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\chapter{Algorithm Overview} \label{algorithm}
This thesis focuses on designing a low-thrust interplanetary mission to an outer planet by
leveraging a monotonic basin hopping algorithm. This section will review the actual execution of
the algorithm developed. As an overview, the routine is designed to enable the determination of
an optimal spacecraft trajectory that minimizes propellant usage and $C_3$ from the selection of
some very basic parameters. Those parameters include:
\begin{itemize}
\setlength\itemsep{-0.5em}
\item Spacecraft dry mass in kilograms
\item Thruster Specific Impulse in seconds
\item Thruster Maximum Thrusting Force in Newtons
\item Thruster Duty Cycle Percentage
\item Number of Thrusters on Spacecraft
\item Total starting mass of the Spacecraft in kilograms
\item A Maximum Acceptable $V_\infty$ at arrival in kilometers per second
\item A Maximum Acceptable $C_3$ at launch in kilometers per second squared
\item The Launch Window Boundaries
\item The Latest Arrival Date
\item A cost function relating the mass usage, $v_\infty$ at arrival, and $C_3$ at
launch to a cost
\item A list of flyby planets starting with Earth and ending with the destination
\end{itemize}
Which allows for an automated approach to optimization of the trajectory, while still providing
the designer with the flexibility to choose the particular flyby planets to investigate.
This is achieved via an optimal control problem in which the ``inner loop'' involves solving a
TPBVP to find the optimal solution given a suitable initial guess. Then an ``outer loop''
monotonic basin hopping algorithm is used to traverse the search space and determine the global
optima by repeated use of control perturbation and the inner loop.
\section{Trajectory Composition}
In this thesis, a specific nomenclature will be adopted to define the stages of an
interplanetary mission in order to standardize the discussion about which aspects affect
which phases of the mission.
Overall, an end-to-end trajectory is considered to be the entire overall trajectory. In this
context a trajectory begins at the Earth, with some initial launch C3 intended to be
provided by an external launch vehicle. This C3 is not fully specified by the trajectory
designer, but instead can be considered a part of the overall cost function for optimization
of the Two-Point Boundary Value Problem.
This overall trajectory can then be broken down into a variable number of ``phases''
defined as beginning at one planetary body with some excess hyperbolic velocity and
ending at another. The first phase of the mission is from the Earth to the first flyby
planet. The final phase is from the last flyby planet to the planet of interest.
Each of these phases are then connected by a flyby event at the boundary. Each flyby
event must satisfy the following conditions:
\begin{enumerate}
\item The planet at the end of one phase must match the planet at the beginning of
the next phase.
\item The magnitude of the excess hyperbolic velocity coming into the planet (at the
end of the previous phase) must equal the magnitude of the excess hyperbolic
velocity leaving the planet (at the beginning of the next phase).
\item The flyby ``turning angle'' must be such that the craft maintains a safe
minimum altitude above the surface or atmosphere of the flyby planet.
\end{enumerate}
These conditions then effectively stitch the separate phases into a single coherent mission,
allowing for the optimization of both individual phases and the entire trajectory as a whole.
This nomenclature is similar to the nomenclature adopted by Jacob Englander in his Hybrid
Optimal Control Problem paper, but does not allow for trajectories with multiple targets,
simplifying the optimization.
\section{Inner Loop Implementation}\label{inner_loop_section}
The optimization routine can be reasonable separated into two separate ``loops'' wherein
the first loop is used, given an initial guess, to find valid trajectories within the
region of the initial guess and submit the best. The outer loop is then used to traverse
the search space and supply the initial loop with a number of well chosen initial
guesses.
Figure~\ref{nlp} provides an overview of the process of breaking a mission guess down
into an NLP, but there are essentially three primary routines involved in the inner
loop. A given state is propagated forward using the LaGuerre-Conway Kepler solution
algorithm, which itself is used to generate powered trajectory arcs via the
Sims-Flanagan transcribed propagator. Finally, these powered arcs are connected using a
multiple-shooting approach driven optimization. The trajectories describing each
phase complete one ``Guess'' which is fed to the non-linear solver to generate
one valid trajectory within the vicinity of the original Guess.
