Reinforcement learning has no dataset. There are no labelled examples and no structure to uncover — only an agent, an environment, and a stream of consequences. The agent acts, the environment answers with a new situation and occasionally a reward, and the agent must work out which earlier decisions earned a reward that arrived much later.
That is credit assignment, and it is the hard part. Reaching the goal earns one point, but the move that mattered might have been twenty steps earlier. Q-learning keeps a number for every cell-and-direction pair — the expected total future reward — and nudges each toward the reward just received plus the best value from wherever it led. Value seeps backwards from the goal, one step per visit.