Branch and Bound
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3 papers in the last four weeks, with none the four weeks before. 0.0% of all new papers.
Latest papers 18
In branch-and-bound (B&B) for mixed-integer linear programming (MILP), branching variable selection critically impacts efficiency. Existing neural branching policies often require GPU inference, while CPU-efficient symbolic expressions lack the representational capacity for complex logic. Large Language Model (LLM)-generated code provides a flexible search space for designing lightweight branching rules with diverse algorithmic logic. To discover effective rules within LLM-based evolutionary frameworks, a core challenge arises: full B&B evaluation on real instances is prohibitively expensive, whereas offline imitation learning suffers from distribution shift. To address this, we introduce a Bi-Fidelity Evolutionary framework (BiFE). It employs low-fidelity imitation scores as a rapid pre-screener and selectively applies high-fidelity on-instance evaluation only to elite candidates, effectively balancing search efficiency with performance reliability. Experiments validate both the search efficiency of BiFE and the competitiveness of its discovered rules, which outperform the SCIP solver and other baselines on CPUs, and even surpass certain GPU-based neural policies.
Verifying Neural Networks with Reinforcement Learning
Formal verification can play a key role in ensuring the reliability of Deep Neural Networks (DNNs) deployed in safety-critical systems. Modern DNN verifiers employ a branch-and-bound framework, which alternates between branching (splitting into smaller subproblems) and bounding (pruning subproblems) to efficiently explore the verification space. However, existing branching heuristics make greedy decisions based on static scoring functions. They do not anticipate long-term efficiency or leverage the growing availability of verification data to improve performance. This work introduces RSB, a reinforcement learning framework that learns to refine baseline branching heuristics. It trains an actor-critic architecture to maximize cumulative future rewards rather than immediate scores. The actor generates attention weights from observations of raw neuron features and learned graph embeddings, which rescale baseline heuristic scores to guide neuron branching. Evaluation on 600 challenging instances demonstrates that RSB consistently outperforms state-of-the-art branching heuristics, solving 11% more instances while reducing branch exploration by 50%.
Sparsity Regularized and Robust Mean Variance Portfolio Selection Under Ellipsoidal Uncertainty
We investigate mean-variance portfolio selection with an -penalty to promote sparsity in asset allocations. Uncertainty in the mean return vector is incorporated through an ellipsoidal uncertainty set, yielding a robust sparse optimization framework. We characterize the structure of both local and global minimizers and exploit these properties in the risk minimization and return maximization formulations. Building on this structural insight, we develop a branch-and-bound algorithm tailored to the resulting robust sparse portfolio problems, together with a new pruning rule that can discard exponentially many candidate portfolios in a single step. Extensive computational experiments on real market data, together with comparisons against a mixed-integer second-order cone programming solver, demonstrate the effectiveness and competitiveness of the proposed approach.
Computing Actual Causes for Neural Network Predictions under Structured Causal Inputs
Explaining the predictions of neural networks is a central challenge in trustworthy AI. Existing explanation methods, such as those based on feature attribution or minimal sufficient sets, typically treat input features as independent, which can yield misleading explanations when inputs exhibit structured dependencies. We address this by formalizing explanations as Halpern-Pearl (HP) actual causes, modeling input dependencies using Boolean Structural Causal Models (SCMs). We compute HP causes by applying bound propagation and branch-and-bound techniques, while providing formal guarantees of completeness and minimality. Our experiments show that we substantially outperform brute-force and ILP baselines in scalability, and outperform heuristic search as graph size grows, computing all minimal actual causes on instances with search spaces of up to candidate (cause, contingency) pairs, on SCMs with up to 28 nodes, within a 180s per-instance budget. In a case study, we further show that ignoring input dependencies inflates the number of reported causes, 14.9% of which are spurious under our SCM.
Optimizing Minimax Regret in Uncertain MDPs with Small Sets of Policies
Sequential decision-making in real-world applications often involves uncertainty about the environment's model. Uncertain Markov decision processes (UMDPs) represent the possible environments as a set of MDPs with shared states and actions but potentially different transition probabilities and rewards. Optimizing a single policy across all possible MDPs may sacrifice performance, while preparing an individually optimized policy for every MDP may violate operational, regulatory, or interpretability constraints on the number of policies that can be prepared and deployed. We consider settings in which model uncertainty is resolved shortly before execution, allowing the most suitable policy to be selected from a limited set prepared in advance. We introduce -adaptable policy synthesis, which optimizes such a set of policies under a minimax-regret objective. We prove that the problem is NP-hard and develop KAPS, an exact nested branch-and-bound algorithm with problem-specific bounds and heuristics. KAPS jointly optimizes which MDPs share a policy and the policies themselves. Experiments across various UMDP benchmarks show that the largest reduction in regret consistently occurs when increasing from one to two policies. In the single-policy setting, KAPS is competitive with existing methods in solution quality and proves optimality substantially more often.
