The pieces we lean on everywhere: a states (where you are), an actiona (what you choose), the transition probabilityP(s′∣s,a) (the dice the environment rolls), the rewardR (the number that says "good/bad"), the discountγ (how much a future reward is worth today), the valueVπ(s) (expected total discounted reward if you start at s and obey policy π), and the action-valueQπ(s,a) (same, but you're forced to take a first). Keep those seven meanings in your pocket.
The Markov property means the agent has no memory of past states.
False. The environment's next state depends only on the current state–action pair; the agent may still record history — but only by folding it into the state so the state stays a complete summary.
If two different histories lead to the same state, the optimal action is identical in both.
True — that is exactly what "the state is a sufficient statistic" buys you. If the best action truly differed, the state was hiding information and should have been enriched.
A larger discount factor γ always yields a larger value Vπ(s).
False in general. With negative rewards along the way, a larger γ can lower value by weighting those penalties more; γ scales all future rewards, good and bad alike.
Setting γ=0 makes the agent ignore the future entirely.
True. Then Gt=Rt+1 only, so Vπ(s) equals the expected immediate reward — the agent becomes purely greedy for the next step.
γ=1 is always allowed in the MDP definition.
False for infinite-horizon tasks; the definition requires γ∈[0,1) so the geometric bound Rmax/(1−γ) stays finite. γ=1 is only safe when every episode is guaranteed to terminate.
Rewards must be non-negative for the theory to work.
False. Rewards can be any real number; convergence depends on boundedness (∣R∣≤Rmax) and γ<1, not on sign. Penalties are just negative rewards.
Every MDP has a unique optimal policy.
False. The optimal valueV∗ is unique, but ties in argmaxaQ∗(s,a) mean several policies can all be optimal — they just achieve the same value.
Vπ(s)=Qπ(s,π(s)) holds for any policy, optimal or not.
True by definition: following π from sis taking π(s) first and then following π, which is precisely what Qπ(s,π(s)) measures.
If Q∗(s,a1)=Q∗(s,a2), choosing either action keeps you optimal.
True at that state — both are argmax actions. Optimality is about matching V∗, and both actions deliver it.
A deterministic policy can be optimal even when transitions are stochastic.
True. Stochasticity lives in P(s′∣s,a), the environment; there always exists a deterministic optimal policy for a finite MDP because we only need the single best action per state.
"Vπ(s)=Rt+1+γVπ(s′) — value equals reward plus discounted next value."
Missing the expectation/sum over s′. Because s′ is random, the correct form is Vπ(s)=∑s′P(s′∣s,π(s))[R+γVπ(s′)]; a single s′ ignores every other possible outcome.
"V∗(s)=∑aπ(a∣s)Q∗(s,a) — average the Q-values over the policy."
Wrong for the optimal value: it uses maxa, not an average. V∗(s)=maxaQ∗(s,a). The averaging form is only for a fixed stochastic policy Vπ, not for V∗.
"The Bellman optimality equation is linear, so we can solve it directly like Example 1."
The maxa makes it non-linear. The policy-evaluation equation (fixed π) is linear and solvable by substitution; the optimality equation needs iteration (see 5.2.01-Dynamic-Programming-inRL).
"Gt=Rt+γRt+1+… — the return starts at the current reward Rt."
Off by one. The return counts rewards received after time t: Gt=Rt+1+γRt+2+…. Rt was the reward for arriving at St and belongs to Gt−1.
"To get π∗ we compute argmaxaV∗(s′) over next states."
You maximise over actions, not next states, and you need the whole expected return: π∗(s)=argmaxa∑s′P(s′∣s,a)[R+γV∗(s′)], i.e. argmaxaQ∗(s,a).
"Since s3 gives +10 each step, Vπ(s3)=10."
It's a self-loop collecting +10 forever, so Vπ(s3)=10+γVπ(s3)=10/(1−γ)=100 at γ=0.9. The single reward gets amplified by the infinite geometric tail.
"P(s′∣s,a) is a reward, so bigger P means better."
P is a probability that sums to 1 over s′; it says how likely, not how good. Goodness lives in R and downstream V.
Why do we take an expectation in Vπ(s)=Eπ[Gt∣St=s]?
Because transitions P(s′∣s,a) (and possibly the policy) are random, so Gt is a random variable. A single number must summarise all possible futures — the average return does exactly that.
Why does the discount factor guarantee a finite value even over an infinite horizon?
With ∣R∣≤Rmax and γ<1, the return is bounded by the geometric series ∑kγkRmax=Rmax/(1−γ), which converges. Without γ<1 the sum could diverge.
Why is V∗(s)=maxaQ∗(s,a) rather than an average over actions?
Because V∗ assumes you act optimally — you get to pick the single best action, not be forced into a mixture. Averaging would describe a suboptimal (or fixed) policy instead.
Why can we write Vπ(s)=E[Rt+1+γVπ(St+1)] — where did the infinite tail go?
The Markov property lets the entire future return from St+1 collapse into one symbol Vπ(St+1). This self-reference is the whole point of the Bellman equation: it turns an infinite sum into one recursive line.
Why encode goals as rewards rather than hard rules?
Numbers let the agent trade off competing objectives and uncertainty on a common scale, and let optimisation (max expected return) discover behaviour automatically. Hard rules can't express "somewhat good" or handle stochastic outcomes.
Why does stochasticity in "right succeeds 80%" lower the value versus the deterministic case?
A chance of staying put wastes a step and postpones the reward, so the discounted expected return shrinks. Uncertainty about reaching the goal always costs you discount factors.
What is Vπ of a terminal state whose only transition is a zero-reward self-loop?
Vπ=0+γVπ⇒Vπ(1−γ)=0⇒Vπ=0. No reward ever arrives, so the state is worth nothing regardless of γ.
If every action from a state has identical Q∗, what does π∗ do there?
Any action is optimal — the argmax set is the whole action set. The state is a "don't care"; all choices reach V∗.
What happens to Vπ(s3)=10/(1−γ) as γ→1−?
It blows up to +∞. This is exactly why the definition forbids γ=1 for non-terminating loops: the reward stream never stops, so total value diverges.
For a one-state MDP with a single self-loop of reward r, what is Vπ?
Vπ=r+γVπ=r/(1−γ). It's the closed form for a reward collected forever, the simplest instance of the whole Bellman machinery.
If two states are indistinguishable to the agent (same observations) but require different actions, is it a valid MDP?
Not as stated — the "state" isn't Markov because it fails to summarise the true situation. You must enrich the state (add the distinguishing info) or you have a partially-observable problem, not an MDP.
What does the Bellman equation reduce to when transitions are deterministic?
The sum over s′ collapses to a single term: Vπ(s)=R(s,π(s),s′)+γVπ(s′), since P(s′∣s,π(s))=1 for exactly one s′. This is why Example 1 back-substitutes so cleanly.
Recall Quick self-check
The optimality equation is non-linear because of what operator? ::: The maxa over actions.
Vπ(s) equals Qπ(s,?) for which action? ::: π(s), the action the policy prescribes.
Terminal zero-reward self-loop has what value? ::: 0.
See also: 5.1.03-Policy-and-Value-Functions, 5.1.04-Bellman-Equations, 5.4.01-Q-Learning, and the chain-theory prerequisite Markov-Chains.