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Quantitative Analysis

i n Decision M a k i n g
Quantitative A n a l y s i s i n Decision Making

Table of Content eBook

1. Introduction to Quantitative Analysis in Decision Making 5

1.1 Introduction 6

1.2 Meaning of Decision Making 7

1.3 Operations Research (OR) 9

1.4 Methodology of Operations Research 11

1.5 Applications of Operations Research 15

1.6 Quantitative Analysis and Computer Information Systems 17

1. 7 Chapter Summary 19

2. Linear Programming: Formulation and Graphic Method 20

2.1 Introduction 21

2.2 Definition of Linear Programming 22

2.3 Basic Requirements of Linear Programming 22

2.4 Assumptions Underlying Linear Programming 23

2.5 Formulation of Linear Programming Problem 25

2.6 Solution to Linear Programming Problem: Graphic Method 27

2.7 Variations in Linear Programming Problems 35

2.8 Advantages and Limitations of Linear Programming 38

2.9 Chapter Summary 39

3. Linear Programming: Solving by Simplex 40

3.1 Introduction 41

3.2 Concept of Simplex Method 42

3.3 Converting LP Problem to Standard Form 43

3.4 Steps in Simplex Method 45

3.5 Simplex Method: Maximization Case 46

3.6 Simplex Method: M i n i m i z a t i o n Case 54

3.7 Duality in LP Problem 63

3.8 Chapter Summary 67

4. Transportation Problem (TP) 68

4.1 Introduction 69

4.2 Characteristics and Assumptions of Transportation Problem 70

4.3 The TP Algorithm 74

4.4 Initial Basic Feasible (!BF) Solution Methods 75

4.5 Optimality Test Methods 82

4.6 Chapter Summary 93

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5. Queuing Theory 94

5.1 Introduction 95

5.2 Queuing Theory 96

5.3 S t ru c t u r eof Queuing System 96

5.4 Queuing Theory: Operating Characteristics 100

5.5 Types of Queuing Models 102

5.6 Cost Analysis 113

5.7 Chapter Summary 116

6. Simulation 117

6.1 Introduction 118

6.2 Types of S i m u l a t i o n 119

6.3 Steps in S i m u l a t i o n 121

6.4 Monte Carlo S i m u l a t i o n and Its Steps 122

6.5 Monte Carlo S i m u l a t i o n Examples 124

6.6 Advantages and Disadvantages of S i m u l a t i o n Techniques 130

6.7 Chapter Summary 131

7. PERT/CPM Techniques 132

7 .1 Introduction 133

7.2 PERT and CPM Network 134

7.3 Rules of Network Construction 137

7.4 Network Analysis: Forward Pass and Backward Pass 139

7.5 Network Analysis: Floats 145

7.6 Critical Path Method (CPM) 146

7.7 Project Evaluation and Review Technique (PERT) 147

7.8 Importance and Umitations of CPM/PERT 153

7.9 Chapter Summary 154

8. Project Crashing and Resource Allocation 155

8.1 Introduction 156

8.2 Project Crashing 157

8.3 Cost Associated with Project Crashing 157

8.4 Project Crashing Principles and Steps 159

8.5 Resource Allocation and Smoothing 165

8.6 Chapter Summary 170

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9. Decision Theory 171

9.1 Introduction 172

9.2 Steps in Decision Making 173

9.3 One-stage Decision Making 174

9.4 Multi-stage Decision Making 187

9.5 Utility Theory 190

9.6 Chapter Summary 193

1 0 . Game Theory 194

10.1 Introduction 195

10.2 Definition and History of Game Theory 196

10.3 Real World Applications of Game Theory 197

10.4 Game Theory: Assumptions and Common Terms 197

10.5 Types of Games 198

10.6 Strategies for Two-person Game 200

10. 7 Pure Strategy 201

10.8 Mixed Strategy 205

10. 9 Linear Programming (LP) Model Form 222

10.10 Chapter Summary 226

Appendix
227

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I n t r o d u c t i o n to

Quantitative

Techniques i n

Decision Making
Quantitative A n a l y s i s in Decision Making

e Bo o k

1 . 1 Introduction

Decision making is an important part of the management process. It is a very

complicated task which involves high cost of technology, labor, materials, and analysis

of external factors like political, social, and economic factors, which increases the

complexity of managerial decrsion making. When faced with a certain problem, a

manager selects a specific course of action from a set of possible options for a particular

project.

Today, due to growing knowledge and technology, the pace and complexity of decisions

that are required to be made is certainly greater than those faced by our forefathers.

Also, the number of alternative solutions available is confusing. Thus, these challenges

have led to the development of concepts and techniques to improve problem solving

abilities, so that wrong decisions, wrong production of products, and deliverance of

unsatisfactory services to customers are avoided.

Thus, some of the concepts and techniques include parameters like:

Disciplined thinking, which is the shift of focus to what is realistic and feasible.

Objective thinking, which means an unbiased evaluation of data.

Systematic thinking, which is a sequential step-by-step analysis of the problem.

Action-oriented thinking, which is a detailed search for the most economical solution

that can be implemented.

Therefore, this textbook provides a set of operational research techniques which can be

used by decision makers in order to make rational and effective decisions.

After reading this chapter, you will be able to:

Describe the quantitative approach in decision making

Explain the methodology of Operations Research (OR)

Describe the applications of Operations Research

Explain the role of quantitative analysis in computer information system

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1 . 2 M e a n i n g of Decision Making

A decision is the act of making-up one's mind about something. It is a choice among

various alternative courses of action for the purpose of achieving goals. Managerial

decision making is a process in which the management will select an appropriate course

of action from a set of possible options. Managers have to make decisions for the

purpose of attaining objectives and goals. Decision making may involve decisions under

certainty or uncertainty, under static or dynamic conditions, and against nature or any

rational opponent.

Decisions under Certainty or Uncertainty

Decision under certainty, as shown in Fig. 1.2a indicates that all the possible factors are

known and considered. Whereas, decisions under uncertainty are ones where the

happening of actual event is not known but probabilities can be assigned to various

possible occurrences.

Decision making under risk falls with a certain probability distribution between the two

extremes, that is, certainty and uncertainty.

Complete
Complete
Uncertainty Degree of Certainty Certainty

Decision Making Decision Making under Risk Decision Making

under Uncertainty under Certainty

Fig. 1.2a: Decision based on Degree of Certainty

Decisions under Static or Dynamic Conditions

Decisions taken for only a single period of time are known as static decisions. Whereas,

decisions taken in a sequence of interrelated decisions parallel or taken over several

time periods are known as dynamic decisions.

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Decisions against Nature or Any Rational Opponent

Decisions taken against nature, like digging oil wells, come under the category of

decisions against nature. Whereas, in case of rational opponent, it would be the

designing of an advertisement, while considering the competitor's actions.

Decision-making Process

Fig. 1 . 2 b represents the various steps involved in the decision-making process.

Objective Setting

Information Gathering

Generation of Alternatives

Evaluation of Alternatives

Selection of Alternative

Implementation

Monitor and Control

Fig. 1.2b: Decision-making Process

Objective Setting

It deals with defining the problem of the organization, which includes the organization's

objectives, and identifying the specific functional department that needs to be studied

before solving the problem.

Information Gathering

It deals with the collection of data, so as to estimate the factors that affect the

organization's problem.

Generation of Alternatives

It deals with analyzing data and imposing limits, in order to achieve feasible alternative

solutions. It also helps to know potential outcomes and allows examining the sensitivity

of the solution to changes or errors observed in the numerical values.

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Evaluation of Alternatives

It deals with the evaluation of alternatives on different parameters.

Selection of Alternative

It deals with the selection of the most feasible solution to meet the organization's

objectives.

Implementation

It deals with the translation of the selected alternative into action. A properly

implemented solution, according to the operations research techniques, will reduce the

chance of errors.

Monitor and Control

It deals with the constant monitoring of the process and control of the variations, if any,

in order to meet the organization's objectives.

1 . 3 Operations Research (OR)

The foundation of OR was laid during World War II. It serves managers with a

quantitative basis for decision making. A large number of operation problems are solved

using OR. It helps managers in the following manner:

By allocating of resources, like men, material, machines, money, and time.

By selecting a strategy, like disposition of resources and tactics.

By considering the factors, like competition and conflict.

Definitions

OR can be defined in many ways due to its wide scope of application. However, a few

definitions of OR are:

According to Morse and Kimball, "Operations Research is a scientific method of

providing executive departments with a quantitative basis for decisions under

their control."

According to Wagner, "Operations Research is a scientific approach to problem

solving for executive management."

According to T. L. Saathy, "OR is the art of giving bad answers to problems,

which otherwise have worse answers."

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According to D. W. Miller and M. K. Starr, "OR is an applied decision theory. It

uses scientific, mathematical or logical means to attempt to cope with the

problems that confront the executive, when he tries to achieve a thorough

going rationality in dealing with his decision problems."

Features of Operations Research

The important features of OR are:

Decision Making

OR addresses managerial decision making or problem solving. A general

systematic process has the following steps:

Step 1: the problem should be defined along with the criteria, such as

maximization of profits, rrururnization of costs, etc.

Step 2: choose the alternative courses of action for consideration.

Step 3: identify the model to be used and the values of the parameters of the

process.

Step 4: evaluate the alternatives and select the feasible one.

Systematic Approach

A system is a set of entities that are interrelated with each other for the

performance of a common goal. OR defines these interrelationships and helps find

an optimal solution, in favor of the organization.

Objective

OR tries to locate an optima l or feasible solution for a given problem. Therefore, it

is important to set a measure of effectiveness, based on organization goals, in

order to compare it with the alternative courses of action.

Inter-disciplinary Approach

OR follows inter-disciplinary approach, in order to get the perfect blend of people

with expertise in different areas, so that the problem can be analyzed evenly by

each i n d i v i d u a l and therefore, requires a team approach.

Scientific Approach

OR uses scientific methods to solve problems, it consists of the following steps:

Step 1: a problem is defined clearly and conditions for observation are

determined.

Step 2: observations under varying conditions are made to determine the

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behavior of the system.

Step 3 : on the basis of observations, a hypothesis is formulated.

Step 4: the results are analyzed.

Step 5 : the hypothesis is either accepted or rejected.

1 . 4 Methodology of Operations Research

The basic characteristic of operations research is that it translates a given problem into a

mathematical form, solves it, and then transforms it back to the original form. Fig. 1.4a

represents the steps involved in problem solving used by OR methodology.

Formulate Develop a Obtain

the Problem Model Input Data

Fig. 1.4a: Operations Research Methodology

Step 1: Formulate the Problem

In quantitative analysis, the first step is to identify the problem. It consists of the

following components:

Need Analysis

In this case, identify whether the problem needs to be solved and if it is cost

effective.

Cause and Effect Analysis

OR is typically involved in solving problems that are recognized as such. Therefore,

it is significant to identify all the controls (causes) and their effects. A cause and

effect diagram, Fig. 1.4b, represents the relationship between various parameters

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and their effects on the given problem. Hence, the identification of causes and

effects is important.

Problem

Date

Fig. 1.4b: Cause and Effect Diagram

Step 2: Develop a Model

After identifying all the major causes and their respective effects, the problem can be

defined, that is, constnuction of a practical model which clearly indicates the relationship

between the resources and activities. Resources that are scarce constitute a constraint

on the solution and these are required to be considered in order to construct the

mathematical model.

Once the data collection is done, the next step is to design the model, the model should

be designed in such a way that it ensures the problem is well-understood by the

concerned people. The mathematical model helps in internal communication between

the OR team members. After the data is collected and the model is designed, the

evaluation of the model takes place, wherein, the model is evaluated in terms of

communication, documentation, and as an experimental tool, in order to measure its

effectiveness.

The models are basically classified as physical and symbolic models:

Physical Models

With help of a physical model, a real thing is represented physically or

schematically. There are two major types of physical models:

o Iconic Model

They represent the system in the scaled-up/down versions. Iconic models

believe in being specific, concrete, and to-the-mark, so that few problems

are encountered during the translation of the findings to the real-life

situation. The major drawback of iconic models is that they don't lend to

manipulation for experimental purposes.

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o Analogue Model

They represent the system by the set of properties of the o ri g i n a l system but

do not resemble them physically. They are less specific, concrete, and

precise. Analogue models can be manipulated easily, as compared to iconic

models.

Symbolic Models

Generally, real life problems can be represented in symbolic models or a

mathematical form. They use letters, numbers, and symbols for the representation

of the variables and their interrelationship. Symbolic models yield more accurate

results under manipulation, as compared to iconic and analogue models. Also,

they are easier to manipulate under experimentation.

Step 3 : Obtain Input Data

Once the model is formulated, the appropriate data needs to be collected, which will be

an input for the model. As the quality of data determines the quality of the output, it is

important to collect accurate data. For example, company reports, documents, and

interviews can be used as a source of data collection.

Step 4: Solve the Model

Once the appropriate input is collected for the model, it is analyzed and the output is

interpreted in terms of the given problem. The solution of a problem is a set of decision

variables that yield a desired level of output. The model created needs to be solved

using techniques l i k e :

Feasibility Analysis

A feasible solution is one that satisfies all the constraints of the problem; whereas,

an infeasible solution rs one that does not satisfy all the constraints. The feasible

solution needs to be considered by the decision maker.

Optimality Analysis

Optimal solution, one of the feasible solutions, optimizes the objective, that is, the

decision variables help to find a set of values that provide the best solution.

Adaptivity Analysis

It is also known as sensitivity analysis, wherein, the sensitivity of the proposed

solution to the changes in environment, learning effects, and other dynamic

behavior are checked.

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Step 5 : Analyze the Results

In this case, the behavior of the model is studied, with respect to the changes in the

model input and specifications.

Step 6: Validate the Model

Model is validated by determining whether the model can adequately and reliably predict

the behavior of the real system that it seeks to represent. It involves:

The testing of structural assumptions.

The testing of the model penformance, with respect to the old data of the actual

system.

Step 7 : Implement the Solution

The recommended solution or modified solution must be implemented according to the

requirement. Implementation brings changes in the organization. It has the following

components to be considered:

Management Approval

During the implementation stage, it is important that an official gives approval and

full cooperation of the concerned departments; throughout the problem

formulation and modeling stage, user involvement will ensure cooperation and

commitment.

Test Operations

The proposed system should be simultaneously implemented to the existing

system w h i l e the correction of errors is conducted. If it is not possible to operate

simultaneously, a pilot operation should be implemented first.

Full Implementation

A system should have control mechanism in order to alert the management, and

corrective actions are to be suggested and implemented when the operation

deviates or falls below the standard of penfonmance.

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1 . 5 A p p l i c a t i o n s of Operations Research

As OR follows a problem solving approach, it has a wide scope of application rn every

function and for any type of problem. Some of them are:

Accounting

The m a i n function of the accounting department in an organization is to produce timely

financial records. OR finds its uses in few aspects of accounting:

Cash flow analysis

Credit policy and credit risk

Development of standard costs and cost for by-products

Marketing

The m a i n function of the marketing department in an organization is to communicate the

value of a product or service to the customers, so as to sell the product or service. Its

main approach is toward customer attraction. OR finds its application in few aspects of

marketing:

Selection of product mix

Advertising allocations

Sales effort allocation

Product introduction timing

Production Management

The main function of production management is to coordinate and control the activities

required to make a product, which involves effective cost management, resource

scheduling, operations performance, and quality and waste control requirements. OR

finds its use in few aspects of Production Management which are as follows:

Identifying location of facilities

Determining the number of facilities

Loading and unloading sites

Project scheduling

Allocation of resources

H uma n Resource Management

The main function of human resource management in an organization is to attract,

select, train, assess, and reward employees, based on their performance. OR finds its

application in few aspects of Human Resource Management which are as follows:

Manpower p l a n n i n g

Skill balancing

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Recruiting and job assignment

Research and Development (R&D)

The m a i n function of the research and development department in an organization is to

develop new products or discover and create new knowledge about scientific and

technological topics. OR finds rts uses in few aspects of research and development:

Project selection

Project scheduling

R e l i a b i l i t y and alternative designs

Control of R&D projects

Defense Operations

As OR has evolved during World War II, it finds its use in defense to solve war problems

in a team approach by using models like 'life transportation models', for the easiest and

shortest way of transporting arms and ammunition, food, etc. to the defense personnel

located at various locations. Other techniques, like resource allocation models, linear

programming, game theory, and inventory models were applied in order to achieve

victory. In the war field, it helps the communication and co-ordination between the air

force, the navy and the army, in order to make appropriate decisions.

Agriculture

With the increase in population, demand for food is increasing too but the land available

for agriculture does not fulfill the demand. Therefore, it becomes very important to look

for alternative methods to increase the agriculture yield. Thus, the selection of the

agricultural land and the inputs used should be done accurately, in order to fulfill the

demand in the budgeted cost and time.

Traffic Control

To ensure a smooth flow of traffic during peak hours, that is, deciding the t i m i n g of the

traffic signal according to the flow of the commuters, so that traffic jams are avoided.

This can be achieved by using the queuing theory approac h.

Hospitals

Usually, long queues and shortage of medicines are observed, which can be solved by

using various OR techniques, like queuing theory and assignment problems.

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Industry

To take critical decisions in various situations, managers use operational research

techniques, like decision trees, inventory models, and linear programming model,

transportation model, sequencing models, assignment models, and replacement models.

These models are generally used to minimize the cost of production, increase

productivity, and optimize the use of available resources.

1.6 Quantitative Analysis and Computer Information

Systems

Quantitative Analysis or Operations Research is an integral part of modern computer

based information systems. Quantitative analysis tools are used in different subsystems,

as mentioned below:

Management Information Systems (MIS)

A management information system works in a systematic way, in order to manage data

and information, so that the organization's operations are efficient and effective. Thus, it

follows the systematic procedures of identification, collection, processing, retrieval, and

circulation of the information. Its main goal is to deliver the right information to the right

people, in the right place, and at the right time.

For example, if the user department has to procure material, it w i l l identify the quantity

of the material required, collect the material specification, and then process the

information to the store's department via the computer system based on inventory

models.

Decision Support Systems (DSS)

DSS is developed to help the management improve decision making. It believes in

supporting the judgment of the management. It is user-friendly, so that managers can

make decisions for semi-structured problems. It tries to find answers for a l l the 'what if'

questions and attempts to use the different decisions or modified data and quickly find

their outcomes, so that the decrsion feasibility is known. It believes in effective decision

making, rather than the efficiency of the decision.

DSS models use techniques like break-even analysis, decision trees, and decisions tables

for decision m a k i n g .

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Artificial Intelligence and Expert Systems

Artificial Intelligence (AI)

The term 'artificial' means 'intelligence by machines', which was evolved during

the 1 9 5 0 s . AI has the ability to see, think, learn, and understand, like a h u m a n . It

has several subsystems, in order to have many broad implications.

Expert Systems (ES)

ES, an outgrowth of the research on artificial intelligence, are the information

systems that attempt to support or automate decision making. They behave like

rational and intelligent decision makers by accumulating data and knowledge of a

specific topic and draw conclusions based on the data received.

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1 . 7 C h apt e r S u m m a r y

Scientific methods are used in order to follow a systematic approach to decision

making.

Decision making can involve decisions under certainty or uncertainty, under static

or dynamic conditions, and against nature or some rational opponent.

Quantitative analysis or operations research gives a systematic and scientific

approach to problem solving, in order to make an appropriate decision for

executive management.

Operations research includes features, like decision making, scientific approach,

objectivity, inter-disciplinary approach, and use of digital computers.

Operations research methodology includes the following steps: step one, formulate

the problem; step two, develop a model; step three, obtain input data; step four,

solve the model; step five, analyze the results; step six, validate the model; and

step seven, implement the solution.

Quantitative analysis is an integral part of the modern computer based information

system, which uses subsystems like Management Information System (MIS),

Decision Support System (DSS), Artificial Intelligence (AI), and Expert Systems

(ES).

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Linear

Programming:

Formulation and

G r a p h i c Method
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2 . 1 Introduction

In every organization, managers face a large number of decision problems, regarding

the allocation of resources to various activities, with the objective to either increase

profit or decrease cost or both. When resources are in excess, no problem is

encountered. However, when resources are scarce, the decision problem regarding

resource allocation arises. Therefore, managers have to make a decision to allocate

resources when there are several activities to be performed.

According to the thumb rule, even an experienced manager, in all aspects, will not be

able to provide the correct solution to the above scenario. Thus, to overcome this factor,

the decision problem can be formulated and solved as mathematical programming

problems.

Mathematical programming includes the optimization of a certain function, known as

'objective function' which is subject to certain constraints. The constraints may be in the

form of limited resources, like labor, time, raw material, and so on. Mathematical

programming is classified as Linear, Integer, and Non-Linear Programming.

Therefore, in this chapter, you will study about Linear Programming. It helps managers

make appropriate decisions.

After reading this chapter, you will be able to:

Identify the basic requirements of Linear Programming

Discuss the assumptions underlying Linear Programming

Formulate problem as Linear Programming Problem

Solve maximization and minimization problems by using graphic method

Discuss the advantages and limitations of Linear Programming

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2 . 2 Definition of Linear P r o g r a m m i n g

The word 'linear' means the linear relationship between the variables in a model.

Whereas, the tenm 'programming' indicates the mathematical modeling of a problem and

solving it using the economic allocation of limited resources, by selecting an appropriate

course of action from a set of alternative options, in order to achieve the desired results.

Definitions

Linear Programming (LP) is a mathematical technique used in computer modeling

( s i m u l a t i o n ) to find the best possible solution in allocating limited resources like energy,

machines, money, materials, space, time, and personnel to achieve maximum profit or

m i n i m u m cost.

According to P. Rama Murthy, "A model, which is used for optimum allocation of

scarce or limited resources to competing products or activities under such

assumptions as certainty, linearity, fixed technology and constant profit per

unit, is linear programming."

According to J. K. Sharma, "Linear Programming is a mathematical technique

used for allocation of 'scarce' or 'limited' resources, to several competing

activities on the basis of a given criterion of optimality."

2.3 Basic R e q u i r e m e n t s of Linear P r o g r a m m i n g

There are some basic requirements to solve a LP problem:

An objective should be set, which should be clearly identifiable and measurable in

quantitative terms. For example, maximization of profit or m i n i m i z a t i o n of cost.

The activities to be included should be distinct and measured in quantitative

terms. For example, the decision regarding quantity of product, which is included

in the production planning problem.

The resources of the system to be allocated in order to reach the goal should be in

quantitative tenms and in limited supply. For example, in order to achieve the

goal, the allocation of the resources should be in such a way that it w i l l trade-off

the returns on investment.

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The relationships representing the objective, the constraint equations, and the

objective function should be linear in nature.

A series of feasible alternative courses of action should be available to the decision

maker.

When all the above requirements are fulfilled, the problem can be represented in

algebraic form, called the LP Problem.

2.4 A s s u m p t i o n s U n d e r l y i n g Linear P r o g r a m m i n g

A l i n e a r programming model rs based on certain assumptions:

Proportionality

Proportionality exists in the objective function and the constraint inequalities. For

example, if one unit takes 2 hours of labor of a certain type, 10 units would require 20

hours, 20 units would require 40 hours, and so on.

Additivity

It is an assumption that the value of the objective function and total amount of

resources is given by the sum total of each resource considered separately. Therefore,

the total profit in objective function is determined by the sum of the profit contributed

by each of the products separately.

Continuity

It is an assumption that the decision variables are continuous. There are three different

situations when this assumption is applied, namely:

When the decision is one shot.

If the problem relates to the continuum of time.

If obtaining an integer value of the decision variable is required.

Certainty

It is an assumption that parameters, like objective function, coefficients of

inequality/equality constraints, and the constraint (resource) values are known with

certainty. For example, when the profit per unit of the product, requirements of the

materials, labor per unit, and availability of materials and labor are known, then linear

programming is deterministic in nature.

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Finite Choices

It is an assumption that there are limited numbers of options available to the decision

maker and decision values are assumed to be non-negative values. For example, in case

of production problems, the output cannot be negative.

With these assumptions, linear programming can be applied to different problems in

different approaches, as mentioned below:

Manufacturing Industry

In the manufacturing industry, linear programming is related to the product choice

when, for different input requirements, various alternative outputs are determined. Also,

when the inputs are scarce, the objective is to maximize the profit.

Agriculture Industry

In agriculture industry, linear programming is related to the feed choice. The

combination of feed ingredients with different nutritional content is a main factor to be

observed along with the objective of minimizing cost.

Transportation Problem

In transportation problem, linear programming can be used in situations when the

inventory observed is low and various depots require the material at the same time. The

objective is to find the best optimum route to reach the end customers with the

m i n i m u m cost of transportation.

Scheduling Problem

In scheduling problem, linear programming can be used in situations when tasks/jobs

are to be allocated to the appropriate employees dunng job rotation issues and the

objective is to m i n i m i z e costs on meetings.

Finance

Finance being the crucial part of an organization, linear programming can be used in

cases when the manager has to select an appropriate financial instrument, so as to

check the fund requirement, in order to minimize cost.

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2.5 F o r m u l a t i o n of Linear P r o g r a m m i n g Problem

In operations research the term formulation refers to the process of the representing the

verbal description problem or the numerical data available with help of mathematical

expressions.

G u i d e l i n e s for constructing a LP model:

Step 1: understand the problem.

Step 2: collect data for all parameters of the model.

Step 3 : identify the decision variables.

Step 4: choose a numerical measure of effectiveness for the objective function.

Step 5 : represent this measure of effectiveness as a linear expression involving decision

variables.

Step 6: identify and represent all the constraints as linear expressions involving decision

variables.

Example 0 1 :

XYZ Limited manufactures three products: Tables, chairs, and stools. The availability of

the resources and their utilization and profit, with respect to the products, are as shown

in Table 2.Sa.

Manufacturing Furnishing
Wood
Products Department Department
(sq. ft.)
(hrs) (hrs)

Tables 12 8 2

Chairs 4 5 4

Stools 2 4 3

Available Resources 120 100 80

Table 2.Sa: Resources Available with XYZ Limited

The profit observed per unit is 130, SO, and 20 for tables, chairs, and stools,

respectively. XYZ Ltd. desires to maximize profit. Formulate this as Unear Programming

Problem.

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Solution 0 1 :

Let x. be the units of tables.

Let X2 be the units of chairs.

Let X3 be the units of stools.

From the given information:

Manufacturing Furnishing
Wood Profit
Products Department Department
(sq. ft.) {t')
(hrs) (hrs)

Tables 12 8 2 130

C h a i rs 4 5 4 50

Stools 2 4 3 20

Available
120 100 80
Resources
.
Table 2.Sb: InformationSummary

As observed in Table 2.Sb, when x. units of tables are manufactured, the profit

incurred is 130x,. Similarly, when x2 units of chairs and x3 units of stools are

manufactured, the profit incurred is SOx2 and 20x3, respectively. Therefore, the objective

function is fonmulated as:

Maximize Z = 130x, +SOx2 +20x3

Subject to three different constraints:

Availability of wood

Manufacturing department hours

Furnishing department hours

When the availability of wood is considered as the constraint, the x1 units of tables

require 12 sq. ft. of wood, that is, 12x1. Similarly, for x2 units of chairs and x3 units of

stools, the wood required is 4x2 and 2x3, respectively. Hence, the wood constraint is

formulated as:

12X1 + 4X2 + 2X3 ,; 120

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Similarly, for the constraints of manufacturing and furnishing department hours, the

constraints can be formulated as shown:

B x , + Sx2 + 4x3 s 1 0 0 (Manufacturing constraint)

2x, + 4x2 + 3x3 s 80 (Furnishing constraint)

Where x,, x2, and X3 are considered to be a non-negative values, as quantity cannot be

negative.

(Non-negative value)

Therefore, the problem can be fonmulated as:

Maximize Z = 130x 1 +50x 2 +20x 3

Subject to:

12x 1 + 4x2 + 2x3 ,; 120

B x , + Sx2 + 4x3 ,; 1 0 0

2x, + 4x2 + 3x3 ,; 80

X1, X2, X3 0

2.6 Solution to Linear Programming Problem: Graphic

Method

Linear programming can be solved by two approaches.

Linear Programming Problems

Graphic Method Simplex Method

Fig. 2 . 6 a : Approaches for Solving Linear Programming Problem

Graphic Method

Graphic method is restricted in application and can be used only when two variables are

involved. It can be applied in two situations, namely, maximization and m i n i m i z a t i o n .

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Simplex Method

Simplex method is also one of the approaches to solve the linear programming problem,

which w i l l be explained in the next chapter.

Steps to Solve LPP by Graphic Method:

Step 1: formulate the problem.

Step 2: draw a graph that includes all the constraints and identify the feasible region.

Step 3 : obtain the point on the feasible region that optimizes the objective function.

Step 4: interpret the results.

Consider the following example for the maximization case of LPP.

Example 02:

A company is producing two types of products, namely, Deluxe and Standard. The

material and labor requirements with respect to these and total availability of these

resources in the next month are shown in Table 2.6a.

Items Deluxe Standard Availability

Material A 3 kg/unit 6 kg/unit 6000 kg

Material B 10 pieces/unit 5 pieces/unit 5000 pieces

Labor 3 hrs/unit 5 hrs/unit 6000 hrs


. . .
Table 2.6a: Ava1lab1hty of Resources

The company earns <"500 on the sale of one unit of deluxe and <"750 on one unit of

standard. How many units of each type should the company produce next month rn

order to maximize its profits?

Solution 02:

Step 1: As our objective is to maximize the profit:

Let x, be the units of Deluxe

Let x2 be the units of Standard

The objective function is:

Maximize Z= 500x 1 + 750x2

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Subject to:

3x, + 6x2 s 6 0 0 0 ( Material A constraint)

10x, + 5x2 s 5 0 0 0 (Material B constraint)

3x, + 5x2 s 6 0 0 0 {Labor constraint)

X 1 2! 0 , X22!0 (Non-negative constraints)

Step 2: Plot the constraints on the graph.

First, remove the lnequalitv sign and find the coordinates of the each constraint. For

material A constraint, 3x, + 6x2 s 3000, any combination of x, and X2 should not exceed

3 0 0 0 . That is, with varying values of x1 and xz, the combination can assume a m a x i m u m

value of 3000. Since the graph requires only two points to plot a straight line,

alternately consider the values of x1 and x2 as zero, as shown in Table 2.6b.

x1 Coordinate x, Coordinate
Constraint
(When x , = 0) (When x, = 0)

Material A
(2000, 0) (0, 1000)
3x, + 6x2 = 6000

Material B
(500, 0) (0, 1000)
10x, + 5x2 = 5 0 0 0

Labor
(2000, 0) (0, 1200)
3x, + 5x2 = 6000
. . .
Table 2 . 6 b : Calculating the Coordinates of Constraints

So the values for Material A are:

xi = 2 0 0 0 and xa= 1 0 0 0

J o i n i n g the points ( 2 0 0 0 , 0) and ( 0 , 1000), you get the required straight l i n e . Similarly,

the other constraint can be plotted. Since all the constraints need to be satisfied, the

area should be bounded by all the three constraints. The region that is acceptable to a l l

the three constraints is triangle OPQ, which is the feasible region, as shown in

Fig. 2.6b.

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x,

2000

1500

Feasible Region

1000
Material A
P(O, 1000)

Material B

500

500 1000 1500 2000

Fig. 2.6b: Graphic Plot of Constraints

Step 3 : Obtaining the optimal solution.

There are two ways to find the optimal solution, namely, extreme points and iso-profit

line.

Extreme Points

According to the extreme points approach, in linear programming problem, the

solution will l i e only at one of the vertices of the feasible solution space, provided

that the problem has an optimal solution. Here, all the points within the shaded

area satisfy the three conditions of material A, material B, and labor. Therefore, as

shown in Fig. 2.6b, the feasible region is shaded accordingly.

Extreme Points Z = soox, + 750x2

Point O (0, 0) 500 x O + 750 x O = 0

Point P ( 0 , 1000) 500 x O + 750 x 1000 = ,750000

Point Q (500, 0) 500 x 500 + 750 x O = ,250000


. .
Table 2.6c: Analyzing the Extreme Points

Thus, point P gives the maximum value. The company should produce 1000 units

of standard products next month, in order to rnaxrrmze its profits.

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Isa-profit Line

To find the profitable option, another line is added to the graph called 'iso-profit

l i n e ' or 'constant-profit line'. All the points on the iso-profit l i n e represent the same

profit and produce the same amount of profit.

Objective function i s :

Maximize Z = 500x, + 750x2

Let the iso-profit line represent a profit of ,2,00,000. For this, use the objective

function equation, 500x, + 750x2 = 200000. The xr and X2 axis intercept are (400,

0) and (0, 266.67) respectively. The dotted line plotted as shown in Fig. 2.6c is

the iso-profit l i n e representing a profit of ,2,00,000.

As all the points that are on the iso-profit line fall within the feasible region, the

firm can generate a profit of ,2,00,000. Greater profits can be earned by moving

to other iso-profit lines. Other lines can be drawn parallel and farther away from

the origin or iso-profit line of profit ,2,00,000. While moving the iso-profit line

farther from o ri g i n , one of the lines touches the corner(s ) of the feasible region. In

this example, the iso-profit line touches the point P (0, 1000) of feasible region

OPQ as shown in Fig. 2.6c, which is farthermost corner satisfying all three

constraints. Point P represents optimal solution point for the problem. The iso

profit l i n e through optimal point P (0, 1000) realizes profit as calculated below:

Z = 500x, + 750x2 = 500 x O + 750 x 1000 = 7,50,000

So the company can realizes highest profit of ,7,50,000 by producing 1000 units

of standard product in next month.

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x,

2000

1500

Feasible Region
1000'

P(O, 1000) Material A

Material B

500
/Labor
'
'
'
' '
'

'
x,
0 '
500 1000 1500 2000

!so-profit line
!so-profit line
at 2,00,000
at 7,50,000

Fig. 2.6c: Determining the Optimal Solution using Iso-profit Line

The value of the equation 500x, + 750x, increases till the feasible region, which w i l l give

the m a x i m u m value, that is, point P ( 0 , 1000).

Consider the following example for the minimization case of LPP.

Example 0 3 :

M i n i m i z e Z = 500x, + 400x2

Subject to:

3x, + lx2 z 21 (Constraint 1)

4x, + 12x2 z 48 (Constraint 2)

xi + 3x2 18 (Constraint 3)

X11 X2 ::!: 0

Solution 0 3 :

As the problem is already fonmulated, the constraints can be directly plotted on the

graph.