Learning Lookahead Lemmas for Neural Network Verification
State-of-the-art neural network verifiers use the branch-and-bound procedure as their core solving mechanism. We introduce an inprocessing framework for neural network verification driven by the lookahead procedure. Under this framework, lookahead derives new lemmas over the phases of unstable ReLUs, which are collected into an implication graph that is used to prune the search space and vivify boolean cuts. We instantiate the framework in two state-of-the-art verifiers, Marabou and --CROWN, and demonstrate that it improves performance in both, proving up to 34% more instances unsatisfiable.
Mining Verdict Boundaries for Neural Network Verification
Branch and Bound (BaB) aims to achieve complete verification of neural networks by adaptively partitioning the problem and applying off-the-shelf verifiers to subproblems. Its problem-splitting history can be represented as a tree, where each subproblem corresponds to a child node. A key problem of BaB lies in searching for the verdict boundaries across all the paths that divide the verified and unverified subproblems. We observe that the existing BaB approach tackles this problem by solving each expensive subproblem sequentially along the tree path as its depth increases, requiring costly bounds propagation at every visited BaB tree node (i.e., subproblem), which is inefficient. To address this issue, we propose effective search approaches that leverage the monotonicity of each path to efficiently and precisely locate the verdict boundary by simultaneously splitting multiple activation functions (e.g., ReLU), rather than processing them one at a time as in the classical approach. Our approach performs an effective exponential search along each path, allowing us to skip many boundary-unrelated subproblems when identifying the verdict boundary. The enhanced version further improves this process by estimating the boundary's position using quantitative information obtained from subproblem solving. We perform experimental evaluation on commonly-used benchmarks to assess our proposed techniques, and compare them with recent BaB-based approaches.
Lookahead Branching for Neural Network Verification
In this work, we investigate the effect of lookahead branching strategies in neural network verification. We present a general recipe to integrate lookahead into any branch-and-bound verifier and demonstrate how one of the current state-of-the-art branching heuristics, FSB, can be viewed as a special instantiation of the lookahead branching strategy. We also describe how, in addition to improving the quality of branching decisions, lookahead can generate additional lemmas that accelerate verification. We instantiate the method in two representative branch-and-bound-based verifiers (Marabou and --CROWN), and demonstrate that lookahead leads to consistent speedups in verification time and up to more solved instances. Code is available at https://github.com/ai-ar-research/lookahead-branching.
Dynamical Vehicle Orienteering Problem for Multi-Rotor Unmanned Aerial Vehicles
This paper introduces the Dynamical Vehicle Orienteering Problem (DVOP), a generalization of the Orienteering Problem (OP). The OP maximizes the reward collected from spatial targets under a limited travel budget; the DVOP extends it by accounting for both external and vehicle-actuated forces. We study the DVOP in the context of multi-rotor Unmanned Aerial Vehicle (UAV) flight planning, using a three-dimensional Point-Mass Model (PMM) constrained by maximum velocity and acceleration magnitudes and subject to gravitational acceleration, with the travel budget expressed as a maximum flight time. Because the DVOP couples reward maximization with time-optimal trajectory planning, it cannot be formulated as a simple graph problem and solved exactly without relaxing or under-actuating the vehicle dynamics. We therefore propose two solution approaches: a Branch-and-Bound (BnB) procedure that combines Non-Linear Programming (NLP) and Mixed-Integer Linear Programming (MILP) to provide high-quality solutions, and a Large Neighborhood Search (LNS) metaheuristic that supplies an initial reward bound and scales to instances intractable for the BnB. The BnB relies on a novel MILP formulation of travel costs based on minimum-time trajectory primitives through target triplets, yielding a tight reward upper bound, while the LNS uses limited thrust decomposition to compute fast, high-quality PMM trajectories. Experiments on benchmark instances show improvements of up to 37 % over state-of-the-art solutions for the Kinematic Orienteering Problem, and a real-world deployment on a multi-rotor UAV verifies the proposed PMM solution trajectories.
