1. How many bytes are needed to store the position, end and direction vectors?
Moreover 3N bytes are needed to store the position-, end- and direction-vectors, 1 byte to store the integer, and N bytes to store permutations before calling the bounding operator.
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2. What future works have the authors mentioned in the paper "A gpu-based branch-and-bound algorithm using integer-vector-matrix data structure" ?
As a future work the authors plan to investigate other work stealing strategies for the IVM-based GPU-B & B algorithm.. The authors also plan to extend their algorithm to a multi-GPU and to a hybrid multi-core/multi-GPU Branch-and-Bound algorithm capable of solving large instances of permutation-based combinatorial problems. [ 1 ]
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3. What have the authors contributed in "A gpu-based branch-and-bound algorithm using integer-vector-matrix data structure" ?
To the best of their knowledge, the algorithm presented in this paper is the first GPU-based B & B algorithm that performs all four operators on the device and subsequently avoids the data transfer bottleneck between CPU and GPU.. This paper revisits the IVM-based B & B algorithm on the GPU, addressing the irregularity of the algorithm in terms of workload, memory access patterns and control flow.. Compared to a GPU-accelerated B & B based on a linked-list, the algorithm presented in this paper solves a set of standard flowshop instances on average 3. 3 times faster.
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4. What is the main challenge to be faced when using GPU for the acceleration of B&B?
The reduction of the overhead induced by data transfers between host and device is another important challenge to be faced when using GPU for the acceleration of B&B.
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