MAT506 Operations Research
MAT506 Operations Research
MAT506 Operations Research
SCHOOL OF SCIENCES
(FORMERLY SCHOOL OF ARCHITECTURE, SCIENCE & TECHNOLOGY)
MAT506
OPERATIONS RESEARCH
(4 Credits)
Semester - I
Email: director.ast@ycmou.ac.in
Website: www.ycmou.ac.in
Phone: +91-253-2231473
Yashwantrao Chavan S25035
Brief Contents
Vice Chancellor’s Message .................................................. 3
Forward By The Director .................................................... 4
Credit 01 .................................................................................. 5
Unit 01-01: Basics of Operations Research ................. 6
Unit 01-02: Linear Programming Problems (L.P.P.) 23
Unit 01-03: The Simplex Method ................................... 44
Unit 01-04: Duality ............................................................ 79
Credit 02 .................................................................................. 103
Unit 02-01: Game Models and Related Theory .......... 104
Unit 02-02: Two Person Zero Sum Game .................... 123
Unit 02-03: Dominance in Games ................................. 139
Unit 02-04: Mixed Strategies (2×N and M×2 games) 166
Credit 03 .................................................................................. 196
Unit 03-01: Network Analysis ........................................ 197
Unit 03-02: Fulkerson’s Rule ......................................... 218
Unit 03-03: Critical Path Method (C.P.M.) ................. 241
Unit 03-04: Project Evaluation and Review Technique (Pert) 266
Credit 04.................................................................................. 288
Unit 04-01: Simulations and It’s Theory ..................... 289
Unit 04-02: Monte Carlo Simulation ............................ 301
Unit 04-03: Generation of Random Numbers ............ 323
Unit 04-04: Simulation Languages ............................... 335
Answers to Self-Tests and End of Unit Exercises ......... 340
This SLM Book V130: M.Sc. (Mathematics) {2021 Pattern}, dtd. 02/10/2021
used in V151: M.Sc. (Mathematics) {2023 Pattern}, dtd. 31/08/2023
S25035: Operations Research Page 2
V ICE C HANCELLOR ’ S M ESSAGE
I offer cordial welcome to all of you for the Master’s degree programme of Yashwantrao
Chavan Maharashtra Open University. As a post graduate student, you must have autonomy to
learn, have information and knowledge regarding different dimensions in the fie ld of
Mathematics and at the same time intellectual development is necessary for application
of knowledge wisely. The process of learning includes appropriate thinking, understanding important
points, describing these points on the basis of experience and observation, explaining
them to others by speaking or writing about them. The science of education today accepts the
principle that it is possible to achieve excellence and knowledge in this regard.
The syllabus of this course has been structured in this book in such a way, to give you autonomy to
study easily without stirring from home. During the counseling sessions, scheduled at
your respective study centre, all your doubts will be clarified about the course and you will
get guidance from some qualified and experienced counsellors / professors. This guidance will not
only be based on lectures, but it will also include various techniques such as question-
answers, doubt clarification. We expect your active participation in the contact sessions at the study
centre. Our emphasis is on ‘self study’. If a student learns how to study, he will become independent in
learning throughout life. This course book has been written with the objective of helping in self-study and
giving you autonomy to learn at your convenience.
During this academic year, you have to give assignments, complete laboratory
activities, field visits and the Project work wherever required. You may have to opt for
specialization as per programme structure. You will get experience and joy in personally doing
above activities. This will enable you to assess your own progress and there by achieve a larger
educational objective.
We wish that you will enjoy the courses of Yashwantrao Chavan Maharashtra Open
University, emerge successful and very soon become a knowledgeable and honorable
Master’s degree holder of this university. I congratulate “Development Team” for the
development of this excellent high quality “Self- Learning Material (SLM)” for the
students. I hope and believe that this SLM will be immensely useful for all students of
this program.
Best Wishes!
This book aims at acquainting the students with advance Mathematics required at post
graduate degree level.
The book has been specially designed for Science students. It has a comprehensive
coverage of Mathematical concepts and its application in practical life. The book
contains numerous mathematical examples to build understanding and skills.
The book is written with self- instructional format. Each chapter is prepared with
articulated structure to make the contents not only easy to understand but also
interesting to learn.
Each chapter begins with learning objectives which are stated using Action Verbs as
per the Bloom’s Taxonomy. Each Unit is started with introduction to arouse or
stimulate curiosity of learner about the content/ topic. Thereafter the unit contains
explanation of concepts supported by tables, figures, exhibits and solved illustrations
wherever necessary for better effectiveness and understanding.
This book is written in simple language, using spoken style and short sentences. Topics
of each unit of the book presents from simple to complex in logical sequence. This book
is appropriate for low achiever students with lower intellectual capacity and covers the
syllabus of the course.
Exercises given in the chapter include MCQs, conceptual questions and practical
questions so as to create a ladder in the minds of students to grasp each and every
aspect of a particular concept.
I thank the students who have been a constant motivation for us. I am grateful to the
writers, editors and the School faculty associated in this SLM development of the
Programme.
INTRODUCTION
Business managers face an endless list of complex issues every day. They must
make decisions about financing, where to build a plant, how much of a product to
manufacture, how many people to hire, and so on. Often, the factors that make up
business issues are complicated, and they may be difficult to comprehend. Operations
research is a way to deal with these thorny problems.
Many definitions of O.R. had been suggested from time to time. It isn't always
smooth to define operations research as it is not a technological know -how representing
any properly-defined social, organic or physical phenomenon. Some of the one -of-a-
kind definitions advised are:.
5) The application of the scientific method to the study of operations of large complex
organizations or activities. It provides top level administrators with a quantitative
basis for decisions that will increase the effectiveness of such organizations in
carrying out their basic purposes.
In addition to the above there are hundreds of definitions availa ble to explain
what operations research is?. But many of them are not satisfactory because the
above-discussed definitions are given by various people at different times and
stages of development of O.R. as such they have considered the field in which they
are involved hence each definition is conce ntrating on one or two aspects. No
definition is having universal approach.
The various definitions of O.R. bring out the essential characteristics of O.R.
They are as follows:
The highly optimized solution is found by a group of scientists who are selected
from diverse disciplines. For example, one may find mathematicians, statisticians,
physicist, psychologist, economist and an engineer working together on an O .R.
problem.
The use of interdisciplinary team can produce more unique solution with greater
probability success, than could be expected from the same number of persons from an
single discipline. Another reason for existence of O.R. team is that knowledge is
increasing at very fast rate.
SOLVED PROBLEMS 01
Problem 01-01-01: Discuss the operations research approach to problem solving.
Solution: The maximum critical feature of operations studies is the use of the clinical
approach and the constructing of selection fashions. T he operations studies approach to
trouble fixing is primarily based on 3 levels, specifically (a) judgment phase; (b)
studies section, and (c) movement section.
b) Research phase: This phase is the most important and longest among all of the
levels. However, despite the fact that the last aren't as long, they are additionally
equally critical as they offer the premise for a scientific method. This section
makes use of: (i) observations and statistics collection for a higher information of
the problem, (ii) formula of hypothesis and model, (iii) remark and
experimentation to test the hypothesis on the basis of extra information, (iv)
analysis of the available records and verification of the hypothesis the usage of
pre-established measures of desirability, (v) prediction of various outcomes from
the hypothesis, and (iv) generalization of the result and consideration of
opportunity techniques.
Solution: O.R. plays an important role in almost all areas of decision maki ng. Some
areas where operation research (O.R.) techniques can be used as listed below:
a) Financing and Investment Polices: This category includes the analysis of credit
and loan policy, fund flow and cash flow and also considers the dividend, share
and bonus policy. It reflects the portfolio of investment too.
SELF-TEST 01
MCQ 01-01: Operation research approach is
a) Scientific.
b) Initiative.
c) Multi-disciplinary.
iii) There are also other characteristics like decision making, quantitative solution,
use of information technology, etc.
The use of interdisciplinary team can produce more unique solution with greater
probability success, than could be expected from the same number of persons from an
single discipline.
1) In Industry
If the industry manager makes his policies simply on the basis of his past
experience and a day approaches when he gets retirement, then a serious loss is
encounter ahead of the industry. This heavy loss can be right away compensated
through appointing a young specialist of O.R. techniques in business management. O.R.
has been successfully applied in industry in the fields of production, blen ding, product
mix, inventory control, demand forecast, sale and purchase, transportation, repair and
maintenance, planning, etc. O.R. divides the company in three departments of
production, marketing and financial department. In production department , O.R.
reduces the minimize cost of production. In marketing, O.R. is useful to manager for
Industry
Business Defence
Scope
of OR
Hospitals Planning
L.I.C. Agriculture
2) In Defense:
O.R. has wide scope for application of O.R. in defense. There three are defense
agencies namely Air force, Navy and Army. The decision taken by one will have its
effect on the other. Hence, proper co-ordination of the three bases and smooth flow of
information is necessary. Here, O.R. techniques will help the departmental heads to take
appropriate decisions.
4) Agriculture:
With the sudden increase of population and resulting shortage of food, ever y
country is facing the problem of optimum allocation of land to variety of crops as per
the climate condition with available facilities. Also, every developing country is facing
5) Planning:
The basic in most of the developing countries in Asia and Africa is to remove the
poverty and hunger as quickly as possible. So, there is a great scope to economist,
statistician, administrator, politicians and technicians working in a team to solve this
problem by an O.R. approach.
6) Public Utilities:
i) O.R. approach may be additionally carried out in big hospital to reduce waiting
time of out-doors patients and to resolve the administrative problem.
ii) O.R. also used to solve the problem in area like transport to regulate train arrival
and their running times. Also similar to big hospital using queuing theory, we can
minimize congestion and passenger waiting time.
iii) O.R. is directly applicable to business and society. For example, it is increasingly
begin applied in L.I.C. offices to decide the premium rate of various policies.
iv) O.R. is also been used in petroleum, paper chemical, metal processing, aircraft,
transport and distribution, mining and textile industries.
v) O.R. also used in each and every small or big organization for managing employs,
production, purchasing row material, etc. Using O.R. we can minimize the cost
and maximize profit. Thus, we find that O.R. have a wide scope on the social,
economic and industrial problem today.
SOLVED PROBLEMS 02
Problem 01-01-03: Explain the scope of O.R. in industries.
Solution: O.R. plays very important role in industries. As company extended, it is not
possible for one man to manage them. Because of this the company is divided into the
different units like production department, marketing department and financial
department. In production department using O.R., we can minimize the cost of
production, increase the productivity and use the available resources carefully and for
healthy industrial growth. In marketing department, we can maximize profit and
minimize cost using O.R.
Solution: Because of population explosion, the increase within the wide variety and
verities of vehicles, road density is continuously increasing. Specifically in peak hours,
SELF-TEST 02
MCQ 01-03: Which of the following statement is FALSE?
c) Operation research used for minimize the cost of production in the company.
a) A media planning.
b) Metal processing.
c) Marketing department.
Solution: O.R. has wide scope for application of O.R. in defense. There three are
defense agencies namely Air force, Navy and Army. The decision taken by one will
have its effect on the other. Hence, proper co-ordination of the three bases and smooth
flow of information is necessary. Here, operations research techniques will help the
departmental heads to take appropriate decisions.
SAQ 01-01-04: What is the role of O.R. in public utilities? Explain in briefly.
i) O.R. approach may be additionally carried out in big hospital to reduce waiting
time of out-doors patients and to resolve the administrative problem .
ii) O.R. also used to solve the problem in area like transport to regulate train arrival
and their running times. Also, similar to big hospital using queuing theory, we can
minimize congestion and passenger waiting time.
iii) O.R. is directly applicable to business and society. For example, it is in creasingly
begin applied in L.I.C. offices to decide the premium rate of various policies.
Many O.R. models have been developed and applied to the problem tin business
and industry. Some of these models are described here.
Allocation
Models
Decision Queuing
Theory Models
Mathemati
cal Inventory
Teqhnique Models
s
OR Models
Statistical Simulation
Techniques Models
Dynamic Replaceme
Models nt Models
a) Allocation models: Allocation models are used to solve the problem in which there
are a number of jobs to be perform and there are alternative ways of doing them and
resources of facilities are limited. If the measure of effectiveness such as profit,
cost, etc., is represented as a linear function of several variables and limitations on
resources (constraints) are expressed as a system of linear equalities or inequalities,
the allocation problem is classified as a linear p rogramming problem.
The simple type of allocation model involve the association of the number of
jobs to the same number of resources (men). This is called assignment model. But if
the activities require more than one resource and conversely if the resou rces can be
b) Waiting line (or Queuing) models: These models establish a trade-off between
costs of providing service and the waiting time of a customer in the queuing system.
A queuing model describes: Arrival process, queue structure and service process and
solution for the measure of performance – average length of waiting time, average
time spent by the customer in the line, traffic intensity, etc., of the w aiting system.
c) Inventory models: These model deals with idle resources such as raw materials
spare parts, semi-finished and finished products. These models are concern with two
decisions; how much to order and when to order, so that minimizes the total co st.
The main objective is to minimize the sum of three conflicting inventory costs: the
cost of holding or carrying extra inventory, the cost of shortage or delay in the
delivery of items when it is needed and the cost of ordering or set -up.
e) Dynamic models: These models are used where a problem requires optimization of
multistage (sequence of interrelated decisions) decision processes. The method
starts by dividing a given problem into stages or sub-problems and then solves those
sub-problems sequentially until the solution to the original problem is obtained.
g) Network models: These models are applied in a large and complex project
involving a number of interrelated activities, requiring a number of men, machine
and materials, it is not possible to make and execute an optimal schedule just by
intuition. PERT/CPM techniques help in identifying delay and project critical path.
These techniques help to achieve project co-ordination and efficient use of
h) Markov-chain models: This model is used for decision making is used in situations
where various states are defined. The probability of going from one state to another
is known and depends on the present state but independent of how that state was
reached. Using this probability percentage, we can take good decision. Markov
analysis the current behavior of some variable in order to predict the future
behavior of that variable. This was used by the Russian Mathematician A. Markov
to describe the behavior of gas particle in the cl osed container.
i) Replacement model: Any capital item, that is continuously used for supplying
service or for producing the product is subjected to put on and tear due to
utilization, and its performance goes on reducing. This discount in performance can
be expected by the growing range of breakdowns or reduced productiveness. The
worn-out parts or components are to be replaced to bring the gadget lower back to
work. This action is known as protection. A time is reached while the renovation fee
turns into very excessive and the supervisor feels to update the antique system by
means of new one. This sort of troubles known as replacement issues and may be
solved by using alternative fashions.
SOLVED PROBLEMS 03
Problem 01-01-05: State characteristics of good model.
c) It should assimilate the system environmental changes with out change in its
framework.
It makes the overall structure of the problem more compressible and help in
dealing with problem in its entirety.
Models help the analyst to find newer ways of solving the problem.
Limitations of a model:
i) Models are only idealized representation of reality and should not be regarded as
absolute in any case.
ii) The validity of a model for particular situation can be ascertained only by
conducting experiments on it.
SELF-TEST 03
MCQ 01-05: Every mathematical model
a) must be deterministic.
a) an idealization.
b) an essence of reality.
c) an approximation.
Solution: Inventory model deals with idle resources such as raw materials spare parts,
semi-finished and finished products. These models are concern with two decisions; how
much to order and when to order, so that minimizes the total cost. The main objective is
to minimize the sum of three conflicting inventory costs: the cost of holding or carrying
extra inventory, the cost of shortage or delay in the delivery of items when it is needed
and the cost of ordering or set-up.
Problem Formulation
Constructing a
Implimenting the
mathematical
solution
model
Constraints: There are certain constraints (limitations) on the use of resources, and
such constraints arise due to organizational policy, legal restraints or limited resources
such as space, money, manpower, material, etc. The constraints on the use of resources
are expressed either in the form of equations or inequalities.
Once a mathematical model of the problem has been formulated, the next step is
to obtain numerical values of decision variables. Obtaining these values depends on the
specific form or type of mathematical model .
The next step is implementing the solution derived. Explanation of the solution
be made in terms of procedure used in actual system. After applying the solution,
observe response of the system. A control over the solution is established by proper
feedback.
SOLVED PROBLEMS 04
Problem 01-01-07: What are the limitations of O.R.? Explain briefly.
b) O.R. experts make very complex models for solving problems. These models
may not be realistic. Hence, they may not be useful for real -life situations.
d) O.R. techniques try to find out an optimal solution taking into account all the
factors. In the modern society, these factors are enormous and expressing them
in quantity and establishing relationships among these require voluminous
calculations that can only be handled by computers.
Solution: The computer plays vital role in development of O.R. Many real-life O.R.
models require long and complex mathematical calculations. Thus, computer software
packages that are used to do these calculations rapidly and effectively have become a
part of O.R. approach to problem solving. Computer facilities such as spread sheets or
statistical and mathematical software packages that make such analysis readily
available to a decision-maker. Many computer manufacturing companies have
developed software packages for problem to solve by application of O .R. technique.
Companies such as IBM, ICL, UNIVAC, CDC have done so for solving scheduling,
inventory, simulations, queuing, networking (PERT/CPM) and many more O .R.
problem. Thus, the computer is an essential and integral part of OR.
SELF-TEST 04
MCQ 01-07: Operation research approach to decision maki ng based on
a) Judgments.
b) Research.
c) Action.
a) logical approach.
b) rational approach.
c) scientific approach.
Solution: The solving of a model of operational research need to follow the following
steps:
In the first step, we have to define a problem in the proper way for correct
answer. Then in the second step, we have to formulate the given problem in to
mathematical model by defining objective function, constraint, parameters , etc.
Once a mathematical model of the problem has been formulated, the next step is
to obtain numerical values of decision variables. Obtaining these values depends on the
specific form or type of mathematical model .
The next step is testing model, solution and implementing the solution derived.
Explanation of the solution made in terms of procedure used in actual system. After
applying the solution, observe response of the system. A control over the solution is
established by proper feedback.
Solution: Objective function: They are mathematical expression of profit or cost for a
particular operation. They are of maximization or minimization type.
Constraints: There are certain constraints (limitations) on the use of resources, and
such constraints arise due to organizational policy, legal restraints or limited resources
such as space, money, manpower, material, etc. The constraints on the use of resources
are expressed either in the form of equations or inequalities.
SUMMARY
Operations research is the clinical technique to decision making. This method
includes defining the problem, growing a version, fixing the model , checking out the
answer, studying the consequences and enforcing the consequences. In the use of
operations research technique, but there may be capacity troubles, which include
conflicting viewpoints, the effect of quantitative analysis on numerous sect ions of the
company, beginning assumptions, old answers, information the model, obtaining
applicable enter statistics, acquiring surest solution, checking out the solution, and
studying the consequences. In the usage of the operations study’s technique,
implementation isn't the final step because there can be a loss of commitment to the
method and resistance to exchange.
KEY WORDS
Operation research (O.R.), Model, Objective function, Constraint.
REFERENCES
BOOKS
1) OPERATIONS RESEARCH, PREM KUMAR GUPTA AND D. S. HIRA, S. CHAND
& COMPANY LTD
MOOCS
YOUTUBE VIDEOS
https://youtu.be/5KTtyFHi2ws
https://youtu.be/C_EwiEzlHq0
https://youtu.be/KA97JSw3kIE
WIKIPEDIA
https://en.wikipedia.org/wiki/Operations_research ,
https://theintactone.com/2020/01/04/nature-definition-characteristics-of-
operations-research/
OER
COURSE COMPANION WEBSITE
Visit here for course companion website for this course:
Recognize special cases such as, multiple optimal solutions, unbounded and
infeasible solutions.
INTRODUCTION
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.
The general linear programming problem (or model) with 𝑛 decision vaniables
and 𝑚 constraints can be stated in the following form:
a x + a x + ⋯ + a x (≤, =, ≥) b
𝑎 𝑥 + 𝑎 𝑥 + ⋯ + 𝑎 𝑥 (≤, =, ≥) 𝑏
⋮ ⋮ ⋮
𝑎 𝑥 + 𝑎 𝑥 + ⋯ + 𝑎 𝑥 (≤, =, ≥) 𝑏
and
where the 𝑐 ′𝑠 are coefficients representing the per unit profit (or cost) of decision
variable 𝑥 to the value. The a are represent the input-output coefficients. These
represent the amount of resource, say 𝑖 consumed per unit of variable (activity) 𝑥 .
These coefficients can be positive, negative or zero. The 𝑏 represents the total
availability of the 𝑖 resource. The term resource is used in a very general sense to
include any numerical value associated with the right -hand side of a constraint. It is
assumed that b ≥ 0 for all 𝑖 . However, if any 𝑏 < 0, then both sides of constraint 𝑖 is
multiplied by −1 to make 𝑏 > 0 and reverse the inequality of the constraint.
In the general L.P. problem, the expression (≤, =, ≥) means that in any specific problem
each constraint may take only one of the three possible forms:
(i) less than or equal to (≤);
(ii) equal to (=);
(iii) greater than or equal to (≥ ).
SOLVED PROBLEMS 01
Problem 01-02-01: A company manufactures two products X and Y, which require the
following resources. The resources are the capacities machine 𝑀 , 𝑀 and 𝑀 . The
available capacities are 50, 25 and 15 hours , respectively in the planning period.
Product X requires 1 hour of machine 𝑀 and 1 hour of machine 𝑀 . Product Y requires
2 hours of machine 𝑀 , 2 hours of machine 𝑀 and 1 hour of machine 𝑀 . The profit
contribution of products X and Y are Rs.5/- and Rs.4/-, respectively. Formulate the L.P.
model that maximizes the profit.
Solution: Step I: First we need to decide the number of units of product X and Y. For
this we take help of variable x and y. Let the company manufactures x units of X and y
units of Y.
Step II: As the profit contributions of X and Y are Rs.5/ - and Rs. 4/- respectively. The
objective of the problem is to maximize the profit Z, Hence objective function is
Step III: This should be done so that the utilization of machine hours by products x and
y should not exceed the available capacity. This can be shown as follows:
For Machine M 0x + 2y ≤ 50
For Machine M 1x + 1y ≤ 15
But the company can stop production of x and y or can manufacture any amount of x
and y. It cannot manufacture negative quantities of x and y. Hence, we get
Hence, the complete L.P. model for the problem can be written as
𝑚𝑎𝑥𝑖𝑚𝑖𝑧𝑒 𝑍 = 5𝑥 + 4𝑦,
𝑥 + 2𝑦 ≤ 25,
𝑥 + 𝑦 ≤ 15
where ≥ 0, 𝑦 ≥ 0.
The company want to spend no more than Rs.4,50,000 on advertising. Following are
he further requirements that must be met:
4. The number of advertising units on television and each radio should be between 5
and 10.
Step II: The objective is to maximize the total number of potential customers reached .
i.e. Maximize Z = 2,00,000 𝑥 + 6,00,000 𝑥 + 1,50,000 𝑥 + 1,00,000𝑥 .
Where 𝑥 , 𝑥 , 𝑥 , 𝑥 ≥ 0 .
𝑚𝑎𝑥𝑖𝑚𝑖𝑧𝑒 𝑍 = 10 ( 2 𝑥 + 6 𝑥 + 1.5 𝑥 + 𝑥 ).
SELF-TEST 01
MCQ 02-01: Which of the following is a component of L.P. model?
a) Decision variable.
b) Objective function.
SAQ 01-02-02: A small manufacturer employs 5 skilled men and 10 semi -skilled men
and makes an article in two qualities, a deluxe model and an ordinary model. The
making of a deluxe model requires 2 hours work by a skilled man and 2 hours work by
a semi-skilled man. The ordinary model requires 1 hour work by a skilled man and 3
hours work by a semi-skilled man. By union rules no man can work more than 8 hours
Solution: Let 𝑥 𝑎𝑛𝑑 𝑥 are number of units of article, a deluxe model and an
ordinary model to be produced, respectively. From the conditions given in problem, we
get
Maximize 𝑍 = 10𝑥 + 8𝑥 ,
subject to 2𝑥 + 𝑥 ≤ 40,
2𝑥 + 3𝑥 ≤ 80 𝑎𝑛𝑑 𝑥 , 𝑥 ≥ 0.
SOLVED PROBLEMS 02
Problem 01-02-03 (Diet Problem): A person wants to decide the constraints of a diet
which fulfill his daily requirements of proteins, fats and carbohydrates at the minimum
cost. The choice is to be made from four different types of food. The yield per unit of
these food are given in the table:
Step I: Let 𝑥 , 𝑥 , 𝑥 and 𝑥 denote the number of units of food type 1, 2, 3 and 4 ,
respectively.
Step III: Constraints are on the fulfillment of the daily requirement of the various
constituents.
where 𝑥 , 𝑥 , 𝑥 , 𝑥 𝑒𝑎𝑐ℎ ≥ 0.
Problem 01-02-04: A company has two plants, each of which produces and supplies
two products: A and B. The plants can each work up to 16 hours a day. In plant 1, it
takes three hours to prepare and pack 1,000 gallons of A and one hour to prepare and
pack one quintal of B. In plant 2, it takes two hours to prepare and pack 1,000 gallons
of A and 1.5 hours to prepare and pack a quintal of B. In plant 1, it costs Rs . 15,000 to
prepare and pack 1,000 gallons of A and Rs. 28,000 to prepare and pack a quintal of B,
whereas in plant 2 these costs are Rs. 18,000 and Rs. 26,000, respectively. The
company is obliged to produce daily at least 10 thousand gallons of A and 8 quintals of
B.
Formulate this problem as an L.P. model to find out as to how the company
should organize its production so that the required amounts of the two products be
obtained at the minimum cost.
2 18,000/thousand 26,000/quintals
gallons
Let 𝑥 , 𝑥 = quantity of product A (in thousand gallons) to be produced in plant 1 and
2, respectively.
2𝑥 + 1.5𝑥 ≤ 16.
𝑥 + 𝑥 ≥ 8,
and 𝑥 , 𝑥 , 𝑥 , 𝑥 𝑒𝑎𝑐ℎ ≥ 0.
SELF-TEST 02
MCQ 02-03: A constraint in an L.P. model restricts
a) Limitations.
b) Requirements.
2. Chromium ≥ 8%,
Raw materials A, B and C having the properties shown in the table can be used to make
the alloy.
where 𝑥 , 𝑥 , x each ≥ 0.
SAQ 01-02-04: A firm manufacture pain reliving pills in two sizes A and B. Size A
contain 4 grains of element X, 7 grains of element Y and 2 grains of element Z. Size B
contains 2 grains of element X, 10 grains of element Y and 8 grains of element Z. It is
found by user that it requires at least 12 grains of element X, 74 grains of element Y
and 24 grains of element Z to provide the immediate relief. It is required to determine
the least number of pills a patient should take to get immediate relief. Formulate the
problem as standard L.P.P.
Solution: Let 𝑥 𝑎𝑛𝑑 𝑦 are the number of pills a patient should take of size A and B,
respectively. From the conditions given in problem, we get
Minimize 𝑍 = 𝑥 + 𝑦,
2𝑥 + 8𝑦 ≥ 24 and 𝑥 ≥ 0 , 𝑦 ≥ 0.
(i) Generally, the method is used to solve the problem, while it involves two
decision variables.
(ii) For three or more decision variables, the graph deals with planes and requires
high imagination to identify the answer area.
(iv) This method provides a basis for understanding the other methods of solution.
ii. Draw x and y (or 𝑥 and 𝑥 ) axis. The non-negativity 𝑥 ≥ 0 𝑎𝑛𝑑 𝑦 ≥ 0 implies
that the values of variable 𝑥 and 𝑦 lies in the first quadrant only.
iii. Plot each constraint on the graph for this considers constraint in the equality
form.
iv. Identity the feasible region (or solution space) that satisfies all the constraints
simultaneously. For ≥ type constraint, the area on or above the constraint line,
i.e. away from the origin will be considered. For ≤ type constraint, the area on
or below the constraint line, i.e. towards the origin will be considered. The area
common to all constraint is called the feasible region or convex polygon, which
we show by shaded region. This set is convex set.
v. Now, we have to start corner (extreme) point method. For this , find co-
ordinate of each corner points of the feasible region.
vi. Then, find the value of objective function at each corner point.
SOLVED PROBLEMS 03
Problem 01-02-05: Find the maximum value 𝑍 = 2𝑥 + 3𝑦 subject to 𝑥 + 𝑦 ≤ 30, 𝑦 ≥ 3,
𝑦 ≤ 12, 𝑥 − 𝑦 ≥ 0 , 0 ≤ 𝑥 ≤ 20.
Solution: Now, we draw graph for this, we need to construct the table as follows:
The co-ordinate of the corner vertices of the convex region ABCDE are A(3,3),
B(12,12), C(18,12), D(20,10) and E(20,3).
We observe that the maximum value of Z is 72 at point C (18, 12), the solution to the
given problem is 𝑥 = 18, 𝑦 = 12 and 𝑍 = 72.
Solution: Now, we draw graph, for this we need to construct the table as follows:
The co-ordinate of the corner vertices of the feasible region ABCD ( bounded
from below) are A(12,0), B(4,2), C(1,5) and D(0,10) .
We, observe that the minimum (optimal) value of Z is 13 at point C(1,5), the
solution to the given problem is 𝑥 = 1, 𝑥 = 5 𝑎𝑛𝑑 𝑍 = 13.
SELF-TEST 03
MCQ 02-05: The limitation of the graphical method of solving L .P. model is
a) Feasible solution.
𝑥 – 𝑥 ≤ 2, 𝑥 – 2𝑥 ≤ 1 and 𝑥 , 𝑥 ≥ 0.
Solution: The solution space satisfying the given constraint and meeting the non-negativity
restriction 𝑥 ≥ 0 𝑎𝑛𝑑 𝑥 ≥ 0 is shown shaded in figure. Any point in this region is a feasible
solution to the given problem.
From figure, we see that the polygon ABCDEF shows the feasible region which made
shadow.
We get the co-ordinates of the points A, B, C, D, E and F. After finding the value of
𝑍 = 2𝑥 + 𝑥 at each point we get that Z is maximum at point D (4, 2) and hence, we get the
solution
𝑥 + 6𝑦 ≥ 8, 𝑥 ≥ 0, 𝑦 ≥ 0.
Solution: The solution space satisfying the given constraint and meeting the non -
negativity restriction 𝑥 ≥ 0 𝑎𝑛𝑑 𝑦 ≥ 0 is shown shaded in figure. Any point in this
region is a feasible solution to the given problem.
From figure, we see that the polygon ABCDE shows the feasible region which made
shadow.
We get the co-ordinates of the points A, B, C, D and E. After finding the value of
𝑍 = 3𝑥 + 2𝑦 at each point we get that Z is minimum at point C (2.4, 1.2) and hence, we
get the solution
c) An unbounded solution.
First type is covered in the last section. Now, we have to discuss solution of the
multiple optimal solution, an unbounded solution and infeasible solution.
We have seen that the optimal solution of any linea r programming problem occurs at
corner point of the feasible region and that the solut ion is unique, i.e. no other solution
yields the same value of the objective function. However, in certain cases, a given L .P.
problem may have more than one solution yielding the same optimal objective function
value. Each of such optimal solutions is termed as alternate optimal solution. If there
are optimal solution at two points then all points on joining these two points are the
solutions of L.P. problem. There are two conditions that should be satisfied for
multiple optimal solutions to exist:
(i) The slope of the objective function should be the same as that of the constraint
forming the boundary of the feasible solutions region .
(ii) The constraint should form a boundary on the feasible region in the direction of
optimal movement of the objective function. In other words, the constraint
should be an active constraint. Geometrically active constraint is one that passes
through one of the extreme points of feasible solution space .
Remark: If slope of a constraint is parallel to the slope of the objectiv e function, but it
does not fall on the boundary of the feasible region, the multiple solutions will not
exist. This type of a constraint is called redundant constraint (a constraint whose
removal does not change the feasible region) .
B) Unbounded Solution:
It exists when an L.P. problem has no limit on the constraint i.e. the feasible region
is not bounded in any respect. In this case, if we consider decision variable in
unbounded region, it their value/ values can increase infinitely. Hence value of
objective function may be finite or infinite. If the value of objective function in this
case is infinite, the problem is said to have unbounded solution. In general, an
unbounded L.P. problem solution exists due to improper formulation of the real -life
problem.
C) Infeasibility Condition:
This condition is arising when there is no solution to L .P. problem which satisfies
all constraints and nonnegative restrictions.
SOLVED PROBLEMS 04
Problem 01-02-07: Maximize 𝑍 = 5𝑥 + 4𝑥 subject to constraint
𝑥 − 2𝑥 ≤ 1, 𝑥 + 2𝑥 ≥ 3 𝑎𝑛𝑑 𝑥 ≥ 0, 𝑥 ≥ 0.
Any point in this region is a feasible solution to the given problem. The shaded
region in this problem is unbounded from above. The corners points of the shaded
region are A(0, 1.5) and B(2, 0.5). Then, values of objective function 𝑍 = 5𝑥 + 4𝑥 are
Since the given L .P. problem is of maximization, there exist a number of points in
the shaded region for which the value of the objective function is more than 12. For
example, the point (2, 2) lies in the region and the objective function value at this point
is Z (2, 2) = 18, which is more than 12. Thus, as value of variables 𝑥 and 𝑥 increases
arbitrarily large, the value of Z also starts increasing. Hence, the L.P. problem has an
unbounded solution.
Problem 01-02-08: Use the graphical method to solve the following LP problem.
Solution: Now, we draw graph, for this, we need to construct the table as follows:
The solution space satisfying the given constraint and meeting the non -
negativity restriction 𝑥 ≥ 0 𝑎𝑛𝑑 𝑥 ≥ 0 is shown shaded in figure. Any point in this
region is a feasible solution to the given problem.
The co-ordinate of the corner vertices of the feasible region OABC (bounded from
below) are A (0,9), B (6/7, 60/7), C (6,0) and O (0,0).
𝑍(𝐵) = 𝑍 ( , ) = 10 × + 6 × = 60.
𝑍(𝐶) = 𝑍(6, 0) = 10 × 6 + 6 × 0 = 60 .
𝑍(𝑂) = 𝑍(0, 0) = 10 × 0 + 6 × 0 = 0.
solutions.
SELF-TEST 04
MCQ 02-07: A redundant constraint is a constraint
a) Feasible region is unbounded with any respect and objective value is infinite.
Any point within this region satisfies constraints but not non -negativity restrictions.
Hence, infeasible solution to the given L.P.P.
Solution: We draw the graph first. Then, we get co-ordinate of the corner vertices of
the feasible region ABCD are A (0,0), B (6, 0), C (2, 4) and D(0, 5) .
The graphical solution approaches (or methods) provide a conceptual basis for
solving large and complex L.P. problems. A graphical method is used to reach an
optimal solution to and L.P. problem that has a number of constraints binding the
objective function. Both corner point methods and the iso -profit (or cost) function line
method are used for graphically solving any L.P. problem that has only two decision
variables. The optimal solution of the L.P.P. is at one of the corner points. Also, we
discuss the L.P. problem has unbounded solution if the feasible region is not bounded
and objective value is infinite. If the L.P. problem have more than one solution then it
has infinitely many solutions.
30𝑥 + 10𝑥 ≥ 240, 10𝑥 + 10𝑥 ≥ 160, 20𝑥 + 60𝑥 ≥ 480 𝑎𝑛𝑑 𝑥 ≥ 0, 𝑥 ≥ 0.
𝑥 + 𝑦 ≥ 1, −2𝑥 + 𝑦 ≤ 1, 4𝑥 − 𝑦 ≥ 1, 𝑥 ≥ 0, 𝑦 ≥ 0.