In this formulation the cost function $F$ is a user provided function of the input Guess.
The constraint function $G$ defines the following conditions that must be met:
\begin{spacing}{1.0}
\begin{itemize}
\setlength\itemsep{-0.5em}
\item For every phase other than the final:
\vspace{-0.5em}
\begin{itemize}
\setlength\itemsep{0em}
\item The minimum periapsis of the hyperbolic flyby arc must be above some
user-specified minimum safe altitude.
\item The magnitude of the incoming hyperbolic velocity must match the magnitude
of the outgoing hyperbolic velocity.
\item The spacecraft position must match the planet's position (within bounds)
at the end of the phase.
\end{itemize}
\item For the final phase:
\vspace{-0.5em}
\begin{itemize}
\setlength\itemsep{0em}
\item The spacecraft position must match the planet's position (within bounds)
at the end of the phase.
\item The final mass must be greater than the dry mass of the craft.
\end{itemize}
\end{itemize}
\end{spacing}
\begin{figure}[H]
\centering
\includegraphics[width=\textwidth]{LaTeX/flowcharts/nlp}
\caption{A flowchart of the TPBVP Solution Approach}
\label{nlp}
\end{figure}
\subsection{LaGuerre-Conway Kepler Solver}\label{conway_pseudocode}
The most basic building block of any trajectory is a physical model for simulating
natural trajectories from one point forward in time. The approach taken by this
paper uses the solution to Kepler's equation put forward by
Conway\cite{laguerre_conway} in 1986 in order to provide simple and very
processor-efficient propagation without the use of integration. The code logic
itself is actually quite simple, providing an approach similar to the Newton-Raphson
approach for finding the roots of the Battin form of Kepler's equation.
The following pseudo-code outlines the approach taken for the elliptical case. The
approach is quite similar when $a<0$:
\begin{singlespacing}
\begin{verbatim}
i = 0
# First declare some useful variables from the state
sig0 = dot(position, velocity) / √(mu)
a = 1 / ( 2/norm(position) - norm(velocity)^2/mu )
coeff = 1 - norm(position)/a
# This loop is essentially a second-order Newton solver for ΔE
ΔM = ΔE_new = √(mu/a^3) * time
ΔE = 1000
while abs(ΔE - ΔE_new) > 1e-10
ΔE = ΔE_new
F = ΔE - ΔM + sig0 / √(a) * (1-cos(ΔE)) - coeff * sin(ΔE)
dF = 1 + sig0 / √(a) * sin(ΔE) - coeff * cos(ΔE)
d2F = sig0 / √(a) * cos(ΔE) + coeff * sin(ΔE)
ΔE_new = ΔE - n*F / ( dF + sign(dF) * √(abs((n-1)^2*dF^2 - n*(n-1)*F*d2F )))
i += 1
end
# ΔE can then be used to determine the F/Ft and G/Gt coefficients
F = 1 - a/norm(position) * (1-cos(ΔE))
G = a * sig0/ √(mu) * (1-cos(ΔE)) + norm(position) * √(a) / √(μ) * sin(ΔE)
r = a + (norm(position) - a) * cos(ΔE) + sig0 * √(a) * sin(ΔE)
Ft = -√(a)*√(mu) / (r*norm(position)) * sin(ΔE)
Gt = 1 - a/r * (1-cos(ΔE))
# Which provide transformations from the original position and velocity to the
# final
final_position = F*position + G*velocity
final_velocity = Ft*position + Gt*velocity
\end{verbatim}
\end{singlespacing}
This approach was validated by generating known good orbits in the 2 Body Problem.
