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Abstract:

This interview features Rodrigo Schmidt, a PhD research assistant at Purdue University, discussing his work and a recent paper on leveraging the video game Kerbal Space Program (KSP) as a sophisticated framework for real-world space mission planning. Schmidt elaborates on how KSP, particularly when augmented with realism-enhancing modifications like "Realism Overhaul," allows users to simulate complex engineering, administrative, and financial aspects of space missions. The game's API capabilities, such as KRPC, enable the extraction of design data for use in more advanced, professional astrodynamics models. The discussion highlights KSP's utility in exploring "system of systems" interactions, diverse mission architectures (e.g., for lunar or Mars endeavors), and concepts like reusability and on-orbit refueling. While acknowledging the immense potential for KSP players to contribute innovative solutions, Schmidt also notes the common gap in formal mathematical training. The interview further touches upon the burgeoning role of AI, including reinforcement learning, in conjunction with KSP for optimizing designs and solving complex mission challenges.

From Kerbal to Cosmos: Gaming a Path to Real Mission Design

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