Dual-Informed Vertical Expansion for Multi-Objective Node Selection in Anytime Conflict-Based Search
Conflict-Based Search (CBS) is a leading exact algorithm for Multi-Agent Path Finding (MAPF), but its high-level node-selection rule is usually treated as a fixed implementation detail. Standard best-first selection is strong for minimizing expanded nodes and closing the optimality certificate, yet it can maintain a large frontier, interrupt parent-child expansion sequences, and provide no feasible incumbent until termination. This paper studies node selection as a first-class design choice for exact CBS. We introduce Dual-Informed Vertical Expansion (DIVE), a policy that is best-bound between dives and depth-oriented within a dive. DIVE starts each dive from the current best-bound frontier, follows promising children to exploit parent-child locality, and uses incumbent pruning to limit unproductive excursions. We formalize CBS node selection through a branch-and-bound view, prove that the traversal policy can be changed without affecting exactness, and analyze the resulting trade-offs among expanded nodes, dive breaks, queue size, and primal-dual bound progress. The analysis predicts three complementary extremes. Best-first search is node efficient, iterative deepening is memory efficient, and DIVE is dive efficient while retaining regular best-bound reanchoring. Experiments on standard MAPF benchmarks support this trade-off map. DIVE consistently reduces dive breaks, provides early incumbents with certified gaps, uses substantially less queue memory than best-first search, and benefits from warm starts and simple responsive variants in dense or memory-limited regimes.
Exact and Deterministic Patch Descriptor Retrieval via Hierarchical Normalization
We present a patch descriptor retrieval method that returns the exact nearest neighbour -- provably identical to exhaustive full-vector search -- while evaluating only a small fraction of the database, and does so deterministically: the same (database, query) pair always produces the same result, independent of run order, thread count, or hardware. This contrasts with approximate nearest-neighbour (ANN) approaches such as HNSW and IVF-PQ, which trade exactness for speed and may return different results across runs. The enabling mechanism is Hierarchical Normalization (HN): a normalisation scheme that splits the pre-normalisation feature vector into a K-dim major component (norm sqrt(1-alpha)) and a (128-K)-dim minor component (norm sqrt(alpha)). Since the minor inner product is bounded by alpha (Cauchy-Schwarz on the prescribed norms), the major similarity plus alpha is an admissible upper bound on the full similarity: the search scans the K-dim major component for all entries, then applies full 128-dim evaluation only to entries that cannot be pruned -- a provably exact branch-and-bound scan. We train HN-modified HardNet on the notredame split of the UBC patch dataset and evaluate on trevi and halfdome. With a cache-optimised Structure-of-Arrays layout and K=8, alpha=1/32, the search achieves 13.7x (trevi) / 12.7x (halfdome) speed-up over brute-force 128-dim search, with only 0.4% of entries requiring full evaluation. At K=16, alpha=1/8, FPR@95 rises from 0.0062 to 0.0064 on trevi at 7.2x speed-up, with 98.8% of entries bypassing full evaluation.
Variable Bound Tightening for Nash Equilibrium Computation in Multiplayer Imperfect-Information Games
There has been significant recent progress in algorithms for approximation of Nash equilibrium in large two-player zero-sum imperfect-information games and exact computation of Nash equilibrium in multiplayer strategic-form games. While counterfactual regret minimization and fictitious play are scalable to large games and have convergence guarantees in two-player zero-sum games, they do not guarantee convergence to Nash equilibrium in multiplayer games. Recently, an approach has been presented for exact computation of Nash equilibrium in multiplayer imperfect-information games that solves a quadratically constrained program based on a nonlinear complementarity problem formulation derived from the sequence-form game representation. This formulation was solved using Gurobi's nonconvex quadratic solver, which employs spatial branch-and-bound to iteratively refine variable bounds by solving convex relaxations of bilinear terms via McCormick envelopes. During presolve, Gurobi introduces auxiliary variables and, in some cases, binary variables, leading to an internal MIQCP reformulation. This approach was demonstrated to outperform prior algorithms from the Gambit software suite and quickly solve three-player Kuhn poker after removal of dominated actions; however, the algorithm was not able to solve the full version of the game within 24 hours. In this paper, we derive finite bounds on slack and multiplier variables in the nonlinear complementarity formulation. These bounds strengthen the convex relaxations used within spatial branch-and-bound and lead to substantial computational improvements. We demonstrate the impact of the proposed bounds on exact Nash equilibrium computation in three-player Kuhn poker.
Multi-Agent Goal Recognition with Team- and Goal-Conditioned Reinforcement Learning and Factorized Branch-and-Bound
Multi-agent goal recognition asks an observer to jointly infer which agents act together and what each team is trying to achieve, so the hypothesis space grows combinatorially with the number of team partitions and goals per team. Real applications such as drone surveillance and collaborative robotics expose only the agents' trajectory, which forces the observer to rank team-goal hypotheses from behavior alone. Multi-Agent Goal Recognition with Branch-and-Bound (MAGR-BB) addresses this setting with a shared team- and goal-conditioned policy used as the scoring model inside a factorized branch-and-bound search. On a controlled multi-agent Blocksworld benchmark, MAGR-BB returns the same top-ranked hypothesis as exhaustive search throughout the trajectory while cutting hypothesis materialization by orders of magnitude and reducing cumulative recognition runtime substantially.
