Paper links

Work in progress: this part of the notes is still being revised.

Papers

The notes cite the original papers where their ideas arise. This index collects the principal ones by topic; the chapters give further references inline.

Markov decision processes and dynamic programming

WorkIdea developed in the module
Bellman, Dynamic Programming (1957)Bellman’s principle of optimality and the dynamic-programming framework from which Markov decision processes grew (chapter 1).
Blackwell, Discrete Dynamic Programming (1962)Some deterministic stationary policy is optimal for all discount factors close enough to one, and such a Blackwell-optimal policy also maximizes the average reward (chapter 2).
Puterman and Shin, Modified Policy Iteration Algorithms for Discounted Markov Decision Problems (1978)Modified policy iteration, which evaluates each policy with \(m\) sweeps: value iteration for \(m=1\), policy iteration for \(m=\infty\), and usually cheaper than both in between (chapter 2).
de Farias and Van Roy, The Linear Programming Approach to Approximate Dynamic Programming (2003)Approximate linear programming: the linear program for the optimal values, with the values restricted to a linear combination of features (chapter 2).
Ye, The Simplex and Policy-Iteration Methods Are Strongly Polynomial for the Markov Decision Problem with a Fixed Discount Rate (2011)For a fixed discount factor, policy iteration needs a number of iterations polynomial in the numbers of states and actions and in \(1/(1-\gamma)\), whatever the rewards and transitions (chapter 2).
Silver et al., Reward Is Enough (2021)The argument that maximizing reward in a rich enough environment could by itself give rise to perception, language, and social intelligence (chapter 1).
Bowling et al., Settling the Reward Hypothesis (2023)The reward hypothesis holds exactly when the designer’s preferences over distributions of trajectories satisfy the von Neumann–Morgenstern axioms and one more axiom (chapter 1).
Pardo et al., Time Limits in Reinforcement Learning (2018)At a time limit the episode is truncated, not terminated, so the correct target bootstraps from the value of the last state (chapters 1 and 19).

Bandits

WorkIdea developed in the module
Thompson, On the Likelihood That One Unknown Probability Exceeds Another in View of the Evidence of Two Samples (1933)Adaptive allocation of patients to treatments, the original motivation for bandits and the source of Thompson sampling (chapter 3).
Lai and Robbins, Asymptotically Efficient Adaptive Allocation Rules (1985)Any consistent strategy pulls each suboptimal arm at least logarithmically often, with a constant set by the relative entropy between the arms’ distributions (chapter 3).
Auer, Cesa-Bianchi, and Fischer, Finite-Time Analysis of the Multiarmed Bandit Problem (2002)UCB1 and its logarithmic regret in finite time (chapter 3).
Agrawal and Goyal, Analysis of Thompson Sampling for the Multi-Armed Bandit Problem (2012)The first proof that Thompson sampling has logarithmic regret (chapter 3).
Gittins, Bandit Processes and Dynamic Allocation Indices (1979)The Bayes-optimal policy has an index form: pull the arm whose index, computed from its own posterior alone, is largest (chapter 4).
Auer et al., The Nonstochastic Multiarmed Bandit Problem (2002)Exp3: exponential weights run on importance-weighted estimates of rewards chosen by an adversary (chapter 4).
Li et al., A Contextual-Bandit Approach to Personalized News Article Recommendation (2010), and Abbasi-Yadkori, Pál, and Szepesvári, Improved Algorithms for Linear Stochastic Bandits (2011)LinUCB for news recommendation, and the confidence ellipsoid around the least-squares estimate, whose axes are short in the directions the data have explored (chapter 4).
Foster and Rakhlin, Beyond UCB: Optimal and Efficient Contextual Bandits with Regression Oracles (2020)SquareCB, which reduces the contextual bandit to a sequence of regression problems solved by an oracle for the class (chapter 4).
Dudík, Langford, and Li, Doubly Robust Policy Evaluation and Learning (2011)The doubly robust estimator of a policy’s value from logged data, which uses a reward model as a control variate for inverse propensity weighting (chapter 4).

Monte Carlo and temporal-difference learning

WorkIdea developed in the module
Singh and Sutton, Reinforcement Learning with Replacing Eligibility Traces (1996)First-visit and every-visit Monte Carlo compared in mean squared error, and replacing traces, which reset a visited state’s trace to 1 (chapters 5 and 8).
Sutton, Learning to Predict by the Methods of Temporal Differences (1988)TD(λ), which implements the λ-return incrementally with eligibility traces (chapter 8).
Jaakkola, Jordan, and Singh, On the Convergence of Stochastic Iterative Dynamic Programming Algorithms (1994), and Tsitsiklis, Asynchronous Stochastic Approximation and Q-Learning (1994)Tabular TD(0) and Q-learning converge with probability one, as asynchronous stochastic approximation of contraction mappings (chapters 6, 7, and 8).
Tesauro, Temporal Difference Learning and TD-Gammon (1995)TD-Gammon: a network trained by TD(λ) from self-play that played backgammon close to the level of the world’s best players (chapters 1 and 6).
Schultz, Dayan, and Montague, A Neural Substrate of Prediction and Reward (1997)The phasic responses of dopamine neurons behave like a TD error: positive when things turn out better than predicted, zero when as predicted, negative when worse (chapter 6).
Bhandari, Russo, and Singal, A Finite Time Analysis of Temporal Difference Learning with Linear Function Approximation (2018)Finite-time error bounds for TD learning with linear function approximation (chapter 6).

