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规划何时改变轨道博弈的结果

Where Planning Changes the Outcome of Orbital Games

Duncan Eddy · Mahdi Al-Husseini · Mykel J. Kochenderfer

中文摘要

介绍 OrbitalGym——一个用于研究规划算法或系统设计何时决定对抗性轨道遭遇结果的仿真环境。轨道博弈中,两个非合作卫星团队在交会与近距离操作中机动,以赢得差分奖励目标。地面博弈的进展催生了许多轨道博弈方法,但研究通常只在单一场景中评估单一方法,且常针对被动或随机防御方。一旦考虑机动能力、感知、通信等平台能力与对抗响应,更好的规划是否仍然重要尚不清楚。OrbitalGym 基于 JAX,支持可变智能体数量、状态表示(位置、速度、姿态、燃料)、显式或隐式通信,以及近距离或锥形视场传感器。它将博弈编译为批处理 GPU 代码,可大规模并行仿真多种配置下的策略,从而识别策略选择影响结果与系统能力主导结果的区间。研究两个近距离博弈:追逃(一艘航天器试图捕获另一艘)和 lady-bandit-guard(守卫阻止攻击者到达受保护资产)。比较 PD、LQR、模型预测路径积分控制和蒙特卡洛树搜索,覆盖推力与推进剂比例、初始间距、博弈时长、感知能力及捕获定义。追逃中推进剂比例决定多数遭遇:对六种逃逸策略中的五种,在 90 种能力配置中至多 15 种下,追捕策略使捕获概率变化 10% 以上。lady-bandit-guard 中策略更重要:面对能到达资产的 bandit,在 90 种配置中的 56 至 74 种下,更好的守卫策略使防御概率至少提高 10%。

关键要点

  1. 01提出 OrbitalGym 仿真环境,基于 JAX 编译为批处理 GPU 代码,支持大规模并行评估轨道博弈策略。
  2. 02追逃博弈中推进剂比例主导结果,策略仅在少数能力配置下使捕获概率变化超过 10%。
  3. 03lady-bandit-guard 博弈中策略影响更大,更好守卫策略在多数配置下提升防御概率至少 10%。
  4. 04对比 PD、LQR、模型预测路径积分控制和蒙特卡洛树搜索,覆盖推力、感知、捕获定义等多维配置。

解读

尚无解读。

原始英文摘要

arXiv:2610.37686v1 Announce Type: cross Abstract: This paper introduces OrbitalGym, a simulation environment for studying when planning algorithms or system design determine the outcome of adversarial orbital encounters. In an orbital game, two non-cooperative teams of satellites maneuver during rendezvous and proximity operations to win a differential-reward objective. Advances in terrestrial game playing have prompted many methods for orbital games, but studies typically evaluate one method in one scenario, often against a passive or random defender. It is unclear whether better planning matters once vehicle capability (maneuverability, sensing, communications) and adversarial responses are considered. OrbitalGym is a JAX-based environment supporting varying numbers of agents, state representations (position, velocity, attitude, fuel), explicit or implicit communication, and proximity or conical field-of-view sensors. It compiles games to batched GPU code, enabling large-scale parallel simulation of policies across many configurations. This identifies regimes where policy choice affects outcomes and regimes where system capability dominates. We study two close-range games: pursuit-evasion, where one spacecraft tries to capture another, and lady-bandit-guard, where a guard prevents an attacker from reaching a protected asset. We compare PD, LQR, model predictive path integral control, and Monte Carlo tree search over ratios of thrust and propellant, initial separation, game duration, sensor capability, and the definition of capture. In pursuit-evasion the propellant ratio decides most encounters: against five of six evader policies, pursuer policy changes capture probability by 10 percent or more in at most 15 of 90 capability configurations. In lady-bandit-guard, policy matters more: against bandits able to reach the asset, a better guard policy raises defense probability by at least 10 percent in 56 to 74 of 90 configurations.

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