Related papers: GIB: Imperfect Information in a Computationally Ch…
In this paper, we surveyed the existing literature studying different approaches and algorithms for the four critical components in the general branch and bound (B&B) algorithm, namely, branching variable selection, node selection, node…
We present a Monte Carlo algorithm for efficiently finding near optimal moves and bids in the game of Bidding Hex. The algorithm is based on the recent solution of Random-Turn Hex by Peres, Schramm, Sheffield, and Wilson together with…
I survey recent progress on a classic and challenging problem in social choice: the fair division of indivisible items. I discuss how a computational perspective has provided interesting insights into and understanding of how to divide…
We study connections between optimistic bilevel programming problems and Generalized Nash Equilibrium Problems (GNEP)s. We remark that, when addressing bilevel problems, we consider the general case in which the lower level program is not…
Any sports competition needs a timetable, specifying when and where teams meet each other. The recent International Timetabling Competition (ITC2021) on sports timetabling showed that, although it is possible to develop general algorithms,…
The analysis of infeasible subproblems plays an import role in solving mixed integer programs (MIPs) and is implemented in most major MIP solvers. There are two fundamentally different concepts to generate valid global constraints from…
In this paper we study the generalized vertex cover problem (GVC), which is a generalization of various well studied combinatorial optimization problems. GVC is shown to be equivalent to the unconstrained binary quadratic programming…
This work investigates the online machine learning problem of prediction with expert advice in an adversarial setting through numerical analysis of, and experiments with, a related partial differential equation. The problem is a repeated…
Decision making needs to take an uncertain environment into account. Over the last decades, robust optimization has emerged as a preeminent method to produce solutions that are immunized against uncertainty. The main focus in robust…
Monte Carlo algorithms are a foundational pillar of modern computational science, yet their effective application hinges on a deep understanding of their performance trade offs. This paper presents a critical analysis of the evolution of…
We present a method for automatically building diagrams for olympiad-level geometry problems and implement our approach in a new open-source software tool, the Geometry Model Builder (GMB). Central to our method is a new domain-specific…
We consider the Scenario Convex Program (SCP) for two classes of optimization problems that are not tractable in general: Robust Convex Programs (RCPs) and Chance-Constrained Programs (CCPs). We establish a probabilistic bridge from the…
Monte Carlo Tree Search (MCTS) is a powerful approach to designing game-playing bots or solving sequential decision problems. The method relies on intelligent tree search that balances exploration and exploitation. MCTS performs random…
We present a two-level branch-and-bound (BB) algorithm to compute the optimal gripper pose that maximizes a grasp metric in a restricted search space. Our method can take the gripper's kinematics feasibility into consideration to ensure…
In trick-taking card games, a two-step process of state sampling and evaluation is widely used to approximate move values. While the evaluation component is vital, the accuracy of move value estimates is also fundamentally linked to how…
Computing lower and upper bounds on the competitive ratio of online algorithms is a challenging question: For a minimization combinatorial problem, proving a competitive ratio for a given algorithm leads to an upper bound. However computing…
Reinforcement learning has achieved remarkable success in perfect information games such as Go and Atari, enabling agents to compete at the highest levels against human players. However, research in reinforcement learning for imperfect…
We introduce a human-compatible reinforcement-learning approach to a cooperative game, making use of a third-party hand-coded human-compatible bot to generate initial training data and to perform initial evaluation. Our learning approach…
Estimating discrete games of complete information is often computationally difficult due to partial identification and the absence of closed-form moment characterizations. This paper proposes computationally tractable approaches to…
Online bin stretching is an online packing problem where some of the best known lower and upper bounds were found through computational searches. The limiting factor in obtaining better bounds with such methods is the computational time…