For example, from the orbital parameters of a certain state, the orbital period can
be determined. If the system is then propagated for an integer multiple of the orbit
period, the state should remain exactly the same as it began. In
Figure~\ref{laguerre_plot} an example of such an orbit is provided in which the final
state was tested against the initial state and found to be equal to the original to
within $1 \times 10^{-12}$ in magnitude.
\begin{figure}[H]
\centering
\includegraphics[width=\textwidth]{LaTeX/fig/laguerre_plot}
\caption{Example of a natural trajectory propagated via the Laguerre-Conway
approach to solving Kepler's Problem}
\label{laguerre_plot}
\end{figure}
\subsection{Propagating with Sims-Flanagan Transcription}
Until this point, we've not yet discussed how best to model the low-thrust
trajectory arcs themselves. The Laguerre-Conway algorithm efficiently determines
natural trajectories given an initial state, but it still remains, given a control
law, that we'd like to determine the trajectory of a system with continuous input
thrust.
For this, we leverage the Sims-Flanagan transcription mentioned earlier. This allows
us to break a single phase into a number of ($n$) different arcs. At the center of
each of these arcs we can place a small impulsive burn, scaled appropriately for the
thruster configured on the spacecraft of interest. Therefore, for any given phase,
we actually split the trajectory into $2n$ sub-trajectories, with $n$ scaled
impulsive thrust events. As $n$ is increased, the trajectory becomes increasingly
accurate as a model of low-thrust propulsion in the 2BP. This allows the mission
designer to trade-off speed of propagation and the fidelity of the results quite
effectively.
\begin{figure}[H]
\centering
\includegraphics[width=\textwidth]{LaTeX/fig/spiral_plot}
\caption{An example trajectory showing that classic continuous-thrust orbit
shapes, such as this orbit spiral, are easily achievable using a Sims-Flanagan
model}
\label{sft_plot}
\end{figure}
Figure~\ref{sft_plot} shows that the Sims-Flanagan transcription model can be used to
effectively model these types of orbit trajectories by plotting a very common ``spiral''
trajectory in which the thrust is always on and the thrust direction is always in line
with the direction of the velocity vector. As can be seen, this produces a spiraling
trajectory in which the distance between spirals becomes increasingly larger as the
trajectory achieves higher and higher distances from the Sun. In fact, the Sims-Flanagan
model is capable of modeling nearly any low-thrust trajectory with a sufficiently high
number of $n$ samples.
Finally, it should be noted that, in any proper propagation scheme, mass should be
decremented proportionally to the thrust used. The Sims-Flanagan Transcription
assumes that the thrust for a given sub-trajectory is constant across the entirety
of that sub-trajectory. Therefore, the mass used by that particular thrusting event
can be determined by knowledge of the percentage of maximum thrust being provided
and the mass flow rate (a function of the duty cycle percentage ($d$), thrust ($f$),
and the specific impulse of the thruster ($I_{sp}$), commonly used to measure
efficiency)\cite{sutton2016rocket}:
\begin{equation}
\Delta m = \Delta t \frac{f d}{I_{sp} g_0}
\end{equation}
Where $\Delta m$ is the fuel used in the sub-trajectory, $\Delta t$ is the time of
flight of the sub-trajectory, and $g_0$ is the standard gravity at the surface of
Earth. From knowledge of the mass flow rate, we can then decrement the mass
appropriately based on the magnitude of the thrust vector at each point.
\subsection{Non-Linear Problem Solver}
Now that we have the basic building blocks of a continuous-thrust trajectory, we can
leverage one of the many non-linear optimization packages to find solutions near to
a (proposed) trajectory. This trajectory need not be valid.
For the purposes of discussion in this Section, we will assume that the inner-loop
algorithm starts with just such a ''Guess``, which represents the proposed
trajectory. However, we'll briefly mention what quantities are needed for this
input:
A Guess object contains:
\begin{singlespacing}
\begin{itemize}
\item The spacecraft and thruster parameters for the mission
\item A launch date
\item A launch $v_\infty$ vector representing excess Earth velocity
\item For each phase of the mission:
\begin{itemize}
\item The planet that the spacecraft will encounter (either flyby or
complete the mission) at the end of the phase
\item The $v_{\infty,out}$ vector representing excess velocity at the
planetary flyby (or launch if phase 1) at the beginning of the phase
\item The $v_{\infty,in}$ vector representing excess velocity at the
planetary flyby (or completion of mission) at the end of the phase
\item The time of flight for the phase
\item The unit-thrust profile in a sun-centered frame represented by a
series of vectors with each element ranging from 0 to 1.
