Markov decision process
/ MAR-kof dih-SIZH-un PROSS-ess /
A Markov decision process is the formal board game that reinforcement learning is played on. It pins down five things: the set of situations you can be in (states), the moves you can make (actions), the rule for which situation comes next after a move (transitions, possibly random), the score each move earns (rewards), and how much you care about the future versus now (the discount). Once a problem is written this way, the whole machinery of RL clicks into place.
The defining feature — the 'Markov' part — is a memorylessness assumption: the next state depends only on the current state and action, not on the entire history of how you got here. In a board game like chess this is literally true: the current arrangement of pieces tells you everything you need; it doesn't matter in what order they arrived. This assumption is what makes the math tractable, because the agent only ever has to look at 'where am I now,' not 'everything that ever happened.'
The honest catch is that the real world is rarely so polite. A self-driving car's single camera frame doesn't tell you another car's speed — you need the previous frames too, so the snapshot alone isn't 'Markov.' Practitioners patch this by stuffing more into the state (stacking several frames, adding velocity) until it behaves Markov-enough. When you genuinely can't see the full state, the problem becomes a 'partially observable' MDP, which is markedly harder.
Snakes and Ladders is a clean MDP: state = your square; action = roll (there's only one); transition = the die plus any snake or ladder; reward = +1 on reaching the last square. Your future depends only on the square you're on — not how many turns it took to get there.
Five ingredients — states, actions, transitions, rewards, discount — plus the 'only now matters' Markov rule.
The Markov property is an assumption you impose on your state design, not a property of the world. If your state leaves out something the future depends on, no algorithm can fully recover — so much of the real work in RL is engineering a state that is 'Markov enough.'