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.
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:
productionfor capturable neutralsproduction × 0.5for enemy planetsproduction × 2for 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:
- Observes the full game state via
WorldState - Hypothesizes five strategic theories (policy clusters)
- Experiments by forward-simulating each hypothesis 15 turns
- Analyzes predicted production and ship totals
- 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.