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Operation Research: Name: Aarti Shivprasad Gupta Roll No 2020M117 (MMS-B)
Operation Research: Name: Aarti Shivprasad Gupta Roll No 2020M117 (MMS-B)
Operation Research: Name: Aarti Shivprasad Gupta Roll No 2020M117 (MMS-B)
OPERATION RESEARCH
Decision Variables
Constraints
Data
Objective Functions
The problem has two decision variables, a graphical method is the best method to
find the optimal solution. In this method, the set of inequalities are subjected to
constraints. Then the inequalities are plotted in the XY plane. Once, all the inequalities
are plotted in the XY graph, the intersecting region will help to decide the feasible
region. The feasible region will provide the optimal solution as well as explains what
all values our model can take.
1. The level of supply at each source and the amount of demand at each destination.
2. The unit transportation cost of the commodity from each source to each destination.
Since there is only one commodity, a destination can receive its demand from more
than one source. The objective is to determine how much should be shipped from
each source to each destination so as to minimise the total transportation cost.
1. Allocate the maximum amount allowable by the supply and demand constraints
to the variable x11 (i.e. the cell in the top left corner of the transportation
tableau).
2. If a column (or row) is satisfied, cross it out. The remaining decision variables in
that column (or row) are non-basic and are set equal to zero. If a row and column
are satisfied simultaneously, cross only one out (it does not matter which).
3. Adjust supply and demand for the non-crossed out rows and columns.
4. Allocate the maximum feasible mount to the first available
non- crossed out element in the next column (Norrow).
5. When exactly one row or column is left, all the remaining variables are basic and
are assigned the only feasible allocation.
1. Assign as much as possible to the cell with the smallest unit cost in the entire
tableau. If there is a tie then choose arbitrarily.
2. Crossouttheroworcolumnwhichhassatisfiedsupplyordemand.Ifarowandcolum n
are both satisfied then cross out only one of them.
3. Adjust the supply and demand for those rows and columns which are not
crossed out.
4. When exactly one row or column is left, all the remaining variables are basic
and are assigned the only feasible allocation.
1. Determine apenalty cost for each row(column)by subtracting the lowest unit cell
cost in the row (column) from the next lowest unit cell cost in the same row
(column).
2. Identify the row or column with the greatest penalty cost. Break the ties
arbitrarily (if there are any). Allocate as much as possible to the variable with
the lowest unit cost in the selected row or column. Adjust the supply and
demand and cross out the row or column that is already satisfied. If a row and
column are satisfied simultaneously, only cross out one of the two and allocate
a supply or demand of zero to the one that remain s.
If there is exactly one row or column left with a supply or demand of zero, stop.
If there is one row (column) left with a positive supply (demand), determine
the basic variables in the row (column) using the Minimum Cell Cost Method.
Stop.
If all of the rows and columns that were not crossed out have zero supply and
demand (remaining), determine the basic zero variables using the Minimum
Cell Cost Method. Stop.
In any other case, continue with Step1.
UNIT 3: ASSIGNMENT PROBLEM
Step 1: Subtract the smallest cost element of each row from all the elements in the
row of the given cost matrix. See that each row contains at least one zero.
Step 2: Subtract the smallest cost element of each column from all the elements
in the column of the resulting cost matrix obtained by step 1 and make sure each
column contains at least one zero.
Step 3: (Assigning the zeros) (a) Examine the rows successively until a row with
exactly one unmarked zero is found. Make an assignment to this single unmarked
zero by encircling it.
Cross all other zeros in the column of this encircled zero, as these will not be
considered for any future assignment. Continue in this way until all the rows have
been examined.
(b) Examine the columns successively until a column with exactly one unmarked zero
is found. Make an assignment to this single unmarked zero by encircling it and cross
any other zero in its row. Continue until all the columns have been examined.
Step 4: (Apply Optimal Test) (a) If each row and each column contain exactly one
encircled zero, then the current assignment is optimal.
(b) If at least one row or column is without an assignment (i.e., if there is at least
one row or column is without one encircled zero), then the current assignment is
not optimal. Go to step
5. Subtract the smallest cost element of each column from all the elements in the
column of the resulting cost matrix obtained by step 1 and make sure each column
contains at least one zero.
Step 5: Cover all the zeros by drawing a minimum number of straight lines as follows:
(a) Mark the rows that do not have assignment.
(b) Mark the columns (not already marked) that have zeros in marked rows.
(c) Mark the rows (not already marked) that have assignments in marked columns.
(d) Repeat (b) and (c) until no more marking is required.
(e) Draw lines through all unmarked rows and marked columns. If the number of
these lines is equal to the order of the matrix then it is an optimum solution
other wise not.
Step 6: Determine the smallest cost element not covered by the straight lines.
