operations research session 1
TRANSCRIPT
The simplex method was developed during the Second World War by Dr. George Dantzig.
His linear programming models helped the Allied forces with transportation and scheduling
problems. In 1979, a Soviet scientist named Leonid Khachian developed a method called the
ellipsoid algorithm which was supposed to be revolutionary, but as it turned out it is not any
better than the simplex method. In 1984, Narendra Karmarkar, a research scientist at AT&T
Bell Laboratories developed Karmarkar's algorithm which has been proven to be four times
faster than the simplex method for certain problems. But the simplex method still works the
best for most problems.
The simplex method uses an approach that is very efficient. It does not compute the value of
the objective function at every point; instead, it begins with a corner point of the feasibility
region where all the main variables are zero and then systematically moves from corner point
to corner point, while improving the value of the objective function at each stage. The
process continues until the optimal solution is found.
To learn the simplex method, we try a rather unconventional approach. We first list the
algorithm, and then work a problem. We justify the reasoning behind each step during the
process. A thorough justification is beyond the scope of this course.
We start out with an example we solved in the last chapter by the graphical method. This will
provide us with some insight into the simplex method and at the same time give us the chance
to compare a few of the feasible solutions we obtained previously by the graphical method.
But first, we list the algorithm for the simplex method.
HAM
Assignment problem Hungarian method example
An assignment problem can be easily solved by applying Hungarian method which consists
of two phases. In the first phase, row reductions and column reductions are carried out. In the
second phase, the solution is optimized on iterative basis.
Phase 1
Step 0: Consider the given matrix.
Step 1: In a given problem, if the number of rows is not equal to the number of columns and
vice versa, then add a dummy row or a dummy column. The assignment costs for dummy
cells are always assigned as zero.
Step 2: Reduce the matrix by selecting the smallest element in each row and subtract with
other elements in that row.
Phase 2:
Step 3: Reduce the new matrix column-wise using the same method as given in step 2.
Step 4: Draw minimum number of lines to cover all zeros.
Step 5: If Number of lines drawn = order of matrix, then optimally is reached, so proceed to
step 7. If optimally is not reached, then go to step 6.
Step 6: Select the smallest element of the whole matrix, which is NOT COVERED by lines.
Subtract this smallest element with all other remaining elements that are NOT COVERED by
lines and add the element at the intersection of lines. Leave the elements covered by single
line as it is. Now go to step 4.
Step 7: Take any row or column which has a single zero and assign by squaring it. Strike off
the remaining zeros, if any, in that row and column (X). Repeat the process until all the
assignments have been made.
Step 8: Write down the assignment results and find the minimum cost/time.
Note: While assigning, if there is no single zero exists in the row or column, choose any one
zero and assign it. Strike off the remaining zeros in that column or row, and repeat the same
for other assignments also. If there is no single zero allocation, it means multiple numbers of
solutions exist. But the cost will remain the same for different sets of allocations.
Nonlinear programming
Introduction
You will recall that in formulating linear programs (LP's) and integer programs
(IP's) we tried to ensure that both the objective and the constraints were linear -
that is each term was merely a constant or a constant multiplied by an unknown
(e.g. 5x is a linear term but 5x² a nonlinear term). Unless all terms were linear our
solution algorithms (simplex/interior point for LP and tree search for IP) would not
work.
Here we will look at problems which do contain nonlinear terms. Such problems
are generally known as nonlinear programming (NLP) problems and the entire
subject is known as nonlinear programming.
Session 15 to 17
What Is Game Theory?
Game theory is a theoretical framework for conceiving social situations among competing
players. In some respects, game theory is the science of strategy, or at least the optimal
decision-making of independent and competing actors in a strategic setting.
The key pioneers of game theory were mathematician John von Neumann and economist
Oskar Morgenstern in the 1940s. Mathematician John Nash is regarded by many as providing
the first significant extension of the von Neumann and Morgenstern work.
KEY TAKEAWAYS
Game theory is a theoretical framework to conceive social situations among
competing players and produce optimal decision-making of independent and
competing actors in a strategic setting.
