IF THE wildest dreams of NASAâs planners come true, a probe will one day melt its way through the icy sheath covering Jupiterâs moon Europa. Once it reaches the sea that NASA believes exists beneath the ice, the craft will swim about searching for life before popping back to the surface to beam its findings home. And it will do all this by itself, without human intervention.
Even optimists at NASA admit that this type of mission is way beyond them at present. Itâs impossible to anticipate all the troubles that might crop up while the probe is incommunicado beneath the ice. And the search for life could prove trickiest of all. âHow would it even recognise life in an environment thatâs so alien?â asks Richard Doyle, head of the information and computing technologies project at NASAâs Jet Propulsion Laboratory (JPL) near Los Angeles.
But thereâs a wider problem with the space agencyâs entire exploration strategy. Instead of one launch a year, from about 2015 NASA has set itself the staggering challenge of launching one probe a month to explore the Solar System. If each has to be commanded from the ground, the signals between these craft and the ground teams will quickly clog the already over-stretched Deep Space Network, an array of communications dishes peppered across the globe.
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Instead, Doyle and his colleagues at NASA have come up with a cunning plan: let distant craft make their own decisions. They aim to distil the knowledge and problem-solving skills of human experts into computer software, and let it take control. The software will act as a âremote agentâ for the scientists hundreds of millions of kilometres away. âThe spacecraft will have to think for themselves,â says Wesley Huntress, NASAâs associate administrator for space science.
Such spacecraft could also slash the number of scientists needed to run a mission. And that could mean huge savings, a big incentive for an agency always short of cash. NASA engineers will take the first step towards autonomous spacecraft this month, when they launch Deep Space 1 on a voyage to the distant asteroid 1992 KD. The most exciting part of its mission will not be the asteroid fly-past, but the host of new technologies it will test out along the way.
Deep Space 1 will be the first NASA spacecraft to rely on an ion engine. It will also have novel solar arrays, an integrated imaging system and a battery of other components that NASA hopes to use in the next generation of spacecraft. But perhaps most fundamentally of all, Deep Space 1 will be the first spacecraft to steer itself across the solar system using its own star map for guidance. Whatâs more, for six days Deep Space 1 will face the ultimate test of autonomy. It will have to think entirely for itself.
For this short period of the journey, a remote agent on the craftâs computer will assume complete control, overseeing the navigation equipment, thrusters, engine and other electrical and mechanical systems. And to give it something to worry about, researchers will tell the remote agent that the craftâs navigation equipment and thrusters have broken. If it solves these problems successfully, the software could be put in command on many future missions, including the probe to Europa.
At present, NASA controls its uncrewed craft by sending a stream of commands from Earth. Although they are fairly simpleâtake a photograph, turn this switch on, for instanceâsending these messages is a complicated, time-consuming task.
But with its revolutionary control system, Deep Space 1 should take much of the burden off the shoulders of the Deep Space Network and NASA ground control. The remote agent should be the perfect employee, says Barney Pell, one of its designers and an artificial intelligence specialist at NASAâs Ames Research Center near San Francisco. âYou can give it a few words and you know that it understands exactly what you mean.â
Bright spark
The agent software doesnât rely on anything as fancy as a neural network. Instead, as a result of endless meetings between engineers and programmers, it has a complete knowledge of the spacecraft and a set of preprogrammed mission goals.
The agentâs job is so complex that Pell and his colleagues at Ames and JPL had to find a way to simplify the task. So they divided the agent into three distinct units: a planner, an executive and a fault diagnosis module (see Diagram).
It is up to the agentâs three parts to make sure the missionâs goals are achieved. âThe planner decides what should be done and provides the resources to do it,â says Doug Bernard, the missionâs senior engineer. âIt looks at all the goals for the time period and asks: OK, how am I going to achieve these goals?â adds computer scientist Ben Smith.
Once the planner has decided to snap a photograph, for instance, the executive carries out the command via a software interface. It may sound easy, says Smith, but simply firing a thruster can involve numerous lower-level commands.
The agentâs fault diagnosis moduleânicknamed Livingstone after the Victorian doctor and explorerâserves as chief engineer. Its job is to look for mechanical or electrical problems and, once it has pinpointed them, pass the information to the executive.
No one can hear you scream
Normally, when trouble crops up on a space probe, the flight computer turns off all experiments and noncritical electronics, and asks for advice from ground control. A craft controlled by an agent will work differently. Sensors will constantly monitor the health of the craft. If the fault-diagnosis module spots a problemâfor instance if the solar arrays refuse to deploy properlyâthe planner should come up with a solution based on its expert knowledge of the craftâs electronic and mechanical systems.
Only if the agent is stumped will it alert the ground team to the problem. âWe always have a backup. If the planner canât get out of a problem, it will get the spacecraft to contact the ground,â Smith says. âYouâve got to get it right.â
Originally the agent was meant to run the entire Deep Space 1 mission, but various problemsâsuch as having to fall back on an older computer processor rather than trying out a new designâforced a rethink. Despite the launch being postponed for several months, the team decided there wasnât enough time to test the agent fully before lift off.
Now the plan is to finish testing the software after Deep Space 1 is launched and beam it up to the probe as it flies toward 1992 KD. Even then, for most of the mission, the agent will be switched off and the probe will be controlled from the groundâalthough the autonomous navigation system will do most of the steering. âSpace people are conservative. Nobody wants to be the guy who tried something that failed,â says Marc Rayman, the engineer in charge of the mission.
