formulation and theory those architectures are solutions to.

What's in this section

  • RL Fundamentals — Markov Decision Processes, the Bellman equations, policies and value functions, Q-learning and SARSA — the theoretical foundation everything else in RL builds on.
  • Advanced RL — SAC and TD3 (continuous-control refinements beyond PPO), offline RL, imitation learning, inverse RL, and how RLHF/RLAIF/GRPO (already covered for LLM alignment) fit into this same theoretical framework.
  • Multi-Armed & Contextual Bandits — the single-state special case of everything above: ε-greedy, UCB1, and Thompson Sampling's real regret tradeoffs, and LinUCB for when "which arm" depends on context — the actual production technique behind the recommender-system explore/exploit problem mentioned below.

Why RL Shows Up Everywhere on This Site

RL isn't just "game-playing AI" — it's the framework for any problem where an agent takes a sequence of actions that affect a changing environment, and only finds out how good those actions were after the fact (possibly much later, and possibly only as a combined effect of many actions together). That framing applies directly to: training an LLM to be helpful via RLHF, an agent deciding which tool to call next, a recommender system choosing what to show a user across a session, and classic game-playing/robotics — all genuinely instances of the same underlying problem this section formalizes.

See the roadmap for the full ordered path.

Last updated Sep 5, 2026Edit this pageReport an issue
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