7. A person requires 10, 12 and 12 units of chemical A, B and C , respectively for his
gardens. A liquid product 5, 2 and 1 units of A, B and C per gar. A dry product
contains 1, 2 and 4 units of A, B and C per carton. If the liquid product sells for
Rs. 3 per jar dry product sells Rs. 2 per carton. Formulate the above problem as a
L.P.P. to minimize the cost?
KEY WORDS
Linear Programming Problem (L.P.P.), optimal solution, maximization, minimization.
REFERENCES
BOOKS
1) OPERATIONS RESEARCH, PREM KUMAR GUPTA AND D. S. HIRA, S. CHAND
& COMPANY LTD
MOOCS
YOUTUBE VIDEOS
1) https://youtu.be/xrGVe6gMRyk
2) https://youtu.be/8IRrgDoV8Eo
3) https://youtu.be/34AHMgmjw10
4) https://youtu.be/_Y95eD3P2Mw
WIKIPEDIA
OER
COURSE COMPANION WEBSITE
Visit here for course companion website for this course:
Understand the meaning of the word ‘simplex’ and logic of using simplex
method.
Convert an L.P. problem into its standard form by adding slack, surplus and/or
artificial variables.
Set-up simplex tables and solve L.P. problems using the simplex algorithm.
INTRODUCTION
In previous section, we solved linear programming problems graphically. Since
we can only easily graph with two variables (x and y), this approach is not practical for
problems where there are more than two variables involved. To solve linear
programming problems in three or more variables, we will use somet hing called “The
Simplex Method”.
subject to ∑ 𝑎 𝑥 = 𝑏 , 𝑖 = 1, 2, 3, … , 𝑚.
𝑥 ≥ 0, 𝑗 = 1, 2, … , 𝑛.
and 𝑏 ≥ 0.
In the matrix-vector form, the standard form of the general L.P. problem can be
expressed as
S25035: Operations Research Page 44
Maximum (or minimum) 𝑍 = 𝒄𝒙
subject to Ax= 𝒃,
𝒙 ≥ 𝟎,
and 𝒃 ≥ 𝟎.
The standard form of the L.P. problem should have the following characteristics:
i) Replace each unrestricted variable (if any) with the difference of the two non-
negative variables.
ii) Check whether all the 𝑏 (𝑖 = 1, 2, . . . , 𝑚) values are positive. If any one of them is
negative, then multiply the corresponding constraint by –1 in order to make 𝑏 > 0.
In doing so, remember to change a ≤ type constraint to a ≥ type constraint, and
vice versa.
Such an L.P. problem formed after the introduction of slack variable or surplus variable
is called reformulated L.P. problem.
Remark: A slack variable represents an unused resource, either in the form of time on a
machine, labor hours, money, warehouse space, etc. Since these variables don’t yield
SOLVED PROBLEMS 01
Problem 01-03-01: Express the following L.P. problem in standard form.
𝑀𝑎𝑥𝑖𝑚𝑖𝑧𝑒 𝑍 = 7𝑥 + 5𝑥 subject to 2𝑥 + 3𝑥 ≤ 20, 3𝑥 + 𝑥 ≥ 10, 𝑥 ≥ 0, 𝑥 ≥ 0.
Solution: Introduction slack 𝑠 and surplus 𝑠 variable, the problem can be expressed in
standard form as
𝑀𝑎𝑥𝑖𝑚𝑖𝑧𝑒 𝑍 = 7𝑥 + 5𝑥 + 0𝑠 + 0𝑠
subject to 2𝑥 + 3𝑥 + 𝑠 + 0𝑠 = 20,
3𝑥 + 𝑥 + 0𝑠 − 𝑠 = 10,
𝑥 , 𝑥 , 𝑠 , 𝑠 ≥ 0.
2𝑥 + 7𝑥 + 2𝑥 ≤ 10 , 𝑥 − 𝑥 − 3𝑥 ≥ 3, 𝑥 ≥ 0.
Solution: If we observed that the variable 𝑥 𝑎𝑛𝑑 𝑥 are unrestricted variable. Let us
consider 𝑥 = 𝑦 , 𝑥 = 𝑦 − 𝑦 𝑎𝑛𝑑 𝑥 = 𝑦 − 𝑦 , where 𝑦 , 𝑦 , 𝑦 , 𝑦 ≥ 0 . Hence, given
problem can be expressed as
𝑀𝑖𝑛𝑖𝑚𝑖𝑧𝑒 𝑍 = 4𝑦 + 𝑦 − 𝑦 − 3𝑦 + 3𝑦
subject to 𝑦 + 5𝑦 − 5𝑦 − 3𝑦 + 3𝑦 ≤ −20,
2𝑦 + 7𝑦 − 7𝑦 + 2𝑦 − 2𝑦 ≤ 10.
𝑦 − 𝑦 + 𝑦 − 3𝑦 + 3𝑦 ≥ 3.
𝑦 , 𝑦 , 𝑦 , 𝑦 , 𝑦 ≥ 0.
If observe that the first constraint right side is negative, hence multiply it by -1 for
making right side positive. We get
−𝑦 − 5𝑦 + 5𝑦 + 3𝑦 − 3𝑦 ≥ 20
Now, introduce slack variable 𝑠 and surplus variables 𝑠 , 𝑠 problem can be expressed
as in the standard form
subject to −𝑦 − 5𝑦 + 5𝑦 + 3𝑦 − 3𝑦 − 𝑠 = 20,
2𝑦 + 7𝑦 − 7𝑦 + 2𝑦 − 2𝑦 + 𝑠 = 10,
𝑦 − 𝑦 + 𝑦 − 3𝑦 + 3𝑦 − 𝑠 = 3,
𝑦 , 𝑦 , 𝑦 , 𝑦 , 𝑦 , 𝑠 , 𝑠 , 𝑠 ≥ 0.
SELF-TEST 01
MCQ 03-01: Which of the following statement is false about standard L.P. problem?
𝑀𝑎𝑥𝑖𝑚𝑖𝑧𝑒 𝑍 = 5𝑥 + 3𝑥 + 4𝑥
subject to 2𝑥 − 5𝑥 ≤ 6, 2𝑥 + 3𝑥 + 𝑥 ≥ 5,
3𝑥 + 4𝑥 ≤ 3, 𝑥 , 𝑥 , 𝑥 ≥ 0.
𝑀𝑎𝑥𝑖𝑚𝑖𝑧𝑒 𝑍 = 5𝑥 + 3𝑥 + 4𝑥 + 0𝑠 + 0𝑠 + 0𝑠
subject to 2𝑥 − 5𝑥 + 𝑠 = 6, 2𝑥 + 3𝑥 + 𝑥 − 𝑠 = 5,
3𝑥 + 4𝑥 + 𝑠 = 3, 𝑥 , 𝑥 , 𝑥 , 𝑠 , 𝑠 , 𝑠 ≥ 0.
SAQ 01-03-02: Reformulate the following L.P. model on to the standard form.
𝑀𝑎𝑥𝑖𝑚𝑖𝑧𝑒 𝑍 = 2𝑥 + 5𝑥 subject to 𝑥 + 2𝑥 − 𝑥 = −4, 3𝑥 + 4𝑥 − 𝑥 = −7,
𝑥 + 2𝑥 + 𝑥 = 9, 5𝑥 − 2𝑥 + 𝑥 = 9 , 𝑥 , 𝑥 , 𝑥 , 𝑥 ≥ 0 .
𝑀𝑎𝑥𝑖𝑚𝑖𝑧𝑒 𝑍 = 2𝑥 + 5𝑥 + 0𝑥 + 0𝑥 + 0𝑥 + 0𝑥 subject to
𝑥 − 𝑥 − 2𝑥 + 2𝑥 + 𝑥 = 4, −3𝑥 + 3𝑥 − 4𝑥 + 4𝑥 + 𝑥 = 7,
𝑥 − 𝑥 + 2𝑥 − 2𝑥 + 𝑥 = 9, 5𝑥 − 2𝑥 + 𝑥 = 9 ,
each 𝑥 , 𝑥 , 𝑥 , 𝑥 , 𝑥 , 𝑥 , 𝑥 , 𝑥 ≥ 0 .
Maximum 𝑍 = ∑ 𝑐𝑥 ,
subject to ∑ 𝑎 𝑥 ≤ 𝑏 , 𝑖 = 1, 2, 3, … , 𝑚
𝑥 ≥ 0, 𝑗 = 1, 2, … , 𝑛 .
Maximum 𝑍 = ∑ 𝑐𝑥 , …..(1)
subject to
∑ 𝑎 𝑥 +𝑥 = 𝑏 , 𝑖 = 1, 2, 3, … , 𝑚. ….(2)
where 𝑥 ≥ 0, 𝑗 = 1, 2, … , 𝑛 + 𝑚. …..(3)
Definitions:
( )
The number of basic solutions will at most be 𝐶 = , which the number of
Basic Feasible Solution (B.F.S.): It is the basic solution that also satisfies the non-
negativity restrictions (3). All variables in basic feasible solution are ≥ 0. Every
basic feasible solution of the problem is an extreme (corner) point of feasible
solutions and every extreme point is a basic feasible solution of the set of
constraints.
Degenerate Basic Feasible Solution: It is the basic feasible solutions in which one
or more of the 𝑚 basic variables are equal to zero.
Optimal Basic Feasible Solution (O.B.F.S.): It is the basic solution that also
optimizes the objective function (1).
The graphical method discussed in the previous section cannot be applied when the
number of variables involved in L.P. problem is more than the tree or rather two,
since even with three variable the graphical solution become tedious as it involves
intersection of planes in three dimensions. The simplex method is developed by
Prof. George B. Dantzig, can be used to solve a ny L.P. problem (for which the
solution exists) involving any number of variable and constraint (hundreds or even
thousands).
𝑀𝑎𝑥𝑖𝑚𝑖𝑧𝑒 𝑍 = 2𝑥 + 5𝑥 + 0𝑠 + 0𝑠 + 0𝑠
subject to 𝑥 + 4𝑥 + 𝑠 + 0𝑠 + 0𝑠 = 24,
3𝑥 + 𝑥 + 0𝑠 + 𝑠 + 0𝑠 = 21,
𝑥 + 𝑥 + 0𝑠 + 0𝑠 + 𝑠 = 9,
where 𝑥 , 𝑥 , 𝑠 , 𝑠 , 𝑠 ≥ 0.
where the slack variable can be treated as imaginary produ cts, contributing zero profits.
Accordingly, they are assigned zero coefficients in the objective function.
Assume the profit earned is zero. Since all 𝑏 (R.H.S. values) > 0, (𝑖 = 1, 2, 3),
Therefore choose the initial basic feasible solution as:
The problem in the standard for and the solution obtained above are now expressed in
the form of table, called the simplex table.
2. The second row indicates the variable in the problem for which 𝑐 coefficients
have already been written.
3. The first (𝑐 𝑐𝑜𝑙𝑢𝑚𝑛 ) represent the coefficient of the current basic variables in
the objective function.
4. The second column is the basis column (or product mix column) which
represent the basic variables of the basic variable of the current solutio n. The
basic variables are the slack variables 𝑠 , 𝑠 𝑎𝑛𝑑 𝑠 .
5. The body matrix (also called coefficient matrix) under non -basic variable
𝑥 𝑎𝑛𝑑 𝑥 represent their coefficient 𝑎 in the constraint. These coefficients may
be positive, negative or zero.
6. The identity matrix represents the coefficient of slack variable in the constraint.
It is always a square matrix and size is determined by the number of
constraints.
7. The b-column is the third column of the table. This is also called the quantity
column or the solution column ( 𝑥 ) column. This represents the R.H.S. value of
the constraints.
Now, in this step add two more in the above table we get
𝑐 2 5 0 0 0 𝑏
F.R. 𝑐 Basis 𝑥 𝑥 𝑠 𝑠 𝑠
𝑥 𝜃
0 𝑠 1 (4) 1 0 0 24 6
1/4 0 𝑠 3 1 0 1 0 21 21
1/4 0 𝑠 1 1 0 0 1 9 9
𝑍 = ∑𝑐 𝑎 0 0 0 0 0 0
𝑐 −𝑍 2 5 0 0 0
I.B.F.S.
Now, we have to check whether I.B.F.S. is found in the step second can be
solution is possible.
𝑐 − 𝑍 = 2 − 0 = 2, 𝑐 − 𝑍 = 5 − 0 = 5, 𝑐 − 𝑍 = 0 − 0 = 0 and so on.
Now select key row, key column and key element. Select key row with minimum
𝑏
non-negative = 𝑎 𝑖 . If all ratios are negative or infinity, the current solution is
𝑖𝑗
unbounded and stops the computation. From the table minimum non negative = =
4. Thus 𝑠 row is the key-row. Variable 𝑥 is chosen to enter into the basis because
𝑐 – 𝑧 = 5 is the largest positive number in the 𝑥 -column, where all elements are
positive. This means that for every unit of variable 𝑥 , the objective function will
increase in value by 5. The 𝑥 -column is the key column.
The intersection of the key-row and key-column is (4), called key element. Mark,
they key row, key column and key element as shown in table. Hence, 𝑥 is the incoming
variable which replace the outgoing variable 𝑠 in the next table.
Since the key element (4) enclosed in the (.) in above table is not 1, divide all
elements of the key row by 4 in order to obtain new values of the elements in this row.
The new values of the elements in the remaining rows for the new table can be obtained
by performing the following elementary row operations on all rows so that all elements
except the key element 1 in the key column are zero.
1 4 1 0 0 24 1 1
→ ( , , , , , ) = ( , 1 , , 0, 0, 6 )
4 4 4 4 4 4 4 4
1− = , 1 − 1 = 0, 0 − = − , 1 − 0 = 0, 0−0=0 , 9−6=3
𝑐 2 5 0 0 0
𝑏
𝜃
𝑥
F.R. 𝒄 Basis 𝑥 𝑥 𝑠 𝑠 𝑠
1
5 𝑥 ¼ 1 ¼ 0 0 6 24
3
11 11 1 60
0 𝑠 0 − 1 0 15
3 4 4 11
3 1 4
0 𝑠 ( ) 0 − 0 1 3
4 4
5 5
𝑍 = ∑𝑐 𝑎 5 0 0 30
4 4
−5 0
𝑐 −𝑍 0 0
4 Second FS
The improved basic feasible solution can be read from above table as:
𝑥 = 6, 𝑠 = 15, 𝑠 = 3 and 𝑥 = 𝑠 = 0.
Once again, calculate values of 𝑐 – 𝑧 to check whether the solution shown in above
table is optimal or not. Since 𝑐 – 𝑍 > 0, the current solution is not optimal.
Now, mark the column 𝑥 as a key column and 𝑥 is the incoming variable. Then
the replacement ratios 𝜃 are 24, 60/11 and 4. Since 4 is the minimum non-negative
ratio, 𝑠 row marked as a key row, 𝑠 is outgoing variable. Hence, 𝑠 is replace by 𝑥 in
the next table.
Here (3/4) is the key-element. Now we have to make the key element 1 and
remaining element in 𝑥 column zero. For this perform the following operations.
4
𝑅 (𝑛𝑒𝑤) → 𝑅 (𝑜𝑙𝑑) ÷ (𝑘𝑒𝑦 𝑒𝑙𝑒𝑚𝑒𝑛𝑡)
3
1 4
→ (1, 0 , − , 0 , , 4 )
3 3
𝑐 2 5 0 0 0 𝑏
𝑐 Basis 𝑥 𝑥 𝑠 𝑠 𝑠
𝑥
5 𝑥 0 1 1/3 0 -1/3 5
0 𝑠 0 0 2/3 1 -11/3 4
2 𝑥 1 0 -1/3 0 4/3 4
𝑍 = ∑𝑐 𝑎 2 5 1 0 1 33
𝑐 −𝑍 0 0 -1 0 -1 Third FS
𝑍 −row and 𝑐 − 𝑍 − row values calculated. Since all 𝑐 − 𝑍 values are negative or
zero, third feasible solution is optimal solution. The optimal solution is given by
Problem 01-03-04: Solve by simplex method the following L.P. problem. 𝑀𝑖𝑛𝑖𝑚𝑖𝑧𝑒 𝑍 =
𝑥 − 3𝑥 + 3𝑥 subject to 3𝑥 − 𝑥 + 2𝑥 ≤ 7, 2𝑥 + 4𝑥 ≥ −12, −4𝑥 + 3𝑥 + 8𝑥 ≤ 10,
where 𝑥 , 𝑥 , 𝑥 ≥ 0.
Solution: Step 1: Set-up the problem in standard form. If we observe the given
problem, we see that the second constrain R.H.S. value is negative, we have to make it
positive by multiplying second constraint by −1. Then the inequality is also reverse. We
get −2𝑥 − 4𝑥 ≤ 12.
Now, introduce the slack variables 𝑠 , 𝑠 𝑎𝑛𝑑 𝑠 , the problem can be expressed
in the standard form as follows.
subject to 3𝑥 − 𝑥 + 2𝑥 + 𝑠 = 7,
−2𝑥 − 4𝑥 + 𝑠 = 12 ,
−4𝑥 + 3𝑥 + 8𝑥 + 𝑠 = 10,
where 𝑥 , 𝑥 , 𝑥 , 𝑠 , 𝑠 , 𝑠 ≥ 0.
we get, 𝑠 = 7, 𝑠 = 12 , 𝑠 = 10: 𝑍 = 0
𝑐 1 -3 3 0 0 0
𝑏 𝜃=
F.R. 𝑐 Basis 𝑥 𝑥 𝑥 𝑠 𝑠 𝑠
𝑥
1/3 0 𝑠 3 -1 2 1 0 0 7 -7
4/3 0 𝑠 -2 -4 0 0 1 0 12 -3
0 𝑠 -4 (3) 8 0 0 1 10 10/3
𝑍 = ∑𝑐 𝑎 0 0 0 0 0 0 0
𝑐 −𝑍 1 -3 3 0 0 0 I.B.F.S.
𝑐 1 -3 3 0 0 0 𝑏
𝑍 = ∑𝑐 𝑎 4 -3 -8 0 0 -1 -10
𝑐 −𝑍 -3 0 11 0 0 1 Second FS
If we see the above table again we can observe that not all
𝑐 − 𝑍 are positive or zero. So, second feasible solution is not an optimal solution.
𝑐 1 -3 3 0 0 0 𝑏
𝑐 Basis 𝑥 𝑥 𝑥 𝑠 𝑠 𝑠 𝑥
Since all 𝑐 − 𝑍 are non-negative. The third feasible solution is optimal solution. The
optimal solution to the problem is
MCQ 03-04: Solving minimization L.P. problem using simplex method, the solution is
optimal if
Step 2: Set-up the initial solution: Write the initial simplex table and obtain the initial
basic feasible solution. Compute 𝑐 and 𝑐 − 𝑍 values.
c) Select key raw with minimum non-negative . If all ratios are negative or
infinity, the current solution is unbounded solution and stop the computation.
d) Identify the key element at the intersection of key row and key column.
e) Divide all element of the key row by key element to get modified key row for
the next simplex table.
Maximize 𝑍 = 3𝑥 + 5𝑥 + 4𝑥 + 0𝑠 + 0𝑠 + 0𝑠
3𝑥 + 2𝑥 + 4𝑥 + 𝑠 = 15 𝑎𝑛𝑑 𝑥 , 𝑥 , 𝑥 , 𝑠 , 𝑠 , 𝑠 ≥ 0
𝑐 3 5 4 0 0 0
𝑏 𝜃=
F.R. 𝑐 Basis 𝑥 𝑥 𝑥 𝑠 𝑠 𝑠
𝑥
- 0 𝑠 2 (3) 0 1 0 0 8 8/3
- 0 𝑠 2 0 5 0 1 0 10 0
2 0 𝑠 3 2 4 0 0 1 15 5
𝑍 = ∑𝑐 𝑎 0 0 0 0 0 0 0
𝑐 −𝑍 3 5 4 0 0 0 I.B.F.S.
𝑐 3 5 4 0 0 0 Min
𝑏 𝜃=
F.R. 𝑐 Basis 𝑥 𝑥 𝑥 𝑠 𝑠 𝑠
𝑥
𝑍 = ∑𝑐 𝑎 10/3 5 0 5/3 0 0 0
The improved basic feasible solution can be read from table as:
table is optimal or not. Since 𝑐 – 𝑧 > 0, the current solution is not optimal.
Repeat the step 3 up to all 𝑐 – 𝑧 < 0 for non-basic variables. Therefore, the
In this section, we discuss The Big M-Method. The method consists of the
following steps.
(i) Express the L.P. problem in the standard form by adding slack variables, surplus
variables and/or artificial variables. Assign a zero coefficient to both slack and
surplus variables. Then, assign a very large coefficient + M (minimization case) and
– M (maximization case) to artificial variable in the objective function.
(ii) The initial basic feasible solution is obtained by assigning zero value to decision
variables, 𝑥 𝑥 , … , etc.
Remarks:
At any iteration of the simplex algorithm one of the following cases may arise:
i) If at least one artificial variable is a basic variable (i.e. variable that is present in
the basis) with zero value and the coefficient M in each 𝑐 – 𝑍 ( 𝑗 = 1, 2, . . . ) values
is non-negative, then the given L.P. problem has no solution. That is, the current
basic feasible solution is degenerate.
ii) If at least one artificial variable is present in the basis with a positive value and the
coefficients M in each 𝑐 – 𝑍 ( 𝑗 = 1, 2, . . . ) values is non-negative, then the given
L.P. problem has no optimum basic feasible solution. In this case, the given L.P.
problem has a pseudo-optimum basic feasible solution.
SOLVED PROBLEMS 03
Problem 01-03-05: Use penalty (Big-M) method to solve the following L.P. problem
𝑀𝑖𝑛𝑖𝑚𝑖𝑧𝑒 𝑍 = 5𝑥 + 3𝑥 subject to 2𝑥 + 4𝑥 ≤ 12, 2𝑥 + 2𝑥 = 10, 5𝑥 + 2𝑥 ≥ 10,
where 𝑥 , 𝑥 ≥ 0.
𝑀𝑖𝑛𝑖𝑚𝑖𝑧𝑒 𝑍 = 5𝑥 + 3𝑥 + 0𝑠 + 0𝑠 + 𝑀𝐴 + 𝑀𝐴
2𝑥 + 2𝑥 + 𝐴 = 10,
and 𝑥 , 𝑥 , 𝑠 , 𝑠 , 𝐴 , 𝐴 ≥ 0,
𝑐 5 3 0 0 M M 𝑏
𝜃=
𝑐 Basis 𝑥 𝑥 𝑠 𝑠 𝐴 𝐴 𝑥
6
0 𝑠 2 4 1 0 0 0 12
M 𝐴 2 2 0 0 1 0 10 5
2
M 𝐴 (5) 2 0 -1 0 1 10
𝑍 = ∑𝑐 𝑎 7M 4M 0 -M M M Z=20M
5-7M
𝑐 −𝑍 3-4M 0 M 0 0 I.B.F.S.
Introduce variable 𝑥 into the basis and remove 𝐴 from the basis by applying the
following row operations
5
𝑅 (𝑛𝑒𝑤) → 𝑅 (𝑜𝑙𝑑)– 𝑅 (𝑛𝑒𝑤).
16
𝜃
𝑐 5 3 0 0 M 𝑏
=
𝑐 Basis 𝑥 𝑥 𝑠 𝑠 𝐴 𝑥
5/2
0 𝑠 0 (16/5) 1 2/5 0 8
-6M/5+1
𝑐 −𝑍 0 0 -2M/5+1 0
Second F.S.
chosen to enter into the basis (solution mix). To decide a current basic variable to leave
the basis, calculate minimum ratio as shown in above table.
Introduce variable 𝑥 into the basis and replace it by 𝑠 from the basis by
applying the following row operations. Thus, to get an improved basic feasible solution,
apply, the following row operations:
5 6
𝑅 (𝑛𝑒𝑤) → 𝑅 (𝑜𝑙𝑑) ÷ (𝑘𝑒𝑦 𝑒𝑙𝑒𝑚𝑒𝑛𝑡); 𝑅 (𝑛𝑒𝑤) → 𝑅 (𝑜𝑙𝑑)– 𝑅 (𝑛𝑒𝑤);
16 5
2
𝑅 (𝑛𝑒𝑤) → 𝑅 (𝑜𝑙𝑑)– 𝑅 (𝑛𝑒𝑤).
5
𝜃=
𝑐 5 3 0 0 M 𝑏
𝑐 Basis 𝑥 𝑥 𝑠 𝑠 𝐴 𝑥
40
3 𝑥 0 1 5/16 1/8 0 5/2
M 𝐴 0 0 -3/8 1/4 1 3 12
-4
5 𝑥 1 0 -1/8 -1/4 0 1
- M/4-
𝑍 = ∑𝑐 𝑎 5 3 M Z=10+6M
3M/8+5/16 7/8
-M/4+7/8
𝑐 −𝑍 0 0 3M/8-5/16 0
Third FS
Since 𝑐 – 𝑧 < 0 (negative) in 𝑠 -column, the current solution is not optimal. Thus,
non-basic variable s2 is chosen to replace artificial variable 𝐴 in the basis. To get an
improved basic feasible solution, apply the following row operations:
𝑐 5 3 0 0
𝑏(𝑥 )
𝑐 Basis 𝑥 𝑥 𝑠 𝑠
1
3 𝑥 0 1 1/2 0
0 𝑠 0 0 -3/2 1 12
4
5 𝑥 1 0 -1/2 0
23
𝑍 = ∑𝑐 𝑎 5 3 -1 0
Optimal
𝑐 −𝑍 0 0 1 0 Solution
We have to write the given L.P.P. in standard form, for this introduce the slack, surplus
and artificial variable.
𝑀𝑎𝑥𝑖𝑚𝑖𝑧𝑒 𝑍 = 3𝑥 − 𝑥 + 0𝑠 + 0𝑠 + 0𝑠 − 𝑀𝐴
subject to 2𝑥 + 𝑥 + 𝑠 = 2,
𝑥 + 3𝑥 − 𝑠 + 𝐴 = 3
𝑥 +𝑠 = 4
where 𝑥 , 𝑥 , 𝑠 , 𝑠 , 𝑠 , 𝐴 ≥ 0.
0 𝑠 0 1 0 0 1 0 4 4
𝑍 = ∑𝑐 𝑎 -M -3M 0 M 0 -M -3M
-1+3M
𝑐 −𝑍 3+M 0 -M 0 0 I.B.F.S.
Since 𝑐 − 𝑍 is positive under some variable, above table is not optimal and can
be improved.
𝑐 3 -1 0 0 0 𝑏 𝜃
𝑐 Basis 𝑥 𝑥 𝑠 𝑠 𝑠 𝑥 =
3/5
0 𝑠 (5/3) 0 1 1/3 0 1
-1 𝑥 1/3 1 0 -1/3 0 1 3
0 𝑠 -1/3 0 0 1/3 1 3 -9
𝑍 = ∑𝑐 𝑎 -1/3 -1 0 1/3 0 -1
𝑐 −𝑍 10/3 0 0 -1/3 0
Second F.S.
Since 𝑐 − 𝑍 is positive under some variable, above table is not optimal and can be
improved.
𝑐 3 -1 0 0 0
𝑏
𝑥
𝑐 Basis 𝑥 𝑥 𝑠 𝑠 𝑠
𝑍 = ∑𝑐 𝑎 3 -1 2 1 0 1
0
𝑐 −𝑍 0 0 -2 -1
𝟑𝒓𝒅 F.S.
SELF-TEST 03
MCQ 03-05: For the maximization problem, the objective function coefficient for an
artificial variable is
a) M.
b) –M.
c) Zero.
d) None of them.
(i) Express the L.P. problem in the standard form by adding slack variables, surplus
variables and/or artificial variables. Assign a zero coefficient to both slack and
surplus variables. Then assign a very large coefficient + M (minimization case) and
– M (maximization case) to artificial variable in the objective function.
(ii) The initial basic feasible solution is obtained by assigning zero value to decision
variables, 𝑥 𝑥 , … , etc.
At any iteration of the simplex algorithm one of the following cases may arise:
ii) If at least one artificial variable is present in the basis with a positive value and
the coefficients M in each 𝑐 – 𝑍 ( 𝑗 = 1, 2, . . . ) value is non-negative, then the
given L.P. problem has no optimum basic feasible solution. In this case, the given
L.P. problem has a pseudo-optimum basic feasible solution.
SAQ 01-03-06: Use Big-M method to solve the following L.P. problem.
2𝑥 + 𝑥 – 𝑠 + 𝐴 = 80, 𝑥 + 2𝑥 – 𝑠 + 𝐴 = 60 and 𝑥 , 𝑥 , 𝑠 , 𝑠 , 𝐴 , 𝐴 ≥ 0.
The initial basic feasible solution: 𝐴 = 80, 𝐴 = 60 and Min 𝑍 = 80𝑀 + 60𝑀 =
140𝑀 obtained by putting 𝑥 = 𝑥 = 𝑠 = 𝑠 = 0 is shown in table.
𝑐 600 500 0 0 M M 𝑏
𝑥 𝜃=
𝑐 Basis 𝑥 𝑥 𝑠 𝑠 𝐴 𝐴
M 𝐴 2 1 -1 0 1 0 80 80/1
M 𝐴 1 (2) 0 -1 0 1 60 60/2
𝑍 = ∑𝑐 𝑎 3M 3M -M -M M M 140M
𝑐 −𝑍 600- 500- M M 0 0
3M 3M I.B.F.S.
1
𝑅 (𝑛𝑒𝑤) → 𝑅 (𝑜𝑙𝑑) × (2/3) ; 𝑅 (𝑛𝑒𝑤) → 𝑅 (𝑜𝑙𝑑) – ( ) 𝑅 (𝑛𝑒𝑤)
2
Phase I:
a) If all the constraints in the given L.P. problem are ‘less than or equal to’ (≤) type,
then Phase II can be directly used to solve the problem. Otherwise, the necessary
number of surplus and artificial variables are added to convert constraints into
equality constraints.
b) Now, we have to find an I.B.F.S. to the original problem. For this we have to put
all artificial variable zero. To do this we have to form an artificial objective
function ( 𝑤) which is sum of all artificial variables. Now, we have to minimize
artificial objective function with original constraint using simplex method. Note
that, that the new objective function is always minimization type regardless the
original function maximization or minimization. There may be arising following
cases
i. If 𝑀𝑖𝑛 𝑤 > 0 , and at least one of the artificial variables appear in the basis at a
positive level, then given problem has no feasible solution and the procedure
terminate.
ii. If 𝑀𝑖𝑛 𝑤 = 0 and no artificial variable appear in the basis, then the basic
feasible solution is obtained to the given problem.
iii. If 𝑀𝑖𝑛 𝑤 = 0 and one or more artificial variable appear in the basis at the zero,
then the basic feasible solution is obtained to the given problem.
Phase II: Now use the basic feasible solution which is obtained in the Phase I as a
starting basic feasible solution for the original problem. Then , use simplex method to
obtain the optimal solution to the problem.
SOLVED PROBLEMS 04
Problem 01-03-07: Use the two-phase simplex method to 𝑚𝑎𝑥𝑖𝑚𝑖𝑧𝑒 𝑍 = 5𝑥 − 4𝑥 +
3𝑥 subject to 2𝑥 + 𝑥 − 6𝑥 = 20, 6𝑥 + 5𝑥 + 10𝑥 ≤ 76, 8𝑥 − 3𝑥 + 6 𝑥 ≤
50, where 𝑥 , 𝑥 , 𝑥 ≥ 0.
Solution:
𝑚𝑎𝑥𝑖𝑚𝑖𝑧𝑒 𝑍 = 5𝑥 − 4𝑥 + 3𝑥 + 0𝑠 + 0𝑠 + 𝐴
subject to 2𝑥 + 𝑥 − 6𝑥 + 𝐴 = 20,
8𝑥 − 3𝑥 + 6 𝑥 + 𝑠 = 50,
where 𝑥 , 𝑥 , 𝑥 , 𝑠 , 𝑠 , 𝐴 ≥ 0.
𝑀𝑖𝑛𝑖𝑚𝑖𝑧𝑒 𝑤 = 𝐴
subject to 2𝑥 + 𝑥 − 6𝑥 + 𝐴 = 20,
6𝑥 + 5𝑥 + 10𝑥 + 𝑠 = 76
8𝑥 − 3𝑥 + 6 𝑥 + 𝑠 = 50
where 𝑥 , 𝑥 , 𝑥 , 𝑠 , 𝑠 , 𝐴 ≥ 0.
Now we have to use the Simplex method to minimize the new objective function.
𝑐 0 0 0 0 0 1 𝑏 𝜃
𝑐 Basis 𝑥 𝑥 𝑥 𝑠 𝑠 𝐴 𝑥 =
1 𝐴 2 1 -6 0 0 1 20 10
0 𝑠 6 5 10 1 0 0 76 38/3
0 𝑠 (8) -3 6 0 1 0 50 25/4
𝑍 = ∑𝑐 𝑎 2 1 -6 0 0 1 76
-2 0
𝑐 −𝑍 -1 6 0 0 I.B.F.S. phase 1
Since 𝑐 − 𝑍 is negative under some variable, above table does not gives optimal
solution and can be improved.
𝑐 0 0 0 0 0 1 𝜃
𝑏
=
𝑐 Basis 𝑥 𝑥 𝑥 𝑠 𝑠 𝐴 𝑥
Since 𝑐 − 𝑍 is negative under some variable, above table is not optimal and can
be improved. From the above table, 𝑥 is the incoming variable, 𝐴 is the outgoing
variable and (7/4) is a key element. This key element we have to make 1 and then
remaining entries in this column is zero. For this , perform the row operations, we get
new table as follows:
𝑐 0 0 0 0 0 1 𝑏
𝑐 Basis 𝑥 𝑥 𝑥 𝑠 𝑠 𝐴 𝑥
𝑍 = ∑𝑐 𝑎 0 0 0 0 0 0 0
𝑐 −𝑍 0 0 0 0 0 0 Optimal Solution
Since 𝑐 − 𝑍 is non-negative under all column, above table gives optimal. Also,
𝑤 = 0 and no artificial variable is appearing in the basis, this table gives B .F.S. to
the original problem.
𝑐 5 -4 3 0 0 𝑏
𝑐 Basis 𝑥 𝑥 𝑥 𝑠 𝑠 𝑥
Since 𝑐 − 𝑍 is negative or zero under all column, above table gives optimal solution to
the original problem.
𝑥 = ,𝑥 = ,𝑥 = 0 𝑎𝑛𝑑 𝑚𝑎𝑥𝑖𝑚𝑢𝑚 𝑍 = .
Problem 01-03-08: Discuss the comparison between the Big M-method and the two-
phase method.
Solution: After observation of Big M-Method and the two-phase method we see the
following points:
i) The basic approach is same. Both add artificial variable to convert the pr oblem in
slandered form and then eliminate these from the solution.
ii) The Big M-method solves the L.P. problem in one pass, whereas two-phase
method solves it in two stages as two linear problems.
iii) The Big M-method is computationally inconvenient due to the existence of the
large number, M. The two-phase method does not involve M during computation.
iv) The Big M-method presents a difficulty when problem is solved on digital
computer because this method contains M. Therefore, for computer calculation the
two-phase method has been commonly used.
a) Solution is unbounded.
