Be the algorithm: train a puppy with paper and a friend

Activity guide8 min read

A no-computer activity where one person is the puppy and another is the trainer. Learn reinforcement learning by doing it.

You can learn how reinforcement learning works without a computer. In this activity, people become the algorithm. One person is the puppy, one is the trainer, and one keeps the notes. It takes about 30–40 minutes and works for a small group, a classroom, or self-study with a friend.

The big ideas

What you need

Roles

The rewards

The trainer calls these out after each move:

Playing a round

  1. The puppy starts at home.

  2. Choose a move with the die. Roll once:

    • 1–4: curious. Move in a random direction: 1 = up, 2 = right, 3 = down, 4 = left.
    • 5–6: confident. Move in the direction with the highest note for this square. If there is a tie, pick any.
  3. The puppy moves. The trainer calls out the reward.

  4. The scribe updates the note for the move that was just made:

    new note = old note + ½ × (reward + best note on the new square − old note)

    Reaching the treat ends the round, so on that last move use only the reward.

  5. Repeat until the puppy reaches the treat, or 20 moves have passed.

  6. Count the moves in the round, and write it down.

A worked example

The puppy is at home, and all notes are 0. It rolls a 2 and moves right. The trainer says −1. The best note on the new square is 0.

new note = 0 + ½ × (−1 + 0 − 0) = −0.5

The scribe writes −0.5 next to "right" on the home square. Next time the puppy is at home and feels confident, "right" looks a bit worse than the other directions, which are still 0, so it will try another way.

After the first rounds

Play 10 or more rounds. Keep the notes table. As you play:

If you want to be more confident later, roll fewer 1–4s. A real learner's curiosity fades over time, and you can copy that: after 5 rounds, count only 1–2 as "curious".

Talk about it

Change the rewards

Now be the designer. Change one rule and play 10 more rounds with a fresh notes table:

  1. Mud. Put a mud square on the shortest route. First play with mud at 0, then at −5. Which route does the puppy learn each time?
  2. A bigger treat. Make the treat +20. Does the puppy learn faster? Why might it?
  3. A sneaky toy. Add a toy square worth +3 every time the puppy steps on it. What does the puppy learn to do? How could you fix the rules? (This is reward hacking, as in the game.)

Questions that match the game

Game missionQuestion to ask before play
1. Fetch the treatHow can the puppy find the treat if nobody tells it the way?
2. The muddy shortcutHow much must the mud cost before the puppy takes the long way?
3. The quickest wayWhy does the puppy end up on the shortest route?
4. The sneaky toyWhat could make a toy better than the treat?
5. The grand trainingWhich rewards need the most care?

Differences from the computer version

Common misconceptions