Abstract

This paper presents a novel and robust two-stage pursuit strategy for the incomplete-information impulsive space pursuit-evasion missions considering the J2 perturbation. The strategy firstly models the impulsive pursuit-evasion game problem into a far-distance rendezvous stage and a close-distance game stage according to the perception range of the evader. For the far-distance rendezvous stage, it is transformed into a rendezvous trajectory optimization problem and a new objective function is proposed to obtain the pursuit trajectory with the optimal terminal pursuit capability. For the close-distance game stage, a closed-loop pursuit approach is proposed using one of the reinforcement learning algorithms, i.e., the deep deterministic policy gradient algorithm, to solve and update the pursuit trajectory for the incomplete-information impulsive pursuit-evasion missions. The feasibility of this novel strategy and its robustness to different initial states of the pursuer and evader and to the evasion strategies are demonstrated for the sun-synchronous orbit pursuit-evasion game scenarios. The results of the Monte Carlo tests show that the successful pursuit ratio of the proposed method is over 91% for all the given scenarios.

Highlights

  • The space pursuit-evasion (PE) game is a typical zero-sum game [1,2], where the goals of both confrontation sides are completely opposite and irreconcilable

  • Wang [27] developed the improved branching deep Q networks and the fuzzy actor-critic learning algorithm, respectively. These previous researches usually restricted the initial distance between the two spacecraft to reduce the PE game duration and used a simplified dynamical model to improve the computational efficiency. To remove this limitation and Aerospace 2021, 8, 299 consider realistic space PE game problems, in this paper, a novel two-stage pursuit strategy is developed to find a robust solution for incomplete-information impulsive space pursuitevasion missions considering J2 perturbation

  • The required velocity increment for the close-distance PE game is the minimum if the evader does not perform any evasive maneuvers, which is equal to the sum of the Δv that were planned in far-distance rendezvous stage (FRS) but not executed increment is large

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Summary

Introduction

The space pursuit-evasion (PE) game is a typical zero-sum game [1,2], where the goals of both confrontation sides are completely opposite and irreconcilable. It is challenging to develop a feedback closed-loop control method with high efficiency for the impulsive space PE game missions considering the perturbations of the dynamics. Wang [27] developed the improved branching deep Q networks and the fuzzy actor-critic learning algorithm, respectively These previous researches usually restricted the initial distance between the two spacecraft to reduce the PE game duration and used a simplified dynamical model to improve the computational efficiency. To remove this limitation and Aerospace 2021, 8, 299 consider realistic space PE game problems, in this paper, a novel two-stage pursuit strategy is developed to find a robust solution for incomplete-information impulsive space pursuitevasion missions considering J2 perturbation. The proposed method is applied to the scenarios of spacecraft games in the sun-synchronous orbit, which demonstrates outstanding advantages in robustness to various initial states of the pursuer and the evader and to the different evasion strategies

Dynamical Model with J2 Perturbation
Formulation of Non-Cooperation Target Pursuit Problem
Two-Stage Pursuit Strategy Using Reinforcement Learning
Multi-Impulse Pursuit Trajectory Optimization for FRS
DDPG-Based Pursuit Method for CGS
Deep Deterministic Policy Gradient Algorithm
Simulations and Analysis
Far-Distance
The perThe pursuit pursuittrajectory trajectoryofofthe theFRS
Close-Distance
Close-Distance Pursuit-Evasion Game
Pi wEi
Monte Carlo Analysis
Findings
Conclusions

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