Control, multi-step, and off-policy learning

WorkIdea developed in the module
Watkins, Learning from Delayed Rewards (1989), and Watkins and Dayan, Q-Learning (1992)Q-learning, whose target maximizes over the next actions, the λ-return and Watkins’s Q(λ), and the proof that tabular Q-learning converges to \(q_*\) (chapters 7 and 8).
Singh et al., Convergence Results for Single-Step On-Policy Reinforcement-Learning Algorithms (2000)Policies that are greedy in the limit with infinite exploration (GLIE), under which tabular SARSA converges to the optimal action values (chapters 5 and 7).
van Hasselt, Double Q-Learning (2010)The overestimation caused by maximizing over noisy estimates, removed by learning two independent estimates, one to choose the action and the other to evaluate it (chapters 7 and 16).
van Seijen and Sutton, True Online TD(λ) (2014)True online TD(λ), a backward view that reproduces the online λ-return algorithm exactly for linear function approximation at \(O(d)\) cost per step (chapter 8).
Peng and Williams, Incremental Multi-Step Q-Learning (1996)Peng’s Q(λ), which never cuts its traces and learns faster, at the price of converging to a mixture of the values of the behavior and greedy policies (chapter 8).
Precup, Sutton, and Singh, Eligibility Traces for Off-Policy Policy Evaluation (2000)Per-decision importance sampling, in which each reward is weighted only by the ratios of the actions before it (chapter 9).
Munos et al., Safe and Efficient Off-Policy Reinforcement Learning (2016)Retrace: traces made of importance ratios truncated at one, convergent for any behavior policy and efficient when the two policies are close (chapter 9).
De Asis et al., Multi-Step Reinforcement Learning: A Unifying Algorithm (2018)Q(σ), which chooses at each step between sampling the action with an importance ratio and taking the expectation over actions, as tree backup does (chapter 9).
Jiang and Li, Doubly Robust Off-Policy Value Evaluation for Reinforcement Learning (2016)The doubly robust estimator for sequential decisions, with an approximate model of the action values as a control variate (chapter 9).

Planning with tabular models

WorkIdea developed in the module
Sutton, Dyna, an Integrated Architecture for Learning, Planning, and Reacting (1991)Dyna: one agent that learns a model, plans with simulated experience from it, and learns directly from real experience, all at once (chapter 10).
Moore and Atkeson, Prioritized Sweeping: Reinforcement Learning with Less Data and Less Time (1993)Prioritized sweeping: a priority queue of state–action pairs ordered by the size of their pending update, so that changes propagate backward to predecessors (chapter 10).
Barto, Bradtke, and Singh, Learning to Act Using Real-Time Dynamic Programming (1995)Real-time dynamic programming, the on-policy trajectory-sampling version of value iteration (chapter 10).
Tesauro and Galperin, On-Line Policy Improvement Using Monte-Carlo Search (1996)Rollout algorithms, which improve a base policy at decision time by simulating each action followed by the base policy (chapter 10).
Kearns, Mansour, and Ng, A Sparse Sampling Algorithm for Near-Optimal Planning in Large Markov Decision Processes (2002)Sparse sampling: near-optimal decision-time planning with a computation that does not depend on the number of states (chapter 10).
Kocsis and Szepesvári, Bandit Based Monte-Carlo Planning (2006)UCT, which applies UCB1 to the choice among each node’s children in Monte Carlo tree search (chapter 10).
van Hasselt, Hessel, and Aslanides, When to Use Parametric Models in Reinforcement Learning? (2019)Replay as a nonparametric model, as good as a parametric one for updates from observed states, and data-efficient Rainbow (chapters 10 and 18).

Function approximation and the deadly triad

WorkIdea developed in the module
Sutton, Generalization in Reinforcement Learning: Successful Examples Using Sparse Coarse Coding (1996)Tile coding, with several tilings offset from one another, applied successfully to control, and the name Sarsa (chapters 7 and 11).
Tsitsiklis and Van Roy, An Analysis of Temporal-Difference Learning with Function Approximation (1997)Linear TD converges under the on-policy distribution, to a fixed point whose error is at most \((1-\gamma\lambda)/(1-\gamma)\) times the best achievable (chapters 8 and 11).
Bradtke and Barto, Linear Least-Squares Algorithms for Temporal Difference Learning (1996)LSTD, which computes the TD fixed point directly from estimates of \(\mathbf A\) and \(\mathbf b\) built from all the data (chapter 11).
Baird, Residual Algorithms: Reinforcement Learning with Function Approximation (1995)Baird’s counterexample, on which off-policy semi-gradient TD diverges even with exact expected updates (chapter 12).
Sutton et al., Fast Gradient-Descent Methods for Temporal-Difference Learning with Linear Function Approximation (2009)Gradient-TD methods, which descend the projected Bellman error with an auxiliary weight vector learned on a faster time scale and converge under off-policy sampling (chapter 12).
Sutton, Mahmood, and White, An Emphatic Approach to the Problem of Off-Policy Temporal-Difference Learning (2016)Emphatic TD, which reweights each update by a followon trace so that the expected update is stable with linear function approximation (chapters 9 and 12).
Ernst, Geurts, and Wehenkel, Tree-Based Batch Mode Reinforcement Learning (2005), and Riedmiller, Neural Fitted Q Iteration – First Experiences with a Data Efficient Neural Reinforcement Learning Method (2005)Fitted Q-iteration, repeated regression onto bootstrapped targets from a fixed batch of transitions, with trees and then with neural networks (chapters 12 and 16).
Munos and Szepesvári, Finite-Time Bounds for Fitted Value Iteration (2008)The loss of fitted value iteration bounded by the regression errors made along the way and by concentrability coefficients of the data (chapters 12, 16, and 30).
van Hasselt et al., Deep Reinforcement Learning and the Deadly Triad (2018)The deadly triad measured in 336 variants of deep Q-learning: unbounded divergence was rare, but soft divergence was common (chapters 12 and 16).

