16 Hyperparameters

16.1 Learning rate α\alpha

Controls how much each new experience overwrites prior estimates.
Original value: α=0.9\alpha = 0.9. The agent heavily trusts new samples, which works here because the environment is deterministic.

16.2 Discount factor γ\gamma

Determines how much future rewards are worth relative to immediate ones.
Original value: γ=0.9\gamma = 0.9. A reward kk steps away is worth 0.9k0.9^k of its face value. This ensures the cumulative sum converges and encodes a preference for reaching the goal sooner rather than later.

16.3 Exploration rate ϵ\epsilon for ϵ\epsilon-greedy action selection

At any given step there’s a ϵ\epsilon% chance the agent takes a random action instead of the best known one.
This handles the explore-exploit tradeoff — without exploration the agent might never discover the goal at all.

16.4 Episodes

The number of complete run-throughs of the environment the agent gets to learn from.

16.5 Max steps

caps the length of each episode to prevent infinite loops in cases where the agent never reaches a terminal state.