Reward Baselines in Reinforcement Learning
Stochastic gradient ascent updates preferences only after reward feedback arrives.
The Feedback Moment
A gradient bandit does not update an action merely because the action was selected. The update waits for feedback. Two events must occur: the agent selects an action, and the agent observes the reward produced after that selection. Only then can stochastic gradient ascent change the action preferences.
The Moving Baseline
The latest reward is not judged in isolation. The algorithm compares it with a running reward average. This average is the baseline for judging the latest outcome, and it includes rewards through the current time t. Because it is computed incrementally, the baseline changes as new rewards arrive. It is therefore a moving point of comparison rather than a fixed target selected once at the beginning.
Selected-Action Probability
An above-baseline reward favors the action that was selected. Its preference changes so that its future probability of selection moves upward. A below-baseline reward discourages the selected action, so its future probability moves downward. This is a qualitative direction of change; the source material does not determine the exact numerical amount of the change.
What do you think happens?
Suppose the selected action receives a reward above the running reward average. What happens to its future probability?
Reveal answer
It increases.
Above-baseline feedback favors the selected action. The exact size of the increase requires the complete update rule, but the direction is established.
Opposite Movement
The selected action is not the only action whose preference changes. The non-selected actions move in the opposite direction. When feedback is above the baseline, the selected action is favored and the non-selected actions are discouraged. When feedback is below the baseline, the selected action is discouraged and the non-selected actions move oppositely. This is why the update changes the relative preference among actions rather than simply recording whether one action produced a win or loss.
Generated example: Imagine two actions, A and B. If A is selected and receives feedback above the running reward average, the update favors A while moving B in the opposite direction. If A instead receives below-baseline feedback, A is discouraged and B moves oppositely. The example illustrates direction only; it does not specify numerical preferences or probabilities.
The Step-Size Parameter
α is the positive step-size parameter. It controls the scale of a preference update. The baseline comparison determines the qualitative direction: above-baseline feedback favors the selected action, while below-baseline feedback discourages it. α is part of determining how much the preferences change, not whether the feedback is classified as above or below the baseline.
What R_t Represents
R_t denotes the reward signal at time t. A reward signal helps define the reinforcement learning problem together with the environment. In this use, R_t is a theoretical abstraction used to describe the feedback available to an agent.
Reward signals and reinforcement signals are distinct concepts in reinforcement learning theory. The model can use the symbol R_t to represent a reward signal at a particular time, while the broader biological system may involve signals with different physical origins and functions. Neural signals are physiological events that may behave like theoretical signals in function, but the theoretical description and the physiological event are not automatically the same thing.
Reasoning Practice
Classifying Two Feedback Outcomes
An agent selects an action and then receives feedback. In one case, the feedback is above the running reward average. In another case, it is below the running reward average. Predict the direction of the selected action's future probability and the movement of the non-selected actions.
- 1Above-baseline case
The selected action is favored, so its future probability moves upward. The non-selected actions move in the opposite direction.
- 2Below-baseline case
The selected action is discouraged, so its future probability moves downward. The non-selected actions move oppositely.
- 3Update timing
Neither preference change occurs immediately after selection alone. The action must first be selected and its reward must then be observed.
- 4Update size
The positive step-size parameter α contributes to the size of the update. The exact numerical amount cannot be determined without the complete update rule and the action-selection probabilities.
Compare R_t with the moving reward average first. Use the comparison for direction, and treat α as a positive parameter involved in the update size.
An action has just been selected, but no reward has yet been observed. Should stochastic gradient ascent update the action preferences at this moment? Explain what event is still required and what comparison will be made once it arrives.
Hints
- Recall the two events required before preferences change.
- The latest reward is compared with a running average rather than a fixed initial target.
A learner says, R_t must be one physical master reward signal in an animal's brain because the model uses one symbol. Correct the statement using the distinction between theoretical signals and physiological events.
Hints
- R_t is a theoretical reward signal at time t.
- Neural signals are physiological events that may behave like theoretical signals in function.
- One model symbol does not establish one unchanged biological signal.
Common Mistakes
Common mistake Updating preferences as soon as an action is selected.
What it looks likeGenerated example: The agent selects action A and immediately changes A's preference before any feedback arrives.
Why it failsStochastic gradient ascent updates preferences only after both action selection and reward observation.
Do this insteadWait for the reward feedback, then compare it with the running reward average.
Common mistake Comparing the latest reward with a fixed target chosen at the beginning.
What it looks likeGenerated example: Treating 5 as a permanent baseline even after many new rewards have arrived.
Why it failsThe baseline is the incrementally computed average of rewards through the current time t.
Do this insteadUse the moving reward average as the point of comparison.
Common mistake Assuming that a large reward always favors the selected action.
What it looks likeGenerated example: Calling a reward of 10 favorable without checking the running average.
Why it failsThe relevant question is whether the reward is above or below the rewards seen so far, not whether its isolated numerical value sounds large.
Do this insteadJudge R_t relative to the baseline.
Common mistake Forgetting the non-selected actions.
What it looks likeGenerated example: Increasing the selected action's preference while leaving every other action unchanged.
Why it failsThe non-selected actions move in the opposite direction.
Do this insteadTrack both the selected action and the non-selected actions.
Common mistake Treating α as the factor that decides whether feedback is good or bad.
What it looks likeGenerated example: Claiming that changing α turns below-baseline feedback into above-baseline feedback.
Why it failsThe baseline comparison determines the direction; α is the positive step-size parameter involved in the update size.
Do this insteadSeparate direction from magnitude.
Common mistake Treating R_t as one literal master reward signal in an animal's brain.
What it looks likeGenerated example: Identifying R_t with one unchanged physical neural event.
Why it failsR_t is a theoretical abstraction, while neural signals are physiological events and biological systems may involve many signals and systems.
Do this insteadKeep the model-level signal distinct from claims about a particular physiological event.
Key Takeaways
- 1Preferences change only after an action has been selected and its reward has been observed.
- 2The current reward R_t is judged against an incrementally updated running reward average.
- 3Above-baseline feedback favors the selected action; below-baseline feedback discourages it.
- 4Non-selected actions move in the opposite direction, while α is the positive step-size parameter that contributes to update size.
- 5R_t is a theoretical reward signal, not automatically a single physical master reward signal in an animal's brain.
At a glance
- Stochastic gradient ascent waits for reward feedback before changing action preferences.
- The running reward average provides a moving baseline for evaluating R_t.
- Above-baseline feedback increases the selected action's future probability, while below-baseline feedback decreases it.
- Non-selected actions move oppositely, and α controls the scale of the preference update as a positive step-size parameter.
- R_t is a theoretical model signal and should not be identified with one unitary physiological reward signal in an animal's brain.