A Brief History of Reinforcement Learning
The origins of reinforcement learning. Three threads — trial-and-error learning from animal psychology, optimal control and dynamic programming, and temporal-difference learning — ran independently for decades and merged around 1989 into the modern field.
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This builds on What Is Reinforcement Learning?, which set up the agent–environment loop, the four elements, and the temporal-difference backup that trained the tic-tac-toe player. That same backup is the thread we now follow both backward, into the field's history, and forward, into the deep reinforcement learning systems built on it.
A brief history of reinforcement learning
The subject did not arrive in one piece. Its early history has two long threads, pursued independently for decades, plus a third, thinner thread that stitched them together. One is learning by trial and error, from the psychology of animal learning. The second is optimal control and its solution by value functions and dynamic programming — a line that, for most of its length, involved no learning at all. The third is temporal-difference learning, driven by the difference between successive estimates of the same quantity, exactly the update that trained the tic-tac-toe player above. All three converged in the late 1980s to produce the modern field.1
Trial and error, from psychology to machines
The trial-and-error thread runs through the psychology of animal learning. Its earliest succinct statement is Edward Thorndike's Law of Effect (1911): of several responses to the same situation, those followed by satisfaction are more firmly connected to it and more likely to recur, while those followed by discomfort have their connection weakened. Reward strengthens a behavior, punishment weakens it, and the effect scales with the satisfaction or discomfort. In one form or another it is still regarded as a basic principle of much behavior.1
Putting the Law of Effect inside a computer appeared among the first thoughts about
artificial intelligence. Turing sketched a pleasure–pain system
in 1948; through
the 1950s came a menagerie of electro-mechanical learners — maze-running machines,
Shannon's mouse Theseus.
Most consequential here, Marvin Minsky, in his 1954
doctoral work, built an analog reinforcement machine from components he called SNARCs
(Stochastic Neural-Analog Reinforcement Calculators), meant to resemble modifiable
synapses. Minsky's 1961 Steps Toward Artificial Intelligence
then named the central
problem: the credit-assignment problem — how to distribute credit for an eventual
success among the many decisions that produced it.
A recurring confusion dogged the thread. Early neural-network learners (Rosenblatt's perceptron, Widrow and Hoff's Adaline) borrowed the language of reward and punishment and were often mistaken for reinforcement learners, but they were supervised systems, learning from labelled examples of the correct answer. Genuine trial-and-error research — learning from evaluative feedback that never states the right action — grew rare through the 1960s and 70s. The person most responsible for reviving it inside AI was A. Harry Klopf (1972), who argued that the rush toward supervised learning had lost the hedonic aspect of behavior: the drive to make something happen in the environment, to steer it toward desired ends. That drive distinguishes a reinforcement learner from a pattern recognizer, and grasping it is what led Sutton and Barto to separate reinforcement learning from supervised learning in the first place.
Optimal control and dynamic programming
The second thread had nothing to do with animals. In the mid-1950s Richard
Bellman, extending the nineteenth-century Hamilton–Jacobi theory, attacked the
optimal control problem — designing a controller to optimize a dynamical system's
behavior over time — using a system's state and a value function (an optimal return function
) to write a functional equation, now the
Bellman equation.
The methods that solve control problems through that equation became dynamic
programming (Bellman, 1957). Bellman also introduced the discrete stochastic version
— the
Markov decision process —
and Ronald Howard (1960) devised policy iteration for MDPs. These are the exact
elements underlying the theory in these notes.
Dynamic programming remains, in Bellman's phrase, cursed by dimensionality: its cost grows exponentially in the number of state variables. Still, it is the only feasible general method for stochastic optimal control, and far more efficient than any alternative. What it lacked was any connection to learning: it was viewed as an offline computation requiring an accurate model and running backward in time — hard to reconcile with a learner that must go forward through experience. The two disciplines did not talk to each other.
