Before you can read the parent note fluently, you need to own every symbol it throws at you. Below, each piece is built from zero: plain words → the picture → why the topic needs it. Read top to bottom; each rung stands on the one below it.
The symbol t is just "which tick are we talking about." When we write t+1, we mean the very next tick. When we write t+k, we mean k ticks after t — here k is just a counter for "how many ticks ahead," and we will lean on it heavily soon.
Look at the number line above: the black dots are the ticks. The red dot is "now" (t); everything to its right is the future the agent still has to live through. This picture is the stage on which every other symbol performs.
Why introduce a symbol for it? Because the timing of everything else hangs on the action. The agent acts (At), and only then does the environment respond with a reward. Without naming At we could not say "the reward is a consequence of the action." Actions and their rules live inside a Markov Decision Process; here we only need to know that a choice happens on every tick.
Recall On which tick does the agent choose
At?
On tick t — the same tick it is "at." The response to that choice arrives on the next tick.
The subscript matters enormously. Read Rt+1 as "the reward that shows up on tick t+1." It is the consequence of the action At you took at tick t.
In the figure, each arrow points from an action At to the reward it produces. Notice every arrow lands one tick later. That staggering is the entire reason the return starts at Rt+1.
First, pin down the little letter k, because it is about to ride on an exponent.
Now the powers:
Why does this appear? Because the discount is applied once per tick into the future. One tick away → one factor of the fade. Two ticks away → two factors, i.e. γ2. The exponent k — the same counter we just defined — literally counts "how many ticks into the future is this reward."
Recall Quick check: what is
γ0, and which reward does k=0 point at?
γ0=1 — the reward on the very next tick is not discounted at all (zero ticks of extra delay). And k=0 points at Rt+1.
γ=0 → the future is switched fully off. Only Rt+1 counts. We call this myopic (short-sighted).
γ→1 → the future is switched fully on. Distant rewards count almost as much as near ones. We call this far-sighted.
The figure plots γk against k for three settings. The red curve (γ=0.9) fades slowly — the far future still matters. The steep black curve (γ=0.5) collapses almost immediately — that agent barely sees past the next couple of ticks. Every reward gets multiplied by the height of the curve at its tick.
You already know k (section 4) — here it is the engine of the sum, stepping through every reward in turn. Unrolled, the expression is exactly:
k=0γ0Rt+1+k=1γ1Rt+2+k=2γ2Rt+3+⋯
Why the sigma and not just "…"? Because we need a precise rule for infinitely many terms. The dots are friendly but vague; ∑ tells you exactly which reward gets which power.
Recall What does the
∞ on top of the ∑ mean here?
The sum never stops — it accounts for rewards infinitely far into the future. Discounting (with γ<1) is what keeps this infinite sum finite.
Now every symbol in that line is yours: t is now, Rt+1 is the next reward, γ is the fade dial, k counts ticks ahead, γk applies the fade once per tick, and ∑ adds the whole stream. Gt is the single number that answers "how good is the future from here?" — which is precisely what the agent tries to maximise, and what Value functions and Bellman equations average over.
If you add infinitely many numbers, the total might blow up to ∞. So we need a guarantee. The parent note proves that when every reward satisfies ∣Rt+k+1∣≤Rmax and γ<1, the return is finite:
∣Gt∣≤1−γRmax.
The engine behind that proof is the Geometric series — a sum where each term is a fixed multiple of the last. Its key fact:
1+γ+γ2+⋯=1−γ1when 0≤γ<1.
The Episodic vs continuing tasks distinction is exactly why this matters: episodes that always end have finitely many rewards, so even γ=1 gives a finite sum with nothing to prove. But continuing tasks run forever and rely on γ<1 to stay finite. That is the whole reason the field usually insists on strict discounting.
Peel the first reward off the front and the rest is the same kind of object, one tick later:
Gt=Rt+1+γ(=Gt+1Rt+2+γRt+3+⋯)=Rt+1+γGt+1.
This self-referential equation (the return defined in terms of the next return) is the seed of every Value functions and Bellman equations relation and of Temporal Difference learning. You need to be comfortable that a quantity can be defined in terms of a shifted copy of itself.
The diagram below is a dependency map: read it bottom-up. Each box is one symbol you just learned, and an arrow "X → Y" means X is needed to build Y. Start at the clock t and the action At (top-left inputs); these produce rewards; the counter k, powers, and γ weight those rewards; the sigma ∑ adds them into the return Gt; the geometric series bounds it; the recursion re-folds it — and all of that together is the topic.
Concretely: the box "Return G at t" is section 7, "Bounded return" is section 8, and "Recursion" is section 9. Follow any arrow into the bottom box "Discount factor and returns" and you are reading the parent note Discount factor and returns (5.1.6). All of this lives inside a Markov Decision Process, the formal world where states, actions and rewards are defined.
Test yourself — cover the right side and answer each aloud before revealing.
What does the action symbol At stand for, and on which tick is it chosen?
The choice the agent makes on tick t; its consequence (a reward) arrives on tick t+1.
Read Rt+1 in words, and say why not Rt
"The reward received on the next tick"; the action At at t is answered by the environment at t+1, so the first earned reward is Rt+1.
What does the counter k point at when k=0? And when k=2?
At Rt+1 when k=0, and at Rt+3 when k=2 — in general k points at Rt+k+1.
What does ∣x∣ (absolute value) mean?
The size of x ignoring its sign — its distance from zero; e.g. ∣−3∣=3.
What exactly is Rmax?
A fixed number at least as large as ∣R∣ for every reward, i.e. an upper bound on reward size across all ticks.
What does γk mean and why does the exponent grow with the future?
γ multiplied by itself k times; one factor of γ is applied per tick of delay, so a reward k ticks ahead carries γk.
What does γ0 equal?
1 — the next reward is undiscounted.
Unroll ∑k=0∞γkRt+k+1 for the first three terms
Rt+1+γRt+2+γ2Rt+3+⋯
What single question does the return Gt answer?
"How good is the entire future, as one number, counted from tick t onward?"
Why does γ<1 make an infinite reward sum finite, and what breaks at γ=1?
Each term is a shrinking multiple of the last (geometric decay), converging to at most 1−γRmax; at γ=1 the denominator 1−γ is 0, so the bound is undefined and the sum can diverge (safe only for episodes that end).
State the recursion for Gt and say why it's powerful
Gt=Rt+1+γGt+1; it defines the return in terms of the next return, seeding every Bellman/TD update.