\end{itemize}
\end{itemize}
\end{singlespacing}
From this information, as can be seen in Figure~\ref{nlp}, we can formulate the mission
in terms of a non-linear programming problem. Specifically, the variables describing the
trajectory from the free variable, $\vec{x}$, the cost function produced by an entire
trajectory propagation, $F$, and the constraints that the trajectory must satisfy as
another function $\vec{G}$ such that $\vec{G}(\vec{x}) = \vec{0}$.
This is a format that we can apply directly to the IPOPT solver, which Julia (the
programming language used) can utilize via bindings supplied by the SNOW.jl
package\cite{snow}.
IPOPT also requires the derivatives of both the $F$ and $G$ functions in the formulation
above with respect to the input $\vec{x}$ vector. There are two options for determining
derivatives. The first option is to analytically determine the derivatives, guaranteeing
accuracy, but requiring processor time if determined algorithmically and sometimes
simply impossible or mathematically very rigorous to determine manually. The second
option is to numerically approximate the derivatives, using a technique such as finite
differencing. This limits the accuracy, but can be faster than algorithmic symbolic
manipulation and doesn't require rigorous manual derivations.
However, the Julia language has an excellent interface to a new technique, known as
automatic differentiation\cite{RevelsLubinPapamarkou2016}. Automatic differentiation
takes a slightly different approach to numerical derivation. It takes advantage of
the fact that any algorithmic function, no matter how complicated, can be broken
down into a series of smaller arithmetic functions, down to the level of simple
arithmetic. Since all of these simple arithmetic functions have a known derivative,
we can define a new datatype that carries through the function both the float and a
second number representing the derivative. Then, by applying (to the derivative) the
chain rule for every minute arithmetic function derivative as that arithmetic
function is applied to the main float value, the derivative can be determined,
accurate to the machine precision of the float type being used, with a processing
equivalent of two function calls (this of course depends on the simplicity of the
chained derivatives compared to the function pieces themselves). Generally speaking
this is much faster than the three or more function calls necessary for accurate
finite differencing and removes the need for the designer to tweak the epsilon value
in order to achieve maximum precision.
\section{Outer Loop Implementation}
Now we have the tools in place for, given a potential ''guess`` in the
vicinity of a valid guess, attempting to find a valid and optimal solution in that
vicinity. Now what remains is to develop a routine for efficiently generating these
random guesses in such a way that thoroughly searches the entirety of the
solution space with enough granularity that all spaces are considered by the inner loop
solver.
Once that has been accomplished, all that remains is an ''outer loop`` that can generate
new guesses or perturb existing valid missions as needed in order to drill down into a
specific local minimum. In this thesis, that is accomplished through the use of a
Monotonic Basin Hopping algorithm. This will be described more thoroughly in
Section~\ref{mbh_subsection}, but Figure~\ref{mbh_flow} outlines the process steps of
the algorithm.
\begin{figure}[H]
\centering
\includegraphics[width=\textwidth]{LaTeX/flowcharts/mbh}
\caption{A flowchart visualizing the steps in the monotonic basin hopping
algorithm}
\label{mbh_flow}
\end{figure}
\subsection{Random Trajectory Generation}\label{random_gen_section}
At a basic level, the algorithm needs to produce a guess for the free variable vector
(represented by all of the values described in Section~\ref{inner_loop_section}) that
contains random values within reasonable bounds in the space. However, that still leaves
the determination of which distribution function to use for the random values over each
of those variables, which bounds to use, as well as the possibilities for any
improvements to a purely random search.
