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The paper introduces OrbitalGym, a JAX-based simulator for adversarial satellite games, and benchmarks planners including MCTS and model predictive path integral control. Its main finding is that planner choice matters a lot in some settings (the guard in lady-bandit-guard) and little in others (pursuit-evasion, where propellant ratio dominates), so results should be read as scenario-specific rather than general. For AI readers, it is a useful example of testing multi-agent planning methods across many configurations instead of one method against a passive opponent.
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Where Planning Changes the Outcome of Orbital Games

arXiv3 min de cititArticolul și perspectiva sunt în engleză.

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.

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.

Multiagent Systems (cs.MA); Artificial Intelligence (cs.AI); Robotics (cs.RO); Systems and Control (eess.SY)

arXiv:2610.37686 [cs.MA]

(or arXiv:2610.37686v1 [cs.MA] for this version)

https://doi.org/10.48550/arXiv.2610.37686 Focus to learn more arXiv-issued DOI via DataCite

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