A Markov Decision Process (MDP) is a mathematical framework used to model decision-making problems where outcomes are partly random and partly under the control of a decision-maker. It is a cornerstone concept in the field of reinforcement learning and dynamic programming. The key components of an MDP are states, actions, transition probabilities, rewards, and a discount factor. Each of these components plays a critical role in defining the environment within which an agent operates and learns.
1. States (S): The state represents the current situation or configuration of the environment. States provide the necessary context for making decisions. In an MDP, the set of all possible states is denoted by
. Each state encapsulates all the information needed to make a decision at that point in time. For example, in a chess game, a state would represent the positions of all pieces on the board.
2. Actions (A): Actions are the set of all possible decisions or moves that an agent can take from any given state. The set of actions available in a state
is denoted as
. Actions are important because they determine how the state will change. In the chess example, an action would be moving a piece from one square to another.
3. Transition Probabilities (P): Transition probabilities define the dynamics of the environment. They specify the probability of moving from one state to another, given a particular action. Formally, the transition probability
is the probability of reaching state
from state
when action
is taken. These probabilities must satisfy the Markov property, which states that the future state depends only on the current state and action, not on the sequence of events that preceded it. This property simplifies the modeling of the environment by focusing only on the present state.
4. Rewards (R): The reward function provides feedback to the agent by assigning a numerical value to each state or state-action pair. The reward
or
quantifies the immediate benefit of taking action
in state
and transitioning to state
. Rewards are essential for guiding the agent's behavior, as the agent's objective is to maximize the cumulative reward over time. In a chess game, a reward might be given for capturing an opponent's piece or achieving checkmate.
5. Discount Factor (
): The discount factor
(where
) determines the importance of future rewards. A discount factor close to 1 indicates that future rewards are nearly as valuable as immediate rewards, encouraging the agent to consider long-term benefits. Conversely, a discount factor close to 0 makes the agent focus on immediate rewards. The discount factor ensures convergence in infinite-horizon problems, where the agent must consider an indefinite sequence of actions.
These components collectively define the environment in which an agent operates. The agent interacts with the environment by observing the current state, selecting an action based on a policy, receiving a reward, and transitioning to a new state according to the transition probabilities. The agent's goal is to learn an optimal policy that maximizes the expected cumulative reward over time.
Example: Gridworld
Consider a simple Gridworld environment where an agent navigates a 4×4 grid to reach a goal state. The key components of the MDP in this example are as follows:
– States (S): Each cell in the grid represents a state. The state space
consists of 16 states, one for each cell in the 4×4 grid.
– Actions (A): The agent can move in four directions: up, down, left, and right. Thus, the action space
consists of these four actions.
– Transition Probabilities (P): The transition probabilities define the likelihood of moving to a neighboring cell given the chosen action. For simplicity, assume that actions are deterministic, meaning that the agent moves to the intended cell with probability 1. If the agent hits a wall, it stays in the same cell.
– Rewards (R): The agent receives a reward of +1 for reaching the goal state and 0 for all other states. This reward structure encourages the agent to find the shortest path to the goal.
– Discount Factor (
): Let's set the discount factor to 0.9, indicating that the agent values future rewards but still prefers to reach the goal sooner rather than later.
In this Gridworld, the agent's objective is to learn a policy that guides it to the goal state while maximizing the cumulative reward. The policy can be learned using various reinforcement learning algorithms, such as Q-learning or policy iteration.
Policy and Value Functions
Two critical functions in an MDP are the policy and the value function. The policy
defines the agent's behavior by mapping states to actions. A deterministic policy
specifies a single action for each state, while a stochastic policy
provides a probability distribution over actions for each state.
The value function
represents the expected cumulative reward starting from state
and following policy
. The action-value function, or Q-function,
, represents the expected cumulative reward starting from state
, taking action
, and subsequently following policy
.
The Bellman equations provide a recursive relationship for these value functions:
![]()
![]()
Solving an MDP
Solving an MDP involves finding the optimal policy
that maximizes the expected cumulative reward. There are several methods for solving an MDP, including:
1. Value Iteration: This algorithm iteratively updates the value function until it converges to the optimal value function
. The optimal policy can then be derived from the optimal value function.
2. Policy Iteration: This algorithm alternates between policy evaluation and policy improvement. In policy evaluation, the value function for the current policy is computed. In policy improvement, the policy is updated to be greedy with respect to the current value function. This process is repeated until the policy converges to the optimal policy.
3. Q-Learning: This is a model-free reinforcement learning algorithm that learns the optimal Q-function through exploration and exploitation. The agent updates the Q-values based on the observed rewards and transitions, gradually converging to the optimal Q-function.
Dynamic Programming
Dynamic programming (DP) techniques, such as value iteration and policy iteration, are used to solve MDPs when the transition probabilities and reward functions are known. These techniques leverage the Bellman equations to iteratively compute the value functions and derive the optimal policy.
Exploration vs. Exploitation
In reinforcement learning, the agent must balance exploration (trying new actions to discover their effects) and exploitation (choosing actions that are known to yield high rewards). This balance is important for learning an effective policy. Techniques such as
-greedy policies and softmax action selection are commonly used to manage this trade-off.
Conclusion
A Markov Decision Process provides a robust framework for modeling and solving decision-making problems in uncertain environments. By defining the states, actions, transition probabilities, rewards, and discount factor, an MDP encapsulates the dynamics of the environment and the agent's objectives. Reinforcement learning algorithms leverage these components to learn optimal policies that maximize cumulative rewards, enabling agents to make informed decisions in complex, stochastic environments.
Other recent questions and answers regarding EITC/AI/ARL Advanced Reinforcement Learning:
- Describe the training process within the AlphaStar League. How does the competition among different versions of AlphaStar agents contribute to their overall improvement and strategy diversification?
- What role did the collaboration with professional players like Liquid TLO and Liquid Mana play in AlphaStar's development and refinement of strategies?
- How does AlphaStar's use of imitation learning from human gameplay data differ from its reinforcement learning through self-play, and what are the benefits of combining these approaches?
- Discuss the significance of AlphaStar's success in mastering StarCraft II for the broader field of AI research. What potential applications and insights can be drawn from this achievement?
- How did DeepMind evaluate AlphaStar's performance against professional StarCraft II players, and what were the key indicators of AlphaStar's skill and adaptability during these matches?
- What are the key components of AlphaStar's neural network architecture, and how do convolutional and recurrent layers contribute to processing the game state and generating actions?
- Explain the self-play approach used in AlphaStar's reinforcement learning phase. How did playing millions of games against its own versions help AlphaStar refine its strategies?
- Describe the initial training phase of AlphaStar using supervised learning on human gameplay data. How did this phase contribute to AlphaStar's foundational understanding of the game?
- In what ways does the real-time aspect of StarCraft II complicate the task for AI, and how does AlphaStar manage rapid decision-making and precise control in this environment?
- How does AlphaStar handle the challenge of partial observability in StarCraft II, and what strategies does it use to gather information and make decisions under uncertainty?
View more questions and answers in EITC/AI/ARL Advanced Reinforcement Learning