Currently, the first value set for the mission guess is that of $n$, which is the
number of sub-trajectories that each arc will be broken into for the Sims-Flanagan
based propagator. For this implementation, that was chosen to be 20, based upon a
number of tests in which the calculation time for the propagation was compared
against the accuracy of a much higher $n$ value for some known thrust controls, such
as a simple spiral orbit trajectory. This value of 20 tends to perform well and
provide reasonable accuracy, without producing too many variables for the NLP
optimizer to control for (since the impulsive thrust at the center of each of the
sub-trajectories is a control variable). This leaves some room for future
improvements, as will be discussed in Section~\ref{improvement_section}.
The bounds for the launch date are provided by the user in the form of a launch
window, so the initial launch date is just chosen as a standard random value from a
uniform distribution within those bounds.
A unit launch direction is then also chosen as a 3-length vector of uniform random
numbers and normalized. This vector is then multiplied by a uniform random number
between 0 and the root of the maximum launch $C_3$ specified by the user to generate
an initial $\vec{v}_\infty$ vector at launch.
Next, the times of flight of each phase of the mission is then decided. Since launch
date has already been selected, the maximum time of flight can be calculated by
subtracting the launch date from the latest arrival date provided by the mission
designer. Then, each leg is chosen from a uniform distribution with bounds currently
set to a minimum flight time of 30 days and a maximum of 70\% of the maximum time of
flight. These leg flight times are then iteratively re-generated until the total
time of flight (represented by the sum of the leg flight times) is less than the
maximum time of flight. This allows for a lot of flexibility in the leg flight
times, but does tend toward more often producing longer missions, particularly for
missions with more flybys.
Then, the internal components for each phase are generated. It is at this step, that
the trajectory guess generator splits the outputs into two separate outputs. The first
is meant to be truly random, as is generally used as input for a monotonic basin
hopping algorithm. The second utilizes a Lambert's solver to determine the
appropriate hyperbolic velocities (both in and out) at each flyby to generate a
natural trajectory arc. For this Lambert's case, the trajectory guess is simply seeded
with zero thrust controls and outputted to the monotonic basin hopper. The intention
here is that if the time of flights are randomly chosen so as to produce a
trajectory that is possible with a control in the vicinity of a natural trajectory,
we want to be sure to find that trajectory. More detail on how this is handled is
available in Section~\ref{mbh_subsection}.
However, for the truly random trajectory guess, there are still the $v_\infty$ values
and the initial thrust guesses to generate. For each of the phases, the incoming
excess hyperbolic velocity is calculated in much the same way that the launch
velocity was calculated. However, instead of multiplying the randomly generate unit
direction vector by a random number between 0 and the square root of the maximum
launch $C_3$, bounds of 0 and 10 kilometers per second are used instead, to provide
realistic flyby values\cite{englander2014tuning}.
The outgoing excess hyperbolic velocity at infinity is then calculated by again
choosing a uniform random unit direction vector, then by multiplying this value by
the magnitude of the incoming $v_{\infty}$ since this is a constraint of a
non-powered flyby.
From these two velocity vectors the turning angle, and thus the periapsis of the flyby,
can then be calculated by Equation~\ref{turning_angle_eq} and
Equation~\ref{periapsis_eq}. If this radius of periapse is then found to be less than
the minimum safe radius (currently set to the radius of the planet plus 100 kilometers),
then the process is repeated with new random flyby velocities until a valid seed flyby
is found. These checks are also performed each time a mission is perturbed or generated
by the NLP solver.
The final requirement then, is the thrust controls, which are actually quite simple.
Since the thrust is defined as a 3-vector of values between -1 and 1 representing some
percentage of the full thrust producible by the spacecraft thrusters in that direction,
the initial thrust controls can then be generated as a $20 \times 3$ matrix of uniform
random numbers within that bound. The number 20 was chosen as the number of
subtrajectories per phase to provide reasonable fidelity for allowing phases to run
longer (on the order of 2 or 3 orbits) without sacrificing speed per Englander
\cite{englander2012automated}. One possible improvement would be to choose the number
more intelligently based on the expected number of revolutions.
\subsection{Monotonic Basin Hopping}\label{mbh_subsection}
Now that a generator has been developed for guesses, we can build the
monotonic basin hopping algorithm. Since the implementation of the MBH algorithm
used in this paper differs from the standard implementation, the standard version
won't be described here. Instead, the variation used in this paper, with some
performance improvements, will be considered.
