In reinforcement learning, the return is the sum of rewards an agent receives from time step onward, usually with later rewards discounted. It is the quantity an agent is trying to maximise in expectation, and the thing every value function predicts.
Definition
For an episode that ends at time , the discounted return is
where is the reward received steps after and is the discount factor. In continuing tasks with no terminal state, and keeps the sum finite. The key identity is the recursion
which is the seed of the Bellman equation.
Reward vs return
A reward is a single scalar signal at one step. The return is the long-run total that follows. An agent that maximised reward would be greedy; an agent that maximises return will accept a bad step now for a better future. Confusing the two is a common source of bugs, especially when rewards are logged per step but evaluated per episode.
Worked example
An episode produces rewards with . Computing backwards with the recursion: , , , , and . The backward pass costs one multiply-add per step, which is how training code computes "rewards-to-go" for every time step at once.
How returns are used
- Monte Carlo methods use sampled returns directly as unbiased targets.
- REINFORCE weights by , the reward-to-go, rather than the full-episode return, which lowers variance because rewards before cannot depend on .
- TD methods replace the tail with an estimate, and n-step returns interpolate between the two.
Why it matters
The return is the objective, so it defines what "good behaviour" means for an agent. In RL for language models, a response is often one episode with a single terminal reward and , so the return of every token equals the final score. That makes credit assignment across tokens hard, and it is one reason process reward models exist.
Related terms
Sources
- Richard S. Sutton, Andrew G. Barto. Reinforcement Learning: An Introduction (2nd edition), 2018. incompleteideas.net