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Architecture

MDP

1957ActivePublished: 30 May 2026Updated: 30 May 2026Published
Key innovation
Formalisation of sequential decision-making under uncertainty as a tuple (S, A, P, R, γ) with the Markov property — the theoretical foundation of all Reinforcement Learning.
Category
Architecture
Abstraction level
Primitive
Operation level
TrainingAgent runtime
Use cases
Reinforcement Learning — formal foundationOptimal controlOperations research — inventory management, production planningRobotics — motion planning, manipulationCommunication networks — adaptive routingEpidemiological models and health policyBoard and computer gamesDialogue and decision systems

How it works

At each step t the agent observes state s_t ∈ S, selects action a_t ∈ A according to policy π(a|s), the environment transitions to s_{t+1} ~ P(·|s_t, a_t) and returns reward r_t = R(s_t, a_t). Goal: find policy π* maximising the value function V^π(s) = E[Σ γ^t · r_t | s_0=s, π]. The optimal value function satisfies the Bellman equation: V*(s) = max_a [R(s,a) + γ Σ_{s'} P(s'|s,a) V*(s')]. MDPs are solved by: Value Iteration (iterative application of the Bellman operator), Policy Iteration (alternating policy evaluation and improvement), and linear programming. When P and R are unknown (model-free), RL algorithms (Q-learning, SARSA, policy gradients) are used, operating on sampled trajectories. The Markov property guarantees that the optimal policy is stationary and deterministic (for MDPs with discrete S and A).

Problem solved

How to mathematically formalise the problem of agent decision-making in a stochastic environment — in a way that allows proving the existence of an optimal policy and constructing algorithms to find it.

Components

State space (S)Representation of world situations

The set of all possible environment states. Can be discrete (finite or countable) or continuous (e.g. R^n).

Action space (A)Decision choice

The set of actions available to the agent. Can be discrete (e.g. {left, right, up, down}) or continuous (e.g. torque in robotics).

Transition function (P)Environment dynamics

P(s'|s,a) — probability of transitioning to state s' after taking action a in state s. Defines the stochastic dynamics of the environment.

Reward function (R)Goal specification

R(s,a) or R(s,a,s') — scalar reward returned by the environment. Defines the agent's objective — everything an MDP optimises is a sum of discounted rewards.

Discount factor (γ)Balancing short- and long-term rewards

γ ∈ [0,1]. Weight of future rewards versus immediate ones. γ < 1 guarantees convergence of the reward series over an infinite horizon.

Official

Policy (π)Agent's decision strategy

π(a|s) — function mapping state to probability distribution over actions. The solution to an MDP is the optimal policy π*.

Deterministic policyπ(s) returns a single action.
Stochastic policyπ(a|s) returns a probability distribution.

Official

Implementation

Implementation pitfalls
Markov property violationCritical

If the state does not contain the full information needed to predict the future, the problem is not a valid MDP — algorithms may fail to converge to the optimal policy.

Fix:Extend state representation (e.g. frame stacking), use POMDP, add memory (RNN, transformer) to the agent.
Curse of dimensionalityHigh

Exponential growth of state space size with dimensionality makes exact solutions infeasible.

Fix:Value function approximation (Deep RL), state aggregation, hierarchical decomposition, factored MDPs.
Partial observabilityHigh

In real-world tasks the agent rarely observes the full state — naively applying MDP instead of POMDP leads to suboptimal policy.

Fix:Model as POMDP, use belief states, memory-augmented agents (LSTM, transformer).
Non-stationary rewardsMedium

Standard MDP assumes stationary P and R. When the environment changes, the optimal policy changes too — requires extensions (non-stationary MDP, contextual MDP).

Fix:Model as contextual MDP, online learning, meta-learning, continual policy adaptation.

Evolution

Original paper · 1957 · Journal of Mathematics and Mechanics · Richard Bellman
A Markovian Decision Process
Richard Bellman
1906
Markov chains (A. A. Markov)
Inflection point

Andrey Markov defines stochastic processes with the memoryless property — mathematical precursor to MDP.

1953
Dynamic programming (Bellman)
Inflection point

Richard Bellman introduces dynamic programming and the principle of optimality — foundation of methods for solving MDPs.

1957
Bellman: A Markovian Decision Process
Inflection point

First formal definition of MDP — tuple (S, A, P, R) with value function and Bellman equation.

1960
Policy Iteration (Howard)
Inflection point

Ronald Howard publishes "Dynamic Programming and Markov Processes" — introduces Policy Iteration as alternative to Value Iteration.

1965
POMDP — Partially Observable MDP

Åström extends MDP to the case where the agent does not observe the full state — foundation for problems with incomplete information.

1989
Q-learning on MDP (Watkins)
Inflection point

Chris Watkins proves convergence of Q-learning to the optimal policy in MDPs without knowing P and R — model-free RL.

1996
Bertsekas & Tsitsiklis: Neuro-Dynamic Programming

First systematic analysis of MDPs with value function approximation — paving the way for Deep RL.

1998
Sutton & Barto: Reinforcement Learning: An Introduction

Canonical summary of the field — MDP becomes the universally used formalism in RL.

Hyperparameters (configurable axes)

State space sizeCritical

Number (or dimensionality) of states. Critically affects feasibility of exact algorithms — value iteration is O(|S|² · |A|) per iteration.

Action space sizeHigh

Number of actions per state (or dimensionality of continuous action space).

Discount factor (γ)Critical

γ ∈ [0,1]. Defines planning horizon. Close to 1 → long horizon, slower algorithm convergence.

0.99
0.9
HorizonHigh

Number of decision steps — finite or infinite. Affects algorithm choice (finite-horizon DP vs. infinite-horizon iteration).

Computational complexity

Time complexity: O(|S|² · |A|) per iteracja (Value Iteration). Space complexity: O(|S|² · |A|).

Compute bottleneck

Curse of dimensionality

The state table grows exponentially with state dimensionality — exact solution becomes infeasible for |S| > ~10⁶. Hence the need for function approximation (Deep RL) or abstraction.

Execution paradigm

Primary mode
Conditional

MDP is a formal model, not a computational architecture — execution depends on the chosen algorithm (Value Iteration, Policy Iteration, RL).

Activation pattern
Input dependent

Parallelism

Parallelism level
Partially parallel

Value iteration updates are independent per state — max_a Q(s,a) computations for different s can be parallelised. Asynchronous DP (Sutton) allows non-uniform state update orders.

Scope
Training

Hardware requirements

Primary

MDP is a formal mathematical model — has no hardware preference per se. Implementations of specific algorithms (VI, PI, Q-learning, Deep RL) have their own hardware preferences.