REINFORCEMENT LEARNING · RESEARCH

LEO Satellite RL

Reinforcement Learning for
Ground Station Optimization

PERIOD

2024.11.18 — 2025.01.15

LAB

Distributed Platforms & Systems Laboratory

AUTHORSHIP

First Author

Python · PyTorch · OpenAI Gym · Skyfield · SGP4 · NumPy · Matplotlib

01 — OVERVIEW

RESEARCH QUESTION

Which ground station should a moving satellite choose at each moment?

Low Earth Orbit satellites continuously move relative to ground stations, which means visibility and communication conditions change over time.

Concentrating transmissions on particular ground stations can create queue overload, information imbalance, transmission delays, and unnecessary satellite energy consumption.

I reformulated ground-station selection as a sequential decision-making problem and designed a DQN-based reinforcement learning environment that considers dynamic visibility, data freshness, queue states, and satellite energy.

02 — ORBITAL SIMULATION

Building a dynamic environment from a real satellite orbit.

The simulation modeled NASA's OCO-2 satellite trajectory from TLE orbital information and used coordinates for 10 NASA Near Space Network ground stations.

SATELLITE

OCO-2

TLE-based LEO orbital trajectory.

GROUND STATIONS

10

NASA Near Space Network locations.

TIME STEP

1 min

The environment advances once per minute.

EPISODE

1,440

One full day represented by 1,440 steps.

OCO-2 TLE

Orbital Information

Skyfield / SGP4

Orbit Calculation

Satellite Position

Time-varying

Ground Stations

NASA NSN × 10

Visibility

Dynamic Link State

RL Environment

1-minute Step

03 — ENVIRONMENT DESIGN

MARKOV DECISION PROCESS

State → Action → Reward

I designed the environment so the agent could observe both communication conditions and resource constraints, choose a transmission action, and receive a reward based on the quality of that decision.

STATE

Dynamic Environment

Visibility · AoI · Energy · Queues · Distance

AGENT

DQN

Estimate action values

ACTION

Ground Station

Select one station or no transmission

REWARD

Transmission Quality

Freshness · Queue Balance · Energy

04 — STATE

Representing the satellite communication environment.

The observation space combined time-varying orbital conditions with communication and resource states so the agent could respond to a changing environment.

01

Visibility

Whether each ground station is currently visible from the satellite.

02

Visibility Duration

How long the current communication opportunity remains available.

03

Distance

Current distance between the satellite and each ground station.

04

Satellite Energy

Remaining satellite energy available for transmission.

05

Age of Information

Freshness of satellite and ground-station data.

06

Queue State

Satellite and ground-station queue conditions representing pending data load.

05 — ACTION & REWARD

DECISION DESIGN

Teaching the agent what a good transmission decision means.

ACTION

Select Ground Station

At each minute, the agent selects one ground station for transmission or chooses not to transmit.

CONSTRAINT

Dynamic Visibility

The valid set of ground stations changes continuously as the satellite moves along its orbit.

REWARD COMPONENTS

01

Age of Information

Data Freshness

Encourages transmission decisions that improve the freshness of ground-station data.

02

Ground Station Load

Queue Balance

Rewards available queue capacity while penalizing large differences in queue usage among stations.

03

Satellite Resource

Energy

Accounts for energy consumed during transmission and the satellite's remaining energy.

INVALID ACTION

Selecting a ground station that was not currently visible was treated as a failed transmission and assigned a penalty.

06 — DQN

Learning a policy for long-term transmission decisions.

A Deep Q-Network was used to estimate the long-term value of transmission actions under changing satellite conditions. I iteratively adjusted reward weights and DQN training parameters while developing the policy.

01

DQN

Learns action values for sequential ground-station selection decisions.

02

n-step Learning

Uses multi-step returns to incorporate rewards beyond a single transition.

03

Prioritized Replay

Uses Prioritized Experience Replay to focus learning on more informative transitions.

TRAINING

10,000

Episodes used in the reported experimental setup.

STEPS / EPISODE

1,440

One simulated day at one-minute resolution.

07 — DYNAMIC CONSTRAINTS

CHALLENGE

The action space changed as the satellite moved.

A ground station that is valid at one moment may become unavailable minutes later. This makes satellite communication different from a reinforcement learning problem with a permanently fixed set of valid actions.

Orbit Changes

Satellite Movement

Visibility Changes

Valid Stations

Observation

Visibility Included

DQN Action

Station Selection

Invalid Choice

Transmission Penalty

CONSIDERED

Action Masking

Explored restricting the policy to ground stations that were valid under the current visibility state.

IMPLEMENTED

Penalty-based Constraint

Included visibility in the observation and penalized invalid selections so the agent could learn the consequences of unavailable actions.

08 — RESEARCH RESULT

01

Dynamic RL Environment

Built a TLE-based orbital simulation with time-varying ground-station visibility and resource constraints.

02

DQN Selection Policy

Proposed a DQN-based policy considering data freshness, queue load, satellite energy, and communication availability.

03

First-author Paper

Organized the research methodology, experimental results, and limitations and wrote the paper as first author.

PUBLICATION

Energy-Efficient Ground Station Optimization for LEO Satellites via Reinforcement Learning

KICS Winter Conference · 2025

The research demonstrated the feasibility of applying reinforcement learning to a dynamic satellite communication problem. The study did not claim a production-ready optimal policy; further work was required to model the more complex trade-offs of real operational environments.

09 — WHAT I LEARNED

In reinforcement learning, environment design is part of the model.

This research showed me that reinforcement learning performance depends not only on the neural network, but also on how the real-world problem is translated into states, actions, constraints, and rewards.

Building the orbital simulation and repeatedly refining the reward structure helped me understand how modeling assumptions directly shape the behavior learned by an agent.

Back to Projects

LEO Satellite RL · 2024 — 2025