target policy smoothing
Target policy smoothing is one of TD3's three fixes, and it cures a sneaky failure of deterministic actor-critics. When the actor proposes a single best action and the critic happens to have a sharp, spurious spike there — an over-optimistic bump that is just noise in the function approximation — the actor will eagerly steer the policy straight onto that fake peak. Smoothing makes the critic refuse to trust razor-thin spikes by forcing it to be smooth around each action.
The mechanism is small: when computing the learning target, add a little clipped random noise to the target action before evaluating the critic, a' = μ(s') + clip(ε). Because nearby actions should have similar value, this averages the critic over a small neighbourhood, so a lone spike gets blurred away and only genuinely broad regions of high value survive into the target. It acts as a regulariser on the value function — a built-in assumption that good actions come in smooth basins, not needle points.
Conceptually this is a way to bake in the prior that the world is locally smooth: if an action is good, slightly different actions should be good too. That assumption is almost always true in physical control, where a millimetre of difference in joint angle should not flip an outcome, which is exactly why the trick is so effective there.
Add clipped noise to the target action so the critic is averaged over a neighbourhood.