MCQ 03-08: The per unit improvement in the solution of the minimization L .P.
problem is indicated by the negative values of
d) None of them.
a) If all the constraints in the given L.P. problem are ‘less than or equal to’ (≤) type,
then Phase II can be directly used to solve the problem. Otherwise, the necessary
number of surplus and artificial variables are added to convert constraints into
equality constraints.
b) Now, we have to find an I.B.F.S. to the original problem. For this, we have to put
all artificial variable zero. To do this, we have to form an artificial objective
function (𝑤), which is sum of all artificial variables. Now, we have to minimize
artificial objective function with original constraint using simplex method. Note
that, that the new objective function is always minimization type regardless the
original function maximization or minimization. There may be arising following
cases:
i. If 𝑀𝑖𝑛 𝑤 > 0 , and at least one of the artificial variables appear in the basis at a
positive level, then given problem has no feasible solution and the procedure
terminate.
iii. If 𝑀𝑖𝑛 𝑤 = 0 and one or more artificial variable appear in the basis at the zero,
then the basic feasible solution is obtained to the given problem.
Phase II: Now, use the basic feasible solution which is obtained in the Phase I as a
starting basic feasible solution for the original problem. Then , use simplex method to
obtain the optimal solution to the problem
SAQ 01-03-08: Use two-phase simplex method to solve the following L.P. problem:
𝑚𝑖𝑛𝑖𝑚𝑖𝑧𝑒 𝑍 = 𝑥 + 𝑥 subject to 2𝑥 + 𝑥 ≥ 4, 𝑥 + 7𝑥 ≥ 7 , where 𝑥 , 𝑥 ≥ 0.
𝑚𝑖𝑛𝑖𝑚𝑖𝑧𝑒 𝑍 = 𝑥 + 𝑥
subject to 2𝑥 + 𝑥 − 𝑠 + 𝐴 = 4,
𝑥 + 7𝑥 − 𝑠 + 𝐴 = 7,
where 𝑥 , 𝑥 , 𝑠 , 𝑠 , 𝐴 , 𝐴 ≥ 0.
𝑚𝑖𝑛𝑖𝑚𝑖𝑧𝑒 𝑤 = 𝐴 + 𝐴
subject to 2𝑥 + 𝑥 − 𝑠 + 𝐴 = 4,
𝑥 + 7𝑥 − 𝑠 + 𝐴 = 7,
where 𝑥 , 𝑥 , 𝑠 , 𝑠 , 𝐴 , 𝐴 ≥ 0.
Now we have to minimize the above objective function using simplex method.
Put 𝑥 = 0, 𝑥 = 0, 𝑠 = 0, 𝑠 = 0, we get 𝐴 = 4, 𝐴 = 7.
𝑐 0 0 0 0 1 1 𝑏 𝜃
𝑥 =
𝑐 Basis 𝑥 𝑥 𝑠 𝑠 𝐴 𝐴
1 𝐴 2 1 -1 0 1 0 4 4
1 𝐴 1 (7) 0 -1 0 1 7 1
𝑍 = ∑𝑐 𝑎 3 8 -1 1 1 1 11
Since 𝑐 − 𝑍 is negative under some variable, above table does not give optimal
solution and can be improved.
Step III: Perform the optimality test and iterat e towards the optimal solution.
Form the above table, we see that 𝐴 is outgoing variable and 𝑥 is the incoming
variable with 7 key elements. Now, we have to make key element 1 and remaining
entries in this column is zero. Perform corresponding operations , we get new tale as
below. Delete the column 𝐴
𝑐 0 0 0 0 1 𝜃
𝑏
𝑐 Basis 𝑥 𝑥 𝑠 𝑠 𝐴 𝑥 =
0 𝑥 1/7 1 0 -1/7 0 1 7
𝑍 = ∑𝑐 𝑎 13/7 0 -1 1/7 1 3
Since 𝑐 − 𝑍 is negative under some variable, above table does not give optimal
solution and can be improved.
Step IV: Perform the optimality test and iterate towards the optimal solution.
Form the above table we see that 𝐴 is outgoing variable and 𝑥 is the incoming
variable with 13/7 key element. Now, we have to make key element 1 and remaining
entries in this column is zero. Perform corresponding operations , we get new tale as
below.
𝑐 0 0 0 0 𝑏
𝑐 Basis 𝑥 𝑥 𝑠 𝑠 𝑥
𝑍 = ∑𝑐 𝑎 0 0 0 0 0
Phase II: Since the above table does not contain the artificial variable and just replace
the new objective function in above table by original objective function. Then , do
corresponding change in last two columns.
𝑐 1 1 0 0 𝑏
𝑥
𝑐 Basis 𝑥 𝑥 𝑠 𝑠
1 𝑥 1 0 -7/13 1/13 21/13
Since 𝑐 − 𝑍 is non-negative under all variables, above table give optimal solution.
SUMMARY
The simplex method is an interactive procedure for reaching the optimal
solution to any L.P. problem. It consists of a series of rules that, in effect, algebraically
examine corner (extreme) points of the solution space in a systematic way. Each step
moves towards the optimal solution by increasing profit or decreasing cost, whil e
maintaining feasibility. The simplex method consists of five steps: (i) identifying the
key column, (ii) identifying the key row and key element, (iii) replacing the key row,
(iv) computing new values for each remaining row; and (v) computing the 𝑧 and 𝑐 – 𝑧
values and examining for optimality. Each step of this iterative procedure is displayed
and explained in a simplex table both for maximization and minimization L .P.
problems. Also, we can see that the two-phase simplex method and Big M-method are
useful to solve the L.P. model involving artificial variable and ≥ inequality in
constraint with positive R.H.S.
3. A company makes two kinds of leather belts, belt A and belt B. Belt A is a high -
quality belt and belt B is of lower quality. The respective profits are Rs. 4 and
Rs. 3 per belt. The production of each of type A requires twice as much time as a
belt of type B, and if all belts were of type B, the company could make 1,000
belts per day. The supply of leather is sufficient for only 800 belts per day (both
A and B combined). Belt A requires a fancy buckle and only 400 of these are
available per day. There are only 700 buckles a day available for belt B. What
should be the daily production of each type of belt? Formulate this problem as
an L.P. model and solve it using the simplex method.
2𝑥 + 𝑥 ≥ 2, 𝑥 + 3𝑥 ≤ 3, 𝑥 ≤ 4 𝑎𝑛𝑑 𝑥 , 𝑥 ≥ 0 .
KEY WORDS
Simplex Method, optimal, two-phase method, Big M-Method, Initial Basic Feasible
Solution, Iteration.
REFERENCES
BOOKS
1) OPERATIONS RESEARCH, PREM KUMAR GUPTA AND D. S. HIRA, S. CHAND
& COMPANY LTD
2) https://youtu.be/0PAOSZhwsnc
3) https://youtu.be/W_6ACHrjuWM
4) https://youtu.be/wBMwK1eF4M8
WIKIPEDIA
https://people.richland.edu/james/ictcm/2006/simplex.html
http://www.math.wsu.edu/students/odykhovychnyi/M201-04/Ch06_1-
2_Simplex_Method.pdf
OER
COURSE COMPANION WEBSITE
Visit here for course companion website for this course :
INTRODUCTION
The meaning of dual in general is two or double. For every L.P. problem there is
a related unique L.P. problem involving the same data which also describe the original
problem. That is any L.P. problem (either maximization or minimization) can be stated
in another equivalent form based on the same data. The given original problem is called
primal programme (P). The new L.P. problem is called dual linear programming
problem or in short dual. In general, it is immaterial which of the two problems is
called primal or dual, since the dual of the dual is primal . The variable of the dual
problem (or programme) is called dual variable or shadow prices of the various
resources. 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.
1. It is good way to solve the dual of a primal that has a smaller number of constraints
because the number of constraints usually equals the number of iterations required
to solve the problem.
2. It gives the additional information as to how the optimal solution changes as result
of the changes in the coefficient and the formulation of the problem. This technique
is called the sensitivity analysis.
3. Using calculation of the dual we can the accuracy of the primal solution.
4. Duality is used to solve an L.P. problem by the simplex method in which the initial
solution is infeasible.
Minimize 𝑍 = 𝑐 𝑥 + 𝑐 𝑥 + ⋯+ 𝑐 𝑥 ,
subject to 𝑎 𝑥 + 𝑎 𝑥 + ⋯+ 𝑎 𝑥 ≤ 𝑏 ,
𝑎 𝑥 + 𝑎 𝑥 + ⋯+ 𝑎 𝑥 ≤ 𝑏 ,
……………………………….. …….(1)
…………………………………
𝑎 𝑥 +𝑎 𝑥 +⋯+ 𝑎 𝑥 ≤𝑏 ,
where 𝑥 ,𝑥 ,..,𝑥 ≥ 0.
Minimize 𝑍 = 𝑏 𝑦 + 𝑏 𝑦 + ⋯+ 𝑏 𝑦 ,
subject to 𝑎 𝑦 +𝑎 𝑦 + ⋯+ 𝑎 𝑦 ≤𝑐 ,
𝑎 𝑦 +𝑎 𝑦 + ⋯+ 𝑎 𝑦 ≤𝑐 ,
……………………………….. ……(2)
…………………………………
𝑎 𝑦 +𝑎 𝑦 + ⋯+ 𝑎 𝑦 ≤𝑐 ,
where 𝑦 ,𝑦 ,..,𝑦 ≥ 0.
The above equation (1) and (2) are called symmetric -primal dual pairs.
Primal Dual
Maximize 𝑍 = ∑ 𝑐𝑥 Minimize 𝑊 = ∑ 𝑏 𝑦
SOLVED PROBLEMS 01
Problem 01-04-01: Write the dual of the following L.P. problem
Minimize 𝑍 = 3𝑥 – 2𝑥 + 4𝑥
Subject to constraint 3𝑥 + 5𝑥 + 4𝑥 ≥ 7,
6𝑥 + 𝑥 + 3𝑥 ≥ 4,
7𝑥 – 2𝑥 – 𝑥 ≤ 10,
𝑥 – 2𝑥 + 5𝑥 ≥ 3,
4𝑥 + 7𝑥 – 2𝑥 ≥ 2 and 𝑥 , 𝑥 , 𝑥 ≥ 0.
Solution: Since the objective function of the given L.P. problem is of minimization, the
direction of each inequality has to be changed to ≥ type by multiplying both sides by
– 1. The standard primal L.P. problem so obtained is:
Minimize 𝑍 = 3𝑥 – 2𝑥 + 4𝑥
Subject to constraint 3𝑥 + 5𝑥 + 4𝑥 ≥ 7,
6𝑥 + 𝑥 + 3𝑥 ≥ 4,
−7𝑥 + 2𝑥 + 𝑥 ≥ − 10,
𝑥 – 2𝑥 + 5𝑥 ≥ 3,
Maximize 𝑊 = 7𝑦 + 4𝑦 – 10𝑦 + 3𝑦 + 2𝑦
subject to constraint 3𝑦 + 6𝑦 − 7𝑦 + 𝑦 + 4𝑦 ≤ 3,
5𝑦 + 𝑦 + 2𝑦 − 2𝑦 + 7𝑦 ≤ −2,
4𝑦 + 3𝑦 + 𝑦 + 5𝑦 − 2𝑦 ≤ 4.
−3𝑥 + 2𝑥 + 𝑥 ≤ 1 and 𝑥 , 𝑥 , 𝑥 ≥ 0.
Solution: The problems maximization L.P. problem, hence all constraints are of ≤ type.
So, multiply first constraint by −1, we get primal in form
−3𝑥 + 2𝑥 + 𝑥 ≤ 1 and 𝑥 , 𝑥 , 𝑥 ≥ 0.
Let 𝑦 , 𝑦 are the dual variable, then the dual of the above primal is
𝑦 ≥ 9 𝑎𝑛𝑑 𝑦 , 𝑦 ≥ 0.
SELF-TEST 01
MCQ 04-01: The dual of the primal minimization L.P. problem having 𝑚 constraints
and 𝑛 non-negative variables should
b) be a maximization problem.
MCQ 04-02: The right-hand side constant of a constraint in a primal problem appears
in the corresponding dual as
b) an input-out coefficient.
2𝑦 + 3𝑦 + 5𝑦 ≥ 3, 6𝑦 + 2𝑦 − 3𝑦 + 𝑦 ≥ 5 𝑎𝑛𝑑 𝑦 , 𝑦 , 𝑦 , 𝑦 ≥ 0.
– 𝑦 − 3𝑦 ≥ 3, 𝑦 + 2𝑦 ≥ 17 , −𝑦 + 2𝑦 ≥ 9 𝑎𝑛𝑑 𝑦 , 𝑦 ≥ 0.
𝑎 𝑥 + 𝑎 𝑥 = 𝑏 , 𝑎 𝑥 + 𝑎 𝑥 ≤ 𝑏 𝑎𝑛𝑑 𝑥 ≥ 0, 𝑥 ≥ 0.
𝑎 𝑥 + 𝑎 𝑥 ≤ 𝑏 𝑎𝑛𝑑 𝑎 𝑥 + 𝑎 𝑥 ≥ 𝑏 .
The problem is of maximization form hence all inequalities are of ≤ type. Then we can
write 𝑎 𝑥 + 𝑎 𝑥 ≤ 𝑏 𝑎𝑛𝑑 − 𝑎 𝑥 − 𝑎 𝑥 ≤ −𝑏 .
Now, we have L.P. problem with three constraint and two variables. Now , find the dual
of this, for this suppose 𝑦 , 𝑦 , 𝑦 are the dual variables. Then, we get dual
SOLVED PROBLEMS 02
Problem 01-04-03: Obtain the dual L.P. problem of the following primal L.P. problem
Solution: Since the objective function of the primal L.P. problem is of minimization,
change all ≤ type constraints to ≥ type constraints by multiplying the constraint on
both sides by – 1. Also, write = type constraint equivalent to two constraints of the type
≥ and ≤. i.e. 𝑥 – 𝑥 = 30 is equivalent to the pair of inequalities
𝑥 – 𝑥 ≥ 30 𝑎𝑛𝑑 𝑥 − 𝑥 ≤ 30.
Let 𝑦 , 𝑦 , 𝑦 𝑎𝑛𝑑 𝑦 be the dual variables corresponding to the four constraints in the
given order. The dual of the given primal L.P. problem is
−2𝑦 + (𝑦 − 𝑦 ) + 𝑦 ≤ 1, − 4𝑦 − (𝑦 − 𝑦 ) ≤ 2 𝑎𝑛𝑑 𝑦 , 𝑦 , 𝑦 ≥ 0.
Solution: As the problem is of the maximization type all constraint must be of the ≤
type. So, multiply first constraint by −1, we get −𝑥 − 𝑥 − 𝑥 ≤ −6 .
−3𝑥 + 2𝑥 − 3𝑥 ≤ −3 𝑎𝑛𝑑 3𝑥 − 2𝑥 + 3𝑥 ≤ 3.
4𝑥 − 3𝑥 + 6𝑥 ≤ −1 𝑎𝑛𝑑 − 4𝑥 + 3𝑥 − 6𝑥 ≤ 1.
Maximize 𝑍 = 2𝑥 + 𝑥 + 𝑥 ,
3𝑥 − 2𝑥 + 3𝑥 ≤ 3,
−3𝑥 + 2𝑥 − 3𝑥 ≤ −3 ,
−4𝑥 + 3𝑥 − 6𝑥 ≤ 1,
4𝑥 − 3𝑥 + 6𝑥 ≤ −1,
𝑥 , 𝑥 , 𝑥 ≥ 0.
𝑎𝑛𝑑 𝑦 , 𝑦 , 𝑦 , 𝑦 , 𝑦 ≥ 0.
Minimize 𝑤 = −6𝑦 + 3𝑦 + 𝑦
– 𝑦 + 3𝑦 − 4𝑦 ≥ 2, −𝑦 − 2𝑦 + 3𝑦 ≥ 1 , − 𝑦 + 3𝑦 − 6𝑦 ≥1
a) Negative number.
b) Positive number.
c) 0.
4𝑥 − 2𝑦 ≥ 9, − 8𝑥 + 4𝑦 + 3𝑧 − 3𝑧 = 8 and 𝑥, 𝑦 , 𝑧 , 𝑧 ≥ 0.
The problem is minimization hence all constraint must be in the form ≥. Hence, do
multiply inequality 1 by -1 we get −2𝑥 + 3𝑦 − 𝑧 + 𝑧 ≥ −5,
−8𝑥 + 4𝑦 + 3𝑧 − 3𝑧 ≥ 8, 8𝑥 − 4𝑦 − 3𝑧 + 3𝑧 ≥ −8 and 𝑥, 𝑦 , 𝑧 , 𝑧 ≥ 0.
−2𝑦 + 4𝑦 − 8𝑦 ≤ 3, 3𝑦 − 2𝑦 + 4𝑦 ≤ −2,
−𝑦 + 3𝑦 = 1 𝑎𝑛𝑑 𝑦 , 𝑦 ≥ 0, 𝑦 unrestricted
SAQ 01-04-04: Show that dual variable which corresponds to an equality constraint
must be unrestricted in sign with the help of example.
𝑎 𝑥 + 𝑎 𝑥 = 𝑏 , 𝑎 𝑥 + 𝑎 𝑥 ≤ 𝑏 𝑎𝑛𝑑 𝑥 ≥ 0, 𝑥 ≥ 0.
𝑎 𝑥 + 𝑎 𝑥 ≤ 𝑏 𝑎𝑛𝑑 𝑎 𝑥 + 𝑎 𝑥 ≥ 𝑏 .
The problem is of maximization form hence all inequalities are of ≤ type. Then, we
can write 𝑎 𝑥 + 𝑎 𝑥 ≤ 𝑏 𝑎𝑛𝑑 − 𝑎 𝑥 − 𝑎 𝑥 ≤ −𝑏 .
Now, we have L.P. problem with three constraint and two variables. Now , find the dual
of this, for this suppose 𝑦 , 𝑦 , 𝑦 are the dual variables. Then, we get dual
2. The value of the objective function Z for any feasible solution of the primal is
≤ the value of the objective function W for any feasible solution of the dual.
3. If either the primal or the dual problem has an unbounded solution, then the
solution to the other problem is infeasible.
(i) Value for the non-basic variable of the primal are given by the base row of the
dual solution, under the slack variable (if there are any), neglecting the – 𝑣𝑒
sign if any and under the artificial variable (if there is no slack variable in a
constraint) neglecting the – 𝑣𝑒 sign if any, after deleting the constant M.
(ii) Value of the slack variable of the primal are given by the base row under the
non-basic variable of the dual solution neglecting – 𝑣𝑒 sign if any.
(iii) The value of the objective function is same for primal and dual solution.
SOLVED PROBLEMS 03
Problem 01-04-05: Use duality to solve the problem Minimize 𝑍 = 𝑥 − 𝑥 subject to
constraint 2𝑥 – 𝑥 ≥ 2, −𝑥 + 𝑥 ≥ 1 𝑎𝑛𝑑 𝑥 , 𝑥 ≥ 0 .
Maximize 𝑤 = 2𝑦 + 𝑦
subject to constraint 2𝑦 − 𝑦 ≤ 1, − 𝑦 + 𝑦 ≤ −1 , 𝑦 , 𝑦 ≥ 0.
𝑦 − 𝑦 ≥ 1.
Now, write the above problem in standard L.P. form for this, we need to introduce the
slack and surplus variable.
Maximize 𝑤 = 2𝑦 + 𝑦 + 0𝑠 + 𝑠 − 𝑀𝐴
subject to constraint 2𝑦 − 𝑦 + 𝑠 = 1,
𝑦 −𝑦 −𝑠 +𝐴 =1,
Since the basic variable 𝑠 , 𝐴 are positive, the above basic solution for the artificial
system is also feasible and non-degenerate. Then, the simplex table is
𝑐 2 1 0 0 -M 𝑏 𝜃
𝑐 Basis 𝑦 𝑦 𝑠 𝑠 𝐴 𝑥 =
1/2
0 𝑠 (2) -1 1 0 0 1
-M 𝐴 1 -1 0 -1 1 1 1
𝑍 = ∑𝑐 𝑎 -M M 0 M -M -M
2+M
𝑐 −𝑍 1-M 0 -M 0
I.B.F.S.
From table we see that 𝑠 is outgoing variable and 𝑦 is incoming variable. Replace 𝑠
by 𝑦 . Now, make key element 2 is one and reaming element in this column zero by
performing suitable row operations. Then, the next simplex table is as follows.
𝑐 2 1 0 0 -M
𝑏
𝑥
𝑐 Basis 𝑦 𝑦 𝑠 𝑠 𝐴
0
𝑐 −𝑍 0 -1+M/2 -1-M/2 M
Second B.F.S.
It follows, that the given primal problem also has infeasible solution.
𝑥 + 3𝑥 ≤ 5 𝑎𝑛𝑑 𝑥 , 𝑥 , 𝑥 ≥ 0 .
Now, introduce slack, surplus and artificial variables for standard L .P.P.
Minimize 𝑤 = −2𝑦 + 3𝑦 + 5𝑦 + 0𝑠 + 0𝑠 + 0𝑠 + 𝑀𝐴 + 𝑀𝐴
2𝑦 + 4𝑦 − 𝑦 + 𝑠 = 2,
𝑦 + 3𝑦 − 𝑠 + 𝐴 = 3
𝑎𝑛𝑑 𝑦 , 𝑦 , 𝑦 , 𝑠 , 𝑠 , 𝑠 , 𝐴 , 𝐴 ≥ 0.
𝑐 -2 3 5 0 0 0 M M 𝑏 𝜃
𝑐 Basis 𝑦 𝑦 𝑦 𝑠 𝑠 𝑠 𝐴 𝐴 𝑥 =
0 𝑠 2 (4) -1 0 1 0 0 0 2 1/2
∞
M 𝐴 1 0 3 0 0 -1 0 1 3
𝑍 - -
-M 3M 3M 0 M M
= ∑𝑐 𝑎 M M
- 3- 5-
𝑐 −𝑍 3M M 0 M 0 0
2+M 3M I.B.F.S.
Since the 𝑐 − 𝑧 is negative under some column, above table not gives optimal
solution.
𝑐 -2 3 5 0 0 0 M M 𝑏
𝑐 Basis 𝑦 𝑦 𝑦 𝑠 𝑠 𝑠 𝐴 𝐴 𝑥
0 𝑠 -15 0 0 -4 -3 1 4 -1 11
M
𝑐 −𝑍 70/3 0 0 23/3 5 0 -23/3+M
O.B.F.S.
The optimal solution is
𝑦 = 0, 𝑦 = , 𝑦 = , 𝑀𝑖𝑛 𝑊 = .
𝑇ℎ𝑒 𝑜𝑝𝑡𝑖𝑚𝑎𝑙 𝑏𝑎𝑠𝑖𝑐 𝑓𝑒𝑎𝑠𝑖𝑏𝑙𝑒 𝑠𝑜𝑙𝑢𝑡𝑜𝑝𝑛 𝑓𝑜𝑟 𝑡ℎ𝑒 𝑔𝑖𝑣𝑒𝑛 𝑝𝑟𝑖𝑚𝑎𝑙 𝑝𝑟𝑜𝑏𝑙𝑒𝑚 𝑖𝑠
𝑥 = , 𝑥 = 5, 𝑥 = 0 𝑎𝑛𝑑 max 𝑍 = .
SELF-TEST 03
MCQ 04-05: If the primal ha an unbounded solution, then the solution to the dual is
a) Optimal.
c) Unbounded.
d) Infeasible.
MCQ 04-06: The both the primal and dual problem has feasible solutions, then
Use simplex method and obtain the zeroth and first iteration of the dual.
2𝑦 + 𝑦 + 2(𝑦 − 𝑦 ) ≥ 10 𝑎𝑛𝑑 𝑦 , 𝑦 , 𝑦 , 𝑦 ≥ 0.
The solution of this dual problem by simplex method consists of the following steps
Subject to 𝑦 − 3𝑦 + 2𝑦 − 2𝑦 − 𝑠 + 𝐴 = 5,
𝑦 + 2𝑦 + 4𝑦 − 4𝑦 − 𝑠 + 𝐴 = 8,
2𝑦 + 𝑦 + 2𝑦 − 2𝑦 − 𝑠 + 𝐴 = 10
𝑎𝑛𝑑 𝑦 , 𝑦 , 𝑦 , 𝑦 , 𝑠 , 𝑠 , 𝑠 , 𝐴 , 𝐴 , 𝐴 ≥ 0.
M 𝐴 1 -3 2 -2 -1 0 0 1 0 0 5 5/2
M 𝐴 1 2 (4) -4 0 -1 0 0 1 0 8 2
M 𝐴 2 1 2 -2 0 0 -1 0 0 0 10 5
𝑍 4M 0 8M -8M -M -M -M M M M 23M
Since 𝑐 − 𝑍 is negative under some column, in above table solution is not optimal.
𝑐 95-2M - 0 0 M 25-M M 0 - 0
−𝑍 140+4 25+
M M
Above table is the first iterate and yields the following solution to the dual problem:
𝐴 = 1, 𝑦 = 2, 𝐴 = 6 𝑊 = 200 + 7𝑀.
Maximize 𝑍 = 𝑐 𝑥 + 𝑐 𝑥 + ⋯+ 𝑐 𝑥
Subject to 𝑎 𝑥 + 𝑎 𝑥 + ⋯+ 𝑎 𝑥 ≤𝑏 ,
𝑎 𝑥 + 𝑎 𝑥 + ⋯+ 𝑎 𝑥 ≤𝑏 , ….(1)
……………………………………...
𝑎 𝑥 + 𝑎 𝑥 + ⋯+ 𝑎 𝑥 ≤𝑏 ,
where 𝑥 , 𝑥 , … . , 𝑥 ≥ 0;
Minimize 𝑊 = 𝑏 𝑦 + 𝑏 𝑦 + ⋯+ 𝑏 𝑦
Subject to 𝑎 𝑦 + 𝑎 𝑦 + ⋯+ 𝑎 𝑦 ≥ 𝑐 ,
𝑎 𝑦 + 𝑎 𝑦 + ⋯+ 𝑎 𝑦 ≥ 2, ….. (2)
……………………………………...
𝑎 𝑦 + 𝑎 𝑦 + ⋯+ 𝑎 𝑦 ≥ 𝑐 ,
Minimize −𝑊 = −𝑏 𝑦 − 𝑏 𝑦 − ⋯ − 𝑏 𝑦
Subject to −𝑎 𝑦 − 𝑎 𝑦 − ⋯ − 𝑎 𝑦 ≤−𝑐 ,
−𝑎 𝑦 − 𝑎 𝑦 − ⋯ − 𝑎 𝑦 ≤ − 2,
……………………………………... ..(3)
−𝑎 𝑦 − 𝑎 𝑦 − ⋯ − 𝑎 𝑦 ≤ −𝑐 ,
By construction dual of the equation (3) and multiplying by -1 we obtain the system
identical to relation (1). Hence, the dual of dual is primal.
The dual simplex algorithm to solve L.P. problem consists of the following steps:
Step II: Convert ≥ type constraint, if any into ≤ type by multiplying both sides of
such constraint by −1.
Step III: Then convert the L.P.P. in the standard form introducing slack variables.
Then, express the information in the dual simplex table.
Step IV: Compute 𝑐 − 𝑍 for every column. There are three cases
Step V: Select the row that contain the most negative 𝑏 . This row is called key row
or pivot row. The corresponding basic variable leaves the basis. This is called the
dual feasible condition.
i) If all the elements are non-negative, then the problem does not have a
feasible solution.
ii) If at least one element is negative, then find the ratio of the corresponding
element of 𝑐 − 𝑍 row to these elements. Chose the smallest of this ratio.
The corresponding column is the key column and associated variable is the
entering variable. this is the dual optimality condition. Mark the key element
or the pivot element.
Step VII: Make the key element unity. Perform the row operation as in regular
simplex method and repeat iterations until the optimal solution is obtained in a
finite number of steps or there is a condition of nonexistence of a feasible solution.
Solution: Multiply first and third constraint by −1,The primal is in the form
−𝑥 − 𝑥 ≤ −1, 𝑥 + 𝑥 ≤ 7, −𝑥 − 2𝑥 ≤ −10, 𝑥 ≤ 3, 𝑥 , 𝑥 ≥ 0.
Maximize 𝑍 = −3𝑥 − 2𝑥 + 0𝑠 + 0𝑠 + 0𝑠 + 0𝑠
subject to −𝑥 − 𝑥 + 𝑠 = −1,
𝑥 + 𝑥 + 𝑠 = 7,
𝑥 + 𝑥 = 3,
𝑥 , 𝑥 , 𝑠 , 𝑠 , 𝑠 , 𝑠 ≥ 0.
𝑐 -3 -2 0 0 0 0 𝑏
𝑐 Basis 𝑥 𝑥 𝑠 𝑠 𝑠 𝑠
𝑥
0 𝑠 -1 -1 1 0 0 0 -1
0 𝑠 1 1 0 1 0 0 7
0 𝑠 -1 (-2) 0 0 1 0 -10
0 𝑠 0 1 0 0 0 1 3
𝑍 = ∑𝑐 𝑎 0 0 0 0 0 0 0
𝑐 −𝑍 -3 -2 0 0 0 0
𝑐 −𝑍 1 I.B.F.S.
3 - - - -
𝑎
From the table, we see that 𝑥 is incoming and 𝑠 is outgoing variable. −2 is the key
element. Make key element is unity and reaming entries in this column zero
performing suitable row operations. We get new table
𝑐 -3 -2 0 0 0 0 𝑏
𝑐 Basis 𝑥 𝑥 𝑠 𝑠 𝑠 𝑠
𝑥
0 𝑠 -1/2 0 1 0 -1/2 0 4
0 𝑠 1/2 0 0 1 1/2 0 2
-2 𝑥 1/2 1 0 0 -1/2 0 5
0 𝑠 (-1/2) 0 0 0 1/2 1 -2
𝑍 = ∑𝑐 𝑎 -1 -2 0 0 1 0 -10
𝑐 −𝑍 -2 0 0 0 -1 0
𝑐 −𝑍 4 Second F.S.
- - - - -
𝑎
Replace 𝑠 by 𝑥 , we get
𝑐 -3 -2 0 0 0 0 𝑏
𝑐 Basis 𝑥 𝑥 𝑠 𝑠 𝑠 𝑠
𝑥
0 𝑠 0 0 1 0 -1 -1 6
0 𝑠 0 0 0 1 1 1 0
-2 𝑥 0 1 0 0 0 1 3
Maximize 𝑍 = −5𝑥 − 6𝑥 + 0𝑥 + 0𝑥
𝑐 -5 -6 0 0 𝑏
𝑐 Basis 𝑥 𝑥 𝑠 𝑠
𝑥
0 𝑠 -1 -1 1 0 -2
0 𝑠 (-4) -1 0 1 -4
𝑍 = ∑𝑐 𝑎 0 0 0 0 0
𝑐 −𝑍 5 6 0 0
𝑐 −𝑍 5/4 I.B.F.S.
6 - -
𝑎
Replace 𝑠 by 𝑥
𝑐 -5 -6 0 0 𝑏
𝑐 Basis 𝑥 𝑥 𝑠 𝑠
𝑥
0 𝑠 0 (-3/4) 1 -1/4 -1
-5 𝑥 1 1/4 0 -1/4 1
𝑍 = ∑𝑐 𝑎 -5 -5/4 0 5/4 -5
𝑐 −𝑍 0 -19/4 0 -5/4
𝑐 −𝑍 5 𝟐𝒏𝒅 FS
- 19/3 -
𝑎
Replace 𝑠 by 𝑠 .
𝑐 -5 -6 0 0 𝑏
𝑐 Basis 𝑥 𝑥 𝑠 𝑠
𝑥
𝑥 = 2, 𝑥 = 0, 𝑍 = −10
SELF-TEST 04
MCQ 04-07: Dual constrain for the minimization L.P. problem can be written as
a) ∑ 𝑎 𝑦 ≥ 𝑐 .
b) ∑ 𝑎 𝑦 ≤ 𝑐 .
c) ∑ 𝑎 𝑦 ≥ 𝑐 .
d) ∑ 𝑎 𝑦 ≤ 𝑐 .
MCQ 04-08: In the dual simplex table if 𝑐 − 𝑍 > 0, then L.P. problem have
c) Feasible solution.
d) Method fails.
subject to 2𝑥 + 𝑥 ≥ 2, − 𝑥 − 𝑥 ≥ 1, 𝑥 , 𝑥 ≥ 0.
Maximize 𝑍 = −𝑍 = −𝑥 − 𝑥
Maximize 𝑍 = −𝑍 = −𝑥 − 𝑥 + 0𝑠
𝑐 -1 -1 0 0
𝑐 Basis 𝑥 𝑥 𝑠 𝑠 𝑏
0 𝑠 (-2) -1 1 0 -2
0 𝑠 1 1 0 1 -1
𝑍 0 0 0 0 0
𝑐 −𝑍 -1 -1 0 0
𝑐 −𝑍
1/2 1
𝑎
𝑥 − 𝑐𝑜𝑙𝑢𝑚𝑛 is the key column and (-2) is the key element, 𝑠 replaced by 𝑥 in table
below:
𝑐 -1 -1 0 0
𝑐 Basis 𝑥 𝑥 𝑠 𝑠 𝑏
𝑠 1 1/2 -1/2 0 1
𝑠 0 1/2 1/2 1 -2
𝑍 -1 -1/2 1/2 0 -1
𝑐 −𝑍 0 -1/2 -1/2 0
Second basic infeasible solution.
Compute 𝑐 − 𝑍 row. Since 𝑐 − 𝑍 coefficients are either negative or zero under all
columns and 𝑏 is negative, the second basic solution is optimal but infeasible. Thus,
the given L.P.P. has no feasible solution.
SAQ 01-04-08: Draw the flow chart for the dual simplex method.
Solution: The flow chart for the dual simplex method is as below
𝑀𝑎𝑥 𝑍 = 2𝑥 + 5𝑥 + 6𝑥
subject to constraints
5𝑥 + 6𝑥 – 𝑥 ≤ 3,
– 2𝑥 + 3𝑥 + 4𝑥 3 ≤ 4,
𝑥 – 5𝑥 + 3𝑥 ≤ 1,
– 3𝑥 – 3𝑥 + 7𝑥 ≤ 6
𝑎𝑛𝑑 𝑥 , 𝑥 , 𝑥 ≥ 0.
subject to 2𝑥 + 3𝑥 + 5𝑥 ≥ 2, 3𝑥 + 3𝑥 + 7𝑥 = 3, 𝑥 + 4𝑥 + 6𝑥 ≤ 5
and 𝑥 , 𝑥 , ≥ 0, 𝑥 is unrestricted.
7. One unit of product A contributes Rs. 7 and requires 3 units of raw material and
2 hours of labour. One unit of product B contributes Rs. 5 and requires one unit
of raw material and one hour of labour. Availability of raw material at present is
48 units and there are 40 hours of labour.
(c) Solve the dual by the simplex method and find the optimal product mix and
the shadow prices of the raw material and labour .
8. What do you understand duality? Write some important features of pri mal and
dual problem.
KEY WORDS
Primal, Dual, Dual Simplex Method.
REFERENCES
BOOKS
1) OPERATIONS RESEARCH, PREM KUMAR GUPTA AND D. S. HIRA, S. CHAND
& COMPANY LTD
MOOCS
YOUTUBE VIDEOS
i) https://youtu.be/H0sBZdjuego
ii) https://youtu.be/KLHWtBpPbEc
iii) https://youtu.be/c1V6zbjAc5I
iv) https://youtu.be/W2rYOpvkSMQ
WIKIPEDIA
https://en.wikipedia.org/wiki/Duality_(optimization)
OER
C REDIT 02
Understand the optimal strategies for both the players in two -person zero sum
game
INTRODUCTION
“Game Theory”, a branch of applied mathematics was originally developed by
the American mathematician John Von Neumann called Father of Game Theory and his
collogue Morgenstern, a German born American economist, to solve problems in
economics. It provides tools for analyzing situations in which parties called Players
make decisions that are independent. This interdependence causes each player to
consider other player’s possible decisions or strategies in formulating his own strategy.