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The constraint 1, 3x, + lx, " 21, states that any combination of x. and x,, which is

above 2 1 , is acceptable. However, with varying values of x. and x,, the combination can

assume a m i n i m u m value of 2 1 . Since a graph requires only two points to plot a straight

l i n e , alternately, the values of xi and x, are taken as zero.

x, Coordinate x, Coard in ate


Constraint
(When x, = 0) (When x, = 0)

Constraint 1
(7, 0) (0, 21)
3x, + lx, = 21

Constraint 2
(12, 0) (0, 4)
4x1 + 12x 2 = 48

Constraint 3
(18, 0) (0, 6)
x1+ 3x2 = 18
. . .
Table 2 . 6 d : Calculating the Coordinates of Constraints

So the values are: When x. = 0, then x, = 21 and when x, = 0, then x. =7

Joining the points (0, 21) and (7, 0) you get the required straight line. Any point

representing a combination of x. and x,, that falls on this line or above the line, would

satisfy the constraint. Since both x. and x, are non-negative, the area beyond the l i n e is

the area in which any point would satisfy the constraint 1. Similarly, the other

constraints can be plotted. Since all the constraints need to be satisfied, the region

acceptable by all the constraints is the shaded region, which is the feasible region, as

shown in Fig. 2.6d. The feasible region, here, represents a convex set.

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x,

24

A(O, 21) /easible Reqion


20

16

12

IE----- Constraint 1

4 8 12 6 20 24

Constraint 2 Constraint 3

Fig. 2.6d: Graphic Plot of Constraints

Obtaining the O p t i m a l Solution

The feasible region is as shown in Fig. 2.6d, therefore, calculating the m i n i m u m point:

Extreme Points Z = 500x 1 + 400x2

A (0, 21) 500 x O + 400 x 21 = 8400

B (5.6, 4.2) 500 x 5.6 + 400 x 4 . 2 = 4480

C (18, 0) 500 x 18 + 400 x O = 9000


.
Table 2.6e: Analyzing the Extreme Points

Remark:

The coordinates for point B can be obtained by solving equations of constraint 1, 3x1 +

1x 2 = 21 and constraint 3, that is, x1 + 3x2 = 18, simultaneously. Thus, to minimize

costs, the firm selects point B, the m i n i m u m point because its value is the least.

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2 . 7 Variations in Linear P r o g r a m m i n g Problems

There are few variations observed while solving linear programming problems.

Mixed Constraints

These are special constraints occurring when a resource must be used in a fixed ratio

with other resources.

Equality Constraints

These are special constraints that cause all valid points to lie exactly on the constraint

line.

M u l t i p l e or Alternative Optimal Solution

With multiple resources that can be combined in various ways, it's possible that more

than one resource mix will lead to an equally optimal solution. In the graphic method,

this situation will occur only when the objective function's iso-profit or iso-cost line is

parallel to one of the problem's constraint.

Unbounded Solution

Solution to a problem with unlimited resources, that is, if the solution can be made

infinitely large without violating any constraints of the problem, then it is said to be an

unbounded solution. In the real world, such a situation is impossible. Consider the

following example for better understanding.

Example 04:

The objective function is:

Maximize Z = 2x, + 3x,

Subject to:

x,+ x, 2: 10

x, 2: 5

x, 2: 4

X1 1
X2 ::!: 0

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Solution 04:

As the problem is already formulated, the constraints can be plotted, as shown in

Fig. 2.7a

c
12

A
10

G
E F
4
H

D B

0
5 10 15

Fig. 2.7a: Unboundedness

The feasible area is bounded by CGHF and co. If the iso-profit line is plotted, then the

objective function can keep on increasing. This is an example of unboundedness.

Infeasibility

In this case, there is no solution which satisfies all the constraints. Consider following

example.

Example 0 5 :

The objective function is:

M a xi m i z e Z = 2x1 + 3x2

Subject to:

x l + x 2 ,;; 4

xl 2: 7

x2 2: 5

xl ,x2 2: 0

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Solution O S :

As the problem is already formulated, the constraints can be plotted, as shown in

Fig. 2.7a.

x, = 7

Region satisfying

.,...._+- only last two

constraint

. ....,-+-+---.-....1..........i.t-_...__.,..x2= 5

-
-
2

-
0 2

Region satisfying

only first constraint

Fig. 2.7b: Infeasibility

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2 . 8 Advantages and Limitations of Linear P r o g r a m m i n g

Advantages

Linear programming helps in obtaining optimal solutions.

It is one of the most widely used applications of operations research.

It assists in making optimum use of production factors.

It improves the quality of decisions by assessing options against a quantifiable

measure of effectiveness.

It helps in re-evaluation of the basic plan when conditions are changed.

Limitations

A major drawback is that rt holds all relationships as linear.

It handles only one objective at a time.

It is based on conditions of certainty and does not take effects of time and

uncertainty into account.

A linear programming problem does not assure to provide non-integer valued

solutions always.

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2 . 9 C hapt e r S u m m a r y

Linear programming is the optimization technique that deals with the problems of

product m i x .

The problem is modeled as a set of linear inequalities, which may consist of an

objective function either to maximize the profits or minimize the cost along with

the constraints having limited resources.

When only two decision variables are involved, the graphic method can be used

and it can be used in both maximization and minimization linear programming

problems.

Linear programming assumes proportionality, implying that the amount of

resources used and their contribution to the objective function is proportional to

the value of the variables.

There are other assumptions, like additivity, continuity, certainty, and finite

choices, which provide a concise approach in order to solve a linear programming

problem.

A l i n e a r programming model may have multiple solutions.

A linear programming model may have variations, like mixed constraints, equality

constraints, multiple or alternative optimal solution, and unbounded solutions.

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Linear

Programming:

S o l v i n g by

Simplex
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3 . 1 Introduction

The previous chapter, Formulation of Linear Programming (LP) and graphic method

provided an excellent approach to find the optimal solution for a given problem;

wherein, there were a set of constraints, with the help of which the feasible region was

determined and the objective function helped in locating the optimal point, whether it is

a maximization or minimization problem.

When this approach is applied in real life situations, it becomes difficult, as the decision

variables observed are more than two, which is the biggest limitation of the graphic

method in l i n e a r programming.

Therefore, in order to overcome this issue in an efficient way, the simplex method was

introduced. It is helpful in solving the linear programming problems of any magnitude

with two or more decision variables to achieve the optimal solution, where the objective

function controls the development and evaluates each feasible solution of the problem.

Thus, in this chapter, you will study about simplex method algorithm and its application

in order to solve l i n ea r programming problems.

After reading this chapter, you will be able to:

Describe the simplex method of LP

Solve maximization and minimization problems by using the simplex method

Explain Two-Phase and Big-M methods

Discuss variations in LP Problem solutions

Describe duality in LP

Convert primal problem to dual problem

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3 . 2 Concept of S i m p l e x Method

The simplex method lies on a similar line as the graphic method, where the extreme

points of the feasible region are analyzed so as to determine the optimal solution that

lies in any one of these extreme points. When there are more than two decision

variables, it is difficult to plot the feasible region in the graph but the optimal solution

will lie at one of the extreme points only. Therefore, the simplex method provides a

systematic approach to analyze the extreme points by conducting the same set of steps

of the algorithm until an optimal solution is obtained. Due to this reason, it is also known

as the iterative method.

The simplex method was introduced by George Dantzrq in 1947. It is an algebraic

process where, first, the designing of a basic feasible solution takes place and it then

proceeds toward the optimal solution by following the iterative process. The use of

simplex method in linear programming problem starts with converting the problem into

a standard fonm and then testing each feasible solution for optimality, to know whether

the solution is optimal or not. In case it is not an optimal solution, then redesign the

program and test for optimality until the test confinms optimality. Hence, the simplex

method depends on two concepts, known as feasibility and optimality.

The general form of Linear Programming ( LP ) Problem is expressed as:

"
Objective Function: Optimize (Maximize or Minimize) Z = Ic,x
1
J- J

"
Subject to constraints: Ia,,x, = b.: i=l, 2 ... m (Constraints)
,- J

And x, o for a l l j = 1, 2 ... n

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3 . 3 C o n v e rt i n g LP Problem to Standard Form

Simplex method can be applied to LP problem, only when it is in standard form. Thus, it

should have the following characteristics:

All the constraints should be expressed as equality equations by adding slack or

artificial variables or subtracting surplus variables.

The right-hand side of each constraint should be made non-negative, if negative.

The objective function should be of the maximization type.

The standard form of LP problem is expressed as:

" m

Optimize (Max or M i n ) Z = I; c , x , + I;s,


] I I I

"
Subject to constraints: I;a,,x, + s, = b,; i = l , 2 ... m (constraints)
Jl

And, x,,s, 2 o (non-negativity conditions)

The criterion to convert LP into the standard form is given in Table 3.3a.

Coefficient of Extra

Type of Variable in Objective


Extra Variable Needed
Function
Constraint

Max. Z Min. Z

Less than or
A slack variable ( S,) is added 0 0
equal to ( '5 )

A negative slack variable ( -S,)ls added


0 0
More than or (Or surplus variable Is subtracted)

equal to tz )

An arnftctal variable (A;) Is added -M M

Equal t o ( = ) O n l y an artificial variable (A;) Is added -M M

Table 3 . 3 a : Conversion Criterion from LP to Standard Form

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Terminologies Used in Simplex Method

There are important terminologies that one should know before the applying the simplex

method:

Slack Variable

It represents an unused resource, either in the fonm of labor hours, money,

machine time, etc. As these variables are not associated with any profit, they are

added to the original objective function with zero coefficients.

Surplus Variable

It represents the amount of resources used above the minimum required. They

are also known as negative slack value and have a zero coefficient in the objective

function.

Artificial Variable

It is used as a tool for generating initial basis solution to LPP for more than or

equal to (z ) and equal to(=) type of constraints. It doesn't have any physical

importance. Therefore, to neglect it in the final solution, maximum cost value (M)

is assigned in minimization objective function and maximum loss value (-M) is

assigned in maximization case, which will be covered further in detail.

Structural Variable

In the standard form of LPP, the actual decision variables are known as structural

variables.

Basis Solution

It is a solution in which (n - m) variables are set to zero. Where 'n' is the number

of decision variables and 'm' is number of slack or surplus or artificial variables.

Basis Variables

The collection of variables that are not set equal to zero in order to obtain the

basic solution are called basis variables.

Basic Feasible Solution

A basis solution to the system AX = B i s called a basic feasible solution.

Degenerate Solution

If one or more of the basis variables vanish, then the basic solution to the system

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AX = B i s called degenerate.

Optimal Solution

A feasible solution that optimizes the objective function is called an optimal

solution.

3 . 4 Steps in S i m p l e x Method

To obtain the optimal solution, by the application of the simplex method, the following

procedure should be used:

Step 1: formulate the LP problem in standard form

Convert the LP model into the standard fonm by adding/subtracting slack, surplus

or artificial variables.

Assign cost or profit coefficient for these artificial variables in the objective

function.

Step 2: set-up the initial solution

Form an i n i t i a l simplex table to obtain an initial solution by assigning zero value for

structural variables; the remaining extra variables should be considered as basis

variables in the basis matrix.

Compute Zj and = c - z values.


1 1 1

Where, z; is the amount by which the value of objective z would be increased if

one unit of that variable is added to basis solution and 1',


J is the net profit or loss

for the same.

Step 3 : test for optimality (select the variable to enter the basis solution)

In this step, depending on the situation, the selection of the variable needs to be done,

which w i l l enter the basis solution as an incoming variable.

For LP problem with maximization objective

If a l l tJ. , s o , solution is optimal and if lJ.,> o, select the key column (KC) with the

largest positive .0.J.

For LP problem with minimization objective

If a l l tJ. , 2 o , solution is optimal and if lJ.,< o , select key column (KC) with largest

negative a, The respective variable of the key column will be the Incoming

Variable (IV) in basis solution.

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Step 4: test for Feasibility (variable to leave the basis solution)

To check whether the solution is optimal or not, the following steps should be carried

out:

Step 1: select the Key Row (KR) with minimum positive Replacement Ratio (RR).

Step 2: respective basis variable of the key row will be the outgoing variable from basis

solution.

Step 3 : identify pivot or key element (k) at the intersection of KR and KC.

Step 4: if a l l replacement ratios (RR) are zero, then current solution is unbounded and

stops the solution.

Note: Replacement Ratio ( R R ) : The value obtained by dividmq the quantity (b,) of basis

variables with corresponding values in the key column rs called replacement ratio. The

outgoing variable represents a resource that is completely exhausted.

Step 5 : finding the new improved solution

In this step, the entries need to be updated in the next iteration simplex table, as

explained:

First, obtain new values of incoming variable for the new simplex table by dividing

the outgoing variable row element by the key element (k).

Values of the remaining basis variables for new simplex table are:

Corresponding Corresponding Corresponding element

= element in old old row element x of new incoming

,ow



of key column variable row

Fig. 3 . 4a : Formula for New Element

Step 6: if an optimal solution is not obtained, follow the procedure from step 3.

3 . 5 Simplex Method: Maximization Case

Maximization case is generally used to maximize the profit of an organization.

Example 0 1 :

Consider the following case: Maximize Z = 2 x , + 4x + 6x


2 3

Subject to:

Constraint 1

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3x + 2x + sx , s 30 Constraint 2
1 2

Sx + 10x + 15x s 60 Constraint 3


1 2 3

Non-negative constraint

Solution 0 1 :

Step 1: formulation of the LPP as Standard Form

As this is the maximization case, slack variables will be added up to convert the

inequalities to equalities.

Remark:

The process in which slack variables are added is known as augmentation. Also, the

original variables given in the problem, x 1, x2, and x3 are known as structural

variables.

Adding slack variables to the given problem in order to remove the inequalities:

Let s, be the slack variable for the first constraint, 2X + X + 6X S 18


1 2 3

Let sa be the slack variable for the second constraint, 3x 1 + 2x2 + Sx, s 30

Let s3 be the slack variable for the third constraint, Sx 1


+lOx 2
+15x 3
s60

The equation in the standard form can be written as:

Maximize Z = 2x + 4x + 6x + Os + Os + Os
1 2 3 1 2 3

Subject to:

2x1 + X2 + 6X3 + 51 + Os2 + 053 = 18 Constraint 1

3x + 2x + 5x + Os, + s + Os = 30 Constraint 2
1 2 3 2 3

Sx 1 + 1 o x 2 + 1 5 x 3 + O s , + Os2 + s, = 60 Constraint 3

Step 2: set-up the Initial Basic Feasible (IBF) Solution

By using the standard LPP form, the given data can be represented in a tabular format.

Table 3.Sa represents initial simplex (Iteration 0 ) .

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Contribution per unit

c, 2 4 6 0 0 0

Variables Quantities
Variables
In Basis
'B'
Basis
-
Xe Ca x, X2 X3 s, S2 S3
variables ' Constraint

with their s, 0 2 1 6 1 0 0 18 values


-<
coefficients
s, 0 3 2 5 0 1 0 30
in the

objective 53 0 5 10 15 0 0 1 60

function ,
'

Coefficient values from constraint equations

Table 3 . S a : Initial Simplex (Iteration 0)

As shown in Table 3.Sa, first, the coefficient values of each constraint equation are

written in horizontal format. To avoid complexity, the table is divided into columns,

depending on the number of variables. Suppose, in the problem there are six variables,

X1, X2, X3, s1, sz, and S3, they are divided into six columns, as shown in Table 3 . S a .

Now, to enter the value of constraint 1, which is 2x1 + x2 + 6x3 + s, + Os2 + O s 3 , the

coefficients of the variables X1, X2, X3, si, s2 and S3 are 2, 1, 6, 1, 0, and 0, respectively,

and so on for the remaining constraints. Once the coefficients are entered, then the

constraint value is written in the Quantities 'B' column, as shown. The top row CJ

indicates the coefficients of the variables in the objective function, which is,

Z = 2x 1 + 4x2 + 6x 3 + Os 1 + Os2 + Os3 and therefore, the values entered are 2, 4, 6, 0, 0,

and 0, as shown.

The next step is to identify the identity matrix in the table. As the identity matrix

consists of ls in diagonal form and the remaining values are Os, it can be observed that

variables sr, s,, and S3 correlate to the identity matrix. Therefore, they are termed as

basis variables and the remaining ones are termed as non-basis variables. Thus, in the

column of variables in basis, the coefficients of the variables s1, s, and s3 are written, as

shown.

The next step is to calculate z, and s, as shown in Table 3 . S b .

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2 4 6 0 0 0
'1 -------
Variables In
Quantities
Variables
Basis 'B'

Xa Ca x, x, X3 s, 52 53

s, 0 2 1 6 1 0 0 18

s, 0 3 2 5 0 1 0 30

s, 0 5 10 15 0 0 1 60

z, = I;(c., xx,) 0 0 0 0 0 0

= C - 2 2 4 6 0 0 0
1 1 1

Table 3 . S b : Initial Simplex (Iteration 0 ) : Computing Profit

The value of z, is calculated as )c xx ).


61 1

Suppose, to calculate for xi variable, z, = (0 x 2) + (0 x 3) + (0 x 5) = o

S i m i l a r l y , the remaining values of z, are calculated. Now, to check whether the solution

is optimal or not t,, is calculated, which is given by the difference between ci and z,.

Therefore, to calculate the value of r,,, for x, variable is given as:

fl, = 2 - 0 = 2 and s i m i l a rl y , the remaining calculations are done.

Step 3 and 4: test for optimality of IBF solution

For LP maximization problem, the solution is optimal if all t> , o . As observed from

Table 3 .S b , a l l t> , o a n d therefore, the solution is not optimal. To improve the solution,

identify the i n c o m i n g variable with the highest"', value.

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c; 2 4 6 0 0 0

Variables in Quantities
Variables
Basis 'B'

Xe Ca x, x, X3 s, s, 53

s, 0 2 1 6 1 0 0 18

s, 0 3 2 5 0 1 0 30

S3 0 5 10 15 0 0 1 60

ZJ =CBJ x Xj 0 0 0 0 0 0

LI J = C J - Z J 2 4 6 0 0 0

t
Incoming Variable (Key Column)

Table 3 . S c : Initial Simplex Table (Iteration 0 ) : Incoming Variable

From Table 3.Sc, it can be observed that the highest ,, , value is of variable X3, that is,

6. Therefore, X3 will become the incoming variable for the next iteration. To identify the

outgoing variable (key row), first, RR needs to be calculated, which is explained with the

help of Table 3 . S d .

RR can be calculated by dividing the elements of Quantities 'B' by the elements of the

key column. For instance, the RR for s, can be calculated as _1_8_ 3 and the remaining
6

RRs can be calculated accordingly. Once, all the RRs are known, the minimum value of

RR is selected as the outgoing variable, that is, the key row, which is s.. in this case.

The element where the intersection of key row and key column lies is known as key

element, which is 6, in this case.

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c, ______. 2 4 6 0 0 0

Variables in Quantities Replacement


Variables
Basis Ratio (RR)
'B'

Xa Ca x, X2 X3 51 52 53


s, 0 2 1 6_ 1 0 0 18 3

s, 0 3 2 s 1 0 30 6

53 0 s 10 15 "
0 o' -0 60 4

zJ =L(csJxxJ) 0 0 0 0 0 0

!"'- Key Outg oing

a J = C J - Z J 2 4 6 0 0 0 Element Vari able

( Ke y Row)
t
Incommg Variable

(Key Column)

Table 3 . S d : Initial Simplex Table (Iteration 0 ) : Outgoing Variable

Step 5 : finding the new improved solution

The new values for the basis variable can be calculated as shown in Table 3.Se

Values of Incoming Variable for New Simplex Table:

Obtain the incoming variable by dividing the outgoing variable row element by the key

element (k).

Values of Remaining Basis Variables for New Simplex Table

Element Corresponding Corresponding Corresponding element

in new = element in old old row element x of new incoming

row row of key column variable row

Fig. 3 . S a : Formula for New Element

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Incoming Variable Other Basis Variables

(I.V.J= l"row/6 [old element - (key column element x I.V.

row element)]

Xa X3 s, S3

x, 2 + 6 = 1/3 3 - (5 x 1/3) = 4/3 5 - ( 15 x 1/3) = 0

x, 1 + 6 = 1/6 2 - (5 x 1/6) = 7/6 10 - ( 1 5 x 1/6) = 15/2

X3 6 + 6 = 1 5 - (5 x 1) = 0 15 - ( 1 5 x 1) = 0

s, 1 + 6 = 1/6 0 - (5 x 1/6) = -5/6 0 - ( 1 5 xl/6)= -15/6

s, 0 + 6 = 0 1 - (5 x O) = 1 0 - ( 1 5 x OJ = 0

53 0 + 6 = 0 0 - (5 x 0) = 0 l - ( 1 5 x 0 ) = 1

B 18 + 6 = 3 30 - (5 x 3) = 15 60 - ( 1 5 x 3) = 15

Table 3.Se: Calculation of New Basis Variables

By substituting the new values of the basis variables, new iteration Table 3.Sf is

formed:

C; _____.. 2 4 6 0 a I
0

Variables in
Variables B RR
Basis

Xa Ca x, x, X3 s, s, S3

X3 6 1/3 1/6 1 1/6 0 0 3 18

s, 0 4/3 7/6 0 -5/6 1 0 15 12.85

53 0 0 15/2.... 0 -15/6 0 1 15 2

z, = I;(c,, x x . ) 2 1 1 0 0

J

Outgoing Variable
b. 1 = C 1 - Z J 0 3 0" -1 0 0 (Key Row)
I'..

t -,
Incoming Vanable Key
(Key Column) Element

Table 3.Sf: Simplex Iteration Table 01

It is observed that since all t. , " s are not less than zero, the solution is not optimal.

Therefore, to improve the solution, new values for the basis variables need to be

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calculated. From Table 3.Sf, the incoming variable is x, and outgoing variable is S3, with

15/2 as the key element.

Step 6: finding the new improved solution till optimum solution is obtained

The calculation for the new values of basis variables is shown in Table 3 . S g .

Incoming Variable Other Basis Varlables

(I.V.J = 3 [old element- (key column element x I.V. row

row/(15/2) element)]

x. X2 X3 52

x, 0 -c 1 5 / 2 = 0 1/3 - ( 1 / 6 x 0) = 1/3 4 / 3 - (7/6 x O) = 4/3

x, 15/2 -c 15/2 = 1 1/6 - ( 1/6 x 1) = 0 7 / 6 - (7/6 x 1) = 0

X3 O -c l 5 / 2 = 0 1 - ( 1/6 x 0) = 1 0- (7/6x 1) = O

s, - 1 5 / 6 -c 15/2 = - 1 / 3 1 / 6 - ( 1 / 6 x -1/3) = 2/9 -5/6 - (7 /6 x - 1 /3 ) = -4/9

s, O -c l 5 / 2 = 0 0 - ( 1/6 x 0) = 0 1 - (7 /6 x 0) = 1

53 l -c 15/2 = 2 / 1 5 0 - (1/6 x 2/15) = - 1 / 4 5 0- (7/6 x 2 /1 5 ) = -7/45

B 15 -c 15/2 = 2 3 - ( 1/6 x 2) = 8/3 15 - (7/6 x 2) = 38/3

Table 3 . S g : Calculation of New Basis Variables

By substituting new values of the basis variables, new iteration Table 3 . S h is formed.

CJ 2 4 6 0 0 0

Variables in
Variables B
Basis

Ca x, X2 X3 s, S2 S3

""
x, 6 1/3 0 1 2/9 0 -1/45 8/3

s, 0 4/3 0 0 -4/9 1 -7/45 38/3

x, 4 0 1 0 -1/3 0 2/15 2

2 4 6 0 0 2/5

0 0 0 0 0 -2/5

Table 3 . S h : Simplex Iteration Table 02

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Since, a l l t,, , ' s o , the solution is optimal.

The optimal value of decision variables are: X1 = 0, X2 = 2 and X3 = 8/3

The optimal value of objective function is: Z = 2 x O + 4 x 2 + 6 x 8/3 = 24

3.6 Simplex Method: M i n i m i z a t i o n Case

LP with m i n i m i z a t i o n objective can be solved by two approaches:

Two-phase Method

Big-M Method

3 . 6 . 1 Two-phase Method

As the name suggests, the problem is solved in two phases, namely, first and second

phase. In the first phase, the objective is to remove all the artificial variables from the

basis solution, by considering only artificial variables in the auxiliary objective function.

In the second phase, the feasible solution from the first phase is considered for further

solution by the simplex method for minimization. In every minimization LP, the criterion

for i n c o m i n g variables is that the L'ii value should be most negative.

To start up with the two-phase method, certain steps need to be taken into

consideration. Therefore, the steps for Phase 1 are as follows:

In a u x i l i a ry LP, assign zero cost coefficients to each decision variable and surplus

variable, whereas, for artificial variable assign coefficient value equal to one rn

auxiliary objective function.

Apply the minimization simplex algorithm for getting basic feasible solutions.

Consider the following example for two-phase method.

Example 0 2 :

Minimize Z = Sx, + i ox,

Subject to:

3x, + 12x 2 48
2

4x + 6x 60
1 2

Xu X
2
0

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Solution 0 2 :

Step 1: formulation of the LP problem as a standard form

As this is the minimization case, surplus variables will be subtracted and artificial

variables will be added to convert the inequalities to equalities. Therefore, the equation

in the standard fonm can be written as:

Subject to:

3x1 + 12x 2 - s, - O s , + A , + OA, = 48 Constraint 1

4x + 6x - Os - 5 + OA + A = 60 Constraint 2
1 2 1 2 1 2

Xu X
2
, 51
1
s2, A 1 1 A2 0

The a u x i l i a r y LP form is written as: Minimize Z = Ox + Ox + Os1 + Os + A1 + A


1 2 2 2

Subject to:

3x1 + 12x 2 - s, - Os2 + A1 + OA2 = 48 Constraint 1

4x1 + 6x2 - Os1 - s2 + OA1 + A2 = 60 Constraint 2

Step 2: set-up the IBF solution for first iteration of phase 1

In first iteration of phase 1, only artificial variables are considered as basis variables as

shown in Table 3 . 6 . l a .

---+ 0 0 0 0 1 1
Ci

Variables In
Variables B RR
Basis

Xa Ce x, x, s, s, A, A2

A, 1 3 12
.
-1 0 1 0 48 4
-
1 4 6 '\ 0 -1 0 1 60 10
A2

z, = I Cc,, xx,) 7 18 -1 1 1


Outgoing Variable

J= C J - Z J -7 -18 1 0 0 (Key Row)


"'-
1 1

t
Incoming Vanable Y
""" Ke
(Key Column) Element

Table 3 . 6 . l a : Phase 1 : Iteration Table 01

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From Table 3.6.la, it can be observed that incoming variable is X2 as it has the most

negative value ' - 1 8 ' and the outgoing variable is A,, whose RR is least positive, which is

'4' and the key element is 1 2 .

Step 3 and 4: test for optimality of IBF solution

For LP minimization problem, the solution is optimal rf all !!.,' s o . As observed from

Table 3.6.la, a l l !!. , ' s are not greater than zero. Therefore, the solution is not optimal.

So to improve the solution, new values of basis variables need to be calculated.

other Basis Variable


Incoming Variable
[old element- (key column
(I.V.) = irow/12
element x I. V. row element)]

Xe X2 A2

x, 3 + 1 2 = 1 / 4 4 - (6 x 1/4) = 5/2

x, 1 2 + 1 2 = 1 6 - (6 x 1) = 0

s, - 1 +12 = -1/12 0 - (6 x -1/12) = 1/2

s, 0 -e- 12 = 0 - 1 - ( 6 x 0 ) = - 1

A, 1 -e- 12 = 1/12 0 - (6 x 1/12) = -1/2

A, 0 -e- 12 = 0 1 -(6 x 0) = 1

B 48 -e- 12 = 4 60 - (6 x 4) = 36

Table 3 . 6 . l b : Calculation of Basis Variable

By substituting the new values of the basis variables, new iteration Table 3.6.lc is

formed.

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---+ 0 0 0 0 1 1
C;

Variables in
Variables B RR
Basis

x. Ca x, x, s, s, A, A2

x, 0 1/4 1 -1/12 0 1/12 0 4 16

A, 1 5/2 0 1/2 -1 -1/2 1 36 14.4

z, = L(c,, x x.) 5/2 I"._ o 1/2 -1 -1/2 1

D. =
1
c
1
- z
1
-5/2

-1/2 1 3/2 0
Outgoing Variabl

(Key Row) J
T
Key
Incoming Variable
Element
(Key Column)

Table 3 . 6 . l c : Phase 1 : Iteration Table 02

Step 5 : finding the new improved solution till the optimum solution is obtained

The calculation for new values of basis variables is shown in Table 3 . 6 . l d

Step 6: test for optimality of IBF solution

As a l l n,' s o , the optimal solution has reached phase 1 and the final solution of phase

1 is used as initial solution for phase 2. The coefficients of decision variables are

replaced with o ri g i n a l variables and the column of artificial variables is e l i m i n a t e d .

Other Basis Variables


Incoming Variable
[ old element - (key column
(I.V.) = 2 row/(5/2)
element x I.V. row element)]

x. x, x,

x, 5/2 + 5/2 = 1 1/4 - (1/4 x l)= 0

x, 0 + 5/2 = O 1 - ( 1/4 x 0) = 1

s, 1/2 + 5/2 = 1/5 -1/12 - (l/4 x 1/5) = -2/15

s, - 1 + 5/2 = -2/5 0 - (1/4 x -2/5) = 1/10

A, -1/2+5/2 = -1/5 1/12 - (1/4 x -1/5) = 2/15

A, 1 + 5/2 = 2/5 0 - (1/4 x 2/5) = -1/10

B 36 + 5/2 = 14.4 4 - (1/4 x 14.4) = 2/5

Table 3 . 6 . l d : Calculation of Basis Variable

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Phase 2

The first iteration of the phase 2 is obtained from phase 1 .

Ci ----II> 5 10 0 0

Variables in Quantities
Variables
Basis 'B'

Xa Ca x, x, s, s,

X2 10 0 1 -2/15 1/10 2/5

x, 5 1 0 1/5 -2/5 14.4

z, = 2)c,,, xx,) 5 10 -1/3 -1

.1. = c - ZJ 0 0 1/3 1
1 1

Table 3 . 6 . 1 e : Phase 2: Iteration Table

As all t>,' s 2 o , the solution is an optimal solution and therefore, no further calculations

can be taken.

The optimal value of decision variables are as follows: x, = 1 4 . 4 and X2 = 2/5

The optimal value of objective function is as follows: Z = 5 x (14.4l + 10 x (2/5l = 76

3.6.2 Big-M Method

Big-M method is another approach used for removing artificial variables from the basis

solution. In this method, the following steps should be considered.

1. Large undesirable cost coefficient (Ml is assigned to the artificial variable, with

respect to the objective function, whether maximization or m i n i m i z a t i o n .

2. For m i n i m i z a t i o n problem, assign largest cost ( + M l , whereas in maximization case

assign m a x i m u m loss ( -Ml to artificial variables.

3. In basis solution, for every ' 2: ' a n d ' = ' type constraints, consider artificial variable

in the basis solution. Also, for 's ', consider slack variable in basis solution.

4. Further, by applying simplex algorithm (for minimization problem), obtain the

optimal solution.

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To understand this approach, solve Example 02 by the Big-M Method.

Solution 0 2 :

Step 1: formulation of the LP problem as a standard form

As this is the minimization case, surplus variables will be subtracted and artificial

variables with a very high value M will be added, in order to convert the inequalities to

equalities and eliminate artificial variables from the final solution. Therefore, the

equation in the standard form can be written as:

Minimize Z = Sx, + lOx 2 + Os, + Os2 + MA, + MA2

Subject to:

3x + 12x - s - Os + A + OA = 48 Constraint 1
1 2 1 2 1 2

4x + 6x - Os - s + OA + A = 60 Constraint 2
1 2 1 2 1 2

Step 2: set-up the Initial Basic Feasible {IBF) Solution

The !BF Table 3.6.2a for the minimization problem is obtained by setting,

x, = X2 = s, = sa = 0. Thus, the basis variable in !BF solution is: A, = 48 and A2 = 60.

Since, M is a very high number (say, 1 million), 18M would be the highest number.

Therefore, the most negative number would be 10 - 18M. Thus, the solution is not

optimal. Therefore, from Table 3.6.2a, it can be observed that the incoming variable is

X2, as it has the most negative value '10 - 18M' and the outgoing variable is A,, whose

RR is least positive, which is '4' and the key element is 1 2 .

<1 ---.. 5 10 0 0 M M

Variables in Replacement
Variables B
Basis Ratio (RR)

x. Ca x, x, s, s, A, A2

A, M 3 12 -1 0 1 0 48 4 ,-

-
A2 M 4 6
'\ 0 -1 0 1 60 10

z, = I;(c,, x x , ) 7M ISM -M M M
M

Outgoing Variable .,.__


LlJ= CJ - ZJ 5 - 7M 10 - ISM M 0 0

(Key Row)

T
Incommg Vanable Key

(Key Column) Element

Table 3 . 6 . 2 a : Simplex Iteration Table 01

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Steps 3 and 4: test for optimality of IBF Solution

For LP minimization problem, the solution is optimal if all ",' s o . As observed from

Table 3.6.2a, a l l ",' s are not greater than zero. Therefore, the solution is not o p t i m a l .

So, in order to improve the solution, new values of basis variables need to be calculated.

Other Basis Variable


Incoming Variable
[old element - (key column
(I.V.) = istrow/12
element x I.V. row element)]

x. x, A2

x, 3 + 12 = 1/4 4 - (6 x 1/4) = 5/2

Xz 12 + 12 = 1 6 - ( 6 x 1 ) = 0

s, -1 + 12 = -1/12 0 - (6 x - 1 / 1 2 ) = 1/2

Sz 0 + 12 = 0 -1 - (6 x 0) = - 1

A, 1 + 12 = 1/12 0 - (6 x 1/12) = -1/2

A2 0 + 12 = 0 1 - (6 x 0) = 1

B 48 + 12 = 4 60 - ( 6 x 4) = 36

Table 3 . 6 . 2 b : Calculation of Basis Variable

By substituting the new values of the basis variables, new iteration Table 3.6.2c rs

formed.

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5 10 0 0 M M
c, ------
Varlables In
Variables B RR
Basis

Xs Cs x, x, s, s, A, A,

x, 10 1/4 1 -1/12 0 1/12 0 4 16

A, M 0 1/2 -1 -1/2 1 36 14.4


5/2 "

'
z, = I;(c,, x x , ) 5/2+5M/2 -5/6+M/2 -M 5/6-M/2 M
'\10

J=CJ-ZJ 5/2-SM/2

5/6-M/2 M -5/6+3M/2 0
Outgoing Variab

(Key Row)
J
i
Incomin g Variable Key

(Key C o l u m n ) Element

Table 3 . 6 . 2 c : Simplex Iteration Table 02

Step 5: finding the new improved solution till optimum solution is obtained

The calculation for new values of basis variables is shown in Table 3.6.2d.

