Search Strategy Generation for Branch and Bound Using Genetic Programming
Created by W.Langdon from
gp-bibliography.bib Revision:1.9049
- @InProceedings{DBLP:conf/aaai/MaudetD25,
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author = "Gwen Maudet and Gregoire Danoy",
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editor = "Toby Walsh and Julie Shah and Zico Kolter",
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title = "Search Strategy Generation for Branch and Bound Using
Genetic Programming",
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booktitle = "AAAI-25, Sponsored by the Association for the
Advancement of Artificial Intelligence, February 25 -
March 4, 2025, Philadelphia, PA, {USA}",
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pages = "11299--11308",
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publisher = "{AAAI} Press",
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year = "2025",
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keywords = "genetic algorithms, genetic programming, GP2S,
MIPLIB2",
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timestamp = "Thu, 01 May 2025 01:00:00 +0200",
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biburl = "
https://dblp.org/rec/conf/aaai/MaudetD25.bib",
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bibsource = "dblp computer science bibliography, https://dblp.org",
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URL = "
https://ojs.aaai.org/index.php/AAAI/article/download/33229/35384",
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URL = "
https://hdl.handle.net/10993/64761",
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URL = "
https://doi.org/10.1609/aaai.v39i11.33229",
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DOI = "
10.1609/AAAI.V39I11.33229",
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size = "10 pages",
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abstract = "Branch-and-Bound (BB) is an exact method in integer
programming that recursively divides the search space
into a tree. During the resolution process, determining
the next subproblem to explore within the tree—known
as the search strategy—is crucial. Hand-crafted
heuristics are commonly used, but none are effective
over all problem classes. Recent approaches utilizing
neural networks claim to make more intelligent
decisions but are computationally expensive. In this
paper, we introduce GP2S (Genetic Programming for
Search Strategy), a novel machine learning approach
that automatically generates a BB search strategy
heuristic, aiming to make intelligent decisions while
being computationally lightweight. We define a policy
as a function that evaluates the quality of a BB node
by combining features from the node and the problem;
the search strategy policy is then defined by a
best-first search based on this node ranking. The
policy space is explored using a genetic programming
algorithm, and the policy that achieves the best
performance on a training set is selected. We compare
our approach with the standard method of the SCIP
solver, a recent graph neural network-based method, and
handcrafted heuristics. Our first evaluation includes
three types of primal hard problems, tested on
instances similar to the training set and on larger
instances. Our method is at most 2 percents slower than
the best baseline and consistently outperforms SCIP,
achieving an average speedup of 11.3 percents.
Additionally, GP2S is tested on the MIPLIB 2017
dataset, generating multiple heuristics from different
subsets of instances. It exceeds SCIP’s average
performance in 7 out of 10 cases across 15 times more
instances and under a time limit 15 times longer, with
some GP2S methods leading on most experiments in terms
of the number of feasible solutions or optimality
gap.",
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notes = "See also \cite{DBLP:journals/corr/abs-2412-09444}",
- }
Genetic Programming entries for
Gwen Maudet
Gregoire Danoy
Citations