Using game theory, real-world scenarios for such situations as pricing competition
and product releases (and many more) can be laid out and their outcomes predicted.
Scenarios include the prisoner's dilemma and the dictator game among many others.
The Basics of Game Theory
The focus of game theory is the game, which serves as a model of an interactive situation
among rational players. The key to game theory is that one player's payoff is contingent on
the strategy implemented by the other player. The game identifies the players' identities,
preferences, and available strategies and how these strategies affect the outcome. Depending
on the model, various other requirements or assumptions may be necessary.
Game theory has a wide range of applications, including psychology, evolutionary biology,
war, politics, economics, and business. Despite its many advances, game theory is still a
young and developing science.
Game Theory Definitions
Any time we have a situation with two or more players that involve known payouts or
quantifiable consequences, we can use game theory to help determine the most likely
outcomes. Let's start out by defining a few terms commonly used in the study of game theory:
Game: Any set of circumstances that has a result dependent on the actions of two or
more decision-makers (players)
Players: A strategic decision-maker within the context of the game
Strategy: A complete plan of action a player will take given the set of circumstances
that might arise within the game
Payoff: The payout a player receives from arriving at a particular outcome (The
payout can be in any quantifiable form, from dollars to utility.)
Information set: The information available at a given point in the game (The
term information set is most usually 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
The Nash Equilibrium
Nash Equilibrium is an outcome reached that, once achieved, means no player can increase
payoff by changing decisions unilaterally. It can also be thought of as "no regrets," in the
sense that once a decision is made, the player will have no regrets concerning decisions
considering the consequences.
The Nash Equilibrium is reached over time, in most cases. However, once the Nash
Equilibrium is reached, it will not be deviated from. After we learn how to find the Nash
Equilibrium, take a look at how a unilateral move would affect the situation. Does it make
any sense? It shouldn't, and that's why the Nash Equilibrium is described as "no regrets."
Generally, there can be more than one equilibrium in a game.
However, this usually occurs in games with more complex elements than two choices by two
players. In simultaneous games that are repeated over time, one of these multiple equilibria is
reached after some trial and error. This scenario of different choices overtime before reaching
equilibrium is the most often played out in the business world when two firms are
determining prices for highly interchangeable products, such as airfare or soft drinks.
Impact on Economics and Business
Game theory brought about a revolution in economics by addressing crucial problems in prior
mathematical economic models. For instance, neoclassical economics struggled to understand
entrepreneurial anticipation and could not handle the imperfect competition. Game theory
turned attention away from steady-state equilibrium toward the market process.
In business, game theory is beneficial for modeling competing behaviors between economic
agents. Businesses often have several strategic choices that affect their ability to realize
economic gain. For example, businesses may face dilemmas such as whether to retire existing
products or develop new ones, lower prices relative to the competition, or employ new
marketing strategies. Economists often use game theory to understand oligopoly firm
behavior. It helps to predict likely outcomes when firms engage in certain behaviors, such as
price-fixing and collusion.
Types of Game Theory
Although there are many types (e.g., symmetric/asymmetric, simultaneous/sequential, et al.)
of game theories, cooperative and non-cooperative game theories are the most
common. Cooperative game theory deals with how coalitions, or cooperative groups, interact
when only the payoffs are known. It is a game between coalitions of players rather than
between individuals, and it questions how groups form and how they allocate the payoff
among players.
Non-cooperative game theory deals with how rational economic agents deal with each other
to achieve their own goals. The most common non-cooperative game is the strategic game, in
which only the available strategies and the outcomes that result from a combination of
choices are listed. A simplistic example of a real-world non-cooperative game is Rock-Paper-
Scissors.
Examples of Game Theory
There are several "games" that game theory analyzes. Below, we will just briefly describe a
few of these.
The Prisoner's Dilemma
The Prisoner's Dilemma is the most well-known example of game theory. Consider the
example of two criminals arrested for a crime. Prosecutors have no hard evidence to convict
them. However, to gain a confession, officials remove the prisoners from their solitary cells
and question each one in separate chambers. Neither prisoner has the means to communicate
with each other. Officials present four deals, often displayed as a 2 x 2 box.