Other Basis Variables


Incoming Variable
[old element - (key column
(I.V.) = 2 row/(5/2)
element x I.V. row element)]

Xe x, X2

x, 5/2 + 5/2 = 1 1/4 - (1/4 x 1)= 0

x, 0 + 5/2 = 0 1 - (1/4 x 0) = 1

s, 1/2 + 5/2 = 1/5 -1/12 - (1/4 x 1/5) = -2/15

52 - 1 + 5/2 = -2/5 0 - (1/4 x -2/5) = 1/10

A, -1/2 + 5/2 = -1/5 1/12 - (1/4 x -1/5) = 2/15

A2 1 + 5/2 = 2/5 0 - (1/4 x 2/5) = -1/10

B 36 + 5/2 = 14.4 4 - (1/4 x 14.4) = 2/5

Table 3 . 6 . 2 d : Calculation of Basis Variable

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Step 6: test for optimality of IBF solution

The coefficients of decision variables are replaced with original variables and column of

artificial variables is eliminated, as shown in Table 3.6.2e.

Ci ----ti,, 5 10 0 0

Variables in Quantities
Variables
Basis 'B'

Xa Ca x, x, s, s,

X2 10 0 1 -2/15 1/10 2/5

x, 5 1 0 1/5 -2/5 14.4

z, = Z:Cc., xx,) 5 10 -1/3 -1

ti.J= CJ - z 0 0 1/3 1
1

Table 3 . 6 . 2 e : Simplex Iteration Table 03

As all n,' s z o , the solution is an optimal solution and therefore no further calculations

are required.

The optimal value of decision variables are: x, = 14.4 and x, = 2/5

The optimal value of objective function is: Z = 5 x (14.4) + 10 x (2/5) = 76

Variations in Linear Programming Problem Solutions

The different types of linear programming solutions are:

Alternative Optimal Solution

o Multiple or Alternative optimal solutions anse when the solution for m u l t i p l e

non-basis variables rs n,= c, - z, = o.

o When such non-basis variables are entered in the basis solution, the solution

changes but the objective function value remains unchanged.

Unbounded Solution

o In the replacement ratio column, if all the RR values are negative, then none

of the variables will be exiting the basis solution for improvement, then it is

a case of unbounded solution.

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Infeasible Solution

o Infeasibility occurs when there is no solution that satisfies a l l the constraints

of the LP problem.

o If in the final simplex table, t;J implies the solution is optimal but at least one

of the artificial variable is present in the basis solution then the solution is

said to be infeasible.

3.7 D u a l i t y in LP Problem

Generally, the term dual implies two or double. For every LP problem, there exists

another intimately related LP problem that would have an equivalent solution. Such a

problem is called dual problem of the original LP problem or duality.

In duality, the original problem is called the primal problem. If the primal has objective

function of maximization type then its dual will be of minimization type and vice versa.

Thus, duality focuses on detenmining the best marginal value for each resource, which is

known as shadow price.

Consider a production mix problem where the manager attempts to optimize resource

allocation by determining the quantities for each product mix to be produced for

m a x i m i z i n g the profit. However, through the dual LP approach, the manager attempts to

achieve a plan that optimizes resource allocation in a way that each product is produced

at that quantity, so that its marginal opportunity cost equals its marginal returns.

The Primal-Dual Relationship

If the primal LP problem is given as:

Objective function: Maximize Z = I;c,x,


,.,
Subject to:

"
Z:a x :s; b.: i = 1, 2, 3 ... m
11
1

J'

x, 2 oforall j

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The dual LP w i l l be:

Objective function: Minimize Z = Lb,y,


,_,

Subject to:

La v 11 1
c
1
; j= 1, 2, 3 ... m
1 = l

y, 0 for a l l i

Rules for Creating Dual from Primal

The basic rules which need to be followed during the conversion of primal to dual are

given below:

1. A dual variable (y,) is defined for each constraint in the primal LP problem and vice

versa. If 'm' constraints are there in primal then, 'm' dual variables are present in

dual.

2. The availability or requirement of resources ( b, ) becomes the coefficient of dual

variables in dual objective function.

3. The coefficients c; (c,, cz ... Cn) of primal variables xi, x, ... x., in the objective

function becomes the R . H . S constants for constraints in the dual LP problem.

4. For maximization primal LP with all ',;' type constraints, there exists minimization

dual LP with a l l ' ' type constraints.

5. If in primal LP '=' type constraint is present, then this equality equation is

converted into two inequality equations, that is, one w i l l be o f ' ,; ' type and second

will be o f ' ' type.

Example 0 3 :

Objective Function: Minimize Z = 6 x , - 8 x 2 + 10X 3

Subject to:

5X + 4X + 8X 12 (constraint 1)
1 2 3

X + 3X + 7X 8 (constraint 2)
1 2 3

6x
1
- 2x
2
- Bx, 15 ( constraint 3)

X - 9X + 3X 9 ( constraint 4)
1 2 3

2x, + 5 x -3x = 3 ( constraint 5)


2 3

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Solution 0 3 :

Step 1: Converting the constraint in same inequalities

The LP problem is with minimization objective, thus, every constraint should have ' 2: '

type inequalities. The constraint 3 is in ' :,, ' inequality fonm, thus, modified equation with

' 2: ' will be as follows:

- 6x 1 + 2x, + Bx, "-15 ( constraint 3)

Now, constraint 5 is in equality form, the modified one will have a pair of inequality

constraints:

2x, + sx, - 3x3 " 3

2x +Sx, -3x 5 3
1 3

Again convert the constraint 6 in ' 2: ' inequality fonm:

- 2x - Sx + 3x > -3
1 2 3 -

Thus, the primal fonm of the given LP problem is rewritten:

Objective Function: Minimize Z, = 6 x 1 - B x , + lOx,

Subject to:

Sx, + 4 x 2 + B x , "12 (constraint 1)

X1 + 3X2 + 7X3 :?: 8 (constraint 2)

- 6x 1 + 2x2 + Bx, "-15 ( constraint 3)

X - 9X + 3X :?: 9 ( constraint 4)
1 2 3

2x, + sx, - 3x3 " 3 ( constraint 5)

- 2x, - Sx, + 3x3 " -3 ( constraint 6)

X 1 1
X
2
, X
3
:?: 0

Thus, by applying the rules of conversion, the dual of primal is obtained:

Let the decision variable be 'y,'

Objective Function: Maximize Z = 1 2 y , + By, - l S y , + 9y 4


+ 3y - 3y
5 6

Subject to:

Sy, + Y -6y +Y 4
+2y -2y 5 6 (dual constraint 1)
2 3 5 6

4y 1
+ 3y, + 2y - 9y 4 + Sy - Sy 5 -8 (dual constraint 2)
3 5 6

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Sy + 7y + Sy + 3y -3y + 3y 10 (dual constraint 3)


1 2 3 4 5 6 ,;

The Difference between Primal and Dual

The correlation between the primal and dual are explained in Table 3. 7a.

When a Primal Is Given With the


Then Its Dual Will Be
Following Conditions

Objective is to maximize Objective is to minimize

Number of constraints = m m = Number of variables

Number of variables = n n = Number of constraints

,; type constraint Non-negative variable

'=' type constraint Unrestricted variable

Unrestricted variable ' =' type constraint

Objective function coefficient for jtt. variable R . H . S constant for jtt. constraint

1"
Objective function coefficient for i
R . H . S constant for ;tt. constraint
variable

Coefficient (au) for jtt. variable in ;th Coefficient (a,;) for ;tt. variable in i'"

constraint constraint

Table 3 . 7 a : Difference between Primal and Dual

Economic Importance of Dual Variable

The economic interpretation of dual variable is expressed as follows:

Dual variable (y,) is always expressed in terms of return (or worth) unit of

resource 'i'. This is called dual price or simplex multiplier or shadow price of

resource ' i ' .

Thus, the shadow price value of any resource represents the maximum additional

price to be paid to obtain additional unit of scarce resource in order to maximize

the objective function.

The shadow price is also defined as the rate of change in the optimal objective

function value with respect to the unit change in the availability of a resource.

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3 . 8 Chapter S u m m a r y

The simplex method is an iterative process used to solve LP problems having more

than two decision variables.

Given LP problem is converted into standard fonm by adding slack or artificial

variables or by subtracting surplus variables from general LPP.

The i n i t i a l basis solution consists of basis variables, those variables having positive

value w h i l e assuming the value of structural variables to be zero.

The optimal solution is obtained by including the variables one-by-one in basis

solution, depending upon the net profit or loss value (6 ) in s i m p l e x table.


1

In case of minimization LP problem, artificial variables are removed from the basis

solution by applying Two-phase or Big-M method.

Duality in LP implies that each LP problem can be analyzed in two different ways

but would have equivalent solution.

Shadow price of dual variable represents the increase in the objective function

value due to one-unit increase in the availability of that resource.

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Transportation

Problem (TP)
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4 . 1 Introduction

In today's competitive world, every company is going global, in order to serve global

customers, so as to remain profitable and competitive. Such companies have several

manufacturing units globally for serving global customers through numerous distribution

and retail centers, which make the distribution of products a major concern to remain

competitive. The distribution manager of an organization, from industries of FMCG,

automobile, electronics, etc., often deal with the strategic decision making of allocating

the distribution of a product from several sources to numerous locations, with an ability

to identify the optimal distribution plan with a goal of incurring the lowest shipping cost.

The study of transportation problem technique helps managers to identify optimal

shipping routes, among several supply origins to several demand destinations, along

with units of items to be shipped in order to minimize total transportation cost.

After reading this chapter, you will be able to:

Describe the nature of Transportation Problem (TP)

Convert the transportation problem to general linear programming and tabular

format

Resolve the complication of unbalanced TP

Obtain Initial Basic Feasible (!BF) solution using various methods

Interpret the optimality of !BF solution using Stepping-Stone and Modified

Distribution methods

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4.2 Characteristics and Assumptions of Transportation

Problem

The transportation problem technique is a special case of linear programming that deals

with the decision of shipping commodities, items or products from the sources of supply

to demand destinations. The source origins can be production facilities, warehouses or

supply points with available supply capacities. The destinations can be warehouses,

retail shops, distribution centers or demand points with a requirement of demand. The

objective is to satisfy the demand requirement with the available supply by determining

the optimal shipping schedule that will minimize shipping or transportation costs.

Mathematical Model of Transportation Problem

Transportation problem involves 'rn' number of sources (S,) 51, 52, 53 ... Sm, with given

supply capacity of 'a,' (i = 1, 2, 3 ... m) per period for an item. Also, it involves 'n'

number of destinations (DJ) D,, 02, D, ... Dn, with given item demand 'bj' (j = 1, 2, 3 ...

n) per period. Let c,J be the item per unit transportation cost incurred when a unit is

shipped from ;th source to r destination. Let X;J represent the number of units of an item

to be shipped from ;tn source to jtn destination. Then the objective is to determine the

optimum shipping schedule so as to minimize the total transportation cost, while

satisfying the supply and demand conditions. Assume that the item to be shipped is

homogenous in nature and there is no transshipment between any two sources or

destinations. The problem can be represented with nodes and arcs, as shown in

Fig. 4.2a.

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Sources (S1) Destinations (D1)

Cu, Xn

, ,-..+ b ,

0/b,

I
'
I

'
'
'
' '

r:
a m -+' \:./ on bn

<: /
Supply Demand

units units

Fig. 4.2a: Nodes and Arcs Representation of Transportation Problem

In general, transportation problem can be mathematically formulated in linear

programming, in the following manner:

m o

Objective Function: Minimize Z = L Lx c


11 11

1-1 J-l

Or

X11 C11 + X12C12 + + X1nC1n

z +X21C21 +X22C22 + ... +X2nCzn


M1mm1ze = . . .

. . .
. . .

Subject to:

Xu + X12 + + X1n = a1

X z 1 + X z z + ... +X2n =a2


Supply Constraints

Xm1 + Xmz + + Xmn = am

X11 + X21 + ... + Xnu = b1

X12 + X22 + + Xmz = bz


Demand Constraints

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And x 2:': 0, i = l , 2 , 3 . . . m , j = l , 2 , 3 ... n


11

The same problem can be presented in a tabular format for getting further solutions, as

shown in Table 4.2a.

Distribution Points

o, o, ----- o, Supply

c,,
P1
L I

Xu X12 ---- x,,



c c,,
P2
L I
.,
..
0
x,, x,, ---- x,,

u I
_:_:_:_ I
_:_:_:_ I
_:_:_:_
...
... I
...
,

...
---- ---- ----
0

"' l...:'!.... L I Cij

P1

.,
Xi1
x,, ...
Xij

...
Demand b, b, bj

Table 4.2a: Transportation Problem in Tabulated Form

Prerequisites of Transportation Problem

The major prerequisite before solving transportation problems is to have balanced

problems. The problem is said to be balanced when the total demand is equal to total

m "

supply, that is, I; a , = I; b ,

1-1 J-l

If total supply and demand is not equal, then the problem is said to be an unbalanced

transportation problem. The unbalanced problem is balanced by adding an appropriate

dummy source or destination with shipping unit cost, c,, = 0 , depending on the situation,

as listed in Table 4.2b.

Unbalanced Situation For Balancing the TP

m Add dummy Source (Sa) with supply capacity:


Demand is in "
i: < I; b ,
excess
,_,

J I a , = IbJ - Ia, units

m Add dummy Destination (Dd) with demand


Supply is in "
i: > I; b ,
excess
,_,

J
requirement: b, = Ia, - IbJ units

Table 4 . 2 b : Converting Unbalanced TP to Balanced TP

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Consider the following example of unbalanced transportation problem:

Example 0 1 :

D, D2 03 Supply

s, 5 4 3 100

s, 8 4 3 300

S3 9 7 5 300

Demand 300 200 300

.
Table 4.2c: Unbalanced Transportation Problem

Solution 0 1 :

Total demand = 300 + 200 + 300 = 800 units

Total supply = 100 + 300 + 300 = 700 units

Here, total demand is more than total supply by 100 units, thus the given transportation

problem is an unbalanced TP. To fulfill this extra demand, additional dummy source (Sa)

has to be added. The supply units of Sd = 100 units and unit cost, cu = 0. The balanced

transportation problem can be written as:

D, D2 03 Supply

s, 5 4 3 100

S2 8 4 3 300

S3 9 7 5 300

s. 0 0 0 100

Demand 300 200 300

.
Table 4.2d: Balanced Transportation Problem

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4 . 3 The TP A l g o r i t h m

The transportation problem algorithm may be summarized into the following steps:

Step 1: check for the condition of balanced problem; if it is not balanced, add an

appropriate dummy source or destination.

Step 2: formulate the given problem and arrange the data regarding number sources,

destinations, supply capacities, demand requirements, and shipping cost values in

tabular format, as shown in Table 4.2a.

Step 3: obtain an Initial Basic Feasible (!BF) solution by allocating supply units between

the sources and destinations. !BF solution can be obtained with the following three

methods:

North-West Comer Method (NWCM)

Least Cost Method (LCM)

Vogel's Approximation Method (VAM)

The !BF solution obtained by any of these three methods should satisfy rim condition

and should not degenerate the solution.

Step 4: test the !BF solution for optimality with the following two methods: Stepping

stone (SS) method and Modified Distribution (MODI) method. Improve the solution by

repeating step 4 until the optimal solution is obtained.

Step 5 : calculate the total transportation cost of the optimal solution.

Rim Condition and Non-degenerate Solution

While obtaining the !BF solution, in the transportation table x,, units are allocated

between ;th source and i"' destination. The allocated cells are known as basic variables

and the remaining cells are known as non-basic variables. The rim condition is satisfied

when the total number of units allocated to the sources or destinations, match the

supply and demand constraints.

If in !BF solution, the total number of positive allocations are less than the required

number 'm + n - 1' (m = number of sources and n = number of destinations) then the

solution is said to be either degenerate or non-degenerate. If !BF solution degenerates,

it is i m po s s i b l e to test the solution for optimality.

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4.4 I n i t i a l Basic Feasible ( I B F ) Solution Methods

4.4.1 North-West Corner Method (NWCM)

NWCM method does not take into account the shipping cost. The steps followed for this

method can be summarized as:

Step 1: For first allocation, start with the cell at the upper-left corner of the table, that

is, S,D, c e l l . The allocation unit will be equal to the minimum of supply or demand, that

is, x , , = m i n ( e . , b . ) . Then, update the balanced units of supply and demand in the table.

If the supply is exhausted, eliminate that source and if the demand is satisfied, then

e l i m i n a t e that destination by striking out that source or destination from transportation

table.

Step 2: For the next allocation, 1f the source is eliminated, then move vertically down to

the next c e l l . However, if the destination is eliminated, move horizontally to the right of

the allocated cell. The allocation procedure can be summarized, as shown in Table

4.4.la.

Condition Next Allocation Cell

If Xij = a, Move vertically down to next cell

If Xu = b; Move horizontally right to next cell

If Xij = ai = bj Move diagonally down to next cell

.
Table 4 . 4 . l a : Allocation Procedure for NWCM

Step 3: Repeat steps 1 and 2 until the lower-right cell is allocated. Then calculate the

total transportation cost.

Obtain the !BF solution for the following example by N W C M :

Example 0 2 :

U. L. & Co. has four plants P,, P2, PJ, and P. located at different regions with production

capacities of 90, 110, 150, and 100 units per week of a product, respectively. These

units are to be shipped to three warehouses D1, D2, and D3 with a requirement of 1 2 0 ,

180, and 150 units per week, respectively. The transportation cost per unit ( i n rupees)

from plants to warehouses is given in Table 4 . 4 . l b below. Obtain the !BF solution for

the U. L. & Co.

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Warehouses

D, D, DJ a,

6 5 5
I I I

P, 90

3 9 7
I I I

P, 110

"'
c

"'
a. I
5
I
2 I
8
PJ 150

I 4 I 7 I 6
p. 100

b:i 120 180 150

Table 4 . 4 . l b : Transportation Problem for U. L. & Co.

Solution 02: (by NWCM)

For above the example, cell P,D, is the north-west corner cell in the table. According to

the NWCM, the first allocation will be done for cell P,D,. Plant P, has a capacity of

supplying 90 units, whereas, the requirement of warehouse D, is 120 units, thus, for

P,D, allocation units, X u m i n ( 9 0 , 120) 90units. Now, update the balanced units of

supply and demand for P, and D,. The supply of P, is exhausted thus eliminate the

source P, (draw dotted on row of P,), whereas, the warehouse D, still requires 30 units

to satisfy its demand. Since, source P, is eliminated for next allocation move down to cell

P,D,. The complete allocation is shown in the Table 4.4.lc and the step-by-step

allocation is summarized in Table 4.4.ld.

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Warehouses

Dl D, D, a;

- - - - + - 6 . - -----!- 5 - - - - - - 1 - 5 - 99
pl
0
90
.

'

- - - - J- - 31 - - - - - - - - - - - - 1. -

P, 89

...
VI 30 80 0
c
.! 5 2 8
... P,
I I I

59
100 50 0
"
I

4' 7 6
I I I I
p I
0
i 100

489

bj 3&

0 0 0

Table 4 . 4 . l c : IBF Solution by North-West Corner Method

Balanced
Eliminate
North-West Allocation Units Supply and
Allocation Source or
Cell [X;; = min (a,, b;)] Demand
Destination
Units

Xu= min (90, 120) a1 = 0


First P1D1 P1
Xu= 90 b, = 30

xai = min ( 1 1 0 , 30) a,= 80


Second P2D1 D,
X21 = 30 b, = 0

x22 = min (80, 180) a,= 0


Third P2D2 P2
X22 = 80 b, = 1 0 0

x., = min (150, 100) a,= 50


Fourth P,D2 D2
X32 = 100 b, = 0

X33 = min (SO, 150) a,= 0


Fifth P,D, P,
X33 = 50 b, = 100

X43 = min (100, 100) a4= 0


Sixth P4D3 P 4 a n d D3
X43 = 100 b, = 0
. .

Table 4 . 4 . l d : Summarized Step-by-Step Allocation by NWCM

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Since the supply and demand condition is fulfilled, the !BF solution is obtained. Also, the

number of allocations is equal to 6, which is equal to (m + n - 1 = 6 ) , the solution does

not degenerate.

Total Transportation Cost (TC) is calculated as:

TC = 6 x 90 + 3 x 30 + 9 x 80 + 2 x 100 + 8 x 50 + 6 x 100 = ,2550/-

4.4.2 Least Cost Method {LCM)

As seen in NWCM, the emphasis is not on the cost, hence the LCM was developed to

allocate maximum quantities to the cell with minimum unit transportation costs. The

steps of least cost method can be summarized as follows:

Step 1: From the transportation table, select the cell with minimum cost for allocation.

If there is a tie between costs, then select from those cells where m a x i m u m units can be

allocated. The allocation units will be equal to the minimum of supply or demand for that

cell, that is x,, = m i n (a. b . ) .

Step 2: Update the balanced units of supply and demand in table. If the supply capacity

is exhausted, then eliminate that source and if the demand is satisfied, then eliminate

that destination by striking out that source or destination from table.

Step 3: Repeat steps 1 and 2 until all supply or demand conditions are satisfied, then

calculate the total transportation cost.

Obtain the !BF solution for U. L. & Co. transportation problem by LCM (refer to

Table 4 . 4 . l b ) .

Solution 02: (By LCM)

Consider the same Example 02 rn Table 4.4.lb; the minimum cost value is ,2 for cell

P3D2, thus the first allocation will be done for this cell. The allocation for cell P3D2 is

x
32
= min ( 1 5 0 , 180) = 150 units. Now, update the balanced units of supply and demand

for P3 and D2. The supply of P3 is exhausted, thus eliminate the source P3, whereas,

warehouse D2 still requires 30 units to satisfy its demand. The complete allocation is

shown in Table 4.4.2a and the step-by-step allocations are summarized in

Table 4.4.2b.

As shown in Table 4.4.2a, all the supply and demand conditions are fulfilled, the !BF

solution is obtained. Also, the number of allocations is equal to 6, which is equal to (m +

n - 1 = 6 ) , the solution does not degenerate.

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Total transportation cost is calculated as:

TC = 5 x 90 + 3 x 110 + 2 x 150 + 4 x 10 + 7 x 30 + 6 x 60 = <"1690/-

Warehouses

o, o, 03 a,

6 5 5
I I I
99
P,
0
90

3 9 7
I I I ,HQ
P2
0
110
J!l
c
.. I
5
I
2
I
8
458
ii: P3
0
150

P
10
I
4

30
I
7

60
I
6

-99

68

bi -,!&

0
- 38

0
458

e&

Table 4.4.2a: IBF Solution by Least Cost Method {LCM)

Balanced Eliminate
Minimum Allocation Units
Allocation Supply and Source or
Cost Cell [x,, = min (a,, b,)]
Demand Units Destination

First P3D2 X32 = min ( 1 5 0 , 180) a3 = 0 P3

X32 = 150 b2 = 30

Second P2D1 x21 = min ( 1 1 0 , 120) a,= 0 P2

X21= 110 b, = 10

Third P.D, x., = min ( 1 0 0 , 10) a.= 90 D,

X41 = 10 b, = 0

(Cells P,D2 and P,DJ have same minimum cost (<'5) but maximum allocation can be

done for cell P1D3. Prefer cell P1D3for allocation.)

Fourth P1D3 X13 = min (90, 150) a,= 0 P,

X13 = 90 b3= 60

Fifth PD2 X42 = min (90, 30) a.= 60 D2

X42 = 30 b2 = 0

Sixth P4D3 X43 = min (60, 60) a.= 0 P. and DJ

X43 = 60 b3= 0

Table 4.4.2b: Summarized Step-by-step Allocation by LCM

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4.4.3 Vogel's Approximation Method (VAM)

VAM is based on the concept of opportunity cost. It minimizes the transportation cost by

minimizing the opportunity (or penalty or regret) cost that would have been incurred if

the allocation in certain cells with minimum unit cost is missed. By this method, the !BF

solution obtained is always closer to the optimal solution and is, thus, preferred.

The steps of VAM are:

Step 1: Calculate penalties (p) for each row by taking the difference between smallest

and the next smallest unit cost from the same row. Similarly, find penalties for c o l u m n s .

This penalty represents the extra cost that has to be paid if the allocation is not done

with least cost c e l l .

Step 2: Select the row or column with the largest penalty value. From high penalty row

or column select the least cost cell for allocation. The allocation units w i l l be equal to the

minimum of supply or demand units for that cell, that is x,, = min (a, b . ) . If there is a tie

in the values of penalties, select the cell with minimum cost. If again there is a tie in the

values of m i n i m u m cost cell, select the cell where maximum allocation is possible.

Step 3: Update the balanced units of supply and demand in the table. If the supply

capacity is exhausted, then eliminate that source and if the demand is satisfied, then

e l i m i n a t e that destination by striking out that source or destination from the table.

Step 4: Repeat steps 1, 2, and 3 until all supply or demand conditions are satisfied.

Then calculate the total transportation cost.

Obtain the !BF solution for the U. L. & Co. transportation problem by VAM (refer to

Table 4 . 4 . l b ) .

Solution 02: (By VAM)

The penalty cost for each row and column is calculated, as shown in Table 4.4.3a. In

the first round, maximum penalty is 4 for row P2. In row P2, minimum cost is 3 for cell

P2D1. Select cell P2D, for first allocation.

The allocation for cell P2D1 is x,. = min (110, 1 2 0 ) = 1 1 0 units. Update the balance units.

Now, for second round, again calculate the penalties ( exclude row P2) for rows and

columns. In the second round, maximum penalty is 3 for column D 2. Allocate, in this

c o l u m n , as per the rules of VAM. Similarly, calculate penalties and allocate the units. The

complete allocation is shown in Table 4.4.3a and the step-by-step allocations are

summarized in Table 4.4.3b.

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As shown in Table 4.4.3a, all the supply and demand conditions are fulfilled, !BF

solution is obtained. Also, the number of allocations is equal to 6, which is equal to (m +

n - 1 = 6 ) , the solution does not degenerate.

Total transportation cost is calculated as:

TC = 5 x 30 + 5 x 60 + 3 x 110 + 2 x 150 + 4 x 10 + 6 x 90 = ,1660/-

Warehouses

01 o, o, a, p p p p

6 5 99
I
I $ I

pl I
99 0 0 0 0
I
30 60 0
I

- - - - 1 - } - - - _j_.9. ---1-2
P, 4 - - -
(I) I 0
.... 110
c

"'
a.
- - - 1 - S. -- -1-2- - - - 8-
-l!tQ
P, 3 3 - -

0
150

l\ 7 6 -w9
I I I I

p. 99 2 2 2 1
10 90 0

-HQ -l!tQ

-1,Q 39 99
bi
0 0 0

p 1 3 1

p 1 3 1

p 2 2 1

p - 2 1

Table 4.4.3a: IBF Solution by Vogel's Approximation Method {VAM)

The transportation cost for Example 02, by all three methods is summarized as follows:

1. By North-West Comer Method (NWCM) = ?2550/-

2. By Least Cost Method (LCM) = ,1690/-

3. By Vogel's Approximation Method (VAM) = ,1660/

Thus, VAM delivers the !BF solution with minimum cost.

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Balanced
Maximum Eliminate
Minimum Allocation Units Supply and
Allocatlon Penalty Row Source or
Cost Cell [x,, = min (a,, b,)] Demand
or Column Destination
Units

x21 = min (110, 120) a2 = O


First P, P2 D1 P,
X21 = 110 b, = 10

x32 = min (150, 180) a3 = O


Second D, p3 02 P,
X32 = 150 b, = 30

x.11 = min (100, 10) a, = 90


Third D, P4 D1 D,
X,11 = 10 b, = 0

x., = min (60, 30) a1 = 30


Fourth D, P1 02 D,
X12 = 30 b, = 0

Xra = min (60, 150) a1 = 0


Fifth . P,
P1 03
X13 = 60 b, = 90

X,n = min (90, 90) a, = O


.
Sixth p4 03 Pa and 03
X43 = 90 b2 = 0

Table 4 . 4 . 3 b : Summarized Step-by-step Allocation by VAM

4 . 5 O p t i m a l i t y Test Methods

Optimal Solution

Optimal solution is a solution that has no other set of transportation route or allocations

or basic variables that will further reduce the transportation cost.

The !BF solution is tested for optimality by evaluating unallocated cells or non-basic

variables in terms of an opportunity of reducing total transportation cost. The

unallocated cell with most negative opportunity cost is considered for positive allocation,

such a cell is known as incoming variable. Due to the addition of incoming variable/cell

for allocation, the number of allocations increase more than (m + n - 1) by one, thus

forming a closed loop with the basic variables/allocated cells. Such a closed loop consists

of alternative vertical and horizontal lines which start from and end at incoming variable

cells and each corner of loop or the point of change in the direction of l i n e must coincide

with the allocated cells. By applying the rim condition of supply or demand, allocate the

m a x i m u m amount for incoming variable.

There are two methods for testing the optimality of !BF solution and improving the

solution, if not optimal. They are:

Stepping-Stone (SS) Method

Modified Distribution (MODI) Method

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The Stepping-Stone method helps in comparing the relative advantage or opportunity

cost of alternative allocations for all unoccupied cells one-by-one, whereas, the MODI

method compares all unoccupied cells simultaneously, by applying the duality concept.

4 . 5 . 1 Stepping-Stone Method

In the Stepping-Stone method, increase or decrease ,n the total cost is identified by

assigning one unit for each unallocated cell one-by-one. The steps to evaluate the

unoccupied cells by this method are:

Step 1: Consider the !BF solution, select any unoccupied cell and assign +1 unit for that

cell. Form a closed loop starting from the same cell, with alternative horizontal and

vertical lines.

Step 2: Alternatively mark -1 and + 1 at the corners of the loop. If +1 is marked at one

end of the l i n e , then - 1 should be marked at the other end.

Step 3 : Calculate change in allocation cost for the cells in loop as:

d;j = I(+ l ) x C;j + I(-l)x C;j

Repeat steps 1 to 3 for each unallocated cell.

Step 4: If d;i > 0 for every unallocated cell, then the solution is optimal, further

improvement is not required. However, if d;i < 0 for at least one of the unoccupied cells,

then improve the solution by following further steps.

Step 5 : Cell with most negative d;i value is selected for new allocation. In the loop of this

cell, identify the lowest quantity (8) from the cells in the loop marked with -1 and

allocate the same unit (8) to the cell with the most negative du value.

Step 6: Perform addition or subtraction of 8 units at each corner of loop to satisfy the

rim condition.

Again, check for optimality for the new allocation by repeating steps 1 to 6.

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Example 0 3 :

Conduct the optimality test for the following !BF solution of a transportation problem and

improve, if required.

01 o, DJ o. a.
'

pl I
5 I
7

220
120 10 90

P, 11 4
L2- I
I

150
150

9 10
PJ
L2- I J


80
70 10

b. 70 120 170 90
'

Table 4 . 5 . l a IBF Solution: Testing for Optimality

Solution 0 3 : ( b y SS method)

For the given !BF solution, the transportation cost is:

TC = 5 x 120 + 7 x 10 + 6 x 90 + 4 x 150 + 7 x 70 + 10 x 10 = ,2400/-

Also, the number of allocations are 6, which is equal to (m + n - 1 = 6)

Now, consider the unallocated cell P3D4, allocate + 1 to P3D4. Now, from this cell, form a

closed loop, which is PJD JDJ-P DJ-P D JD , as shown in Table 4 . 5 . l b .


4-P 1 1 4-P 4

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01 o, 03 o. a,

pl 8 5 (+1) 7 (-1) 6
- 220
--
120 10 t 90
I

I
P, 11 4
l2- 150
I
150 I

110 (+l) 13
p3 7 9 (-1)

- 80
_ _ _ :,I,
70 10 -

b. 70 120 170 90
J

Table 4 . 5 . l b : Closed Loop Formation for Unallocated Cell

For this closed loop, mark +1 and -1 alternatively, at the comer of loop and calculate

the opportunity cost:

d34 = ( + 1) x 8 + ( -1) x 10 + ( + 1) x 7 + ( -1) x 6

d34 = -1

Table 4 . 5 . l c gives the summarized opportunity cost for each unallocated c e l l .

Unallocated Opportunity Cost


Closed Loop
Cell (d,;)

P D P D -P D -P D -P D -P D = + 8 - 7 + 10 - 7 = 4
1 1 1 1 1 3 3 3 3 1 1 1
du

P D P D -P D -P D -P D -P D d = + 7 - 4 + 10 - 7 = 6
2 1 2 1 2 3 3 3 3 1 2 1 21

P D P D -P D -P D -P D -P D d = + 11 - 4 + 7 - 5 = 9
2 2 2 2 2 3 1 3 1 2 2 2 22

P D P D -P D -P D -P D -P D d = + 9 - 6 + 7 - 4 = 6
2 4 2 4 1 4 1 3 2 3 2 4 24

P3D2 P D -P D -P D -P D -P D d = + 9 - 10 + 7 - 5 = 1
3 2 3 3 1 3 1 2 3 2 32

P3D4 P D4-P D -P D -P D4-P D4 d = + 8 - 10 + 7 - 6 = - 1


3 3 3 1 3 1 3 34

Table 4 . 5 . l c : Opportunity Cost Calculation for Unallocated Cells

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As seen in Table 4.5.lc, the unallocated cell P D has the most negative opportunity
3 4

cost value (d34 = -1), thus !BF solution is not optimal. By allocating a single unit to

P D the cost will reduce by <"1 per unit. Here, improvement is done in allocation by
3 4,

considering P D as an incoming variable. Now, let +8 be the maximum allocation unit


3 4

for incoming cell P D Now, the 8 value is obtained as a minimum allocation value
3 4.

among the cells which are marked with -1 (refer to Table 4 . 5 . l b ) .

Here, 8 = minimum (90, 10) = 10 units.

Thus, new allocation for the cells in loop will be:

X34 = +8 = 10

X33 = 10 - 8 = 10 - 10 = 0

X13 = 10 + 8 = 10 + 10 = 20

X14 = 90 - 8 = 90 - 10 = 80

The improved transportation table, with improved allocation is shown in Table 4 . 5 . l d .

Again, the improved solution is tested for optimality of opportunity cost. The calculation

of opportunity cost for unallocated cells are summarized in Table 4 . 5 . l e .

