This page assumes you have seen none of the notation. We build each symbol from a picture, in an order where every new symbol only uses symbols already defined.
Before any symbol, picture the world the parent note lives in.
Figure s01 shows the whole game as a loop. The white box on the left is the agent (the robot's "brain"); the white box on the right is the environment (the world). The red arrow is the one thing the agent controls — the action it sends into the world. The black arrow returning is what the world sends back: a reward number and a next state. Follow the red arrow, then the black arrow, and you have lived one full step of the game.
rt+1 is the reward the world pays after taking action at in state st. (It carries subscript t+1 because it arrives with the next state.)
γ (Greek letter "gamma," read "gam-uh") is the discount factor, a number 0≤γ≤1.
Figure s02 plots the shrink-factor γk against how many steps k into the future a reward sits. The red bar at k=0 is the reward right now, weighted a full 1. Each black bar to the right is shorter — the same reward, worth less the later it arrives. This falling staircase is exactly why the sum below converges (see the definition).
π (Greek "pi," read "pie") is the agent's policy: its rule for choosing actions.
π(a∣s) reads "the probability of action a given state s." The vertical bar ∣ means "given" — it separates what we're guessing (a) from what we already know (s).
a∼π(⋅∣s) reads "a is sampled from the policy in state s." The squiggle ∼ means "drawn at random according to the probabilities listed by whatever is on its right." So a∼π(⋅∣s) = "roll the policy's weighted dice for state s and let a be the action that comes up." The dot ⋅ is a placeholder standing for "the action slot" — we're naming the whole distribution over actions, not one specific action yet.
θ (Greek "theta," read "thay-tuh") is the bag of tunable numbers (weights) inside the policy, θ∈Rn (a list of n real numbers). We write πθ to say "the policy shaped by settings θ." Change θ → the dials move.
We must define averaging before we write value functions, because a "how-good" score is literally an average.
E[⋅] (a stylised "E") means expected value = the long-run average of the thing in brackets over all the randomness.
Eπ[⋅] reads "average over everything random when actions come from policy π." Concretely the randomness has three sources: which state you're in, which actionπ samples (a∼π(⋅∣s), the squiggle just defined in §3), and which next state the environment transitions to.
Two "how-good" scores. Both are averages of the return Gt (using the E just defined), but they condition on different things.
Figure s03 makes the difference visual. The single left circle is the state s; the label above it, V(s), scores the whole spot. The three branches are the three possible actions; each landing circle carries its own Q(s,a). The red branch (a1) is highlighted to show that Q is one number per action, while V is one number for the state — literally the average of the Q's weighted by how often the policy picks each branch.
Vw(s) and Qw(s,a): the subscript w (with w∈Rm) is another bag of tunable numbers — the critic's weights. Vw is our learned estimate of the true Vπ.
Figure s04 shows why we subtract. The three black bars are Q(s,a) for three actions — all towering near 100. The red horizontal line is the pedestal V(s)=100. What the actor cares about is only the little bit sticking above or below the red line — the advantage A=Q−V, printed above each bar (+3,0,−3). Its sign cleanly says "push this action's probability up" (+) or "down" (−). This is the advantage function, and the pedestal-removal is the whole reason the critic reduces variance.
We rarely know Q exactly, and we do not want to learn a separate Qw. The trick is a small derivation. Start from the definitions in §5 and split the return Gt into "the first reward" plus "everything after":
Gt=rt+1+γ(rt+2+γrt+3+⋯)=rt+1+γGt+1.
Why this split? The return is defined as a sum where every term past the first already carries one factor of γ; factoring that γ out leaves exactly Gt+1 — the return starting one step later. Now take the average Eπ[⋅∣st=s,at=a] of both sides. On the right, Eπ[Gt+1∣st+1] is by the very definition of Vπ just Vπ(st+1). This gives the one-step recursion (a Bellman equation):
Qπ(s,a)=E[rt+1+γVπ(st+1)]
In words: the value of an action = the immediate reward you collect, plus the discounted value of wherever you land. This is the bridge that lets a V-only critic estimate Q.
∇θ (the symbol ∇ is "nabla" or "grad") is the gradient with respect to θ: an arrow pointing in the direction that most increases whatever follows it, as you wiggle the knobs θ.
log here means the natural logarithm (base e≈2.718), the convention used everywhere in machine learning. ∇θlogπθ(a∣s) is "the direction in knob-space that makes action amore probable."
α (Greek "alpha") = the learning rate / step size: how big a nudge each update makes. We use αθ for the actor and αw for the critic (typically αw>αθ so the critic keeps ahead).
Read it bottom-up: states and rewards define returns; the expectation averages them into values and the objective J; values minus values give the advantage; the advantage collapses to the TD error; the TD error fills the credit slot Ψt and, times the gradient-of-log direction, is the actor-critic update.