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Competing for the most profitable tour: The orienteering interdiction game

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arxiv 2407.02959 v1 pith:Q2UTNK7N submitted 2024-07-03 math.OC cs.DM

classification math.OCcs.DM
keywords probleminterdictionorienteeringtourfollowergameprizesalgorithm
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The orienteering problem is a well-studied and fundamental problem in transportation science. In the problem, we are given a graph with prizes on the nodes and lengths on the edges, together with a budget on the overall tour length. The goal is to find a tour that respects the length budget and maximizes the collected prizes. In this work, we introduce the orienteering interdiction game, in which a competitor (the leader) tries to minimize the total prize that the follower can collect within a feasible tour. To this end, the leader interdicts some of the nodes so that the follower cannot collect their prizes. The resulting interdiction game is formulated as a bilevel optimization problem, and a single-level reformulation is obtained based on interdiction cuts. A branch-and-cut algorithm with several enhancements, including the use of a solution pool, a cut pool and a heuristic method for the follower's problem, is proposed. In addition to this exact approach, a genetic algorithm is developed to obtain high-quality solutions in a short computing time. In a computational study based on instances from the literature for the orienteering problem, the usefulness of the proposed algorithmic components is assessed, and the branch-and-cut and genetic algorithms are compared in terms of solution time and quality.

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  1. Learning Ordinal Response Policies in Rank-Based Stochastic Prize-Collecting Games

    cs.RO 2025-10 reject novelty 6.0 of 10

    A new game model for competitive prize collecting on graphs, with an ordinal-rank conditioning trick that improves multi-agent policy scaling and generalization in road-network simulations.

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