D, D, 03 o. a;

P, 8 5 7 6
220

120 20 80

P, 7 11 4 9
150
150

P, 7 9 10 8
80

70 0 10

b. 70 120 170 90
I

Table 4 . 5 . l d : Improved Transportation Problem Solution

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Unallocated Opportunity Cost


Closed Loop
Cell (d;;>

P1D1 P,D,-P1D4-P3D4-P3D,-P1D1 = + 8 - 6 + 8 - 7 = 3
dll

P2D1 -P2DrP1DrP1D4-P3D4- d = + 7 - 4 + 7 - 6 + 8 - 7
21
P D1
2
P3D,-P2D1 = 5

P D P D -P D -P -P -P D d = + 11 - 4 + 7 - 5 = 9
2 2 2 2 2 3 1D3 1D2 2 2 22

P D P D -P D -P D -P D -P D d = + 9 - 6 + 7 - 4 = 6
2 4 2 4 1 4 1 3 2 3 2 4 24

P3D2 P D -P D -P D -P D -P D d = + 9 - 8 + 6 - 5 = 2
3 2 3 4 1 4 1 2 3 2 32

P D -P D -P D -P D -P D = + 10 - 8 + 6 - 7 = 1
P3D3 3 3 3 4 1 4 1 3 3 3 d34

Table 4 . 5 . l e : Opportunity Cost Calculation for Unallocated Cells

of Improved Solution

For unallocated cells, since all the values of d .. are all positive, the improved solution is
OJ

optimal solution. Thus, the optimal transportation cost is calculated as:

TC = 5 x 120 + 7 x 20 + 6 x 80 + 4 x 150 + 7 x 70 + 8 x 10 = ,2390/-

4 . 5. 2 Modified Distribution (MODI) Method

MODI method is the most efficient way to find the opportunity cost without drawing

loops for every unallocated cell, as compared to the Stepping-Stone method. It applies

duality theorem to identify the incoming cell for improving the !BF solution. It is also

known as uv method, where the 'u' represents the dual variable supply constraint and 'v'

represents the dual variable of demand constraints.

Recollect the mathematical equation from section 4.2, the transportation problem can

be formulated as l i n e a r programming problem:

m "

Objective function: Minimi:te Z = L I x,,c,,


ll ]-I

Subjected to:

Supply Constraint

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Demand Constraint

And x 2: 0, i = l , 2 , 3 . . . m , j = l , 2 , 3 ... n
11

Consider the above linear programming as primal form of transportation problem:

Let, u, = the dual variable for supply constraint and VJ = the dual variable for demand

constraint. Then, the dual of primal can be formed:

m "

Objective function: Maximize Z = Iu,a, + I vb,


I=! )=I

Subjected to:

And u, and VJ are unrestricted in sign for all i and j

Here, the dual form follows that for all positively allocated cells u, + v, = c, . In case of
1

unallocated cells, if u, + v, > c,,, then the solution obtained is an optimal solution, that is,

allocating a single unit to such cells will increase the total cost of transportation.

However, if for at least one of the unallocated cells u, + v, < c,,, then the solution

obtained is not optimal, that is, there is a further opportunity of reducing the

transportation cost by allocating units to such cells.

Steps in MODI Method

The steps of conducting optimality test and improving the solution by MODI method are

described:

Step 1: Consider the !BF solution; assign u, to rows and VJ to columns. Calculate u, and

VJ for rows and columns with help of dual relation 'u, + VJ = c,/ for allocated cells only.

Assign any u, or VJ zero value, particularly where there is maximum number of

allocations in rows or columns.

Step 2: Then for unallocated cells, compute opportunity cost, d,, = c,, - (u, + v,)

If a l l d,J > 0, the solution is optimal.

If a l l d,J = 0, the solution has alternative solution.

If any of d,J < 0, the solution is not optimal and can be improved further.

Step 3: If one or more cells have d;J < 0, then select the cell having highest negative d,J

value as an incoming variable or cell in solution. Form a closed loop from the incoming

cell.

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Step 4: Allocate maximum quantity +8 to incoming cell. Mark alternative -8 and +8 to

the corner cells of the loop. At one end of the line, if '+8' is marked, then at the other

end, -8 should be marked.

Step 5: Then obtain the value of 8. The value of 8 is equal to the m i n i m u m of allocation

units (x,/s) from the corner cells of loop marked with -8.

Step 6: Obtain new improved solutions by adding or subtracting '8' units at each corner

of the loop to satisfy the rim condition. Compute the total cost of transportation.

Step 7 : Further, test the revised solution for optimality by repeating steps 1 to 6.

Solution 0 3 : (By MODI Method)

Reconsider Example 03 from Table 4.5.la, you get the cost Table 4.5.2a, as shown

below. Assign u 1, u2, and u3 to rows and vr, va, vs, and V4 to the columns of the cost

table.

V1 = V2 = V3 = V4 =

U1 = 8 5 7 6

U2 = 7 11 4 9

U3 = 7 9 10 8

Table 4.5.2a Cost and uv Matrix

The shaded cells in Table 4.5.2a represent the allocated cells, as given in Example 0 3 .

Now, calculate the u, and VJ values for allocated cells with the help of dual relation u, + VJ

= CIJ, First, assume one of the dual variable V3 = 0 (column with m a x i m u m allocation in a

matrix). The rest of the values are calculated as:

C13 = U1 + V3 or 7 = u, + 0 or ur = 7

C23 = U2 + V3 or 4 = U2 + 0 or U2 = 4

C33 = U3 + V3 or 10 = U3 + 0 or U3 = 10

C12 = U1 + V2 or 5 = 7 + V2 or V2 = -2

C14 = U1 + V4 or 6= 7 + V4 or V4 = -1

C31 = U3 + V1 or 7= 10 + v, or v, = -3

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The calculated values of LI; and VJ are shown in the following table:

v, = -3 V2 = -2 V3 = 0 V4 = -1

u, = 7 8 5 7 6

U2 = 4 7 11 4 9

U3 = 10 7 9 10 8

Table 4 . S . 2 b : uv Values for Allocated Cells

Now, calculate the opportunity cost values for unallocated cells.

The calculations are:

d11 = c11 - ( u , + v1) = 8 - (7 - 3) = 4

d21 = C21 - ( U2 + V1) = 7 - ( 4 - 3) = 6

d22 = C22 - ( U2 + V2) = 11 - ( 4 - 2) = 9

d24 = C24 - (U2 + V4) = 9 - (4 - 1) = 6

d32 = C32 - (U3 + V2) = 9 - ( 1 0 - 2) = 1

d34 = C34 - (U3 + V4) = 8 - ( 1 0 - 1) = -1

As per the calculations, d34 < 0, that rs, P3D4 is an incoming v a ri a b l e . There is

opportunity to reduce the cost by allocating at P3D4 cell. Now, improve the allocation of

Table 4 . 5 . l a by allocating +8 units at cell P3D4. Closed loop is drawn from cell P3D4, as

shown in Table 4.S.2c, the closed loop path is P D4-P D -P D -P D -P D4. Assign +8 and
3 3 3 1 3 1 4 3

-8 units alternatively to the corners of the loop. Here, 8 = minimum (90, 10) = 10 units.

Thus, new allocation for the cells in loop will be:

X34 = +8 = 10

X33 = 10 - 8 = 10 - 10 = 0

X13 = 10 + 8 = 10 + 10 = 20

X14 = 90 - 8 = 90 - 10 = 80

The improved transportation table with improved allocation is shown in Table 4 . S . 2 d .

Again, the improved solution is tested for optimality.

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01 o, 03 o. a,

pl 8 5 (+0) 7 (-0) 6
- 220
f" -
120 10 90-r
I

P, 11 1 4

t I
It
150
I
150 I

I I

p3 9 (-0) 110 (+O)

t I
80
_ _ _ ,I,
70 10 I+- -

bl 70 120 170 90

Table 4.S.2c: Forming Closed Loop for Improving Allocation

01 o, 03 o. a,

pl 8 5 7 6

- 220
120 20 80

P, 11 4
t
150
150

p3 7 9 10 8

- 80

70 0 10

b. 70 120 170 90
I

Table 4 . S . 2 d : Improved Transportation Problem Solution

The cost and uv matrix for improved TP solution is as shown in Table 4.4.2e. Now, for

allocated cells, obtain the values of u, and VJ by assuming u, = 0.

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V1 = 5 V2 = 5 V3 = 7 V4 = 6

u, = 0 8 5 7 6

U2 = -3 7 11 4 9

U3 = 2 7 9 10 8

Table 4.5.2e: uv Values for Allocated Cells for Improved TP

Now, for unallocated cells, calculate the opportunity cost.

The calculations are:

d11 = c11 - (u, + v,) = 8 - (0 + 5) = 3

d21 = C21 - (u2 + v,) = 7 - (-3 + 5) = 5

d22 = C22 - (U2 + V2) = 11 - (-3 + 5) = 9

d24 = C24 - (U2 + V4) = 9 - (-3 + 6) = 6

d32 = C32 - ( U3 + V2) = 9 - (2 + 5) = 2

d33 = C33 - ( U3 + V3) = 10 - (2 + 7) = 1

For unallocated cells all d;; > 0, therefore, the solution is optimal and there is no further

improvement in the improved solution. According to Table 4.5.2d, the optimal

transportation cost is calculated as:

TC = 5 x 120 + 7 x 20 + 6 x 80 + 4 x 150 + 7 x 70 + 8 x 10 = <"2390/-

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4 . 6 C h apt e r S u m m a r y

The transportation problem technique deals with the decision of shipping

commodities, items or products from the sources of supply to demand

destinations, with an objective of minimizing transportation cost.

Initial basic feasible solution for TP can be obta ined by three methods: NWCM,

considers cell for allocation according to the position; LCM, considers cell for

allocation with least unit cost; VAM, considers cell for allocation to reduce the

opportunity cost.

!BF solution is tested for optimality only if the number of allocated cells equal to

(m + n - 1).

Optimal solution for TP rs the solution where further reduction in total

transportation cost is not possible. Optimality is tested by two methods: Stepping

stone (SS) Method and Modified Distribution (MODI) Method

While performing optimality test, opportunity cost for each unallocated cell is

obtained, and the cell with the most negative opportunity cost is considered for

further improvement.

Closed loop approach is applied for modification in the allotment.

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5 . 1 Introduction

A common scenario observed at ATM outlets is that you have to wait in a queue. The

situation is similar at a bus stop, at the airport check-in counters or at a government

office. Usually, people don't like standing in a queue for a service and wasting their time.

A good understanding of the 'Queuing' mechanism helps the management to answer

questions of the actual and expected requirements of a system and the assumptions

made for the same.

The queuing system was first studied in the early 1900s; A. K. Erlang, a Danish

telephone engineer began a study of the congestion of telephone calls, in order to

determine the number of telephone circuits that are required to provide an acceptable

level of service, in tenms of waiting of calls.

This chapter focuses on the key models of the queuing theory and its benefits.

After reading this chapter you will be able to:

Describe the queuing theory

Explain the general structure of queuing system

Calculate the operating characteristics of a queuing system

Explain Single-server and Multi-server queue model

Explain constant service time and finite calling population queue model

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5 . 2 Q u e u i n g Theory

The queuing theory is also known as waiting line theory. A queue arises because the

customer has not been provided service on an immediate basis after their arrival at the

service station. Such a case arises when the service station is inefficient or number of

arrivals are more than that of serving capacity. Such queues may also take the form of

faulty machines and equipment waiting to be repaired, containers waiting for uploading

on port, items waiting on an assembly line to be assembled, and so on. All queues are

similar in nature, where a customer is anyone or anything wanting a service and a

server is a person or thing providing that service.

The elimination of waiting or lack of service can be done by increasing the service

capacity and efficiency, which may be a costly affair and uneconomic after a certain

period of t i m e in situations like a lag or state of stagnancy. A very low level of service

will cause a waiting line, which has a cost of customer frustration, loss of goodwill in the

long run and so on, whereas, a very high level of service will require a very high set-up

cost and will also increase the idle time for the service station. Therefore, the manager

should take an optimum decision on the level of service, which is neither too high nor

too low. Thus, the ultimate goal of queuing theory is to obtain an economic balance

between the cost of providing service and associated costs for the wait required for that

service.

5 . 3 Structure of Q u e u i n g System

Take an example of a single ticket booking center at a cinema hall, where the customer

will come and purchase movie tickets. The queuing process starts from customers

approaching the required queuing system for serving their needs. Here, the customer

comes from input population. If the server is busy, the customer has to wait in queue.

When it's the customer's turn, he/she will be served by the server, after which the

customer w i l l leave the system. The structure of a queuing system can be visualized in

Fig. S.3a.

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The structure of the queuing system consists of the following components:

5 . 3 . 1 Arrival Process

5 . 3 . 2 Queue Structure

5.3.3 Service System

Service Customers
Input population Queue
system leave the

system

11111
Arrtal Queue Service
process structure
mechanism

Fig. S.3a: Structure of Queuing System

5 . 3 . 1 Arrival Process

The arrival process of customers from input population has four major characteristics. It

is important to consider the source of the input population, number of customers to be

served simultaneously, pattern of arrivals, and behavior of arrivals.

Source of C a l l i n g Population

The sources of customer or calling population can be finite or infinite. When the number

is very large, it can be considered infinite. For example, all the people of a city may be

potential customers at a supermarket. When the number is countable, it is considered

finite population. For example, in an office, there are twenty employees and one coffee

machine, therefore the coffee machine's calling population is finite, that is, twenty

customers.

Numbers of Customers

The customer a rr i v i n g at the service system may arrive individually or in groups. For

example, a customer arriving at the ATM is an individual arrival, whereas, a family

arriving at a restaurant for dinner rs an example of group arrival.

Pattern of Arrival

The arrival pattern of customers can be scheduled or it can be random. For example, the

arrival of the patient at a clinic can be scheduled by a doctor, whereas, the arrival of

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customers at a cinema hall is in random. The arrivals are considered as random when

the t i m i n g s of arrival cannot be predicted exactly and are independent of others' arrival.

For a queuing system, the number of arrivals per unit of time or arrival rate can be

estimated by the Poisson probability distribution. The average arrival rate is denoted by

A, which is the mean of the Poisson distribution. Arrival pattern is also specified by the

inter-arrival time, the time between the successive arrivals of customers to the service

facility, which follows an exponential distribution. It is the reciprocal of the average

arrival rate, that is, ;,{ .

Behavior of Arrivals

In the queuing system, it is assumed that the customers are patient to wait in the queue

until they are served. However, in reality, after seeing the queue, the behavior of

customer changes to balk, renege or jockey between the queues. Balking occurs when

the arriving customers refuse to enter the queue after knowing that the queue is very

long and too much time will be wasted. Reneging customers join the queue, wait for

some time, and after growing impatient, leave the queue without being served. Some

customers attempt to switch between queues, in order to receive service quickly, such

behavior is known as jockeying.

5 . 3 . 2 Queue Structure

The queue structure is characterized by queue length and queue discipline. The queue

length can be either limited or unlimited, depending upon the maximum number of

customers, both in service and in the queue, permitted in service facility at the same

time. The driveway length at an automatic car wash center is an example of limited

queue length, whereas, toll booth serving arriving automobiles is an example of

u n l i m i t e d queue length.

The queuing discipline refers to the rule or order in which the customers are selected

from the queue, in order to provide service. The various queue disciplines are:

First-Come, First-Served (FCFS)

According to FCFS, customers are serviced in the order of their arrival. For

example, take-away food junctions, customers who come first are served first.

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Last-Come, First-Served (LCFS)

According to LCFS, the customer that arrives last is served first. For example, rn

cargo h a n d l i n g situations, the last item to be loaded or stacked is removed first.

Service-in-random Order (SIRO)

According to this rule, the customer is selected rn such a way that each customer

has equal probability to be selected for the service.

Priority Services

Here, the customers are provided service on priority. For example, when a V.J.P

enters a function, security service is provided on immediate basis or when an

emergency case patient arrives at the hospital, pnonty is given to that patient.

5 . 3 . 3 Service System

The service system consists of servers or channels, giving service to customers

according to the requirement. The two major characteristics of service system are:

The structure or configuration of service system

Pattern of service times (Speed of service)

The Structure or Configuration of Service System

Structure of service system means how the facilities will exist. There are various aspects

in which the structure of service can be arranged, which are discussed here:

A Single Service Facility

The models that involve only single service facilities are known as single-server

models. For example, bill collections counter, a security check counter at the gate

of a m a l l , and so on.

Multiple, Parallel Facilities with Single Queue

In such a structure, more than one server is arranged in parallel, providing the

same facility. For example, at the multiplex, more than one counter is provided for

purchasing a movie ticket.

Multiple, Parallel Facilities with Multiple Queues

In this case, each server has a different queue, according to the service required.

For example, in a bank, different counters have different queues.

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Service Facilities in a Series

Here, the customer may enter the first service station and acquire some portion of

the service, then proceed to the next service station, get another portion of

service, and so on. For example, a passenger has to go through various formalities

or checks before boarding the plane.

Pattern of Service Times (Speed of Service)

In a service system, service pattern can be either constant or random. In case of the

automatic machine, the service time is constant. The random pattern of service t i m e or

speed with which the service is provided can be expressed in either of the two ways:

In Terms of Average Service Rate

It w i l l provide details regarding the average number of customers served during a

particular time period. For example, customer per hour. Service rate is denoted by

'' and is assumed to follow a Poisson distribution.

In Terms of Average Service Time

It indicates the average amount of time needed to serve a customer, generally

expressed in minutes, hours or days per customer. The average service time

usually follows the negative exponential probability distribution. Service rate and

time are reciprocal to each other and each can individually identify the capacity of

a facility. Thus, the average service time is denoted by ,%' .

5 . 4 Q u e u i n g Theory: Operating Characteristics

Operating characteristics are perfonmance measures of any queuing system. It helps a

manager in evaluating the queuing system in terms of the customer service level and

utilization of facilities. The various operating characteristics that are explained below are

related to:

The waiting time of customers

The number of customers waiting

The probability of busy server

The cost of managing the queuing system

Waiting Time of Customers

Operating characteristics related to the waiting time of customers are queue waiting

time and system waiting time. The queue waiting time measures the average time

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the customer or the unit spends in a waiting line or in a queue. It is denoted by Wq. The

system waiting time measures the average time the customer or unit spends in the

system, i n c l u d i n g waiting and servicing time. It is denoted by W,.

A long waiting time may increase customer dissatisfaction and potential revenue loss for

the future.

Number of Customers Waiting

Operating characteristics related to the number of customers waiting are queue length

and queue system length. Queue length is expressed as the expected number of

customers or units who are in queue for service. It is denoted by Lq. The queue system

length expresses the expected number of customers or units who are in queue or being

served. It is denoted by L.,.

A long queue indicates poor service facility design or a need for more space, whereas, a

s m a l l e r queue indicates excess of service facilities.

Probability of Busy Server

Operating characteristics related to the probability of busy server includes p (rho), Pw

and Pn. p (rho) gives the probability that the server is busy at any point of time. It is

also known as a server utilization factor. Pw gives the probability that an arriving

customer or unit has to wait before being served. Pn gives the probability that N number

of customers or units are in the queuing system.

Cost of Managing the Queuing System

The performance measures related to the cost of managing the system are service cost

and cost effectiveness. Under service cost, the system rs evaluated on the basis of the

average cost needed to manage or operate the system per unit of time. Under cost

effectiveness, the system is evaluated on the basis of the number of servers required to

achieve cost effectiveness, while balancing the service cost and the waiting cost of the

customer.

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5 . 5 Types of Q u e u i n g Models

The queuing models are categorized as deterministic and probabilistic queuing models. If

the arrival of customers and the time intervals are known with certainty, the queuing

model becomes deterministic in nature. In this model, customers arrive in the queuing

system at regular intervals and the service time for each of them is constant and known.

For example, at a pharmaceutical manufacturing company, a set of bottles arrive every

two minutes at the counter for labeling. The arrival time between any two sets of bottles

is two minutes ( 7j_ = 2). The arrival rate is 30 bottles per hour. If the worker at the

l abeling counter requires the same two minutes to take the set and label them, then the

inter-arrival and processing time ( = 2) will be the same for 30 sets of bottles in an

hour. Hence, there shall never be a queue and the worker will have continuous

workflow. Consider another case, if the worker requires three minutes to take the set

and label them, then only 20 sets of bottles will be processed per hour. The workers

would always be busy and the queue would keep increasing. Such situations can be

resolved by providing additional workers. In a deterministic queuing model, it is very

easy to determine that, if A s then there will be no waiting and no queue but if A > ,

then the queue w i l l be formed which will increase indefinitely.

On the other hand, if the arrival of customers and the time intervals are uncertain, the

queuing theory is a probabilistic one, which is the case most often. Probability models

are identified using Kendall's notation.

Kendall's Notation for Queuing Models

In 1953, D. G. Kendal classified different queuing models by using standard notations

(A/B/C), to which, in 1966, three more notations were added. Lately, the standard

format for describing the queuing models is:

(A/B/C : D/E/F)

Where,

A = Probability distribution of inter-arrival times

B = Probability distribution of service times

C = Number of identical servers in system, for single server C = 1 and for multiple

servers C = S.

D = Maximum length of the queue or service capacity. For restricted capacity, D = n and

for unrestricted capacity D = co.

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E = Source population, that is, the maximum number of units that can arrive in the

queue. For finite population E = N and for infinite population E = co.

F = Queue discipline or queue structure. The discipline can be FCFS, LCFS, SIRO or

priority based.

For notations A and B, if the distribution is exponential, it is denoted by 'M', if the

distribution is deterministic and known, then they are denoted by 'D', and if no

assumption is made about the type of distribution, then they are denoted by 'G' general.

For example, {(M/M/1) : (00/00/FCFS)} notation indicates that the queuing system has

exponential inter-arrival and service time, with a single server, having infinite queue

capacity, source population with infinite numbers, and FCFS queue d i s c i p l i n e .

The various queuing models are discussed below:

Model A { { M / M / 1 ) : {co/co/FCFS)}

It represents a single-server queuing model with exponential inter-arrival and

service time. For example, information counters at a department store.

Model B {{M/M/S) : {co/co/FCFS)}

It represents a multi-server queuing model with exponential inter-arrival and

service time. For example, payment counters in supermarkets.

Model C { { M / D / 1 ) : {co/co/FCFS)}

It represents constant service time model with a single server, exponential inter

arrival time, and constant service time. For example, systems like an automated

vending machine for vending soft drinks.

Model D {{M/M/1) : {n/N/FCFS)}

It represents finite calling population model with a single server, exponential inter

arrival, and service time but considers the finite source population. For example,

the parking lot of supermarkets.

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5.5.1 Model A: Single-server Queuing Model {{M/M/1) : { cc / cc / F C F S ) }

The following formulae are used to compute the operating characteristics of the single

queue model.

Where,

A = Average arrival rate

= Average service rate

Then, the utilization of server is given as p =


'!..' x
Regarding the Length of the Queue: L = - and L, = L, + -
q ( - '!..)

).. d 1
Regarding Waiting Time: W, = - = ( ) an W, = W, + -
).. - '!..

Regarding Probability Characteristics of Queue System:

P, = 1 - _,,I,_ = 1- p; probability of idle service facility


P. = p = ;i ; probability that the server is busy or the customer has to wait


P, = P{:r; probability that n number of units are present in the system

Example 0 1 :

Rico Transport Service

Rico Transport Service has one reservation counter. At the counter, a clerk handles

information on bus schedules and makes reservations. The customer follows a Poisson

distribution, with an arrival rate of five customers per hour. On average, it takes 7.5

minutes for a clerk to serve a customer, with an exponential probability distribution.

Obtain the operating characteristic of the technical support system. If Rico's customer

service g u i d e l i n e s state that 'no more than 35/o of all customers should have to wait for

making a reservation and that the average waiting time should be two minutes or less',

does the current arrangement of a single counter satisfy the guidelines?

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Solution 0 1 :

Since Rico Transport Service has a single counter, the system follows the single-server

queue model.

Where,

A = Average arrival rate = 5 customers/hour

= Average service r a t e = (60/7.5) = 8 customers/hour

The operating characteristics of Rico Transport Service are:

)..2 52
Regarding the Length of the Queue: L, = (- ;\.) = - = 1.0417
8(8 5)

On an average, there are 1 . 0 4 1 7 customers in queue waiting to make reservations.

1. 5
L, =L, +-=1.0417+-=1.667
8

Regarding Waiting Time: w, = L, = i. = 1.o4l 7 = 0.2083


1. ( - i.) 5

The average time a customer waits for assistance is 0 . 2 0 8 3 hours or 1 2 . 5 m i n ut e s .

1 1
w, = w, + - = 0.2083 + - = 0.3333
8

The average time a customer is in the system is 0.3333 hours or 20 minutes.

Regarding Probability Characteristics of Queue System:

;( 5
P0 = 1 - - = 1 - p = 1 - - = 0 . 3 7 5 0
8

The probability that the clerk remains idle is 0.375, that is, 3 7 . 5 % of the time, the clerk

is idle.

;(

P. = p = - = 0 . 6 2 5

The probability that the consultant is busy is 0.625 or 6 2 . 5 % , if a l l the customers have

to wait to make reservations.

Conclusion:

In Rico's system, 62.5% of all arriving customers have to wait for assistance, which is

more than that mentioned as standard (35/o). Also, the average waiting time for the

customer is more than two minutes, thus, the current arrangement of the single counter

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does not satisfy the customer service guidelines. Such a condition indicates a fairly h i g h

probability that Rico will experience difficulty in serving customer queries efficiently.

5 . 5 . 2 Model B: Multi-server Queuing Model {{M/M/S): { co / co / F C F S ) }

The following formulae are used to compute the operating characteristics of the multi

server queue model.

Where,

k = Number of servers in system

A = Average arrival rate for the system

= Average service rate for each server

k = Overall service rate of the system

First, calculate the probability that all 'k' services are idle, which is given by the following

formula:

P o = [ ' - ' 1 ( "' ) " ] [ l ( "' J ' -.


;n! + k! k - A-

l x (Yi'.)'
Regarding the Length of the Queue: Lq = j J. j )
2
x P0 and L, = Lq + ;i

k - 1 . k - l

Regar
di
mg
W 't'
a, mg
T'
,me.
W
q =
x(Y,)'
)(
n
'i' x "o = -
Lq
1
,k-1 k 1 1 - ;! , -<

Regarding Probability Characteristics of Queue System:

The probability that 'n' numbers of units are present in the system:

P, = I x Pa for n > k and Pn = ()" x Pa for O S n 2: k

The probability that an arriving unit must wait for service:

p
w
= .!.("'J'
k!
k
k - A.
Po

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Example 0 2 :

Rico Transport Service

To improve customer service, Rico Transport Service (refer Example 01) is

investigating the alternative of adding one more counter with the same service rate of

serving eight customers per hour. Would the alternative of two counters satisfy the

customer service guidelines?

Solution 0 2 :

If Rico Transport Service operates with two clerks in parallel at its counters, the system

follows the multi-server queue model.

Where,

k = Number of servers in system = 2 counters

A = Average arrival rate for system = 5 customers/hour

= Average service rate of each server= (60/7.5) = 8 customers/hour

k = Overall service rate of the system = 16 customers/hour

The operating characteristics of Rico Transport Service, as per the multi-server queue

model are:

First, calculate the probability that both the consultants are idle, which is calculated as

follows:

Thus, the probability that both the consultants will remain idle is 0 . 5 2 3 8 .

Regarding the Length of the Queue:

L, = '+' x (>;:)' x P, = 5 x 8 x (0.625f x 0.5238 = 0.0676

(k - 1) (k - ,.f (2 - 1 ) ( 1 6 - sf

On an average, there are 0 . 0 6 7 6 customers in queue, waiting to be attended to.

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A 5
Ls = Lq + - = 0 . 0 6 7 6 + - = 0 . 6 9 2 6
8

00676
Regarding Waiting Time: w, = L, = = 0.0135
A. 5

Thus, the average waiting time of the customer in queue is 0.0135 hours or 0.81

minutes.

1
w, = w, + - = 0.0135 + 0.125 = 0.1385

Regarding Probability Characteristics of Queue System:

The probability that an arriving unit must wait for service:

2
16
Pw = .!. [ " ) k k P = .!. ( ) x0.5238=0.1488
0
k! k - A. 2! 8 16-5

The probability that the consultant is busy is 0 . 1 4 8 8 or 1 4 . 8 8 % if all the customers have

to wait for support.

Conclusion:

If Rico adds one more counter, the average waiting time will be reduced to the 0.81

minutes, as compared to the single counter option, which is less than the standard

average waiting time of two minutes.

Also, the probability that the customer has to wait is reduced from 0 . 6 2 5 to 0 . 1 4 8 8 , that

is, 14.88% of customers have to wait for assistance, which is less than that of the

standard value of 3 5 % .

Thus, the alternative of operating with two reservation counters will significantly

improve the customer service level.

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5 . 5 . 3 Model C: Constant Service Time Model { { M / D / 1 ) : { co / co / F C F S ) }

In this model, the system has constant service time, instead of exponentially distributed.

Since constant rate is certain, the values for lq, Wq, L., and W, are always less than that

of the variable service rate model and considered to be half of the model A. The

following formulae are used to compute the operating characteristics of the s i n g l e queue

model.

Where,

>,. = Average arrival rate

= Service rate

>,,
Then, the utilization of server is given as P = -

,.2 -<
Regarding the Length of the Queue: L = - and Ls = Lq + -
q 2( - -<)

L, ,. d 1
Regarding Waiting Time: W, = - = ( ) an w, = w, + -
;\. 2 - ;\.

Example 0 3 :

Fine Automatic Car Wash Center

At Fine Automatic Car Wash Center, it takes exactly seven minutes to wash each car.

During weekdays, the average arrival rate of cars is six per hour and on weekends, the

rate is 7 . 5 cars per hour. Each car takes approximately 20 feet of the driveway length.

How much driveway length will be required on average for cars waiting to be washed?

For how much time w i l l each customer be at the car wash on an average?

Solution 0 3 :

Since automatic car wash takes exactly seven minutes to wash each car, the model

applicable is a constant service time model.

Where,

For Weekdays

A1 = Average arrival rate of cars = 6 cars per hour

= Service rate = (60/7) = 8 . 5 7 cars per hour

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The operating characteristics of the system can be given as:

Utilization of car wash center is given as p = >-, = 0. 7


Regarding the Length of the Queue:

, 2 2

1
6
L = "' = = 0.81
q 2( - i.. , ) 2 x 8 . 5 7 x (8.57 - 6)

Thus, on weekdays, on an average, there is one car waiting for service in queue.

0 81
Regarding Waiting Time: W, = L, = = 0.135
.-i, 6

Thus, on weekdays cars have to wait for, on an average, 0 . 1 3 5 hours or 8 minutes

rn queue.

For Weekends

A2 = Average arrival rate of cars = 7 .5 cars per hour

= Service rate = (60/7) = 8.57 cars per hour

The operating characteristics of the system can be given as:

Utilization of car wash center, p = >-, = 0.875


Regarding the Length of the Queue:

L = A,' = (7.5f = 3.06

q 2( - A ) 2 x 8 . 5 7 x ( 8 . 5 7 - 7.5)
2

Thus, on weekends, on an average, three cars wait in queue for service.

306
Regarding Waiting Time: w, = '::.s. = = 0.408

"2 7.5

Thus, on weekends cars have to wait for, on an average, 0.408 hours or 25

minutes in queue.

Conclusion:

Since the number of cars waiting on weekends is more than that on weekdays, the

length of drive-way should be such that at least three cars are allowed to wait in the

drive-way. Thus, the length of the drive-way = 20 x 3 = 60 feet long.

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5 . 5 . 4 Model D: Finite Population Model { { M / M / 1 ) : {n/N/FCFS)}

In the finite c a l l i n g population model, the arrival rate decreases, as the number of units

in the system increases because with more units in the system, fewer units are available

for arrivals from the finite population.

The arrival rate is defined in terms of how often each unit arrives or seeks service. The

following formulae are used to compute the operating characteristics of the s i n g l e queue

model.

Where,

A = Average arrival rate

= Service rate

N = Size of the population

The probability that no units are in the system: P0 = [f N!l (1')"]

0 (N-n)

Regarding the Length of the Queue: L, = N - Jc + ( 1 - P ) and L, = L, - ( 1 - P)


0 0
Jc

1
Regarding Waiting Time: and W, = W , +

Regarding Probability Characteristics of the Queue:

The probability that an arriving unit has to wait for service: Pw = 1 - P0

The probability o f ' n ' units in the system: P n = (N!n)(JP 0 n

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Example 04:

Max Textile Ltd.

Max Textile Ltd. uses a group of four identical machines for the purpose of production.

The arrival rate or the request for the repair service for each machine is 0.05 per hour.

One person from the maintenance department provides the repair service for these four

machines at the rate of 0 . 5 machines per hour. Compute the operating characteristics of

the repair process and comment on the efficiency of single operator.

Solution 04:

Since the c a l l i n g population for the maintenance department is o n l y four machines, the

repair process follows finite calling population queue model. The following formulae are

used to compute the operating characteristics of the single queue model.

Where,

A = Average arrival rate = 0 . 0 5 machines per hour

= Service rate = 0 . 5 machines per hour

N = Size of the population = 4 machines

First, compute the probability that the operator of the maintenance department is i d l e :

P = 1 _ 1 = 1
0
4

[ N N! ( ,. ) " ] - [ 4 41 (0.05)"] [ 41 (o 1 rJ
(N-n) (4-n) O:S (4-n)

p - 1
0

- [ w (0.1)
0

J + [ [3J (0.1)' J + [ITT (0.1)2 J + [ m (o 1)3 J + [[DJ (0.1)


4

1
06466
Po = 1 + 0 . 4 + 0 . 1 2 + 0 . 0 2 4 + 0.0024 =

Regarding the Length of the Queue:

5
L =N-"+(l-P )=4-0.05+0. (1-0.6466)=0.1126
0
' -< 0.05

Thus, 0 . 1 1 2 6 m a c h i n es are waiting for repair.

L, = L, + ( 1 - P ) = 0 . 1 1 2 6 + 0 . 3 5 3 4 = 0.466
0

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W = Lq = 0.1126 = 0 6372
Regarding the waiting time:
q ( N - L , ),i (4-0.466)x0.05 .

The average waiting time for the machine is 0.6372 hours or 38 minutes.

Regarding Probability Characteristics of the Queue:

The probability that an arriving machine has to wait for service:

P. = 1-P
0
= 1 - 0 . 6 4 6 6 = 0.3534

Thus, 3 5 . 3 4 % of the arriving machines have to wait for service.

Conclusion:

With the present availability of a single operator and five machines, the system is

working efficiently but if the number of machines w i l l increase an extra operator w i l l be

required for better maintenance activity.

5 . 6 Cost A n a l y s i s

For cost analysis, 'Service Level Cost Model' rs developed, which consists of two

conflicting costs of maintaining the service level:

Waiting Cost (WC)

Waiting cost is the cost of delay in offering service to customers. Waiting cost is

based on the average number of customers in the system (waiting and being

served).

