Kyle Y. Lin

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3ranked-venue papers
0as first author
1since 2021 · last 2025
0000-0002-3769-1891ORCID · verified

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Theory of computation · 3 · 1 since 2021
YearPublicationVenuePosition
2025 Computing Optimal Strategies for a Search Game in Discrete Locations
abstract
Consider a two-person zero-sum search game between a hider and a searcher. The hider hides among n discrete locations, and the searcher successively visits individual locations until finding the hider. Known to both players, a search at location i takes ti time units and detects the hider—if hidden there—independently with probability αi, for [Formula: see text]. The hider aims to maximize the expected time until detection, whereas the searcher aims to minimize it. We present an algorithm to compute an optimal strategy for each player. We demonstrate the algorithm’s efficiency in a numerical study, in which we also study the characteristics of the optimal hiding strategy. History: Accepted by Andrea Lodi, Area Editor for Design & Analysis of Algorithms—Discrete. Funding: J. Clarkson is grateful for the support of the Engineering & Physical Sciences Research Council STOR-i Centre for Doctoral Training at Lancaster University [Grant EP/L015692/1]. Supplemental Material: The software that supports the findings of this study is available within the paper and its Supplemental Information ( https://pubsonline.informs.org/doi/suppl/10.1287/ijoc.2023.0155 ) as well as from the IJOC GitHub software repository ( https://github.com/INFORMSJoC/2023.0155 ). The complete IJOC Software and Data Repository is available at https://informsjoc.github.io/ .
Jake Clarkson, Kyle Y. Lin
INFORMS J. Comput.2
2020 A search game on a hypergraph with booby traps
Tom Lidbetter, Kyle Y. Lin
Theor. Comput. Sci.2
2016 Developing Effective Service Policies for Multiclass Queues with Abandonment: Asymptotic Optimality and Approximate Policy Improvement
abstract
We study a single server queuing model with multiple classes and impatient customers. The goal is to determine a service policy to maximize the long-run reward rate earned from serving customers net of holding costs and penalties respectively due to customers waiting for and leaving before receiving service. We first show that it is without loss of generality to study a pure-reward model. Since standard methods can usually only compute the optimal policy for problems with up to three customer classes, our focus is to develop a suite of heuristic approaches, with a preference for operationally simple policies with good reward characteristics. One such heuristic is the Rμθ rule—a priority policy that ranks all customer classes based on the product of reward R, service rate μ, and abandonment rate θ. We show that the Rμθ rule is asymptotically optimal as customer abandonment rates approach zero and often performs well in cases where the simpler Rμ rule performs poorly. The paper also develops an approximate policy improvement method that uses simulation and interpolation to estimate the bias function for use in a dynamic programming recursion. For systems with two or three customer classes, our numerical study indicates that the best of our simple priority policies is near optimal in most cases; when it is not, the approximate policy improvement method invariably tightens up the gap substantially. For systems with five customer classes, our heuristics typically achieve within 4% of an upper bound for the optimal value, which is computed via a linear program that relies on a relaxation of the original system. The computational requirement of the approximate policy improvement method grows rapidly when the number of customer classes or the traffic intensity increases.
Terry James, Kevin D. Glazebrook, Kyle Y. Lin
INFORMS J. Comput.3