Markov Decision Processes

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These flashcards cover the fundamental concepts of Markov Decision Processes (MDPs), including states, transitions, rewards, discounting, and methods for solving them like Value Iteration.

Last updated 6:40 AM on 8/12/26
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16 Terms

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A* Search

A search algorithm that orders nodes by the sum of path cost and goal proximity: f(n)=g(n)+h(n)f(n) = g(n) + h(n).

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State-based Models

Models that represent the world as states and transitions triggered by actions, used for tasks requiring forethought like chess or robotics.

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Markov Decision Process (MDP)

A stochastic state-based model used for environments with randomness, defined by states, actions, a transition function, and a reward function.

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Markov Property

The principle that given the present state, the future and the past are independent; action outcomes depend only on the current state.

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Transition Function T(s,a,s)T(s, a, s')

Also called the model or dynamics, it defines the probability of reaching state ss' derived from taking action aa in state ss, denoted as P(ss,a)P(s'|s, a).

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Reward Function R(s,a,s)R(s, a, s')

The numerical value received when transitioning from one state to another; the agent's goal is to maximize the sum of these rewards.

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Q-state

A chance node in an MDP search tree represented by the pair (s,a)(s, a), where the agent has committed to an action but the outcome state is not yet realized.

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Optimal Policy π\pi^*

A mapping π:SA\pi^*: S \rightarrow A that specifies the best action to take for every state to maximize expected utility.

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Discounting γ\gamma

A method where rewards decay exponentially (multiplied by γ\gamma each step) to prioritize immediate rewards over future ones and ensure algorithm convergence.

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Stationary Preferences

The assumption that if one reward sequence is preferred to another today, it will be preferred the same way tomorrow.

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Finite Horizon

An approach to infinite utilities where episodes are terminated after a fixed number of steps TT, resulting in non-stationary policies.

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Value of a State V(s)V^*(s)

The maximum expected utility starting in state ss and acting optimally thereafter.

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Value of a Q-state Q(s,a)Q^*(s, a)

The expected utility starting having taken action aa from state ss and acting optimally thereafter.

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Bellman Equations

The recursive definitions that characterize optimal values: V(s)=maxa×Q(s,a)V^*(s) = \text{max}_a \times Q^*(s, a).

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Time-Limited Values Vk(s)V_k(s)

The optimal value of a state ss under the condition that the process must end in exactly kk more time steps.

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Value Iteration

An algorithm that computes optimal values by iteratively updating state values until convergence using the formula Vk+1(s)=maxa×sP(ss,a)[R(s,a,s)+Vk(s)]V_{k+1}(s) = \text{max}_a \times \textstyle \bigcap_{s'} P(s'|s, a) [R(s, a, s') + \textstyle \bigcap V_k(s')].