Game Theory does not describe how a game should be played but it describes
only the procedure and principles by which plays should be selected so that each
competitor will act so as to minimize his maximum loss (or maximize his minimum
gain).
3. Each participant must know all the courses of action available to other but
unaware of which of these will be chosen
4. A play of game occurs when each player chooses one of his courses of actio n.
The choices must be made simultaneously, so that none of them knows choice
of other until he has decided his own
6. The gain of participant depends upon his own action s as well as those of others.
Remark: We are considering the games which involve competition, actions and
counteractions will be dealt with. Hence, we will use simple term “game” in place of
“competitive games”.
Definition: Player
Definition: Strategy
The decision rule by which a player determines his course of action is called a
Strategy.
Note: To reach the decision regarding which strategy to use, neither player needs to
know the other’s strategy.
Types of Strategies:
1. Pure Strategy
2. Mixed Strategy
If a player decides to use only one particular course of action during every play,
then he is said to use pure strategy.
Notation: A pure strategy is usually represented by a number with which the course
action is associated.
Remark: Mixed strategy is a selection among pure strategies with some fixed
probabilities (proportions).
Note:
(i) Clearly, we can say that pure strategy is a special case of mixed strategy, where
all but one 𝑥 is zero.
(ii) Thus, a player may be able to choose only m-pure strategies, but he has an
infinite number of mixed strategies to choose them.
If the number of participants (n) in the game is greater than 2, then it is call ed n-
Person game.
A game with two players, where gain of one player equals the loss to the other is
known as a Two-Person Zero-Sum game.
Remark: In two-person zero-sum game, the interests of the two players are opposed so
that the sum of their net gains is zero.
If there are n-players in a game and sum of the game (i. e. sum of their net
gains) is zero, then it is called n-Person Zero-Sum game.
Definition: Pay-off
A Pay-off matrix of a game is a table in which strategies of one player are listed
in rows and those of other player in columns and the cells show pay-offs to each player
such that the pay-off of the row player is listed first.
SOLVED PROBLEMS 01
Problem 02-01-01: Consider a two-person zero sum game represented by the following
table in which we have two competitors A and B. Both competitors assumed to be eq ual
Competitor B
3 4 Min of row
1 4 6 4
Competitor A [ ]
2 3 5 3
Max of column 4 6
Solution: Both the competitors A and B know the pay-offs for every possible strategy.
As, all the values in pay-off matrix are positive, we can say the game favors A (since
values that favors B are negative). So, game is biased against B.
Interpretation of table:
If A selects strategy 1 and B selects strategy 3, then A receives amount 4 from B (i. e. B
has to pay 4 points to A) and on similar lines for other strategies.
1) A wins highest game value if he plays strategy 1 all the time; since it has
higher values than strategy 2.
2) B realizes this situation and plays strategy 3 to minimize his lo ss. Since, the
value of 4 in strategy 3 is less than value of 6 in strategy 4.
Thus, here game value=04, since A wins 4 points while B loses 4 points each
time the game is played.
Problem 02-01-02: Players A and B play a game in which each has three coins, a 1p, 5p
and 10p. Each selects a coin without the knowledge of other’s choice. If the sum of
coins is an odd amount, then A wins B’s coin. But if the sum is even, then B wins A’s
coin. Write pay-off matrix of this game.
Solution: In this game, we have two players both having same set of coins viz. 1p, 5p
and 10p. The conditions for playing the game are as follows:
If both players have 1p then sum of the amount is 2p which is even number an d hence B
wins A’s amount i. e.1p. As this will represent loss of 1p to A, in pay -off matrix we
write -1. On the similar lines, if player A has 5p and player B has 10p then, sum of the
amount is 15p which is odd number and hence A wins B’s coin i. e. 10p. As this will
represent gain of 10p to A, in pay-off matrix we write 10. Continuing in this fashion,
we have the following pay-off matrix for the given game.
Player B
1𝑝 5𝑝 10𝑝
1𝑝 −1 −1 10
Player A [ ]
5𝑝 −5 −5 10
10𝑝 1 5 −10
SELF-TEST 01
MCQ01-01:If a player decides to use only one particular course of action during every
play, then he is said to use _________.
a) Mixed Strategy
b) Pure Strategy
c) Both
d) None of these
MCQ 01-02:A game with n-players is known as n-person zero-sum game, if the sum of
their net gains is _________.
a) One
b) Zero
c) Two
d) Negative
4. A play of game occurs when each player chooses one of his courses of action.
The choices must be made simultaneously, so that none of them knows choice
of other until he has decided his own
5. After all participants have chosen a course of action, their respective gains are
finite
6. The gain of participant depends upon his own actions as well as those of others.
Solution: The decision rule by which a player determines his course of action is called
a Strategy. There are two types of strategies a player can go for:
1) Pure Strategy: If a player decides to use only one particular course of action during
every play, then he is said to use pure strategy. A pure strategy is usually
represented by a number with which the course action is associated.
2) Mixed Strategy: If a player decides in advance, to use all or some of his available
courses of action in some fixed proportion, he is said to use mixed strategy. Mixed
strategy is a selection among pure strategies with some fixed probabilities
(proportions).
Clearly, we can say that pure strategy is a special case of mixed strategy, where all
but one 𝑥 are zero.
a) Row destinations for each matrix are the courses of action available to A
b) Column destinations for each matrix are the courses of action available to B
c) With a two-person zero-sum game, the cell entries in B’s pay-off matrix will be
the negative of the corresponding entries in A’s pay -off matrix.
Player B
1 2 3 … 𝑗 … 𝑛
1 𝑎 𝑎 𝑎 … 𝑎 … 𝑎
2 𝑎 𝑎 𝑎 … 𝑎 … 𝑎
3 𝑎 𝑎 𝑎 … 𝑎 … 𝑎
Player A
⋮ ⋮ ⋮ ⋮ ⋱ ⋮ ⋱ ⋮
𝑖 𝑎 𝑎 𝑎 … 𝑎 … 𝑎
⋮ ⋮ ⋮ ⋮ ⋱ ⋮ ⋱ ⋮
[𝑚 𝑎 𝑎 𝑎 … 𝑎 … 𝑎 ]
Player B
1 2 3 … 𝑗 … 𝑛
1 −𝑎 −𝑎 −𝑎 … −𝑎 … −𝑎
2 −𝑎 −𝑎 −𝑎 … −𝑎 … −𝑎
3 −𝑎 −𝑎 −𝑎 … −𝑎 … −𝑎
Player A
⋮ ⋮ ⋮ ⋮ ⋱ ⋮ ⋱ ⋮
𝑖 −𝑎 −𝑎 −𝑎 … −𝑎 … −𝑎
⋮ ⋮ ⋮ ⋮ ⋱ ⋮ ⋱ ⋮
[ 𝑚 −𝑎 −𝑎 −𝑎 … −𝑎 … −𝑎 ]
Remark:
2) We usually omit B’s pay-off matrix, keeping in mind that it is just the negative
of A’s pay-off matrix.
SOLVED PROBLEMS 02
Problem 02-01-03: Two players are there. Each secretly thinking an integer between 1
and 3 inclusive. Both players reveal their numbers simultaneously. If the sum of
numbers is even, then R player wins. A number of unit(s) from the C player to R player
equals to the difference of the numbers provided that the numbers are distinct. If the
numbers are same, then R player wins the number of unit(s) from the C player equal to
the sum of the numbers. If the sum of numbers is odd then, C player wins 3 units from
the R player.
Solution: There are two players in this game viz. player R and player C. Both players
secretly thinking an integer between 1 and 3 inclusive and both players reveal their
numbers simultaneously. Now, the no. of units to be given from one player to another
player depends on the sum of the numbers revealed by both the players as follows:
(i) If the sum of numbers is even, then R wins an amount equal to d ifference of
two numbers, if they are distinct otherwise R wins an amount equal to the sum
of two numbers.
Player S
𝑆𝑡𝑟𝑎𝑡𝑒𝑔𝑖𝑒𝑠 1 2 3
1 2 −3 2
Player R [ ]
2 −3 4 −3
3 2 −3 6
Problem 02-01-04: If the pay-off matrix for row-player of two-person zero-sum game
is given by
Player B
𝐼 𝐼𝐼 𝐼𝐼𝐼 𝐼𝑉
𝐼 5 4 1 0
Player A 𝐼𝐼 4 3 2 −1
𝐼𝐼𝐼 0 −1 4 3
[ 𝐼𝑉 1 −2 1 2]
Player B
𝐼 𝐼𝐼 𝐼𝐼𝐼 𝐼𝑉
𝐼 −5 −4 −1 0
Player A 𝐼𝐼 −4 −3 −2 1
𝐼𝐼𝐼 0 1 −4 −3
[ 𝐼𝑉 −1 2 −1 −2]
SELF-TEST 02
MCQ01-03: Consider a game with two persons viz. A and B (where A is row player and
B is column player). If player A has 3 courses of action and player B has 4 courses of
action then the payoff matrix has order ________.
a) 3×4
b) 4×3
c) 3×3
d) 4×4
MCQ01-04: Consider a two-person zero-sum game with the pay-off matrix given by
1 −1
[ ]. If row player chooses strategy 2 and column player chooses strategy 1, then
−2 3
Solution: pay-off matrix of game is a table in which strategies of one player are listed
in rows and those of the other player in columns and the cells show payoffs to each
player such that the payoff of the row player is listed first.
Consider a game with two players viz. A and B. If a player A has m-courses of action
and a player B has n-courses of action then pay-off matrix can be constructed by
following steps:
a) Row destinations for each matrix are the courses of action available to A
c) With a two-person zero-sum game, the cell entries in B’s pay-off matrix will be
the negative of the corresponding entries in A’s pay -off matrix.
Player B
1 2 3 … 𝑗 … 𝑛
1 𝑎 𝑎 𝑎 … 𝑎 … 𝑎
2 𝑎 𝑎 𝑎 … 𝑎 … 𝑎
3 𝑎 𝑎 𝑎 … 𝑎 … 𝑎
Player A
⋮ ⋮ ⋮ ⋮ ⋱ ⋮ ⋱ ⋮
𝑖 𝑎 𝑎 𝑎 … 𝑎 … 𝑎
⋮ ⋮ ⋮ ⋮ ⋱ ⋮ ⋱ ⋮
[ 𝑚 𝑎 𝑎 𝑎 … 𝑎 … 𝑎 ]
Player B
1 2 3 … 𝑗 … 𝑛
1 −𝑎 −𝑎 −𝑎 … −𝑎 … −𝑎
2 −𝑎 −𝑎 −𝑎 … −𝑎 … −𝑎
3 −𝑎 −𝑎 −𝑎 … −𝑎 … −𝑎
Player A
⋮ ⋮ ⋮ ⋮ ⋱ ⋮ ⋱ ⋮
𝑖 −𝑎 −𝑎 −𝑎 … −𝑎 … −𝑎
⋮ ⋮ ⋮ ⋮ ⋱ ⋮ ⋱ ⋮
[𝑚 −𝑎 −𝑎 −𝑎 … −𝑎 … −𝑎 ]
SAQ 02-01-04: Construct a pay-off matrix for the following Rock Paper Scissors game:
In the game of Rock Paper Scissors, the players face each other and simultaneously
display their hands in one of the following three shapes: a fist denoting rock, the
forefinger and middle finger extended and spread so as to suggest scissors, or a
downward facing palm denoting a sheet of paper. The rock wins over the scissors since
it can shatter them, the scissors win over the paper since they can cut it, and the paper
wins over the rock since it can be wrapped around it. The winner collects a penny from
the opponent and no money changes hands in case of a tie.
Solution: The pay-off matrix for game of Rock Paper Scissors is given by;
Rock 0 -1 +1
Paper +1 0 -1
Scissors -1 +1 0
4) Total pay-off to the two players at the end of each play is zero
SOLVED PROBLEMS 03
Problem 02-01-05: Consider the following two-person zero-sum game
Player 2 (She)
𝐴 𝐵 𝐶
Player 1 (He)[ 1 2 −1 −3]
2 0 −5 6
3 4 3 5
Solution: The row minimum and column maximum for the given game are obtained as
follows:
𝐴 𝐵 𝐶
−3
Player 1 (He)[ 1 2 −1 −3
] −5
2 0 −5 6
3 4 3 5
Column Max 4 6
If player 1 choose strategy 1, then player 2 will select strategy C so as to pay minimum
amount. Similarly, if player 1 selects strategy 2, then player 2 will go for strategy B. On
similar fashion, we have to find row minimum for each row and then out of ro w
If she will select strategy A, then player 1 will select strategy 3 for maximum gain.
Therefore, we need to find column maximum for each column. Then, from these column
maxima, player 2 will go for minimum value so as to reduce the loss i.e. min {4, 3, 6} =
3.
8 6 -5 5
2 -4 -1 6
8 7 -4 3
-5 6 1 8
5 -3 -1 8
a) Find the optimal strategies for both the row and column players.
Solution:
i) Let us denote row player by ‘A’, with five strategies as 1, 2, 3, 4, 5 and the
column player by ‘B’ with four strategies 1, 2, 3, 4. The pay-off matrix along
with row minimum and column maximum is given by
Player B
1 2 3 4 𝑅𝑜𝑤 𝑀𝑖𝑛
1 8 6 −5 5 −5
2 2 −4 −1 6 −4
Player A
3 8 7 −4 3 −4
4 −5 6 1 8 −5
[5 5 −3 −1 8] −3
𝐶𝑜𝑙𝑢𝑚𝑛 𝑀𝑎𝑥 8 7 8
Player B will choose the strategy which will give minimum pay -off to A. Thus,
for each strategy chosen by A, B will choose strategy with minimum value.
Hence, we find row minima. Among these values, A will select the maximum
one so as to get maximum pay-off.
Now, for each strategy chosen by B, A will select t he strategy for which he will
get maximum pay-off. Therefore, we find column maxima. Among these values B will
select the one with minimum so as to reduce loss.
ii) From the pay-off matrix, we can observe that for each strategy chosen by A, he will
always get negative pay-off i. e. no gain is obtained by A for any strategy.
SELF-TEST 03
MCQ01-05:If in a two-person zero-sum game, the pay-off matrix for row player is
+1 −1
[ ], then the pay-off matrix for column player is
−1 +2
+1 −1
a) [ ]
−1 +2
−1 +1
b) [ ]
+1 −2
+1 −1
c) [ ]
+1 +2
+1 +1
d) [ ]
+1 +2
MCQ01-06:In a two-person zero-sum game with pay-off matrix for row player given by
1 2
1 1 2
2 −1 3
[ ]
3 4 5
4 2 3
a) 1
b) 2
c) 3
d) 4
Solution: Two-person zero-sum game is a game with two players, where gain of one
player equals the loss to the other.
4) Total pay-off to the two players at the end of each play is zero
SAQ 02-01-06:Give an example of two-person zero-sum game. Also, write down the
pay-off matrices for both the players.
Solution: Use any one example from the given set of examples and write the pay -off
matrix for row player. To obtain pay-off matrix for column player multiply all the
entries in pay-off matrix of row player by -1.
Remarks:
1. The average amount per play that A will win in long run if A and B use their
best strategies (it is nothing but the value of game).
2. The strategy that A should use to ensure that his average gain per play is at least
equal to the value of the game i.e.
3. The strategy that B should use to ensure that his average loss per play is no
more than the value of game i.e.
4. The optimal value of game will occur somewhere between the max {row
minimum} and min {column maximum} i. e.
1 2 Min of Row
1 2 2 2
A [ ]
2 3 4 3
Max of Column 3 4
Find the value of game. Also, predict about the average gain of A per play and
average loss of B per play.
Solution: Here, A will have maximum gain for strategy 2. Therefore, B will select the
strategy so that he will have minimum loss.
𝑆𝑡𝑟𝑎𝑡𝑒𝑔𝑖𝑒𝑠 1 2
1 2 3
A [ ]
2 −1 4
3 1 2
Solution: Here, we will find out row minimum and column maximum for each row and
column. Then, we will find out the maximum among row minima so that A will have
maximum gain. We will also find out minimum of column maxima so that B will have
minimum loss.
1 2 𝑅𝑜𝑤 𝑀𝑖𝑛
1 2 3 2
A 2 [−1 4] −1
3 1 2 1
𝐶𝑜𝑙𝑢𝑚𝑛 𝑀𝑎𝑥 2 4
Game Value= 2.
SELF-TEST 04
MCQ 01-07: The average winnings per play over a long number of plays is known as
________.
a) Pay-off
b) Game Value
c) Net Gain
d) None of these
Solution: The game value is the average winnings per play over a long number of
plays.
1. The average amount per play that A will win in long run if A and B use their
best strategies (it is nothing but the value of game).
2. The strategy that A should use to ensure that hi s average gain per play is at least
equal to the value of the game i.e.
3. The strategy that B should use to ensure that his average loss per play is no
more than the value of game i.e.
4. The optimal value of game will occur somewhere between the max {row
minimum} and min {column maximum} i. e.
SAQ 02-01-08: Find the value of game represented by the following pay -off matrix:
1 2 3
1 12 40 20
Player A 2 [28 15 22]
3 35 27 25
Player B
1 2 3 Row min
1 12 40 20 12
Player A 2 [28 15 22] 15
3 35 27 25 25
Column Max 35 40 25
Here, Max {12, 15, 25} = 25; Min {35, 40, 25} = 25.
SUMMARY
In this unit, we have studied the competitive games. In particular, two -person
zero-sum games. We have also learned the way to construct pay-off matrix for a game
and to determine optimal strategies for players in two -person zero-sum game.
𝐵 𝐵 𝐵 𝐵
𝐴 8 −2 9 −3
𝐴 [6 5 6 8]
𝐴 −2 4 −9 5
3. Following matrix represents a pay-off matrix for player A (row player). Find the
pay-off matrix for player B (column player).
𝐵 𝐵 𝐵 𝐵
𝐴 8 6 2 8
𝐴 [8 9 4 5]
𝐴 7 5 3 5
4. Find the value of game by determining the row minima and column maxima for
the pay-off matrix given by
𝐵 𝐵 𝐵 𝐵
𝐴 4 −4 −5 6
𝐴 −3 −4 −9 −2
[ ]
𝐴 6 7 −8 −9
𝐴 7 3 −9 5
5. In the game below, the pay-off is for player A. Specify the range for the value of
the game.
𝐵 𝐵 𝐵 𝐵
𝐴 1 9 6 0
𝐴 2 3 8 4
[ ]
𝐴 −5 −2 10 −3
𝐴 7 4 −2 −5
6. In the game below, the pay-off is for player A. Specify the range for the value of
the game.
𝐵 𝐵 𝐵
𝐴 3 6 1
𝐴 [5 2 3]
𝐴 4 2 −5
7. Find the value of the game with pay-off matrix for row player given by:
𝐵 𝐵 𝐵 𝐵
𝐴 3 7 1 3
𝐴 [4 8 0 −6]
𝐴 6 −9 −2 4
(1) Strategy
KEY WORDS
Player, Strategy, Pay-off, n-person zero-sum game, game value, courses of action
REFERENCES
BOOKS
1) OPERATIONS RESEARCH, PREM KUMAR GUPTA AND D. S. HIRA, S. CHAND
& COMPANY LTD
MOOCS
YOUTUBE VIDEOS
1) https://youtu.be/tXCBPgdn4xk
2) https://youtu.be/lpKY85HCXmA
3) https://youtu.be/2u-gm2mMjg8
WIKIPEDIA
Coin matching game:
Two Person Games (Setting up the Pay-off Matrix) Mathematical Game …
https://www3.nd.edu/~apilking/Math10120/Lectures/Topic%2025. pdf
OER
COURSE COMPANION WEBSITE
Visit Here for Course Companion website for this course:
Understand the concept of saddle point for a game and use of it to find the value
of game
INTRODUCTION
Two-person zero-sum game is a particular case of n-person zero-sum game in which
n=2 i. e. which involves 2 players. In such a game, the interests of 2 players are
opposed so that the sum of their net gains are zero. Tw o-person zero-sum games are
also called ‘Rectangular Games’ because their pay-off matrix is in the rectangular form.
In this unit we are primarily concerned with the two -person zero-sum games
only. Let us recall the definition of two-person zero-sum game which we have studied
in previous unit.
SOLVED PROBLEMS 01
Problem 02-02-01(Two-finger Morra game): Suppose A and B play the game, called
“Two-finger Morra”. In this game, both the players simultaneously show either one or
two fingers. If the number of fingers of one coincides with the number of other then
player A wins and get Rs. 1.00 from B. If they don’t coincide, then B wins and takes
Rs. 1.00 from A. Construct the pay-off matrix for this game.
Solution: As the game involves only two players and winnings of one player causes
loss to the other player, this is an example of two -person zero-sum game.
For the player B we may consider this as a matrix which represents the losses.
The player A is called the maximizing player and B the minimiz ing player. The pay-off
matrix for the game is given by
1 finger 2 fingers
1 finger 1 -1
A
2 fingers -1 1
Problem 02-02-02: Robin travels between two cities and may use one of the two
routes: Route A is a fast four-lane highway, and route B is a long winding road. She has
the habit of driving “superfast”. The highway patrol has a limited police force. If the
full force is allocated to the route driven by Robin, she is certain to receive a $100
speeding fine. If the force is split 50-50 between the two routes, there is a 50% chance
of getting a $100 fine on route A, and only a 30% chance of getting the same fine on
route B. Develop a pay-off matrix for the police patrol.
Solution: We consider police as a row player and robin as a column player. Depending
on the route chosen by robin and the allocation of police force on both the routes, robin
has to pay fine. This is a two-person zero-sum game which favors police.
A 100 50 0
B 0 30 100
SELF-TEST 01
MCQ 02-01: The row player in two-person zero-sum game is also known as ________.
a) Maximizing Player
b) Minimizing Player
c) Winner
d) Looser
a) Maximizing Player
b) Minimizing Player
c) Winner
d) Looser
a) Square game
b) N-player game
c) Rectangular game
d) None of these
Solution: A game with two players, where a gain of one player equals the loss to the
other is known as ‘Two-person zero-sum game’. Two-person zero-sum game is a
particular case of n-person zero-sum game in which n=2 i. e. which involves 2 players.
In such a game, the interests of 2 players are opposed so that the sum of their net gains
are zero. Two-person zero-sum games are also called ‘Rectangular Games’ because their
pay-off matrix is in the rectangular form. Properties of two -person zero-sum game are
as follows:
4) Total pay-off to the two players at the end of each play is zero .
SAQ 02-02-02:Explain the two-person zero-sum game with the help of one example.
Solution: A game with two players, where a gain of one player equals the loss to the
other is known as ‘Two-person zero-sum game’. Consider the following example:
I II
I 1 -1
A
S25035: Operations Research Page 125
II -1 1
As the game involves only two players and winnings of one player causes loss to the
other player, this is an example of two -person zero-sum game.
In a game, the maximin value is the highest value that the player can be sure to
get without knowing the actions of the other players.
Equivalently, it is the lowest value the other players can force the player to
receive, when they know the player’s action.
Remark: “Maximin” is a term commonly used for non-zero sum games, to describe the
strategy which maximizes one’s own minimum pay -off.
In a game, the minimax value of a player is the smallest value that the other
players can force the player to receive, without knowing the other player’s actions.
Equivalently, it is the largest value the player can be sure to g et when they know
the actions of the other players.
MAXIMIN PRINCIPLE:
“Maximize the player’s minimum gains” i. e. select the strategy that gives the
maximum gains among the row minimum value.
MINIMAX PRINCIPLE:
“Minimize the player’s maximum loss” i. e. select the strategy that gives the minimum
loss among the column maximum values.
SOLVED PROBLEMS 02
Problem 02-02-03: Consider the game given by the pay-off matrix
3 2
A[−2 −3]
−4 −5
Solution: For any two-person zero-sum game, the minimax value is obtained by finding
minimum value for each row (Row minimum) followed by identifying maximum value
among them. On the similar lines, to obtain minimax value, first find the maximum
value for each column (Column Maxima) and then identify minimum amongst them.
For the given pay-off matrix, the row minima and column maxima are given by,
B Row Min
A 3 2 2(Maximin)
-2 -3 -3
-4 -5 -5
Problem 02-02-04: For the two-person game represented by the following pay-off
matrix, check whether maximin value and minimax values are same or not.
Solution: For the given pay-off matrix, the row minima and column maxima are given
by,
B Row Min
A 2 5 2(Maximin)
3 -3 -3
Here, Maximin value= max {2, -3} =2; Minimax value= min {3, 5} =3
SELF-TEST 02
MCQ 02-04: Selection of the strategy that gives the maximum gains among the row
minimum value is
a) Minimax Principle
b) Maximin Principle
c) Mixed Strategy
d) None of these
c) Both
d) None of these
MAXIMIN PRINCIPLE:
“Maximize the player’s minimum gains” i. e. select the strategy that gives the
maximum gains among the row minimum value.
MINIMAX PRINCIPLE:
SAQ 02-02-04: Explain with the help of example: Maximin and Minimax value of a
game.
Solution: Consider the following pay-off matrix for two-person zero-sum game:
Q Row min
1 5 1
P[ ]
3 2 2
Column Max 3 5
Maximin value is obtained by taking maximum of row minimum entries and Minimax
value is obtained by taking minimum of column maximum entries. Here,
When maximin value and minimax value are equal, then the corresponding pure
strategies are called “Optimal Strategies” and the game is said to have a “Saddle Point”.
The saddle point is the point of intersection of the two courses of action and the
gain at this point is the value of the game.
Remarks:
I. Saddle point is the number which is lowest in its row and highest in its column.
II. Neither player can improve his position by selecting any other strategy .
1) At the right of each row, write the row minimum and ring the largest of them.
2) At the bottom of each column, write the column maximum and ring the smallest
of them.
3) If these two elements are same, the cell where the corresponding row and
column meet is a saddle point and the element in that cell is the value of the
game.
4) If there are more than one saddle points then there will be more than one
solution, each solution corresponding to each saddle point.
SOLVED PROBLEMS 03
Problem 02-02-05: For the following two-person zero-sum game
16 4 0 14 −2
10 8 6 10 12
A [ ]
2 6 4 8 14
8 10 2 2 0
Solution: To determine the saddle points, we will find out maximin and minimax values
for the above pay-off matrix.
Thus, we have following conclusion for the strategies for both the players:
The optimal strategy for player A is 2 and the optimal strategy for player B is 3.
Value of Game= 6.
Problem 02-02-06:Find the ranges of the values of p and q which will render the entry
(2, 2) a saddle point for the game.
Players B
10 7 q
A
4 p 6
Let us denote the strategies for player A by 𝐴 , 𝐴 , 𝐴 and that for player B by
𝐵,𝐵 ,𝐵 .
Players B Row
Min
Strategies 𝐵 𝐵 𝐵
𝐴 2 4 5 2
A
𝐴 10 7 q 7
𝐴 4 p 6 4
Column Max 10 7 6
Therefore, for 7 to be minimum value in 2 nd row, q≥7 and for 7 to be maximum value in
2 nd column p≤7.
SELF-TEST 03
MCQ 02-06: Which of the following is true for a game with pay -off matrix given by
−4 3
[ ]
−3 −7
a) Maximin value= -4
b) Minimax value= -3
d) All of these
MCQ02-07: The number which is lowest in its row and highest in its column is known
as
a) Minimax value
b) Maximin value
c) Saddle point
Solution: When maximin value and minimax value are equal, then the corresponding
pure strategies are called “Optimal Strategies” and the game is said to have a “Saddle
Point”.
The saddle point is the point of intersection of the two courses of action and the
gain at this point is the value of the game.
1) At the right of each row, write the row minimum and ring the largest of them.
2) At the bottom of each column, write the column maximum and ring the smalles t
of them.
3) If these two elements are same, the cell where the corresponding row and
column meet is a saddle point and the element in that cell is the value of the
game.
4) If there are more than one saddle points then there will be more than one
solution, each solution corresponding to each saddle point.
5) If the two ringed elements are unequal, then there is no saddle point and in such
case the value of the game lies between these two values.
SAQ 02-02-06: Define: Value of game. How to find value of game if i) it has a saddle
point ii) it does not have a saddle point .
Solution: The game value is the average winnings per play over a long number of
plays.
The saddle point of the game is the point for which maximin value = minimax value. If
not, the game is said to be without saddle point.
For a game with saddle point; Maximin value = Minimax value = Value of game.
For a game without saddle point, Maximin value ≤ value of game ≤ Minimax value.
FAIR GAME:
The game is said to be strictly determinable if, Maximin value= Minimax value ≠0.
SOLVED PROBLEMS 04
Problem 02-02-07:In a certain game, player A has three possible choices L , M and N,
while the player B has two possible choices P and Q. Payments are to be made
according to the choices made.
Choices Payment
L, P A pays B Rs. 3
L, Q B pays A Rs. 3
M, P A pays B Rs. 2
M, Q B pays A Rs. 4
N, P B pays A Rs. 2
N, Q B pays A Rs. 3
What are the best strategies for players A and B in this game? What is the value of
game for A and B?
Solution: Let, positive number represent payment from B to A and negative number
represent payment from A to B.
Then, the payments can be easily arranged in the form of a table as follows:
Players Player B
Strategies P Q Row Min
L -3 3 -3
Player A M -2 4 -2
N 2 3 2(Maximin)
Column Max 2(Minimax) 4
To find the maximin value, find out the minimum value in each row and then identify
maximum value among them. i. e. max { -3, -2, 2} = 2.
Thus, Maximin= 2
Similarly, to find minimax value, find out the maximum value corresponding to each
column and then identify smallest value among them i.e. min {2, 4} = 2
Thus, Minimax= 2.
Therefore, in this game, Maximin= Minimax= 2 (Saddle point exists at (3, 1)).
3 2
Problem 02-02-08: Consider the game given by the pay-off matrix [−2 −3]. Is it a
−4 −5
fair game? What are the optimal strategies for row player and column player? Also find
the value of game.
Solution: Let us denote row player by ‘A’ and column player by ‘B’. To determine the
type of game, we need to find the maximin and minimax values. Let us obtain row
minima and column maxima.
⇒ Maximin = Minimax = 2 ≠ 0
⇒ The game is not fair. Moreover, it is strictly determinable game which has saddle
point (1, 2).
Optimal Strategy for A is ‘1’ and that for B is ‘2’ withthe value of game= 2.
SELF-TEST 04
MCQ 02-08: If the value of the game is V=5. Then, the game is ________.
a) Fair
b) Strictly determinable
c) Complex
d) Simple
1 13 11
A [−9 5 −11]
0 −3 13
Solution: Maximin Value = Max {Row min} = Max {1, -11, -3} = 1;
As, maximin value = minimax value; the game has saddle point at (1, 1) and value of
game = 1 with (1, 1) as optimal strategies for (A, B).
SAQ 02-02-08: Write a short note on characterization of games using the maximin
value and minimax value. Also, give one example of each type of game.
Solution: Depending upon the maximin and minimax values for a game, we can
classify the game as follows:
FAIR GAME:
−3 −2 6
For example: [ 2 0 2 ] is pay-off matrix for the game which is fair as maximin
5 −2 −4
and minimax values are 0.
The game is said to be strictly determinable if, Maximin value= Minimax value ≠0.
SUMMARY
In this unit, we have studied two-person zero-sum game with saddle point in detail. We
have also studied the maximin and minimax principles so as t o detect the saddle point,
characterize the type of game and to find value of game.
3. Define: Strictly determinable game and justify with the help of example.
Strategies I II III
I -3 -2 6
II 2 0 2
III 5 -2 -4
Also write down the type of game and optimal strategies for both the players.
5. Find the range of values for p and q which will render the entry (2, 2) a saddle
point in the game with the following pay-off matrix:
6.
Players Player 1
Strategies 1 2 3
1 1 q 3
2 p 5 10
Player 3 6 2 3
2
7. Check whether the following game has saddle point or not. Also, find the game
value and optimal strategies for both the players.
16 4 0 14 -2
10 8 6 10 12
2 6 4 8 14
8. Check whether the following game has saddle point or not. Also, find the game
value and optimal strategies for both the players.
1 13 11
-9 5 -11
0 -3 13
2 -1 -3
0 -5 6
4 3 6
KEY WORDS
Two-person zero-sum game, maximin, minimax, saddle point, fair game, strictly
determinable game.
REFERENCES
BOOKS
1) OPERATIONS RESEARCH, PREM KUMAR GUPTA AND D. S. HIRA, S. CHAND
& COMPANY LTD
MOOCS
example of saddle point game and mixed strategy pdf
http://people.maths.ox.ac.uk/griffit4/Math_Alive/3/game_theory_notes.pdf
YOUTUBE VIDEOS
1) https://youtu.be/YgqC8_WOZyY
2) https://youtu.be/Hw2XkWIv7Ww
4) https://youtu.be/lpKY85HCXmA
WIKIPEDIA
(Wikipedia-
https://en.m.wikipedia.org/wiki/Minimax#:~:text=Frequently%2C%20in%20game
%20theory%2C%20maximin,minimizing%20the%20opponent's%20maximum%2
0payoff.&text=%22Maximin%22%20is%20a%20term%20commonly,maximizes%
20one's%20own%20minimum%20payoff.)
https://getmyuni.azureedge.net › ...PDF
GAME THEORY INTRODUCTION
OER
COURSE COMPANION WEBSITE
Visit Here for Course Companion website for this course:
Understand the use of dominance principle in reducing the games with pure and
mixed strategies
Understand the arithmetic and algebraic method in solving 2 ×2 game with mixed
strategy
Understand the generalized formula to obtain the optimal mixed strategies and
game value for 2×2 two-person zero-sum game without any saddle point
INTRODUCTION
In game theory, strategic dominance (commonly called dominance) occurs when
one strategy is better than another strategy for one player, no matter how that player’s
opponents may play. Many simple games can be solved by using dominance.
The 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.
“Every value in the dominating column(s) must be less than or equal to the
corresponding value of the dominated column”.
“Every value in the dominating row(s) must be greater than or equal to the
corresponding value of the dominated row”.
More precisely, for rows X and Y, if X ≤ Y i. e. if all the elements of a particular row X
are less than or equal to the corresponding elements of another row Y, then delete row
X (in this situation, we say that row X is dominated by row Y). The elements of a
particular X can also be compared with an average of two or more other rows and if the
elements of the row X are less than or equal to the corresponding elements after taking
the average, then delete row X.
SOLVED PROBLEMS 01
Problem 02-03-01:Two players P and Q play a game. Each of them has to choose one
of the three colors, white (W), black (B) and red (R) independently of the other.
Thereafter, the colors are compared. If both P and Q have chosen white (W, W), neither
wins anything. If player P selects white and player Q black (W, B), player P loses Rs. 2
or player Q wins the same amount and so on. The complete pay-off table is shown
below. Find the optimum strategies for P and Q and the value of the game.
Colors chosen by Q
colours W B R
W 0 -2 7
Colors B 2 5 6
chosen by P R 3 -3 8
Solution: Consider the pay-off matrix and let us check the game for saddle point.
Players Q
colours W B R Row Min
W 0 -2 7 -2
B 2 5 6 2
R 3 -3 8 -3
Column 3 5 8
P
Max
Here, Maximin= 2 and Minimax= 3
⇒ Maximin ≠ Minimax
Observing strategies for player Q, we can definitely say that player Q will not play
strategy R since this will result in heaviest losses to him and highest gains to player P.