The aim of a monotonic basin hopping algorithm is to provide an efficient method for
completely traversing a large search space and providing many seed values within the
space for an ``inner loop'' solver or optimizer. These solutions are then perturbed
slightly, in order to provide higher fidelity searching in the space near valid
solutions in order to fully explore the vicinity of discovered local minima. This
makes it an excellent algorithm for problems with a large search space, including
several clusters of local minima, such as this application.
The algorithm contains two loops, the size of each of which can be independently
modified (generally by specifying a ``patience value'', or number of loops to
perform, for each) to account for trade-offs between accuracy and performance depending on
mission needs and the unique qualities of a certain search space.
The first loop, the ``search loop'', first calls the random mission generator. This
generator produces two random missions as described in
Section~\ref{random_gen_section} that differ only in that one contains random flyby
velocities and control thrusts and the other contains Lambert's-solved flyby
velocities and zero control thrusts. For each of these guesses, the NLP solver is
called. If either of these mission guesses have converged onto a valid solution, the
lower loop, the ``drill loop'' is entered for the valid solution. After the
convergence checks and potentially drill loops are performed, if a valid solution
has been found, this solution is stored in an archive. If the solution found is
better than the current best solution in the archive (as determined by a
user-provided cost function of fuel usage, $C_3$ at launch, and $v-\infty$ at
arrival) then the new solution replaces the current best solution and the loop is
repeated. Taken by itself, the search loop should quickly generate enough random
mission guesses to find all ``basins'' or areas in the solution space with valid
trajectories, but never attempts to more thoroughly explore the space around valid
solutions within these basins.
The drill loop, then, is used for this purpose. For the first step of the drill
loop, the current solution is saved as the ``basin solution''. If it's better than
the current best, it also replaces the current best solution. Then, until the
stopping condition has been met (generally when the ``drill counter'' has reached
the ``drill patience'' value) the current solution is perturbed slightly by adding
or subtracting a small random value to the components of the mission.
The performance of this perturbation in terms of more quickly converging upon the
true minimum of that particular basin, as described in detail by
Englander\cite{englander2014tuning}, is highly dependent on the distribution
function used for producing these random perturbations. While the intuitive choice
of a simple Gaussian distribution would make sense to use, it has been found that a
long-tailed distribution, such as a Cauchy distribution or a Pareto distribution is
more robust in terms of well chose boundary conditions and initial seed solutions as
well as more performant in time required to converge upon the minimum for that basin.
Because of this, the perturbation used in this implementation follows a
bi-directional, long-tailed Pareto distribution generated by the following
probability density function\cite{englander2014tuning}:
\begin{equation}
1 +
\left[ \frac{s}{\epsilon} \right] \cdot
\left[ \frac{\alpha - 1}{\frac{\epsilon}{\epsilon + r}^{-\alpha}} \right]
\end{equation}
Where $s$ is a random array of signs (either plus one or minus one) with dimension
equal to the perturbed variable and bounds of -1 and 1, $r$ is a uniformly
distributed random array with dimension equal to the perturbed variable and bounds
of 0 and 1, $\epsilon$ is a small value (nominally set to $1e-10$), and $\alpha$ is
a tuning parameter to determine the size of the tails and width of the distribution
set to $1.01$, but easily tunable.
The perturbation function then steps through each parameter of the mission,
generating a new guess with the parameters modified by the Pareto distribution.
After this perturbation, the NLP solver is then called again to find a valid
solution in the vicinity of this new guess. If the solution is better than the
current basin solution, it replaces that value and the drill counter is reset to
zero. If it is better than the current total best, it replaces that value as well.
Otherwise, the drill counter increments and the process is repeated. Therefore, the
drill patience allows the mission designer to determine a maximum number of
iterations to perform without improvement in a row before ending the drill loop.
This process can be repeated essentially ''search patience`` number of times in
order to fully traverse all basins.