Service Cost (SC)

The service cost is the relevant cost associated with operating each service

channel. It is also referred to as the cost of offering service to customers.

To maintain optimal service level, managers have to determine the optimal service rate

and the number of service channels or servers in a way that avoids excessive delay in

offering the service.

Determining Optimal Service Level

The general, Service Level Cost Model can be graphically represented, as shown in

Fig. S.6a.

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Total Cost

... (TC)


u /
Service Cost

c,

Waiting Cost

(Cw)

- , - ._ /
Optimal Service

Service Level Level

Fig. 5 . 6 a : Service Level Cost Model

For determining the optimal service level, consider the queuing model A: Single-server

model.

Where,

Cw = Waiting cost per time period for each customer

I..,, = Average number of customers in the system

C, = Service cost per time period for each server

k = Number of servers

TC = Total expected cost of waiting and service per unit time, given the service rate .

Then, the cost equation can be written as: TC = Service Cost + Waiting Cost

Service cost = Service r a t e ( ) x Cost per service per unit time (C,)

Waiting Cost = Number of customers in the system ( 1..,, ) x Waiting cost per unit

ti me per customer (Cw).

Therfore, TC=(xC,)+(L,xCw)

Since, for model A, L, = _i..


_
- )..

Therfore, TC = C, + _i..
_ Cw
- )..

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Optimum value of service level can be obtained by the concept of maxima and m i n i m a in

differential c a l c u l u s (or differentiating the TC" with respect t o ) :

d
- T C = C , + Cw = 0, as the necessary condition for maxim um or m i n i m um
2
d ( - z)

value o f .

Therefore, = x + ,.'w , the optimal service rate for maintianing the optimal service

level.

Determining Optimal Number of Servers

For determining the optimal number of servers, consider a multi-server queuing model

(Model B). In this case, the cost equation can be written as: T C = ( Cwls + Csk)

Now, compare the cost of the system by taking into account the various alternative

number of servers required. The alternative which has minimum cost is considered

optimal.

For example, consider the case of Rico Transportation Service (refer Example 01 and

Example 02), if the clerk is paid ,20 per hour and customer waiting time is valued at

,SO per hour, should Rico expand to the two-counter system alternative?

The cost analysis of operating with a single counter or two can be done as follows:

Cw = ,SO per customer per hour

C, = ,20 per clerk per hour

For Single Counter (k = 1 and L. = 1 . 6 6 7 ) :

The total cost is given as: T C = CwL. + C,k = (50 x 1 . 6 6 7 ) + (20 x 1 )

TC = , 1 0 3 . 35 per hour

For Two Counters (k = 2 and L, = 0 . 6 9 2 6 ) :

Total cost is given as: TC = CwL. + C,k = (50 x 0 . 6 9 2 6 ) + (20 x 2)

TC = ,7 5 per hour

Thus, the alternative of operating with two counters is more economical than that of

operating with a single one.

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5 . 7 C hapt e r S u m m a r y

Queuing theory deals with situations where customers arrive and then wait for

service, get the service, and leave. The major objective is to serve the customer

with m i n i m u m waiting.

Queuing systems are analyzed for determining the optimal service level.

Queuing systems consist of arrival process, queue structure, and service system.

Operating characteristics are performance measures of any queuing system. It

includes determining the waiting time of customers, the number of customers

waiting, the probability of busy server, and the cost of managing the queuing

system.

For a workable queuing system, it is necessary that the arrival rate of customers

per unit of time should be less than the service rate.

The various queuing models are: Model A {(M/M/1): (00/00/FCFS)}: Single-server

queuing model; Model B {(M/M/S) : (00/00/FCFS)}: Multi-server queuing model;

Model C {(M/D/1) : (00/00/FCFS)}: Constant service time model; and Model D

{(M/M/1) : (n/N/FCFS)}: Finite calling population model.

An increase in service level increases cost but reduces the cost of waiting.

Economic analysis can be conducted with the help of a Service Level Cost Model.

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Simulation

I T M
UNIVERSITY

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06. Simulation eBook

6 . 1 Introduction

It is difficult to obtain optimum solutions by regular analytical techniques for models that

replicate real problems, for which decision variables do not follow the assumptions that

are assumed in models. The uncertainty in the working environment adds more

complexity in finding the various courses of action. Take a case of queuing models,

where formulas are based on certain assumptions about arnval distribution, service time

distribution or queue discipline. However, in real situations, such operating systems do

not follow the stated assumptions and are difficult to solve by queuing models. For such

situations, simulation becomes a flexible technique to analyze the behavior of the

system.

Simulation helps to analyze real world problems by replicating the characteristics and

dynamics of the real system in a probabilistic model. It utilizes repeated random

sampling for getting results, by using uncertainty in its inputs to generate a range of

possible outcomes, with the help of computers.

After reading this chapter, you will be able to:

Describe the simulation technique

Describe the Monte Carlo simulation method and procedure

Apply Monte Carlo simulation to waiting line systems

and inventory control systems

List the advantages and disadvantages of simulation techniques

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6 . 2 Types of S i m u l a t i o n

Definition

In general terms, simulation is the technique that involves the building of logical and

mathematical models of a system or a decision problem and conducting the experiment

with the model, in order to obtain insight into the system's behavior or to assist in

solving the decision problem.

Shannon defines simulation as, "the process of defining a model of a real system

and conducting experiments with this model for the purpose of understanding

the behaviour (within the limits imposed by a criterion or a set of criteria) for

the operation of a system."

Whereas, according to Naylor et al., "Simulation is numerical technique for

conducting experiments on a digital computer, which involves certain types of

mathematical and logical relationships necessary to describe the behaviour and

structure of a complex real-world system over the extended periods of time."

With the help of s i m u l a t i o n , decision maker creates an environment in which information

about alternative actions can be obtained through experiments. Thus, simulation can be

generalized as a decision making technique that uses a computer-aided experimental

approach for studying the problems that are impossible to solve by formal analytical

methods. As compared to the optimization model, which focuses on optimizing the goal,

simulation model generates a range of possibilities from the criteria given or in other

words, the value of decision variable is input. In this way, simulation gives a measure of

quality of a suggested solution and the variability in various performance measures, with

respect to randomness in inputs.

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Replicating the

char-acte..istics

Probabilistic Model
Real System

Possible

Outcomes

Fig. 6.2a: Simulation Concept

Types of Simulation

There are various types of simulation models, some general types are listed below:

Deterministic and Probabilistic Simulation

In deterministic simulation, all the variables are assumed to be known with

certainty, that is, not random in their occurrence. In probabilistic simulation, one

or more independent variables are described by the probability distribution of their

occurrences. The best example of probabilistic simulation is the queuing system,

where the arrival rate of customers at booking counter is described by probability

distribution.

Static and Dynamic Simulation

In static s i m u l a t i o n , the occurrence time of an event is not important to know. For

example, in an inventory control situation, even though the daily demand of an

item is known, it is not important to know when (in the day) the item was

demanded. On the other hand, in dynamic simulation, it is important to know the

occurrence time of event precisely in advance. For example, in queuing situation,

the inter-arrival time between customers should be known.

Continuous and Discrete Simulation

Continuous simulation deals with the system whose behavior changes continuously

with time. For example, the problem of studying the world's population, with

respect to time. On other hand, discrete simulation deals with a system whose

behavior changes at specific discrete points. For example, in the queuing situation,

the state of queuing system changes when discrete events, like arrival or

departure of customers, occur.

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6 . 3 Steps in S i m u l a t i o n

The process of s i m u l a t i n g a system consists of the following steps:

Step 1: Defining the Problem or System

At this step, the system or the decision problem is identified and studied in detail. After

the required analysis, the problem is clearly defined and the objective that the

simulation is intended to achieve rs also listed.

Step 2: Identifying the Decision Variables

At this step, decision variables that will provide performance measures of s i m u l a t i o n are

identified. For example, in case of inventory control system, the performance criterion,

in terms of inventory cost, depends on decision variables, like demand, lead time, re

order level, and safety stock.

Step 3 : Constructing the Simulation Model

While constructing the simulation model, the intimate relationship between the system

elements and the defined decision variables is required. For this purpose, the influence

diagram is used; that links together the various elements of the system.

Step 4: Testing and Validating The Model

A testing and validation process is required to validate the simulation model and find

whether it represents the actual system or not. First, the internal validation of the model

is done, then the external validation. Under internal validity, it is determined whether

the model is correct in logical and perfonnance sense. For this, the equations and

procedures in the model are checked for accuracy. After this, external validity is

conducted by substituting the actual historical values in the model and checking if it

replicates what happened in reality.

Step 5 : Designing of the experiment

Here, experimental design refers to the ways of controlling the conditions of study. It

requires:

Determining the factors to be considered as fixed or variable in the model.

Determining the resulting dependent measures.

Determining how many times and for what duration the model will be replicated.

For example, in the queuing situation, the number of servers and evaluation of waiting

time of customer may vary depending on the arrival and service rates.

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Step 6: Running the Simulation Model

Once the model is validated and experimental design is defined, the next step is to run

it. If the model is deterministic, only a single run is required. Whereas, if the model is

probabilistic, then depending upon the accuracy required, the number of runs would be

decided to get a better picture about the model perfonmance. The statistical sampling

theory can be used to determine the sample sizes of run.

Step 7 : evaluating the Results

At this last step, the run results are analyzed and interpreted. The results are analyzed

for their reliability and correctness, as compared to the real system. F i n a l l y , according to

the simulation output, select the best course of action.

6.4 Monte Carlo S i m u l a t i o n and Its Steps

The major application of simulation is to analyze decision making under a situation of

risk. Under risk, the behavior of one or more factors is not known with certainty. For

example, risk situations like demand for products during the next month, number of

customer arrivals or return on investment. For simulating such situations, Monte Carlo

s i m u l a t i o n technique is used.

According to J. K. Sharma, "Monte Carlo involves conducting repetitive

experiments on the model of the system under study, with some known

probabilities to draw the random samples or observations using random

numbers." Monte Carlo simulation captures the random nature of the given system

with the help of a mechanism called 'random number generator'. The mechanism

consists of a device or the procedure by which the random number is determined, which

is based on the phenomenon that each number has an equal opportunity of being

selected.

The various random number generators could include the results of some device, like a

coin or a die, published tables of random numbers, the rrudsquare method or some other

sophisticated method.

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Use of Random Number Table

Of a l l the mechanisms, it is convenient to use a random number table prepared on the

basis of some physical phenomenon. The first random number could be picked at

random from any point in the table and the subsequent ones are to be selected

preceding sequentially either in vertical or horizontal direction. Depending on the

requirement, the random numbers can be chosen in sets of single or two-digit numbers.

Table 6.4a is one of the tables published by the Rand Corporation (of USA): A Million

Random Digits.

Random Number Table

13962 70992 65172 28053 02190 83634 66012 70305 66761 88344

43905 46941 72300 1 1 64 1 43548 30455 07686 31840 03261 89139

00504 48658 38051 59408 16508 82979 92002 63606 41078 86326

61274 57238 47267 35303 29066 02140 60867 39847 50968 96719

43753 21159 16239 50595 62509 61207 86816 29902 23395 72640

83503 51662 21636 68192 84294 38754 84755 34053 94582 29215

36807 71420 35804 44862 23577 79551 42003 58684 09271 68396

19110 55680 18792 41487 16614 83053 00812 16749 45347 88199

82615 86984 93290 87971 60022 35415 20852 02909 99476 45568

05621 26584 36493 63013 68181 57702 49510 75304 38724 15712

Table 6.4a: From Rand Corporation: A Million Random Digits

Steps in the Monte Carlo Simulation Process

The Monte Carlo simulation technique consists of following steps:

Step 1: in the simulation model, set-up probability distribution for the variables to be

analyzed.

Step 2: build cumulative probability distribution for each random variable.

Step 3: generate random numbers and then, assign an appropriate set of random

numbers (RN) to represent a value or range (RN interval) of values for each random

variable. Normally, random numbers 00-99 ( 1 0 0 in count) are assigned to variables.

Step 4: conduct the simulation experiment using random sampling or according to the

given sets of random numbers.

Step 5: repeat step 4 until the required number of simulation runs have been

generated.

Step 6: design and implement a course of action and maintain control.

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6.5 Monte C a r l o S i m u l a t i o n E x a m p l e s

Monte Carlo Simulation for Inventory Model

Example 0 1 :

Consider the case of a dealer of a certain product, for which probability distribution of

d a i l y demand and of the lead time are as shown in Table 6.Sa.

Daily Demand Probability Lead Time Probability

2 0.20 2 0.30

3 0.40 3 0.40

4 0.30 4 0.30

5 0.10
. . . . . .
Table 6.Sa: Probability D1str1but1on for Daily Demand and Lead Time

The ordering cost (0) is known to be \'80 per order, the holding cost (H) per unit per day

is estimated at \'2, and shortage cost (S) equals \'20 per unit per day. The objective of

inventory analysis is to determine the effect of specific re-order level and re-order

quantity, on the total inventory cost.

The two inventory polices are:

Policy A: Re-order quantity = 20 units re-order level = 10 units, and the


'

beginning inventory balance of 20 units.

Policy B: Re-order quantity = 20 units; re-order level = 15 units, and the

beginning inventory balance of 20 units.k

Simulate both the inventory policies for twelve days. For daily demand, use the following

random n u m b e rs : 71, 99, 52, 90, 90, 80, SS, 88, 92, 90, 1 5 , and 7 0 . For lead time, use

the random numbers: 60, 70, 15, and 90.

Solution O 1 :

As the probability distribution is already given, move to the calculation of cumulative

probability for, both, dally demand and lead time; the calculations of cumulative

probabilities are as shown in Table 6.Sb and Table 6.Sc, respectively.

Now, assign random number intervals for both distributions. Since the probabilities add

up to 1 . 0 0 , assign 1 0 0 random numbers of digits ranging from 0 0 - 9 9 to represent each

point of probability. Now, the probability of zero demand is 0.2, assign twenty random

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numbers, 0 0 - 1 9 to zero demand. Similarly, the probability of single demand is 0.4, the

next forty numbers 2 0 - 5 9 would be assigned to this level. In a s i m i l a r manner, each of

the demand levels and lead times are assigned appropriate intervals, as shown in

Table 6.Sb and Table 6.Sc, respectively.

Daily
Probability Cumulative Probability Random Number Interval
Demand

2 0.2 0.2 00 - 19

3 0.4 0.6 20 - 59

4 0.3 0.9 60 - 89

5 0.1 1 90 - 99
. . . .
Table 6 . S b : Random Number Interval Assignment: Demand D1str1but1on

Lead Time Probability Cumulative Probability Random Number Interval

2 0.3 0.3 00 - 29

3 0.4 0.7 30 - 69

4 0.3 1 70 - 99

Table 6.Sc: Random Number Interval Assignment: Lead Time Distribution

Table 6.Sd shows the simulation of twelve months for demand and lead time, with

respect to alternative A. For instance, if the random number for day 3 is 52, then the

simulated demand will be three units. Thus, for day 3, balance units remaining are eight

units. Since the balance units are less than the re-order level of 10 units, place a new

order of 20 units. Now, the random number for first order rs 60, thus, the lead time for

this order w i l l be three days, that is, the order will be received on day 6.

Now, for day 3, the order is placed, so it will incur an ordering cost of ,80 and the

balance eight units are earned to the next day, it will incur cost of ,16. Similarly, the

costs are calculated for the remaining days.

Now, total cost is calculated as shown below:

Total Inventory Cost (TC) = Ordering Cost (0) + Holding Cost (H) + Shortage Cost (S)

Thus, total inventory cost for twelve days according to policy A i s :

TC = 1 6 0 + 1 6 6 + 200 = ,526

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However, according to policy A, three out-of twelve days, the out-of-stock situation has

occurred.

Cost
Random Resulting Random Lead
Day Receipts Balance
Number Demand Number Time 0 H s
(1) (6) (7)
(2) (3) (4) (SJ (8) (9) (10)

0 20

1 71 4 16 0 32 0

2 99 5 11 0 22 0

3 52 3 60 3 8 80 16 0

4 90 5 3 0 6 0

5 90 5 -2 0 0 40

6 80 4 20 14 0 28 0

7 SS 3 11 0 22 0

8 88 4 70 4 7 80 14 0

9 92 5 2 0 4 0

10 90 5 -3 0 0 60

11 15 2 -5 0 0 100

12 70 4 20 11 0 22 0

160 166 200

. . . .
Table 6 . S d : S1mulat1on of Inventory Polley: Polley A

Table 6.Se shows the simulation of twelve months for demand and lead time, with

respect to policy B. Here, out of twelve days, for three days the re-order level reached

below the minimum level of 15 units, thus, the order was placed thrice but there is no

out-of-stock situation, according to policy B.

The total inventory cost, according to policy B, is shown below:

TC = 240 + 266 + 0 = 506

Since the total cost according to policy B is less than that of policy A, dealer w i l l prefer

policy B. As compared to policy A, the ordering cost is more in policy B but the shortage

cost is m a i n t a i n ed as minimum as possible.

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Cost
Random Resulting Random Lead
Day Receipts Balance
Number Demand Number Time 0 H s
(1) (6) (7)
(2) (3) (4) (5) (8) (9) (10)

0 20

1 71 4 16 0 32 0

2 99 5 60 3 11 80 22 0

3 52 3 8 0 16 0

4 90 5 3 0 6 0

5 90 5 20 18 0 36 0

6 80 4 70 4 14 80 28 0

7 55 3 11 0 22 0

8 88 4 7 0 14 0

9 92 5 2 0 4 0

10 90 5 20 17 0 34 0

11 15 2 15 0 30 0

12 70 4 15 2 11 80 22 0

240 266 0

Table 6.Se: Simulation of Inventory Policy: Policy B

Monte Carlo Simulation for Queuing Model

Example 0 2 :

For single channel queuing system, the following is the distribution pattern of inter

arrival and service time for the customers:

Simulate the arrival and service of 10 passengers starting from 9 A.M. by using the

following random numbers in pairs, respectively, for arrival and service. Random

n u m b e rs : 65 08, 16 12, 20 18, 36 65, 50 25, 07 11, 08 80, 59 61, 53 77, 01 2 0 . Also,

determine the waiting time of customer and the idle time of the server.

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Inter-arrival Time Arrival Service Time Service

(Minutes) (Probability) (Minutes) (Probability)

1 0.05 1 0.1

2 0.2 2 0.2

3 0.35 3 0.4

4 0.25 4 0.2

5 0.1 5 0.1

6 0.05
. . .
Table 6.Sf: Probability Distribution for Inter-arrival and Service Time

Solution 02:

First, develop cumulative probability and assign random number intervals for both inter

arrival time and service time, as shown in Table 6.Sg and Table 6.Sh, respectively.

Inter-arrival Time of Passengers

Time
Probability Cumulative Probability Random Number Interval
(Min.)

1 0.05 0.05 00 - 04

2 0.2 0.25 05 - 24

3 0.35 0.6 25 - 59

4 0.25 0.85 60 - 84

5 0.1 0.95 85 - 94

6 0.05 1 95 - 99

Table 6 . S g : Random Number Interval Assignment: Inter-arrival Time

Table 6.Si represents the simulation for the given queuing problem. The random

number for first arrival is 65, so the simulated inter-arrival time is 4 minutes. Thus, first

customer arrives at 9 . 0 4 hrs. The service random number for first customer is 08, thus,

the simulated service time is 1 minute. After service, the customer leaves the system at

9.05 hrs. Thus, the server was idle for four minutes. The random number for second

arrival is 16, so the simulated inter-arrival time is 2 minutes. Thus, the second customer

arrives at 9 . 0 6 hrs. Since the server got free at 9.05 hrs, the second customer is served

as soon the customer arrives. The further simulation is illustrated in Table 6.Si.

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Service Time for Passengers

Time
Probability Cumulative Probability Allocated RN Interval
(Min.)

1 0.1 0.1 00 - 09

2 0.2 0.3 10 - 29

3 0.4 0.7 30 - 69

4 0.2 0.9 70 - 89

5 0.1 1 90 - 99

. . .
Table 6 . S h : Random Number Interval Assignment: Service Time

SI mu lated Arrival SI mu lated


Waiting Time
Arrlval Start Service Finish
Arrival Time Service
RN Time RN Time
Clerk Passenger
{Min.) {Hr.) {Min.)

...
65 4 9.04 9.04 08 1 9.05 4

...
16 2 9.06 9.06 12 2 9.08 1

... ...
20 2 9.08 9.08 18 2 9.1

36 3 9.11 9.11 65 3 9.14 1

... ...
50 3 9.14 9.14 25 2 9.16

... ...
07 2 9.16 9.16 11 2 9.18

... ...
8 2 9.18 9.18 80 4 9.22

...
59 3 9.21 9.22 61 3 9.25 1

...
53 3 9.24 9.25 77 4 9.29 1

...
01 1 9.25 9.29 20 2 9.31 4

Total 6 6

Table 6 . S i : Simulation of Queuing System

Thus, as calculated in the simulation Table 6.Si, within half an hour trial, the waiting

time for customer is six minutes, whereas, the idle time for clerk is also six minutes.

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6.6 Advantages and Disadvantages of Simulation

Techniques

Advantages

At analyst or managerial level, simulation technique is one of the preferred techniques

for studying problem, due to a number of factors. The following are some of the

advantages of simulation technique:

Simulation technique is the process of experimenting on the model, rather than

working directly on the actual system.

It helps managers analyze large and complex problems, which are impossible to

solve mathematically using analytical methods.

It is very useful for sensitivity analysis of any system, by investigating the

consequences for a system, due to possible changes in parameters, with respect

to the model.

It helps the decision maker replicate and simulate the real system, without

incurring the costs of operating on the real system.

It enables the decision maker to reduce the risk involved in implementing new

policies by studying the consequences in advance.

It also enables the decision maker to identify the major variables that have

important influence on the system performance, so that it can be controlled in

future.

The knowledge of a system obtained in designing and conducting the s i m u l a t i o n is

very valuable in future applications.

It helps the decision maker evaluate the system on slower or faster time-scale, in

comparison to the real system.

Disadvantages

The major disadvantages of the simulation technique are listed below:

For situations requiring the aid of computers, simulation may be expensive and

time-consuming.

It involves a number of trails or runs at given input values to get approximation

value. It is not possible to get exact values by tnal and error approach.

It is easy to misuse simulation by stretching it beyond the limits of credibility. Slick

graphics, animation, tables, and others may tempt a user to assign unwarranted

credibility to output.

It does not produce the solution by itself. The user has to define assumptions and

provide a l l the constraints for the solutions, which have to be studied.

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6.7 Ch apt e r S u m m a r y

Simulation allows a user to analyze large complex problems, for which analytical

results are not available.

Simulation is a quantitative procedure, which describes a process by developing a

model of that process and then, conducting a series of organized trial and error

experiments to analyze the behavior of the process over time.

Steps of simulation technique are: defining the problem; identifying the decision

variables; constructing the simulation model; testing and validating the model;

designing of the experiment; running the simulation model; and evaluating the

results.

Monte Carlo simulation generates a range of possrbrhties from the criteria given,

rather than optimizing the objective of the model.

Random numbers used in the simulation can be generated through devices like

coin or die, published tables of random numbers or by the midsquare method.

Simulation can be applied to inventory systems, in order to evaluate various

inventory policies against inventory cost.

Simulation can be helpful for managing queuing systems, which is impossible to

solve with regular queuing models.

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PERT/CPM

Techniques
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eBook

7 . 1 Introduction

Most managers are involved in the management of projects, which may be large or

small. With this, they get a full sense of responsibility toward the planning and

controlling of the project. A project is a temporary effort undertaken in order to create a

unique product or service. Also, managers are aware about the huge investments made

in such projects, l i k e money, equipments, labor, etc.

Therefore, to ease the work of managers in planning and scheduling the activities of

large-sized projects, network analysis is penformed, which is a graphic representation of

the activities and events involved in the project.

Two techniques of network analysis, PERT (Programme Evaluation and Review

Technique) and CPM (Critical Path Method), are used to estimate, plan, and evaluate the

project completion time. They also help in controlling the resources, in order to ensure

that the project is completed within the stipulated time and at minimum possible cost.

These techniques help in minimizing the errors, which may occur in the near future, by

providing a clear picture about all the time estimates for key and non-key activities of

the project.

Many managers, who apply PERT and CPM techniques claim that these techniques help

in drastically reducing the project completion time.

In this chapter, you will know how PERT and CPM are used to schedule projects and

m i n i m i z e t h e project completion time.

After reading this chapter, you will be able to:

Explain PERT and CPM techniques

Discuss rules of network constnuction

Explain network analysis

Describe Critical Path Method (CPM)

Describe Project Evaluation and Review Technique (PERT)

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7 . 2 PERT a n d C P M Network

PERT

PERT was developed in 1957, by the U . S . Navy Special Projects Office, Lockheed Aircraft

Corporation and the management consultant firm of Boaz, Allen, and Hamilton, in order

to control the Polaris missile project. As it was a very huge project, thousands of

i n d i v i d u a l tasks were to be coordinated, monitored, and controlled.

Due to the application of PERT, the project was completed two years ahead of its original

scheduled date. During this phase, it was observed that there is an element of

uncertainty in the time that each activity can take. Therefore, PERT considers this

uncertainty and provides the estimated probability of meeting the pre-set scheduled

dates allocated at the various stages of the project.

Therefore, PERT is, generally, used for projects where the time required to complete

various activities is not known as a priori. It is a probabilistic model and is primarily

concerned with the evaluation of time. PERT is an event-oriented technique.

CPM

CPM was developed in 1957, by a joint effort between DuPont and Remington Rand

Univac. Their goal was to find out a technique which would help in reducing the

required time to perform the plant overhaul, construction, and maintenance work. Their

core interest was in finding the optimum trade-off time that is between the project

duration and the total cost of the project. Also, the activities of the project were subject

to small variations, in order to measure the performance time of the activities in a

deterministic way, so as to arrive at a project schedule with minimized cost of total

project.

Therefore, CPM is commonly used for projects that are repetitive in nature and where

one has prior experience of handling similar projects. CPM is a deterministic model, and

places emphasis on the time and cost for activities of a project.

PERT and CPM Network: Benefits

The two techniques have the following benefits:

They are useful for monitoring and controlling projects.

They are mathematically simple and easy to understand.

They provide the critical path and slack time.

They provide project documentation and are used to monitor costs.

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PERT and CPM Network: Managerial Applications

The two techniques help managers in the following way:

By predicting the deliverables of products and services.

By p l a n n i n g the resource requirements.

By controlling the resource allocation.

By reviewing the program internally and externally.

By evaluating the performance and are uniformly accepted by almost all the

organizations.

PERT and CPM Network: Components

To study the various components of PERT and CPM network, consider a set of activities

A, B, C, D, E, and F. An activity rs defined as the project element which could be a task

or a job which w i l l consume the required resources, including time. The interdependency

of each activity is studied in detail.

After the interdependency relationship among these activities is identified, they can be

depicted graphically in the fonn of a network or an arrow and node diagram, which is

explained further. Now, as a project begins with a list of activities and their precedence

relationships, the network can be structured in the form of arrows and nodes.

Arrow

An arrow leads from tail to head directionally, as shown in the Fig. 7.2a. It indicates the

activity, a time consuming effort that is required to perform a part of the work.

Node

A node is represented by a circle, as shown in the Fig. 7.2a. It indicates an event, a

point in time where one or more activities start and/or finish.

Arrow

1 2

Node

Fig. 7 .2a: Components of PERT and CPM

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PERT and CPM Network: Representation of an Activity

Consider the starting activity, 'A' takes 3 days to complete, then the activity 'A' can be

represented in an arrow and node diagram, as shown in Fig. 7 . 2b .

A, 3 Days

1 2

Activity Activity

Be g i n s Ends

Fig. 7.2b: Representation of an Activity

Approaches for Project Network

There are two approaches for drawing the network diagram: Activity-on-Node (AON)

and Activity-on-Arrow (AOA).

Activity-on-Node {AON)

The nodes or circles represent activities and arrows show precedence

relationships, to indicate the sequencing requirements. In AON diagrams, dummy

activities are not present and therefore, it is easier to draw and interpret.

Node

A B c

Branch

Fig. 7.2c: Activity-on-Node {AON)

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Activity-on-Arrow (AOA)

The arrows represent activities, as well as, the time required by the activity,

whereas, the nodes represent the events for points in time or instants, when the

activity starts and stops. AOA diagrams give a better flow of time throughout the

project.

Node

A c

Branch

Fig. 7.2d: Activity-on-Arrow (AOA)

7 .3 Rules of Network Construction

Few criteria are set, in order to handle the events and activities of a project, they are:

Each defined activity is represented by one and only one arrow in the network, so

that the same activity is not repeated twice. Also, the length of an arrow has no

significance.

The event numbered '1' is the starting event and an event with the highest

number is the ending event.

An event that represents the joint completion of more than one activity is known

as a merging event.

An event that portrays the initiation of more than one activity is called a bursting

event.

Before an activity can be undertaken, all activities preceding it must be completed.

That is, the activities must follow a logical sequence or precedence

interrelationship.

While assigning numbers to events in a network, there should not be any

duplication of event numbers.

A network should have only one start event and one end event.

When two or more parallel activities in a project have the same head and tail

events, dummy activities are needed to construct the network. For example, if you

have two parallel activities, A and B, you cannot have the same starting and

ending event (1 to 2) to represent A and/or B, which can be very confusing, as

shown in Fig. 7.3a.

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1 2

Fig. 7 . 3 a : Unacceptable Representation of Activities

To resolve this issue, a dummy activity, from event 2-3, represented by a dotted

line, is introduced to avoid the confusion, as shown in Fig. 7 . 3 b and Fig. 7.3c. A

dummy activity, used when two or more activities have the same start and an end

event, is known as identity dummy (Fig. 7.3b and Fig. 7.3c).

2 3

\ A ,,.
\
I
\
\ ,,,
\

1 1
3 2

B
B

Fig. 7.3b: Dummy Activity 2-3 Fig. 7 . 3 c: Alternative Dummy Activity

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7 . 4 Network A n a l y s i s : Forward Pass and Backward Pass

Network Analysis

A project network provides a means to derive a lot of information about the project.

After the network plan is completed, it is analyzed to answer the following questions:

When can the activities be scheduled?

How long w i l l it take to complete the project?

How much cushion is available for performing certain activities?

Which are the activities that cannot be delayed, in order to meet project

deadlines?

Scheduling of Activities

After a project network is created, the next important aspect is to calculate the time

required to complete the project. The network diagram can be used for t i m e calculation,

which involves the computation of forward pass and backward pass through the

network. Forward pass calculates the Earliest Start (ES) and Earliest Finish (EF) times,

w h i l e the backward pass calculates the Latest allowable Start (LS) and Latest Finish (LF)

times for each activity.

For example, consider an activity A, as shown in the Fig. 7.4a, which starts at event 1

and ends at event 2.

A, t

(ES, EF)

(LS, LF)

I 1 - ' 2 I

...
....

Fig. 7.4a: Representation of Earliest and Latest Times on Activity

The notations of Fig. 7.4a are explained in Table 7.4a.

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Notations Description

t Time consumed by activity A

ES Earliest start time of activity A

EF Earliest finish time of activity A

LS Latest start time of activity A

LF Latest finish time of activity A

Table 7 . 4a : Description of the Notations

Scheduling of Activities at Earliest by Forward Pass

Forward pass helps in the determination of ES and EF times, where ES indicates the

earliest time an activity can start and EF indicates the earliest time an activity can f i n i s h .

A value of zero duration is assigned to the starting event of the project, as it marks the

beginning of the project. Therefore, each activity initiating from the starting node is

assumed to start at zero duration.

The EF time is obtained by adding the time duration of the activity to its ES time. The

subsequent activities are assumed to start as soon as possible, that is, as soon as all

their respective predecessor activities are completed. For activities, the EF w i l l be given

as: EF = ES + t (time taken by the activity)

Where,

For succeeding activity, ES = EF of preceding activity

In case of merging event, ES = maximum (EF of merging preceding activities)

Scheduling of Activities at Latest by Backward Pass

Backward pass helps in the determination of the LS and LF times, where LS is the latest

allowable start time, which means it is the latest time by which an activity must start

without extending the duration of the project. LF is the latest finish time; it is the latest

time by which an activity should complete, without extending the completion t i m e of the

project.

The computations of the backward pass proceed in a similar manner and are the mirror

image of forward pass calculations. Both the time values are calculated from project

finishing event and by moving backwards till the project starting event. To start with

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backward pass from the finishing event, consider the latest finish equals to the earliest

finish of project:

LFproject = Efproiect

For activities, the LS can be given as, LS = LF - t (time taken by the activity)

Where,

LF = LS of succeeding activity

In case of bursting event, LF = minimum (LS of bursting succeeding activities).

Consider the following example of network analysis.

Example 0 1 :

Given in Table 7.4b are the network and activity time estimates. Determine ES, LS, EF,

and LF times and the expected project completion time.

Time Estimates

{Days)

Immediate Time
Activity
Predecessors {Days)

A - 3

B A 5

c A 6

D B,C 9

E c 4

F D 2

G E 8

H F, G 5

Table 7.4b: Information of Activities

Solution 0 1 :

Step 1: draw the Network Diagram

Fig. 7.4b represents the network diagram for the given information. Where, activity A is

the starting activity, it will start at event 1 and end at event 2, which w i l l take a duration

of three days to complete. Therefore, it is represented as A3 where, A is the activity and

3 indicates its duration. After the completion of activity A, activities B and C will start

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from event 2, as shown. Similarly, the activity can be drawn, depending on the

completion of their preceding activity.

Here, the dummy activity 4-3 is introduced because acti vity D can only start when

activities B and C are completed. Therefore, as per the rules of network construction,

the dummy activity only shows the logical relationship and does not consume any

resource; also it is represented with a dotted line.

D, 9
3 5
B, 5
F, 2

fOummy, O

I H,5
A, 3
Start 7 Finish
2
1 8

c, 6
G,8

'-- E, 4

Fig. 7 .4b: The Network Diagram

Step 2: Forward Pass Calculation for Starting Activity

In Fig. 7.4c, as activity A is the starting activity, it will start at 0, as per the scheduling

of activities at the earliest by forward pass, as discussed earlier. Therefore, the ES

of activity A is O and EF = ES + t (time taken by the activity), that is, EF = 0 + 3 = 3

days.

D,9
3 5
B, 5
F, 2

I
A, 3
:oummy, o
(0, 3) H,5
Start Flnl5h
7
1 2 I 8

I
c, 6 I
G, 8

4 6
E,4

Fig. 7.4c: Starting Activity for Forward Pass

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Step 3 : Forward Pass Calculation for the Network Diagram

Fig. 7.4d shows the calculations for the remaining activities. For activities B and C, the

preceding activity is A, therefore, they will be initiated only after the completion of

activity A, that is, after 3 days, which will be the ES for the activities B a n d C.

