reward and this problem is entirely related to the fact that we have what we call a sparse reward setting so instead of getting a reward for every single action we only get a reward after an entire episode and our agent needs to figure out what part of its action sequence we're causing the reward that it eventually gets so in the case of punk for example our agent should learn that it's only the actions right before it hits the ball that are truly important everything else once the ball is flying off it doesn't really matter