What is it?
An MDP is the rulebook for a decision game: where you can be (states), what you can do (actions), what happens as a result (probabilistic transitions), and what you earn (rewards). The goal is a plan that earns the most over time.
Also known as: MDP, Bellman equation, POMDP, value function, Q function, markov property, discount factor, policy and value.
Technical definition
Tuple (S, A, P, R, γ). Value functions V^π(s) and Q^π(s,a) satisfy Bellman equations; optimal policies satisfy Bellman optimality. Exact methods (value/policy iteration) need a known model and small state spaces; RL estimates from samples. Partial observability generalises to POMDPs. Real systems often violate the Markov assumption unless the state includes sufficient history.
Entity type: concept · Freshness class: stable.
When should I use it?
Foundational for designing or analysing RL problems.
Implementation patterns
- Encode history in the state when the environment is partially observable.
- Model the reward carefully.
- Use value iteration on small known models.
Technologies and frameworks
Commonly associated: Gymnasium environments, dynamic programming, POMDP solvers. Names are examples of what exists, not recommendations, and projects change quickly.
Practical guide
- List states, actions, rewards.
- Check whether the state is sufficient.
- Choose exact or sample-based solving.
- Verify with a simple case you can compute by hand.
Common failure modes
- State omits information needed to be Markov.
- Discount factor poorly chosen.
- Reward misses the true objective.
Troubleshooting
- Policy behaves inconsistently — Add history or memory to the state.
- Agent myopic or reckless — Revisit discount factor and reward design.
Contrasted with
- Reinforcement Learning — RL is the learning problem; an MDP is the mathematical model it is usually posed in.
Questions this page answers
- What is a Markov decision process?
- What is the Bellman equation?
- What is the difference between an MDP and a POMDP?
- What is a value function?
Typical goals: learn the formal basis of RL; model a sequential decision problem.
Sources and verification
Status: not independently verified. This entry was authored on 2026-10-06 from general technical knowledge, without live checking of the sources below. Treat every source as a lead to confirm (identifier, title, authorship, current version) before publication or citation.
Freshness class: stable — Core ideas that change slowly (maths, classic algorithms). Re-review yearly.
Canonical sources (unverified leads):
- Sutton & Barto, Reinforcement Learning: An Introduction (2nd ed., 2018) — incompleteideas.net/book
- Puterman, Markov Decision Processes (1994) — locator to be identified