The dummy activity 4-3 is drawn, as both the activities B and C have the same starting

and ending point, therefore, the ES of dummy activity is 9 and the EF = 9 + 0 = 9.

Now, activity D will start after completion of activities B and C. As activity B will be

completed on the eighth day and activity C on the ninth day; activity D can only start

after the completion of both activities, that is, on the ninth day and therefore, ES time of

activity D = maximum (8, 9) = 9 and EF = 9 + 9 = 18. S i m i l a rl y , the remaining

calculations are done as shown in Fig. 7.4d.

In case of event 7, where activities F and G are merging, the ES of the succeeding

activity H equals to the largest value of the EF for all activities merging at that node.

Therefore, the ES time of activity H = maximum (20, 21) = 21.

D,9
,,---... ( 9, 18) ---....

3 5
F, 2
B, 5
(18, 20)
(3, 8)

H,5
A, 3
rburnmv, 0
(0, 3) (21, 26)
Start :(9, 9) Finish
7 8
1 2

C,6
G, 8
(3, 9)
(13, 21)
4 6

E, 4 '---'

(9, 13)

Fig. 7 . 4 d : Forward Pass Calculation

Therefore, the EF for the project will be EForoJect = 26 days.

Step 4: Backward Pass Calculation for the Network Diagram

For backward pass calculation, consider LFpmJect = EFomJect = 26 days. Fig. 7.4e shows

the calculations for the backward pass, starting from the last activity H. For activity H,

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the latest finish time is 26 days, as that is the maximum limit for the project. Therefore,

its LS w i l l be, LF - t (time taken by the activity), that is, 26 - 5 = 21 days.

As per the scheduling of activities by backward pass, the rest of the activities are

calculated. Now, as activities F and G are succeeded by activity H, their LF w i l l be, LS of

succeeding activity, that is, 21 days as shown in Fig. 7.4e. Similarly, the remaining

calculations are done.

Activity A, which is a bursting activity, is succeeded by two activities B and C and their

LS are 5 and 3, respectively. Therefore, as per the scheduling of activities at latest

by backward pass, LF = minimum (LS of bursting succeeding activities) that is, LF =

minimum (5, 3) = 3 days. Therefore, LF of activity A rs 3 and L S = LF - t (time taken by

the activity) = 3 - 0 = 3 days.

D, 9

(9, 18)

(10, 19)

F, 2
B, 5 3
(18, 20)
(3, 8)

A, 3 (19, 2 1 ) H, 5
(5, 10)
(0, 3) (21, 26)
IDummy, O
(0, 3)
v--.... (21, 26)
Start :<9, 9) Finish
7 s
1 2

C,6
G, 8
(3, 9)
(13, 21)
(3, 9)
6
(13, 21)
E, 4

(9, 13)

(9, 13)

Fig. 7.4e: Backward Pass Calculation

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7 .5 Network A n a l y s i s : Floats

W h i l e exercising control over time or resources, it is important to know how flexible the

activities of the project are. As observed in Example 01, Fig. 7.4e, some variations

were noticed. These flexibilities or variations can be seen in the form of float or slack.

A float or slack or free time is defined as the length of time where an activity and/or an

event can be delayed or extended without delaying the total project completion time.

The major types of floats are:

Total Float (TF)

Free Float (FF)

Total Float

Total float of an activity represents the amount of time by which it can be delayed

without delaying the project completion time. It is the free time associated with an

activity, which can be used during or after the performance of the activity.

For any activity, total float is calculated as:

Total float = Latest fi n i s h time - Earliest finish time

= Latest start time - Earliest start time

= Latest finish time - Earliest start time - Duration of the activity

In Example 0 1 , the float period of activity F can be calculated as: TF = 21 - 20 = 1 day

Therefore, the float period here is of one day, that is, activity F can be delayed by one

day and s i m i l a rl y the floats can be calculated for the remaining activities.

Free Float

Free float is that portion of total float within which an activity can be manipulated

without affecting the float of subsequent activities.

The free float for an activity can be given as:

Free float = Earliest start time of succeeding activity - Earliest finish time of activity

For example, in the case of activity B, the free float will be of 1 day, because the ES of

the succeeding activity D i s 9, while the earl y finish time of activity B is 8 days.

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7 .6 C r i t i c a l Path Method (CPM)

CPM is basically used to analyze the criti cal path, that is, to estimate the total project

duration and to assign the starting and finishing times to the activities involved in the

project, which w i l l , as a result, help in checking the status and progress of the project in

comparison with the scheduled one. The important features of CPM are:

Activities have deterministic task times.

Analysis is done by constructing AON network.

Activities are repetitive in nature.

Identification of the Critical Path

To identify the critical path, the following terms need to be considered, so that there is

no delay in it and also, the total project time estimation is obtained.

Path

A path is a connected sequence of activities leading from the starting event to the

ending event. In the critical path, the float value for activities is always zero.

Critical Path

The longest path (time) determines the project duration. Here, the forward and

backward pass values are the same and float values are zero.

Critical Activities

These are a l l activities that make up the critical path. Consider the following example:

There are 2 paths in order to reach the destination:

1. A-C-E-F-G = 8 + 6 + 6 + 3 + 4 = 27 days

2. B-D-E-F-G = 10 + 3 + 6 + 3 + 4 = 26 days

Therefore, the critical path is the path which consumes the m a x i m u m time, that is, A-C

E-G-H.

E,6 F, 3 G,4
Start Finish
5 6
1 7

B, 10 0, 3

Fig, 7 , 6 a : Critical Path Analysis

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7 .7 Project E v a l u a t i o n and Review T e c h n i q u e ( P E R T )

CPM provides estimation of the time required to complete the project. As there are

critical and non-critical activities involved in the project, it is very difficult to maintain

uniformity among them. Therefore, in PERT, three times are estimated than a single

estimate of t i m e . The important features of PERT are:

Activities have multiple task time estimates (probabilistic nature).

Analysis is done by constructing AOA network.

Activities are non-repetitive in nature. For example, research and development

projects.

PERT uses three time estimates for an activity, which are:

Optimistic Time (a)

This is the shortest time the activity can take to complete. There is more than one

chance in a hundred of completing the activity with optimistic time.

Most likely Time (m)

It is the time that would be expected to occur most often if the activity was frequently

repeated under the same conditions.

Pessimistic Time (b)

It is the longest time the activity could take to finish. It is the worst time estimate and

represents activity in the worst scenario.

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Depending on the values of time estimates of the activities (a, m, and b), they can be

graphically represented by beta distribution, as shown in Fig. 7 . 7 a .

:0
<ti
.0 Beta curve

e
a.

a m b

Time duration of activity

Fig. 7.7a: Beta Distribution of Activity Times

Therefore, using the values of a, m, and b, the expected time (t) of activities and their

standard duration can be calculated as follows:

a + 4m + b
The expected t i m e = t =
6

W h e r e ,

t = Expected t i m e of an activity

a = Optimistic time

m = Most l i k e l y time

b = Pessimistic time

The standard deviation (o) of the completion time of an activity is calculated as follows:

b-a
17 = - -

F ram t hi rs, t h e variance


. t. s : v
_, -
- (b -
6 a)'

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Steps used to Solve PERT Problems

Step 1: compute the expected time and variance for all activities.

Step 2: determine the earliest and latest activity times and float.

Step 3: identify the critical path and compute the expected project completion time and

variance.

Step 4: determine the probability that the project will be completed in X number of days

or less.

Consider the following case for PERT.

Example 0 2 :

Activities A to J are involved in a project and their sequence is given in Table 7.7a.

Calculate the expected duration required to complete the project along with its standard

deviation and also, the probability to complete the project before week 42.

Preceding Times Estimates (Weeks)


Activity
Activity Optimistic Pessimistic Expected

A - 4 7 10

B A 2 8 20

c A 8 12 16

D B 1 2 3

E C,D 6 8 22

F c 2 3 4

G F 2 2 2

H F 6 8 10

I E,G,H 4 8 12

J I 1 2 3
. . . . .
Table 7 . 7 a : Estimated Times for the Act1v1ties

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Solution 02:

Step 1: compute the expected time and variance.

For all the activities, the expected time and variance is calculated, as shown in the

Table 7 .7 b .

Expected standard
Times Estimates (Weeks) Variance
Time Deviation

Preceding t =
Activity Optlml
Activity Expected Pesslmlstl a + 4m+ b b-a
stlc CJ = - - cr ' = ( b a r
(m) c (b) 6 6
(a)

A - 4 7 10 7 1 1

B A 2 8 20 9 3 9

c A 8 12 16 12 1.33 1 . 77

D B 1 2 3 2 0.33 0.11

E C, D 6 8 22 10 2.66 7.11

F c 2 3 4 3 0.33 0.11

G F 2 2 2 2 0 0

H F 6 8 10 8 0.66 0.44

I E,G,H 4 8 12 8 1.33 1 . 77

J I 1 2 3 2 0.33 0.11

Table 7 . 7 b : Computing the Expected Time and Variance

Step 2: determine the earliest and latest activity times and float.

First, draw the network diagram. Fig. 7.7b represents the network diagram; wherein,

there are two dummies, 4-5 and 7-8, drawn according to the rules of construction, as

shown in the Fig. 7 . 3 b and Fig. 7.3c.

B,9 D, 2

A, 7 E, 10 J, 2
1 , 8

Start Finish
}---;,( 9 }---;,(
1 10

C,12

1 Dummy

H,8

Fig. 7.7b: Network Diagram

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Then calculate the earliest and latest scheduling times and floats for each activity, as

shown in Table 7.7c.

Earliest Latest Float


Duration
Activity Start Finish Start Finish
Time Total Free
ES EF LS LF

A 7 0 7 0 7 0 0

B 9 7 16 9 18 2 0

c 12 7 19 7 19 0 0

D 2 16 18 18 20 2 1

E 10 19 29 20 30 1 1

F 3 19 22 19 22 0 0

G 2 22 24 28 30 6 6

H 8 22 30 22 30 0 0

I 8 30 38 30 38 0 0

J 2 38 40 38 40 0 0

Table 7 . 7 c : Scheduling Times and Floats

Step 3: identify the critical path and compute the expected project completion time and

variance. There are 4 paths in order to reach the destination, they are:

1. A-B-D-E-1-J = 7 + 9 + 2 + 10 + 8 + 2 = 38 weeks

2. A-C-E-1-J = 7 + 12 + 1 0 +8 + 2 = 39 weeks

3. A-C-F-G-1-J = 7 + 12 + 3 + 2 + 8 + 2 = 34 weeks

4. A-C-F-H-1-J = 7 + 12 + 3 +8 + 8 + 2 = 40 weeks

Fig. 7.7c shows the network diagram, where the critical path is the one which consumes

m a x i m u m t i m e and is, therefore, highlighted.

D,2
B, 9

A, 7 E, 10 I, 8 J, 2

Start Finish
)----+{ 2 }----+{ }---, 9 }---,>(
1 10

C,12 .
.

'
, Dummy

;---,;( 7

H,8

Fig. 7.7c: Critical Path

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The critical path is A-C-F-H-l-J and the expected project completion time is 40 weeks.

The variance along the critical path is 1+ 1.77 + 0 . 1 1 + 0.44 + 1 . 7 7 + 0.11 = 5.2.

Step 4: determine the probability that the project will be completed in 42 weeks.

A-C-F-H-l-J being the critical path requires the expected time of 40 weeks to complete

the project. The standard deviation of the critical path rs given as:

o = V a r i a n c e = 5.2 = 2 . 2 8 weeks.

The probability to complete the project in 42 weeks can be represented with the help of

normal distribution curve, as shown in Fig. 7.7d, where the area under the normal

curve is to the left of X = 42. The values of mean, is 40 weeks and standard deviation,

O" is 2 . 2 8 weeks.

Fig. 7.7d: Distribution of the Project Duration

Therefore, converting the normal distribution variable to standard normal variable (Z),

this is given as: z = X -


o

Therefore, calculating the value: z= 42 - 40 = 0.877

2.28

The point probability value of Z = 0.877 is 0.3078, as observed from the table of area

under normal curve (Refer Appendix). Thus, the required probability can be calculated

as 0 . 5 + 0.3078 = 0.8078.

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Application Areas of PERT

PERT is used in the following areas:

Construction

Transportation

Oil Refineries

Computer Systems

Electric Generator Machines

Medical and Surgical

Libraries

7 . 8 Importance a n d L i m i t a t i o n s of C P M / P E R T

Importance of CPM/PERT

The significance of using CPM/PERT are mentioned below:

It helps in reducing cost and saves time.

It is useful in determining the sequences of activities.

It helps in e l i m i n a t i n g the risk involved in complex activities.

It provides flexibility in scheduling activities.

It evaluates alternative options.

It is useful in the effective control of projects.

It is useful in decision making and research work.

Limitations of CPM/PERT

CPM/PERT encounter few limitations, they are:

The specified precedence relationships have to be clearly stated.

The activity time estimates are subjective and depend on judgment.

PERT assumes a beta (13) distribution for time estimates but the actual time

distribution may be different.

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7 . 9 C hapt e r S u m m a r y

PERT and CPM are the two network analysis techniques. CPM is a deterministic

technique while PERT is probabilistic in nature.

A project is defined as a series of activities directed to accomplish a desired

objective.

The set of activities in a project are shown in the fonm of network/arrow diagrams.

When times of all activities are known, the length of each path is determined. The

longest path is called critical path.

Critical activities have zero float.

Float is calculated as: Total float = Latest start - Earliest start of the activity

In PERT analysis, for every activity, three time estimates are taken: a (optimistic),

m (most likely), and b (pessimistic). With these, expected time and variation are

2
obtained as: t = a + + b ; 0" = ba
( )2

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Project C r a s h i n g

and Resource

Allocation
Quantitative A n a l y s i s in Decision Making

eBook

8 . 1 Introduction

A project manager always faces problems regarding the speedy completion of the

project due to reasons like, late penalty costs, cost savings or monetary incentives. The

project manager's success depends on the skill with which they manage trade-offs

among project perfonmance, completion time, and project cost.

The project crashing concept deals with such difficult situations by aiding project

managers to analyze trade-offs between the project completion time and the total cost

of the project, w h i l e speeding the completion of the project.

This chapter introduces you to the basic concept of project crashing and also, explains

the resource allocation procedures.

After reading this chapter, you will be able to:

Describe the concept of crashing the project

Apply crashing concept to reduce project completion time

Apply the resource allocation concept for reducing resource requirement

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8 . 2 Project C r a s h i n g

In the previous chapter, you have learned how to schedule project activities in network

form in a logical sequence to find the critical path. The emphasis was on the activity

time and project completion time. The overall duration of the project is set by the critical

path. To reduce the project completion time, the critical path time has to be reduced.

However, in order to reduce the critical path, critical actrvrties have to be reduced and in

order to reduce the duration, activities require additional resources for consumption. The

various alternatives for employing additional resources are:

By working overtime.

By h i ri n g temporary staff for some period.

By renting more efficient equipment and machines.

By changing the type of resources and other measures.

Project crashing refers to the process of shortening the duration of the project by

crashing the duration of various activities. The crashing of activity is referred to as the

process of accelerating or shortening the duration of an activity by using additional

resources. With additional resources, the duration reduces but project cost increases.

So, the decision to reduce activity times must take into consideration the additional cost

involved. In effect, the project manager must make a decision that involves trading

between reduced activity time and additional project cost.

8 . 3 Cost Associated with Project C r a s h i n g

The execution of a project involves two types of costs, project direct cost (Dp) and

project indirect cost (Ip). The project direct cost (Dp) is indirectly proportional to the

project duration; it increases as the project duration reduces. Activity direct cost (D,)

refers to the cost of materials, equipment, and direct wages required in performing an

activity until complete. The sum total of the activity's direct cost till project completion is

known as project direct cost Dp (Dp = D,).

The project indirect cost (Ip) implies the overhead charges related to the project, which

includes supervision, rent, and other charges. The project indirect cost is directly

proportional to the project duration; it reduces as the project duration reduces.

Thus, the total project cost (TC) for any project can be given as:

Total Project Cost (TC) = Project Direct Cost (D,) + Project Indirect Cost (Ip)

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Fig. 8.3a represents the time-cost graph, when, both, direct and indirect cost is plotted,

with respect to time. In the graph, as the duration is reduced, the project indirect cost

also decreases, whereas, the direct cost increases. As the duration is reduced, the total

cost decreases till the point 'P', after this point, the total cost starts increasing again.

Thus, the total cost (TCp) is minimum at point P and point P is known as optimal point.

At this point, the duration, tp, represents the minimum crashed duration of the project;

beyond which if it is reduced, the total cost will increase.

Optimal Point Total Project Cost

'P' >

- - - - - - ---,.__-- ( ..---- Project Indirect

Cost

Project direct

Cost

Time

Fig. 8.3a Time-cost Trade-off for Project Crashing

Crashing of Activity

Crashing of activity is done by shortening the duration of an activity, by using additional

resources. Crashing of activity incurs extra cost, when activity time is reduced from its

normal performance. However, any activity can be crashed to a certain limit from its

normal point of performance; this is known as crash point. The duration of activity at

normal and crash point are known as Normal Time (NT) and Crashed Time (CT),

respectively, and the cost related to Normal Time (NT) and Crashed Time (CT) are

known as a Normal Cost (NC) and Crashed Cost (CC). respectively. The relationship

between reduced duration and increased cost can be explained by the time-cost graph

(Fig. 8 . 3 b ) .

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For example, an activity, at its normal point of performance 'A', is crashed to the crash

point B. The duration and cost at normal point are normal time (NT) and normal cost

(NC), respectively. The duration and cost at crash point are Crashed Time (CT) and

Crashed Cost (CC), respectively. The line AB represents the cost slope or crash cost per

unit time ( !!. ) , which is an estimation of relative change in cost, per unit change in time.

The calculation of cost slope is given as:

= Relative change in cost = CC - NC


6
Relative change in time NT - CT


- ,W

> Crashed
- 0
t u Activity
< Cost Slope = Crash
B
Cost per Unit Time (6)

Crash Cost

(CC)
----------- :
\ _ CC NC

Nrcr

Normal Cost -}- ,_.,,___Normal

(NC) Activity

Crash Time Normal Activity

(CT) Time (NT) Time

Fig. 8.3b Time-Cost Graph for Crashing an Activity

8.4 Project C r a s h i n g Principles a n d Steps

For any project, the completion time is set by the critical path duration only. Thus, if the

project has to be crashed, the duration of critical path has to be crashed. To reduce the

critical path, critical activities have to be reduced. Thus, the first principle of project

crashing can be explained as follows:

Principle 1: Always focus on critical paths when trying to shorten the project duration.

Crashing non-critical activity will not influence the project duration.

After considering the critical path, it is important to identify which of the critical activities

can be crashed. The critical activity that is less costly, for crashing, is preferred for

crashing. To identify the less costly activity, the crashing cost per period (!!.) for critical

activities are compared. The critical activity, with minimum crashing cost per period rs

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selected for crashing. Thus, the second principle for project crashing can be explained as

follows:

Principle 2: W h i l e selecting the critical activity for crashing, select the activity with the

least crashing cost per period (cost slope), since it is not a very expensive activity for

crashing.

Steps in Project Crashing

The method for project crashing can be summarized as follows:

Step 1: consider a project with details for activities, such as Normal Time (NT), Normal

Cost (NC), Crash Time {CT), Crash Cost (CC), and Indirect Cost ( I d ) ,

Step 2: construct a network diagram. Determine the critical path and normal project

completion time. Also, list various paths of the project from start to end.

Step 3: calculate allowable crash time, (8 = NT - CT). Also, calculate cost slope rzs) for

. .t CC - N C
eac h ac t 1v1 y as: Ll = ---
NT - C T

Step 4: crash project by one unit of time, by identifying and crashing critical activity

with minimum cost slope (!',). Trace this change through the remainder of the network.

In case of m u l t i p l e critical paths, minimum cost slope activities from each of these paths

is considered simultaneously for crashing.

Step 5 : calculate project indirect cost, project direct cost, and total project cost for each

crashing. Continue crashing by repeating step 4 until the optimal project cost is

obtained.

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Example 0 1 :

Consider the following precedence relationship for a particular project. The normal time

and cost for each activity are given. Determine minimum crashing cost with optimal time

for the given crash t i m e and cost infonmation. Also, the overhead cost for the project is

"70 per day.

Normal Normal Crash Crash

Immediate Time Cost Time Cost


Activity
Predecessor (In Days) (Inf) (In Days) (Inf)

NT NC CT cc

A --- 11 410 8 500

B --- 10 595 7 700

c --- 17 800 12 1000

D A 7 260 5 300

E B 12 700 8 800

F C, D, E 4 150 3 200

. . .
Table 8.4a: Precedence Relat1onsh1p for ProJect

Solution 0 1 :

The network diagram for the above project is shown below:

A, 11 D, 7

C, 17 F, 4

4 5

E, 12

Fig. 8.4a: Network Diagram

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The various paths and their duration from the start to the end of the project are:

Path 1: A-D-F: Duration = 22 days

Path 2: C-F: Duration= 21 days

Path 3: B-E-F: Duration = 26 days

Since path 3 (B-E-F) has maximum duration, it is a cntical path. Thus, the project

duration is of 26 days. So, to crash the project duration, critical path duration has to be

reduced. The total cost for the project, without crashing, is given as:

Total Project Cost (TC) = Project direct cost (:i:Da) + Project indirect cost (1 0 )

Where,

Project direct cost (:i:Da) = 410 + 595 + 800 + 260 + 700 + 150 = <2915

Project indirect cost (Ip) = 26 days x <70 = <1820

Therefore, total project cost (TC) = <2915 + <1820 = <4735

Now, to identify activities with the least crash cost per day, calculate the crash cost per

day, as shown in Table 8.4b.

CC-NC
Activity NT NC CT cc 8 = N T - CT t.. =
NT-CT

A 11 410 8 500 3 30

B 10 595 7 700 3 35

c 17 800 12 1000 5 40

D 7 260 5 300 2 20

E 12 700 8 800 4 25

F 4 150 3 200 1 so
.
Table 8.4b: Calculation of Crash Cost per Day

Now, the critical activities are B, E, and F and their crash cost per day is <35, <25, and

<50, respectively. However, the lowest 6 is for activity E, which can be crashed by four

days. If activity E is crashed by four days, the duration of critical path B-E-F reduces to

22 days and still remains the critical path.

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The various costs incurred due to crashing activity E in four days are:

Activity Crashing Cost = ,25 x 4 = ,100.

Project direct cost = Project direct cost (without crashing) + Activity crashing cost

Project direct cost = ,2915 + ,100 = ,3015

Project indirect cost = Crashed Project duration x indirect cost

Project indirect cost = 22 x ,70 = ,1540

Total project cost = ,3015 + ,1540 = ,4555

Thus, project cost is reduced to ,4555, from the previous cost of ,4735.

After first crashing, the duration for path B-E-F has become same as the duration of

path A-D-F, which is, 22 days, the highest value, thus both become critical paths. For

the next crashing, critical activities from both the paths have to be crashed. From path

B-E-F, as the activity E reached its crashing limit, move to the next economical activity,

that is, B, whose ti = ,35. From path A-D-F, the most economical activity for crashing is

activity D, whose ti = ,20. After crashing both the activities, Band D, by one day, the

duration of paths B-E-F and A-D-F becomes 21 days. Thus, the project duration is of 21

days.

The various costs incurred due to crashing activities B a n d D by one day each are:

Activity Crashing Cost = ,35 x 1 + ,20 x 1 = ,55

Project direct cost = Previous project direct cost + Activity crashing cost

Project direct cost = ,3015 + ,55 = ,3070

Project indirect cost = 21 x ,70 = ,1470

Total project cost = ,3070 + ,1470 = ,4540

The project cost is reduced to ,4540, from the previous cost of ,4555.

After the second crashing, the duration for paths B-E-F, A-D-F, and C-F has become the

same, that is, 21 days, thus all three paths are critical paths. For the next crashing,

critical activities from all three paths have to be crashed. From path B-E-F, the most

economical activity for crashing is still activity B, whose ti = ,35. From path A-D-F, the

most economical activity for crashing is still activity D, whose ti = ,20. From path C-F,

the most economical activity is activity C, whose ti = ,40. After crashing all the three

activities B, D, and C by one day, the duration of paths B-E-F, A-D-F, and C-F becomes

20 days. Thus, the project duration is of 20 days.

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The various costs incurred due to crashing activities B, D, and C in one day each are:

Activity Crashing Cost = ,35 x 1 + ,20 x 1 + ,40 x 1 = ,95

Project direct cost = Previous project direct cost+ Activity crashing cost

Project direct cost = ,3070 + ,95 = ,3165

Project indirect cost = 20 x ,70 = ,1400

Total project cost = ,3165 + ,1400 = ,4565

The project cost is increased to ,4565, from the previous cost of ,4540, thus, if the

project is crashed beyond 21 days, the project cost gradually increases. Therefore, 21

days are optimal crashed days for this project, with a minimum cost of ,4540 for

crashing.

The project can be crashed up to 21 days, with a minimum cost of ,4540, beyond which

the cost will increase. The same crashing can be summarized in a table form, as shown

in Table 8.4c.

Paths
Sr. Crashing
A, Da Dp Ip TC
No. Duration
A-D-F C-F B-E-F

0 Nil Nil 22 21 26 Nil 2915 1820 4735

1 E 4 22 21 22 100 3015 1540 4555

D 1 20
2 21 21 21 3070 1470 4540
B 1 35

D 1 20

3 c 1 20 20 20 40 3165 1400 4565

B 1 35

. .
Table 8.4c: The Summary of Pro1ect Crashing

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8.5 Resource Allocation and Smoothing

Resource Allocation

In every situation, resources, such as employees, money, material, machinery, and

many more, are limited or scarce. Often, it may occur that a project must be completed

without exceeding some specific level of resource usage, on per period basis. The

objective of resource allocation rs to prevent period-to-penod fluctuation in the required

resource level and to obtain unifonm resource requirement or minimal resource

requirement during project performance. In resource allocation, the fluctuations are

maintained low by applying the approach of resource smoothing.

Resource Smoothing

The resource smoothing approach helps the project manager reduce the peak

requirement for resources and to reallocate them among the activities of a project in

such a manner that the project duration remains unchanged.

The procedure for resource smoothing is:

1. Develop a network diagram. Calculate earliest start time (ES), latest finish time

(LF) and slack (float) for each activity. Identify critical path.

2. Draw time-scaled version (squared network) of the network. In this network, a

critical path is drawn along a straight line and non-critical activities are drawn on

both sides of the critical path.

3. Estimate resource requirement per period, with the help of a resource load chart.

Draw load histogram by considering time periods on X-axis and manpower

requirement on Y-axis.

4. Shift the start time of non-critical activities that have the largest float, in order to

smoothen the resources allocated to the project. Estimate resource requirement

per period. Estimate saving in the total project resource requirement.

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Example 0 2 :

Immediate Time Manpower


Activity
Predecessor (In Days) Required

A --- 4 18

B --- 2 14

c --- 4 6

D --- 6 16

E A 10 8

F B 2 12

G c 10 12

H D, E, F 10 12

. . .
Table 8 . S a : Precedence Relat1onsh1p and Manpower Requirement for Project

Table 8.Sa has manpower requirement given for each activity. Draw the network

diagram of the project activities. Rearrange the activities suitably for reducing the

existing total manpower requirement, on per day basis.

Solution 02:

E, 10

D, 6 H, 10
1 5 6

F, 2

3
C,4

Fig. 8.Sa: Network Diagram for Project

In Fig. 8.Sa, the network diagram for the given project is drawn. The earliest and latest

allowable times for each activity are calculated, as shown in Table 8.Sb.

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Earliest Latest
Total
Activity Duration Start Finish Start Finish
Float
ES EF LS LF

A 4 0 4 0 4 0

B 2 0 2 10 12 10

c 4 0 4 10 14 10

D 6 0 6 8 14 8

E 10 4 14 4 14 0

F 2 2 4 12 14 10

G 10 4 14 14 24 10

H 10 14 24 14 24 0
. . . .
Table 8 . S b : Determ1nat1on of Earliest and Latest Tomes and Floats

From Table 8.Sb, the total floats for activities A, E, and H are zero. Thus, the path A-E

H becomes the critical path, with the highest duration of 24 days. The network diagram

can be represented in time-scaled form, which is also known as squared network, as

shown in Fig. 8 .Sb. The squared network is drawn on the basis of earliest start time for

each activity. A critical path is drawn along a straight line and non-critical activities are

drawn on both sides of the critical path. The dotted line represents the total float on

activity and value in triangle represents the float value.

B,2 F,2 /\

(14 M) (12 M) L.!!G.


r'- -+( 3 }- """ 1- - - - - - - - - - - - - - - - ,

A, 4 E, 10 H, 10

(18 M) (8 M) (12 M)
1)-..,:,;;...;.'-t2)----:---:----'-...;.--+(s)--..:..--...;......; -+( ,

D,6 1 I

16M
I
t--"""""'""""------ - - - - --- - - --
I

C,4 G, 10 I

L-"-
6.:.M.1-.-+(, )------'-12._,M....,_ -Ht,-- J

0 2 4 6 8 10 12 14 16 18 20 22 24

------------- Project Duration (Days)

Fig. 8.Sb: Squared Network of Project

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The resource requirement, on per day basis, is given in the resource load chart

(Table 8.Sc). Consider day 1, the activities A, B, C, and D require the manpower of 18,

14, 6, and 16 workers, respectively. Thus, the total manpower requirement for day 1 is

54 workers. S i m i l a rl y , per day resource requirements are determined for rest of the

days.

Now, draw a resource load histogram, with reference to the load chart, as shown in

Fig. B.Sc. It can be observed that there is fluctuation in the resource requirement level.

The maximum requirement for manpower is 54 workers, which occurs on the first and

second day of the project.

Manpower Required per Day

l 2 3 4 5 7 8 9 10 11 12 13 14 15 15 17 18 19 20 21 22 23 24

'
54 54 52 52 36 36 20 20 20 20 20 20 20 20 12 12 12 12 12 12 12 12 12 12

Table 8.Sc: Resource Load Chart

-o 60

i"

fil" 50

a'.
40
<ll

,:

8_ 30
c

"'
z 20

10

. . . . . . . . . . . . .

0 2 4 6 8 10 12 14 16 18 20 22 24

Project Duration (Days)

Fig. 8.Sc: Resource Load Histogram

To smoothen the load, activities are shifted, depending on the float times. Activity G has

a float time of 10 days; therefore, rt is shifted to the nght, so that the start is delayed by

10 days. S i m i l a rl y , activity D i s shifted to the right, so that its start is delayed by 8 days.

The path B-F is shifted to the right, so that its start is delayed by 4 days. After making

the necessary shift of non-critical activities, the squared network is drawn, as shown in

Fig. 8 .S d .

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The resource load chart in Table 8.Sd indicates that the maximum requirement of

manpower is 24 workers. Whereas, the load histogram, as shown in Fig. 8.Se, indicates

that there is very less fluctuation in resource requirement.

B, 2 F, 2

.J14 M,012 M,. &


, - - - - - ---------.
A, 4 E, 10 H, 10

(18 M) (8 M) (12 M)
:r-....:.;;;.;.;'"-t{:, ----....:..--=...:....-+(:s .:.........:..----...r,

- - - - - _ Li\_ - - _.,.___ ...i.


<SD,
U 6:U..
- --1

C,4 /\ G, 10

______@ .. __..1:,2;.;M"-"------'
L--"'6'-'M""--l{ 4

0 2 4 6 8 10 12 14 16 18 20 22 24

------------- Project Duration (Days) ---------------;.

Fig. 8 . S d : Improved Squared Network

Thus, now the same project can be accomplished in the same duration of 24 days, with

a manpower requirement of 24 workers, instead of 54 workers.

Manpower Required per Day

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24

24 24 24 24 22 22 20 20 24 24 24 24 24 24 24 24 24 24 24 24 24 24 24 24

Table 8.Sd: Improved Resource Load Chart

aj 30

,s

l
I

ID 20

8_ 15
c

10

. . . . . . . . . ' . . . . . .

0 2 4 6 8 10 12 14 16 18 20 22 24

Project Duration (Days)

Fig. 8.Se: Improved Resource Load Histogram

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8 . 6 Chapter S u m m a r y

The time-cost trade-offs approach in CPM enables the project manager to

investigate the effect on the total cost, while shortening the project duration time.

The various costs that are affected by crashing are project direct cost and project

indirect cost.

As the project duration is reduced, the project direct cost increases and indirect

cost reduces.

While crashing the project, select the critical activity for crashing, with minimum

crashing cost per period.

Resource allocation deals with the allocation of limited resources in the best

possible way, by performing non-critical activities within their float t i m e .

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Decision Theory

I T M
UNIVERSITY

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9 . 1 Introduction

In everyday life, situations arise wherein you have to make decisions, like where to

invest your money, which is the best car to purchase or which phone to buy. While

making such decisions, you use a combination of experience, intuition, judgment, and

common sense. However, when it comes to important decisions like business decision

making, you have to use ngorous methods. Business decisions like whether to expand

the capacity or buy from outside, how much to store so that the cost remains as low as

possible, requires rigorous methods for making decisions but all these decisions have to

be taken in the environment that is either known or unknown or known with certain

probabilities.

Decision theory is the study of principles and algorithms, for making these decisions in

order to achieve better outcomes, with respect to goals.

After reading this chapter, you will be able to:

Identify the steps in decision making

Solve one-stage decision making problems under uncertainty

Solve one-stage decision making problems under risk

Solve multi-stage decision making problems with the help of a decision tree

Explain the utility theory as a basis for decision making

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9 . 2 Steps in Decision Making

According to Render, Stair, and Hanna, "Decision theory is an analytic and

systematic way to tackle problems."

Decision theory is also known as decision analysis; according to Anderson and

Sweeney, "Decision analysis is used to develop an optimal strategy when a

decision maker is faced with several decision alternatives and an uncertain or

risk-filled pattern of future events."

While conducting decision analysis, two important factors are considered. First, is a set

of possible circumstances or state of nature or chance events, which are not under the

control of the decision maker and the second factor is a number of alternatives or course

of action or strategies, which has to be determined by the decision maker. Each

combination of courses of action and the possible state of nature has an outcome or

consequence, which are known as payoff. Payoffs can be expressed in terms of profit,

cost, time, distance or any other measure appropriate for decision anal ys i s .