He can do better by playing columns W or B. Thus, column R is said to be deleted and
strategy R is called the dominated strategy.
Players Q
colours W B
W 0 -2
B 2 5
P R 3 -3
Now, from above table, it is clear that player P will not play row W since it will give
him returns lower than given by row B. Hence, row W is dominated by row B and can
be deleted.
Players Q
colours W B
B 2 5
P
R 3 -3
This is reduced matrix by dominance principle which can be easily solved as discussed
later.
Remark:
Dominance need not be based on the superiority of pure strategies only. A given
strategy can be dominated if it is inferior to an average of two or more other pure
strategies.
Players B
Strategies 1 2 3
1 6 1 3
2 0 9 7
A
3 2 3 4
Players B
Strategies 1 2 3 Row
min
1 6 1 3 1
2 0 9 7 0
A
3 2 3 4 2
Column 6 9 7
max
Here, Maximin= 2 and Minimax= 6
⇒ Maximin ≠ Minimax
Now, we can observe, none of the pure strategies of A is inferior to any of his other
pure strategies. However, average of A’s first and second pure strategies gives us
Clearly, this is superior to A’s 3 rd pure strategy (as every element in 3 rd strategy of A is
less than or equal to corresponding element in (3,5,5)).
Therefore, the third strategy may be deleted from matrix. Thus, the resultant matrix
becomes,
Strategies 1 2 3
1 6 1 3
A 2 0 9 7
Note: A game reduced by dominance may disclose a saddle point which was not found
in original matrix. This is not necessarily a true saddle point. Since, it may not be the
least value in its row and the highest value in its column as per the original matrix.
Thus, it is known as pseudo-saddle point and is ignored.
SELF-TEST 01
MCQ03-01:According to the dominance rule for columns, if X ≥ Y i. e. if all elements
of column X are greater than or equal to the corresponding elements of another column
Y, then delete
a) Column X
c) Average of X and Y
d) Both X and Y
a) RowY
b) Row X
c) Average of X and Y
d) Both X and Y
MCQ 03-03:Dominance method is used to reduce the pay -off matrix of a game with
a) Pure strategies
b) Mixed strategies
c) Both
d) None of these
Solution: The principle of dominance states that “If the strategy of a player dominates
over the other strategy in all condition, then the later strategy can be ignored” because
it will not affect the solution in any way. Dominance method is applicable to both pure
and mixed strategy problems. In case of pure strategy, the solution is obtained by itself
whereas in case of mixed strategy, it can be used to simplify the problem.The concept
of dominance is especially useful for the evaluation of two -person zero-sum games
where a saddle point does not exist. The dominance rules for columns and rows is given
by:
“Every value in the dominating column(s) must be less than or equal to the
corresponding value of the dominated column”.
The elements of the column X can also be compared with an average of two or more
columns and if the elements of column X are greater than the corresponding elements
after taking the average, then delete column X.
“Every value in the dominating row(s) must be greater than or equal to the
corresponding value of the dominated row”.
The elements of a particular X can also be compared with an average of two or more
other rows and if the elements of the row X are less than or equal to the corr esponding
elements after taking the average, then delete row X.
SAQ 02-03-02: Reduce the following game by using dominance method , where A is
row player and B is column player.
Strategies 𝐵 𝐵 𝐵 𝐵
𝐴 3 5 4 2
𝐴 5 6 2 4
𝐴 2 1 4 0
𝐴 3 3 5 2
Solution:
Strategies 𝐵 𝐵 𝐵 𝐵
𝐴 3 5 4 2
𝐴 5 6 2 4
𝐴 3 3 5 2
Now, column 2 ≥ column 4, so remove column 2.
Strategies 𝐵 𝐵 𝐵
𝐴 3 4 2
𝐴 5 2 4
𝐴 3 5 2
Strategies 𝐵 𝐵
𝐴 4 2
𝐴 2 4
𝐴 5 2
Strategies 𝐵 𝐵
𝐴 2 4
𝐴 5 2
“Every matrix game can be solved in terms of mixed strategies, i. e. if mixed strategies
are adopted, there always exists a value of the game.”
If a game does not involve a saddle point, then the best strategies are mixed
strategies. Thus, the players cannot use their pure maximin and minimax strategies as
the optimal strategies. They both play their plays according to a predetermined set
which consists of probabilities corresponding to each of their pure strategies.
𝐸(𝑋, 𝑌) = 𝑋 𝑃𝑌 = ∑ ∑ 𝑥 𝑎 𝑦
Now, (max min) and (min max) criterion are applied to this expected gain. If we denote
𝑚𝑎𝑥𝑚𝑖𝑛 𝑚𝑖𝑛𝑚𝑎𝑥
𝐸(𝑋, 𝑌) for player A and 𝐸(𝑋, 𝑌) for player B by 𝑣 and 𝑣 respectively,
𝑋 𝑌 𝑌 𝑋
then
𝑚𝑎𝑥
= [min{∑ 𝑥 𝑎 , ∑ 𝑥 𝑎 , … , ∑ 𝑥 𝑎 }]
𝑋
and
𝑚𝑖𝑛
= [max{∑ 𝑎 𝑦 , ∑ 𝑎 𝑦 , … , ∑ 𝑎 𝑦 }]
𝑌
𝑚𝑎𝑥𝑚𝑖𝑛 𝑚𝑖𝑛𝑚𝑎𝑥
𝑣 ≤ 𝑣 or 𝐸(𝑋, 𝑌) ≤ 𝐸(𝑋, 𝑌)
𝑋 𝑌 𝑌 𝑋
Thus, according to maximin criterion, for A the best strategy is that which maximizes
𝑚𝑖𝑛 𝑚𝑎𝑥
the ∑ 𝑥 𝑎 and for B best strategy is that which minimizes the 𝑗 ∑ 𝑦 𝑎 . A
𝑖
𝑚𝑎𝑥 𝑚𝑖𝑛 𝑚𝑖𝑛𝑚𝑎𝑥
pair of strategies (𝑋 , 𝑌 ) for which 𝑣 = 𝑣 , i. e. 𝐸(𝑋, 𝑌) = 𝐸(𝑋, 𝑌) =
𝑋 𝑌 𝑋 𝑌
𝐸(𝑋 , 𝑌 ) is called the Strategic saddle point of expectation function 𝐸(𝑋, 𝑌) or game and
(𝑋 , 𝑌 ) form the equilibrium pair of optimal strategies and 𝐸(𝑋 , 𝑌 ) gives the value of
the game. Fundamental theorem assures us that there always exist optimum strategies
such that 𝑣 = 𝑣 i. e. there always exists a strategic saddle point solution. Optimum
strategies say 𝑋 and 𝑌 have the following remarkable properties:
1) If one of the players adheres to his optimal mixed strategy and the other player
deviates from his optimal strategy, then the deviating player can only decrease
his yield and cannot increase in any case (at most may be equal).
2) If one of the players adheres to his optimal strategy, then the value of the game
does not alter if the opponent uses his supporting strategies only either singly or
in any mixture.
To show this, suppose 𝑣 is the value of the game and 𝑣 , 𝑣 , … , 𝑣 are the gains to A
when A uses his optimal mixed strategy and B uses his p ure supporting 1 st ,2 nd , …, nth
strategy respectively. By the above first property as B deviates from his optimal
strategy, B will lose more than 𝑣. Therefore, we have
𝑣 ≥ 𝑣, 𝑣 ≥ 𝑣, … , 𝑣 ≥ 𝑣
𝑣 = 𝑣 𝑦 + 𝑣 𝑦 + ⋯ + 𝑣 𝑦 , (𝑦 + 𝑦 + ⋯ + 𝑦 = 1, 𝑦 ≥ 0)
= 𝑣𝑦 + 𝑣𝑦 + ⋯ + 𝑣𝑦 ′
= 𝑣(𝑦 + 𝑦 + ⋯ + 𝑦 ′) = 𝑣 ⋅ 1 = 𝑣
It shows that even if B uses his supporting strategies in any mixture, the value of the
game remains unchanged.
It can be shown that a symmetric game has the value zero and the two optimal
strategies are identical.
𝐸(𝑋, 𝑌) = ∑ ∑ 𝑥 𝑎 𝑦
𝐸(𝑋 , 𝑌 ) = 𝑣
𝑚𝑎𝑥𝑚𝑖𝑛 𝑚𝑖𝑛
Now we know that, 𝑣 = 𝐸(𝑋, 𝑌) = 𝐸(𝑋 , 𝑌)
𝑋 𝑌 𝑌
Therefore, 𝐸(𝑋 , 𝑌) ≥ 𝑣.
Therefore, 0 ≥ 𝑣 𝑜𝑟 𝑣 ≤ 0 … (1)
Therefore, 𝐸(𝑋, 𝑌 ) ≤ 𝑣.
𝐸(𝑋, 𝑌) = ∑ ∑ 𝑥 𝑎 𝑦
𝐸 (𝑋, 𝑌) = ∑ ∑ 𝑥 (𝑎 + 𝑙)𝑦
= 𝐸(𝑋, 𝑌) + 𝑙 (as∑ 𝑥 = 1, ∑ 𝑦 = 1)
Obviously, operation of adding 𝑙 does not alter the nature of 𝐸 (𝑋, 𝑌) and the
new pay-off function can be obtained from the old pay -off function by simply adding
the constant 𝑙 to it. Therefore, the optimal strategies are same for both the games and if
they are 𝑋 , 𝑌 , then by the above relation, we get
𝐸 (𝑋 , 𝑌 ) = 𝐸(𝑋 , 𝑌 ) + 𝑙
The game can be interpreted as the original one if before starting the game B pays to A
in advance an amount of 𝑙 units. Similarly, it can be shown that on multiplying the pay-
off matrix by a constant 𝑙, the optimal strategies remain unaltered while the value of the
game becomes 𝑙 times the value of the original game.
There are two methods used for finding optimum strate gies as well as game
value for a 2×2 game. These methods are:
2) Algebraic method
SOLVED PROBLEMS 02
Problem 02-03-03: If all the elements of the pay-off matrix of a game are non-negative
and every column of this matrix has at least one positive element. Show that the value
of the corresponding game is positive.
Solution: Since each column has at least one positive element, the column maximum of
each column will be positive. Hence,
𝑚𝑖𝑛𝑚𝑎𝑥
𝑣= (𝑎 )= some non-zero number= e (say)
𝑗 𝑖
Further if each row contains at least one zero element, then the row minimums
will be zero for each row and hence
𝑚𝑎𝑥 𝑚𝑖𝑛
𝑣= (𝑎 ) = 0
𝑖 𝑗
In this case since 𝑣 < 𝑣, the game has no saddle point. Hence
Again, if any one of the rows contains all the elements positive (no
zero), then in this row minimum will also be positive. Hence
𝑚𝑎𝑥 𝑚𝑖𝑛
𝑣= (𝑎 )= some positive number = k (say)
𝑖 𝑗
Then, 𝑣 ≤ 𝑣 ≤ 𝑣 or 𝑘 ≤ 𝑣 ≤ 𝑒.
2 −1
Problem 02-03-04: Consider a game with pay-off matrix [ ]. If value of the
−1 0
game is v=-1/4, then what will be the effect on the value of game if we i) add 2 to pay-
off matrix ii) multiply 2 to pay-off matrix?
Solution:
i) We know that, if 𝑣 is the value of game and we add some positive constant 𝑙 to
pay-off matrix, then value of the new game will be 𝑣 + 𝑙.
SELF-TEST 02
MCQ 03-04: If the pay-off matrix remains unchanged on interchanging the roles of two
players, then the game is said to be
a) Anti-symmetric
b) Symmetric
d) Constant
a) Skew-symmetric
b) Symmetric
c) Scalar
d) Diagonal
Solution: If we add (subtract) a fixed number 𝑙 to (from) each element of the pay-off
matrix then the optimal strategies remain unchanged while the value of the game
increases (or decreases) by 𝑙.Note that for a pay-off matrix, element 𝑎 becomes 𝑎 + 𝑙.
If we denote the original pay-off function by 𝐸(𝑋, 𝑌) and the new pay-off function by
𝐸 (𝑋, 𝑌), then
𝐸(𝑋, 𝑌) = ∑ ∑ 𝑥 𝑎 𝑦
𝐸 (𝑋, 𝑌) = ∑ ∑ 𝑥 (𝑎 + 𝑙)𝑦
= 𝐸(𝑋, 𝑌) + 𝑙 (as ∑ 𝑥 = 1, ∑ 𝑦 = 1)
Obviously, operation of adding 𝑙 does not alter the nature of 𝐸 (𝑋, 𝑌) and the
new pay-off function can be obtained from the old pay -off function by simply adding
𝐸 (𝑋 , 𝑌 ) = 𝐸(𝑋 , 𝑌 ) + 𝑙
SAQ 02-03-04: Define the terms: Symmetric game, Strategic saddle point of
expectation function, Also, state ‘Fundamental theorem of game theory’.
“Every matrix game can be solved in terms of mixed strategies, i. e. if mixed strategies
are adopted, there always exists a value of the game.”
a) Subtract the two digits in column 1 and write them under column 2, ignoring
sign.
b) Subtract the two digits in column 2 and write them under column 1, ignoring
sign.
These values are called oddments. They are the frequencies with which the
players must use their courses of action in their optimum strategies.
SOLVED PROBLEMS 03
Problem 02-03-05(Two-person zero-sum game without saddle point): In a game of
matching coins, player A wins Rs. 2 if there are two heads, wins nothing if there are
two tails and loses Rs. 1 when there are one head and one tail. Determine the pay -off
matrix, best strategies for each player and the value of game to A.
Solution: From the given information, the pay-off matrix for A will be,
Since, the game has no saddle point, the optimal strategies will be mixed strategies.
Using the steps described above, we get
Player B
Strategies H T oddments
H 2 -1 1 1 1
=
A 3+1 4
= 0.25
T -1 0 3 3 3
=
3+1 4
= 0.75
oddments 1 3
1 1 3 3
= =
3+1 4 3+1 4
= 0.25 = 0.75
Thus, for optimum gains,
Player A should use strategy H for 25% of the time and strategy T for 75% of the time;
while player B should use strategy H 25% of the time and strategy T 75% of the time.
To obtain the value of the game, any one of the following expressions may be used:
× ×
V= Rs. [ ]= Rs.( )
×( ) ×
V= Rs. [ ]= Rs.( )
× ×
V= Rs. [ ]= Rs.( )
( )× ×
V= Rs. [ ]= Rs.( )
The above values of V are equal only if the sum of the oddments vertically and
horizontally is equal. Thus, the full solution of the game is given by,
Note: Arithmetic method is easier than the algebraic method but it cannot be applied to
larger games.
Problem 02-03-06: Reduce the game by dominance and find the game value.
Strategies I II III IV
I 3 2 4 0
II 3 4 2 4
III 4 2 4 0
IV 0 4 0 8
⇒ Maximin ≠ Minimax
Let us denote row player by ‘A’ and column player by ‘B’. Then, from player A’s point
of view, row I is dominated by row III. Thus, by using dominance rule for rows, row I
is to be deleted resulting into the following reduced matrix :
Player B
Player Strategies I II III IV
A II 3 4 2 4
III 4 2 4 0
IV 0 4 0 8
In this matrix, none of the row dominates other. So, we observe for columns i. e. from
player B’s point of view. Thus, by using dominance rule for columns, column I is
dominated by column III. So, column I is to be deleted from the pay-off matrix which
results in the following reduced matrix:
In this matrix, no single row (or column) dominates another row (or column). However,
column II is dominated by the average of columns III and IV, which is
3
= [2]
4
[ ]
Strategies III IV
II 2 4
III 4 0
IV 0 8
( , ) = (2, 4)
Strategies III IV
III 4 0
IV 0 8
The above 2×2 matrix has no saddle point. We will solve it by arithmetic method,
Player B
Strategies III IV oddments
III 4 0 8 =
IV 0 8 4 =
Player A
oddments 8 4
= =
× ×
Value of game (for A): = .
SELF-TEST 03
MCQ 03-06:________ are the frequencies with which the players must use their
courses of action in their optimum strategies.
a) Payoffs
b) Oddments
c) Strategies
d) Gains
MCQ 03-07: In a 4×4 two-person zero-sum game, the pay-off matrix obtained after
2 3
reduction by using principle of dominance is [ ] . Then, optimal strategy for
4 −5
column player is
a) (0, , , 0)
b) (0,0, , )
c) (0, , , 0)
d) ( , , 0,0)
Strategy I II III IV V VI
1 4 2 0 2 1 1
2 4 3 1 3 2 2
3 4 3 7 -5 1 2
4 4 3 4 -1 2 2
5 4 3 3 -2 2 2
Row 1 is dominated by row 2 and row 5 is dominated by row 4. So, we delete row 1 and
row 5.
Strategy I II III IV V VI
2 4 3 1 3 2 2
3 4 3 7 -5 1 2
4 4 3 4 -1 2 2
Columns I and II are dominated by columns IV, V and VI, also column VI is dominated
by column V. Therefore, columns I, II and VI will be deleted.
Strategy III IV V
2 1 3 2
3 7 -5 1
4 4 -1 2
Now, we can observe that none of row (or column) dominates another row (or column).
However, column V is dominated by average of columns III and IV, which is
(1 + 3)/2 2
[(7 − 5)/2] = [ 1 ]
(4 − 1)/2 3/2
So, column V will be deleted and we get the following reduced matrix :
Strategy III IV
2 1 3
3 7 -5
4 4 -1
Row 4 is dominated by average of row 2 and 3. Hence, row 4 will be deleted. The
resulting game is:
Strategy III IV
3 7 -5
This game is without saddle point. Solving this game by arithmetic method, we get
SAQ 02-03-06: Write a short note on arithmetic method for finding optimum strategies
and game value.
Solution: Arithmetic method provides an easy way for finding the optimum strategies
for each player in 2×2 game. It consists of following steps:
a) Subtract the two digits in column 1 and write them under column 2, ignoring
sign.
b) Subtract the two digits in column 2 and write them under column 1, ignoring
sign.
These values are called oddments. They are the frequencies with which the
players must use their courses of action in their optimum strategies. (Give one
example to show how it works).
SOLVED PROBLEMS 04
Problem 02-03-07(Two-person zero-sum game without saddle point): The two
armies are at war. Army A has two air-bases, one of which is thrice as valuable as the
other. Army B can destroy an undefended air-base, but it can destroy only one of them.
Army A can also defend only one of them. Find the best strategy for A to minimize its
losses.
Solution: Since both armies have only two possible courses of action, the gain matrix
for army A is,
Under this method, Army A wants to divide its plays between the two rows so that the
expected winnings by playing the first row are exactly equal to the expected winnings
by playing the second row irrespective of what army B does.
0 ⋅ 𝑥 + (−1)(1 − 𝑥) = (−3) ⋅ 𝑥 + 0 ⋅ (1 − 𝑥)
⇒ −1 + 𝑥 = −3𝑥
⇒ 4𝑥 = 1
1
⇒𝑥=
4
th th
Thus, army A should play first row of the time and second row (=1-x) of the time.
Similarly, army B wants to divide its time between columns 1 and 2 so that the expected
winnings are same by playing each column, no matter what army A does. Optimum
strategies for army B will be found by equating its expected winnings when army A
plays row 1 to its expected winnings when army A plays row 2.
i. e. when
0 ⋅ 𝑦 + (−3)(1 − 𝑦) = (−1) ⋅ 𝑦 + 0 ⋅ (1 − 𝑦)
⇒ −3 + 3𝑦 = −𝑦
⇒ 4𝑦 = 3
Army B
1 2
1 0 -3 (x)
2 -1 0 (1-x)
Army A (y) (1-y)
The game value can be found either for army A or for army B.
th
While army B plays column 1, of time, army A wins zero for time and -1 for
th
time; also, while army B plays column 2, of time, army A wins -3 for time and
=− − =− .
While army A plays row 1, of time, army B wins zero for of time and -3 for of
time; also, while army A plays row 2, of time, army wins -1 for of time and zero for
of time.
Army A: ( , )
Army B: ( , )
Game Value: =− .
Problem 02-03-08:For any 2×2 two-person zero-sum game without any saddle point,
having pay-off matrix for player A as
Player A 𝐴 𝑎 𝑎
𝐴 𝑎 𝑎
Solution:
For player A,
For player B,
Then,
Player B
Strategies 𝐵 𝐵 Probability
𝐴 𝑎 𝑎 x
𝐴 𝑎 𝑎 1-x
Player A
Probability y 1-y
𝜕
[𝐸(𝑥, 𝑦)] = 𝑦𝑎 − 𝑦𝑎 + (1 − 𝑦)𝑎 − (1 − 𝑦)𝑎
𝜕𝑥
𝜕
[𝐸(𝑥, 𝑦)] = 𝑥𝑎 + (1 − 𝑥)𝑎 − 𝑥𝑎 − (1 − 𝑥)𝑎
𝜕𝑦
𝑦(𝑎 −𝑎 −𝑎 +𝑎 )= 𝑎 −𝑎
⇒ 𝑦[𝑎 +𝑎 − (𝑎 + 𝑎 )] = 𝑎 −𝑎
and
𝑥(𝑎 −𝑎 −𝑎 +𝑎 )=𝑎 −𝑎
𝑎 −𝑎
⇒𝑥=
[𝑎 + 𝑎 − (𝑎 + 𝑎 )]
Substituting these values of x, y in E(x, y), the required value of the game is
𝑎 𝑎 −𝑎 𝑎
𝑉 = 𝐸(𝑥, 𝑦) =
[(𝑎 + 𝑎 ) − (𝑎 + 𝑎 )]
SELF-TEST 04
0 2
MCQ 03-08: If a game has the pay-off matrix [ ]. Then, the value of game is
3 1
a) V=3
b) V=2
c) V=3/2
d) V=6/7
MCQ 03-09: While applying algebraic method, it is assumed that x represents fraction
of ______ for which row player uses strategy 1.
a) Time
b) Game
c) Strategy
d) Value
Solution: While applying this method it is assumed that x represents the fraction of
time (frequency) for which player A uses strategy 1 and (1-x) represents the fraction of
time (frequency) for which he uses strategy 2. Similarly, y and (1 -y) represents the
fraction of time for which player B uses strategies 1 and 2 respectively. For any 2 ×2
two-person zero-sum game without any saddle point, having pay-off matrix for player A
as
Player B
Strategies 𝐵 𝐵
For player B,
Then,
Player B
Strategies 𝐵 𝐵 Probability
𝐴 𝑎 𝑎 x
𝐴 𝑎 𝑎 1-x
Probability y 1-y
Player
A
The expected value of the game to player A is given by,
𝜕
[𝐸(𝑥, 𝑦)] = 𝑦𝑎 − 𝑦𝑎 + (1 − 𝑦)𝑎 − (1 − 𝑦)𝑎
𝜕𝑥
𝜕
[𝐸(𝑥, 𝑦)] = 𝑥𝑎 + (1 − 𝑥)𝑎 − 𝑥𝑎 − (1 − 𝑥)𝑎
𝜕𝑦
𝑦(𝑎 −𝑎 −𝑎 +𝑎 )= 𝑎 −𝑎
⇒ 𝑦[𝑎 +𝑎 − (𝑎 + 𝑎 )] = 𝑎 −𝑎
𝑎 −𝑎
⇒𝑦=
[𝑎 + 𝑎 − (𝑎 + 𝑎 )]
and
𝑥(𝑎 −𝑎 −𝑎 +𝑎 )=𝑎 −𝑎
𝑎 −𝑎
⇒𝑥=
[𝑎 + 𝑎 − (𝑎 + 𝑎 )]
Substituting these values of x, y in E (x, y), the required value of the game is
0 2
SAQ 02-03-08: A game has the pay-off matrix 𝐴 [ ]. Show that 𝐸(𝑥, 𝑦) = 1 − 2𝑥(𝑦 −
1 1
) and deduce that in the solution of the game, the first player follows a pure strategy
Solution: Suppose, A uses his 1 st and 2 nd pure strategies with probabilities x and 1-x, B
uses mixed strategies with (y, 1-y). Then, the expected pay-off is given by
𝐸 (𝑥, 𝑦) = 0 ∙ 𝑥 ∙ 𝑦 + 2 ∙ 𝑥 ∙ (1 − 𝑦) + (1 − 𝑥) ∙ 𝑦 + 1 ∙ (1 − 𝑥) ∙ (1 − 𝑦)
= 1 + 𝑥 − 2𝑥𝑦 = 1 − 2𝑥(𝑦 − ).
Then, using the result, for any 2×2 two-person zero-sum game without any saddle point
𝑎 𝑎
with pay-off matrix as [𝑎 𝑎 ] having (x, 1-x) as probabilities of selecting strategies
1 and 2 for row player and (y, 1-y) as probabilities of selecting strategies 1 and 2 for
column player. We have,
𝑎 −𝑎
𝑥=
[𝑎 + 𝑎 − (𝑎 + 𝑎 )]
𝑎 −𝑎
𝑦=
[𝑎 + 𝑎 − (𝑎 + 𝑎 )]
𝑎 𝑎 −𝑎 𝑎
𝑉 = 𝐸(𝑥, 𝑦) =
[(𝑎 + 𝑎 ) − (𝑎 + 𝑎 )]
Using these formulae, we have
𝑥 = 0, 𝑥 = 1 − 𝑥 = 1, 𝑦 = , 𝑦 = 1 − 𝑦 = 𝑎𝑛𝑑 𝑉 = 1.
Therefore, A’s optimum strategy is ( 𝑥 , 𝑥 )=(0,1) and B’s optimum mixed strategy is
(1/2,1/2). If A follows his optimum strategy, B can use his supporting strategies either
singly or in any proportion. Thus, A has only one optimum pure strategy, while B has
infinite number of optimum mixed strategies.
SUMMARY
In this unit, we studied the dominance method to reduce the given complex game into
simple one. We have also learned the arithmetic and algebraic method to solve 2 ×2 two-
person zero-sum games without saddle points (i. e. with mixed strategies).
END OF UNIT EXERCISES
1. Solve the following two-person zero-sum game using method of dominance.
Strategies 1 2 3 4 5
1 4 6 5 10 6
2 7 8 5 9 10
3 8 9 11 10 9
2. Reduce by using dominance principle and then find optimal strategies for both
the players. Also, find the value of game which is given by
Firms Firm B
Strategies B1 B2 B3 B4
A1 35 65 25 5
A2 30 20 15 0
A3 40 50 0 10
Firm A
A4 55 60 10 15
3. Write a note on methods used for finding optimum strategies and game value for
2×2 game with mixed strategies.
4. Solve the game whose pay-off matrix is given below by arithmetic method and
verify the results by algebraic method. Calculate the game value.
Players B
A 5 2
3 4
5. Use dominance property to solve the following game between two players A and
B:
Players B
A 6 8 6
4 12 2
Players B
Strategies I II III
I 1 7 2
A
II 6 2 7
III 6 1 6
1 7 2
7. Solve the game whose pay-off matrix is given by [6 2 7].
5 1 6
KEY WORDS
Principle of dominance, dominance rule in games, mixed strategies, arithmetic method,
algebraic method.
REFERENCES
BOOKS
1) OPERATIONS RESEARCH, PREM KUMAR GUPTA AND D. S. HIRA, S. CHAND
& COMPANY LTD
MOOCS
YOUTUBE VIDEOS
1) https://youtu.be/YJvbxAvxkDc
2) https://youtu.be/h_GYxpuFVlw
3) https://youtu.be/fSuqTgnCVRg
4) https://youtu.be/oneW6SdUJPE
5) https://youtu.be/MPM_KgaXij0
WIKIPEDIA
https://hithaldia.in › sas_facultyPDF
https://www.geeksforgeeks.org › ...
https://cbom.atozmath.com › CBOM
https://getmyuni.azureedge.net/assets/main/study-
material/notes/mechanical_engineering_operation-research_game-
theory_notes.pdf
http://people.maths.ox.ac.uk/griffit4/Math_Alive/3/game_theory_note s.pdf
OER
COURSE COMPANION WEBSITE
Visit Here for Course Companion website for this course:
Understand graphic method for finding solution of m×2 and 2×n games
INTRODUCTION
The 2×n and m×2 games are the games in which one of the players has only two
strategies while his opponent may have any number of strategies . To solve such games,
initially we look for a saddle point; if it exists then the game is readily solved. If not,
then the next step is to reduce the given matrix to 2 ×2 size matrix by using the rules of
dominance. Once the matrix gets reduced to 2 ×2 size, we can solve it easily by using
arithmetic or algebraic methods which were discussed in previous unit 2.3. If, however,
it is not possible to reduce a matrix to 2×2 size matrix, it can be still solved by
algebraic method, method of subgames and graphic method. We will discuss each of
these methods in this unit in detail.
Player B
1 2 3 … 𝑗 … 𝑛
1 𝑎 𝑎 𝑎 … 𝑎 … 𝑎
2 𝑎 𝑎 𝑎 … 𝑎 … 𝑎
3 𝑎 𝑎 𝑎 … 𝑎 … 𝑎
Player A
⋮ ⋮ ⋮ ⋮ ⋱ ⋮ ⋱ ⋮
𝑖 𝑎 𝑎 𝑎 … 𝑎 … 𝑎
⋮ ⋮ ⋮ ⋮ ⋱ ⋮ ⋱ ⋮
[ 𝑚 𝑎 𝑎 𝑎 … 𝑎 … 𝑎 ]
𝑥 + 𝑥 + ⋯ + 𝑥 = 1, 𝑥 ≥ 0 … (i)
𝑦 + 𝑦 + ⋯ + 𝑦 = 1, 𝑦 ≥ 0 … (ii)
Note that relation (iii) actually represents n-inequalities, one for each j.
On the similar lines, relation (iv) represents m-inequalities. Thus, we have
m+n+2 relations in m+n+1 unknowns (we added restrictions 𝑥 ≥ 0, 𝑦 ≥ 0 since
negative frequencies have no meaning).
The algebraic method is a direct method to solve the relations (i), (ii),
(iii) and (iv) for the unknowns. It must be kept in mind that each rectangular
game has a value viz. 𝑣, which exists and is unique. Therefore, the main idea is
to find such value 𝑣 which satisfies all the four relations. The first obvious step
is to assume that relations (iii) and (iv) are equalities.
SOLVED PROBLEMS 01
Problem 02-04-01:Solve the game for which the pay-off matrix is given by
Players B
Strategies 1 2
1 -2 -4
A 2 -1 3
3 1 2
Solution: From the above discussion, as A has 3 strategies and B has 2 strategies ,
𝑥 + 𝑥 + 𝑥 =1 …(i)
𝑦 + 𝑦 =1 …(ii)
Now, the first step towards solution is to assume all the inequalities as equalities and
we get
𝑥 + 𝑥 + 𝑥 =1 …(1)
𝑦 + 𝑦 =1 …(2)
Equation (2)⟹ 𝑦 = 1 − 𝑦 ,
⟹ −2𝑦 − 4 + 4𝑦 = 𝑉
⟹ 2𝑦 − 4 = 𝑉
Equation (6)⟹ −𝑦 + 3𝑦 = 𝑉
⟹ −𝑦 + 3(1 − 𝑦 ) = 𝑉
⟹ −4𝑦 + 3 = 𝑉
Therefore, if we assume relations (v) and (vi) as equalities, we do not get a solution.
A general procedure is, then, to assume one inequality and the other relations as
equalities. If we again meet a contradiction, we assume other inequalities until a
solution is finally reached.
These computations can be made simpler with the help of the following theorems:
(3) If −2𝑦 − 4𝑦 < 𝑉, then 𝑥 = 0 and equations (1), (3) and (4) will lead to
contradiction. Proceeding in this manner, we finally find the only
following relations lead to a solution:
𝑥 +𝑥 +𝑥 = 1 … (1)
𝑦 +𝑦 =1 … (2)
−2𝑥 − 𝑥 + 𝑥 = 𝑉 … (3)
−𝑦 + 3𝑦 < 𝑉 … (6a)
𝑦 + 2𝑦 = 𝑉 … (7)
Substituting the values of 𝑦 and 𝑦 in (7), we get, V=1. Therefore, the final
solution is given by 𝑥 = 0, 𝑥 = 0, 𝑥 = 1, 𝑦 = 1, 𝑦 = 0 and V=1.
Remark: Evidently, the algebraic solution of the game is very lengthy and the
computations become much more complex as the number of possible choices for A and
B increases.
Players B
Strategies I II III
I -1 2 1
II 1 -2 2
III 3 4 -3
A
(−1)𝑥 + 1𝑥 + 3 𝑥 ≥ 𝑉 … (1)
2𝑥 + (−2)𝑥 + 4 𝑥 ≥ 𝑉 … (2)
1𝑥 + 2𝑥 − 3 𝑥 ≥ 𝑉 … (3)
(−1)𝑦 + 2 𝑦 + 1𝑦 ≤ 𝑉 … (4)
1𝑦 + (−2) 𝑦 + 2𝑦 ≤ 𝑉 … (5)
3𝑦 + 4 𝑦 + (−3)𝑦 ≤ 𝑉 … (6)
𝑥 + 𝑥 + 𝑥 =1 … (7)
𝑦 + 𝑦 + 𝑦 =1 … (8)
𝑥 ,𝑥 ,𝑥 , 𝑦 ,𝑦 ,𝑦 ≥ 0 … (9)
First of all, we consider all the first six inequalities as equations. Then , we have the
following system of 8 equations in 7 unknowns:
−𝑥 + 𝑥 + 3 𝑥 = 𝑉 … (10)
2𝑥 − 2𝑥 + 4 𝑥 = 𝑉 … (11)
𝑥 + 2𝑥 − 3 𝑥 = 𝑉 … (12)
−𝑦 + 2 𝑦 + 𝑦 = 𝑉 … (13)
𝑦 − 2 𝑦 + 2𝑦 = 𝑉 … (14)
𝑥 + 𝑥 + 𝑥 =1 … (16)
𝑦 + 𝑦 + 𝑦 =1 … (17)
Adding (10) and (12), we get 𝑥 = ( ) 𝑉 and again adding 2 times of (10) in (11), we get
𝑥 = ( ) 𝑉. Putting these values in any one of the equations (10), (11), (12), we get
𝑥 = ( ), 𝑥 = ( ), 𝑥 = ( )
Now, substituting this value of V in (13), (14), (15) and solving them, we get
7 6 10
𝑦 = ( ),𝑦 = ( ),𝑦 = ( )
23 23 23
These values of 𝑦 , 𝑦 , 𝑦 also satisfy (17). Thus, we have obtained a solution of this
system of equations. Note that the solution also satisfies the non-negativity restrictions
given in (9).
SELF-TEST 01
MCQ 04-01: In rectangular game of size m × n, while solving it by algebraic method,
we have m+n+2 relations in ______ unknowns.
a) m + n
b) m+n+2
c) m+n+1
d) mn
a) 0
b) 1
c) m
d) m-1
Solution: The pay-offs for a rectangular game can always be given by m × n matrix,
where player A has m-possible courses of action and player B has n -possible courses of
action & the pay-off matrix is (𝑎 ). This is represented in tabular form as follows:
Player B
1 2 3 … 𝑗 … 𝑛
1 𝑎 𝑎 𝑎 … 𝑎 … 𝑎
2 𝑎 𝑎 𝑎 … 𝑎 … 𝑎
3 𝑎 𝑎 𝑎 … 𝑎 … 𝑎
Player A
⋮ ⋮ ⋮ ⋮ ⋱ ⋮ ⋱ ⋮
𝑖 𝑎 𝑎 𝑎 … 𝑎 … 𝑎
⋮ ⋮ ⋮ ⋮ ⋱ ⋮ ⋱ ⋮
[ 𝑚 𝑎 𝑎 𝑎 … 𝑎 … 𝑎 ]
𝑥 + 𝑥 + ⋯ + 𝑥 = 1, 𝑥 ≥ 0 … (i)
𝑦 + 𝑦 + ⋯ + 𝑦 = 1, 𝑦 ≥ 0 … (ii)
Note that relation (iii) actually represents n-inequalities, one for each j. On the
similar lines, relation (iv) represents m-inequalities. Thus, we have m+n+2 relations in
The algebraic method is a direct method to solve the relations (i), (ii), (iii) and
(iv) for the unknowns. It must be kept in mind that each rectangular game has a value
viz. 𝑣, which exists and is unique. Therefore, the main idea is to find such value 𝑣
which satisfies all the four relations.
