Intuition The one core idea
Model-based RL is the strategy of first building a little copy of the world inside your head, then rehearsing plans in that copy before acting for real . Every symbol on the parent page (s , a , r , f ^ , γ , V ∗ , P ^ ) is just a piece of machinery for describing that copy of the world and for scoring imagined futures.
This page assumes you know nothing . We name each symbol, draw the picture it stands for, and say why the topic cannot live without it. Read top to bottom — every symbol is earned before it is used again.
Before any symbol, picture a game.
There is a you (the agent ) and a world (the environment ). Time ticks in discrete steps t = 0 , 1 , 2 , … . At each tick you are in some situation, you push a button, the world changes, and it hands you a score. That is the whole loop. Every symbol below labels one arrow or one box in that picture.
s
A state s is a complete snapshot of the world at one moment — everything you'd need to know to decide what to do next.
Picture: the frozen screen of the game right now (positions, velocities, whose turn it is).
Why the topic needs it: the model must take a starting snapshot and predict the next snapshot. Without a name for "the current situation," there is nothing to feed in.
The subscript s t means "the state at time step t ." So s 0 is where we start, s 1 the next tick, and so on.
H and a plan a 0 : H
The horizon H is simply how many steps ahead we look/plan — a whole number like 2 , 10 , or 50 .
Picture: how far down the road your headlights reach; beyond H you don't plan.
Why: we can't imagine forever, so we pick a finite look-ahead H . Short H = cautious peek; long H = ambitious plan (but more room for model error to pile up).
A whole plan is a list a 0 : H = ( a 0 , a 1 , … , a H − 1 ) , read "the actions from step 0 up to step H ." So H counts the actions in the plan.
s ′ is a totally new symbol I have to learn separately."
Why it feels right: it has a different name (s vs s ′ ).
The fix: s ′ is just the value of s one tick later. Same kind of object (a snapshot). The prime is a stopwatch, not a new noun.
The parent page writes f ^ , P ^ , r ^ , s ^ . The hat symbol ˆ deserves its own definition because it appears everywhere.
x ^
A hat over a symbol means "our guess of it," built from data or from a model — not the true thing.
Picture: the world has a real rulebook; the hat is our pencil-sketch copy of that rulebook.
Why: in model-based RL the whole point is that we don't know the real dynamics; we approximate them. f ^ is our learned rule, f (no hat) would be the true rule. s ^ t is an imagined state produced by rolling our model forward, versus a real s t we actually observed.
Look at the two columns above: the left (true, no hats) is the real world we pay to touch; the right (hatted) is the cheap imagined copy we can run for free. Model-based RL lives in the right column and only occasionally checks the left.
f ( inputs )
A function is a machine: put something in, get one thing out. In our topic the inputs are always a state and an action , so we write f ^ ( s , a ) — read "f ^ of s and a " — meaning "the output when the input is the pair ( s , a ) ."
Picture: a vending machine — feed it the current situation s and the button a , receive the next state.
Why: the deterministic model s ′ = f ^ ( s , a ) says "feed the machine the current state and action, out comes the next state." One clean output every time. (The inputs s , a range over exactly the states and actions we defined above — no mystery variable.)
Definition The transition
P ^ ( s ′ ∣ s , a )
Some worlds are random : the same button doesn't always give the same result (dice, noisy sensors). P ^ ( s ′ ∣ s , a ) is a probability — a number between 0 and 1 — reading "the chance of landing in s ′ , GIVEN that we were in s and did a ."
Picture: instead of one arrow to one next-screen, a spray of arrows with thicknesses = how likely each outcome is; the thicknesses sum to 1 .
Why: deterministic f ^ is the special case where one outcome has probability 1 and the rest 0 . We need P ^ so the theory also covers dice-rolling worlds.
∣ = "given"
The vertical bar inside P ( s ′ ∣ s , a ) means "given" / "conditioned on."
Picture: "the odds of rain, given the sky is grey" — the stuff after the bar is what you already know.
Why: the next state's odds depend on the current state and action, so we must state what we're conditioning on.
∑
The big Greek "S" (sigma , ∑ ) means "add up a list."
∑ t = 0 H − 1 x t reads "add up x 0 , x 1 , … , x H − 1 " — that is, over all H time steps of the plan.
Picture: dropping coins one per step into a jar and reading the total.
