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From Optimal Actions to World Models: Identifiability of Transition Kernels in Discounted MDPs

This paper characterizes the identifiability of transition kernels in discounted Markov decision processes from optimal actions alone, demonstrating that while state-action rewards leave a high-dimensional family of indistinguishable dynamics, rewards depending on the next state typically allow full recovery of the transition kernel, whereas state-only rewards provide even less information.

Original authors: Neal Batra

Published 2026-08-10
📖 6 min read🧠 Deep dive

Original authors: Neal Batra

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. You don't show it the map; instead, you just watch what it does when you give it different goals. Maybe you tell it, "Find the cheese," and it runs left. Then you say, "Find the battery," and it runs right. This is the world of Reinforcement Learning, a branch of artificial intelligence where agents learn by trial and error to maximize a "reward."

In this world, there are two main things an agent needs to know: what to do (the strategy) and what will happen next (the physics of the world). The "what to do" part is easy to see: you just watch the robot's choices. The "what will happen next" part is the transition model—a secret map of probabilities that says, "If I press this button here, there's a 70% chance I'll fall into a pit and a 30% chance I'll find a treasure." Usually, we assume that if we know the robot's perfect strategy for every possible goal, we can reverse-engineer its secret map. But what if the robot is so good at its job that it hides the map from us? What if two completely different maps lead to the exact same set of perfect choices? This paper asks a tricky question: Can we ever know the true rules of the game just by watching the winner's moves?


The Great Map Mystery

Imagine you are a detective trying to figure out how a video game works, but you can't look at the code. You can only watch a speedrunner play the game perfectly. The speedrunner knows exactly which button to press at every moment to get the highest score.

The paper asks: If you watch this speedrunner play for every possible reward scenario (finding the coin, avoiding the lava, collecting the key), can you figure out the game's physics? Can you know for sure if pressing "Jump" sends the character 5 feet up or 10 feet up?

The answer, according to this research, is a surprising "No, not always."

The author, Neal Batra, proves that you can have two completely different game engines (two different "transition kernels," or maps of how the world works) that produce the exact same perfect moves for every single reward you can imagine. It's like having two different mazes where the path to the exit looks identical, even though the walls and traps are arranged differently.

The Three Types of Clues

The paper tests three different ways of giving the robot a reward, and each clue reveals a different amount of truth.

1. The "Action" Clue (State-Action Rewards)
This is the most common scenario. You tell the robot, "If you are in the kitchen and you pick up the spoon, you get 10 points."
The paper finds that even if you know the robot's perfect choice for every spoon, fork, and knife in every room, you still can't pin down the exact map. There is a whole family of different maps that look identical to the robot.

  • The Magic Trick: The author shows that these different maps are connected by a mathematical "magic lens" (a matrix called L). If you look at the world through this lens, the probabilities change, but the robot's best choices stay exactly the same.
  • The Scale of the Mystery: If the robot has nn different places it can be, there is a massive, smooth family of hidden maps—specifically, a family with n(n1)n(n-1) different dimensions of freedom. It's like saying there are infinite ways to paint the walls of a room, as long as you keep the door in the same spot. The more choices the robot has (more actions), the harder it is to hide the truth, but it's still possible to hide.

2. The "Next-Step" Clue (Transition-Dependent Rewards)
Now, imagine you can reward the robot based on where it ends up. "If you press the button and land on the red tile, you get 100 points."
This is a much stronger clue. Because you can reward the destination directly, you can test the physics of the game much more strictly.

  • The Result: If the robot has at least two choices to make in a room, you can usually figure out the exact map. The only time you can't is if the robot is in a room with only one possible move. In that case, the robot has no choice, so you can't test if the physics are different. But as soon as there is a choice, the "Next-Step" clues usually reveal the true map, unless the game is rigged in a very specific, rare way.

3. The "State" Clue (State Rewards)
Finally, imagine you can only say, "If you are in the kitchen, you get 10 points," regardless of what you do.
This is the weakest clue. It's like telling the robot, "Be happy if you are in the kitchen," but not saying which button to press.

  • The Result: This reveals the least amount of information. Two completely different maps can look identical to the robot under these rules. The paper proves that knowing the robot's choices for these simple rewards is not enough to distinguish between many different worlds.

The Hierarchy of Truth

The paper organizes these findings into a clear ladder of knowledge:

  1. Transition Rewards (Rewarding the destination) are the strongest. They can usually reveal the exact map.
  2. Action Rewards (Rewarding the choice) are in the middle. They tell you how actions compare to each other, but they leave a "fog" of many possible maps.
  3. State Rewards (Rewarding the location) are the weakest. They leave the most fog, making many different maps look the same.

Why This Matters

You might wonder, "So what? If the robot makes the right moves, why do we care about the map?"

The paper argues that the map matters for things other than just winning. If you want to predict what happens next, simulate a disaster, or ask "What if I had done something different?" (counterfactuals), you need the real map, not just the one that looks good for the current game.

The study proves that knowing the best moves does not guarantee you know the rules of the world. You can have a perfect agent that behaves exactly like a genius, while its internal understanding of reality is completely wrong. It's a reminder that in the world of AI, doing the right thing doesn't always mean you understand why it's right, or what the world actually looks like underneath the surface.

The author doesn't just guess this; they provide a mathematical proof. They show exactly how to build these "fake" maps that fool the robot, and they calculate exactly how many of these fake maps exist. It's a solid, proven fact: the path to the treasure might be the same, but the terrain beneath your feet could be anything.

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