9 1 4
0 6 3
5 2 8
Solution: If [𝑥 , 𝑥 , 𝑥 ] and (𝑦 , 𝑦 , 𝑦 ) are optimal strategies of players A & B and V is
the value of the game, then we have following set of inequalities:
9𝑥 + 0𝑥 + 5𝑥 ≥ 𝑉 … (1)
𝑥 + 6𝑥 + 2𝑥 ≥ 𝑉 … (2)
4𝑥 + 3𝑥 + 8𝑥 ≥ 𝑉 … (3)
9𝑦 + 𝑦 + 4𝑦 ≤ 𝑉 … (4)
0𝑦 + 6𝑦 + 3𝑦 ≤ 𝑉 … (5)
5𝑦 + 2𝑦 + 8𝑦 ≤ 𝑉 … (6)
𝑥 +𝑥 +𝑥 = 1 … (7)
𝑦 +𝑦 +𝑦 =1 … (8)
𝑥 ,𝑥 ,𝑥 ,𝑦 ,𝑦 ,𝑦 ≥ 0 … (9)
Consider (1)-(6) as equations and then solve them with (7) and (8),
9𝑥 + 0𝑥 + 5𝑥 = 𝑉 … (10)
𝑥 + 6𝑥 + 2𝑥 = 𝑉 … (11)
4𝑥 + 3𝑥 + 8𝑥 = 𝑉 … (12)
9𝑦 + 𝑦 + 4𝑦 = 𝑉 … (13)
0𝑦 + 6𝑦 + 3𝑦 = 𝑉 … (14)
5𝑦 + 2𝑦 + 8𝑦 = 𝑉 … (15)
𝑥 = ,𝑥 = ,𝑥 = ,𝑦 = ,𝑦 = ,𝑦 = 𝑎𝑛𝑑 𝑉 = .
1) 2 × n games:
Select the lowest game value among all different game values. Determine the
optimal strategy according to the subgame of lowest game value.
2) m × 2 games:
Select the highest game value among all different game values. Determine
optimal strategy according to the subgame of highest game value.
SOLVED PROBLEMS 02
Problem 02-04-03(2 × 3 game, No Dominance): Two airlines operate the same air-
route, both trying to get as large a market as possible. Based on a certain market, daily
gains and losses in rupees are shown in table given below, in which positive values
favor airline B. Find the solution for the game.
Airlines Airline B
Strategies Does Advertises Advertises special
Nothin special rates features (like movies,
g fine food)
Advertises special 275 -50 -75
Airline
rates
A
Advertises special
features (like 125 130 150
movies, fine
food)
Solution: For airline A, we have two strategies. Let us denote them by 1 and 2
respectively. Also, for airline B, we have three strategies. Let us denote them by 1, 2
and 3 respectively.
Players B
Strategies 1 2 3 Row min
1 275 -50 -75 -75
2 125 130 150 125(Maximin)
Strategies 1 2
A 1 275 -50
2 125 130
B
Strategies 1 3
A 1 275 -75
2 125 150
B
Strategies 2 3
A
1 -50 -75
2 130 150
Airline B which has a greater number of columns (than the number of rows for A), has
more flexibility, generally resulting in a better strategy. In order to find optimum
strategy for airline B, all the above three 2 × 2 subgames must be solved for their
strategies and game values. We shall solve them by arithmetic method.
B
Strategies 1 2 oddments Probability
1 275 -50 5 1/66
The strategy for A is, A (1/66, 65/66); the strategy for B is, B (36/66, 30/66, 0) and
B
Strategies 1 3 oddments Probability
1 275 -75 25 1/15
A 2 125 150 350 14/15
oddments 225 150
Probability 9/15=3/5 6/15=2/5
Therefore,
The strategy for A is A (1/15, 14/15); the strategy for B is B (9/15, 0, 6/15) and game
Therefore, the solution is: A (0, 1), B (0, 1, 0) and V= Rs. 130
Since, airline B has the flexibility to play any two out of the courses of action available
to it, it will play those strategies for which the loss is minimum. We can observe that all
the values for the subgames are positive, means airline A is winner. Hence, airline B
will play subgame 1 for which the loss is minimum i.e. Rs. 127.30.Hence, the complete
solution to problem is:
Remark: Subgame with a saddle point cannot be solved by using arithmetic method. If
it is applied, the resultant solution will be incorrect.
Strategies 1 2
1 8 1
2 5 3
3 -3 7
Solution: Let us denote row player by ‘A’ and column player by ‘B’.
Subgame 01:
Subgame 02:
Subgame 03:
The subgame with highest game value is subgame 02. Thus, the optimal solution to
given 3 × 2 game is: A (0, 5/6, 1/6), B (1/3, 2/3) and value of game (V)= 11/3.
SELF-TEST 02
MCQ 04-03: While solving 2 × n game with subgame method, the subgame with _____
gives optimal solution.
a) Lowest value
b) Highest value
c) Zero value
d) Saddle point
MCQ 04-04: While solving m × 2 game with subgame method, the subgame with _____
gives optimal solution.
a) Lowest value
b) Highest value
c) Zero value
d) Saddle point
Strategies 𝐵 𝐵 𝐵
𝐴 1 3 11
𝐴 8 5 2
1 3 3 11 1 11
[ ], [ ], [ ].
8 5 5 2 8 2
Subgame 01: It has saddle point. The optimal strategies are A (0,1), B (0,1,0) and V=5.
Subgame 02: Without saddle point. So, the solution obtained by arithmetic method is;
Subgame 03: Without saddle point. So, the solution obtained by arithmetic method is;
The optimal strategies for players: A (3/11, 8/11), B (0, 9/11, 2/11) and
(Students are expected to write complete arithme tic method for each subgame).
1) 2 × n games:
Select the lowest game value among all different game values. Determine the
optimal strategy according to the subgame of lowest game value.
2) m × 2 games:
Select the highest game value among all different game values. Determine
optimal strategy according to the subgame of highest game value.
Players B
A Strategies 𝑦 𝑦 … 𝑦
𝑥 𝑎 𝑎 … 𝑎
𝑥 𝑎 𝑎 … 𝑎
= (1
−𝑥 )
1 𝑎 𝑥 + 𝑎 (1 − 𝑥 ) = (𝑎 − 𝑎 )𝑥 + 𝑎
2 𝑎 𝑥 + 𝑎 (1 − 𝑥 ) = (𝑎 − 𝑎 )𝑥 + 𝑎
⋮ ⋮
n 𝑎 𝑥 + 𝑎 (1 − 𝑥 ) = (𝑎 − 𝑎 )𝑥 + 𝑎
So, from the above table, we can observe that A’s expected pay -off varies
linearly with 𝑥 . Thus, according to the maximin criterion for mixed strategies, A
should select that value of 𝑥 which will maximize his minimum expected pay-off. This
can be done as follows:
The two optimum strategies for B are given by two lines which pass through this
maximin point. If more than two lines pass through the maximin point, then identify
two lines with opposite slopes. Thus, the 2 × n game is reduced to 2 × 2 game which
can be easily solved by methods discussed in previous units.
Step 1: Reduce the size of payoff matrix of player A by applying dominance property, if
it exists.
Step 2: Let,
Derive the expected gain function of player A with respect to each of the alternatives of
player B.
Step 4: Plot the gain functions on a graph by assuming a suitable scale [Keep x on X-
axis and the gain on Y-axis].
Step 5: Find the highest intersection point in the lower boundary of the graph →
Maximin point.
Step 6: If the no. of lines passing through the maximin point is only two, form a 2 × 2
payoff matrix and go to step 8. Otherwise go to step 7.
Step 7: Identify any two lines with opposite slopes passing through that point. Then,
form a 2 × 2 payoff matrix.
Step 8: Solve the 2 × 2 game using oddments and find the strategies for players A and B
and also value of the game.
Players B
A Strategies 1 2 3 4 5
1 -5 5 0 -1 8
2 8 -4 -1 6 -5
Players B
A Strategies 1 2 3 4 5 Row min
1 -5 5 0 -1 8 -5
(maximin)
2 8 -4 -1 6 -5 -5
Column 8 5 0 6 8
max (minimax)
So, maximin= -5 ≠ minimax =0.
2 5𝑥 − 4(1 − 𝑥 ) = 9𝑥 − 4
3 0𝑥 − 1(1 − 𝑥 ) = 𝑥 − 1
5 8𝑥 − 5(1 − 𝑥 ) = 13𝑥 − 5
Let us plot these lines on graph. Draw two parallel lines 𝐴 and 𝐴 one unit apart and
mark a scale on each of them. These two lines represent the two strategies available to
A.
Players B
A Strategies 1 3 oddments Probability
1 -5 0 9 9/14
2 8 -1 5 5/14
oddments 1 13
Probability 1/14 13/14
Thus, optimum strategies are A (9/14, 5/14), B (1/14, 0, 13/14, 0, 0) and value of
the game is, V= −5 × +0× = .
Players B
A Strategies 1 2 3
1 -4 2 -6
2 3 -9 4
Solution: This is 2 × 3 game.
Let us plot the gain function of A on a graph by assuming suitable scale. Keep x on x -
axis and the gain on y-axis. When x=0, A’s expected gain is 3 and when x=1, A’s
expected gain is -4. Join them and denote it by 𝐵 . On similar lines, draw the lines for
A’s expected payoff function for B’s 2 nd and 3 rd strategy and denote them by 𝐵 and 𝐵
respectively.
Players B
A Strategies 2 3 Row min
1 2 -6 -
6(maximin)
Players B
A Strategies 2 3 oddments Probability
1 2 -6 13 13/21
2 -9 4 8 8/21
oddments 10 11
Probability 10/21 11/21
A (13/21, 8/21), B (0, 10/21, 11/21) and the value of game (V)= 2 × −6× = − .
SELF-TEST 03
MCQ 04-05: While solving 2 × n game graphically, the highest intersection point in the
lower boundary of the graph is
a) Maximin point
b) Minimax point
c) Value of game
d) None of these
MCQ 04-06: In the graph of 2 × n game, if no of lines passing through the maximin
point are more than 2, then to obtain a reduced 2 × 2 pay-off matrix
a) Identify any two lines passing through maximin point with same slopes
b) Identify any two lines passing through maximin point with opposite slopes
d) None of these
Players B
A Strategies 𝑦 𝑦 … 𝑦
2 𝑎 𝑥 + 𝑎 (1 − 𝑥 ) = (𝑎 − 𝑎 )𝑥 + 𝑎
⋮ ⋮
n 𝑎 𝑥 + 𝑎 (1 − 𝑥 ) = (𝑎 − 𝑎 )𝑥 + 𝑎
So, from the above table, we can observe that A’s expected pay -off varies linearly with
𝑥 . Thus, according to the maximin criterion for mixed strategies, A should select that
value of 𝑥 which will maximize his minimum expected pay-off. This can be done as
follows:
Strategies I II III IV
I 1 4 -2 -3
II 2 1 4 5
Solution: After drawing the graph, the given game gets reduced to following 2 ×2 game:
1 4
[ ]
2 1
After solving this game by arithmetic method, we obtain the following solution:
Optimal strategy for column player: [3/4, 1/4, 0, 0] and value of game V= 7/4.
Step 1: Reduce the size of the pay-off matrix of player A by applying the dominance
property, if it exists.
Derive the expected gain function for player B w. r. t. each of the alternatives of player
A.
Step 3: Find the value of the gain, when y=0 and y=1.
Step 4: Plot the gain function on a graph by assuming a suitable scale. Keep y on X-
axis and the gain on Y-axis.
Step 5: Find the lowest intersection point in the upper boundary of the graph →
Minimax point.
Step 7: Identify any two lines with opposite slopes passing through minimax point.
Then, form a 2 × 2 pay-off matrix.
Step 8: Solve the 2 × 2 game using oddments and find the strategies for players A and B
and also the value of the game.
SOLVED PROBLEMS 04
Problem 02-04-07: Solve the following game by graphic method.
Players B
Strategies 𝑦 𝑦 𝑦 𝑦
A 𝑥 19 6 7 5
𝑥 7 3 14 6
𝑥 12 8 18 4
𝑥 8 7 13 -1
Solution:The given game is without saddle point. Let us try to reduce it by dominance.
As all cell values in column 2 are less than the corresponding values in columns 1 and
3, delete columns 1 and 3.
Players B
Strategies 𝑦 𝑦
𝑥 6 5
A 𝑥 3 6
𝑥 8 4
𝑥 7 -1
Again, all the cell values for row 3 are higher than those for row 4. Hence, row 3
dominates row 4. Thus, delete row 4. With this the matrix gets reduced to,
Players B
Strategies 𝑦 𝑦 =1-𝑦
𝑥 6 5
A 𝑥 3 6
𝑥 8 4
The given game gets reduced to 3 × 2 game; let us solve this by graphic method.
1 6𝑦 + 5(1 − 𝑦 ) = 𝑦 + 5
2 3𝑦 + 6(1 − 𝑦 ) = −3𝑦 + 6
3 8𝑦 + 4(1 − 𝑦 ) = 4𝑦 + 4
These three straight lines can be plotted as functions of 𝑦 as shown in following graph:
Draw lines 𝐵 and 𝐵 parallel to each other, one unit apart and mark scaleon each of
them. These two lines represent the two strategies available to B. To represe nt A’s first
strategy, join 6 on 𝐵 with 5 on 𝐵 ; 3 on 𝐵 with 6 on 𝐵 and so on.
Players B
Strategies 2 4 oddments Probability
1 6 5 3 3/4
2 3 6 1 1/4
oddments 1 3
A Probability 1/4 3/4
Players B
Strategies 1 2
1 6 -7
A
2 1 3
3 3 1
4 5 -1
Solution: Clearly, the game is without saddle point and cannot be further reduced by
dominance property.
Now, we will find expected gain function of player B w. r. t. each of str ategies of player
A. Along with we find the value of the gain when y=0 and y=1.
4 5𝑦 − 1(1 − 𝑦) = 6𝑦 − 1 -1 5
Now, we plot the gain function on graph by assuming a suitable scale. Keep y on X -axis
and the gain on Y-axis.
Players B
Strategies 1 2 Row min
A
2 1 3 1(maximin)
4 5 -1 -1
Column 5 3
max (minimax)
As, maximin ≠ minimax, the game has no saddle point.
Players B
Strategies 1 2 oddments Probability
2 1 3 6 6/8=3/4
A 4 5 -1 2 2/8=1/4
oddments 4 4
Probability 4/8=1/2 4/8=1/2
Therefore, the solution of game is;
A (0, 3/4, 0, 1/4), B (1/2, 1/2) and value of the game is (V)= 1 × + 3 × = 2.
SELF-TEST 04
MCQ 04-07: While solving m × 2 game graphically, the lowest intersection point in the
upper boundary of the graph is
a) Maximin point
b) Minimax point
c) Value of game
d) None of these
MCQ 04-08: In graphic method, if the no of lines passing through the minimax point is
more than two, then we select any two lines with
a) Same slopes
c) Positive slopes
d) Negative slopes
Step 1: Reduce the size of the pay-off matrix of player A by applying the dominance
property, if it exists.
Derive the expected gain function for player B w. r. t. each of the alternatives of player
A.
Step 3: Find the value of the gain, when y=0 and y=1.
Step 4: Plot the gain function on a graph by assuming a suitable scale. Keep y on X-
axis and the gain on Y-axis.
Step 5: Find the lowest intersection point in the upper boundary of the graph →
Minimax point.
Step 6: If the no of lines passing through the minimax point is only two, form a 2 × 2
pay-off matrix and go to step 8; otherwise go to step 7.
Step 7: Identify any two lines with opposite slopes passing through minimax point.
Then, form a 2 × 2 pay-off matrix.
Step 8: Solve the 2 × 2 game using oddments and find the strategies for players A and B
and also the value of the game.
Strategies 𝐵 𝐵
𝐴 -6 7
𝐴 4 -5
𝐴 -1 -2
𝐴 -2 5
𝐴 7 -6
Solution: After drawing the graph, the given game gets reduced to following 2 ×2 game:
We can solve this game by using arithmetic method and obtain the following solution:
SUMMARY
In this unit, we have studied the algebraic, graphic and subgame method to solve 2 × n
and m × 2 games in detail.
Players B
Strategies 1 2 3 4
A 1 3 3 4 0
2 5 4 3 7
2. Solve the following game by using method of subgames.
Players B
A Strategies I II III IV
1 2 2 3 -1
2 4 3 2 6
Strategies 𝐵 𝐵
𝐴 -2 0
𝐴 3 -1
𝐴 -3 2
𝐴 5 -4
Strategies 1 2 3 4
1 8 15 -4 -2
2 19 15 17 16
3 0 20 15 5
Strategies 1 2 3
1 3 -2 4
2 -1 4 2
3 2 2 6
8. Solve the following game with row player A and column player B graphically:
Strategies 1 2
1 2 3
2 6 7
3 -6 10
4 -3 -2
5 3 2
KEY WORDS
2 × n games, m × 2 games, algebraic method, method of subgames, graphic method,
rules for subgames.
REFERENCES
BOOKS
1) OPERATIONS RESEARCH, PREM KUMAR GUPTA AND D. S. HIRA, S. CHAND
& COMPANY LTD
MOOCS
NPTEL course on operations research by IIT Roorkee by Prof.Kusumdeep
YOUTUBE VIDEOS
1) https://youtu.be/KUskbAasVCY
2) https://youtu.be/VWQIpwLmhGk
3) https://youtu.be/xCCI37IJgiI
OER
COURSE COMPANION WEBSITE
Visit Here for Course Companion website for this course:
INTRODUCTION
Government and industrial establishments always plan new projects for future
development and expansion. A project is a collection of well -defined tasks called
activities and when all these activities are carried out, the project is said to be
completed. The basic feature of all the projects is that these are non -repetitive and
involves hundreds and thousands of activities. These projects are of big-size and great
complexity. All these projects require huge expenditure and time, and management
cannot be guided by past experience in their planning and control.
Thus, there is a need of careful study and analysis of the entire project before
getting financial approval and signal to go ahead. The methods of network analysis will
help to study and analyze such projects and fulfill the objective of finding some
strategy so that project finishes in time with lowest cost.
01-01: EVENTS
Definition: Event
Representation:
Events are usually identified by numbers written inside a circle or bracket viz. (2) or
represents 2 nd event.
Examples of event:
1) Design completed
2) Parts assembled
3) Pipelines laid
1) Tail Event:
2) Head Event:
If a particular head event makes the completion of the project, then it is called ‘Final
Event’ or ‘End Event’.
The event which needs to be completed before the start of given event is known
as Predecessor Event, whereas the event which starts after the completion of given
event is said to be successor for given event.
Successor events:
(2) is successor of (1), (3) is successor of ( 1), (4) is successor of (2) and (3),
(5) is successor of (4).
Predecessor events:
(1) is predecessor of (2) and (3), (2) is predecessor of (4), (3) is predecessor
of (4), (4) is predecessor of (5).
Problem 03-01-02: Write a short note on head event and tail event.
Solution:
Head event: Event which represents the completion of an activity is called Head event.
If a particular head event makes the completion of the project, then it is called ‘Final
Event’ or ‘End Event’.
Tail event: Event which marks the beginning of an activity is called Tail Event.
In the following figure, (1) is initial event, whereas ( 4) is end event. Also, for the
activity A: (1) is tail event and (2) is head event. On the similar lines, for activity B: (2)
is tail event and (3) is head event, for activity C: (3) is tail event and (4) is head event.
a) Head event
b) Tail event
c) Initial event
d) End event
MCQ 01-02: The event which starts after the completion of given event is known as
a) Successor event
b) Predecessor event
c) Head event
d) Tail event
Examples of event: Design completed, Parts assembled, Pipelines laid etc. There are
three types of events viz. head event, tail event, successor and predecessor event.
Tail event: Event which marks the beginning of an activity is called Tail Event.
Head event: Event which represents the completion of an activity is called Head event.
Successor and Predecessor event: The event which needs to be completed before the
start of given event is known as Predecessor Event, whereas the event which starts after
the completion of given event is said to be successor for given event.
1)Tail event: Event which marks the beginning of an activity is called Tail Event.
If a particular head event makes the completion of the project, then it is called
‘Final Event’ or ‘End Event’.
6) Successor and Predecessor event: The event which needs to be completed before the
start of given event is known as Predecessor Event, whereas the event which starts
after the completion of given event is said to be successor for given ev ent.
01-02: ACTIVITIES
Definition: Activity
Representation:
Activity is represented by an arrow (⟶). The length of arrow may represent the
time taken for the completion of work and its direction will indicate the direction of
If (1) is event towards tail and (2) is event towards head of an arrow i.e.
(1) ⟶(2) then the activity can also be written as 1-2. Activities are associated with
intervals of time over which they are performed.
Examples of activity:
1) Mix concrete
3) Assemble parts
Types of Activities:
1) Parallel Activities:
The activities which can be performed simultaneo usly and independently to each
other are called parallel activities.
For example:
2) Serial Activities:
The activities which are performed one after the another in succession; are serial
activities.
For example:
The activity which occurs immediate before the given activity is said to be
predecessor activity whereas the activity which occurs immediate after the given
activity is known as the successor activity.
P is predecessor activity of Q.
Q is predecessor activity of R.
Q is successor activity of P.
R is successor activity of Q.
4) Dummy Activity:
A dummy is type of activity in a network which needs zero time to perform and
does not require any resources but can be easily used in the network to depict the logic
of the relationship between various activities of the project.
The concept of dummy enables all activities in a project to be shown by only one
arrow for each. In other words, a dummy is some job or task which stipulates a
necessary time orientation but the activity takes no time or resources in itself. These are
used to represent a situation where one event cannot take place until a previous event
has taken place although this requires no time or resources i.e. these are used to
maintain proper precedence relations between two events and is denoted by broken
arrow.
Representation:
For example:
Activity Predecessor
A -
B A
C A
D A
E C, D
F B, E
G A
H B
I H, G, F
We can observe that activity A has no predecessor, which means A is initial activity.
Also, A acts as predecessor activity for B, C, D and G.
Then, B acts as predecessor activity for F and H, whereas C and D acts as predecessor
activities for E. Also, G, H and F acts as predecessor for I. So, we can draw network
diagram as follows:
As, C and D have same tail event, they cannot have same end event. So, we need to add
dummy activity D1. On similar lines, by rules of drawing network diagrams (Discussed
in detail in section 01-03), we need to add dummy activities D2 and D3.
Problem 03-01-04: Draw the network diagram for the following problem:
Solution:
SELF-TEST 02
MCQ 01-03: An ________ represents a job or a task that has to be carried out to
complete a specific event.
a) Event
b) Dummy
c) Activity
d) Network
MCQ 01-04: The activities which can be performed simultaneously and independently
to each other are known as
a) Parallel activities
b) Serial activities
c) Predecessor activities
d) Successor activities
MCQ 01-05: The type of activity in a network which needs zero time to perform and
does not require any resources but used to depict the logic of relationship between
various activities of project is _____ activity.
a) Parallel
c) Dummy
d) Successor
Solution: An activity represents a job or a task that has to be carried out to complete a
specific event.
Examples of activity: Mix concrete, design a plan of building, Assemble parts etc.
2) Serial Activities: The activities which are performed one after the another in
succession; are serial activities.
For example:
For example:
2) Loop: It is the connection of activity to an earlier event on the same path. It can
be avoided by introducing dummy activities.
For example:
4) Sink: The last event showing the end of a project is known as sink. It is an event
with only preceding but no succeeding activity.
5) Circuit: A finite path in which the starting event connects with end event.
There are number of rules in connection with the handling of events and
activities of a project network which are given below:
1) Each activity is represented by one and only one arrow in the network.
2) No two activities can be identified by the same end events. If occurs then such
error can be rectified by adding dummy activity.
3) The network has only one entry point called the start event and one poi nt of
emergence called end event.
4) Use dummy activity freely in rough graph but final network should have only
reluctant dummy.
5) Two events are numbered in such a way that the event of higher number can
happen only after the event of lower number is completed.
6) Use straight arrows which will be from left to right. Try to avoid arrows which
cross each other.
SOLVED PROBLEMS 03
Problem 03-01-05: Draw the network diagram for the following stated problem:
Solution:
Activity Preceded by
A -
B -
C A
D B
E A
F B
G C, D
H G, F
I E
J H, I
K J
Solution:
SELF-TEST 03
MCQ 01-06: The connection of activity to an earlier event on the same path is nothing
but
a) Chain
b) Loop
c) Source
d) Sink
MCQ 01-07: The last event showing end of the project is known as
b) Loop
c) Source
d) Sink
Loop: It is the connection of activity to an earlier event on the same path. It can be
avoided by introducing dummy activities.
Source: It is the starting event of a project. It is an event with only succeeding but no
preceding activity.
Sink: The last event showing the end of a project is known as sink. It is an event with
only preceding but no succeeding activity.
Circuit: A finite path in which the starting event connects with end event.
SAQ 03-01-06: Write down the rules for drawing network diagram.
Solution: There are number of rules in connection with the handling of events and
activities of a project network which are given below:
1) Each activity is represented by one and only one arrow in the network.
2) No two activities can be identified by the same end events. If occurs then such
error can be rectified by adding dummy activity.
3) The network has only one entry point called the start event and one point of
emergence called end event.
4) Use dummy activity freely in rough graph but final network should have only
reluctant dummy.
6) Use straight arrows which will be from left to right. Try to avoid arrows which
cross each other.
1) Dangling:
2) Looping or Cycling:
3) Redundancy:
2) Various activities are to be completed in a certain order and there are some
activities which can start on the completion of other activities.
3) The cost associated with any activity is proportional to its time of completion.
4) There can be bottlenecks in the process and the resources to be allocated are
limited.
SOLVED PROBLEMS 04
Problem 03-01-07: Define: Dangling error and explain with the help of an example.
Solution:
Also, we know that, the dangling error is obtained when there is d isconnection
to the activities before the completion of all activities. In figure 2, activities 5 to 6 and
5 to 8 represents dangling error.
SELF-TEST 04
MCQ 01-08: The error obtained by unnecessary insertion of dummy activity in the
network logic is known as
a) Dangling
b) Looping
c) Redundancy
d) None of these
MCQ 01-09: Which of the following is not error in drawing network diagrams?
a) Dangling
b) Looping
c) Redundancy
Solution: Three types of errors are most commonly observed in drawing network
diagrams.
3) The cost associated with any activity is proportional to its time of completion.
4) There can be bottlenecks in the process and the resources to be allocated are
limited.
SUMMARY
In this unit, we have studied the basic terminologies relat ed to network diagram.
We have also studied the method of drawing network diagrams.
Activity Predecessor
A -
B A
C A
D B
E C
F C
G D, E, F
H G
2. Write down the successor and predecessor events for each of the activity in the
following network diagram:
3. Define: Head event, Tail event, Initial event, End event and explain with the
help of example.
Job Successor
Activity
S A
A B
B D
C E
5. A motorist drives into a garage, has his tank filled with petrol, has oil checked
and topped up, his tire pressures adjusted, pays for the petrol and oil and drives
off. Prepare an activity dependence table and the network for the problem.
6. For the following network diagram, prepare a table containing activities and
predecessor activities.
KEY WORDS
Event, Activity, Dummy activity, Network, Dangling, Looping, Cycling,
Redundancy.
REFERENCES
BOOKS
1) OPERATIONS RESEARCH, PREM KUMAR GUPTA AND D. S. HIRA, S. CHAND
& COMPANY LTD
2) https://youtu.be/gEBMPP0SOnU
3) https://youtu.be/ChF6FkW4I6c
4) https://youtu.be/mHxI-3MUJ0U
5) https://youtu.be/z5-YGBn4mMw
WIKIPEDIA
https://mathstudy.home.blog/2019/05/12/error-in-drawing-network/
OER
COURSE COMPANION WEBSITE
Visit Here for Course Companion website for this course:
INTRODUCTION
Network diagrams are drawn according to sequence of execution of activities.
For network representation, it is necessary that various nodes be properly labelled.
Nodes are introduced indicating completion of one or more activities and starting of
one or more activities. If network diagram is complex, it seems difficult to number the
events. A standard procedure for numbering the events developed by D. R. Fulkerson is
most commonly used for this purpose.
Step 1: Find the start event and label it as number ‘1’. A start event is one which has
arrows emerging from it but not entering it.
Step 2: Delete all arrows emerging from all numbered events. This will create at least
one new start event out of the preceding events.
Step 3: Number all new start events ‘2’, ‘3’ and so on. No definite rule is necessary but
numbering from top to bottom may facilitate other u sers using the network when there
is more than one new start event.
SOLVED PROBLEMS 01
Problem 03-02-01: Number the events of the network shown in the following fig. with
the help of Fulkerson’s rule.
There are two arrows L and M emerging out of event 2. So, we have two more
events 3 and 4. Repeating the same procedure and neglecting the ends, we obtain next
numbering for given events. Therefore, the required network is,
Activity Immediate
Successor
P S
Q T
R U
Activity V is the last operation of project and it is also immediate successor to S. T and
U. Draw the network of project and hence number the events by using Fulkerson’s rule.
a) Watson
b) Fulkerson
c) Neumann
d) None of these
a) Activities
b) Events
c) Nodes
d) None of these
MCQ 02-03: New start event can be created by _____ all arrows emerging from all
numbered events.
a) Adding
b) Multiplying
c) Deleting
d) Counting
Step 1: Find the start event and label it as number ‘1’. A start event is one which has
arrows emerging from it but not entering it.
Step 2: Delete all arrows emerging from all numbered events. This will create at least
one new start event out of the preceding events.
SAQ 03-02-02: According to Fulkerson’s rule, what are the correct event numbers
corresponding to events a, b, c, d in the following network diagram:
1) Planning: Divide the project into distinct activities and estimate the time
requirement for each activity. Then, establish the precedence relationships among
the activities followed by the construction of an arrow (network) diagram.
2) Scheduling: Determine the start and end time of each and every activity.
Critical Path:
The path forming an unbroken chain of critical activities from the start event to
the end event is called the critical path.
SOLVED PROBLEMS 02
Problem 03-02-03: Determine the critical path for the following network:
Path I: 1→2→3→6→7
Problem 03-02-04: Determine the critical path for the following network:
Path I: 1→2→3→6→7
SELF-TEST 02
MCQ 02-04: Which of the following is not the phase of project management?
a) Planning
b) Scheduling
c) Controlling
d) Breaking
MCQ 02-05: The path forming an unbroken chain of critical activities from the start
event to the end event is called
a) Critical path
b) Continuous path
c) Shortest path
d) Tree
SAQ 03-02-04: What are the various phases of project management? Explain.
1) Planning: Divide the project into distinct activities and estimate the time
requirement for each activity. Then, establish the pre cedence relationships among
the activities followed by the construction of an arrow (network) diagram.
2) Scheduling: Determine the start and end time of each and every activity.
The reduction in target time cannot be done arbitrarily. The time given by the
critical path activities provides the total project time and any reduction in target time
can be possible only in reduction with the activities lying on the critical path.
(1) To find the total duration of a project for which the cost is minimum
(2) To find the least expenditure strategy to mi nimize the duration by some
desired/specified period
The minimum cost of carrying out the activity in minimum time without
allocating extra resources is termed as Normal cost. Similarly, the minimum
time required at the normal cost is known as Normal time.
Crash cost is the minimum cost of carrying on any activity using additional
resources and the corresponding minimum time to complete an activity is known
as Crash time. It is the minimum time beyond which an activity time cannot be
crashed even by incurring additional cost.
The sum of the normal costs (normal times) of all activities is known as Project
normal cost (Project normal time). Similarly, the project crash cost/time can be
defined.
4) Direct cost:
Direct costs are the costs that can be identified with the activity. These includes
the costs incurred for a project i.e. include expenditure on plant, machineries,
land, building, engineering charges etc. These expenditures are termed as direct
as it is possible to allocate these costs directly to the activities. As we go on
reducing the activity time, cost goes on increasing.
5) Indirect cost:
These are the costs, which cannot be identified with the activity. The longer the
duration of project, the higher is the indirect cost.
(i) Fixed indirect costs: which does not depend upon the progress of the project
(due to general and administrative expenses etc.)
(ii) Variable indirect costs: depends upon the duration of the project (like
expenditure, supervision etc.)
6) Total cost:
7) Cost slope:
Cost slope indicates additional cost incurred per unit o f time saved in reducing
the duration of an activity. In other words, cost slope is the slope of the direct
cost curve, approximated as a straight line. It is given by
SOLVED PROBLEMS 03
Problem 03-02-05: Find out the cost slopes for each of the activities in the following
problem:
Activity Normal Time Normal Cost Crash Time Crash Cost Cost
(in weeks) (in Rs.) (in weeks) (in Rs.) Slope
1-2 7 700 4 850 50
1-3 5 500 3 700 100
1-4 8 600 5 1200 200
2-5 9 800 7 1250 225
3-5 5 700 3 1000 150
3-6 6 1100 5 1300 200
4-6 7 1200 5 1450 125
5-7 2 400 1 500 100
6-7 3 500 2 850 350
Activity Normal Time Normal Cost Crash Time Crash Cost Cost
(in weeks) (in Rs.) (in weeks) (in Rs.) Slope
1-2 9 640 6 700 20
1-3 8 500 5 575 25
1-4 15 400 10 550 30
2-4 5 100 3 120 10
3-4 10 200 6 260 15
4-5 2 100 1 140 40
SELF-TEST 03
MCQ 02-06: _________ is the sum of direct and indirect costs associated with a
project.
a) Total cost
b) Cost slope
c) Crash cost
d) Normal cost
MCQ 02-07: _________ does not depend upon the progress of the project.
c) Direct cost
SAQ 03-02-06: Explain: Normal cost and time, Crash cost and time, Project normal
cost and time.
Solution:
1) Normal cost and time: The minimum cost of carrying out the activity in
minimum time without allocating extra resources is termed as Normal cost.
Similarly, the minimum time required at the normal cost is known as Normal
time.
2) Crash cost and time: Crash cost is the minimum cost of carrying on any activity
using additional resources and the corresponding minimum time to complete an
activity is known as Crash time. It is the minimum time beyond which an
activity time cannot be crashed even by incurring additional cost.
The sum of the normal costs (normal times) of all activities is known as Project
normal cost (Project normal time). Similarly, the project crash cost/time can be
defined.
(i) The target time is to be crashed to some desired level without any cost
consideration
(ii) The target time is to be crashed to some desired level with cost
consideration
(iii) The target time is crashed to a level where increase in profits due to
additional production remains more than the additional cost of time crashing.
(iv) To spare the resources at an early time for allocation to more profitable
jobs/activities.
Step 1: Identify the critical path activities and other non -critical path activities which
are likely to become critical during the course of crashing.
Step 2: Calculate the cost slope for the activities identified in step 1.
Step 3: Rank the activities lying on the critical path in ascending order of cost slope.
Step 4: Crash those activities first which have the smallest cost slope to the maximum
possible extent and calculate the new direct cost by cumulative addition of the cost of
crashing to the normal cost.