1. If both confess, they will each receive a five-year prison sentence.
2. If Prisoner 1 confesses, but Prisoner 2 does not, Prisoner 1 will get three years and
Prisoner 2 will get nine years.
3. If Prisoner 2 confesses, but Prisoner 1 does not, Prisoner 1 will get 10 years, and
Prisoner 2 will get two years.
4. If neither confesses, each will serve two years in prison.
5. The most favorable strategy is to not confess. However, neither is aware of the other's
strategy, and without certainty that one will not confess, both will likely confess and
receive a five-year prison sentence. The Nash equilibrium suggests that in a prisoner's
dilemma, both players will make the move that is best for them individually but worse
for them collectively.
6. The expression "tit for tat" has been determined to be the optimal strategy for
optimizing a prisoner's dilemma. Tit for tat was introduced by Anatol Rapoport, who
developed a strategy in which each participant in an iterated prisoner's dilemma
follows a course of action consistent with his opponent's previous turn. For example,
if provoked, a player subsequently responds with retaliation; if unprovoked, the player
cooperates.
Dictator Game
This is a simple game in which Player A must decide how to split a cash prize with Player B,
who has no input into Player A’s decision. While this is not a game theory strategy per se, it
does provide some interesting insights into people’s behavior. Experiments reveal about 50%
keep all the money to themselves, 5% split it equally, and the other 45% give the other
participant a smaller share.
The dictator game is closely related to the ultimatum game, in which Player A is given a set
amount of money, part of which has to be given to Player B, who can accept or reject the
amount given. The catch is if the second player rejects the amount offered, both A and B get
nothing. The dictator and ultimatum games hold important lessons for issues such as
charitable giving and philanthropy.
Volunteer’s Dilemma
In a volunteer’s dilemma, someone has to undertake a chore or job for the common good. The
worst possible outcome is realized if nobody volunteers. For example, consider a company in
which accounting fraud is rampant, though top management is unaware of it. Some junior
employees in the accounting department are aware of the fraud but hesitate to tell top
management because it would result in the employees involved in the fraud being fired and
most likely prosecuted.
Being labeled as a whistleblower may also have some repercussions down the line. But if
nobody volunteers, the large-scale fraud may result in the company’s
eventual bankruptcy and the loss of everyone’s jobs.
The Centipede Game
The centipede game is an extensive-form game in game theory in which two players
alternately get a chance to take the larger share of a slowly increasing money stash. It is
arranged so that if a player passes the stash to his opponent who then takes the stash, the
player receives a smaller amount than if he had taken the pot.
The centipede game concludes as soon as a player takes the stash, with that player getting the
larger portion and the other player getting the smaller portion. The game has a pre-defined
total number of rounds, which are known to each player in advance.
Limitations of Game Theory
The biggest issue with game theory is that, like most other economic models, it relies on the
assumption that people are rational actors that are self-interested and utility-maximizing. Of
course, we are social beings who do cooperate and do care about the welfare of others, often
at our own expense. Game theory cannot account for the fact that in some situations we may
fall into a Nash equilibrium, and other times not, depending on the social context and who the
players are.
What are the 'games' being played in game theory?
It is called game theory since the theory tries to understand the strategic actions of two or
more "players" in a given situation containing set rules and outcomes. While used in a
number of disciplines, game theory is most notably used as a tool within the study of business
and economics. The "games" may thus involve how two competitor firms will react to price
cuts by the other, if a firm should acquire another, or how traders in a stock market may react
to price changes.
In theoretic terms, these games may be categorized as similar to prisoner's dilemmas, the
dictator game, the hawk-and-dove, and battle of the sexes, among several other variations.
What are some of the assumptions about these games?
Like many economic models, game theory also contains a set of strict assumptions that must
hold for the theory to make good predictions in practice. First, all players are utility-
maximizing rational actors that have full information about the game, the rules, and the
consequences. Players are not allowed to communicate or interact with one another. Possible
outcomes are not only known in advance but also cannot be changed. The number of players
in a game can theoretically be infinite, but most games will be put into the context of only
two players.
