1. Markov-decision-process
1. Preliminaries
(1) Counting Measure
We define the Counting Measure[1] in mathematics, the counting measure can be defined on any measurable space (for example, the set
In combinatorics theory, we denote the ground set as
Where
After that, the
Then, the counting measure is the positive measure
for all
Notations We often use
to denote a space. For this part, the first parameter is ground set, second is its subsets. Third (optional) is the measure.
(2) Integration on the counting measure
1. Discrete representation
We take the measure space
then we got :
where we represent the
Here,
2. Integration of function over countable measure
From (1.2.2), we know a function
here, since
So we have the integral over the countable measure is :
We note that, this integration also defines a measure
the
(3) Concepts in the random, probabilistic process and RL
These concepts can be found in [4]
STATE : a numeric representation of what the agent is observing at a particular point of time in the environment ACTION : the input the agent provides to the environments, calculated by applying a policy to the current state REWARD : feedback signal from the environment reflecting how well the agent is performing the goals.
The goal is for the current state, choose optimal action to maximize the long-term expected reward provided by the environment.
Such conceptions is also very basic in the control systems, this is. Current State + Action determines the new state [5]
2. Markov-decision-process (MDP)
(1) Definition of MDP
The reinforced learning is a model for a system evolves as different actions applied to the system. For a Markov decision process (MDP)[6][7], that defined by the following 4-element tuple :
This means : available state, available action, model decision and reward
We describe the Markov decision process as a 4-tuple process where :
is a set of states called state space is a set of actions called action space, and often refers to the set of actions available from state . is a intuitive level, or called . For the action in state will lead to at the time . This is defined to satisfy following relation :
is the transition of the system often is when the state after transition is correct.
(2) Simple example
A simple example is the robot navigation system (source: [8]):

For the above robotics navigation task shown in Fig. 2.1, we have :
is the set of states in the MDP, as the navigation gridworld shows. is the actions that robot can take at each state, e.g., “go forward”, “turn right”, “turn left”, “stay at the same location”. - If we don't know that the robot moves exactly but only up to some approximation, this amounts to defining a transition function that from current state
to a new state .
such that it's condition probability (here for example
And the transition function is a probability distribution that
We can construct a notion using the concept of reward
(3) Return Factor and Discount Factor
For the MDP in (2.1.1), the continues taking actions to result in a trajectory :
For each time step
The goal is to reach the final state that scores as fast as possible, if we scores at time
A lower discount factor makes the decision maker more short-sighted (greedy for recent best solutions). Then the discounted return, or "reward" here, such reward is defined as :
And for a large value of the discount factor, e.g.
(4) Optimization Policy & Objective definition
The reinforcement learning problem is typically modeled using Markov Decision Processes. We consider that we want the reach a specific final goal. So we determine state of the result as
where
We note another objective function to use is the
3. Bellman Optimality Equation
(1) For a determined-state problem
Firstly, we represent :
- policy value function as
- Optimal value function as
(We want to make policy function to approach this)
Bellman Equation[9] helps evaluate the expected reward relative to the advantage or disadvantage of each state. the Value function is defined as :
here,
Sometimes, if
is related with we use :
Bellman showed that a dynamic optimization problem in discrete time can be stated in a recursive, step-by-step form known as backward induction by writing down the relationship between the value function in one period and the value function in the next period.
Here,
We note in application case, we use (3.1.1) more than (3.1.2)
The often the ideal action is to take the reward from the end state back to the start, which means, the end state has been defined (as

The action is to bring us to the highest value function. So it's very easy to find the clean path.
(2) For A stochastic system
For example, a consumer with initial wealth endowment
So the consumer should choose a sequence
Then the constraint is :
the value function should be :