Reward clipping
Different problems or environments provide different ranges of reward values. For example, we saw in the previous chapter that in the Mountain Car v0 environment, the agent receives a reward of -1 for every time step until episode termination, no matter which way the agent moves the car. In the Cart Pole v0 environment, the agent receives a reward of +1 for every time step until episode termination. In Atari game environments like MS Pac-Man, if the agent eats a single ghost, it will receive a reward of up to +1,600. We can start to see how the magnitudes of the reward as well as the occasion of the reward varies widely across different environments and learning problems. If our deep Q-learner agent algorithm has to solve ...
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