What is a Nash equilibrium?
The Nash equilibrium is an important concept referring to a stable state in a game where no
player can gain an advantage by unilaterally changing a strategy, assuming the other
participants also do not change their strategies. The Nash equilibrium provides the solution
concept in a non-cooperative (adversarial) game. It is named after John Nash who received
the Nobel in 1994 for his work
Who came up with game theory?
Game theory is largely attributed to the work of mathematician John von Neumann and
economist Oskar Morgenstern in the 1940s, and was developed extensively by many other
researchers and scholars in the 1950s. It remains an area of active research and applied
science to this day.
Session 28 to 30
Meaning of Markov Analysis:
Markov analysis is a method of analyzing the current behaviour of some variable in
an effort to predict the future behaviour of the same variable. This procedure was
developed by the Russian mathematician, Andrei A. Markov early in this century. He
first used it to describe and predict the behaviour of particles of gas in a closed
container. As a management tool, Markov analysis has been successfully applied to a
wide variety of decision situations.
Perhaps its widest use is in examining and predicting the behaviour of customers in
terms of their brand loyalty and their switching from one brand to another. Markov
processes are a special class of mathematical models which are often applicable to
decision problems. In a Markov process, various states are defined. The probability
of going to each of the states depends only on the present state and is independent of
how we arrived at that state.
A simple Markov process is illustrated in the following example:
Example 1:
A machine which produces parts may either he in adjustment or out of adjustment. If
the machine is in adjustment, the probability that it will be in adjustment a day later
is 0.7, and the probability that it will be out of adjustment a day later is 0.3. If the
machine is out of adjustment, the probability that it will be in adjustment a day later
is 0.6, and the probability that it will be out of adjustment a day later is 0.4. If we let
state-1 represent the situation in which the machine is in adjustment and let state-2
represent its being out of adjustment, then the probabilities of change are as given in
the table below. Note that the sum of the probabilities in any row is equal to one.
Solution:
The process is represented in Fig. 18.4 by two probability trees whose upward
branches indicate moving to state-1 and whose downward branches indicate moving
to state-2.
Suppose the machine starts out in state-1 (in adjustment), Table 18.1 and Fig.18.4
show there is a 0.7 probability that the machine will be in state-1 on the second day.
Now, consider the state of machine on the third day. The probability that the
machine is in state-1 on the third day is 0.49 plus 0.18 or 0.67 (Fig. 18.4).
The corresponding probability that the machine will be in state-2 on day 3, given that
it started in state-1 on day 1, is 0.21 plus 0.12, or 0.33. The probability of being in
state-1 plus the probability of being in state-2 add to one (0.67 + 0.33 = 1) since there
are only two possible states in this example.
Calculations can similarly be made for next days and are given in Table
18.2 below:
The probability that the machine will be in state-1 on day 3, given that it
started off in state-2 on day 1 is 0.42 plus 0.24 or 0.66. hence the table
below:
Table 18.2 and 18.3 above show that the probability of machine being in state 1 on
any future day tends towards 2/3, irrespective of the initial state of the machine on
day-1. This probability is called the steady-state probability of being in state-1; the
corresponding probability of being in state 2 (1 – 2/3 = 1/3) is called the steady-state
probability of being in state-2. The steady state probabilities are often significant for
decision purposes.
For example, if we were deciding to lease either this machine or some other machine,
the steady-state probability of state-2 would indicate the fraction of time the machine
would be out of adjustment in the long run, and this fraction (e.g. 1/3) would be of
interest to us in making the decision.
Markov analysis has come to be used as a marketing research tool for examining and
forecasting the frequency with which customers will remain loyal to one brand or
switch to others. It is generally assumed that customers do not shift from one brand
to another at random, but instead will choose to buy brands in the future that reflect
their choices in the past.
Other applications that have been found for Markov Analysis include the
following models:
A model for manpower planning,
A model for human needs,
A model for assessing the behaviour of stock prices,
A model for scheduling hospital admissions,
A model for analyzing internal manpower supply etc.