Before you can read the parent note, you must be able to read its symbols out loud in plain English. This page is a dictionary — but a dictionary where every word comes with a picture and a reason it exists. We build strictly bottom-up: nothing appears until the thing it leans on is already defined.
Everything in reinforcement learning happens as a loop between two characters: an agent (the learner) and an environment (the world it lives in).
Look at the loop above: the agent sees s, picks a, the world replies with a reward r and a new states′ (read "s-prime" — the state that comes next). That primed symbol is used constantly in the parent, so lock it in:
One full hop (s,a,r,s′) — "I was here, did this, got this, ended up there" — is called a transition. Remember that 4-tuple; the whole replay buffer is a pile of them.
A reward now and a reward in a thousand steps are not worth the same. We shrink far-off rewards with a discount factor.
Why γk and not, say, subtracting a constant each step? Because multiplying repeatedly is what "compounding decay" looks like — the same shape as radioactive half-life or interest. Each extra step of delay multiplies the weight by another γ, so a reward k steps out is worth γk of its face value. Two cases to feel:
γ=0: only the immediate reward matters — a total short-term thinker.
γ→1: the distant future matters almost as much as now — a patient planner.
Now we can build the single most important symbol.
The full formula in the parent is a sum with an E in front and a Σ inside. Let's decode those two symbols so they stop being scary.
So the parent's line reads, in English: "Q is the average, over all the randomness, of the sum of all future rewards, each discounted by how far away it is."
Qπ(s,a)=E[∑k=0∞γkrt+kst=s,at=a]
The vertical bar ∣ reads "given that" — given we start in state s and take action a at time t.
This is exactly why the parent's Bellman Equation uses maxa′: it assumes optimal play from the next state onward. And here is the hidden restriction that trips people up: to take a max you must be able to list all the actions. That's why DQN handles only discrete action sets — you can't loop over infinitely many continuous choices.
A table can't hold a value for every possible screen (there are astronomically many). So DQN replaces the table with a function that computes the value.