A Branch-and-Bound algorithm using multiple GPU-based LP solvers

Xavier Meyer, B. Chopard, P. Albuquerque
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引用次数: 5

Abstract

The Branch-and-Bound (B&B) method is a well-known optimization algorithm for solving integer linear programming (ILP) models in the field of operations research. It is part of software often employed by businesses for finding solutions to problems such as airline scheduling problems. It operates according to a divide-and-conquer principle by building a tree-like structure with nodes that represent linear programming (LP) problems. A LP solver commonly used to process the nodes is the simplex method. Nowadays its sequential implementation can be found in almost all commercial ILP solvers. In this paper, we present a hybrid CPU-GPU implementation of the B&B algorithm. The B&B tree is managed by the CPU, while the revised simplex method is mainly a GPU implementation, relying on the CUDA technology of NVIDIA. The CPU manages concurrently multiple instances of the LP solver. The principal difference with a sequential implementation of the B&B algorithm pertains to the LP solver, provided that the B&B tree is managed with the same strategy. We thus compared our GPU-based implementation of the revised simplex to a well-known open-source sequential solver, named CLP, of the COIN-OR project. For given problem densities, we measured a size threshhold beyond which our GPU implementation outperformed its sequential counterpart.
使用多个基于gpu的LP求解器的分支定界算法
分支定界法是运筹学领域求解整数线性规划(ILP)模型的一种著名的优化算法。它是企业经常使用的软件的一部分,用于寻找诸如航班调度问题的解决方案。它根据分而治之的原则,通过构建具有表示线性规划(LP)问题的节点的树状结构来运行。通常用于处理节点的LP求解器是单纯形法。现在,它的顺序实现可以在几乎所有的商业ILP求解器中找到。在本文中,我们提出了一种混合的CPU-GPU实现的B&B算法。B&B树由CPU管理,而修正单纯形法主要是GPU实现,依靠NVIDIA的CUDA技术。CPU同时管理LP求解器的多个实例。与B&B算法的顺序实现的主要区别在于LP求解器,前提是B&B树使用相同的策略进行管理。因此,我们将基于gpu的修正单纯形实现与COIN-OR项目中著名的开源顺序求解器CLP进行了比较。对于给定的问题密度,我们测量了一个大小阈值,超过该阈值,我们的GPU实现优于其顺序对应的实现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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