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Generalized Linear Markov Decision Process

This paper introduces GRASP-MDP, a novel framework for offline reinforcement learning in longitudinal studies that addresses the challenges of binary/bounded rewards and partial reward observations by separating reward and transition modeling to leverage all available transition data without imputation, thereby providing finite-sample guarantees and improved empirical performance.

Original authors: Sinian Zhang, Kaicheng Zhang, Ziping Xu, Zongqi Xia, Jue Hou, Tianxi Cai, Doudou Zhou

Published 2026-08-12
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Original authors: Sinian Zhang, Kaicheng Zhang, Ziping Xu, Zongqi Xia, Jue Hou, Tianxi Cai, Doudou Zhou

Original paper licensed under CC BY 4.0 (http://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

Imagine you are trying to teach a robot how to navigate a maze. In the ideal world, the robot would get a perfect scorecard after every single move: "You turned left, you found a coin, +10 points!" But in the real world—like in hospitals or on social media apps—things are messier. The robot might see exactly what happened next (it turned left and saw a wall), but the scorecard for that specific move is missing, delayed, or only available for a few lucky turns. This is the challenge of "offline reinforcement learning," where we try to teach AI using old, recorded data instead of letting it learn by trial and error in real-time.

To make this learning possible, scientists often use a mathematical shortcut called a "Linear Markov Decision Process." Think of this as assuming the maze is built with simple, straight lines: if you know the starting point and the direction, you can easily predict the next spot and the points you'll get. This works great if the "points" (rewards) are simple numbers. But what if the reward is something tricky, like a patient's health score that can only go from 0 to 10, or a binary "yes/no" outcome? These rewards don't follow simple straight lines; they curve and bend. Furthermore, if we throw away all the data where the scorecard is missing, we lose valuable information about how the maze is actually laid out. This paper tackles the problem of teaching robots when the rules are curved and the scorecards are incomplete.

The researchers behind this study, led by Sinian Zhang and colleagues, introduce a new method called GRASP-MDP. You can think of this as a clever two-part detective strategy for solving the maze. Instead of trying to guess the missing scorecards (which can lead to bad guesses), GRASP-MDP separates the mystery into two distinct clues: how the world moves and what the reward is.

First, the method looks at the "movement" part. Even if we don't know the score for a specific turn, we might still see the robot move from one spot to another. GRASP-MDP uses all these movement records—whether or not a score was attached—to build a perfect map of the maze. It treats the movement rules as simple and linear, which makes the math easy and reliable.

Second, it tackles the "reward" part. Since rewards like health scores or binary outcomes are curved and complex, the method uses a special tool called a "Generalized Linear Model" to fit the curve. Crucially, it only uses the data where the score was actually recorded to figure out this curve. It doesn't try to invent a score for the missing data; it just admits, "We don't know the score here, but we know exactly how the maze works."

By keeping these two clues separate, GRASP-MDP avoids the trap of guessing wrong scores. It says, "We know the path is clear because we saw the movement, even if we missed the points." The paper proves mathematically that this approach works better than older methods that either ignore the missing data or try to fill in the blanks with assumptions.

To test their idea, the team ran computer simulations with both simple and complex rewards. They found that GRASP-MDP consistently learned better strategies than previous methods, especially when the reward data was incomplete. They also applied it to a real-world medical dataset involving 4,295 patients with multiple sclerosis (MS). In this scenario, the "maze" was the patient's journey through treatment, and the "reward" was their disability score (EDSS), which was only checked at certain visits. The method successfully used the vast amount of treatment history (the movement data) even when the disability scores were missing, to recommend better treatment plans. The results showed that by keeping the "missing score" data for learning the movement rules, the AI could make smarter decisions than if it had thrown that data away.

In short, GRASP-MDP is a smarter way to learn from messy, real-world data. It respects the fact that we often know what happened (the transition) even when we don't know how good it was (the reward), and it uses that knowledge to build better, more reliable decision-making systems without making up fake numbers.

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