Subtract this smallest cost element from all the uncovered elements and add this
to all those element which are lying in the intersection of these straight lines and
do not change the remaining elements which lie on the straight lines.
b) Each player has a finite number of possible courses of action called ‘strategies’
c) All the strategies and their effects are known to the players but player does not
know which strategy is to be chosen.
d) A game is played when each player chooses one of his strategies. The strategies
areas med to be made simultaneously with an outcome such that no player
knows his opponents strategy until he decides his own strategy.
e) The game is a combination of the strategies and in certain units which determines
the gain or loss.
f) The figures shown as the out comes of strategies in a matrix form are called ‘pay-off
matrix’.
g) The player playing the game always tries to choose the best course of action
which results in optimal pay off called ‘optimal strategy’.
h) The expected pay off when all the players of the game follow their optimal
strategies is known as ‘value of the game’. The main objective of a problem of a
game is to find the value of the game.
i) The game is said to be ‘fair’ game if the value of the game is zero otherwise it’s
known as ‘unfair’.
The strategy of a player is the predetermined rule by which player decides his course of
action from his own list during the game.
The two types of strategy are
Pure strategy
Mixed strategy
Pure Strategy: If a player knows exactly what the other player is going to do, a
deterministic situation is obtained and objective function is to maximize the gain.
Therefore, the pure strategy is a decision rule always to select a particular course of
action.
b) Minimax Criteria: The minimising player lists his maximum loss from each
strategy and selects the strategy which gives him the minimum loss out of these
maximum losses.
Classification of game
a) Zero-Sum Games – the winner(s) receive(s) the entire amount of the payoff
which is contributed by the loser (strictly competitive).
b) Non-Zero Sum Games – the gains of one player differ from the losses of the
other. Some other parties in the environment may share in the gain or losses (not
strictly competitive).
Domin ancerule
The principle of dominance in Game Theory states that if one strategy of a player
dominates over the other strategy in all conditions then the later strategy can be
ignored.
A strategy dominates over the other only if it is preferable over other in all conditions.
The concept of dominance is especially useful for the evaluation of two-person zero-
sum games where a saddle point does not exist.
Rule :
1. Rule of row:
If all the elements of a Row are less than or equal to the corresponding elements of any
other Row-j, then the Row-i is dominated by the Row-j and it is removed from the
matrix. eg. If Row-3 ≤ Row-4, then removeRow-3
2. Rule of column:
If all the elements of Column-i are greater than or equal to the corresponding
elements of any other Column-j, then the Column-i is dominated by the Column-j and
it is removed from the matrix.
eg. If Column-2 ≥ Column-4, then remove Column-2
UNIT 5: DECISION THEORY
The study of human decision-making is one of the truly interdisciplinary sciences. In
its half- century of existence, decision theory has developed, through contributions
from several academic disciplines, into an academic field in its own right that is still
in close contact with an unusually large number of other disciplines.
In 1961, Patrick Suppes listed the major sciences that arc involved in decision
theory. As can be seen in table I, he divided them into four groups according to
whether the emphasis is normative or descriptive and whether invididual decisions
or group decisions are at the focus of interest.
Types of decision making:
Decisions are made based upon the information data available about the occurrence
of events as well as the decision situation. There are two types of decision making
situations: certainty and uncertainty
a) Decision making under certainty: In this case the decision maker has the
complete knowledge of consequence of every decision choice with certainty. In
this decision model, assumed certainty means that only one possible state of
nature exists.
b) Decision making under uncertainty: Under conditions of uncertainty, only pay-offs
are known and nothing is known about the likelihood of each state of nature.
Such situations arise when a new product is introduced in the market or a new
plant is setup.
Decision tree
A decision tree is a method you can use to help make good choices, especially
decisions that involve high costs and risks. Decision trees use a graphic approach to
compare competing alternatives and assign values to those alternatives by
combining uncertainties, costs, and payoffs into specific numerical values. If you are
a project manager, business analyst, or
a project decision maker, this primer is for you. If you are interested incognitive
science, artificial intelligence, data mining, medical diagnosis, formal problem solving,
or game theory, this primer provides an introduction to basic concepts of decision
tree analysis.
• Maximin criteria
This criterion is the decision to take the course of action which maximizes the
minimum possible pay-off. Since this decision criterion locates the alternative
strategy that has the least possible loss, it is also known as a pessimistic decision
criterion. The working method is:
Decision trees offer advantages over other methods of analyzing alternatives. They
are:
Graphic. You can represent decision alternatives, possible outcomes, and chance
events schematically. The visual approach is particularly helpful in
comprehending sequential decisions and out come dependencies.
Efficient. You can quickly express complex alternatives clearly. You can easily
modify
a
Decision tree as new information becomes available. Setup a decision tree to
compare how changing input values affect various decision alternatives. Standard
decision tree notation is easy to adopt.
Revealing. You can compare competing alternatives—even without complete
information—in terms of risk and probable value. The Expected Value(EV) term
combine s relative investment costs, anticipated payoffs, and uncertainties into
a single numerical value. The EV reveals the overall merits of competing
alternatives.
Complementary. You can use decision trees in conjunction with other project
management tools. For example, the decision tree method can help evaluate
project schedules
The present section focuses on the standard vocabulary of Waiting Line Models
(Queuing Theory).
Steps of Simulation
the problem.
Step2:(a) Identify the decision variable(b) Decide the performance objective and the
decision rules.