A branch-and-cut algorithm for submodular interdiction games
K\"ubra Tan{\i}nm{\i}\c{s}, Markus Sinnl

TL;DR
This paper introduces an exact branch-and-cut algorithm for submodular interdiction games, effectively solving complex interdiction problems with improved performance over existing MIBLP methods.
Contribution
The authors develop a novel branch-and-cut framework utilizing interdiction cuts that exploit submodularity, advancing solution methods for interdiction games with submodular objectives.
Findings
The proposed algorithm outperforms MIBLP solvers on benchmark instances.
Interdiction cuts significantly improve solution efficiency.
The method successfully solves most instances to near-optimality.
Abstract
Many relevant applications from diverse areas such as marketing, wildlife conservation, or defending critical infrastructure can be modeled as interdiction games. In this work, we introduce interdiction games whose objective is a monotone and submodular set function. Given a ground set of items, the leader interdicts the usage of some of the items of the follower in order to minimize the objective value achievable by the follower, who seeks to maximize a submodular set function over the uninterdicted items subject to knapsack constraints. We propose an exact branch-and-cut algorithm for these kind of interdiction games. The algorithm is based on interdiction cuts which allow to capture the follower's objective function value for a given interdiction decision of the leader and exploit the submodularity of the objective function. We also present extensions and liftings of these cuts and…
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Taxonomy
TopicsCrime, Illicit Activities, and Governance · Pesticide and Herbicide Environmental Studies · Terrorism, Counterterrorism, and Political Violence
