Markov Decision Process
The standard way to describe a reinforcement learning problem: states, actions, rewards, how actions change the state, and a discount for future rewards.
Also MDP · state · action · policy · discount factor · value function · Bellman equation
Bellman, 1957
A board game description: where you can be, what moves you can make, what each move earns, and where it takes you. The goal is to pick moves that earn the most points over the whole game.
Where it fits
Not shown: 2 more that build on it. See the full list below.
+All relationships as a list
Is a kind of / part of
Siblings
How it works
Every reinforcement learning problem has the same ingredients:
- State: what the agent currently observes (a board position, a robot’s joint angles).
- Action: what it can do next.
- Transition: how the state changes after an action, possibly with randomness.
- Reward: a number received after each step.
- Discount factor γ: how much future rewards count. With γ = 0.9, a reward ten steps away is worth about a third of the same reward now.
The agent’s strategy is its policy: which action to take in each state. The value of a state is the total discounted reward you expect from there when following the policy. The Markov property says the current state contains everything needed to predict what happens next, so the past does not matter beyond it.
Optimal values obey a neat recursive relationship, the Bellman equation: the value of a state is the best immediate reward plus the discounted value of where you end up. Algorithms like Q-learning are clever ways of solving it from experience.
The math
The optimal action-value function satisfies
and the optimal policy picks .
Everyday use cases
- Case 01
Thinking clearly about any RL task
Robot control, game playing and inventory management all fit the same template: states, actions, rewards.
Strengths, weaknesses and when to use it
Strengths
- A precise, general language for sequential decisions.
Weaknesses
- Real problems are often only partly observable, which breaks the simple Markov assumption.
When to use itAs the first step of framing any decision-making problem for reinforcement learning.
Check yourself
- Q01
What does the discount factor γ do?
Show answer
A: Makes rewards that arrive sooner count more than rewards far in the future