RL 005
· 약 7분
MDP
- At each time step , the agent observes state and chooses action
- Receives reward
- Transitions to a new state
Transition Dynamics
Transition Probability
- How the environment responds to an action, independent of the agent's policy
- Policy: Whether to brake or accelerate when the traffic light is yellow.
- Transition Dynamics: How much the car decelerates after braking, and what the resulting next state is.
Policy
- A policy is the agent’s rule for choosing actions.
- It tells the agent what action to take in a given state.
- It defines agent's behavior.
- Direct mapping, and no randomness
- All probability on one action
- A probability distribution over actions.
- More general, all four Bellman Equations are stochastic, use to represent the policy.
- Policy is what the agent controls.
Value Functions
- How good is this state?
- How good is this action in this state?
- The average value of the actions, weighted by the probability of choosing each action.
- is brake
- is accelerate
- The value of taking action in state : the immediate reward plus the discounted expected value of the possible next states.
Four Types of Bellman Equations
- Evaluate a state:
- Evaluate an action:
- Calculate Bellman by only : Third equation
- Calculate Bellman by only : Fourth equation
Dynamic Programming
Optimization method for sequential problem
- Dynamic: Sequential or Temporal component
- Programming: Optimizing a program or policy
- Sub Problem
- Optimal Solution
Prediction and Control
- Prediction: Evaluate a given policy
- Control: Find the optimal policy
Policy Improvement
- Evaluate current policy, Improve it greedily, then get a better policy

Modified Policy Iteration
- Policy iteration can be computationally expensive
- MPI: cut off the policy evaluation after a few iterations then step to policy improvement.
Poisson Distribution Formulation
- How many times an event occurs within a fixed interval of time (or space) when we only know the long-term average rate ().
- : The actual number of requests or returns ()
- : The expected/average number of requests or returns
- : Euler's number (2.71828)
- : Factorial of
Deterministic Value Iteration
- If solutions to sub-problems are known, the optimal value for the current state can be computed directly.
- Value signals propagate backwards across the state space from states with terminal rewards.
Value Iteration
- Infinite () iterations are required to converge exactly to .
- In practical implementations, iteration terminates when the maximum value change between iterations is less than a small threshold .
Dynamic Programming ALgorithms
| Problem | Bellman Equation | Algorithm |
|---|---|---|
| Prediction | Bellman Expectation: | Iterative Policy Evaluation |
| Control | Bellman Expectation + Greedy Policy Improvement: | Policy Iteration |
| Control | Bellman Optimality: | Value Iteration |
Efficiency of DP
- Strengths:
- A foundational and efficient framework widely used for solving MDPs.
- Mathematically guaranteed to converge to an optimal policy in polynomial time in terms of the number of states and actions.
- Exponentially faster than exhaustive direct search across the policy space ().
- Limitations:
- Can become computationally impractical for extremely large or complex environments.
- Curse of Dimensionality: As the number of state variables (dimensions) increases, the total state space size () expands exponentially, leading to severe computational and memory bottlenecks.
Asynchronous Dynamic Programming
- Comparison with Synchronous Methods: Standard DP methods sweep through the entire state space systematically in every iteration. Asynchronous DP backs up individual states independently in arbitrary order.
- In-place Value Updates: Directly overwrites values in a single memory array, allowing immediate propagation of newly updated state values to subsequent calculations.
- Computational Gain & Convergence:
- Significantly reduces computation by avoiding exhaustive full-state sweeps.
- Guaranteed to converge to the optimal value function , provided that all states continue to be selected and updated indefinitely.
Real-Time Dynamic Programming (RTDP)
- Interaction-Driven Online Updates: Solves sub-problems on-the-fly by focusing updates specifically on states that are directly relevant to the agent's current trajectory.
- Target Applications: Large-scale environments where full state-space iteration is intractable (e.g., robotics, autonomous control systems, game AI).
- Core Characteristics:
- Online Decision Making: Makes and refines decisions while operating directly in the environment.
- Lazy Evaluation: Computes values only for visited or critical state subsets rather than unvisited distant states.
- Adaptive Exploration: Guides search toward high-reward trajectories through active interaction.
- Approximate MDP Solution: Yields near-optimal policies for relevant regions without solving the global MDP.
Approximate Dynamic Programming (ADP)
- Motivation: Addresses the curse of dimensionality where tabular representation of states and exact value computation become computationally infeasible.
- Function Approximation Methods: Parameterizes and estimates the value function using scalable statistical and machine learning models:
- Linear models, deep neural networks, decision trees, and general regression techniques.
- Error Management Mechanisms:
- Eligibility Traces: Accelerates credit assignment and temporal consistency across multi-step transitions.
- Experience Replay: Stores transition tuples in a replay buffer and samples them randomly to break data correlation and stabilize value approximation.