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

B³-PWL uses GPU-batched first-order branch-and-bound with batched sparse kernels and feasibility heuristics to solve piecewise-linear SOS2 problems, achieving 9.25x speedup over cuOpt.

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

Published 2026Atlanta Poster Session 5 · Fri, Dec 11, 10:00 AM–1:00 PM local time · Hall C1arXiv ↗OpenReview ↗

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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.