When the agent is finally switched on next May, Rayman will test it by setting it three problems. First, NASA will tell Deep Space 1 that a switch is stuck in the âonâ position. To solve the problem, says Smith, the agent should try the simplest thing firstâflicking the switch off and on. âItâs the most obvious thing to try,â says Smith. The engineers have set things up so that this will solve the problem.
Next, the team will tell the agent that the camera canât be turned off. This unit contains the detectors that will be used to study asteroid 1992 KD, as well as the camera used by the autonomous navigation system. The agent is programmed to shut the unit off between sessions to save power. âThe first thing it will do is reissue the command, but weâve set it up so thatâs not going to work,â says Rayman. With the power switch stuck on, the craft will use more energy than originally predicted.
This is where the planner comes in. It will have to ask: âHow can I achieve the remaining goals given that Iâm consuming more power?â The answer, says Smith, might be to take fewer images with the camera, or to turn off other equipment to compensate. In this case, the problem wonât prevent it carrying out its goals.
Lastly, during a third test, the NASA team will simulate an attitude control problem. The agent will be told one of its thrusters isnât working. The agent should then turn the faulty thruster off and switch to another. This will still be able to turn Deep Space 1, but it will be slower and less fuel efficient. âWe should see it switch to the new mode,â says Smith. âIt will then need to account for this change in manoeuvrability and fuel use.â
At each stage of the tests, the agent will send its plans to the ground. If things go wrong, Rayman and his team will be ready with special software that will give it the equivalent of a frontal lobotomy and put command firmly back in NASAâs hands.
Unlike the agent, which will be turned on for only six days, the autonomous navigation system will steer Deep Space 1 throughout the mission. Accurate navigation is obviously critical, but at present, to get a fix on a craftâs position and speed, ground controllers have to measure the changes in the frequency and direction of radio signals it sends back to Earth. Only when they know where the craft is can they tell the craft how to change direction. âThereâs an extraordinary amount of planning that goes into this,â says Rayman.
Thereâs another difficulty too: just as a beam from a flashlight spreads out with distance, the farther a radio beam travels through space the broader it becomes. So as a spacecraft gets farther away, the increasing width of its radio signals makes it harder for Earth-based navigators to tell precisely where the craft is.
The autonomous navigation system should solve these problems. About three times a week during its nine-month journey, Deep Space 1 will use its camera to record the positions of stars and nearby asteroids (see Diagram). By referring to its very own star map, which has data on about quarter of a million stars, it will work out its position and, when the remote agent is turned off, the navigation system will communicate directly with the spacecraftâs software interface, controlling the engine.FIG-mg21575001.JPG
The autonomous navigation software package has never been tested in space, and the stakes are high. If the slightest error is introduced into its calculations, Deep Space 1 will rapidly become confused. And the challenge of navigating across the Solar System is compounded by two things: cosmic rays creating false images on the craftâs star photographs and small errors introduced by the craftâs xenon ion propulsion engine.
The solar-powered ion engine pushes the craft forward by ejecting xenon ions out the back at high speed (seeâArtemis and the electronautsâ, Âéśš´ŤĂ˝, 21 October 1995, p 34). Though the thrust generated by the engineâs ghostly blue exhaust is tiny, over many weeks it can accelerate the craft to more than 13 000 kilometres per hour.
But small changes in the pressure and temperature of the ions as they leave the engine means that the engineâs thrust can vary from one moment to the next. This makes navigation tricky, says NASA engineer Steve Synnott. If the navigation system doesnât take these changes into account, Deep Space 1 could end up millions of kilometres off course. So NASA have paid careful attention to monitoring and controlling engine performance during the mission. âThatâs been a major complication,â says Synnott.
But Rayman believes theyâve overcome the problem. He and his team have developed a way of controlling the engineâs thrust that should correct the errors caused by changes in its output. And if that doesnât work, small thrusters will put the craft back on course.
NASA must also take into account the high-energy cosmic rays that whiz about the Universe. Some of these particles might hit the sensitive CCD chipsâthe solid-state equivalent of photographic filmâthat Deep Space 1âs navigation camera uses to record the position of stars. âCosmic rays can create what look like images of the stars and asteroids weâre looking for,â says Synnott. To eliminate these false âstarsâ, the navigation system will compare images. âThe cosmic rays occur at random and will hit at other places in subsequent pictures,â he says. âThe stars, however, will repeat in the same relative position over many frames.â
Right on target
Since this is the first time a spacecraft has guided itself, NASA will keep a watchful eye on Deep Space 1. If it doesnât get lost, in late July next year, the probe should fly just kilometres above the surface of the tiny asteroid 1992 KD.
It is here that the navigation system will really come into its own. After 188 million kilometres, and just three hours before closest approach, the system will take a couple of images to check its position and heading. If Deep Space 1 is on course, the navigation system will adjust the craftâs trajectory so that it skims just 5 kilometresâa hairâs breadth in cosmic termsâabove the asteroidâs surface. As it passes, the probe will take high-resolution photographs and study the shape and structure of the asteroid with its sensors.
If Deep Space 1 is a success, NASA will attempt to run an entire missionâDeep Space 3âwith a remote agent and autonomous navigation in 2003, followed by the mission to Europa, scheduled for sometime after 2008. The whole future of space exploration next century might well depend on the brainpower of these remote agents.
Although Bernard and his colleagues are not yet working on software that can actually learn for itself, this could soon change. âUltimately, we would like to have machines that can evolve their own intelligence,â says Huntress. âEven self-repairing machines.â
But could the decision-making skills of the scientists at ground control ever be completely replaced by computers on spacecraft millions of miles away? âI donât think that will ever happen,â he says. âMaybe I shouldnât say neverâwho knows what will happen in the next 100 years?â