A Branch-and-Cut Algorithm for Submodular Interdiction Games.
Kübra TaninmisMarkus SinnlPublished in: INFORMS J. Comput. (2022)
Keyphrases
- learning algorithm
- computational cost
- preprocessing
- experimental evaluation
- objective function
- maximum flow
- monte carlo
- detection algorithm
- times faster
- improved algorithm
- search space
- computational complexity
- dynamic programming
- max min
- recognition algorithm
- optimal solution
- worst case
- high accuracy
- tree structure
- video games
- path planning
- weighted majority
- particle swarm optimization
- classification algorithm
- optimization algorithm
- computationally efficient
- expectation maximization
- data sets
- probabilistic model
- cost function
- significant improvement
- neural network