the project involves many activities Network management tools: or events. Critical Path Method (CPM) - 1957, Morgan R. Walker of 3. Delays in the project may Du Pont and James E. require the payment of penalty Kelly of Remington Rand. fees. - Finding ways to reduce the time required to perform 4. The sequential nature of tasks, such as projects means that some activities construction work and cannot begin until a certain plant maintenance. condition or event had taken place. - To determine the optimal tradeoff of cost and time 5. Projects are carefully planned was the goal of the activities that involve a unique originators of CPM. undertaking.
Program Evaluation and Review Activity. Activity refers to an effort
Technique (PERT) that needs resources and time to - Developed in 1958 by US accomplish a goal or a project. Navy Special Projects Office in conjunction with Event. A goal that has been the consulting firm Booz, completed at a certain period is Allen, and Hamilton. considered an event. An event can - The US Navy, at that time, also be called as a milestone as it was faced with the happens after all activities that challenge of developing precede it must be accomplished. Polaris submarine missile project at the soonest Project. Series of events and possible time. activities with a definable - PERT was the tool used to beginning and a definable end, plan and control the which is the goal. duration of this project. Network. Activities and events that Characteristics of Project are arranged in a logical and Management chronological order and presented 1. The time of completion of the graphically that demonstrate the project can take weeks, months, or relationships among the different even years. activities and events that will lead CPM is a deterministic tool. to the completion of a project. CPM needed only one estimate of project duration. Critical Activity. An activity that CPM includes an explicit estimate has a strong impact on project of the cost completion. Minimum information that Path. Represents a collection of PERT/CPM can provide: activities that connects one event 1. Activities that are critical to another 2. Activities that are noncritical 3. The slack time per noncritical Critical Path. A path that is activity comprised of a sequence of critical 4. Other information as needed by activities that occur from the start management of a project until full completion. It is the longest path throughout the Solving CPM project network. "solution" is the second phase of Immediate Predecessors. These PERT/CPM, which necessitates are activities that must be the construction of a network. accomplished before the start of an activity in question. Forward pass aims to determine the earliest start and earliest finish Activity Slacks. Also termed as time of each activity by going float activity, it is the length of time forward on the network. that a task is allowed to be delayed as it will not cause a delay for the Backward pass - identifies the entire project. latest start and latest finish time of each activity through the network. PERT usually requires three estimates to calculate the weighted average of the expected completion date of the project based on the probability distribution of time of completion. PERT is a tool mainly focused on planning and controlling time. PERT is a probabilistic tool NETWORK MODELS PART 2 PERT is more than a planning and control tool as it can also be used Program/Project Evaluation and to give management an indication Review Technique (PERT) of possible delay in the completion - is a network technique that of a project. With the use of PERT, is used for project planning management can predict whether and scheduling that the project will be completed on applies probabilistic before, or after the scheduled activity times. dates. - used for dealing with uncertain activity times. Cost-Time Relationships
Two PERT categories: "Crashing." - this can be done by
Stochastic PERT used for activity adding resources by a process times that are of probabilistic nature "Crashing the project." - this process of expediting the Deterministic PERT where the execution of a project to a time activity time is assumed to be below the normal known with certainty. Crash duration - is the term for Three Estimates of Activity Time the minimum possible duration for an activity. 1. Optimistic estimate (to). An estimate of the shortest possible These are the steps in the process duration of an activity reaching its of crashing a project: completion. 1. Determine the normal 2. Most likely estimate (t). The completion time and cost. estimate of the duration would 2. Determine the crash schedule occur most often if the activity is and the cost. repeated under exactly the same 3. Compute the cost required to conditions several times. expedite all activities from a normal time and crash time. 3. Pessimistic estimate (t). The 4. Identify the least-cost plan for longest time that an activity will be the crash time schedule. completed "when everything went wrong.” MARKOV ANALYSIS 2. Retention Rate. The likelihood of a company's present customers Markov analysis to buy from the same company. - is an analytical tool that uses the current state and movement of a 3. Switching-out Rate. The variable to predict future states likelihood of a company's present and movement of said variable. customers to buy from another - It was developed by Andrei A. company in the next period. Markov, a Russian mathematician, who was able to use this 4. Switching-in Rate. The procedure to predict the behavior likelihood of a competitor's of particles of gas in a closed customers to buy from the container. company in the next period.
Markov Analysis Assumptions The matrix of transition
1. The process has a finite number probabilities provides more useful of discrete states, meaning once a information. state has been entered, it cannot be removed. An equilibrium condition or 2. The process' condition or state steady state happens when in the in any given period depends only long run, the process has on its condition in the previous stabilized. period and on the transition probabilities. A stabilized system occurs when 3. The transition probabilities the shares do not change. become constant over time. 4. Changes in the process happen only once in every period. 5. All time duration is equal in length. 6. The market size remains constant in all periods.
