🌿 Bioregenerative life support

Keep a crew alive with a living habitat

On Mars there's no resupply run. A Bioregenerative Life-Support System (BLSS) closes the loop β€” plants and machines recycle air, water, and food so the colony sustains itself. Learn how it works, then run the model.

The concept

What is a bioregenerative life-support system?

A habitat on the Moon or Mars has to provide every life-support function β€” breathable air, clean water, and food β€” with almost no resupply from Earth. The answer is a regenerative, closed-loop system: crew breathe out COβ‚‚ and produce waste; crops take up that COβ‚‚, transpire water, and grow food while releasing Oβ‚‚; chemical systems scrub, split, and recycle what's left. The tighter the loop, the less mass you must launch β€” and launch mass is the dominant cost of any space mission.

This page is built on the BioSim model (Kortenkamp & Bell, TRACLabs / NASA), a simulation of an integrated habitat and its life-support modules that AI-research groups use to study how to design and control these systems. Your BioSim Astrobotany branch extends it for plant-focused (astrobotany) scenarios.

The link to the game. In Settlers of Mars, "Living on Mars" means building a water mine and starting a farm. BLSS is the science under that turn β€” and the Farmer & Scientist role uses exactly these models to size the habitat and farm.
Inside the model

The modules that keep the loop closed

BioSim models the habitat as interacting process modules β€” each consumes some resources and produces others.

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Crew

Consume Oβ‚‚, water, and food; produce COβ‚‚, waste water, and solid waste. Rates depend on crew size and activity (sleep, work, EVA).

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Air revitalization

Scrubs COβ‚‚ from the cabin (VCCR), reacts it with Hβ‚‚ to reclaim water (CRS), then splits water back into Oβ‚‚ (OGS).

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Water recovery

Turns dirty and grey water back into potable water, recovering condensate from crew and crop transpiration.

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Biomass / crops

Nine+ crops (wheat, potato, soybean, lettuce, tomato…) take up COβ‚‚ and water and light, releasing Oβ‚‚ and growing edible food.

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Power

Solar (variable) or nuclear (steady) supplies every module. Lighting a big crop area is a major power β€” and mass β€” cost.

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Stores

Buffers of Oβ‚‚, water, and food absorb the day-to-day imbalance. Bigger buffers are safer but add launch mass.

Run the full model

β†— Open the BioSim GUI full-screen βš™ AstroBotany BioSim source

Go deeper

Design habitats & optimise them β€” in the AIRI course

πŸŽ“ Hands-on habitat design (AIRI course)

Want to design your own closed-loop habitat and put numbers on the trade-offs? That's a module in the AIRI course β€” an interactive sandbox (tuned to NASA BVAD and Wheeler/SIMOC crop data) where you size crew, crop area, crop mix, and recycling efficiency, then watch the reserves and the Equivalent System Mass (ESM).

πŸ€– Machine-learning optimisation

Each habitat design is a labelled data point β€” configuration in, outcome (sustainable? mission length? system mass?) out. That's exactly the setup the BioSim paper uses genetic algorithms and reinforcement learning for: searching a huge design space to minimise ESM while keeping the crew alive. In AIRI, students pit a machine-learning optimiser against their best human design.

🎲 In the game

On the Settlers of Mars board, BLSS is the science under the "Living on Mars" turn β€” the Farmer & Scientist sizes the farm and life support, and the whole crew lives or dies by the result.

Credits & sources. Built on BioSim by David Kortenkamp & Scott Bell (TRACLabs / NASA); interactive GUI by the SALAD project; astrobotany extensions in our BioSim Astrobotany branch. Foundational reference: Kortenkamp & Bell, "BioSim: Simulating Space Habitats for Artificial Intelligence Research."

Learned how the loop closes? Now settle Mars.