Policy gradients and actor–critic methods

WorkIdea developed in the module
Barto, Sutton, and Anderson, Neuronlike Adaptive Elements That Can Solve Difficult Learning Control Problems (1983)The actor–critic architecture: a policy, the actor, learned together with a value function, the critic (chapter 13).
Williams, Simple Statistical Gradient-Following Algorithms for Connectionist Reinforcement Learning (1992)REINFORCE, the Monte Carlo policy gradient, with a baseline to reduce its variance (chapters 13 and 28).
Sutton et al., Policy Gradient Methods for Reinforcement Learning with Function Approximation (1999)The policy gradient theorem, and compatible features, with which an approximate critic still gives the exact gradient (chapter 13).
Konda and Tsitsiklis, Actor-Critic Algorithms (1999)Convergence of actor–critic methods on two time scales, with the critic learning faster than the actor (chapter 13).
Greensmith, Bartlett, and Baxter, Variance Reduction Techniques for Gradient Estimates in Reinforcement Learning (2004)Baselines as control variates, and the variance-minimizing baseline, which weights the returns by the squared score (chapter 13).
Kakade, A Natural Policy Gradient (2001)The natural policy gradient \(\mathbf F^{-1}\nabla J\), steepest ascent per unit of KL divergence between policies (chapters 13 and 20).
Peters and Schaal, Natural Actor-Critic (2008)The natural actor–critic, which learns a compatible critic and moves the policy parameters along its weights (chapter 13).
Silver et al., Deterministic Policy Gradient Algorithms (2014)The deterministic policy gradient theorem, the basis of DDPG and TD3 (chapters 13 and 21).
Schulman et al., High-Dimensional Continuous Control Using Generalized Advantage Estimation (2016)Generalized advantage estimation: the λ-return applied to advantages, an exponentially weighted average of \(n\)-step estimates (chapters 8, 13, and 19).
Mei et al., On the Global Convergence Rates of Softmax Policy Gradient Methods (2020)Exact softmax policy gradient converges at the rate \(O(1/k)\), with constants that depend on the problem and the initialization, and plateaus near deterministic policies (chapters 13, 19, and 20).

Partial observability

WorkIdea developed in the module
Åström, Optimal Control of Markov Processes with Incomplete State Information (1965)The belief as a sufficient statistic for the history: the optimal action depends on the history only through it (chapter 14).
Smallwood and Sondik, The Optimal Control of Partially Observable Markov Processes over a Finite Horizon (1973)The optimal value is piecewise linear and convex in the belief for every finite horizon, a maximum over a finite set of alpha-vectors (chapters 1 and 14).
Kaelbling, Littman, and Cassandra, Planning and Acting in Partially Observable Stochastic Domains (1998)POMDPs for planning, the witness algorithm, and the tiger problem (chapters 1 and 14).
Pineau, Gordon, and Thrun, Point-Based Value Iteration: An Anytime Algorithm for POMDPs (2003)Point-based value iteration, which backs up one alpha-vector per belief in a finite set of reachable beliefs, against the curse of history (chapter 14).
Spaan and Vlassis, Perseus: Randomized Point-Based Value Iteration for POMDPs (2005)Randomized point-based backups over a large set of beliefs, which often cover the whole set with a few vectors (chapter 14).
Silver and Veness, Monte-Carlo Planning in Large POMDPs (2010)POMCP: Monte Carlo tree search over histories, with each simulation starting from a state sampled from the belief (chapter 14).
Ye et al., DESPOT: Online POMDP Planning with Regularization (2017)A sparse search tree over a fixed set of sampled scenarios, regularized against overfitting them, with performance guarantees (chapter 14).
Hausknecht and Stone, Deep Recurrent Q-Learning for Partially Observable MDPs (2015)DRQN, which replaced DQN’s frame stack by an LSTM (chapter 14).
Ni, Eysenbach, and Salakhutdinov, Recurrent Model-Free RL Can Be a Strong Baseline for Many POMDPs (2022)Carefully tuned recurrent model-free agents as strong baselines across partially observable benchmarks (chapter 14).
Littman, Sutton, and Singh, Predictive Representations of State (2001)Predictive state representations: the state as the probabilities of future tests, observable quantities that can be estimated from data (chapter 14).

Optimal control and trajectory optimization

WorkIdea developed in the module
Bradtke, Ydstie, and Barto, Adaptive Linear Quadratic Control Using Policy Iteration (1994)Model-free policy iteration for the LQR, with a quadratic Q-function estimated by least squares (chapter 15).
Fazel et al., Global Convergence of Policy Gradient Methods for the Linear Quadratic Regulator (2018)Policy gradient converges to the globally optimal LQR controller despite the nonconvexity of the cost in the gain (chapters 15 and 30).
Recht, A Tour of Reinforcement Learning: The View from Continuous Control (2019)The LQR as the standard test bed for reinforcement learning with continuous states and actions (chapter 15).
Mayne, A Second-Order Gradient Method for Determining Optimal Trajectories of Non-Linear Discrete-Time Systems (1966), and Li and Todorov, Iterative Linear Quadratic Regulator Design for Nonlinear Biological Movement Systems (2004)Differential dynamic programming, a Newton-like shooting method, and iLQR, its Gauss–Newton version without the second derivatives of the dynamics (chapter 15).
Kelly, An Introduction to Trajectory Optimization: How to Do Your Own Direct Collocation (2017)Direct collocation, which optimizes states and controls together with the dynamics as constraints (chapter 15).
de Boer et al., A Tutorial on the Cross-Entropy Method (2005)The cross-entropy method: sample control sequences from a Gaussian, keep the elites, and refit the Gaussian to them (chapter 15).
Williams, Aldrich, and Theodorou, Model Predictive Path Integral Control: From Theory to Parallel Computation (2017)MPPI, which averages all sampled control sequences with weights \(\propto e^{-J/\lambda}\), the solution of a KL-regularized problem (chapter 15).
Mayne et al., Constrained Model Predictive Control: Stability and Optimality (2000)Model predictive control with constraints on states and controls, and the terminal costs and constraints that make it stable (chapter 15).
Levine and Koltun, Guided Policy Search (2013)Guided policy search: a global neural network policy trained to imitate many local trajectory optimizers (chapter 15).