Step 5: Parallel Crashing: During the course of crashing the activities lying on the
critical path, there is always a likelihood that other paths which were non -critical
Thus, the lowest cost solution can be obtained by sequentially crashing the
critical path activity and parallel critical path activity for which cost slope is lowest.
The procedure of time crashing is explained with the help of following example:
SOLVED PROBLEMS 04
Problem 03-02-07: For the following data, find the critical path, the target time and
cost of the project, if target time is reduced to 21 weeks; keeping into consideration the
cost of crashing for various activities at each stage.
Activity Normal Time Normal cost Possible crash time Crash cost per week
in weeks in Rs. in weeks (cost slope)
1-2 4 3000 1 300
2-4 4 3600 1 200
4-7 6 8000 2 1250
7-9 8 12800 3 1667
1-5 5 7500 2 850
5-6 10 14400 4 450
6-7 7 8400 3 467
1-3 3 2400 0 0
3-6 6 2600 2 125
6-8 9 8600 5 960
8-9 2 1100 1 150
9-10 3 1600 1 250
Solution: Initially, we draw the network diagram in order to determine the critical path.
Using the given data, the network can be drawn as follows:
We can observe, there are five different paths from node 1 to node 10. The table
containing all these five paths along with the corresponding target time is as follows:
i) As, 𝑃 is critical path, we will consider the following table for activities
of𝑃 :
In the above table, activity 9-10 is with minimum cost slope, which is 250 per week.
So, we select this activity for crashing by one week and get the following target times
for various paths.
𝑃 𝑃 𝑃 𝑃 𝑃
24 28 (32) 22 26
ii) Again, 𝑃 is critical path with next activity with lowest cost slope is activity
5-6 with crash cost of Rs. 450/week. So, we crash the time of this activity by
4 weeks and get the following target times for various paths.
𝑃 𝑃 𝑃 𝑃 𝑃
24 24 (28) 22 26
iii) Again, 𝑃 is critical path with next activity with lowest cost slope is activity
6-7 with crash cost of Rs. 467/week. So, we crash the time of this activity by
3 weeks and get the following target times for various paths.
𝑃 𝑃 𝑃 𝑃 𝑃
24 24 (25) 22 23
iv) Again, 𝑃 is critical path with next activity with lowest crash cost is activity
1-5 with crash cost of Rs. 850/week. So, we crash the time of this activity by
1 week so that we can make it parallel to the path with next maximum target
time (24) and get the following target times for various paths.
Activity 7-9 is common to both the critical paths. So, if we crash activity 7 -9 by 3
weeks then crash cost = 1667 × 3 = Rs. 5001.
In this method, we select the activity with minimum cost slope from each of the critical
path and then crash both the activities simultaneously. Here,
We can observe that crashing activities 2-4 and 1-5 simultaneously gives least crash
cost, which is Rs. 1050. Hence, crashing the activities 2-4 and 1-5 by one week, we get
the following crashed times:
𝑃 𝑃 𝑃 𝑃 𝑃
23 22 23 22 23
vi) Now, 𝑃 , 𝑃 and 𝑃 are critical paths. We will crash activities by 1 week so as
to make these paths parallel to the path with next maximum target time (22
weeks).
If we crash common activity 7-9 by 1 week, then crash cost = Rs. 1667
So, if we crash these activities by 1 week then, crash time = Rs. 2092
We can observe that minimum crash cost is obtained by crashing common activity 7 -9
by 1 week. Thus, we have
𝑃 𝑃 𝑃 𝑃 𝑃
22 22 22 22 22
vii) Now, all paths are critical with duration of 22 weeks. We want to reduce
target time to 21 weeks. So, we must crash activities by 1 week so that crash
cost will be minimum.
𝑃 𝑃 𝑃 𝑃 𝑃
21 21 21 21 21
= (3000+3600+8000+12800+7500+14400+8400+2400+2600+8600+1100+ 1600)
= Rs. 74,000.
Problem 03-02-08: The following table gives data on normal time/cost and crash
time/cost for a project.
(ii) Crash the relevant activities systematically and determine the optimal project
completion time and cost.
Solution: The network for the given problem can be drawn as follows:
Hence, the normal cost of the project = Rs. 4220 + Rs. 1600 = Rs. 5820.
(ii) Let us calculate cost slopes for the activities on the critical path.
Thus, crashing 5-6 by two weeks at a crashing cost of Rs. (45×2) = Rs. 90. The
duration of various paths at this stage becomes
𝑃 𝑃 𝑃 𝑃 𝑃 𝑃
29 28 28 27 29 30
𝑃 𝑃 𝑃 𝑃 𝑃 𝑃
29 28 28 27 28 29
Now, at this stage 𝑃 and 𝑃 becomes critical path. If we crash the common
activity 6-7 by 1 week, then we get minimum crash cost = Rs. 70 > Indirect cost.
It means we cannot crash the activities as further crashing will be more
expensive than the saving in indirect cost,
Thus, we have
𝑃 𝑃 𝑃 𝑃 𝑃 𝑃
29 28 28 27 28 29
SELF-TEST 04
MCQ 02-08: The process of shortening the duration of a project is known as
a) Crashing
c) Shortening
d) Smoothing
c) To spare the resources at an early time for allocation to more profitable jobs
d) All of these
(ii) To evolve a strategy of time crashing with minimum possible cost of crashing.
(iii) If delayed completion of some activities at any stage introduces the possibility of
enhancing project duration, then time crashing by expediting one or more remaining
activities on the critical path is to be explored.
(iv) To spare the resources at an early time for allocation to more profitable
jobs/activities.
Step 1: Identify the critical path activities and other non -critical path activities which
are likely to become critical during the course of crashing.
Step 2: Calculate the cost slope for the activities identified in step 1.
Step 3: Rank the activities lying on the critical path in ascending order of cost slope.
Step 4: Crash those activities first which have the smallest cost slope to the maximum
possible extent and calculate the new direct cost by cumulative addition of the cost of
crashing to the normal cost.
Step 5: Parallel Crashing: During the course of crashing the activi ties lying on the
critical path, there is always a likelihood that other paths which were non -critical
Thus, the lowest cost solution can be obtained by sequentially crashing the
critical path activity and parallel critical path activity for which cost slope is lowest.
SUMMARY
In this unit, we have studied Fulkerson’s Rule for numbering the events in the
network diagram. We had short introduction to project management and its aspects. We
have also studied the Time-cost analysis, various time and cost estimates and crashing
of a project network in detail.
2. Draw network diagram and hence number the events using Fulkerson’s rule for
Activities Predecessor
A -
B A
C A
D A
E C, D
F B, E
G A
H B
I G, H, F
3. Number the events in following network diagram with the help of Fulkerson’s
rule:
5. For the following data find the optimal project completion time and cost.
6. For the project network, the normal and crash durations of the various activities
along with the associated costs are given. Determine the least cost of 36 days
schedule.
REFERENCES
BOOKS
1) OPERATIONS RESEARCH, PREM KUMAR GUPTA AND D. S. HIRA, S. CHAND
& COMPANY LTD
MOOCS
YOUTUBE VIDEOS
1) https://youtu.be/vutuWFm6FNI
2) https://youtu.be/Sq7leBP8oNE
3) https://youtu.be/U7kXfNnAjcE
4) https://youtu.be/GkoQ2UK4-j8
5) https://youtu.be/kYgW_OWDZx0
6) https://youtu.be/Ly1x78Or3pY
7) https://youtu.be/bLkkTHpm2Wk
WIKIPEDIA
Drawing network diagram and Fulkerson’s rule:
https://www.yourarticlelibrary.com/industrial-engineering-2/fulkersons-rule-for-
numbering-the-events-with-diagram/90595
OER
COURSE COMPANION WEBSITE
Visit Here for Course Companion website for this course:
Understand the methods to find critical path and total project time
INTRODUCTION
Critical path method is one of the two basic techniques of project manageme nt.
CPM works on basic assumption that duration is inversely proportional to the cost of
resources allotted to the activity. The method of critical path analysis is commonly used
with all forms of project including construction, aerospace and defense, soft ware
development, engineering and plant maintenance, research projects, product
development etc. Any project with interdependent activities can apply this method of
mathematical analysis.
The non-critical path activities have some slack or float associated with them
and their extension or delay is not likely to affect the final completion data. The slack
activities should be given priority in order of their float values.
Remark:
The critical path of a project network is the longest path in the network. It can
be identified by simply listing out all the possible paths from the st art node to end node
of the project and then selecting the path with the maximum sum of activity times on
that path.
4) One of the main objectives of network analysis is to identify the critical path so
that resources from outside the system or from the non -critical activities can be
diverted to activities on critical path, if required.
In CPM, initially the network diagram is drawn. Then, after the network diagram
is logically made, the required time to do each operation (activity) is posted
above and to the left of each operation circle. These times are then combined to
develop a schedule which minimize or maximize the measure of performance for
each operation. The schedule thus obtained, can be used to determine the critical
path.
Some situations where critical path method can be effectively used are:
b) Production planning.
d) Communication networks.
SOLVED PROBLEMS 01
Problem 03-03-01: Find out the critical path in the following network diagram in
which the duration (in weeks) is represented on arrow:
Solution: In the given network diagram, we have the following two paths;
So, the duration is higher for the second path. Hence, the critical path for the given
network is A→C→D→E with duration of project 14 weeks.
Problem 03-03-02: Find out the critical path in the following network diagram in
which the duration (in weeks) is represented on arrow:
Solution: In the given network diagram, we have the following three paths;
So, the path with the longest duration is A→C→E→F. Hence, it is the critical path for
given network with duration of project 19 weeks.
SELF-TEST 01
MCQ 03-01: Critical path of a project network is the ________ path in the network.
a) Longest
b) Shortest
c) Simplest
d) Hardest
Solution: CPM is an effective tool for scheduling and planning. A CPM is a route
between two or more operations, which minimize (or maximize) some measure of
performance. This can also be defined as the sequence of activities which will requi re
greatest normal time to accomplish i.e., in a critical path the sequence of activities with
largest durations are singled out. It is called critical path because any delay in activities
lying on this path would cause a delay in the whole project. A crit ical path is that
sequence of activities that determines the total project time. To quicken the process the
activities lying on the critical path should be taken first.
The non-critical path activities have some slack or float associated with them
and their extension or delay is not likely to affect the final completion data. The slack
activities should be given priority in order of their float values.
4) One of the main objectives of network analysis is to identify the critical path so
that resources from outside the system or from the non -critical activities can be
diverted to activities on critical path, if required.
2. Look for the links whose tail ends are labelled and whose heads are unlabeled.
For each such link, find the sum of the labels at the tail end and its length. Tick
Terminate the process when (I) The terminal node is labeled (II) All nodes have
been labeled (III) The minimum of the sums formed in step 2 is finit e.
The ticked links will form a shortest tree. The main drawback of labelling method is
that there may be large set of numbers at each stage.
SOLVED PROBLEMS 02
Problem 03-03-03: Find the critical path from A to I by labelling method for the
network given by:
Solution: Here, node ‘A’ is origin node ‘I’ is terminal. Therefore, label node A as zero.
The links with labelled tails and unlabeled heads are those from A are AB and AD and
the sums of their labels are;
AD: 0+3= 3
The maximum of these sums is for AB; thus, link AB is ticked and B is labelled with 9.
BD: 9+2= 11
CD: 13+8= 21
DF: 21+7= 28
The links with labelled tails and unlabeled heads are those from A are AB and
AC. Therefore,
AC: 0+2= 2
The maximum of these sums is for AB. Thus, link AB is ticked and B is labelled with 7.
Similarly, we proceed further from node B and have the following stages:
BD: 7+2= 9
BC: 7+3= 10
FE: 11+5= 16
SELF-TEST 02
MCQ 03-03: A set of links connecting every node in a network which does not contain
any loop is called
a) Path
b) Cycle
c) Loop
d) Tree
MCQ 03-04: In the labelling method, we label origin with distance ______.
b) One
d) None of these
Solution: Consider the following network for which we are going to f ind the critical
path from A to E by using labelling method:
Here, node ‘A’ is origin and E is the terminal. So, label node A as zero. The links with
labelled tails and unlabeled heads are those from A i. e. AB, AD and the sum of their
labels are
The maximum of these sums is for AB. Thus, tick link AB and B is labelled with 9.
Similarly, we proceed further from node B and have following stages.
Hence, the critical path in this case is: A→B→C→D→E with distance equal to 20.
SAQ 03-03-04: Describe the steps involved in labelling method of finding critical path.
Terminate the process when i) the terminal node is labeled ii) all nodes have been
labeled iii) the minimum of the sums formed in step 2 is finite.The ticked links will
form a shortest tree.
It is the earliest possible time at which an activity can start. It is calculated from
the earliest start time of tail event. It is conventionally written inside a rectangular
frame put just above the corresponding node.
This is the sum of the early start tail and the time of duration for the activity.
It is the latest possible time when an activity should end. It is calculated from
the latest finish time of the head event. For its calculat ion, we require the total project
time.
The difference between the latest finish time of head event and the duration time
of the activity is the LST of the activity. It is generally written inside a triangle just
below corresponding node.
The procedure for the calculation of various time estimates is illustrated by the
following example:
SOLVED PROBLEMS 03
Problem 03-03-05: Calculate the various time estimates for the following network:
i] Proceed from left to right in the diagram and assign time zero to 1 st event.
ii] Proceed to the next event and if a number of paths can lead to this event, then
select the time for which EST of tail event plus the duration is maximum.
The activities cannot start until their tail end events are finished and it should be
completed before its head end event starts.
For event (4): EST (4) = EST (3) + Duration= 18+8= 26units.
For event (5): We can approach from two nodes i.e. from event (2) or from event
(4).
Time when approached from event (2) = EST (2) + Duration from (2)
= 15+ 5 = 20
Time when approached from event (4) = EST (4) + Duration from (4)
= 26+ 1 = 27
For event (6): We can approach from nodes (3), (4) and (5).
ii] LFT can be calculated by starting from right to left in network diagram and
subtracting the duration times for each possible path from the LFT of head
event.
LFT: -
For event (6): event (6) can be approached from event (7) only.
For event (5): This event can be approached from event (6) only.
∴ LFT (4) = 26
∴ LFT (3) = 18
∴ LFT (1) = 0.
Event 1 2 3 4 5 6 7
EST 0 15 18 26 27 40 54
LFT 0 15 18 26 37 40 54
Note that:
Event 1 2 3 4 5 6
EST 0 6 9 13 17 20
LFT 0 8 9 13 19 20
SELF-TEST 03
MCQ 03-05: _______ is the earliest possible time at which an activity can start.
a) EST
b) EFT
c) LST
d) LFT
MCQ 03-06:For a given activity i-j, if EST = 5 and duration = 3, then EFT =
a) 5
b) 3
c) 8
d) 2
MCQ 03-07:For a given activity i-j, if LFT = 8 and duration = 3, then LST =
b) 3
c) 11
d) 5
Solution:
1] Earliest Start Time (EST) of an event: It is the earliest possible time at which an
activity can start. It is calculated from the earliest start time of tail event. It is
conventionally written inside a rectangular frame put just above the corresponding
node.
2] Earliest Finish Time (EFT) of an event: This is the sum of the early start tail and the
time of duration for the activity.
3] Latest Finish Time (LFT) of an event: It is the latest possible time when an activity
should end. It is calculated from the latest finish time of the head event. For its
calculation, we require the total project time.
4] Latest Start Time (LST): The difference between the latest finish time of head event
and the duration time of the activity is the LST of the activity. It is generally written
inside a triangle just below corresponding node.
5] Total Project Time: It is the shortest possible time in which the project can be
completed.
Event 1 2 3 4 5 6 7 8 9 10
EST 0 4 1 5 7 11 15 17 18 25
SLACK:
Remark:
An event for which the slack time is zero is known as ‘Critical event’. The
critical path can be located by all those events or activities for which slack time is
either zero or it has the least float value. Presence of float time in the project signifies
underutilisation of the resources and also the flexibility inherent in the process for
scheduling.
Types of Floats:
There are three types of floats viz. Total float, Free float and Independent float.
Float Values:
I] Total Float:
iv) Then, subtract the duration time of the activity from value obtained in step
i), to get required total float of the activity.
Thus,
𝑻𝒐𝒕𝒂𝒍 𝑭𝒍𝒐𝒂𝒕
= [(𝑳𝑭𝑻 𝒐𝒇 𝒉𝒆𝒂𝒅 𝒆𝒗𝒆𝒏𝒕 − 𝑬𝑺𝑻 𝒐𝒇 𝒕𝒂𝒊𝒍 𝒆𝒗𝒆𝒏𝒕)
− 𝑫𝒖𝒓𝒂𝒕𝒊𝒐𝒏 𝒐𝒇 𝒂𝒄𝒕𝒊𝒗𝒊𝒕𝒚]
Total float is the extra surplus time which can be allocated to an activity or this
is the period of time up to which an activity can be delayed beyond its earliest finish
time without extending the overall project time.
The value of total float for any activity can help in making following
conclusions:
2] Free Float:
It is that fraction from the total float of a single activity which can be used for
rescheduling that activity without affecting the succeeding activity i.e. all the
succeeding activities will start at their EST. It can be calculated as:
3] Independent Float:
Remark:
The basic difference between slack and float times is that slack is used for
events only whereas float is applied for activities.
I] Independent float can be used in allocating resources elsewhere and increasing the
time of some non-critical activity.
III] Total float can affect both previous and subsequent activities.
IV] Negative float signifies reduction (crash) in target time to finish the work in time.
SOLVED PROBLEMS 04
Problem 03-03-07:Calculate the various float values for the activi ties described in the
following network diagram represented along with EST and LFT of each activity.
Solution: The various float time estimates can be calculated in the tabular form with
the help of network diagram given above as follows:
Free Float = Total Float – Slack time of head event i.e. (2)
= 0 – [15 – 15] = 0
Independent Float = Free Float – Slack time of tail event i.e. (1)
= 0 – [0 -0] = 0.
On the similar lines, we can calculate for all activities and form the following
table:
Path I: A→B→D→E→F
Now, we will calculate LFT and hence LST for each activity.
Activity A B D E F
EST 0 4 7 13 15
LST 0 4 7 13 15
LFT 4 7 7 15 15
At C, EST = 4, LST = 6
Activity A B C D E F
EST 0 4 4 7 13 15
LFT 4 7 13 7 15 15
LST 0 4 6 7 13 15
Slack 4 3 9 0 2 0
The critical activities are those with either 0 or least slack value.
Problem 03-03-09: Draw the network diagram and find the critical path for the
following problem:
Now, let us calculate EST and LFT for each of event and then we can have the
table for activities containing required values.
SELF-TEST 04
MCQ 03-08: The _______ total float value represents the sufficient availability of
resources to complete the act.
a) Negative
b) Positive
c) Zero
d) Non-negative
MCQ 03-09: The time by which an activity can be rescheduled without affecting the
preceding or the succeeding activities is known as
a) Independent Float
b) Free Float
c) Total Float
d) Slack Time
𝑇𝑜𝑡𝑎𝑙 𝐹𝑙𝑜𝑎𝑡 = [(𝐿𝐹𝑇 𝑜𝑓 ℎ𝑒𝑎𝑑 𝑒𝑣𝑒𝑛𝑡 − 𝐸𝑆𝑇 𝑜𝑓 𝑡𝑎𝑖𝑙 𝑒𝑣𝑒𝑛𝑡) − 𝐷𝑢𝑟𝑎𝑡𝑖𝑜𝑛 𝑜𝑓 𝑎𝑐𝑡𝑖𝑣𝑖𝑡𝑦]
Free Float: It is that fraction from the total float of a single activity which can be used
for rescheduling that activity without affecting the succeeding activity i.e. all the
succeeding activities will start at their EST. It can be calculated as:
Independent Float: The time by which an activity can be rescheduled without affecting
the preceding or the succeeding activities is known as Independent float. It is calculated
as:
OR
SAQ 03-03-08: Write a short note on use of float information in decision making.
I] Independent float can be used in allocating resources elsewhere and increasing the
time of some non-critical activity.
III] Total float can affect both previous and subsequent activities.
IV] Negative float signifies reduction (crash) in target time to finish the work in time.
SUMMARY
In this unit, we have studied CPM in detail along with its main objectives. We
have also learned the methods to determine the critical path in a network and total
project completion time.
2. Find EST, EFT, LST, LFT and total float for each of activity of following
network diagram:
Activity Duration in
months
1-2 2
1-3 2
1-4 1
2-5 4
3-6 5
3-7 8
4-7 3
KEY WORDS
CPM, Critical Path, EST, EFT, LST, LFT, Project time, Float, Slack, Independent float,
Free float, Total Float.
REFERENCES
BOOKS
1) OPERATIONS RESEARCH, PREM KUMAR GUPTA AND D. S. HIRA, S. CHAND
& COMPANY LTD
MOOCS
YOUTUBE VIDEOS
1) https://youtu.be/vUMGvpsb8dc
2) https://youtu.be/qIkL1DmMgt0
3) https://youtu.be/_lMbpyp-NvM
4) https://youtu.be/GwWEWLjcOJI
5) https://youtu.be/KowpQzsoN8Y
6) https://youtu.be/vBFTTFFli4U
WIKIPEDIA
OER
COURSE COMPANION WEBSITE
Visit Here for Course Companion website for this course:
INTRODUCTION
During the last few years, various techniques for planning and control of large
projects have been developed specially in defense and industries. Perhaps the best
known of such techniques is PERT. PERT is short form of ‘Project Evaluation and
Review Technique’. The PERT technique deals with projects whose activities are non-
deterministic in nature whereas CPM deals with the projects whose activities are
deterministic in nature.
04-01: PERT
The basic difference between PERT and CPM lies in the emphasis of view point.
CPM gives more emphasis on the operations of project whereas PERT gives more
importance to the event, the beginning or ending of one or more activities.
Time is most essential and basic variable in PERT. It is assumed that there is
always some factor of uncertainty in estimating times (or some other measure of
performance) of any operation which had not been done before. It is generally observed
that the time required to complete any job/activity is non -deterministic due to following
reasons:
a) Human skill required in doing various jobs like welding, painting etc. are
subject to performance variability due to fluctuations in human behavior
and natural fatigue.
The PERT technique deals with projects whose activities are non -deterministic
in nature. In PERT, we try to find best estimate of time using some appropriate
statistical method. The expected duration of each activity leads to determination of
expected duration of the project.
It is the shortest possible time to complete the activity if all goes well.
It is the modal value of the activity time distribution or the time which most often is
required if the activity is repeated a number of times.
It is the longest time for an activity under adverse conditions. This time is most
difficult to estimate.
The best estimator of time (or some other measure of performance) connected
with any operation/activity is known as ‘Expected duration of activity’. It is also known
as ‘Mean duration’ for activity.
The expected duration (𝑡 ) for each task can be obtained by using formula:
( 𝒕𝒑 − 𝒕𝟎 )
𝑽(𝒕𝒆 ) = 𝝈𝒆 = [ ]
𝟔
SOLVED PROBLEMS 01
Problem 03-04-01: A mother note that, when her teenage son uses the telephone, he
takes no less than 10 minutes for a call and sometimes as much as one hour. Twenty
minutes calls are more frequent than calls of any other duration. If son’s phone call
were an activity in a PERT project:
(iii) In scheduling the project, how much time would be allocated for
the phone call?
Solution: Here,
( )
(i) Expected duration (𝑡 ) =
( )
⟹ 𝑡 = = 25 minutes.
( )
(ii) 𝑉(𝑡 ) = 𝜎 = [ ]
60 − 10
⟹ 𝑉(𝑡 ) = [ ] = 69.44
6
Problem 03-04-02: Consider the following table summarizing the details of a project:
o m p
A - 5 6 7
B - 1 3 5
C - 1 4 7
D A 1 2 3
E B 1 2 9
F C 1 5 9
G C 2 2 8
H E, F 4 4 10
I D 2 5 8
J H, G 2 2 8
(iii) Find the critical path and expected project completion time
(ii) Formulae:
Variance (𝜎 ) = [ ]
𝐸𝑆 = max(𝐸𝑆 + 𝐷 )
𝑤ℎ𝑒𝑟𝑒, 𝐸𝑆 = 𝐸𝑆𝑇 𝑜𝑓 𝑗𝑡ℎ 𝑒𝑣𝑒𝑛𝑡 𝑎𝑛𝑑 𝐷 = 𝑑𝑢𝑟𝑎𝑡𝑖𝑜𝑛 𝑓𝑟𝑜𝑚 𝑖𝑡ℎ 𝑡𝑜 𝑗𝑡ℎ 𝑒𝑣𝑒𝑛𝑡)
For each activity i-j, the formula to obtain LFT of i th node is:
Critical path is longest path in network for which following conditions should satisfy;
3) 𝐸𝑆 − 𝐸𝑆 = 𝐿𝐹𝑇 − 𝐿𝐹𝑇 = 𝐷
For node (1), (4), (6), (7) and (8), EST = LFT and 3 rd condition is also satisfied for each
activity1-4, 4-6, 6-7 and 7-8.
= 4+5+5+3 = 17 weeks
SELF-TEST 01
MCQ 04-01: _______ is the longest time for an activity under adverse conditions.
a) Optimistic time
c) Pessimistic time
d) Expected time
MCQ 04-02: _______ is the shortest possible time to complete the activity if all goes
well.
a) Optimistic time
c) Pessimistic time
d) Expected time
MCQ 04-03: In PERT, each activity will have ______ time estimates.
a) One
b) Two
c) Three
d) Four
i) Human skill required in doing various jobs like welding, painting etc. are
subject to performance variability due to fluctuations in human behavior and
natural fatigue.
iii) Availability of resources varies from time to time e.g. procurement time of
raw material, delivery of machines, manpower availability may vary from
period to period.
SAQ 03-04-02: What are the time estimates in PERT? Explain each of them.
It is the shortest possible time to complete the activity if all goes well.
It is the modal value of the activity time distribution or the time which most often is
required if the activity is repeated a number of times.
It is the longest time for an activity under adverse conditions. This time is most
difficult to estimate.
1. The duration of the critical path based on the expected duration of each activity
gives the expected duration of the project.
2. The variances of the activities lying on the critical path are summed to find the
variance of the project duration.
Step 2: Find the various time estimates and label them on the network.
Step 4: Find the total expected project duration ( 𝑇̅ ) by adding the expected time
estimates obtained by using the formula
(𝑡 + 4𝑡 + 𝑡 )
𝑡 =
6
(𝑡 −𝑡 )
𝑉(𝑡 ) = 𝜎 = [ ]
6
And add the variances of the activities lying on the critical path.
Step 6: Using the results of steps 4 and 5, calculate the standard normal variate
𝐷 − 𝑇̅
𝑧=
√𝜎
Step 7: Find the probability of finishing the project on some fixed target by using
the tables of normal distribution and the value of z calculated in step 6.
SOLVED PROBLEMS 02
Problem 03-04-03: The following table contains the data for the activities on critical
path. Find the probability of completing the project on or before 22 weeks.
Thus, P (𝑥 ≤ 22) = 𝑃 [ ≤ .
] = 𝑃 [𝑧 ≤ 2.28] = 0.9887
Activity 𝑡 𝑡 𝑡
1-2 6 9 12
1-3 3 4 11
2-4 2 5 14
3-4 4 6 8
3-5 1 1.5 5
2-6 5 6 7
4-6 7 8 15
5-6 1 2 5
Solution:
Activity 𝑡 Variance
(𝑡 + 4𝑡 + 𝑡 ) ( )
= =[ ]
6
1-2 9 1
1-3 5 1.778
2-4 6 4
3-4 6 0.444
3-5 2 0.444
2-6 6 0.111
4-6 9 1.778
5-6 2 0.111
The network diagram containing LFT and EST along with the critical path
represented with the help of double lines is as follows:
SELF-TEST 02
MCQ 04-04: If for an activity, 𝑡 = 6, 𝑡 = 2, 𝑡 = 4 then, the expected duration 𝑡 is
a) 3
b) 6
c) 2
d) 0
MCQ 04-05: If for activities on critical path in PERT network, the variance s are 1, 4, 4,
then standard deviation is equal to
a) 6
b) 3
c) 9
d) 5
Step 2: Find the various time estimates and label them on the network.
Step 3: Determine the critical path for the network obtained in step 2.
Step 4: Find the total expected project duration ( 𝑇̅ ) by adding the expected time
estimates obtained by using the formula
(𝑡 + 4𝑡 + 𝑡 )
𝑡 =
6
(𝑡 −𝑡 )
𝑉(𝑡 ) = 𝜎 = [ ]
6
And add the variances of the activities lying on the critical path.
Step 6: Using the results of steps 4 and 5, calculate the standard normal variate
Step 7: Find the probability of finishing the project on some fixed target by using the
tables of normal distribution and the value of z calculated in step 6.
Solution: In PERT, for each activity we replace the three time estimates viz. optimistic
time, pessimistic time and most likely time by the expected duration of the activity.
Using these time estimates we do the forward and backward pass calculations to find
the critical path.
In PERT analysis,
1. The duration of the critical path based on the expected duration of each activity
gives the expected duration of the project.
2. The variances of the activities lying on the critical path are summed to find the
variance of the project duration.
1. All the individual tasks necessary to complete a given project must be put down
in a network. Events are shown by circles and activities are designed by arrows
leading from event to its successor events.
2. Events and activities must be sequenced on the network under a highly logical
set of rules.
3. Time estimates are also made for each activity of th e network on three-way
basis, namely optimistic, most likely and pessimistic times.
4. Critical path and slack time are computed. A critical sequence is one which
gives greater expected time to accomplish the work.
2. The expected time and the corresponding variance are only estimated values and
give the approximate values.
5. It may not be always possible to sort out completely identifiable activities and
to pin point their starting and finishing points.
6. Cost-time trade-offs for deriving cost curve slopes are subjective and call for a
great deal of expertise of the technology as well as genuine effort to estimate.
SOLVED PROBLEMS 03
Problem 03-04-05: For the project
Task A B C D E F G H I J K
Least Time 4 5 8 2 4 6 8 5 3 5 6
Greatest time 8 10 12 7 10 15 16 9 7 11 13
Most likely 5 7 11 3 7 9 12 6 5 8 3
time
Find the earliest and latest expected times to each event and also the critical path in
the network.
Solution: The expected time (𝑡 ) for each task can be obtained by using formula
(𝑡 + 4𝑡 + 𝑡 )
𝑡 =
6
𝑡 = 𝐺𝑟𝑒𝑎𝑡𝑒𝑠𝑡 𝑡𝑖𝑚𝑒
We will use 𝑡 as duration for each task and then we can solve the problem.
Task 𝑡 𝑡 𝑡 𝑡
A 4 8 5 5.3
B 5 10 7 7.2
C 8 12 11 10.8
Event 1 2 3 4 5 6 7 8
Duration in weeks
Activity 𝑡 𝑡 𝑡
1-2 1 5 3
2-3 1 7 4
2-4 1 5 3
2-5 5 11 8
3-6 2 6 4
4-6 5 7 6
5-7 4 6 5
6-7 1 5 3
Solution:
(ii) Table containing expected duration and variance for each activity is as
follows:
( )
Variance: 𝜎 = [ ]
Duration in 𝑡 𝜎
weeks
Activity 𝑡 𝑡 𝑡
1-2 1 5 3 3 0.4444
2-3 1 7 4 4 1
2-4 1 5 3 3 0.4444
2-5 5 11 8 8 1
3-6 2 6 4 4 0.4444
4-6 5 7 6 6 0.1111
5-7 4 6 5 5 0.1111
6-7 1 5 3 3 0.4444
SELF-TEST 03
MCQ 04-06: While using PERT, time estimates are made for each activity of the
network on basis of
c) Pessimistic time
d) All of these
b) Events and activities are sequenced under highly logical set of rules
d) None of these
1. All the individual tasks necessary to complete a given project must be put down
in a network. Events are shown by circles and activities are designed by arrows
leading from event to its successor events.
2. Events and activities must be sequenced on the network under a highly logical
set of rules.
3. Time estimates are also made for each activity of the network on three -way
basis, namely optimistic, most likely and pessimistic times.
4. Critical path and slack time are computed. A critical sequence is one which
gives greater expected time to accomplish the work.
2. The expected time and the corresponding variance are only estimated values and
give the approximate values.
3. Time estimates have subjectiveness and to that extent the techniques could be
weak.
6. Cost-time trade-offs for deriving cost curve slopes are subjective and call for a
great deal of expertise of the technology as well as genuine effort to estimate.
3. There are three time estimates in PERT for each of the activities whereas in
CPM there is a single time value.
4. CPM is good for repetitive projects whereas PERT is appropriate for n on-
repetitive projects.
1. Difficulties are faced while securing the realistic time estimates. When we
consider new and non-repetitive kind of projects, the times estimates produced
are often by guess.
2. Developing a clear logical network is also a tedious task. It totally depends upon
the input data and thus plan can be no better than the personnel who provides
the data.
4. Research and Development: R and D has been the most extensive area where
PERT has been used for development of new products, processes and systems.
SOLVED PROBLEMS 04
Problem 03-04-07: Write down any three difficulties in using network methods.
Solution: Following are some of the difficulties faced while using the network
methods:
Problem 03-04-08: How one can apply network techniques in the field of marketing
and inventory planning?
Solution: CPM and PERT are the two network techniques having wide variety of
applications. Marketing and Inventory planning also involves the use of network
techniques.
SELF-TEST 04
MCQ 04-08: ______ is the most essential and basic variable in PERT.
a) Event
b) Time
c) Activity
d) Path
Solution: The following are some of the distinguishing points in CPM and PERT:
3. There are three time estimates in PERT for e ach of the activities whereas in
CPM there is a single time value.
4. CPM is good for repetitive projects whereas PERT is appropriate for non -
repetitive projects.
Solution: PERT and CPM have applications in various fields. Following are some of
the typical areas in which these techniques are widely used:
4. Research and Development: R and D has been the most extensive area where
PERT has been used for development of new products, processes and systems .
SUMMARY
In this unit, we have studied PERT technique to deal with projects whose
activities are non-deterministic in nature. We have studied the comparison of the CPM
and PERT along with difficulties while using these network techniques. We have seen
the areas where these network techniques can be applied. We have also learned the
requirements and limitations while applying PERT.
Task A B C D E F G H I
Least Time 5 18 26 16 15 6 7 7 3
Greatest Time 10 22 40 20 25 12 12 9 5
Most likely time 8 20 33 18 20 9 10 8 4
3. A small project consisting of eight activities has the following time estimates in
weeks:
Time
estimates in
Activity Predecessor weeks
𝑡 𝑡 𝑡
A - 2 4 12
B - 10 12 26
C A 8 9 10
D A 10 15 20
E A 7 7.5 11
F B, C 9 9 9
G D 3 3.5 7
H E, F, G 5 5 5
(a) Draw PERT network diagram.
(b) Determine expected time and variance for each of the activity.
Task A B C D E F G H I J K L
𝑡 3 1 2 6 8 0 5 6 1 3 8 2
𝑡 5 2 4 8 12 0 7 9 2 6 15 4
𝑡 6 3 6 12 17 0 9 12 3 8 20 6
Precedence relationship: -
5. A small project is composed of 7 activities whose time estimates are listed in the
table below:
Pessimistic time 7 7 8 1 14 8 15
(b) Find the expected duration and variance for each activity.