Consider an example of Blazzer Corporation. The manager decides to expand the

business by erecting a new factory. The various alternatives under consideration are to

build a large, medium or small capacity factory. The manager has identified possible

circumstances for the demand of the product in the future, as high demand and low

demand.

Thus, the various courses of action or strategies before Blazzer Corporation are:

Alternative 1: Build new factory with large capacity

Alternative 2 : Build new factory with medium capacity

Alternative 3 : Build new factory with small capacity

Whereas, various chance events or state of nature are identified as:

State of Nature 1 : There will be high demand

State of Nature 2 : There will be low demand

If the manager considers the alternative of building a new factory with medium capacity,

then, depending upon the state of nature in the future, there will be two different

consequences, one payoff when the demand is high and other when the demand is low.

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The decision making process involves the following steps:

Step 1: identification of the various possible outcomes, called states of nature or events

(E;), for the decision problem (i = 1, 2 ... n; represents 'n' number of states of nature).

Step 2: identification of all courses of action (Ai) or strategies that are a v a i l a b l e to the

decision maker Ci = 1, 2 ... m; represents 'm' number of alternatives).

Step 3 : determining the payoff function that describes the consequences, resulting from

the different combinations of acts and events. The payoffs are designated as VIJ, the

payoffs resulting from the i'" event and i'" strategy.

Step 4: choosing an alternative among the various alternatives, based on some criterion

depending on the situation, like certainty, risk or uncertainty.

Depending on the levels of decision making process, there are two types of decision

making, namely, one-stage decision making and multi-stage decision making.

In one-stage, decisions under consideration depend only on the payoffs resulting from

the given combination of courses of action and states of nature. In multi-stage, the

decision under consideration depends on the previous decision taken or considered.

Multi-stage decision making is also known as a sequential decision making process, in

which, following each decision, a chance event occurs, which, in turn, influences the

next decision.

9 . 3 One-stage Decision Making

The selection of appropriate criterion depends on a major factor of decision situation,

that is, the information known while making the decision. If the decision maker has no

idea at all regarding which of the states of nature would occur in the future, then the

situation is known as decision making under uncertainty. If the decision maker has a

certain idea of states of nature, in terms of probability of occurrence, then the situation

is known as decision making under risk.

9.3.1 Decision Making Under Uncertainty

There are several different criteria or principles of decrsion making under uncertainty.

Some important principles discussed in this chapter are:

Laplace Principle

Maximax Principle

Maximin Principle

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Hurwicz Principle

Savage P ri n c i p l e

Laplace Principle

Laplace p ri n c i p l e is based on a simple philosophy that if there is uncertainty about

various events, then treat them as equally probable to occur, that is, each state of

nature or chance event is assigned an equal probability. It is also known as equal

probabilities criterion. In this assumption, the expected value or average payoff for each

course of action or strategy is determined and the strategy with the highest mean value

is adopted.

Maximax ( M i n i m i n ) Principle

Under maximax principle, the decision maker ensures that the opportunity to achieve

the largest possible profit or payoff is not missed. For this, the decision maker takes the

maximum payoff under each action or strategy and then selects the best of those

maximum payoffs. If the payoff is in terms of cost, then the decision maker ensures that

the opportunity to achieve the lowest possible cost is not missed. For a situation like

this, take the minimum cost payoff under each action and select the lowest of m i n i m u m

cost payoffs. It is also known as optimistic decision criterion, since the decision maker

selects an alternative with the largest (or lowest) possible payoff value.

Maximin (Or M i n i m a x ) Principle

Under maxi m i n principle, the decision maker evaluates the decision alternative, in terms

of the worst payoff that can occur or the alternative that provides the best of a l l possible

payoffs is selected. Under maximin principle, take the smallest payoff under each action

and then select the largest of those minimum payoffs. This principle is also known as

pessimistic decision criterion. If the decision situation requires minimization, this

principle identifies the alternative payoffs that will minimize the m a x i m u m payoffs.

Hurwicz Principle

It stipulates that a decision maker's view may fall somewhere between the extreme

pessimism of the maxi min principle and the extreme optrrmsrn of the maxi max principle.

This principle provides different levels of optimism or pessimism, by defining the

coefficient of optimism, a, which ranges from O to 1. An a = 0 indicates extreme

pessimism, while a = 1 indicates extreme optimism. Hurwicz principle suggests that the

decision maker must select an alternative that minimizes:

H = a x (maximum payoff of strategy) + (1 - a) x (minimum payoff of strategy)

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Savage Principle

Savage p ri n c i p l e is based on the concept of opportunity loss or regret. This principle

states to select the alternative or the course of action that minimizes the maximum

regret. It is also known as principle of minimax regret. The working method can be

summarized as follows:

From the given payoff matrix, construct an opportunity loss matrix. The

opportunity loss table is obtained by subtracting all other payoff values in the state

of nature row from its highest payoff value.

For each course of action identify the worst or maximum regret value and out of

those regret values, select minimum value, and the corresponding course of action

will be selected to be the best.

Example 0 1 :

A retailer purchases apples every morning at <"50 a case and sells them for <"90 a case.

Any case that remains unsold at the end of the day can be disposed of the next day at a

salvage value of <"20 per case. Past sales have ranged from 10 to 13 cases per day. Find

out how many cases should the retailer purchase per day to maximize his profit. Apply

Laplace, maximax, maximin, and savage principle for decision making. If the coefficient

of optimism is 0 . 4 , then find the course of action that maximizes profit.

Solution 0 1 :

Let E, be the state of nature or event, that is, daily demand for cases of apples, and AJ

be the courses of action or the act of purchasing a number of cases of apples.

The various alternatives with retailers are as follows:

Alternative A, = Purchase 10 cases of apples

Alternative A2 = Purchase 1 1 cases of apples

Alternative A3 = Purchase 12 cases of apples

Alternative A4 = Purchase 13 cases of apples

Whereas, the various states of nature that can occur are as follows:

State of nature or event E1 = Demand for 10 cases of apples

State of nature or event E2 = Demand for 11 cases of apples

State of nature or event E3 = Demand for 12 cases of apples

State of nature or event E4 = Demand for 13 cases of apples

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Now, the retailer will have marginal profit if all the cases are sold but will also have

marginal loss if some cases are unsold.

Marginal Profit ( M P ) = Selling price - Cost= ,90 - ,SO = ,40

Marginal Loss (ML) = Loss of unsold cases = ,SO - ,20 = ,30

Thus, the conditional profit or payoff values for each act-event combination are given by

the following equations:

Conditional profit (V1Jl = MP x Cases sold - ML x Cases unsold

VIJ = ,40 x Cases sold - ,30 x Cases unsold

The resulting conditional profit or payoff values computed are:

Course of Action
States of Nature
(Cases Purchased per Day) (A.)

(Daily Demand)
(Inf)

(E)
A 10 A 11 A 12 A : 13
1: 2: 3: 4

E 10 400 370 340 310


,

E 11 400 440 41 0 380


2:

E 12 400 440 480 450


2:

E 13 400 440 480 520


2:

M i n i m u m Payoff 400 370 340 310

Maximum Payoff 400 440 480 520

Table 9 . 3 . l a : Calculation of Conditional Payoff

Laplace Principle

According to the Laplace principle, the average pay-off for each course of action is

determined and the strategy with the highest mean value is adopted. The

calculations are done as follows:

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Average Payoff
A.
I
( I n f)

A, (400 + 400 + 400 + 400)/4 = 400

A, (370 + 440 + 440 + 440) /4 = 4 2 2 . 5

A, (340 + 410 + 480 + 480)/4 = 4 2 7 . 5

A ( 3 1 0 + 380 + 450 + 520) /4 = 4 1 5

Table 9 . 3 . l b : Calculation of Average Payoff

Since the largest average payoff is for course of action A3, the retailer must

purchase 12 cases of apples, according to the Laplace principle.

Maximax Principle

According to the maximax principle, the decision maker takes the m a x i m u m payoff

under each course of action or strategy, and then selects the best of those

maximum payoffs. As shown in Table 9.3.la, the maximum payoff row, the

highest payoff from each action is listed and maximum payoff of the highest value

is for action A., that is, V,i = ,520. Thus, if retailer is optimistic, then the

alternative of purchasing 13 cases of apples w i l l give the highest return.

Maximin Principle

Under m a x i m i n principle, the decision maker takes the smallest payoff under each

action and then selects the largest of those minimum payoffs. As shown in Table

9.3.la, the minimum payoff row, the smallest payoff from each action is listed

and maximum payoff of the lowest value is for action A,, that is, Vu = ,400. Thus,

if the retailer is pessimistic, then the alternative of purchasing 10 cases will give

optimal return.

Savage ( M i n i m a x Regret) Principle

This principle states to select the alternative or course of action that m i n i m i z e s the

maximum regret. Thus, the first opportunity loss table is obtained from the

conditional payoff table. The maximum payoff of 400 will be obtained if event E,

occurs. Similarly, maximum payoffs of 440, 480, and 520 w i l l be obtained if events

E2, E3, and E4 will occur, respectively. Thus, the opportunity loss table is obtained

as shown in Table 9 . 3 . l c .

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A : 10 A : 11 A 12 A :13
l 2 3: 4

E 10 400 - 400 = 0 400 - 370 = 30 400 - 340 = 60 400 - 3 1 0 = 90


r'

E 11 440 - 400 = 40 440 - 440 = 0 440 - 4 1 0 = 30 440 - 380 = 60


2:

E 12 480 - 400 = 80 480 - 440 = 40 480 - 480 = 0 480 - 450 = 30


2'

E 13 520 - 400 = 120 520 - 440 = 80 520 - 480 = 40 520 - 520 =O


2:

Maximum
120 80 60 90
Regret

.
Table 9 . 3 . l c : Opportunity Loss Table

As shown in Table 9 . 3 . l c , the minimum value from the maximum regret row is

60, for the course of action A3. Thus, according to savage principle, the retailer

should purchase 12 cases of apples to minimize the maximum regret.

Hurwicz Principle

Given the coefficient of optimism, a = 0.4, the coefficient of pessimism will be

1 - a = 0 . 6 . Then select the course of action that w i l l optimize the payoff value 'H'.

H = a x (maximum payoff of a ct i o n ) + (1 - a) x (minimum payoff of action)

Best Worst
A. H
I
Payoff Payoff

A, 400 400 400

A, 440 370 398

A, 480 340 396

A 520 310 394

. . . .
Table 9 . 3 . l d : Calculation for Hurw1cz Pr1nc1ple

The course of action A1 optimizes the value of H, thus the retailer should purchase

10 cases of apples, according to Hurwicz principle.

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9 . 3 . 2 Decision Making under Risk

As explained before, the decision making under risk is a probabilistic decision situation.

In such a situation, the decision maker has sufficient infonnation to assign probabilities

of occurrences to each state of nature. If the probabilities are known, the best decision

is to select the course of action that has the largest expected payoff. Here, the expected

payoff value for each alternative rs calculated by rn u l t i p lv r n q the payoff values with their

respective probabilities and then adding up those products.

The various criteria for evaluating the decision under risk are:

Expected Monetary Value (EMV) criterion

Expected Opportunity Loss (EOL) criterion

Expected Value of Perfect Information (EVPI) criterion

Expected Value of Sample Infonnation (EVSI) criterion

Expected Monetary Value (EMV) Criterion

Expected monetary value for a given course of action is the weighted sum of possible

payoffs for each alternative. Mathematically, EMV is stated as:

EMV (A ) = I P ( E , ) x V, , j = 1, 2 . . . m
1 1
,_,

Where,

n = Number of states of nature or events (E,)

m = Number of strategies or courses of action (A;)

P() = Probability of occurrence of event E,

VIJ = Payoff corresponding to ;th event of i"' strategy

Find the EMV for each course of action and select the course of action that yields

maximum EMV.

Expected Opportunity Loss ( EOL) Criterion

Expected opportunity loss criterion is an alternative approach to EMV criterion. First,

prepare the opportunity loss matrix, as explained in Savage Principle, then multipl y

each regret payoff with the respective probability of state of nature and add those

products to get the EOL for each alternative. Mathematically, EOL is stated as:

EOL ( A , ) = I P ( E , ) x L,p j = 1, 2 . . . m
,_,

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Where,

LiJ = Opportunity loss due to state of nature (E,) and course of action (AJ)

Find the EOL for each course of action and select the course of action that yields

minimum EOL value.

Expected Value of Perfect Information (EVPI) Criterion

If the decision maker can get perfect information about the various states of nature,

then the decision maker would be able to select a course of action that yields the desired

payoff for whatever state of nature that actually occurs.

Expected value of perfect information (EVPI) represents the maximum amount of payoff

the decision maker has to pay, in order to get this additional information about the

occurrence of various state of nature, before the decision is made. EVPI can also be

referred to as an expected value of additional information, if it were of any worth for

decision m a k i n g . Mathematically, it is stated as:

EVPI = (Expected payoff with perfect information) - (Expected payoff without perfect

information)

EVPI = [ t, P ( E , ) x m a x ( V , , ) ] - E M V * , j = l , 2 ... m

Where,

max (ViJ)= The best payoff when the action, A; is selected in the presence of state of

nature or event E1

EMV* = M a x i m u m expected monetary value

The procedure for calculating EVPI rs:

Step 1: determine the expected monetary value (EMV*) of the optimal course of action.

Step 2: determine optimal returns corresponding to each state of nature or event.

Compute the expected value for these optimal returns, in order to get the expected

profit with perfect information (EPP!).

Step 3 : subtract EMV* from the EPP!, in order to get EVPI.

Expected Value for Sample Information (EVSI) Criterion

Expected value of sample information (EVSI) is the additional expected profit possible

through knowledge of the sample or survey information. In addition to the perfect

information in the decision making process, sample information can also be obtained by

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conducting the sample survey regarding the states of nature. Mathematically, EVSI is

stated as:

EVSI = (Expected payoff with sample infonnation) - (Expected payoff without sample

information)

EVSI = EPSI - EMV*

Where,

EMV* = M a x i m u m expected monetary value without any sample information.

The expected payoff with sample infonnation (EPSI) is obtained by applying Bayes'

theorem. According to Bayes' theorem, an initial probability statement to evaluate the

expected payoff is called 'prior probability distribution' and the revised probability

statement for state of nature after sample survey is known as posterior probability

distribution.

Let E,, E2 . . . Eo be the mutually exclusive and exhaustive outcomes, events, or state of

nature. Their probabilities P(E,), P(E2) ... P(En) are known. Let B be the experimental

outcome of survey with given probabilities P(BIE,), P(BIE2) ... P(BIEo), Given the

information that outcome B has occurred, the revised conditional probabilities of

outcomes E,, that is, P(E,IB), are determined by using the following conditional

probability relationship:

P(E I B) = P(E, and B) = P(E, n B)

' P(B) P(B)

Where,

P(B) = P(E, n B) + P(E2 n B) + . . . + P(E0 n B) = L P(E, n B)

1= I

Since each joint probability can be expressed as the product of a known marginal (prior)

and conditional probability, P(E, n B) = P(E, )x P(B I E, )

The posterior probability E, given that the outcome B has occurred can be given as:

P(E, I B) = ;(E,)x P(B I E, )

L P ( E, ) x P(B I E , )
1 = 1

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Example 0 2 :

A manufacturing company has recently acquired a piece of land in the outskirts of the

city, on which it plans to construct a manufacturing unit. The company has to decide the

size of the unit. Depending on the capacity, three options are considered, small-sized,

medium-sized, and large-sized unit. The company feels that overall product demand

would be either low or high. The payoffs (in ,000) expected under various event-action

combinations, together with the estimated probabilities are:

Course of Action (A.)


States of I

Probability
Nature
P(E;) A : Small- A : Medium- A : Large-sized
1 2 3
(E)
sized unit sized unit unit

E : High
1
0.4 2,000 2,500 4,500
Demand

E Low
2:
0.6 1,200 800 -1,500
Demand

Table 9.3.2a: Payoff Table

Furthermore, services of marketing research firms could be employed to provide a

detailed survey of the market. Suppose that the past record of the research firm on

s i m i l a r studies has led to the following estimates of relevant probabilities:

Market Research Report Outcome (B)

States of Nature

Favorable Market Unfavorable Market


(E;)
(B,) (B,)

E High Demand 0.8 0.2


1:

E : Low Demand 0.3 0.7


2

. .
Table 9 . 3 . 2 b : Probab1hty Table for Research Outcome

The marketing research firm has asked for <'3,50,000 as the fee for undertaking the

study. How should the construction company proceed?

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Solution 02:

The payoff Table 9.3.2a for the problem rs reproduced in Table 9.3.2c for the

calculation of expected monetary value.

Conditional Payoff Expected Payoff


E. P(E)
'
' A, A, A, A, A, A,

E, 0.4 2,000 2,500 4,500 800 1000 1800

E, 0.6 1,200 800 -1,500 720 480 -900

Expected Monetary Value (EMV) 1520 1480 900


.
Table 9 . 3 . 2 c : Expected Monetary Value (EMV) Calculation

The expected payoff is obtained by multiplying probability with the conditional payoff. As

per Table 9.3.2c, the maximum EMV is for course of action A,. Thus, with no additional

information, the company should choose course of action A1, with EMV* = ,15,20,000.

The calculation for expected payoff of perfect information (EPP!) is calculated as:

Optimal Course Conditional Expected


E. P{E.)
' '
of Action Payoff Payoff

E, 0.4 4,500 1800


"-a

E, 0.6 A, 1,200 720

EPPI 2520
.
Table 9 . 3 . 2 d : Expected Payoff of Perfect Information (EPPI) Calculation

Thus, under conditions of complete information, the expected profit would be

,2,520,000. From this, the expected value of perfect information (EVPI) can be

calculated as: EVPI = EPP! - EMV* = 2520 - 1520 = 1000

So, to get perfect information, the company must pay ,10,00,000.

In Table 9.3.2b, the probability of 0.8 represents the conditional probability that the

marketing research survey shall give a favorable report, given that the state of nature

eventually turns out to be a high demand, that is, P(B1IE,) = 0.8.

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Now, calculate the posterior probabilities for events E, and E2 under the conditions (a)

that favorable report is given and (b) an unfavorable report is given by the research

firm. According to the Bayes' theorem, the mathematical fonm of posterior probability i s :

P(i; I ) = P(E, n B) = P(E,) x P(B I i; )


8

P(B) i; P ( E , ) x P ( B l i; )
1 = 1

(a) When a favorable report is given:

Prior Conditional Joint Conditional

E. Probability Probability Probability Probability

'
P(E,) P(B,I E,) P(E, n B ) P(i;I B)

E, 0.4 0.8 0.32 0.73

E, 0.6 0.2 0.12 0.27

"
P(B,)= :[ P ( E , ) x P ( B , I i; ) 0.44
1= 1

Table 9 . 3 . 2 e : Calculation of Posterior Probabilities under Favorable Report

Condition

Thus, under favorable report condition, the revised probability of state of nature E1

would be 0. 73 and that of E2 would be 0.27. Thus, according to the revised

probabilities, the expected values can be obtained as follows:

Conditional Payoff Expected Payoff


E. P(E
1)
'
A, A, A, A, A, A,

E, 0.73 2,000 2,500 4,500 1460 1825 3285

E, 0.27 1,200 800 -1,500 324 216 -405

Expected Monetary Value (EMV) 1784 2041 2880

Table 9.3.2f: Determination of Optimal Source of Action under Favorable

Report Condition

Since EMV for the course of action Aa is the highest, under favorable report condition,

the best course of action would be to construct a large-sized unit to get the expected

payoff of '1' 2 8 , 8 0 , 0 0 0 .

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(b) When an unfavorable report is given

Prior Conditional Joint Conditional

E. Probability Probability Probability Probability

'
P(E,) P ( B , I E, ) P(E, " B ) P(i; I B)

E, 0.4 0.2 0.08 0.16

E, 0.6 0.7 0.42 0.84

P(B,) = L P(E,) x P(B, I E,) 0.50


i= I

. . . .
Table 9 . 3 . 2 g : Calculation of Posterior Probabi11t1es under an Unfavorable

Report Condition

Thus, under unfavorable report condition, the revised probability of state of nature

E, would be 0.16 and that of E2 would be 0.84. Thus, according to the revised

probabilities, the expected values can be obtained as follows:

Conditional Payoff Expected Payoff


E. P(E.)
'
'
A, A, A, A, A, A,

E, 0.16 2,000 2,500 4,500 320 400 720

E, 0.84 1,200 800 -1,500 1008 672 -1260

Expected Monetary Value (EMV) 1328 1072 -540

Table 9 . 3 . 2 h : Determination of Optimal Source of Action under Unfavorable

Report Condition

Since EMV for the course of action A, is the highest, under an unfavorable report

condition the best course of action would be to constnuct small-sized unit to get

expected payoff of , 1 3 , 2 8 , 0 0 0 .

Thus, when the research report is favorable, A3 would be the optimal course of action

with EMV = , 2 8 , 8 0 , 0 0 0 ; whereas, when unfavorable, A1 would be the optimal course of

action with EMV = ,13,28,000. However, these decrsions are conditional, in the sense

that either of them can be taken only when the nature of the report is known.

Thus, based on the market research infonmation, the expected payoff of sample

information (EPSI) is calculated, as shown in Table 9.3.2i. The expected payoff of the

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optimal decision is , 2 0 , 0 3 , 2 7 0 ; if it is based on market research, as against <" 1 5 , 2 0 , 0 0 0 ,

without any kind of infonmation.

Report
Optimal Course of Conditional Expected
Condition P{B;)
Action Payoff Payoff
{B;)

E, 0.44 A3 2880 1267.2

E, 0.50 A, 1328 664

EPSI 1931.2

Table 9 . 3 . 2 i : Calculation of Expected Payoff of Sample Information

Thus, the expected value of samp le information (EVSI) can be calculated as follows:

EVSI = EPSI - EMV* = , 1 9 , 3 1 , 2 0 0 - ,15,20,000 = , 4 , 1 1 , 2 0 0

Thus, the company can invest up to ,4,11,200 for doing research repcrt. Here, the fee

of doing research by the research firm is ,3,50,000, which is less than the EVSI,

therefore, it is worth to do research through the marketing research fi r m .

9 . 4 M u l t i - s t a g e Decision Making

Also known as sequential decision problems, multi-stage decision making problems are

characterized by a sequence of decisions in which, following each decision, a chance

event occurs which, in turn, influences the next decision. A decision tree is one of the

most systematic tools of decision making theory. Such decision trees are particularly

helpful in situations of complex multi-stage decision problems.

For example, when you need to plan and organize a sequence of decisions, you have to

take into account how the choices were made at earlier stages and their outcomes of

possible external events. In addition, you will have to determine the types of decisions

and events to be made at later stages of that sequence.

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Decision Tree

Decision tree represents sequential and complex decisions in a pa rt i c u l a r connected way.

A decision tree comprises nodes, branches, and payoff values.

I Decision Tree
I

,,
'" '"
Nodes Branches Payoff
I I I I I I

I I

w w w w
Decision Chance Decision Chance

Nodes Nodes Branches Branches

Fig. 9 . 4a : Elements of Decision Tree

There are two types of nodes, decision nodes and chance nodes. In addition, there are

two types of branches joining the nodes, decision branches, and chance branches.

The decision tree can be shown as following:

Chance

Branches

Chance

Nodes

State of Nature, E1
Decision
Payoff
Branches Probability, P(E1)

State of Nature,
Course of Payoff
Decision
Probability, P(E2)
Node

State of Nature, E1

Payoff

Probability, P(E,)

State of Nature,
Payoff
Probability, P(E2)

Fig. 9.4b: Presentation of Decision Tree

The decision node is represented by a square. At decision nodes, the decision maker has

to select one alternative course of action among the available actions. Alternative

courses of action or strategies are shown on the decision branches, emerging from

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decision nodes. Each course of action may result in chance nodes, which are represented

by circles.

Chance node is a node at which the decision maker will discover the responses or the

state of nature of the decisions. The leading chance branches, from the chance nodes,

represent the responses or the state of nature with the probabilities of occurrence of

state. The payoff gives the consequences, profit value, or cost for each branch of

decision or the state of nature, which is pursued.

The determination of optimal decision in tree is based on backward pass calculation.

There are three steps for this calculation:

Step 1: compute the expected payoff for each state of nature by multiplying the

probability with payoff.

Step 2: then, at the extreme right chance nodes, compute the expected monetary value

( EMV) by adding each expected payoff at that node.

Step 3: finally, at the decision node, the EMV is obtained as an EMV of the best course

of action, leading from that decision node. Again, if there are chance nodes, repeat steps

1 to 3.

Example 0 3 :

The manager of a manufacturing firm intends to match the market demand. The

chances of the market being favorable are 60/o. The manager has to decide among,

starting overtime production, arranging subcontracting or constructing a new production

facility. The estimated profit under favorable market condition and unfavorable condition

is given in the following table.

Estimated Profit

(f)
Alternatives
Market Market

Favorable( 0.6) Unfavourable(0.4)

Overtime Production 80,000 -7,000

Subcontracting 1,00,000 -12,000

Construct New Facility 1,40,000 -90,000

Table 9.4a: Payoff Table

Show this decision situation in the form of a decision tree.

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Solution 0 3 :

A decision tree that represents possible courses of action and the states of nature is

shown in Fig. 9.4c. The expected payoff is calculated in the extreme right side of the

tree. Chance node 3 has the highest EMV, therefore, the decision at node D, will be to

choose the course of action A2, that is, arrange for subcontracting.

Payoff Expected Payoff

(EMV), = 48000- 2800


E11 Favorable Market
(EMV), = 45200 80,000 I I _o
__.6
_ x
_ 8
_ o
_ oo
_ o
_ =
_ 4
8_o
_ oo
__
P(E,) = 0.6

E2, Unfavorable Market I _ 7000 1 1 0.4 x (-7000) = - 2800 I

P(E,) = 0.4

(EMV)z = 60000 - 4800 E1, Favorable Market I 1 1

(EMV)z = 55200 ,r""'"


-,P
"'(
""E
=
, ="'
o "'
6
. ,-- . 1,00,000 . L. _o
_6_
. x
_ 1
0_00
_ 0
_ 0
_ =
_ 6
_ 0
00_0

E2, Unfavorable Market I - 12,000 1 1 0.4 x (-12000) = - 4800 I

P(E2) = 0.4

E1, Favorable Market I I

= . _ 1,40,000 _ I 0.6 x 140000 = 84000


1

(EMVh = 84000 - 3600 E2, Unfavorable Market I - 90,000 II 0.4 x (-90000) = - 36000

(EMVh = 48000 P(E2) = 0.4

Fig. 9.4c: Decision Tree

9.5 U t i l i t y Theory

Utility is the measure of the total worth of a particular outcome. Utility reflects the

decision maker's attitude toward a collection of factors, such as profit, loss or risk. Utility

theory is a non-monetary criterion for decision making. Numerically represented values

(utilities) are easy to use in decision making. Utilitarian moral theory postulates that

individuals should maximize the utility resulting from their actions. Von Neumann and

Morgenstern proposed an index of measurement of utrhtv, which is a special type of

cardinal measure. Utility indexes are designed for predictive purposes. The utility theory

postulates that a rational decision maker will always decide to maximize utility.

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The expected utility of a risky alternative is defined as the aggregate of the products of

utility values of a l l its possible outcomes and their respective probabilities. For example,

given an alternative A, if there are two possible outcomes x. and X2, with the

probabilities of a and ( 1 - a ) , and respective utilities u,, and u , , , we get:

Expected utility of A: Eu. = au,, + ( 1 - a)U,,

A utility function should possess the property of completeness. The function is said to be

complete if it measures the utility for all possible alternatives available. For deriving the

utility function, two points are selected at random and they are assigned any arbitrary

values.

For example, arbitrarily assign zero util to the smallest value and 10 utils to the highest

value (Util is a unit in which utility may be measured and expressed). A person is asked

to select one alternative from the following alternatives:

Alternative A: Guaranteed cash award of <"6000

Alternative B: A bet involving a loss of <"5000 or a gain of <" 1 0 , 0 0 0 , occurring with

equal probabilities.

Now, assign the 'O' util to the lowest value and 10 utils to the highest value.

Therefore, Uc sooo= 0 util and U10000 = 10 utils. Thus, expected utility for alternative B i s :

Us = ( 0 . 5 ) Uc.sooo + ( 0 . 5 ) U10000 = 0 + 5 = 5 utils.

If the person selects alternative A of cash award of <"6000, then the utility of alternative

A is more than the utility of alternative B. That is, Usooo > 5 utils. However, if the person

selects the alternative B of betting, then the utility of alternative A is less than the utility

of alternative B. That is, Uooo < 5 utils.

If the guaranteed amount keeps depreciating from <"6,000 but more than <"5,000 and

asking for preferences between alternatives, a value will be obtained, at which the

person would be indifferent between the two. Then, at an indifferent value of <"5500, the

utilities are equal for both alternatives.

Ussoo = (0.5) U-sooo+ (0.5) U10000 = 0 + 5 = 5 utils

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Next, if the probabilities keep on varying, the utility values for several amounts are

obtained and plotted in the form of a graph, as shown in Fig. 9. S a .

Utils

10

-5 -2 0 2 4 6 8 10

Amount of Money ('000 ?)

Fig. 9.Sa: Utility Curve

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9 . 6 Chapt e r S u m m a r y

Decision theory is concerned with decision making under conditions of certainty,

uncertainty, and risk.

The decision process involves four major steps: identification of possible

outcomes; course of action; payoff function; and choosing appropriate action.

Among the rules taken for decision making, Laplace, maximin, minimax, maximax,

and expectation principles are important.

Along with the determination of an optimal course of action, the expected value of

sample information (EVSI) can also be calculated, as the difference of expected

payoff with and without sample information.

The decision tree approach to decision making rs used in situations where multi

stage decisions are needed.

The expected utility criterion is also used for taking decisions that are based on

non-monetary value.

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G a m e Theory

I T M
UNIVERSITY

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1 0 . 1 Introduction

Generally, a game refers to a situation where two or more intelligent opponents play

together with conflicting objectives, in order to make a decision of certain outcome over

a period of time. The intelligent opponents or competitors are referred to as players.

Where, the player could be an individual, a group of people or an organization.

Game theory is applied in the situation where two or more competitors interact with

conflicting objectives in the decision making circumstance, in order to get an optimal

solution. It is a series of mathematical models helpful to explain the interactive decision

making concepts, where two or more competitors are involved under conditions of

conflict and competition.

For example, the pricing of a product is not only done according to the organization's

selection of the price level but also by the prices set by its competitors. Another instance

would be of the success of an advertising campaign which depends on the services

offered to customers. Therefore, in this chapter, you will study about game theory and

its application, in order to solve conflicts and anrive at an optimal solution.

After reading this chapter, you will be able to:

Describe two-person zero-sum games: Pure strategy and Mixed strategy

Apply m i n i m a x and maximin principles for pure strategies game

Calculate probabilities for mixed strategies

Apply dominance principle for reducing m x n payoff matrix

Solve m x 2 and 2 x n payoff matrix by graphic method

Convert payoff matrix into linear programming form

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1 0 . 2 Definition a n d History of G a m e Theory

Game theory is the study of how people interact and make decisions under competing

and conflicting conditions.

Definitions

According to K. Shridhara Bhat, "Game theory is a mathematical theory based on

which strategy steps are employed to win a game played in a conflicting

situation to maximize the benefits (or profit) or to minimize the damage

(or loss)."

According to P. Rama Murthy, "Game theory is a body of knowledge that deals

with making decisions when two or more intelligent and rational opponents are

involved under conditions of conflict or competition. The competitors in the

game are called players."

In short, game theory applies mathematical models to interaction between competitors,

under the assumption that each person's behavior impacts the well-being of all other

participants in the game. These models are often simplified abstractions of real-world

interactions but offer a tractable way of predicting likely outcomes.

History of Game Theory

Game theoretic notions go back thousands of years, evidenced in Talmud and Sun Tzu's

writings. It came into existence during the 20"' century. However, its contemporary

codification is credited to John Von Neumann and Oskar Morgenstern, who in the year

1944 published the book, 'Theory of Games and Economic Behavior'. This provides

information on how different businesses apply the game theory, in order to find out the

best strategy, when in a competitive business environment. Also, the author emphasized

on the principle of 'best out of the worst'.

In the early 1950s, John Nash (of Beautiful Mind fame) generalized these results and

provided a basis for the modem field. A rapid rise in theoretical developments led to

finding the first academic journal devoted to the field by Oskar Morgenstern in 1972.

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10.3 Real World Applications of G a m e Theory

Game theory finds its application in the real world, a few of which are:

Economists

o Innovated antitrust policy.

o Auctions of radio spectrum licenses for cell phones.

o Program that matches medical residents to hospitals.

Computer Scientists

New software algorithms, routing protocols, and game artificial intelligence (AI).

Military Strategists

Nuclear policy and notions of strategic deterrence.

Sports Coaching Staff

Run versus pass or pitch-fast balls versus sliders.

Biologists

What species have the greatest likelihood of extinction?

1 0 . 4 G a m e Theory: Assumptions a n d C o m m o n Terms

Assumptions of Game Theory

There are a few assumptions made for game theory, which are:

The conflict should focus on a central value and there should be a finite set of

possible actions for each player. The set of actions may vary from player-to

player.

The players act rationally and are aware of the competitor's strategies too.

Every player has a finite set of alternatives. Players should consider their

strategies simultaneously and concurrent decisions, as to which strategy to apply.

One player tries to maximize the gain, whereas, other player tries to m i n i m i z e the

loss.

Individual decisions are taken by players before they play, without directly

communicating with each other.

If A is g a i n i n g and B i s losing with the same amount, then the game is said to be a

zero sum game (amount of gain = amount of loss).

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Common Terms

A few common tenms that are used are mentioned below along with their definitions:

Person

Person refers to one of the opposing interests or players, either a group or

individual or an organization.

Game

Game refers to a set of rules that defines what can be done and what is to be

avoided. Rules must be followed and no change in them is possible later.

Strategy

Strategy refers to a complete plan of action that a player will take, given the set of

circumstances that might arise within the game.

Payoff

The payoff is refenred to as the payout a player receives from arriving at a

particular outcome. The payout can be in any quantifiable form, from rupees

to utility.

Set

Set is infonmation available at a given point in the game. The term information set

is mostly applied when the game has a sequential component.

Equilibrium

The point in a game where both players have made their decisions and an

outcome is reached is called equilibrium.

1 0 . 5 Types of G a m e s

Games are classified on the basis of different parameters, namely, number of players

involved, the sum of the gains or losses, and the number of strategies used in the game.

On the Basis of Number of Players

In a game, when there are two or more players, conflicts will arise. Therefore, it is

classified as a two-person game and n-person game.

o Two-person Game

It indicates that the game has two players.

o N-person Game

If there are more than two players in the game, then it is called 'n-person'

game.