1. Present Market Share. The
percentage of the market accounted for by each of the companies. DYNAMIC PROGRAMMING Overlapping sub-problems - manifest when a recursive Dynamic programming algorithm visits the same sub- - is a very powerful technique that problems repeatedly is based on the "principle of optimality." Solution by Dynamic Programming - A principle that can be summarized simply as "Every The dynamic programming method optimal policy consists only of starts with the segmentation of the optimal sub- policies." given problem into smaller - It is a variant of the "divide and problems termed as stages. conquer" method as the solution to the problem is derived from State - is referred to as a condition previous solutions of sub- in which a process or a problem is problems. in a particular stage. - is a problem-solving approach that performs computations of Rollback analysis - means that similar simpler sub- problems that the end of the problem is analyzed would later build up the solution for ahead of the other problems. a more complex problem. - The method was invented by Six major terms American mathematician Richard Bellman in the 1950s to solve Stages. A stage is defined as a optimization problems. particular decision point on the course of the solution. Philosophy of Dynamic Programming States. In the example, the traveler moved along bus stations What distinguished dynamic from Manila to Ilocos Norte. Each programming from the "divide and bus station is equivalent to a state. conquer" method is that the problem to be solved should have Decision Process. The decision overlapping sub-problems. process in a dynamic programming solution is done by moving from Optimal substructure - optimal one stage to another. Directions solution must contain an optimal can either go forward or backward. sub-solutions. Reward. The reward in the example is the "hours of travel." There are three types of reward:
1. Immediate Reward. The result
or payoff from moving between two adjacent stages is referred to as the immediate reward. It is shown under the column "Distance to Stage No._.”
2. Total Reward. The total reward
is equivalent to the sum of the immediate reward and the optimal reward obtained from the previous stage.
3. Optimal Total Reward. The
optimal reward is the best of all rewards in each state, for each given stage. In the example, it is the shortest route from one bus station going to the destination.
Recursive Relation. Recursive
relation is the function that binds the immediate reward, the total reward, and the optimal total reward. It is a relationship that is based on the principle of optimality.
Policy. In dynamic programming,
policy is about a predetermined plan for making a decision. 1. The number of participants or GAME THEORY "players" is an element. A game can have a single player or a Game theory group of individuals with one goal. - is defined as a theory of In other cases, & game can have independent and interdependent two, three, four, or more players. decision-making. - It involves strategies of two or 2. There should be conflicting more autonomous players, in goals from each party. which no single player has full control of the outcome of the 3. A payoff or reward is the game. consequence of the decisions - Decision-makers with conflicting made by opposing parties. The objectives make the decision average payoff per play is complex for mathematical analysis. identified as the value of the game. - has evolved as a mathematical A game with zero value is termed process that results in optimal as a fair game. solutions for problems under competition or conflict. 4. Decisions of each party are - John Von Neumann, a Hungarian made simultaneously. It means mathematician, was the founding that one party cannot wait for the father of game theory. decision of the other before - In 1926, Neumann was able to making their own move. develop the "minimax theory." 5. The availability of information to Presentation of Game Theory both parties is important.
The normal form of presentation is Classification of Games
in a tabular format, and the entire sequence of decisions for the Games of Skill - involves only one game must be consolidated in a player who has the complete single strategy. Such format is control of the game's outcome. An limited to games with two players example of this is a person who is only. taking an examination. The type of game is not really classified as a game at all because of the Assumptions of Game Theory absence of interdependence. Games of Chance - are also 3. The rewards or outcomes single-player games against of all possible combination nature. In this game, the player of strategies are known to does not completely control the both decision-makers. outcomes as the game also depends on nature, which is 4. Both players are rational, considered the "second player." which means that their ultimate goal is to Games of Strategy are games maximize their own with two or more players, nature is payoffs. not included, wherein each of the players has partial control over the 5. There will be no outcomes. bargaining among players. The strategy selected by A. Zero-sum Games. This is competing parties is a strictly competitive game simultaneously chosen, as the winner receives the without knowing the choice entire amount of payoff or made by the other party. reward as contributed by the losing party. Zero-sum Nonzero-sum games. In nonzero- games with two players sum games, the gains of one are termed as "two- competitor are not equal to the person, zero-sum games." losses of the other player. This The requirements are as type of game sometimes involves follows: cooperation and is not strictly competitive. 1. Composed of two players only. Each player can choose one of the definable sets of strategies.
2. "Zero-sum," as the term
implies, states that any gain by one player is exactly equal to the loss of the other player.