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NASA Equilibrium - Game Theory and National Policy- |
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Operations
Analysis National
Aeronautics and Space Administration, After the loss of the Space Shuttle
Columbia in February 2003 a new direction began to emerge
for NASA in January of 2004 called the Vision for Space
Exploration. In November of 2005 NASA released the much
awaited Exploration Systems Architecture Study or
ESAS report. This report presented the case
for the new National space transportation architecture
for human space flight. This new architecture would
include an Apollo-style capsule/service module spacecraft
for crew, atop a launcher, the Ares I, derived partly
from Shuttle technology, along with a very large
cargo-only vehicle, the Ares V, also Shuttle-derived. This is not the first change in direction
for NASA in the past 20 years. Many an announcement has
come and gone, and many a project advertising a new
direction for NASA, even to the point of building
prototypes, have also risen only to fall. Since the
mid-90s the stability of NASA programs may best be
measured by the time it takes to settle on logos and
thence move to coffee cups. It is the topic of this very short paper
to explore an idea one simple idea. Can the
instability in NASAs past, and as likely its
present, be understood somewhat by a simple game theory?
Is the Federal government one player, industry another,
in a prisoners dilemma of sorts, arriving by virtue
of the rules of the game at unstable configurations or
sub-optimal equilibriums (short of a Mexican stand-off)? Further, might exploring this idea lend
insight into all players ending at optimal
equilibriums?
1. Nash
Equilibrium = NASA Equilibrium?
With this general mind-set about the game
a candidate game theory solution concept for NASA could
be taken as Nash Equilibrium. [1]Nash
equilibrium is a solution concept with a couple of major
characteristics (1) the players know (or believe
or assume they know) the other players strategy and (2)
no player has anything to gain by acting unilaterally,
that is by changing only their strategy given that of the
other players. The table below shows a two-strategy game
with two players. Suffice it to consider just 2-players
for now, as for the most part our players can be
considered as NASA and Industry. The nature of the
strategies themselves will be covered ahead. As shown in
the table below the players can have the same strategies,
but of two different types. The upper left and the lower
right quadrants represent a benefit score where strategy
B < A, that is it yields less benefit than A to each
player if each coordinates with the other. The quadrants
in the upper right and lower left (of scores 1,3 and 3,1)
are the benefits accrued to that player if they act
unilaterally, knowing the other player will act with the
alternate strategy.
Suffice it to say that the most benefit
accrues to a player individually if both coordinate on
strategy A (it was a rule that B < A as regards
benefit, even if both form a cartel type
arrangement and agree to collaborate). Compare the
situation of 3,1 and 1,3 benefit as representing where,
for example, a standard is not dominant in an industry,
confusing consumer sentiment and resulting in less market
growth. Consider the 4,4 outcome being an
agreed upon standard that grows a market, a standard that
is an improvement over standardizing on strategy B. Also
observe that both quadrant 4,4 and 3,3 are in
equilibrium. Merely knowing that the market for all and
the individual benefit of quadrant 4,4 is better than
quadrant 3,3 does not incentivize anyone to change
unilaterally as the benefit ONLY accrues if
both parties act in concert. 2. To
Reuse or Not to Reuse, is that the Question?
So what does Nash equilibrium possibly
tell us about NASA and industry? In the interest of exploring the
possibility that a Nash equilibrium (optimal or
sub-optimal) is a result of a game between NASA
and industry, taking as a given that NASA and industry
believe they know the equilibrium strategies
of the other, and in which each player is also aware that
they sink or swim together, then it can be assumed
that a Nash equilibrium possibly applies. That
interesting matter becomes what is the game? What
are the strategies? Can this explain past instabilities
in the NASA direction? To answer the previous set of questions
its necessary to address individual NASA and
industry player strategies. One contrast between the
Shuttle, the numerous studies before ESAS, and the ESAS
recommended architecture was that each shift had as
its major characteristic either more
reusable or more expendable as a
strategy. The Shuttle was a response post-Apollo to
a NASA being told that the day of getting funding equal
to 4% of the Gross Domestic Product was over. NASA was
heading to being a 1% agency, that is no peak
funding that was as large as 4% of the GDP, such a large
percent of annual federal expenditures, was to be
forthcoming again. With that message clear going into the
Nixon administration the Shuttle emphasized an immediate
drop in year to year costs for development (resulting in
that a cost over-run in development was simply handled as
a delay in operational years, that is the planned
operational year budgets were simply used to continue
development until complete). The longer term goal, to be
consistent, was also advertised as meeting some
acceptable year-over-year recurring costs (albeit
advertising too a productivity, such as 40 flights per
year, that was never met). Again, as occurred in
development, the annual cost being the immovable force,
the flight rate was scaled back to match. In short, the Shuttle derived from players
sponsoring a significant shift to reusability. One
can presume that because the Shuttle was built and had
flown for 30 years that this was an equilibrium point in
the game. Had it not been, history would have been
different. One can not assume though that it was the
optimal equilibrium point. Going to the decade of studies,
studies, studies the 1990s saw a host
of NASA studies in which only 1 major study (Access to
Space Study) even had expendable concepts. NASA had moved
in a consensus fashion to reusability after Apollo and it
was a given at the time that the next system would build
on the Shuttle, on its reusable Orbiter especially. As event after event showed, the
definition of the next generation system
would go from Access to Space Study, to Highly Reusable
Space Transportation study, to X-vehicles (the X-33, the
Venture-Star single-stage-to-orbit, the X-34 small
reusable launcher, the DC-X vertical take and landing
prototype, etc) to the Space Launch Initiative (SLI)
program and the Next Generation Launch Technology (NGLT)
program. One can assume that all these were unstable
equilibrium in that they had short lives, met early
demise, or in general failed spectacularly - except as
guises under which NASAs development available
dollars began to be consolidated and organized. In
accordance with failed equilibrium, what opposing
strategies were occurring between NASA and industry?