Cost-Optimal Decision Diagrams for Stochastic Boolean Function Evaluation
In many decision-making scenarios, acquiring information incurs different costs. We consider the problem of constructing a deterministic evaluation strategy that minimizes the expected cost of evaluating a propositional formula under variable costs and a probability distribution over truth assignments. We present a branch-and-bound algorithm with variable-selection heuristics, pruning, and caching. To the best of our knowledge, it is the first practical exact algorithm for this level of generality. Experiments on random instances demonstrate scalability and quantify the efficiency-quality trade-off of a greedy beam-search variant. We additionally evaluate a structured heart-disease diagnosis instance. Finally, we prove that the problem is -hard and contained in .
Bidirectional Search for Longest Paths: Case for Front-to-Front Heuristics
Bidirectional heuristic search can potentially reduce search effort for problems amenable to backward search. Therein, it is well-known that front-to-front heuristics can reduce the number of node expansions, but their overhead is so high that overall runtime almost always increases. We propose BiXDFBnB, a bidirectional depth-first branch-and-bound algorithm that adapts the Single-Frontier Bidirectional Search (SFBDS) framework - originally developed for shortest-path (MIN) problems - to the Generalized Longest Simple Path (GLSP) setting. Because SFBDS inherently operates on paired states, front-to-front (F2F) heuristic evaluation arises naturally and avoids the overhead typically associated with bidirectional frontier management. We show that this adaptation can be successfully applied to maximization (MAX) problems while efficiently handling overlapping constraints. BiXDFBnB is applied to several types of longest-path problems: Longest Simple Path (LSP), Snakes, and Coil-in-the-Box (CIB). Empirical evaluation shows that the new algorithm frequently reduces the number of node expansions and, in some cases, also improves overall runtime.
From Sequential Nodes to GPU Batches: Parallel Branch and Bound for Optimal -Sparse GLMs
GPUs have significantly accelerated first-order methods for large-scale optimization, especially in continuous optimization. However, this success has not transferred cleanly to problems with discrete variables, combinatorial structure, and nonlinear objectives, such as certifying optimal solutions for cardinality-constrained generalized linear models. Major challenges include the sequential processing of heterogeneous nodes in branch and bound (BnB) and frequent data movement between the CPU and GPU. We propose a simple, generic, and modular CPU--GPU framework that processes multiple BnB nodes in batches on GPUs. The framework is built around a small set of GPU-efficient routines and uses padding together with lightweight custom kernels to handle irregular node data structures. Experiments show one to two orders of magnitude speedups and zero optimality gap on challenging instances. The framework can also be extended to collect the entire Rashomon set, enabling downstream statistical analysis such as variable-importance analysis and model selection under secondary user-specific measures (e.g., AUC in classification).
LLM4Branch: Large Language Model for Discovering Efficient Branching Policies of Integer Programs
Efficient branching policies are essential for accelerating Mixed Integer Linear Programming (MILP) solvers. Their design has long relied on hand-crafted heuristics, and now machine learning has emerged as a promising paradigm to automate this process. However, existing learning-based methods are often hindered by their dependence on expensive expert demonstrations and the gap between training objectives and the solver's end-to-end performance. In this work, we propose LLM4Branch, a novel framework that leverages Large Language Models (LLMs) to automate the discovery of efficient branching policies. Specifically, the discovered policy is an executable program with a program skeleton generated by the LLM and a parameter vector, which is optimized via a zeroth-order method over a few instances with their end-to-end performance feedback. Extensive experiments on standard MILP benchmarks demonstrate that LLM4Branch establishes a new state-of-the-art among CPU-based methods and achieves performance competitive with advanced GPU-based models. Codes are available at https://github.com/hzn18/LLM4Branch.
Solving Max-Cut to Global Optimality via Feasibility-Preserving Graph Neural Networks
Exact solution of hard combinatorial optimization problems often relies on strong convex relaxations, but solving these relaxations repeatedly inside a branch-and-bound algorithm can be prohibitively expensive. Hence, we consider this challenge for Max-Cut, where branch and bound commonly uses semidefinite programming (SDP) relaxations to bound subproblems. We propose a Max-Cut-specific graph neural network that serves as a principled, lightweight neural proxy for these SDP solvers and can be plugged directly into an exact branch-and-bound framework. The proposed architecture has update steps of complexity , and predicts both primal- and dual-feasible SDP solutions. The primal SDP solutions yield feasible Max-Cut solutions via the Goemans--Williamson algorithm. In addition, it is trained in a self-supervised fashion without requiring solved SDP relaxations as labels. Empirically, we show that our architecture can substantially reduce the cost of bounding in exact Max-Cut solving by up to compared with using the state-of-the-art SDP solver Mosek. Our work highlights the potential of learned, validity-preserving surrogates for accelerating exact optimization over structured convex relaxations.