Côme Bissuel

dblp:265/6270 · DBLP profile ↗
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4ranked-venue papers
0as first author
3since 2021 · last 2026
0000-0002-5430-3168ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 4 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Theoretical computer science
2 papers
Mathematical optimization · 100%
Artificial intelligence
2 papers
Reinforcement learning · 74% Planning, search and constraint satisfaction · 26%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Mathematical optimization › integer programming
branch-and-bound
1.922026
Planning in Branch-and-Bound: Model-Based Reinforcement Learning for Exact Combinatorial Optimization · AAAI 2026
A Markov Decision Process for Variable Selection in Branch & Bound · NeurIPS 2025
Mathematical optimization › discrete optimization
mixed integer linear programming
1.922026
Planning in Branch-and-Bound: Model-Based Reinforcement Learning for Exact Combinatorial Optimization · AAAI 2026
A Markov Decision Process for Variable Selection in Branch & Bound · NeurIPS 2025
Machine learning › Reinforcement learning
model-based reinforcement learning
1.012026
Planning in Branch-and-Bound: Model-Based Reinforcement Learning for Exact Combinatorial Optimization · AAAI 2026
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
1.012026
Planning in Branch-and-Bound: Model-Based Reinforcement Learning for Exact Combinatorial Optimization · AAAI 2026
Machine learning › Reinforcement learning › model-based reinforcement learning › model-based planning
planning with learned models
1.012026
Planning in Branch-and-Bound: Model-Based Reinforcement Learning for Exact Combinatorial Optimization · AAAI 2026
Mathematical optimization
combinatorial optimization
1.012026
Planning in Branch-and-Bound: Model-Based Reinforcement Learning for Exact Combinatorial Optimization · AAAI 2026
Machine learning › Reinforcement learning
markov decision process
0.912025
A Markov Decision Process for Variable Selection in Branch & Bound · NeurIPS 2025

Methods — techniques the papers use, named apart from their topics

monte carlo tree search · 2.0model-based reinforcement learning · 2.0reinforcement learning · 1.7
YearPublicationVenuePosition
2026 Planning in Branch-and-Bound: Model-Based Reinforcement Learning for Exact Combinatorial Optimization
abstract
Mixed-Integer Linear Programming (MILP) lies at the core of many real-world combinatorial optimization (CO) problems, traditionally solved by branch-and-bound (B&B). A key driver influencing B&B solvers efficiency is the variable selection heuristic that guides branching decisions. Looking to move beyond static, hand-crafted heuristics, recent work has explored adapting traditional reinforcement learning (RL) algorithms to the B&B setting, aiming to learn branching strategies tailored to specific MILP distributions. In parallel, RL agents have achieved remarkable success in board games, a very specific type of combinatorial problems, by leveraging environment simulators to plan via Monte Carlo Tree Search (MCTS). Building on these developments, we introduce Plan-and-Branch-and-Bound (PlanB&B), a model-based reinforcement learning (MBRL) agent that leverages a learned internal model of the B&B dynamics to discover improved branching strategies. Computational experiments empirically validate our approach, with our MBRL branching agent outperforming previous state-of-the-art RL methods across four standard MILP benchmarks.
Paul Strang, Zacharie Alès, Côme Bissuel, Olivier Juan, Safia Kedad-Sidhoum, Emmanuel Rachelson
AAAI3
2025 A Markov Decision Process for Variable Selection in Branch & Bound
abstract
Mixed-Integer Linear Programming (MILP) is a powerful framework used to address a wide range of NP-hard combinatorial optimization problems, often solved by Branch and bound (B&B). A key factor influencing the performance of B&B solvers is the variable selection heuristic governing branching decisions. Recent contributions have sought to adapt reinforcement learning (RL) algorithms to the B&B setting to learn optimal branching policies, through Markov Decision Processes (MDP) inspired formulations, and ad hoc convergence theorems and algorithms. In this work, we introduce BBMDP, a principled vanilla MDP formulation for variable selection in B&B, allowing to leverage a broad range of RL algorithms for the purpose of learning optimal B&B heuristics. Computational experiments validate our model empirically, as our branching agent outperforms prior state-of-the-art RL agents on four standard MILP benchmarks.
Paul Strang, Zacharie Alès, Côme Bissuel, Olivier Juan, Safia Kedad-Sidhoum, Emmanuel Rachelson
NeurIPS3
2021 A Hierarchical Decomposition Approach for the Optimal Design of a District Cooling System
abstract
International audience
Côme Bissuel, François Courtot, Céline Gicquel, Dominique Quadri
ICORES2
2020 Reinforcement Learning for Variable Selection in a Branch and Bound Algorithm
Marc Etheve, Zacharie Alès, Côme Bissuel, Olivier Juan, Safia Kedad-Sidhoum
CPAIOR3