Deep Q-learning and distributional RL

WorkIdea developed in the module
Mnih et al., Playing Atari with Deep Reinforcement Learning (2013), and Human-Level Control through Deep Reinforcement Learning (2015)DQN: Atari games learned from pixels and the score with one architecture and one set of hyperparameters, stabilized by replay and a target network (chapter 16).
Bellemare et al., The Arcade Learning Environment: An Evaluation Platform for General Agents (2013)The Arcade Learning Environment, the standard benchmark of deep reinforcement learning for a decade (chapter 16).
Lin, Self-Improving Reactive Agents Based on Reinforcement Learning, Planning and Teaching (1992)Experience replay, updating on transitions stored in a memory (chapter 16).
van Hasselt, Guez, and Silver, Deep Reinforcement Learning with Double Q-Learning (2016)Double DQN: the online network chooses the next action and the target network evaluates it (chapters 7 and 16).
Wang et al., Dueling Network Architectures for Deep Reinforcement Learning (2016)The dueling architecture, with separate streams for the state value and the advantages (chapter 16).
Machado et al., Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agents (2018)Evaluation protocols for Atari, with sticky actions that repeat the previous action with probability 0.25 against memorized action sequences (chapter 16).
Agarwal et al., Deep Reinforcement Learning at the Edge of the Statistical Precipice (2021)Interval estimates of robust aggregates, such as the interquartile mean with bootstrap confidence intervals, in place of point estimates from a few seeds (chapters 16 and 18).
Bellemare, Dabney, and Munos, A Distributional Perspective on Reinforcement Learning (2017)The distributional Bellman operator and C51, whose categorical return distributions made deep Q-learning agents much better even when only their means are used (chapter 17).
Dabney et al., Distributional Reinforcement Learning with Quantile Regression (2018), and Implicit Quantile Networks for Distributional Reinforcement Learning (2018)Quantile regression for the locations of atoms with fixed probabilities, and implicit quantile networks, which take the quantile level as an input (chapter 17).
Dabney et al., A Distributional Code for Value in Dopamine-Based Reinforcement Learning (2020)Different dopamine neurons seem to encode different quantiles or expectiles of the reward distribution, as a distributional TD algorithm would (chapters 6 and 17).

Data-efficient and distributed agents

WorkIdea developed in the module
Schaul et al., Prioritized Experience Replay (2016)Replay in proportion to the magnitude of each transition’s last TD error, with importance weights to correct the bias (chapter 18).
Hessel et al., Rainbow: Combining Improvements in Deep Reinforcement Learning (2018)Six extensions of DQN combined in one agent, and an ablation of each (chapters 8 and 18).
Horgan et al., Distributed Prioritized Experience Replay (2018), and Kapturowski et al., Recurrent Experience Replay in Distributed Reinforcement Learning (2019)Ape-X: hundreds of actors with different exploration rates feeding one prioritized replay memory, and R2D2, which trains recurrent agents on replayed sequences with stored states and a burn-in prefix (chapters 8, 14, and 18).
Badia et al., Agent57: Outperforming the Atari Human Benchmark (2020)A bandit meta-controller that chooses among a family of exploration policies, the first agent to exceed the human benchmark on all 57 Atari games (chapter 18).
Kaiser et al., Model-Based Reinforcement Learning for Atari (2020)The Atari 100k benchmark, 100,000 agent steps on 26 games, and the model-based agent SimPLe (chapter 18).
Schwarzer et al., Bigger, Better, Faster: Human-Level Atari with Human-Level Efficiency (2023)BBF: a much larger network, a high replay ratio with periodic resets, self-predictive representations, and annealing of the discount and the multi-step horizon (chapter 18).
Nikishin et al., The Primacy Bias in Deep Reinforcement Learning (2022)Overfitting to early experience, the primacy bias, countered by periodically resetting some of the network’s layers (chapters 16 and 18).
Gallici et al., Simplifying Deep Temporal Difference Learning (2025)Layer normalization keeps TD learning stable without replay or target networks, and PQN, Q-learning with many vectorized environments and λ-returns (chapters 12 and 18).
Mnih et al., Asynchronous Methods for Deep Reinforcement Learning (2016)A3C: parallel actors on CPU threads, each computing gradients on short rollouts and applying them without locks to shared parameters (chapters 8 and 19).
Espeholt et al., IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures (2018)Actors decoupled from a central learner, and V-trace, the truncated off-policy correction for the lag of the actors’ policies (chapters 9 and 19).
Rudin et al., Learning to Walk in Minutes Using Massively Parallel Deep Reinforcement Learning (2021)Thousands of robots simulated in parallel on one GPU, with which a quadruped learned to walk in minutes (chapters 19 and 31).

Trust regions, PPO, continuous control, and maximum-entropy RL

WorkIdea developed in the module
Kakade and Langford, Approximately Optimal Approximate Reinforcement Learning (2002)The performance difference lemma, and conservative policy iteration with its lower bound on the improvement (chapters 1 and 20).
Schulman et al., Trust Region Policy Optimization (2015), and Proximal Policy Optimization Algorithms (2017)TRPO, a surrogate maximized under a KL constraint justified by a bound on the improvement, and PPO, which replaces the constraint by clipping the probability ratio (chapter 20).
Abdolmaleki et al., Maximum a Posteriori Policy Optimisation (2018)MPO: policy improvement as expectation maximization, with KL trust regions and a critic trained with Retrace (chapters 9 and 20).
Andrychowicz et al., What Matters in On-Policy Reinforcement Learning? A Large-Scale Empirical Study (2021)More than 50 implementation choices of deep actor–critics measured in more than 250,000 training runs (chapters 19 and 20).
Huang et al., The 37 Implementation Details of Proximal Policy Optimization (2022)The details of the reference PPO implementation that decide whether it learns (chapter 20).
Lillicrap et al., Continuous Control with Deep Reinforcement Learning (2016)DDPG, DQN for continuous actions with a deterministic actor, and Polyak-averaged target networks (chapters 16 and 21).
Fujimoto, van Hoof, and Meger, Addressing Function Approximation Error in Actor-Critic Methods (2018)TD3: clipped double Q-learning with the minimum of two critics, target policy smoothing, and delayed policy updates (chapters 7 and 21).
Haarnoja et al., Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor (2018)Soft actor–critic, an off-policy actor–critic for the maximum-entropy objective, whose temperature sets the price of randomness (chapter 21).
Levine, Reinforcement Learning and Control as Probabilistic Inference: Tutorial and Review (2018)The maximum-entropy objective derived by casting control as probabilistic inference (chapter 21).
Chen et al., Randomized Ensembled Double Q-Learning: Learning Fast without a Model (2021)REDQ: high update-to-data ratios made stable by an ensemble of critics, each target using the minimum over a random pair (chapter 21).

