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Orbit Wars Phase 4: Applying NFM, ASRA, and Atlas-GS to Multi-Agent RTS Competition

We present Orbit Wars Phase 4, an open-source Kaggle agent unifying Nature Foundation Models (state–action–dynamics world modeling), Atlas-GS (2D Gaussian spatial value splat for target prioritization), and ASRA (hypothesis-driven simulation with five strategic theories tested per turn). The agent operates under a one-second decision budget in a continuous 2D RTS with orbiting planets, comets, and multi-agent free-for-all play.

Ilakkuvaselvi ManoharanVersion 1 · Published 2026-06-11

Abstract

We present Orbit Wars Phase 4, an open-source Kaggle competition agent that unifies three research frameworks—Nature Foundation Models (NFM), Adaptive Scientific Reasoning Architecture (ASRA), and Atlas-GS—within a real-time strategy environment. Orbit Wars is a continuous 2D multi-agent game where bots send fleets across an orbiting solar system to capture planets, intercept comets, and maximize ship count over 500 turns under a one-second-per-turn decision budget. Phase 4 maps NFM's state–action–dynamics abstraction to explicit world-state transitions, adapts Atlas-GS Gaussian spatial splatting as a 2D production-value field for target prioritization, and implements ASRA's Observe → Hypothesize → Experiment → Analyze → Act loop via five strategic hypotheses tested through 15-turn forward simulation. The agent builds on Phase 2's simulation core (best ladder score μ=600 in prior submissions) while replacing naive nearest-neighbor targeting with spatially-aware economic reasoning and hypothesis-driven policy selection. Code is open-sourced at github.com/ilakkmanoharan/orbit-wars.

Keywords: Orbit Wars, Nature Foundation Models, ASRA, Atlas-GS, world models, game AI, Kaggle, multi-agent RTS, Gaussian value fields, hypothesis-driven planning


1. Introduction

Competition agents for novel environments must balance domain knowledge, lookahead planning, and strict latency budgets. Orbit Wars—a featured Kaggle competition with a $50,000 prize pool—presents a continuous 2D board with orbiting planets, a lethal central sun, scaling fleet speeds, and temporary comet captures. Naive bots that aim at current planet positions or ignore production economics fail quickly.

Phase 4 applies the NFM research hierarchy in a new domain:

Nature Foundation Models (NFM)        → State_t + Action_t → State_{t+1}
NFM-Worlds / Atlas-GS                 → Gaussian spatial value field
ASRA (Adaptive Scientific Reasoning)  → Observe → Hypothesize → Experiment → Act

This paper documents the concept mapping, architecture, and implementation. The agent is competition-ready and submitted to the Orbit Wars ladder as phase4 nfm-asra-atlas v1.


2. The Orbit Wars Environment

Key mechanics that shape agent design:

Mechanic Implication
Continuous 2D space (100×100) Segment-based collision; intercept geometry required
Inner planets rotate around sun Must predict future positions, not current
Sun at center (radius 10) Straight-line paths through center destroy fleets
Fleet speed scales with size (log curve) Size–speed tradeoff on every launch
Comets spawn at steps 50/150/250/350/450 Temporary high-value capture windows
500 turns; 1 second per turn No heavy ML; classical AI + lightweight simulation
Win = highest ship count Production compounds; economy matters

3. NFM — World Model Layer

The NFM core abstraction:

State_t + Action_t → State_{t+1}

State includes planet positions, owners, garrisons, production, active fleets, and turn step.
Action is a list of fleet launches: [from_planet_id, angle, num_ships].
Dynamics encompass production ticks, orbit rotation, fleet movement, and combat resolution.

world_model.py implements WorldState as an explicit representation and uses simulation.py for forward transitions. Each candidate action sequence is evaluated by rolling the dynamics forward—mirroring NFM-Worlds' emphasis on learning how environments evolve through intervention.


4. Atlas-GS — Gaussian Spatial Value Field

Atlas-GS builds persistent 3D scene representations via Gaussian Splatting. For Orbit Wars we adapt this to a 2D Gaussian value splat over the board:

Each planet contributes a kernel centered at (x, y) with weight:

  • production for capturable neutrals
  • production × 0.5 for enemy planets
  • production × 2 for owned planets (defense value)

Target priority combines field value and travel time:

score = gaussian_value(target) × 0.1 + production / (eta + 1)

This replaces nearest-neighbor expansion with spatially-aware economic reasoning—planets in high-value regions of the field are prioritized even when not strictly closest.


5. ASRA — Scientific Reasoning Loop

ASRA's recursive cycle:

Observe → Hypothesize → Experiment → Analyze → Act

Each turn, Phase 4:

  1. Observes the full game state via WorldState
  2. Hypothesizes five strategic theories (policy clusters)
  3. Experiments by forward-simulating each hypothesis 15 turns
  4. Analyzes predicted production and ship totals
  5. Acts on the opening moves of the best-supported hypothesis
Hypothesis Strategic theory Policy cluster
H1: Economy High-production neutrals win long games expand_neutrals + conservative
H2: Aggression Eliminate weakest enemy early snipe_weakest + expand_all
H3: Comets Temporary captures compound ship count comet_rush
H4: Consolidation Reinforce before expanding reinforce_home
H5: Balanced Mixed expansion robust in FFA expand_all

asra_reasoner.py implements the hypothesis–experiment loop; agent.py generates moves per policy using Atlas-GS target scoring.


6. Architecture and Prior Results

phase4/
  world_model.py     — NFM state + Atlas-GS value field
  asra_reasoner.py   — Hypothesis generation and experiment loop
  geometry.py        — Orbit prediction, intercept ETA, sun check
  simulation.py      — Forward rollout engine
  agent.py           — Integration layer
  main.py            — Kaggle entry point

Prior ladder submissions established a performance baseline:

Phase Approach Skill rating μ
0 Baseline expander 479.2
1 Production heuristics + intercept 477.6
2 6-policy sim picker (depth 12) 600.0
3 Game-phase meta-strategy 385.2–398.0

Phase 4 retains Phase 2's simulation core (best performer) and layers NFM explicit dynamics, Atlas-GS spatial targeting, and ASRA hypothesis selection (depth 15, 5 theories).


7. Submission

./scripts/bundle.sh phase4
kaggle competitions submit orbit-wars -f submission.tar.gz -m "phase4 nfm-asra-atlas v1"

Repository: github.com/ilakkmanoharan/orbit-wars
Competition: kaggle.com/competitions/orbit-wars


8. Conclusion

Orbit Wars Phase 4 demonstrates that the NFM → Atlas-GS → ASRA stack is not limited to robotics or ARC-style puzzles—it transfers to competitive multi-agent RTS with strict latency constraints. Explicit world-state dynamics, Gaussian spatial value fields, and hypothesis-driven simulation provide interpretable, competition-grade decision-making without neural network inference. Future work includes transition-centric memory across episodes (ASRA Phase 1), opponent modeling from replay logs, and deeper mechanism discovery for orbital combat dynamics.