A Couple
of Artists Depictions of Reusables Analyzed and
Studied in the NASA NGLT Studies Let us assume for a moment two keywords
played into opposing strategies in the 1990s and up
to just before the loss of Characteristics of a reusable
scenario during the 1990s, in retrospect, are truly
disruptive from the point of view of industry
at the time. Regardless of NASA direction towards
reusable concepts in study after study the player
2, here referring to the launch vehicle industry,
can be surmised to have a strategy that comes from
its motives and desires, what benefits the industry
players individually. Knowing NASA was heading in study
after study to reusable did not necessarily
make Industry entirely follow suit. Recall that in the
game previously proposed as an explanation
framework there are unstable (or very low benefit)
quadrants where players do NOT AGREE on strategy
(quadrants 3,1 and 1,3). To put this in better perspective
the last reusable orbiter was delivered to NASA in 1991,
Endeavour, the replacement ordered by Congress after the
loss of Challenger. In effect, there was no last
man standing to build reusable space-planes after
this. The movement by the Department of Defense to build
new expendable launch vehicles (the Evolved
Expendable Launch Vehicle program) only added more
incentive for an industry that also serves NASA to push
the manufacturing base that had been established vs.
taking a risk that a reusable system would go to another
competitor. 3. Back
to Nash Equilibrium
After the loss of What does this reflect after the loss of Players are driven by an assortment of
motives, but Nash equilibrium also speaks to immediate
benefit as perhaps a more likely guide to what each
player weights in choosing either to coordinate or to act
unilaterally. In addition, the Nash equilibrium only asks
that a player say if I change my strategy, knowing
the others strategies, do I benefit from
changing? If the answer is yes forces
will eventually arise, incentive exists (the expected
benefit) to bring about the change. The player will act. Consider that going into ESAS the Shuttle
had yielded two catastrophic failures. Challenger was a
failure of a semi-reusable element, the solid rocket
boosters. Similarly, the loss of
Smoke at the Solid Rocket Booster (SRB)
O-ring seal that would later cause Challengers
catastrophic failure
Debris cloud as External Tank (ET) foam,
possibly with ice, strikes the left wing of Nash equilibrium reflects on these prior
questions in an odd way. The item to consider is
not the strategies however, reusable or expendable. It is
who are the players that is, it is not
possible to affect the Nash equilibrium unless one is a
player. One must first join the game to be able to
determine an outcome. Here the strategy of
reusable vs. expendable can
reflect on a second hypothesis. The first hypothesis of
applying equilibrium thinking to the decades
of the 90s as regards NASA and industry is that the
players were not in equilibrium. The volatility during
these times as regards future space transportation
systems is enough to observe to say this is
consistent volatility = lack of equilibrium
among players. The second hypothesis relating to ESAS is
that by this time there was no longer a
reusable player in the game. That is, there
was no player motivated by existing benefits to building
future reusable space-planes. NASA centers (such as Put in another context, what would the
outcome of ESAS, the direction of the NASA next
generation space transportation system have been had
there been a continuing space-plane (or
Shuttle orbiter) manufacturing capability in the country?
i.e., a 3rd player. We return to the Nash equilibrium
substituting A and B for reusable and
expendable, and it can be seen that both the
lower right and the upper left quadrants on the game
board are equilibrium strategies. Essentially, after
ESAS, assuming that reusability is long term key to real
growth in this space sector, a sub-optimal
equilibrium point may have been located that is
expendable (sector where we have
3,3).
4. Concluding
Left as is, that is IF NASA has
given up on reusable, then the ESAS
architecture, or some such expendable form
(any will do actually to achieve the same equilibrium, it
need not be dual, Shuttle derived, etc) is a stable
equilibrium, albeit sub-optimal. Nonetheless, to the
degree any advocacy in NASA pulls back to some vision of
reuse then the unstable quadrants are once
again game. Nash equilibrium has been used
here to show that the current ESAS expendable
Shuttle derived architecture was inevitable (in any form,
dual, Direct, EELV derived, etc) - in this view as a
simple Nash equilibrium. This is possibly a
result of (a) a strong NASA center, MSFC, that
benefits from an expendable launch vehicle
world similar to the expendable world today
of boosters and tanks, (b) a neutral NASA center,
Johnson Space Center, that favors neither
reusable or expendable as it has
no current manufacturing base to preserve of either kind,
(c) a weak NASA center, Kennedy Space Center, in
that no future reusable manufacturing capability exists,
so favoring reusable has no immediate benefit
and (d) a strong industry set of players with
standing expendable manufacturing
capabilities, naturally favoring continuing and building
on existing capabilities. This is how you derive an architecture,
ESAS (or any expendable booster and foam-covered tank
like system), that is made of precisely the expendable
parts that failed and have caused the loss of 14 crew.