Why: the agent doesn't care about one reward; it cares about the total reward over a trajectory, which is a sum.
γ
γ (gamma ) is a number between 0 and 1 that shrinks future rewards : a reward t steps away counts as γ t times its face value.
Picture: a 10 n o t e t o d a y i s w or t hm or e t hana p r o mi se d 10 next year — each year in the future the note fades a little. γ t is that fading.
Why γ and not just a plain sum? Two reasons: (1) it makes an infinitely long sum stay finite (a geometric series), and (2) it encodes "sooner is better," which matches real preferences. If γ = 0 you only care about the next reward; as γ → 1 you care about the far future almost equally.
V ∗ ( s )
V ∗ ( s ) (read "V-star of s") is the best possible total discounted reward you can get starting from state s , if you play perfectly forever after.
Picture: stand on a square of a board game; V ∗ ( s ) is the "true worth" tag hanging over that square assuming flawless play from here on.
Why the star ∗ ? The star means optimal — the value under the best policy, not some random one. The parent's Bellman equation is a rule that this best-value tag must obey.
max and arg
max a [ ⋅ ] = "the largest value as we try every action a ." (The related arg max would be which action gives it.)
Picture: try each button, read the resulting number, keep the biggest.
Why: acting optimally = at each state, picking the action with the highest "reward-now-plus-future-value." That "pick the best" step is exactly max a .
Now every symbol in the parent's central equation is earned. We can read it in plain English:
V ∗ ( s ) = max a [ score now r ^ ( s , a ) + γ average future worth ∑ s ′ P ^ ( s ′ ∣ s , a ) V ∗ ( s ′ ) ]
Intuition Say it out loud
"The best worth of being here = choose the action (max a ) that maximizes: the score I get now (r ^ ) plus a shrunk (γ ) average over all places I might land (∑ s ′ P ^ ), each weighted by how good that place is (V ∗ ( s ′ ) )."
Because everything is hatted , we compute this entirely inside our head-copy of the world — that is the whole payoff of model-based RL.
Dynamics model s prime = f hat of s a
Next state s prime output
Transition P hat given s a
Read it as: states and actions feed the dynamics model , which outputs the next state ; rewards, discount, and sums build the return ; transition probabilities and max build the optimal value ; both flow into planning , which is the beating heart of the Model-based RL overview . The whole apparatus is a formalization of the Markov Decision Process , solved with the Bellman Equation ; the "imagine cheaply" payoff is Sample Efficiency , the loop that reuses imagined data is the Dyna Architecture , the re-plan-every-step tactic is Model Predictive Control (MPC) , and coping with wrong hats leads to Uncertainty and Ensembles in RL and value-aware models like MuZero and Dreamer . Contrast the whole thing with Model-free RL , which skips the model entirely.
Self-test: can you say each aloud before revealing?
What is a state s ? A complete snapshot of the world at one moment — everything needed to decide the next action.
What is an action a ? The choice/button the agent picks from a state; it is why the world changes.
What is the horizon H ? How many steps ahead we plan/look; a plan a 0 : H contains the H actions a 0 , … , a H − 1 .
What does s ′ mean and how does it relate to s t + 1 ? The state one tick later; s ′ and s t + 1 are the same object, prime is just "before/after" shorthand.
What is a reward r ? A single number scoring one step; it defines what "good" means.
What does a hat, like f ^ , signify? Our learned/estimated guess of a quantity, not the true one — a pencil-sketch copy of the world's real rule.
What are the inputs to f ^ ? A state and an action, the pair ( s , a ) ; it outputs the predicted next state.
What does P ^ ( s ′ ∣ s , a ) mean, including the bar? The probability of landing in s ′ given we were in s and did a ; the bar means "given."
What does ∑ s ′ range over? Every possible next state s ′ ; weighted by P ^ it forms the expected/average future value.
Why use a discount γ instead of a plain sum? It keeps infinite sums finite and encodes "sooner rewards are worth more."
What does γ t do to a reward t steps in the future? Shrinks it: multiplies its face value by γ t (smaller the further away).
What is V ∗ ( s ) ? The best possible total discounted reward achievable starting from state s under perfect play.
What does max a [ ⋅ ] do? Returns the largest value obtained by trying every action a — the "pick the best action" step.
In one sentence, what does the Bellman line say? Best worth here = pick the action maximizing (reward now + discounted average worth of where you land).