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MDPs & Bellman Equations ​

The Markov Decision Process is the formal language of reinforcement learning. Almost every algorithm — value iteration, Q-learning, policy gradients, modern actor-critic methods — is a way of approximately solving the Bellman equations of an MDP. This page sets up the formalism and derives the equations that every later chapter rests on.

The MDP ​

A (discounted, infinite-horizon) Markov Decision Process is a tuple (S,A,P,r,γ,ρ0):

  • S — state space.
  • A — action space.
  • P(s′∣s,a) — transition probability.
  • r(s,a)∈R — reward function.
  • γ∈[0,1) — discount factor.
  • ρ0(s) — initial-state distribution.

A trajectory τ=(s0,a0,s1,a1,…) is generated by sampling s0∼ρ0, then iterating at∼π(⋅∣st) and st+1∼P(⋅∣st,at). The return is the discounted sum of rewards Gt=∑k=0∞γkrt+k.

The Markov property — the future depends on history only through the current state — is what makes the framework tractable. Many real-world problems are not Markov in their raw observation, motivating Partially-Observable MDPs (POMDPs) and frame-stacking / RNN-based state aggregation.

Value functions ​

Define two functions that measure long-run reward under a policy π:

Vπ(s)=Eπ[Gt∣st=s],Qπ(s,a)=Eπ[Gt∣st=s,at=a].

Vπ is the state-value function (expected return from s); Qπ is the action-value function. They relate as

Vπ(s)=∑aπ(a∣s)Qπ(s,a).

A policy π∗ is optimal if Vπ∗(s)≥Vπ(s) for every s and every π. Such a policy always exists (Puterman, 1994) and one of them is deterministic.

Bellman expectation equations ​

By conditioning on the first action and the next state:

Vπ(s)=∑aπ(a∣s)[r(s,a)+γ∑s′P(s′∣s,a)Vπ(s′)],Qπ(s,a)=r(s,a)+γ∑s′P(s′∣s,a)∑a′π(a′∣s′)Qπ(s′,a′).

Both are linear in the unknowns (Vπ, Qπ) given the dynamics — finite MDPs can be solved in closed form by matrix inversion. For large or unknown MDPs, iterative methods replace the inversion.

Bellman optimality equations ​

For the optimal policy π∗, the value function satisfies a non-linear fixed-point equation:

V∗(s)=maxa[r(s,a)+γ∑s′P(s′∣s,a)V∗(s′)],Q∗(s,a)=r(s,a)+γ∑s′P(s′∣s,a)maxa′Q∗(s′,a′).

Once Q∗ is known, the optimal policy is greedy: π∗(s)=arg⁡maxaQ∗(s,a). Knowing Q∗ is therefore equivalent to knowing π∗.

Bellman operators and contraction ​

Define the Bellman optimality operator T∗ on the space of bounded functions V:S→R:

(T∗V)(s)=maxa[r(s,a)+γ∑s′P(s′∣s,a)V(s′)].

Two crucial properties:

  1. T∗ is a γ-contraction in the ℓ∞ norm: ∥T∗V1−T∗V2∥∞≤γ∥V1−V2∥∞.
  2. Its unique fixed point is V∗.

By Banach's fixed-point theorem, the iteration Vk+1=T∗Vk converges to V∗ from any initialisation, geometrically with rate γ. This is the value iteration algorithm, and it is the prototype every later RL algorithm approximates.

Policy iteration ​

Alternative dynamic-programming algorithm: alternate between policy evaluation (solve Vπ given π) and policy improvement (set π′(s)=arg⁡maxaQπ(s,a)). Each step strictly improves the policy unless it is already optimal, and convergence happens in finitely many iterations on finite MDPs (Howard, 1960). Modern actor-critic algorithms are stochastic, sample-based generalisations of policy iteration.

  • Q-Learning — the model-free, sample-based version of value iteration.
  • Policy Gradient — the alternative, policy-iteration-style approach.
  • DQN — Q-learning with a deep network.

Released under the MIT License. Content imported and adapted from NoteNextra.