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On the Basis of Sum of the Gains or Losses

On the basis of sum of gains or losses, the game is classified into two factors,

namely, zero-sum game and non-zero-sum game.

o Zero-Sum Game

In a game, when the sum of gains or losses is zero, it is termed as zero-sum

game or constant-sum game. Here, the ga,n of one player is equal to the

loss of another player. For example, in a chess game, if the winner w i n s ,SO,

then at the same time, the loser loses that amount.

o Non-Zero-Sum Game

In a game, when the sum of gains or losses is not equal to zero, then it is

termed as a non-zero-sum game.

On the Basis of Number of Strategies

On the basis of number of strategies, the game is classified as finite and infinite.

o Finite

When each player in the game has the option of selecting from a finite set of

strategies, it is termed as finite.

o Infinite

When the players in the game do not have the option to select from a finite

set of strategies, the game is classified as infinite.

In this chapter, two-person zero-sum game will be considered with a finite set of

strategies available to the players.

Payoff Matrix for Two-person Game

The payoffs can be in the form of gains or losses. When the players select their

appropriate strategies, represented in the form of a matrix, it is known as payoff

matrix. In a zero-sum game, the gain of one player is equal to the loss of another. For

example, in a chess game, if the winner wins ,SO, then at the same time, the loser loses

that amount. Therefore, it can be concluded that one player's payoff table w i l l have the

same amount as that of the other players payoff table, with the sign changed.

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Suppose, if player A has a set of strategies A,, A2 ... Am and player B has a set of

strategies B,, 82 . . . Ba and if a;J represents the payoffs for i"' action of A (for g a i n ) and i'"

action for B, then the payoff matrix for player A is as follows:

Player B's Strategies (BJ)

B, B, B"
VI a,,
-
A, a" a"'
<{
.,
VI

., -
A, a,, a,, a.,,
>, "'

"'
a: e


VI

Am
am am, ama

Where,

A; = Number of strategies for player A

BJ = Number of strategies for player B

au is the payoff that player A will gain from player B, if A selects strategy A; and B

selects strategy BJ

1 0 . 6 Strategies for Two-person G a m e

Strategy is a list of all possible actions a player can consider for each payoff or outcome

that might arise. A plan by which the players can optimize their gains or losses, without

knowing the competitor's strategies, is known as optimal strategy. The expected

outcome or payoff per play when the players follow their optimal strategy is known as

the value of g am e . The different types of strategies used in game theory are:

Pure strategy

Mixed strategy

Pure Strategy

It is the decision rule always considered by the player to select a particular strategy

from the known feasible options, irrespective of the other player's strategy. The player's

m a i n focus is to m a x i m i z e the gain and minimize the loss.

Mixed Strategy

When the courses of actions are selected with some fixed probability on a particular

occasion, it is known as mixed strategy. In this case, the players focus to maximize the

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expected gains or m i n i m i z e the expected losses by making a decision among the pure

strategies with fixed probabilities.

In order to achieve the respective objectives and optimize the respective payoffs of both

the players, minimax-maximin principle is used, which gives the best possible selection

of strategies for both players. Fig. 10.6a represents the procedure for selecting

respective strategies and finding the value of game.

Two-person Game: Strategy

Apply Minimax and Maximin Principle for Saddle Point

With Saddle Without Saddle


Two-person Zero-Sum: Two-person Zero-Sum:
Point Point
Pu re Strategy Mixed Strategy

Apply Dominance Rule

for Reducing Strategies

J I

(2 x 2) Order Payoff (2 x n) or (m x 2) (m x n) Order Payoff

Matrix Order Payoff Matrix Matrix

' ' '


Algebraic Method Linear Programming
Graphic Method
Shortcut Method (LP) Method

Fig. 10.6a: Strategy Selection Procedure {m x n)

10.7 Pure Strategy

The major principles used for pure strategies are:

Maxim in Principle for Player A

The maximizing player A will select the best of worst strategies for m a x i m i z i n g its

gain, by finding out the row minima which represents the least gain (minimum

payoff) from each of its strategies and select a strategy that gives the maximum

g a i n among row m i n i m a .

Minimax Principle for Player B

Player B will select the best of worst strategies for m i n i m i z i n g its loss, by finding

out the column maxima, which represents the maximum loss (maximum payoff)

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from each of its strategies and select a strategy that incurs minimum loss among

column maxima.

Optimal Strategy (Saddle Point)

If m a x i m i n value of player A is equal to minimax value of player B, then the game

is said to have a saddle (equilibrium) point and the corresponding strategies are

called optimal strategies.

Value of Game (V)

Value of game is the amount of payoff at saddle (equilibrium) point.

Steps for Solving Pure Strategy Problems

The following steps need to be considered while solving a pure strategy problem:

Step 1: Find the row minima for Player A. Find the strategy with minimum gain for a l l

t h e strategies of player A.

Step 2: Select the strategy with the maximum gain among row minima.

Step 3 : Find the column maxima for Player B.

Find the strategy with maximum loss for all the strategies of player B.

Step 4: Select the strategy with the minimum loss among column m a x i m a .

Step 5: Find the optimum strategy for both the players, A and B. Find the saddle point,

that is, the intersection of the highest row minima and lowest column m a x i m a .

Consider the following example of pure strategy.

Example 0 1 :

Find the optimum Research and Development {R&D) strategies for competing firms A

and B in terms of investing in R&D. The following are the various strategies that can be

practiced by both f i rm s :

No R&D

Moderate R&D

Heavy R&D

Table 10.7a illustrates the payoff table from player A's viewpoint.

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Firm B
Firm A
None (B,) Moderate (B2) Heavy (B,)

None (A,) 10 0 -10

Moderate (A2) 15 5 3

Heavy (A3) 20 10 10

Table 1 0 . 7 a : Payoff Table as per Player A's Viewpoint

Solution 0 1 :

Let Player A represent firm A and Player B represent firm B. Therefore, as per the

minimax-maximin principle:

Step 1: to find the row minima for player A.

To find the strategy with minimum gain for strategy A1, the minimum value is -10, as

compared to 10 and 0, as shown in Table 10.7b. Similarly, the remaining values are

found.

Firm B
Firm A
Row
None Moderate Heavy
Minima
(B,) (82) (B,)

None (A1) 10 0 -10 -10

Moderate (A2) 15 5 3 3

Highest row
Heavy (A3) 20 10 10 10 + -
minima value

Table 1 0 . 7 b : Row Minima for Player A

Step 2: select the strategy with the maximum gain among row minima.

As observed from Table 10.7b, the row minima values for strategies A,, A2, and A3 are

-10, 3, and 10, respectively. Now, select the strategy that gives the maximum gain

among row minima, that is, maximum (-10, 3, 10) = 10. Therefore, to maximize the

minimum gain, firm A should adopt the maximin strategy of A3 which is investing in

heavy R&D.

Step 3 : find the column maxima for player B.

To find the strategy with maximum loss for strategy 81, the maximum value is 20 as

compared to 15 and 10, as shown in Table 10.7c. Similarly, the remaining values are

found.

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Firm 8
Firm A
Row
None Moderate Heavy
Minima
{81) (82) (83)

None (A1) 10 0 -10 -10

Moderate (A2) 15 5 3 3

Heavy (Aa) 20 10 10 10 Highest row


- minima value
Column Maxima 20 15 10

T
Lowest column

maxima value

Table 1 0 . 7 c : Column Maxima for Player B

Step 4: select the strategy with the minimum loss among column maxima

As observed from Table 10.7c, the column maxima values for strategies B,, 82, and B,

are 20, 15, and 10, respectively. Now, select the strategy which gives the minimum loss

among column m a x i m a , that is, minimum (20, 15, 10) = 10. Therefore, to m i n i m i z e the

maximum loss, firm B should adopt the minimax strategy of B,, which is investing in

heavy R&D.

Step 5 : find the optimum strategy for investing in R&D for both the firms, A and B:

For player A, strategy A3 maximizes the minimum gain with value 10 and for player B,

strategy B, m i n i m i z e s the maximum loss with value 1 0 . Thus, saddle point occurs where

the maximum value of the minimum gain and minimum value of the maximum loss

coincide with each other, which is value 10 as highlighted in Table 1 0 . 7 d .

Firm 8
Firm A
Row
None Moderate Heavy
Minima
(81) (82) (83)

None (A1) 10 0 -10 -10

Moderate ( A2) 15 5 3 3

Heavy (Aa) 10 10 10 Highest row


2ui
,#
minima value
Column Maxima 20 15 10
/

T
Intersection of highest row minima and/
Lowest column
lowest column maxima is at A3B3
maxima value

Table 1 0 . 7 d : The Optimal Strategy for Both the Firms

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Thus, player A will select the optima l strategy of heavy investment in R&D. Similarly,

player B w i l l also select the optimal strategy of heavy investment in R&D. So, there is no

loss and gain. This is a pure strategy game, as there is no loss no gain and no conflict.

Therefore, the value of game is 10 as maximin value for A = m i n i m a x value for B = 1 0 .

1 0 . 8 Mixed Strategy

In pure strategy, the saddle point is obtained to find the optimal strategy, whereas, in

mixed strategy there is no saddle point and players have to determine optimal mixture

of the strategies. The optimal strategy mixture is determined by assigning individual

probabilities to the strategies.

Mixed strategies are the probabilistic combination of the available choices of strategies.

The value of game by mixed strategy represents the least payoff, which player A can

expect to win and the least which player B can lose. A mixed strategy can be solved by

different approaches, namely:

Algebraic Method

Arithmetic Method or Short-cut Method

Dominance Rule

Graphical Method

Linear Programming Method

10.8.1 M i x e d Strategy: Algebraic Method

Algebraic method is used to determine the probability of using different strategies by

players A and B. it is preferred for 2 x 2 order payoff matrix without saddle point. The

payoff table format is as shown in Table 10.8.la.

Player B's Strategies

(B;)

81 82 Bn p,

A1 a11 a,2 ... a,n Pi


Player A's
A2 a,, a22 ... a2n P2
Strategies
. ...

(A;)

...

Am am, am2 ... ama Pm

q; q, q, ...
q"

Table 1 0 . 8 . l a : Algebraic Method for Mixed Strategy

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eBook

Where,

p, is the probability with which player A select strategy A;; i = 1, 2, 3 m.

qJ is the probability with which player B select strategy BJ; j = 1, 2, 3 n.

Let V be the expected value of the game.

The expected gain for player A when player B selects strategies B,, 82 . . . B, one-by-one

is given by the following simultaneous equation:

a11P1 + a21P2 + a31P3 . . . + am1Pm V

a12P1 + a22P2 + a32p3 + am2Pm 2 V

P, + P, + P, . . + P m = 1

P, O for a l l I

The expected loss for player B when player A selects strategies A,, A2 . . . Ao is given by

the following simultaneous equation:

a 1 1 q 1 + a12q2 + a13q3 . . + alnqn :-:::; V

a21q1 + a22q2 + a23q3 . . . + a2nqm :-:::; V

amlql + am2q2 + am3q3 + amnqn ,S: V

ql + q2 + q3 + qm = 1

p, Oforall j

To get the value of the probability, the above inequalities are considered as an equation

and solved simultaneously.

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Consider the following example of algebraic method.

Example 0 2 :

By algebraic method

Solve the following game whose payoff matrix is given in Table 1 0 . 8 . l b .

Player B

Player A

B, B2

A, 5 2

A2 -1 3

Table 1 0 . 8 . l b : Payoff Matrix

Solution 0 2 :

By algebraic method

Step 1: select the strategy with the maximum gain among row m i n i m a .

Player B
Row
Player A
Minima
B, B2

.
A, 2 Maximin
5 2

A2 -1 3 -1

Table 10.8.lc: Row Minima for Player A

As observed from Table 10.8.lc, the row minima values for strategies A1 and A2 are 2

and -1, respectively. Now, select the strategy with the maximum gain among row

minima, that is, maximum (2, -1) = 2. Therefore, to maximize the minimum gain,

player A should adopt the maximin strategy of A 1

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Step 2: select the strategy with minimum loss among column m a x i m a .

Player B
Row
Player A
Minima
81 82

A, 5 2 2 Maxim in

A2 -1 3 -1

Column 3
5
Maxima
+
I

Minimax

Table 1 0 . 8 . l d : Column Maxima for Player B

As observed from Table 10.8.ld, the column maxima values for strategies 81, and 82

are 5 and 3, respectively. Now, select the strategy that gives the minimum loss among

column m a x i m a , that is, minimum (5, 3) = 3. Therefore, to minimize the m a x i m u m loss,

player 8 should adopt the minimax strategy of 82.

Step 3 : to find the optimum strategy.

For player A, strategy A, maximizes the minimum gain with value 2 and for player 8,

strategy 82 m i n i m i z e s the maximum loss with value 3. Thus, the two strategies do not

coincide with each other and thus, the saddle point does not occur.

Since, no saddle point is achieved. Let p, and P2 be the probabilities of selecting strategy

A, and A2, respectively and qi, q2 be the probabilities of selecting strategy B, and B2,

respectively, as shown in Table 1 0 . 8 . l e .

Player B

Player A P
81 82

A, 5 2 P1

A2 -1 3 P2

q; q, q2

Table 1 0 . 8 . l e : Probabilities for Both the Players

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The expected g a i n for player A, when player B selects strategies B, and 82:

Sp,+ (-l)p 2 V

2p, + 3p, V

P, + P2 = 1

Considering expected gain (V) under both conditions rs equal, the probabilities for the

player are calculated as:

Sp + (-l)p, = 2p + 3p
1 1 2

Substitute, p, = 1 - p,

Sp, - 1 ( 1 - p . ) = 2p + 3( 1 - p . )
1

Sp - 1 + p = 2p + 3 - 3p
1 1 1 1

6p, - 1 = -lp, + 3

7p, = 4

4 3
P, = - and p, = -
7 7

The expected g a i n for player B, when player A selects strategies A, and A2:

Sq, + 2q2 V

(-l)q, + 3q, V

q, + q2 = 1

Considering expected gain (V) under both conditions is equal, the probabilities for the

player are calculated as:

Sq, + 2q2 = (-l)q


1
+ 3q2

Substitute, q, = 1 - q,

S q , + 2 ( 1 - q . ) = -q1 + 3 ( 1 - q . )

Sq, + 2 - 2q1 = -q
1
+ 3 - 3q1

sq, + 2 = -4q, + 3

7q, = 1

1 6
q, = and q, =
7 7

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Strategy played by player A: (A,, A,): (4/7, 3/7)

Strategy played by firm B: are (B,, B,): (1/7, 6/7)

Value of game, V, can be obtained by substituting p, and q, values in any gain or loss

equations as follows:

1 6 17
V = S x - + 2 x - = -
7 7 7

Thus, expected value for both, player A and player B, are the same.

10.8.2 Mixed Strategy: Arithmetic Method/Short-cut Method

Arithmetic method is an easy way to determine the probability of using different

strategies by players A and B. It is preferred for 2 x 2 order payoff matrix without a

saddle point. The payoff table fonmat is as shown in Table 10.8.2a.

Player A's Player B's Strategies (B;)

Strategies p,

{A;) B, 82

A, au ara p,

A2 ear a22 P2

q; q, q,

Table 1 0 . 8 . 2 a : Arithmetic Method for Mixed Strategy

The probabilities can be obtained by using the fonmulae:

P, = (1 - P , ) ; q, = (1 - q . ]

Where,

D = a11 + a22 - ( a 1 2 + a2J

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Consider Example 02 and solve it using arithmetic method.

Solution 0 2 :

By arithmetic method

Step 1 and Step 2 are to find the maximin and minimax, as shown in Table 10.8.lc

and Table 1 0 . 8 . l d , respectively.

Step 3 : to find the optimum strategy

For player A, strategy A, maximizes the minimum gain with value 2 and for player 8,

strategy 82 m i n i m i z e s the maximum loss with value 3. Thus, the two strategies do not

coincide with each other and thus, the saddle point does not occur.

Since no saddle point is achieved, let p1 and p2 be the probabilities of selecting strategy

A1 and A2, respectively and q1, q2 be the probabilities of selecting strategy 81 and 82,

respectively, as shown in Table 10.8.2b.

Player B

Player A p,

B, B2

A, 5 2 p,

A2 -1 3 P2

q; q, q2

Table 1 0 . 8 . 2 b : Probabilities for Both the Players

The value of D i s :

D = a11 + a22 - ( a 1 2 + a2J

D = 5 + 3 - (2 - 1)

D = 7

The expected g a i n for player A:

a - a 3 + 1 4
22 21

P i = D = -7
- = 7

P2 = (1 - P 1 ) = (1 - ; ) =

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The expected g a i n for player B:

a22 - a12 3 - 2 1
q, = D = -- = 7
7

q, = (1 - q,) = ( 1 - ) =

The value of game, V:

v = a 1 1 a 22 - a21a12

V = S x 3 - [ ( - l ) x 2 ] = 17

7 7

Strategies played by player A: (A,, A2): (4/7, 3/7)

Strategies played by firm B: (B,, 82): {l/7, 6/7)

10.8.3 The Rules of Dominance

In order to find the optimal strategy for mixed strategy numerical, the rule of dominance

is applicable, which states that when a player finds out that one strategy seems to

be more appropriate than the other strategy, it is said to dominate the other

strategies. It helps in reducing the payoff matrix, by eliminating the strategies that are

not in favor of the player, that is, reducing m x n matrix to 2 x 2 matrix. The

dominance rules for each player are given.

For player A (Maximizing the gain)

If elements of strategy A, is less than or equal to the corresponding elements of

strategy Ac or the average of other two A's strategies, then strategy A, is said to

be dominated by Ac.

Player A w i l l never use strategy A, because A will gain less and will always neglect

to play strategy A,.

Therefore, remove strategy A, from the payoff table.

For player B ( M i n i m i z i n g the loss)

If elements of strategy B, are greater than or equal to the corresponding elements

of strategy Be or the average of other two B's strategies, then strategy B, is said to

be dominated by Be.

Player B w i l l never use strategy B, because B will lose more and w i l l always neglect

to play strategy B,.

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Therefore, remove strategy B, from the payoff table.

Example 0 3 :

Solve the following game whose payoff matrix is given in Table 1 0 . 8 . 3 a .

Firm 8
Firm A
81 82 83 84

A1 3 -2 5 2

A2 7 1 8 4

A3 -3 3 0 6

A4 4 -3 6 3

Table 10.8.3a: Payoff Matrix

Solution 0 3 :

Step 1: find the saddle point.

Since the saddle point does not exist, reduce the 4 x 4 matrix using the dominance rule.

Find out the strategy for A which is less useful, like the elements of A, are less, as

compared to all the elements of A2, that is, A, (a,i) :5 A2 (a2il Therefore, A2 is

dominating A,; hence, the A, strategy is eliminated, as shown in Table 10.8.3b.

Finn 8
Firm A
8, 82 B, 84

--Ar---- - - - - - -3- - - - - - - - - - - ---.;!- - - - - - - - - - - - - 5- - - - - - - ----1--

A, 7 1 8 4

A, -3 3 0 6

A 4 -3 6 3

Table 1 0 . 8 . 3 b : Eliminating Strategy A1

The Table 10.8.3c is obtained after eliminating strategy A1.

Firm 8
Firm A
81 82 83 84

A2 7 1 8 4

A3 -3 3 0 6

A4 4 -3 6 3

Table 10.8.3c: New Payoff Matrix

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Step 2: B's strategy is to minimize the losses.

If B, (a;,) ;,: B, (a.), then B, is a dominated strategy, firm B will eliminate strategy B,.

From Table 10.8.3c, it is observed that the elements of 84 are greater, as compared to

the elements of 82, that is, 84 (a;4) ;,: 82 (a;2). Therefore, 84 is dominated by 82 and,

thus, 84 is eliminated, as shown in Table 10.8.3d.

Firm 8
Firm A
81 82 83

A2 7 1 8

A3 -3 3 0

A4 4 -3 6

Table 1 0 . 8 . 3 d : Eliminating Strategy 84

As observed from Table 10.8.3d, the elements of 83 are greater as compared to the

elements of 81 and 82, that is, 83 (a;3) ;,: 82 (a; 2 ). Therefore, firm B will eliminate strategy

83, as shown in Table 10.8.3e.

Firm 8
Firm A
81 82

A2 7 1

A, -3 3

A 4 -3

Table 1 0 . 8 . 3 e : New Payoff Matrix

Step 3 : A's strategy is to maximize the gains.

To maximize the minimum profits, firm A will eliminate strategy A4, as the values of its

elements are less, as compared to the elements of A2, that is, A4 (a4J) s A2 (a2i), as

shown in the Table 10.8.3f, which gives 2 x 2 reduced payoff matrix.

Firm 8
Firm A
81 82

A2 7 1

A, -3 3

Table 10.8.3f: 2 x 2 Reduced Payoff Matrix

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Since the saddle point does not exist, the payoff matrix can be further solved using the

arithmetic method, as shown in Table 10.8.3g.

Firm B
Firm A p,
81 82

A2 7 1 p,

A, -3 3 P2

q; q, q2
. . .
Table 1 0 . 8 . 3 g : Applying Arithmetic Method

Let p1 and p2 be the probabilities of selecting strategy A2 and A3, respectively and q 1, q2

be the probabilities of selecting strategy 81 and 82, respectively, as shown in Table

10.8.3g.

The value of D:

D = a11 + a22 - (a12 + a2J

D = 7 + 3 - ( 1 - 3 )

D = 12

The expected g a i n for firm A:

a22 - a21 3 + 3 6 1
P, = D = 12 = 12 = 2

P, = (1-p,) =(1- ) =

The expected g a i n for firm B:

a - a 3 - 1 2 1
22 12

q, = D - 12 = 12 = 6

q, = (1 - c . ) = ( 1 - !) =

The value of game, V:

v = a11a22 - a21a12

V = 7 x 3 - [(-3)x 1] = 24 =
2
12 12

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For firm A, mixed strategies are (A,, A2, A3, A.): (0, 1/2, 1/2, 0)

For firm 8, mixed strategies are (81, 82, 83, 84): (1/7, 6/7, 0, 0)

10.8.4 Mixed Strategy: Graphic Method

The graphic method is applicable for games, where the payoff matrix is reduced to size

m x 2 or 2 x n, that is, one of the players will have 2 un-dominated pure strategies in

the two-person zero-sum game. To find the optimal strategies, both the players assign

non-zero probabilities to the same number of pure strategies. Therefore, if player A is

having only 2 strategies, then player 8 will also have 2 strategies. Therefore, the graphic

method helps to find out which of the two strategies can be used.

Considering a 2 x 3 payoff matnx, as shown in Table 10.8.4a, let p1 and p, be the

probabilities of selecting strategy A1 and A2, respectively.

Player B
Player A p,
B, 82 83

A, au ara an P1

A2 a21 a22 a23 P2

Table 10.8.4a: Payoff Matrix

For each of the pure strategies available to player 8, the expected payoff for player A

will be as shown in Table 10.8.4b.

B; A's Payoff

8, a11P1 + a21P2

82 a 12P1 + a22P2

83 a 1JP1 + a23P2

Table 10.8.4b: B's Pure Strategies

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Consider the following example for 2 x n matrix.

Example 04:

Solve the following game using graphic method.

Player 8
Player A
81 82 83

A, 2 2 3

A2 4 3 2
.
Table 10.8.4c: Payoff Matrix

Solution 04:

Step 1: to find the optimal solution.

As the saddle point does not exist, let p1 and p, be the probabilities for the strategies A1

and A2, respectively. Therefore, the expected payoff for player A is shown in Table

10.8.4d.

8; A's Payoff

81 2p, + 4p2

82 2p, + 3p2

83 3p1 + 2P2

Table 1 0 . 8 . 4 d : A's Expected Payoff Matrix

Step 2: plot the graph.

Fig. 10.8.4a represents the graphic solution for player A, wherein, the x axis denotes

the probability which ranges from O to 1. The expected payoff is measured on y axis for

player A. If player 8 plays strategy 81, then the expected payoff of player A is 2 when

strategy A, is played with p, = 1; also, the payoff of A is 4 when player A plays the

strategy A2 with p, = 0, as shown in the Fig. 10.8.4a. Then, the two points are joined,

which represents a straight line of strategy 81. Similarly, as shown in the graph,

strategies 82 and 83 are plotted.

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A, A,

3 [:;? ::=;:] 3
l --,:;:B.._,.J 2


: (Maxlmln Point)
1 1

' p, 1/2
( 1, 0) -+------------+- (0, 1)

Lower Envelope

P(A 1 )=p 1 = 1 (Minimum Gain Area for A) P(A,)=p 1 = 0


P(A,)=p,= 0 P(A,)=P,= 1

Fig. 10.8.4a: Graphic Solution for Player A

As player A's objective is to select the best strategies that will help in maximizing the

minimum gain, therefore, from Fig. 10.8.4a, it can be observed that point X gives the

maxim in point, which is the intersection of strategies 82 and 83.

At equilibrium point (maximin point) X, player A plays strategies A, and A2, whereas,

player 8 selects 82 and 83 as optimum strategies for zero-sum game.

Thus, the 2 x 3 matrix is reduced to 2 x 2 matrix, as shown in Table 10.8.4e. Find the

probabilities p, and P2 for player A and also, q, and q2 for player 8.

Plaver 8
Player A
82 83

A, 2 3

A2 3 2

Table 10.8.4e: 2 x 2 Reduced Payoff Matrix

Step 3 : finding the probabilities and value of game.

Substitute P = 1 - P,
2

2p + 3p = 2p + 3(1 - p . )
1 2 1

And, 3p + 2p = 3p + 2(1 - p . )
1 2 1

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For player A:

Zp, + 3(1 - p . ) = 3p, + 2(1 - p . )

- P, + 3 = P, + 2

- 2p, = -1

1 1
P, = and P, =
2 2

For player A, mixed strategies are: (A,, A2): (1/2, 1/2)

For player 8:

2q, + 3 ( 1 - q , ) = 3q, + 2 ( 1 - q,)

- iq, + 3 = q, + 2

- Zq, = -1

1 1
q, = and q, =
2 2

For player 8, mixed strategies are: (8,, 82, 83): (0, 1/2, 1/2)

1 1 5
Value of game at point X i s given as: V = 2 x - + 3 x - = -
2 2 2

Consider the following example f o r m x 2 matrix.

Example 0 5 :

Solve the following game using graphic method.

Player B
Player A
81 82

A, 1 3

A2 3 5

As 4 1

qj q, q,
.
Table 10.8.4f: Payoff Matrix

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eBook

Solution O S :

Step 1: to find the optimal solution.

As the saddle point does not exist, let q, and q2 be the probabilities for the strategies B,

and 82, respectively. Therefore, the expected payoff for player B is shown in Table

10.8.4d.

A; B's Payoff

A, lq, + 3q2

A2 3q, + Sq2

A3 4q, +lq2

Table 10.8.4g: B's Expected Payoff Matrix

Step 2: plot the graph.

Fig. 10.8.4b represents the graphic solution for player A, wherein, the x axis denotes

the probability q, which ranges from O to 1. The expected payoff is measured on y axis

for player B. Now, if player A plays strategy A,, then the expected payoff of player B is 1

when player A plays the strategy A, with q, = 1; also, the payoff of player B is 3 when

player A plays the strategy A2 with q, = 0, as shown in Fig. 10.8.4b. Then, the two

points are joined which represents a straight line of strategy A,. S i m i l a rl y , as shown in

the graph, strategies A2 and A3 are plotted.

B, B,
Upper Envelope

(Maximum Loss Area for B)


5

A,
)

2
2
A,

I
I

( i, 0) >------------< (0, 1)
c, = 3/5

P(B,)=q, = I P{B )=Q = 0


1 1

P(B,)=q,= 0 P(B,)=q,= I

Fig. 10.8.4b: Graphical Solution for Player B

As player B's objective is to select the best strategies that will help in minimizing the

maximum loss, therefore, from Fig.10.8.4b, it can be observed that point X gives the

m i n i m a x point, which is the intersection of strategies A2 and A3.

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At equilibrium point (minimax point) X, player A plays strategies A2 and A3, whereas,

player 8 selects 81 and 82 as optimum strategies for zero-sum game.

Thus, the 2 x 3 matrix is reduced to 2 x 2 matrix, as shown in Table 10.8.4h. Find the

probabilities q, and q2 for player 8 and also, p, and p:, for player A.

Player 8
Player A
81 82

A2 3 5

A3 4 1

Table 10.8.4h: 2 x 2 Reduced Payoff Matrix

Step 3 : finding the probabilities and value of game.

Substitute q = 1 - q,
2

3q1 + 5q2 = 3q1 + 5(1 - q1)

And, 4q1 + q2 = 4q1 + (1 - qi)

For player 8:

3q1 + 5 ( 1 - q i ) = 4q1 + ( 1 - q i )

- 2q1 + 5 = 3q1 + 1

-Sqi=-4

4 1
q1 = and q2 =
5 5

For player 8, mixed strategies are: (B,, 82): (4/5, 1/5)

Value of game at point X is given as:

For player A:

3p, + 4 ( 1 - P1) = 5P1 + ( 1 - P 1 )

-1P1+4=4P1+1

-5P1 = -3

3 2
p1 = - and p2 = -
5 5

For firm A, mixed strategies are: (A,, A2, As): (0, 3/5, 2/5)

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Value of game at point X i s given as:

10.9 Linear Programming (LP) Model Form

Linear programming problem rs useful for solving a two-person zero-sum game, as it

helps to solve the larger dimension payoff matrix for mixed strategy games. In this

topic, the only concern is the formulation of the game in LP fonm. Therefore, to solve the

m x n matrix using LP model, the following rules need to be followed.

Expected payoff for player A:

Ia p 1 1
:?: V , j = i , 2 , 3 ... n
,-1

m m

Ia x 11
1
2: 1 and Ix,= 1
1-1 1-1

Linear Programming Model

Objective Function:

M i n . ZP = X
1 + X2 + X3 + . . . Xm

Subject t o :

m m

Ia, x, 1 and I x , = 1
1

,-1
,-1

x, 2: 0

i = 1, 2, 3 . . . m and j = 1, 2, 3 . . . n

Expected payoff for player B:

'
La, q :s: V , i = l , 2 , 3 ... m
1 1

1-1

fa 3!. ,; 1
c: 'lV I

1-1

' '
Ia,,y, s l a n d :[ y , = 1
J-1 J-1

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Linear Programming Model

Objective Function:

Min.Zq =v, +y 2
+y 3
+ ... v;

Subject t o :

0 0

La, y slandLY, = 1
1 1

l l

v, 2 0

i = 1, 2, 3 . . . m and j = 1, 2, 3 . . . n

Example 0 6 :

Consider the following game, as shown in Table 10.9a.

Player 8

Player A 81 82 83

A, 5 7 4

A2 6 4 5

A3 -2 3 1

Table 10.9a: Payoff Matrix

Solution 0 6 :

Since, no saddle point exists, let pr, p,, and p3 be the probabilities for the strategies A,,

A2, and A3, respectively and q,, q2, and q3 be the probabilities for the strategies 81, 82,

and 83, respectively Therefore, the expected payoff for player A is to maximize the

minimum gain. Therefore, for player A, the payoff matrix is given, as shown in

Table 1 0 . 9 b .

Player 8 p;

Player A 81 82 83

A, 5 7 4 P1

A2 6 4 5 P2

A3 -2 3 1 p3

q; q, q2 q3

Table 10.9b: Payoff Matrix for Player A

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The expected g a i n for player A will be as follows:

S p , + 6p - 2p 2 V (if Buses strategy 8 )


2 3 1

7p 1 + 4p2 + 3p3 2 V (if Buses strategy 82)

4p1 + Sp2 + p3 2 V (if B u s es strategy 83)

P, + P2 + P, = 1

P1t P2, P3 0

Where, V i s the value of the game

Now, d i v i d i n g each inequality and equality by V:

Sp, + 6p2 _ 2p,


2 1
v v v

7p, + 4p, + 3p, l


2
v v v

4p, + Sp, + P, 2 1

v v v

El_ + P2 + P3 = __!__

v v v v

In order to simplify the terms, new variables are defined.

Let x = 2_,_ x =P, x =p'


1 v ' 2 v ' 3 v

Therefore, the simplified problem for player A is:

M i n i m i z e Z,(= ) = x, + x2 + x3

Sx 1 + 6x2 - 2x3 2 1

7x 1 + 4x2 + 3x3 2 1

4x + Sx + x 1
1 2 3

X
11
X
2
, X
3
0

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S i m i l a r l y , the expected loss for player B will be as follows:

M a x i m i z e Z,(= ) = Y, + Y2 + Y3

S y , + 7y + 4y 2 1
2 3

7y 1 + 4y 2 + 3y 3 2 1

- 2 y , + 3 y , + y 3 2 l

Y11Y2,Y30

Where,

3
Y, = .9i., Y2 = q , , Y3 = q
v v v
The LP problem of player A rs dual of the LP problem of player B. Therefore, initial

simplex table is obtained for player B, as shown in Table 10.9c, by introducing slack

variables.

M i n i m i z e Zq == y1 + y2 + y + Os1 + Os + Os
3 2 3

Subject t o :

Sy,+7y,+4y3+S,=l

7y 1
+4y 2
+3y 3
+5 2
=1

- 2y, + 3y2 + y3 + s, = 1

YuY2,Y 3 0

C; 1 1 1 0 0 0

Variables Quantity Replacement


Variables
in Basis B Ratio

x. c. V, V2 V3 s, 52 53

s, 0 5 7 4 1 0 0 1 1/5

52 0 7 4 3 0 1 0 1 1/7

53 0 -2 3 1 0 0 1 1 -1/2

21 =LCB1 x X, 0 0 0 0 0 0

ll , = C , - Z , 1 1 1 0 0 0

Table 1 0 . 9 c : Initial Simplex Table

And then, the calculations are done as per simplex method.

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1 0 . 1 0 Chapter Su mma ry

Theory of games is concerned with decision making in situations where two or

more rational players, each with a set of strategies, are involved in conditions of

competitions and confticting interests.

For a game involving two-person and zero-sum (where the g a i n for one is equal to

loss of the other) with a given set of payoff, the payoff is expressed from the

viewpoint of the 'maximizing' player.

A game with saddle point (maximin of maximizing player equals to minimax of

minimizing player) is known as pure strategy.

In a game without saddle point, players have to select the proportion of their

strategies, such a condrtron is known as mixed strategy.

To solve mixed strategy problems, there are various approaches, namely:

Algebraic Method, Arithmetic Method/Short-cut Method, Dominance Rule,

Graphical Method, and Linear Programming Method

The rule of dominance states that when a player finds out that one strategy seems

to be more appropriate than the other strategy, it is said to dominate the other

strategies.

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