Its how you discard the part that has served as the
fundamental knowledge base for eventually having
spaceplanes that routinely take anyone, not just
government astronauts, to space and back. In considering the potential new
expendable equilibrium (only to the degree
its expendable, the execution itself still
open and likely to change due to costs near and far term,
by way of one factor) an alternate benefit
set of scores can be assigned to a simple two-player Nash
equilibrium matrix. It could be as follows:
Although its possible to get
stuck in the lower right quadrant, and this
is a stable solution that by definition resists change,
note that the benefit weights to the players, were it to
be closer to the above version of the Nash equilibrium
table, has a total NASA/Industry benefit in
the upper left quadrant of 10+10=20 benefit
points whereas the lower right, also a
stagnation/equilibrium point, yields a cumulative benefit
to NASA and industry of 2+2=4 benefit points.
This is just slightly improved than the 2 unstable
scenarios at 2+1=3 and 1+2=3 benefit points. Endless debate can occur about the
benefits of reusability, the benefits in any
quadrant relative to each other, or even the placement of
the quadrants in the Nash table. At a given point in
time, were a reusable system too difficult, it might be
argued to invert the upper left and lower right quadrants
of the Nash equilibrium table. Consistent with the
original intent of exploring instability within the realm
of game theory, and of critiquing the nature of any NASA
equilibrium state (sub or optimal), such a perspective
would be valid. Nonetheless, the view presented in this
analysis is about the broad sweep of technological
advance in a transportation industry. Since no examples
exist anywhere in human history where complex
infrastructure relates to wide-spread growth, routine
operations, and costs and safety accessible to broad
swaths of society, while also being expendable,
disposable or otherwise one use only, the
benefit quadrants and notional weights are as presented.
The first airplanes or cars, technological devices of
some complexity for the time, may rightly be called
fractionally expendable, given lack of
robustness, or expensive, regular re-build
needs. Yet it was only as true reusability was achieved
that these industries took on the growth characteristics
and benefits that would dwarf all previous notions of
doing well in the industry. It is left to further study to determine
more precisely actual benefits as well as how to escape
from the sub-optimal stagnation point for NASA and
industry represented in the quadrant 2,2. The
expendable equilibrium point may have a
benefit scale that contrasts more favorably
with the optimal solution even as a sub-optimal
equilibrium. For example, the expendable
point may be a set of elements or advanced supplier
processes that lend themselves to low cost manufacturing
and ease of integration and launch. The sub-optimal
equilibrium points stability is likely enhanced to the
degree it moves toward greater efficiency and
productivity (for reasons of not introducing or affecting
other players, who in turn may act unilaterally). In
addition, the introduction of new players, or the
passions of safer, more accessible, more routine, more
affordable space transportation advocates can
de-stabilize the existing post-Columbia equilibrium
(these advocates would, however, have to be
players rather than just mattress
mice). The former new players
could be from outside the current mainstream (commercial
orbital transportation services for example) whereas the
later new players may come from within. 5. Caveat,
on the use of the Word Game
Space is not a game. Space is a serious
business. The use of the term game in this
paper is merely the terminology of understanding players,
strategies and outcomes, with a smattering of motive to
boot. It is the terminology used to understand the
behavior of parties in economic arrangements, in
combative situations of war or avoiding war, and in
industry competing and acting within markets. It is not used here to trivialize the
business of space. The decisions upon us are serious and
far reaching. Our decisions and our drives affect human
lives, directly as crew safety, and indirectly in
peoples livelihoods and our National economic
health.
---- About the Author
Mr. Zapata has worked with NASA at the Most recently Mr. Zapata is performing (1)
strategic Constellation and NASA agency level future
scenario analysis and (2) analysis supporting the
Constellation Standing Review Board, by providing
independent analysis of the KSC ground operations
project. Mr. Zapata looks forward to the day when
access to space is safe, routine and affordable as a
result of taking advantage of, quantifying and
understanding the experience and lessons of past and
current space transportation systems operations. For related material see: http://science.ksc.nasa.gov/shuttle/nexgen/rlvhp.htm
[1] John Forbes Nash, Jr. (born June 13,
1928) is an American mathematician and economist whose
works in game theory, differential geometry, and partial
differential equations have provided insight into the
forces that govern chance and events inside complex
systems in daily life. From the Wiki on John Forbes Nash
@ http://en.wikipedia.org/wiki/John_Forbes_Nash _____________________ Also see: _____________________ Website Contact: Edgar Zapata, NASA Kennedy Space Center |
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