Exploration

WorkIdea developed in the module
Bellemare et al., Unifying Count-Based Exploration and Intrinsic Motivation (2016)Pseudo-counts derived from a density model, which extend count-based bonuses to large state spaces (chapter 22).
Pathak et al., Curiosity-Driven Exploration by Self-Supervised Prediction (2017)The intrinsic curiosity module, which rewards errors in predicting the next state’s features, learned by an inverse dynamics model so that they ignore what the agent cannot affect (chapter 22).
Burda et al., Exploration by Random Network Distillation (2019)Random network distillation: the bonus is the error of a network trained to predict the output of a fixed random network (chapter 22).
Badia et al., Never Give Up: Learning Directed Exploration Strategies (2020)An episodic novelty bonus from nearest neighbors in a learned embedding, modulated by a lifelong RND bonus (chapters 18 and 22).
Osband, Russo, and Van Roy, (More) Efficient Reinforcement Learning via Posterior Sampling (2013)Posterior sampling for RL: sample an MDP from the posterior at the start of each episode and follow its optimal policy, with a regret bound (chapters 22 and 30).
Osband et al., Deep Exploration via Randomized Value Functions (2019)Randomized least-squares value iteration, which samples a value function by fitting it to perturbed rewards with a random prior (chapter 22).
Osband et al., Deep Exploration via Bootstrapped DQN (2016)An ensemble of Q-heads on a shared torso, with one head sampled per episode to act greedily (chapter 22).
Ecoffet et al., First Return, Then Explore (2021)Go-Explore, which remembers promising states, returns to them, and explores from there (chapter 22).
Eysenbach et al., Diversity Is All You Need: Learning Skills without a Reward Function (2019)Skills learned without reward by maximizing the mutual information between a skill variable and the states it reaches (chapter 22).

Model-based RL and world models

WorkIdea developed in the module
Deisenroth and Rasmussen, PILCO: A Model-Based and Data-Efficient Approach to Policy Search (2011)Gaussian-process dynamics with analytic propagation of uncertainty, which swung up a cart-pole from a few trials (chapter 23).
Chua et al., Deep Reinforcement Learning in a Handful of Trials Using Probabilistic Dynamics Models (2018)PETS: an ensemble of probabilistic networks and planning by the cross-entropy method at every step (chapters 15 and 23).
Janner et al., When to Trust Your Model: Model-Based Policy Optimization (2019)MBPO: short model rollouts branched from real states, feeding an off-policy learner (chapter 23).
Ha and Schmidhuber, World Models (2018)A variational autoencoder and a recurrent model of the frames, with a small controller trained on their features (chapter 23).
Hafner et al., Learning Latent Dynamics for Planning from Pixels (2019), and Dream to Control: Learning Behaviors by Latent Imagination (2020)The recurrent state-space model with planning in its latent space, and Dreamer’s actor and critic trained on trajectories imagined in it (chapters 8, 14, 15, and 23).
Hafner et al., Mastering Diverse Control Tasks through World Models (2025)DreamerV3: one set of hyperparameters across domains, with symlog predictions, two-hot targets, and returns normalized by their percentiles (chapters 23 and 29).
Hansen, Wang, and Su, Temporal Difference Learning for Model Predictive Control (2022)TD-MPC: planning in a value-equivalent latent model, with a learned value as the terminal cost (chapters 15 and 23).
Micheli, Alonso, and Fleuret, Transformers Are Sample-Efficient World Models (2023)IRIS: frames tokenized by a discrete autoencoder, and the next tokens, reward, and termination predicted by an autoregressive transformer (chapter 23).
Bruce et al., Genie: Generative Interactive Environments (2024)An interactive environment learned from unlabeled Internet videos, with a latent action model (chapters 23 and 29).
Hafner, Yan, and Lillicrap, Training Agents inside of Scalable World Models (2025)Dreamer 4: an agent trained purely inside a real-time transformer world model, from offline data, that obtained diamonds in Minecraft (chapters 23 and 29).

Planning with learned models

WorkIdea developed in the module
Silver et al., Mastering the Game of Go with Deep Neural Networks and Tree Search (2016)AlphaGo: policy and value networks combined with Monte Carlo tree search, the first program to defeat a professional Go player on a full board (chapter 24).
Anthony, Tian, and Barber, Thinking Fast and Slow with Deep Learning and Tree Search (2017)Expert iteration: the search is an expert, the network an apprentice that imitates it and in turn makes the expert stronger (chapter 24).
Silver et al., Mastering the Game of Go without Human Knowledge (2017), and A General Reinforcement Learning Algorithm That Masters Chess, Shogi, and Go through Self-Play (2018)AlphaGo Zero, trained by self-play alone, without human data or rollouts, and AlphaZero, the same algorithm for chess, shogi, and Go (chapter 24).
Schrittwieser et al., Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model (2020)MuZero: search with a learned model that predicts only what the search needs, rewards, values, and policies (chapters 8 and 24).
Ye et al., Mastering Atari Games with Limited Data (2021)EfficientZero: MuZero made data-efficient with a self-supervised consistency loss on its hidden states (chapter 24).
Grill et al., Monte-Carlo Tree Search as Regularized Policy Optimization (2020)The visit distribution of PUCT approximately solves a regularized policy optimization problem at the root (chapter 24).
Danihelka et al., Policy Improvement by Planning with Gumbel (2022)Gumbel MuZero: a search redesigned at the root so that it improves the policy even with very few simulations (chapter 24).
Fawzi et al., Discovering Faster Matrix Multiplication Algorithms with Reinforcement Learning (2022), and Mankowitz et al., Faster Sorting Algorithms Discovered Using Deep Reinforcement Learning (2023)Algorithm discovery as a single-player game, for matrix multiplication and for sorting routines merged into the LLVM C++ library (chapters 24 and 31).
Hubert et al., Olympiad-Level Formal Mathematical Reasoning with Reinforcement Learning (2025)AlphaProof: proof search in Lean, trained on millions of formalized problems and by RL on variants of each new problem at test time (chapters 24 and 28).

