B$^3$-PWL: GPU-Batched Branch-and-Bound for Piecewise-Linear Optimization with SOS2 Constraints

Distributed, Parallel, and Cluster Computing

Summary

The authors created a new method called B³-PWL to solve piecewise-linear optimization problems much faster by using GPUs instead of traditional CPUs. Their approach runs many smaller problems at once on the GPU with a specialized solver, which helps speed up the solution process. They also designed a technique to quickly find good feasible solutions that make the overall problem easier to solve. Testing showed their method is generally faster and more effective than existing tools for similar problems. This work highlights the benefits of using first-order solvers and GPU parallelism in optimization.

Authors

Yilin Guan, Shuqing Luo, Pingzhi Li, Tianlong Chen, Kaidi Xu

Abstract

Piecewise-linear (PWL) optimization problems arise in many mixed-integer programming (MIP) optimization applications, including portfolio optimization, workforce scheduling, and resource allocation. But solving them to global optimality remains computationally expensive because branch-and-bound repeatedly solves LP relaxation subproblems. Existing solvers are largely CPU-centric, leaving the scalability of modern GPUs underutilized. Few prior GPU-accelerated branch-and-bound either targets neural network which is not suitable for general PWL optimization, or accelerates only auxiliary subroutines such as strong branching heuristics within CPU-centric MIP solvers. To bridge this gap, we propose B$^3$-PWL, a GPU-centric batched branch-and-bound framework for piecewise-linear optimization with Special Ordered Set of type 2 (SOS2) constraints. Our method solves batches of LP relaxation subproblems concurrently on the GPU using a first-order primal-dual solver, enabled by a specialized batched block-tiled sparse matrix kernel. To complement bound computation, we further introduce a unified feasibility search module that combines an SOS2 repair primal heuristic with a batched feasibility pump to rapidly obtain feasible incumbents and improve pruning efficiency. On a benchmark of 43 PWL-MIP instances, B$^3$-PWL achieves a 9.25x geometric-mean speedup over NVIDIA cuOpt while reaching high-quality feasible incumbents on every tested instance. On a public valve-point unit-commitment benchmark, it further outperforms NVIDIA cuOpt and the open-source CPU solvers SCIP and HiGHS, demonstrating the potential of first-order LP methods as the central engine of GPU-accelerated branch-and-bound.