The Bellman Equation: How a Gridworld Learns Its Values

What if every square on a map could learn how good it is to stand there? That is the Bellman equation.

Introduction

How Good Is Each Square?

Every square on this map is secretly asking one question: how good is it to stand here?

  • Every state has a value
  • Value means future reward

Start With Zeros

We start by knowing nothing. Every value is zero, except the goal, which pays a reward of plus one.

  • All values begin at zero
  • Goal pays plus one

Average Over Next States

Now the key idea. Each state looks at where it can go next, and averages reward plus discounted value.

  • Look at every next state
  • Average reward plus discounted value

The Bellman Equation

Here is the equation. V of s equals the sum over actions of pi, times the sum over next states of p, times reward plus gamma times V of s prime.

  • V of s equals expected return
  • Gamma discounts the future

Gamma Discounts the Future

Gamma is the discount. A reward far away counts a little less than a reward right now.

  • Gamma is between zero and one
  • Sooner rewards count more

Sweep One

Sweep one. The squares touching the goal light up with new values, and everything else is still zero.

  • Value starts next to the goal

Values Ripple Backward

Sweep two, sweep three. The value spreads backward, like ripples from a stone dropped in water.

  • Each sweep spreads the signal
  • Repeat until nothing changes

Converged: Follow the Values

After enough sweeps, the numbers stop changing. Following the biggest value from each square gives you the best path.

  • Values stop changing
  • Greedy arrows reveal the policy

Next: Lesson 59

Want the full derivation, with real numbers and Python? That is lesson fifty-nine. Follow, and see you there.

  • Full derivation and Python
  • Follow the course