Imitation learning and inverse RL

WorkIdea developed in the module
Pomerleau, ALVINN: An Autonomous Land Vehicle in a Neural Network (1988)Behavior cloning of a driver’s steering from camera images (chapter 25).
Ross, Gordon, and Bagnell, A Reduction of Imitation Learning and Structured Prediction to No-Regret Online Learning (2011)DAgger, which counters the compounding errors of behavior cloning by aggregating the expert’s labels on the states the learner itself visits (chapter 25).
Ng and Russell, Algorithms for Inverse Reinforcement Learning (2000), and Abbeel and Ng, Apprenticeship Learning via Inverse Reinforcement Learning (2004)Inverse RL and its ill-posedness, and apprenticeship learning, which finds a policy that matches the expert’s feature expectations (chapter 25).
Ziebart et al., Maximum Entropy Inverse Reinforcement Learning (2008)The distribution of maximum entropy among those that match the expert’s feature counts (chapter 25).
Ho and Ermon, Generative Adversarial Imitation Learning (2016)GAIL: the expert’s behavior matched directly by a discriminator and a policy trained against it, without recovering a reward (chapter 25).
Fu, Luo, and Levine, Learning Robust Rewards with Adversarial Inverse Reinforcement Learning (2018)AIRL, whose discriminator separates a reward term from a shaping term (chapter 25).
Reddy, Dragan, and Levine, SQIL: Imitation Learning via Reinforcement Learning with Sparse Rewards (2020)Soft Q-learning with a fixed reward, 1 for every demonstration transition and 0 for the agent’s own (chapter 25).
Chi et al., Diffusion Policy: Visuomotor Policy Learning via Action Diffusion (2023), and Zhao et al., Learning Fine-Grained Bimanual Manipulation with Low-Cost Hardware (2023)Actions generated by a conditional diffusion model, and ACT, chunks of future actions predicted by a transformer trained as a conditional VAE (chapter 25).
Baker et al., Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos (2022)An inverse dynamics model that labels 70,000 hours of Minecraft video for behavior cloning, fine-tuned by RL to craft diamond tools (chapters 25 and 29).

Offline RL

WorkIdea developed in the module
Levine et al., Offline Reinforcement Learning: Tutorial, Review, and Perspectives on Open Problems (2020)Learning a policy from a fixed data set collected by a behavior policy, without further interaction (chapter 26).
Fujimoto, Meger, and Precup, Off-Policy Deep Reinforcement Learning without Exploration (2019), and Fujimoto and Gu, A Minimalist Approach to Offline Reinforcement Learning (2021)The failure of off-policy agents on fixed data, even expert data, and TD3+BC, a behavior cloning term added to the actor of TD3 (chapter 26).
Kumar et al., Conservative Q-Learning for Offline Reinforcement Learning (2020)CQL: a Q-function made pessimistic where the data are silent (chapter 26).
Kostrikov, Nair, and Levine, Offline Reinforcement Learning with Implicit Q-Learning (2022)IQL: expectile regression that never evaluates actions outside the data, with the policy extracted by advantage-weighted regression (chapter 26).
Yu et al., MOPO: Model-Based Offline Policy Optimization (2020)Model rewards penalized by the ensemble’s uncertainty, and a proof that the return under the penalized model lower-bounds the true return (chapter 26).
Jin, Yang, and Wang, Is Pessimism Provably Efficient for Offline RL? (2021)Pessimism bounds the suboptimality by the uncertainty along the trajectories of the optimal policy only (chapters 26 and 30).
Chen et al., Decision Transformer: Reinforcement Learning via Sequence Modeling (2021)A transformer that predicts actions from states, actions, and returns-to-go, conditioned on a high return at test time (chapter 26).
Brandfonbrener et al., When Does Return-Conditioned Supervised Learning Work for Offline Reinforcement Learning? (2022)Return-conditioned supervised learning avoids bootstrapping but cannot stitch trajectories, and fails where high returns reflect luck (chapter 26).
Ball et al., Efficient Online Reinforcement Learning with Offline Data (2023)RLPD: online SAC with layer-normalized critic ensembles, a high update-to-data ratio, and half of each minibatch drawn from the offline data (chapter 26).
Park, Li, and Levine, Flow Q-Learning (2025)A flow-matching policy distilled into a one-step policy that maximizes the Q-function while staying close to the flow (chapter 26).
Fu et al., D4RL: Datasets for Deep Data-Driven Reinforcement Learning (2020)Offline data sets of varying quality, including navigation mazes that require stitching (chapter 26).