Temporal difference, and the convergence
The third thread is the thinnest but the most distinctive. Temporal-difference methods learn from the difference between temporally successive estimates of the same quantity — the probability of winning, updated guess-toward-next-guess, as in the tic-tac-toe backup. Its roots are partly psychological, in the secondary reinforcer: a neutral stimulus that, once paired with a primary reward like food, itself takes on reinforcing power. Minsky (1954) may have been the first to see this mattered for artificial learners, but the first to build a temporal-difference method was Arthur Samuel, whose checkers program (1959) improved an evaluation function by adjusting it toward the value of later positions — a value backed up along the game, learned online, with no reference to animal psychology. Samuel took his cue from Shannon's suggestion that a program could improve a chess evaluation function by modifying it during play.
The threads then converged in stages. Klopf (1972) linked trial-and-error learning to the animal-learning literature and, indirectly, to temporal-difference ideas. Sutton developed Klopf's ideas into learning rules driven by changes in successive predictions and, with Barto, built a temporal-difference model of classical conditioning; a key step was Sutton's (1988) separation of temporal-difference learning from control, treating it as a general prediction method and introducing TD(). The three threads met fully in 1989, when Chris Watkins's Q-learning integrated all of them under the MDP formalism. Three years later Tesauro's TD-Gammon — the same tic-tac-toe update, scaled by a neural network to backgammon — put the field on the map.
| Thread | Key figures | Central contribution |
|---|---|---|
| Trial and error | Thorndike, Minsky, Klopf, Barto & Sutton | learning from evaluative feedback; the credit-assignment problem |
| Optimal control | Bellman, Howard | value functions, dynamic programming, the MDP |
| Temporal difference | Samuel, Sutton & Barto, Watkins | learning from successive estimates; secondary reinforcement; Q-learning |
The moral of the history is that reinforcement learning is not a branch of any one of its parents. It inherited the problem (goal-directed learning from interaction) from animal psychology, the formalism (states, value functions, the Bellman equation) from optimal control, and its most characteristic mechanism (the temporal-difference update) from a line that ran between them. The tic-tac-toe player above is a miniature of the whole convergence: a trial-and-error learner that solves the credit-assignment problem with a value function updated by temporal differences.
From a lookup table to deep reinforcement learning
Sutton and Barto's tic-tac-toe player keeps one number per state in a table, and that table is the bottleneck the modern field grew out of. Tic-tac-toe has a few thousand states, so a table fits; backgammon has around , Go around , and a game read from raw pixels effectively infinitely many. No table can hold that. The response was to replace the lookup table with a parameterized function — a neural network — that generalizes across unseen states while keeping the same temporal-difference backup. Deep reinforcement learning is that one substitution, together with the fixes for everything it broke.
The first system to make the substitution work at scale was Deep Q-Networks (Mnih et al., 2015, Nature). DQN learned 49 Atari 2600 games from the raw screen and the score alone, reaching human-level play on most with a single architecture and one hyperparameter set. Its learning signal is the same temporal-difference error that trained the tic-tac-toe player — an estimate nudged toward a bootstrapped later estimate — but computed over a convolutional network instead of a table. Two ideas kept the network from diverging, a real risk once function approximation, bootstrapping, and off-policy data combine. Experience replay stores past transitions in a buffer and trains on random minibatches, breaking the temporal correlations that destabilize gradient descent; a target network, a slowly-updated copy of the value network, supplies the bootstrap target so the target does not move in lockstep with the network being trained. Both address problems the tabular case never faced.
Games remained the proving ground, and the direct heir of the tic-tac-toe player is
AlphaGo (Silver et al., 2016, Nature), which defeated a top professional Go
player — a feat expected to be a decade away. AlphaGo pairs deep value and policy
networks with Monte Carlo tree search, a lookahead that grows a search tree by
simulating games and backing their outcomes up through it — the back-up-the-value idea
generalized to search. AlphaZero (Silver et al., 2018, Science) dropped all
human game records and learned Go, chess, and shogi from self-play alone from
random weights — the tic-tac-toe setup's learn by playing, no labelled set
taken to
its limit, superhuman in each game within hours. MuZero (Schrittwieser et al.,
2020, Nature) removed even the rules from the inputs: it learns a model of the
environment's dynamics and plans inside it, closing the loop back to the optional
fourth element — a model of the environment — that Sutton and Barto introduce and then
set aside.
