Abstract

We analyse active space debris removal efforts from a strategic, game-theoretical perspective. Space debris is non-manoeuvrable, human-made objects orbiting Earth, which pose a significant threat to operational spacecraft. Active debris removal missions have been considered and investigated by different space agencies with the goal to protect valuable assets present in strategic orbital environments. An active debris removal mission is costly, but has a positive effect for all satellites in the same orbital band. This leads to a dilemma: each agency is faced with the choice between the individually costly action of debris removal, which has a positive impact on all players; or wait and hope that others jump in and do the ‘dirty’ work. The risk of the latter action is that, if everyone waits, the joint outcome will be catastrophic, leading to what in game theory is referred to as the ‘tragedy of the commons’. We introduce and thoroughly analyse this dilemma using empirical game theory and a space debris simulator. We consider two- and three-player settings, investigate the strategic properties and equilibria of the game and find that the cost/benefit ratio of debris removal strongly affects the game dynamics.

Highlights

  • In this work, we apply empirical game theoretic methods to study the strategic real-world problem of space debris removal

  • We have presented a new approach to study space debris removal, by introducing a multi-player non-cooperative game named the space debris removal dilemma

  • In our game-theoretical analysis of this game, we identified Nash equilibria for different levels of the cost of removals; the costs of active debris removal are still prohibitively high at the moment, they are expected to decrease with future technological development

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Summary

Introduction

We apply empirical game theoretic methods to study the strategic real-world problem of space debris removal. By defining appropriate heuristic strategies and using a suitable simulator, we can estimate heuristic payoff functions to model the strategic dilemma as a game. This enables us to apply (evolutionary) game theoretic analysis. Since the late 1950s, space agencies have launched many objects into Earth orbits with low or no incentive to remove them after their life span. The highest spatial density of such objects is in the Low Earth Orbit (LEO) environment, defined as the region of space around Earth with an altitude of 160 km–2000 km. The density of objects in LEO will most likely increase due to new launches, on-orbit explosions and object collisions

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