Multi-agent RL and self-play

WorkIdea developed in the module
Shapley, Stochastic Games (1953), and Littman, Markov Games as a Framework for Multi-Agent Reinforcement Learning (1994)The stochastic game, or Markov game, and minimax-Q, whose target is the value of the matrix game of Q-values at the next state (chapter 27).
Zinkevich et al., Regret Minimization in Games with Incomplete Information (2007)Counterfactual regret minimization, a small regret minimizer at every information set (chapter 27).
Heinrich and Silver, Deep Reinforcement Learning from Self-Play in Imperfect-Information Games (2016)Neural fictitious self-play: a DQN best response to the others’ average policies, and a network that imitates the agent’s own past best responses (chapter 27).
Moravčík et al., DeepStack: Expert-Level Artificial Intelligence in Heads-Up No-Limit Poker (2017)Depth-limited re-solving at every decision with networks for counterfactual values, which beat professionals at heads-up no-limit hold’em (chapter 27).
Brown and Sandholm, Superhuman AI for Heads-Up No-Limit Poker: Libratus Beats Top Professionals (2018), and Superhuman AI for Multiplayer Poker (2019)Libratus’s blueprint strategy refined by safe subgame solving, and Pluribus at six-player no-limit hold’em (chapter 27).
Brown et al., Combining Deep Reinforcement Learning and Search for Imperfect-Information Games (2020)ReBeL: self-play and search over public belief states, the recipe of AlphaZero extended to imperfect information (chapter 27).
Perolat et al., Mastering the Game of Stratego with Model-Free Multiagent Reinforcement Learning (2022)DeepNash: Stratego learned by model-free self-play with regularized Nash dynamics (chapter 27).
Lanctot et al., A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning (2017)Joint-policy correlation, the overfitting of independent learners to each other, and policy-space response oracles (chapter 27).
Vinyals et al., Grandmaster Level in StarCraft II Using Multi-Agent Reinforcement Learning (2019)AlphaStar: an IMPALA-style learner with V-trace and a league of self-play agents, at grandmaster level (chapters 19 and 27).
Lowe et al., Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments (2017)MADDPG: decentralized actors with centralized critics that see the state and all actions (chapter 27).
Rashid et al., QMIX: Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning (2018)The team’s action value as a monotonic mixing of per-agent utilities, by a network whose weights are generated from the state (chapter 27).
Meta FAIR Diplomacy Team et al., Human-Level Play in the Game of Diplomacy by Combining Language Models with Strategic Reasoning (2022)Cicero: a strategic planner regularized toward human play, and a language model that negotiates (chapter 27).

RL for language models and reasoning

WorkIdea developed in the module
Christiano et al., Deep Reinforcement Learning from Human Preferences (2017)A reward model fitted to human choices between pairs of clips with the Bradley–Terry model, and optimized by RL (chapter 25).
Stiennon et al., Learning to Summarize from Human Feedback (2020)One of the first RLHF systems, which fine-tuned a language model with PPO against a reward model of human preferences (chapter 28).
Ouyang et al., Training Language Models to Follow Instructions with Human Feedback (2022)RLHF with PPO and a KL penalty toward the supervised model, for instruction following (chapters 20 and 28).
Gao, Schulman, and Hilton, Scaling Laws for Reward Model Overoptimization (2023)Overoptimization of a learned reward, measured against a large gold reward model (chapter 28).
Ahmadian et al., Back to Basics: Revisiting REINFORCE Style Optimization for Learning from Human Feedback in LLMs (2024)RLOO: REINFORCE with a leave-one-out baseline, which matches or beats PPO for RLHF at a fraction of its complexity (chapters 13 and 28).
Shao et al., DeepSeekMath: Pushing the Limits of Mathematical Reasoning in Open Language Models (2024)GRPO: PPO’s clipped surrogate with the critic replaced by statistics of a group of responses to the same prompt (chapter 28).
Liu et al., Understanding R1-Zero-Like Training: A Critical Perspective (2025), and Yu et al., DAPO: An Open-Source LLM Reinforcement Learning System at Scale (2025)The length bias of GRPO’s per-response normalization, removed in Dr. GRPO, and DAPO’s token-level loss with overlong reward shaping (chapter 28).
Cui et al., The Entropy Mechanism of Reinforcement Learning for Reasoning Language Models (2025)The entropy of the policy changes with the covariance between an action’s log-probability and its advantage, which explains why the entropy collapses (chapter 28).
Yue et al., Does Reinforcement Learning Really Incentivize Reasoning Capacity in LLMs Beyond the Base Model? (2025)RL with verifiable rewards beats the base model at pass@1, but for large \(k\) the base model solves as many problems or more (chapter 28).
Lightman et al., Let’s Verify Step by Step (2024)A process reward model trained on 800,000 human labels of reasoning steps, well above an outcome reward model for choosing among sampled solutions (chapter 28).
DeepSeek-AI, DeepSeek-R1 Incentivizes Reasoning in LLMs through Reinforcement Learning (2025)Reasoning trained by large-scale RL with outcome rewards, after a process reward model had been exploited by the policy (chapter 28).

Generalist agents, meta-RL, and open-endedness

WorkIdea developed in the module
Duan et al., RL²: Fast Reinforcement Learning via Slow Reinforcement Learning (2016), and Wang et al., Learning to Reinforcement Learn (2016)A recurrent policy trained across a distribution of tasks, whose activations implement a fast learning algorithm (chapter 29).
Finn, Abbeel, and Levine, Model-Agnostic Meta-Learning for Fast Adaptation of Deep Networks (2017)MAML: an initialization from which a few policy-gradient steps on a new task give a good policy (chapter 29).
Rakelly et al., Efficient Off-Policy Meta-Reinforcement Learning via Probabilistic Context Variables (2019)PEARL: a posterior over a latent task variable, inferred from the transitions so far and sampled to condition a soft actor–critic (chapter 29).
Laskin et al., In-Context Reinforcement Learning with Algorithm Distillation (2023)A transformer trained on the learning histories of an RL algorithm, which improves in context on new tasks (chapter 29).
Schaul et al., Universal Value Function Approximators (2015)Values and policies conditioned on a goal, so that one network generalizes across goals (chapter 29).
Reed et al., A Generalist Agent (2022)Gato: one transformer trained by supervised learning on 604 tasks (chapter 29).
Brohan et al., RT-2: Vision-Language-Action Models Transfer Web Knowledge to Robotic Control (2023)A vision–language model fine-tuned to output actions as tokens, which transfers knowledge from the web to robot control (chapters 25 and 29).
Black et al., π0: A Vision-Language-Action Flow Model for General Robot Control (2025)A flow-matching action expert added to a pretrained vision–language model (chapters 25 and 29).
Wang et al., Paired Open-Ended Trailblazer (POET): Endlessly Generating Increasingly Complex and Diverse Learning Environments and Their Solutions (2019)A population of environments coevolved with a population of agents, each new environment neither too easy nor too hard (chapter 29).
Dennis et al., Emergent Complexity and Zero-Shot Transfer via Unsupervised Environment Design (2020), and Jiang, Grefenstette, and Rocktäschel, Prioritized Level Replay (2021)Levels designed by an adversary that maximizes the agent’s regret, and levels replayed in proportion to their value-prediction error (chapter 29).
Hughes et al., Open-Endedness Is Essential for Artificial Superhuman Intelligence (2024)Open-endedness, the study of processes that keep producing new and more complex things with no fixed objective (chapter 29).