| System | Year | Domain | New ingredient |
|---|---|---|---|
| DQN | 2015 | 49 Atari games from pixels | replay buffer + target network |
| AlphaGo | 2016 | Go (vs. professional) | deep value/policy nets + MCTS |
| AlphaZero | 2018 | Go, chess, shogi | self-play only, no human data |
| MuZero | 2020 | Atari + board games | plans in a learned model |
The same value-based core reaches well past games. Reinforcement learning has
controlled the plasma in a tokamak fusion reactor (Degrave et al., 2022, Nature)
and, in the form most people now encounter, fine-tuned large language models from
human preference judgments — reinforcement learning from human feedback
(Christiano et al., 2017; Ouyang et al., 2022). There the reward
is a learned model
of which of two responses a person prefers, and the policy improved is the language
model itself. The reward is still evaluative, not instructive: the model is told
that one answer was preferred, never what the ideal answer was — the same
evaluative-feedback signature that separated reinforcement learning from supervised
learning in the first section of this lesson.
What has not changed is the frame Sutton and Barto set up. The agent still observes a state, takes an action, and receives a reward one step later; still balances exploration against exploitation; still estimates values; still assigns delayed credit with a temporal-difference backup. Deep reinforcement learning replaced the lookup table with a function approximator and scaled compute by many orders of magnitude, but the agent–environment loop underneath is the one drawn in the first figure of this lesson.2
Footnotes
- Sutton & Barto, §1.7 — Early History of Reinforcement Learning: the two main threads (trial-and-error learning from animal psychology; optimal control and dynamic programming) and the thinner temporal-difference thread that joined them. Trial and error: Thorndike's Law of Effect (1911), Turing's 1948
pleasure–pain system,
Minsky's 1954 SNARC machine and the credit-assignment problem of his 1961Steps Toward Artificial Intelligence,
the confusion of supervised nets (Rosenblatt; Widrow and Hoff) for RL, and Klopf's (1972) revival of the hedonic, trial-and-error view. Optimal control: Bellman's (1957) dynamic programming, the Bellman equation, MDPs, the curse of dimensionality, and Howard's (1960) policy iteration. Temporal difference: secondary reinforcement, Samuel's (1959) checkers program, Sutton's development of TD and the TD() algorithm (Sutton, 1988), and the convergence of all three threads in Watkins's (1989) Q-learning, with Tesauro's TD-Gammon (1992) following. ↩ ↩2 - Deep reinforcement learning developments past Sutton and Barto's introduction. DQN: V. Mnih et al.,
Human-level control through deep reinforcement learning,
Nature 518 (2015), 529–533 — a convolutional network trained by Q-learning with experience replay and a target network reaches human-level play on 49 Atari games from pixels and score. AlphaGo: D. Silver et al.,Mastering the game of Go with deep neural networks and tree search,
Nature 529 (2016), 484–489 — deep value/policy networks with Monte Carlo tree search defeat a professional Go player. AlphaZero: D. Silver et al.,A general reinforcement learning algorithm that masters chess, shogi, and Go through self-play,
Science 362 (2018), 1140–1144 — superhuman play in three games from self-play with no human data. MuZero: J. Schrittwieser et al.,Mastering Atari, Go, chess and shogi by planning with a learned model,
Nature 588 (2020), 604–609 — planning in a learned dynamics model, without being given the rules. Fusion control: J. Degrave et al.,Magnetic control of tokamak plasmas through deep reinforcement learning,
Nature 602 (2022), 414–419. RLHF: P. Christiano et al.,Deep reinforcement learning from human preferences,
NeurIPS (2017); L. Ouyang et al.,Training language models to follow instructions with human feedback
(InstructGPT), NeurIPS (2022) — a policy improved against a learned reward model of human preference judgments. Monte Carlo tree search is also treated in Sutton & Barto itself, §8.11. ↩
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