Theory

WorkIdea developed in the module
Kearns and Singh, Near-Optimal Reinforcement Learning in Polynomial Time (2002), and Brafman and Tennenholtz, R-MAX – A General Polynomial Time Algorithm for Near-Optimal Reinforcement Learning (2002)Polynomial sample complexity, by setting apart the pairs not yet visited enough and either exploring them explicitly or treating them as maximally rewarding (chapters 22 and 30).
Jaksch, Ortner, and Auer, Near-Optimal Regret Bounds for Reinforcement Learning (2010), and Azar, Osband, and Munos, Minimax Regret Bounds for Reinforcement Learning (2017)UCRL2, which plans in the most optimistic MDP within confidence sets, and UCBVI, value iteration with a bonus added to the rewards (chapter 30).
Azar, Munos, and Kappen, Minimax PAC Bounds on the Sample Complexity of Reinforcement Learning with a Generative Model (2013)With a generative model, \(\tilde O\bigl(SA/((1-\gamma)^3\varepsilon^2)\bigr)\) samples suffice to estimate \(Q^*\), and this many are necessary (chapter 30).
Li et al., Is Q-Learning Minimax Optimal? A Tight Sample Complexity Analysis (2024)Q-learning with its usual step sizes needs a factor of the horizon more samples than the minimax rate (chapters 7 and 30).
Jin et al., Is Q-Learning Provably Efficient? (2018)Q-learning with UCB bonuses and the step size \((H+1)/(H+n)\), within a factor \(\sqrt H\) of the lower bound on regret (chapters 7 and 30).
Jin et al., Provably Efficient Reinforcement Learning with Linear Function Approximation (2020)The linear MDP, in which transitions and rewards are linear in known features, and least-squares value iteration with the elliptical bonus of LinUCB (chapter 30).
Du et al., Is a Good Representation Sufficient for Sample Efficient Reinforcement Learning? (2020), and Weisz, Amortila, and Szepesvári, Exponential Lower Bounds for Planning in MDPs with Linearly-Realizable Optimal Action-Value Functions (2021)Exponential lower bounds when the action values are only approximately linear, and even when \(Q^*\) is exactly linear, with a generative model (chapter 30).
Jin, Liu, and Miryoosefi, Bellman Eluder Dimension: New Rich Classes of RL Problems, and Sample-Efficient Algorithms (2021)The Bellman eluder dimension, which combines the eluder dimension with Bellman rank (chapter 30).
Foster et al., The Statistical Complexity of Interactive Decision Making (2021)The decision–estimation coefficient, which lower-bounds the regret of any algorithm for any model class and upper-bounds that of one algorithm (chapter 30).
Agarwal et al., On the Theory of Policy Gradient Methods: Optimality, Approximation, and Distribution Shift (2021)Global convergence of softmax policy gradient in tabular problems, and the natural policy gradient’s rate \(O(1/k)\), independent of the numbers of states and actions (chapters 13, 20, and 30).
Lan, Policy Mirror Descent for Reinforcement Learning: Linear Convergence, New Sampling Complexity, and Generalized Problem Classes (2023)Policy mirror descent, which converges linearly with strongly convex regularizers (chapters 20 and 30).

RL in the real world

WorkIdea developed in the module
Ng, Harada, and Russell, Policy Invariance under Reward Transformations: Theory and Application to Reward Shaping (1999)Potential-based shaping, which leaves the optimal policy unchanged while it can make learning much faster (chapters 1 and 31).
Skalse et al., Defining and Characterizing Reward Hacking (2022)Unhackable proxy rewards, and the result that over all stochastic policies two rewards are unhackable with respect to each other only if one of them is constant (chapter 31).
Andrychowicz et al., Hindsight Experience Replay (2017)Hindsight experience replay, which relabels trajectories with the goals they actually reached (chapter 31).
Sutton, Precup, and Singh, Between MDPs and Semi-MDPs: A Framework for Temporal Abstraction in Reinforcement Learning (1999)Options, temporally extended actions with their own policies and termination conditions (chapter 31).
Achiam et al., Constrained Policy Optimization (2017)CPO: a linearized cost constraint added to each trust-region step (chapter 31).
Tobin et al., Domain Randomization for Transferring Deep Neural Networks from Simulation to the Real World (2017), and Peng et al., Sim-to-Real Transfer of Robotic Control with Dynamics Randomization (2018)Simulator properties sampled anew in every episode: textures, lighting, and camera positions for perception, and 95 dynamical parameters for control (chapter 31).
OpenAI et al., Solving Rubik’s Cube with a Robot Hand (2019)Automatic domain randomization, which widens the range of each parameter whenever the policy performs well at its edge (chapter 31).
Kumar et al., RMA: Rapid Motor Adaptation for Legged Robots (2021)Rapid motor adaptation: a policy that uses privileged environment parameters in simulation, and a module that infers them from recent history (chapter 31).
Kalashnikov et al., QT-Opt: Scalable Deep Reinforcement Learning for Vision-Based Robotic Manipulation (2018)Vision-based grasping learned by distributed Q-learning, maximizing over actions with the cross-entropy method, from 580,000 real grasp attempts (chapters 16 and 31).
Bellemare et al., Autonomous Navigation of Stratospheric Balloons Using Reinforcement Learning (2020)Station-keeping of Loon’s balloons by a distributional Q-learning agent trained in a simulator built from historical wind data (chapters 17 and 31).
Degrave et al., Magnetic Control of Tokamak Plasmas through Deep Reinforcement Learning (2022)Control of all magnetic coils of a tokamak by MPO, with a large critic used only in training and a small actor fast enough for real time (chapter 31).
Wurman et al., Outracing Champion Gran Turismo Drivers with Deep Reinforcement Learning (2022)GT Sophy: a distributional soft actor–critic with rewards that encode racing etiquette, which won head-to-head races against champion drivers (chapters 17, 27, and 31).