KEY WORDS
PERT, Optimistic time, Most likely time, Pessimistic time, PERT analysis, expected
duration, variance
REFERENCES
BOOKS
1) OPERATIONS RESEARCH, PREM KUMAR GUPTA AND D. S. HIRA, S. CHAND
& COMPANY LTD
MOOCS
YOUTUBE VIDEOS
1) https://youtu.be/WrAf6zdteXI
3) https://youtu.be/N_3wIn1mMKI
WIKIPEDIA
https://www.engineeringenotes.com/networking/network-analysis/top-4-problems-
on-pert-network-analysis-networking/15725
OER
COURSE COMPANION WEBSITE
Visit Here for Course Companion website for this course:
INTRODUCTION
Simulation is one of the widely used techniques by corporate managers as an aid
for decision-making. Designers and analysts have long used the techniques of
simulation by physical sciences. Simulation is the representative model of real
situation. For example, in a city, a children's park with various signals and crossing is a
simulated model of city traffic. There are many real-world problems which cannot be
represented by a mathematical model due to stochastic nature of the problem, the
complexity in problem formulation and many values of the variables are not known in
advance and there is no easy way to find these values. Hence, simulation promises to
become an important tool for tackling this problem. Simulation determines the effect of
a number of alternate policies without disturbing the real system.
John Von Newmann and Stainslaw Ulam made first important application of
simulation for determining the complicated behavior of neutrons in a nuclear shielding
problem, being too complicated for mathematical analysis. After the remarkable success
of this technique on neutron problem, it has become more popular and has many
applications in business and industry. The development of digital computers has further
increased the rapid progress in the simulation technique.
Operation research has wide scope for solving various types of ma nagerial
decision-making problems. Some of the O.R. technique like linear programming,
network models we discussed in foregoing chapter. There are also other O .R. techniques
like dynamic programming, queuing theory, etc. are not sufficient to solve O.R.
problems. Each technique has its own limitations. We discuss some of the m.
ii. L.P. model assumes the data to be known with certainty. In many real situations
(L.P. model) there are uncertainties which can be ignored.
Limitation of dynamic model: It tackles with the two main important limitations of
L.P. model like uncertainty and can analyze multi-period planning problem. But it has
following limitations
ii) If the number of few variables is bit larger, the computation task becomes quite
complex and involved.
Similarly, there are limitations to the network model, queuing model , etc. Hence, we
need one technique which covers all the limitations of models like L .P. model, dynamic
model, dynamic stochastic model, etc. There are many techniques to solve the O.R.
models but best so far is simulation.
B) What is simulation?
Children's bike park with various crossing and traffic signals is a simulated
model of a city traffic system.
All of the above examples have tried to imitate the reality to see what might
happen under real working conditions. This imitat ion of reality, which can take the
form of physical or mathematical equations, can be called simulations.
(iv) The rules of validity in X are non -error-free, otherwise X will become
the real system.
These definitions point out that simulation can be equally applied to military
war games, business games, economic models, etc. Simulation also involves logical and
The highlights what simulation is and what it is not in the below table :
It is It is not
SOLVED PROBLEMS 01
Problem 04-01-01: Give some examples to illustrate the scope of application of
simulation.
1) Aircraft pilots or Astronauts are trained in a simulator to expose them with various
problems that they are likely to face in the sky while flying real aircraft.
2) Computer designers simulate with a computer system configuration (its speed, size,
computing qualities, memory and so on) in terms of costs of such configurations
and resulting computational service that it provides to users.
The problem is too big or intricate to handle with linear, dynamic and standard
probabilistic models.
The standard sensitivity analysis is too clumsy and computationally burdensome for
observing the actual environment.
There may not be sufficient time to allow the system to operate extensively.
SELF-TEST 01
MCQ 01-01: The purpose of using simulation technique is to
4. Simulation results can help to find which variables are the most im portant ones
and how variables interact.
8. Simulation models designed for training allow learning without any c ast.
9. Simulation in the form of animation can show the system in action, so that the
plan can be visualized.
10. The interactions in modern complex system like factory, water fabrication, etc.
can be treated only through simulation.
ii) Simulation models are comparatively flexible and can be modified to accu mulate
the changing environments of the real situations.
iii) Computer simulation can compress the performance of a system over several years
and involving large calculation into a few minutes of computer running time.
iv) It is a valuable and convenient method of breaking down a complicated system into
subsystem and then studying each of these subsystems individually or jointly with
other.
v) Simulation experiments are done on the model, not on the system itself.
Experimentation takes into consideration additional information during analysis that
most quantitative models do not permit. In other words, simulation can be used to
‘experiment’ on a model of a real situation, without incurring the costs of operating
on the system.
vi) Simulation can be used as a pre-service test to try out new policies and decision
rules for operating a system before running the risk of experimentation in the real
system.
vii) Simulation has advantageously been used for training the operating and managerial
staff in the operation of complex plane.
(v) The simulation model does not produce answers by itself. The user has to
provide all the constraints for the solutions that he wants to examine.
i) In the field of basic science, it has been used to evaluate the area under the
curve, to estimate the value of 𝜋, in matrix inversion and study of practical
diffusion.
ii) In the industrial problem including shop floor management, design of compute r
systems, design of queuing system, inventory control, communication network,
chemical process, nuclear reactor and scheduling of the production process.
Solution: Many important managerial decision problems are too intricate to be solved
by mathematical programming and experimentation with the actual system, even if
possible is too costly and risky. Simulation offers the solution by allowing
experimentation with model of the system without interfering with the real system.
Simulation is, thus, often a bypass for complex mathematical analysis.
Problem 04-01-04: What are the major steps in the simulation process?
Solution: To use simulation, a manager should (1) define a problem, (2) introduce the
variables associated with the problem, (3) construct a mathematical model, (4) set up
possible courses of action for testing, (5) run the experiment, (6) consider the results
(possibly deciding to modify the model or change da ta inputs) and (7) decide what
course of action to take.
SELF-TEST 04
MCQ 01-03: Few causes of simulation analysis failure are
a) Unrealistic,
b) Approximation,
c) Exact,
d) Simplified.
ii) Computer simulation can compress the performance of a system over several
years and involving large calculation into a few minutes of computer running
time.
iii) Simulation has advantageously been used for training the operating and
managerial staff in the operation of complex plane.
Limitations of simulation:
i) Simulation models are expensive and take a long time to develop. For
example, a corporate planning model may take a long time to develop and
may also prove to be expensive.
Applications of simulation:
3. Define simulation. Why is simulation used? Give one application area when this
technique is used in practice.
5. Do you think the application of simulation will strongly increase in the next ten
years? Give reasons for your answer.
KEY WORDS
Simulation, imitation.
REFERENCES
BOOKS
1) OPERATIONS RESEARCH, PREM KUMAR GUPTA AND D. S. HIRA, S. CHAND
& COMPANY LTD
MOOCS
YOUTUBE VIDEOS
1) https://youtu.be/oZkNjGgaNVY
http://www.universalteacherpublications.com/univ/ebooks/or/Ch16/simintro.htm
https://www.coursehero.com/file/p38956db/10-3-What-types-of-management-
problems-can-be-solved-more-easily-by-using/
https://www.ques10.com/p/42701/define-simulation-explain-when-simulation-is-an-
-1/
OER
COURSE COMPANION WEBSITE
Visit here for course companion website for this course:
INTRODUCTION
During the World War II, Jhon Von Numann and Stainslaw Ulam study how far
neutrons would travel through different materials, for this they use simulation technique
first time. This technique is approximate but gives workable solution to the pr oblem. It
is become very popular and important technique in business and industry after
remarkable success in neutrons problem. ‘Monte Carlo’ is the code number given to the
technique by above two scientists. Means Monte Carlo method of simulation was
developed by these two scientists.
Step 2: Identify the variables, which have the greatest effect on the objective of the
problem.
Step 4: Generating random numbers and then assigning an appropriate set of random
numbers to represent value or range (interval) of values for each random variable.
Step 6: Repeating Step 4 until the required number of simulation runs has been
generated.
SOLVED PROBLEMS 01
Problem 04-02-01: A bakery keeps stock of a popular brand of cake. Previous
experience shows the daily demand pattern for the item with associated probabilities, as
given below
i) Using the sequence, simulate the demand for the next 10 days.
ii) Also, find the stock situation if the owner of the bakery decides to make 35 cakes
every day. Also, estimate the daily average demand for the cakes on the basis of the
simulated data.
Solution: Using the daily demand distribution, we first obtain a probability distribution
as shown in table
The simulation calculations for a period of 10 days are given in table, here bakery
owner decide to make 35 cakes every day.
Days No. of daily cake made Random number Simulated demand Stock
1 35 48 35 0
2 35 78 35 0
3 35 09 15 20
4 35 51 35 0
5 35 56 35 0
6 35 77 35 0
7 35 15 15 20
8 35 14 15 20
9 35 68 35 0
10 35 09 15 20
Total 270 80
Therefore, the number of cakes demanded in the next 10 days is:
35, 35, 15, 35, 35, 35, 15, 15, 35, 15.
Problem 04-02-02: A company trading in motor vehicle spares wishes to determine the
level of stock it should carry for the item in its range. Demand is not certain and there
is a lead time for stock replenishment. For one item X, if the following information is
obtained:
Demand (units/day) 3 4 5 6 7
Probability 0.1 0.2 0.3 0.3 0.1
Stock in hands at the beginning of the simulation exercise was 20 units. You are
required to carry out a simulation run over a period of 10 days with the objective of
evaluating the following.
Thus, using random number sequence and last column in above table, the demand for X
on the ten days is 3, 7, 4, 4, 5, 4, 6, 6, 5 and 5 units respectively. Here , 14 random
number are given out of these we use the first 10 random number.
The inventory carrying cost and ordering cost are computed in the following table :
SELF-TEST 01
MCQ 02-01: Simulation technique in inventory control can use for
MCQ 02-02: If in the inventory problem we have to simulate the demand for next 20
days and for this they are given 25 random numbers then
Step 2: Identify the variables, which have the greatest effect on the objective of the
problem.
Step 4: Generating random numbers and then assigning an appropriate set of random
numbers to represent value or range (interval) of values for each random variable.
Step 6: Repeating Step 4 until the required number of simulation runs has been
generated.
SAQ 04-02-02: A company manufactures around 200 mopeds. Depending upon the
availability of raw materials and other conditions, the daily production has been
varying from 196 mopeds to 204 mopeds, whose probability distribution is as given
below:
Production/day: 196 197 198 199 200 201 202 203 204
Probability :0.05 0.09 0.12 0.14 0.20 0.15 0.11 0.08 0.06
Solution: Using production per day distribution, the daily production distribution is
shown in table:
1 𝑚𝑜𝑝𝑒𝑑 (𝑎𝑝𝑝𝑟𝑜𝑥. . ).
Solution: The time taken by the dentist to treat the eight patients arriving in four hours
at the clinic is calculated in the table below:
Random Random
Time Cumulative
Category Probability number number
(minutes) probability
interval fitted
11(3), 34(4)
Filling 45 0.40 0.40 0-39
25(5), 17(7)
Crown 60 0.15 0.55 40-54 40(1)
Cleaning 15 0.15 0.70 55-69 66(6)
Extraction 45 0.10 0.80 70-79 79(8)
Check-up 15 0.20 1.0 80-99 82(2)
Thus, the times taken by the dentist to treat the eight patients are
Let us simulate the dentist clinic (for eight patients) starting at 8.00 a.m.
Dentist
Patients Arrival Waiting time on the part Idle time for
treatment
no. time of the patient the dentist
Starts End
1 8.00 8.00 9.00 0 -
2 8.30 9.00 9.15 30 -
3 9.00 9.15 10.00 15 -
4 9.30 10.00 10.45 30 -
5 10.00 10.45 11.30 45 -
6 10.30 11.30 11.45 60 -
7 11.00 11.45 12.30 45 -
8 11.30 12.30 13.15 60 -
Total 285 -
Using the sequence (First 3 random numbers for the first trial, etc.) simulate t he
average profit for the above project on the basis of 10 trails.
Solution: The cumulative probability distribution and ran dom number interval for
selling price, variable cost sales volume is shown below:
Selling Sales
No. of Random Random Variable Random
price volume
trials number number cost (Rs.) number
(Rs.) (‘000 units)
1 81 5 32 2 60 5
2 04 3 46 2 31 3
3 67 4 25 1 24 2
4 10 3 40 2 02 2
5 39 4 68 2 08 2
Trial number 𝑃𝑟𝑜𝑓𝑖𝑡 = (𝑆𝑒𝑙𝑙𝑖𝑛𝑔 𝑝𝑟𝑖𝑐𝑒 − 𝑐𝑜𝑠𝑡 𝑝𝑟𝑖𝑐𝑒) × 𝑠𝑎𝑙𝑒𝑠 𝑣𝑜𝑙𝑢𝑚𝑒 − 𝑓𝑖𝑥𝑒𝑑 𝑐𝑜𝑠𝑡
1 (5 – 2) × 5,000 – 4,000 = 11,000
2 (3 – 2) × 3,000 – 4,000 = (– 1000)
3 (4 – 1) × 2,000 – 4,000 = 2,000
4 (3 – 2) × 2,000 – 4,000 = (– 2,000)
5 (4 – 2) × 2,000 – 4,000 = 0
6 (4 – 2) × 5,000 – 4,000 = 6,000
7 (3 – 2) × 5,000 – 4,000 = 1,000
8 (4 – 2) × 5,000 – 4,000 = 6,000
9 (5 – 2) × 2,000 – 4,000 = 2,000
10 (3 – 3) × 2,000 – 4,000 = (– 4,000)
Total 2100
SELF-TEST 02
MCQ 02-03: Monte Carlo method is useful for solving
a) Queuing problem.
b) Inventory problem.
a) not necessary to assign the exact range of random number interval as the
probability.
If the attendant’s wages are Rs. 10 per hour and the customer’s waiting time costs Rs .
15 per hour, then would it be an economical proposition to engage a second attendant?
Answer using Monte Carlo simulation technique. Random numbers are 93, 14, 72, 10,
21, 81, 87, 90, 38, 71, 63, 14, 53, 64, 42, 07, 54, 66.
Solution: The cumulative probability distributions and random number inter val, both
for interarrival time and service time, are shown in tables below:
Interarri
Arriv Rando Service Exi
vel Arrival Wetti Ran Servi
al m time t Time in
time(mi ng d. ce
numb numb starts(mi tim system
time n.) time No. time
er er n.) e
(Min.)
( 10)=(6)+
(1) (2) (3) (4) (5) (6) (7) (8) (9) (9 )
1 20 15 10.15 10.15 0 26 15 30 15
2 73 25 10.40 10.40 0 43 20 60 20
3 30 15 10.55 11.00 5 98 30 90 35
4 99 30 11.25 11.30 5 87 30 120 35
5 66 25 11.45 12.00 15 58 20 140 35
6 83 25 12.10 12.20 10 90 30 170 40
7 32 15 12.25 1.05 35 84 25 175 60
8 75 25 12.50 1.30 40 60 20 124 60
545
𝐴𝑣𝑒𝑟𝑎𝑔𝑒 𝑠𝑒𝑟𝑣𝑖𝑐𝑒 𝑡𝑖𝑚𝑒 = = 36.33 𝑚𝑖𝑛𝑢𝑡𝑒𝑠.
15
25.30
𝐶𝑜𝑠𝑡 𝑜𝑓 𝑤𝑎𝑖𝑡𝑖𝑛𝑔 = 15 × ( ) = 𝑅𝑠 6.32 𝑝𝑒𝑟 ℎ𝑜𝑢𝑟.
60
36.33
𝐶𝑜𝑠𝑡 𝑜𝑓 𝑠𝑒𝑟𝑣𝑖𝑐𝑒 = 10 × ( ) = 𝑅𝑠 6.05 𝑝𝑒𝑟 ℎ𝑜𝑢𝑟.
60
Since the average cost of service, per hour, is less than the aver age cost of waiting per
hour, thereforesecond attendant may be hired.
2. It is fairly complex and can only be carried out using specially designed
software that may be expensive.
3. The complexity of the process may cause errors leading to wrong results that
can be potentially misleading.
SOLVED PROBLEMS 03
Problem 04-02-05: The investment corporation wants to study the investment projects
based on three factors, namely, market demand in unit’s price per unit minus cost per
unit, and investment required. These factors are believed to be independent of each
28, 57, 60, 17, 64, 20, 27, 58, 61, 30; 19, 07, 90 ,02, 57, 28, 29, 83, 58, 41;, 18,
67, 71, 43, 68, 47, 24 ,19, 97.
Solution: First of all, we have to find cumulative probability distribution and the
random number interval for these three factors.
Random
Random number Simulated
Simulated Random
number for Simulated investment Simulated
Trials demand number for
for (price - price (Rs.) (000’s) return (%)
(000’s) investment
demand profit) (Rs.)
per cost
1 28 35 19 5.00 18 2750 6.36
2 57 40 07 3.00 67 3000 4.00
3 60 40 90 10.00 16 2750 14.55
4 17 35 02 3.00 71 3000 3.50
5 64 40 57 7.00 43 3000 9.33
6 20 35 28 5.00 68 3000 5.83
7 27 35 29 5.00 47 3000 5.83
8 58 40 83 9.00 24 2750 13.10
9 61 40 85 7.00 19 2750 10.18
10 30 35 41 7.00 97 3500 7.00
From the above table, we observe that the highest return is 14.55%, which is
corresponding to the annual demand 40000 units resulting a profit of Rs. 10 per unit
and the required investment will be Rs. 27,50,000.
Solution: Draw a coordinate axes OX and OY. With center O draw an arc PR of unit
radius as shown in Fig. and complete the square OPQR. Equation of the circle is
𝑥 + 𝑦 = 1. From random number table C-1 (From D. H. Hira Book last pages) , select
any two random numbers, say 0.2068 and 0.7295 (first two four-digit number with
decimal from the second column) and let 𝑥 = 0.2068 and 𝑦 = 7295. Plot the point P
(0.2068, 0.7295). Obviously, if 𝑥 + 𝑦 ≤ 1, 𝑃 will lie inside or on arc of circle but if
𝑥 + 𝑦 > 1,the point 𝑃 will lie outside the arc but within the square.
𝑟 𝑜 𝑑 𝑟 ( ) 𝜋
= = = , or 𝜋 = .
𝑁 𝑟 𝑜𝑓 𝑞𝑢 𝑟 . 𝑁
The above equation gives the experimental value of 𝜋. Obviously, the larger the
sample N. closer will be obtained value to the true value of 𝜋.
SELF-TEST 03
MCQ 02-05: The formula for finding simulated return is
𝑜 × 𝑣
a) 𝑅𝑒𝑡𝑢𝑟𝑛(𝑅) = × 100.
𝑑 𝑑
𝑜 ×𝑑 𝑑
b) 𝑅𝑒𝑡𝑢𝑟𝑛(𝑅) = × 100.
𝑣
𝑟𝑜𝑓 ×𝑑 𝑑
c) 𝑅𝑒𝑡𝑢𝑟𝑛(𝑅) = × 100.
𝑣
𝑟𝑜𝑓 × 𝑣
d) 𝑅𝑒𝑡𝑢𝑟𝑛(𝑅) = × 100.
𝑑 𝑑
b) prolonged delays.
For the purpose, read the number horizontally, taking the first two digits for processing
time on assembly X and the last two digits for processing time on assembly Y.
Solution: First we find the cumulative probability and random number intervals.
Assembly X Assembly Y
Processing
Cum. R.N. Cum. R. N.
time Prob. Prob.
Prob. Interval Prob. Interval
40 0.10 0.10 00-09 0.20 0.20 00-19
42 0.15 0.25 10-24 0.40 0.60 20-59
44 0.40 0.65 25-64 0.20 0.80 60-79
46 0.10 0.75 65-74 0.15 0.95 80-94
48 0.25 1.00 75-99 0.05 1.00 95-99
We have given that, for the purpose, read the number horizontally, taking the first two
digits for processing time on assembly X and the last two digits for processing time on
assembly Y. For instants 4236, we have to take 42 and 36 for assembly X and Y
respectively and so on. Then, we have to find corresponding time. For this , we made the
following table:
1. It is used to value projects that require significant amounts of funds and may
have future financial implications on a company.
SOLVED PROBLEMS 04
Problem 04-02-07: A plant has a large number of similar machines. The machine
breakdown or failure is random and independent. The shift in charge of the plant
collected the data about the various machine’s breakdown times, the repair time
required on hourly basis, and the record for the past 100 observations. This is shown
below was:
Solution: The random numbers coding for the hourly breakdowns and the repair times
are shown in table
R.
Repai R. N. Repai Tota
No Repair
Breakdow Time Time of r For r l Waitin
. time
n number betwee Breakdow work Repai work idle g time
for require
(B. N.) n n begins r ends time (Hr.)
B. d
at work at (Hr.)
N
1 61 2.5 02.30 2.30 87 3 5.30 3.00 -
2 85 3 5.30 5.30 39 2 7.30 2.00
3 16 1.5 7.00 7.30 28 2 9.30 2.30 0.30
4 46 2 9.00 9.30 97 3 12.30 3.30 0.30
5 88 3 12.00 12.30 69 2 14.30 2.30 0.30
6 8 1 13.00 14.30 87 3 17.30 4.30 1.30
7 82 3 16.00 17.30 52 2 19.30 3.30 1.30
8 56 2 18.00 19.30 52 2 21.30 3.30 1.30
9 22 1.5 19.30 21.30 15 1 22.30 3.00 2.00
10 49 2 21.30 22.30 85 3 1.30 4.00 1.00
11 44 2 23.30 1.30 41 2 3.30 4.00 2.00
12 33 2 1.30 3.30 82 3 6.30 5.00 2.00
13 77 2.5 4.00 6.30 98 3 9.30 5.30 2.30
14 87 3 7.00 9.30 99 3 12.30 5.30 2.30
15 54 2 9.00 12.30 23 2 14.30 5.30 3.30
38.30 36 57.3 21.30
𝑇𝑜𝑡𝑎𝑙 𝑐𝑢𝑟𝑟𝑒𝑛𝑡 𝑚𝑎𝑖𝑛𝑡𝑒𝑛𝑎𝑛𝑐𝑒 𝑐𝑜𝑠𝑡 = 𝐼𝑑𝑙𝑒 𝑡𝑖𝑚𝑒 𝑐𝑜𝑠𝑡 + 𝑅𝑒𝑝𝑎𝑖𝑟𝑚𝑎𝑛’𝑠 𝑤𝑎𝑔𝑒
+ (𝑅𝑒𝑝𝑎𝑖𝑟 𝑡𝑖𝑚𝑒 + 𝑊𝑎𝑖𝑡𝑖𝑛𝑔 𝑡𝑖𝑚𝑒) × 𝐻𝑜𝑢𝑟𝑙𝑦 𝑟𝑎𝑡𝑒 + 𝑇𝑜𝑡𝑎𝑙 ℎ𝑜𝑢𝑟𝑠 × 𝐻𝑜𝑢𝑟𝑙𝑦 𝑤𝑎𝑔𝑒𝑠
If the plant hires two more repairmen, then no machine will wait to be repaired. Thus,
the total idle time would only be the repairing time of 36.00 hours.
Therefore,𝑇𝑜𝑡𝑎𝑙 𝑐𝑜𝑠𝑡 = 36 × 70 + (38.30 × 2) × 20 = 𝑅𝑠 4,052.
This shows that hiring more than two repairmen would only increase the tota l
maintenance cost. Hence, the plant should ideally hire one additional repairman.
SELF-TEST 04
MCQ 02-07: Which of the following statement is FALSE?
a) Inventory problem.
b) Maintenance problem.
Solution: Wholesaler’s supplies and customers demand are simulated for 6 days as
shown in table:
Random number: 8 4 8 0 3 3 4 7 9 6 1 5
Supplies: 200 100 200 50 100 100 100 150 200 150 50 150
Demand: 150 150 150 50 100 100 150 150 200 150 50 150
Thus, wholesaler’s supplies in the next 6 days are: 200, 100, 200, 50, 100 and 100
units, respectively.
Customer’s demand in the next 6 days is: 150, 150, 200, 150, 50 and 150 units .
The shortage and net profit or loss in the 6 days is now calculated as shown in table:
1600 × 300
𝐴𝑛𝑛𝑢𝑎𝑙 𝑝𝑟𝑜𝑓𝑖𝑡 = = 𝑅𝑠. 80,000.
6
If the storage facilities, then Rs. 200 of shortage cost could be avoided by storing
50 + 50 = 100 𝑢𝑛𝑖𝑡𝑠.
These 100 units could be then sold, yielding a profit of 𝑅𝑠. 4 × 100 = 𝑅𝑠 400.
2. A company trading in motor vehicle spare parts wishes to determine the levels of
stock it should carry for the items in its range. The demand is not certain and there
is a lead time for stock replenishment. For an item A, the following information is
obtained:
Demand (units/day): 3 4 5 6 7
Carry out a simulation run over a period of 10 days with the objective of evaluating the
inventory rule: Order 15 units when present inventory plus any outstanding order falls
below 15 units.
3. In a workshop, fitters report at the tool crib after 8.00 a.m. to get the tools where the tool
room attends are present to issue them. The arrival and service time distribution are shown
below.
4. Consider an inventory control problem in which demand during lead time as well as
lead time distributions are given in table. The reorder point is 6 units reorder
quantity is 12 units. If the ordering cost is Rs.100/order, inventory carrying cost is
Rs.4/unit/week and the shortage cost is Rs. 60/unit/week, find the total inventory
cost for 15 weeks. Assume an initial inventory of 10 units.
5. A book store wishes to carry a particular book in stock. The demand of the book is
not certain and there is a lead time of 2 days for stock replenishment. The
probabilities of demand are given below:
Demand (units/day): 0 1 2 3 4
Probability: 0.05 0.10 0.30 0.45 0.10
Each time an order is placed, the store incurs an ordering cost of Rs . 10 per order. The
store also incurs a carrying cost of Rs. 0.5 per book per day. The inventory carrying
cost is calculated on the basis of stock at the end of each day. The manager of the book
store wishes to compare two options for his inventory decision .
A: Order 5 books when the present inventory plus any outstanding order falls
below 8 books.
B: Order 8 books when the present inventory plus any outstanding order falls
below 8 books.
Currently (beginning of 1 day) the store has a stock of 8 books plus 6 books ordered
two days ago and are expected to arrive the next day. Carryout simulation runs for 10
days to recommend an appropriate option. You may use random numbers in the
sequences, using the first number for day one 89, 34, 78, 63, 61, 81, 39, 1 6, 13, 73.
REFERENCES
BOOKS
1) OPERATIONS RESEARCH, PREM KUMAR GUPTA AND D. S. HIRA, S. CHAND
& COMPANY LTD
MOOCS
YOUTUBE VIDEOS
1) https://youtu.be/6E7q79tpQu0
2) https://youtu.be/uYfgzaLDD8I
3) https://youtu.be/8REqfDLmsVU
WIKIPEDIA
https://en.wikipedia.org/wiki/Monte_Carlo_method
https://analystprep.com/cfa-level-1-exam/quantitative-methods/monte-carlo-
simulation-applications/
OER
COURSE COMPANION WEBSITE
Visit here for course companion website for this course:
INTRODUCTION
In the previous section we discuss the Monte–Carlo method for solving
inventory problem, queuing problem, maintenance problem, investment and budgeting
problem etc. While solving these we have given the random numbers in the problem. In
this section, we have to study concept of random number and methods of finding
random numbers.
Definition: Random numbers which are generated by some deterministic process but
which satisfy statistical test for randomness are called Pseudo-random numbers.
Random number can be obtaining from the table of random number which is
stored in the memory of the computer. In this case , the process occupies the large
portion of the computer memory. In this process , while solving problem only one
random number table is used and this is objectionable. Hence, we have to use some
different formulae or method for finding random numbers. The necessary formulae
occupy relatively little space. We discuss some method of generating random numbers.
Step 2: Squaring a four-digit number which is taken in step 1 a high digit figure is
obtained.
Step 3: From the answer of step 2 middle four digits are picked up.
SOLVED PROBLEMS 01
Problem 04-03-01: Find the sequence of 9 random numbers using Mid-square method.
Take𝑥 = 2421.
Problem 04-03-02: Discuss the situations may occurring in using Mid-square method.
Solution: In this method, one may come across the following situations :
SELF-TEST 01
MCQ 03-01: Which of the following situation may occur in Mid -square method of
generating random numbers?
a) Four-digit number.
c) Two-digit number.
Step 2: Squaring a four-digit number which is taken in step 1 a high digit figure is
obtained.
Step 3: From the answer of step 2 middle four digits are picked up.
SOLVED PROBLEMS 02
Problem 04-03-03: Use the mixed congruential method to generate a sequence of 10
pseudo random number such that 𝑟 = (16𝑟 + 18)(𝑚𝑜𝑑𝑢𝑙𝑜 23), where 𝑟 = 1.
Solution: We have to find string of random number using mixed congruential method as
follows:
Solution: We have to find string of random number using mixed congruential method as
follows:
SELF-TEST 02
MCQ 03-03: A sequence of 5 pseudo random number such that 𝑟 = (3𝑟 +
6)(𝑚𝑜𝑑𝑢𝑙𝑜 10), where 𝑟 = 1.
a) 1, 9, 3, 5, 1 and 9
b) 1, 9, 3, 5, 1 and 5
c) 1, 9, 3, 4, 1 and 9
d) 1, 1, 3, 9, 1 and 9
MCQ 03-04: While finding pseudo random number sequence the random number 𝑟 is
called
a) Seed.
b) Non-seed.
c) Origin.
Solution: We have to find string of random number using mixed congruential method as
follows:
Random
𝑖 𝑟 𝑟 = (21𝑟 + 53)(𝑚𝑜𝑑𝑢𝑙𝑜 100)
number
21 × 46 + 53 1019
0 46 = = 10 + 𝑟𝑒𝑚𝑎𝑖𝑛𝑑𝑒𝑟 19 19
100 100
21 × 19 + 53 452
1 19 = = 4 + 𝑟𝑒𝑚𝑎𝑖𝑛𝑑𝑒𝑟 52 52
100 100
21 × 52 + 53 1145
2 52 = = 11 + 𝑟𝑒𝑚𝑎𝑖𝑛𝑑𝑒𝑟 45 45
100 100
The string of random number obtained is 46, 19, 52, 45, 98, 11, 84.
where 𝑎, 𝑏 𝑎𝑛𝑑 𝑚 are constant and 𝑟 , 𝑟 are the 𝑖 and (𝑖 + 1) random numbers.
Then 𝑟 is the reminder or residue. For finding sequence of pseudo random numbers,
we must know the values of 𝑎 , 𝑏 𝑎𝑛𝑑 𝑚 and also 𝑟 . The 𝑟 is any random number and
is called 𝑠𝑒𝑒𝑑. Finding pseudo-random number sequence using expression (*) is called
Mixed Congruence method.
SOLVED PROBLEMS 03
Problem 04-03-05: Use the additive congruential method to generate a sequence of 10
pseudo random number such that 𝑟 = (𝑟 + 18)(𝑚𝑜𝑑𝑢𝑙𝑜 23), where𝑟 = 1.
Solution: We have to find string of random number using mixed congruential method as
follows:
Solution: We have to find string of random number using additive congruential method
as follows:
SELF-TEST 03
MCQ 03-05: A sequence of 5 pseudo random number such that 𝑟 = (𝑟 +
6)(𝑚𝑜𝑑𝑢𝑙𝑜 10), where 𝑟 = 1.
a) 7, 3, 1, 5 and 9
b) 7, 3, 9, 5 and 1
c) 7, 3, 5, 9 and 1
d) 7, 4, 9, 3 and 1
MCQ 03-06: The expression of additive congruential method is obtained from mixed
congruential method by putting
a) 𝑎 = 1
c) 𝑏 = 0
d) 𝑏 = 1
Solution: We have to find string of random number using additive congruential method
as follows:
0 46 + 91 137
46 = = 1 + 𝑟𝑒𝑚𝑎𝑖𝑛𝑑𝑒𝑟 37 37
100 100
1 37 + 91 128
37 = = 1 + 𝑟𝑒𝑚𝑎𝑖𝑛𝑑𝑒𝑟 28 28
100 100
2 28 + 91 119
28 = = 1 + 𝑟𝑒𝑚𝑎𝑖𝑛𝑑𝑒𝑟 19 19
100 100
3 19 + 91 110
19 = = 1 + 𝑟𝑒𝑚𝑎𝑖𝑛𝑑𝑒𝑟 10 10
100 100
4 10 + 91 101
10 = = 1 + 𝑟𝑒𝑚𝑎𝑖𝑛𝑑𝑒𝑟 1 1
100 100
The string of random number obtained is 46, 37, 28, 19, 10 and 1 after which it is
repeating.
where 𝑎, 𝑏 𝑎𝑛𝑑 𝑚 are constant and 𝑟 , 𝑟 are the 𝑖 and (𝑖 + 1) random numbers.
Then 𝑟 is the reminder or residue. For finding sequence of pseudo random num bers,
we must know the values of 𝑎 , 𝑏 𝑎𝑛𝑑 𝑚 and also 𝑟 . The 𝑟 is any random number and
is called 𝑠𝑒𝑒𝑑. If 𝑎 = 1 , expression (*) is reduces to additive type 𝑟 = (𝑟 +
𝑏)(𝑚𝑜𝑑𝑢𝑙𝑜 𝑚) , Where b and m are constant and 𝑟 and 𝑟 are 𝑖 and (𝑖 + 𝑖) random
number.
SOLVED PROBLEMS 04
Problem 04-03-07: Use the multiplicative congruential method to generate a sequence
of 10 pseudo random number such that 𝑟 = 16𝑟 (𝑚𝑜𝑑𝑢𝑙𝑜 23), where 𝑟 = 1.
SELF-TEST 04
MCQ 03-07: A string of pseudo random number may not be
a) A loop.
b) Reproductive.
MCQ 03-08: A sequence of 5 pseudo random number such that 𝑟 = (3𝑟 )(𝑚𝑜𝑑𝑢𝑙𝑜 10),
where𝑟 = 1.
e) 1, 3, 7, 9, 1 and 3
f) 1, 3, 3, 7, 1 and 3
g) 1, 3, 9, 7, 1 and 3
h) 1, 9, 7, 3, 1 and 3
The string of random number obtained is 501, 801, 101, 401, 701 and 1.
where 𝑎, 𝑏 𝑎𝑛𝑑 𝑚 are constant and 𝑟 , 𝑟 are the 𝑖 and (𝑖 + 1) random numbers.
Then 𝑟 is the reminder or residue. For finding sequence of pseudo random numbers ,
we must know the values of 𝑎 , 𝑏 𝑎𝑛𝑑 𝑚 and also 𝑟 . The 𝑟 is any random number and
is called 𝑠𝑒𝑒𝑑. If 𝑏 = 0 , expression (*) is reduces to Multiplicative type 𝑟 =
𝑎𝑟 (𝑚𝑜𝑑𝑢𝑙𝑜 𝑚) , Where b and m are constant and 𝑟 and 𝑟 are 𝑖 and (𝑖 + 𝑖) random
number.
SUMMARY
In this section, we discuss method of finding random numbers which is used for
solving simulation problem using Monte Carlo’s method. For finding random numbers
we use Mid-Square Method, Additive Congruence method, Multiplicative Congruence
method and Mixed Congruence method.
2. With the help of example explain the mixed congruential method of generating
random number.
3. With the help of example explain the additive congruential method of generating
random number.
KEY WORDS
Random number, congruence, residue, modulo
REFERENCES
BOOKS
1) OPERATIONS RESEARCH, PREM KUMAR GUPTA AND D. S. HIRA, S. CHAND
& COMPANY LTD
MOOCS
YOUTUBE VIDEOS
1) https://youtu.be/aSlkVy3mbR0
2) https://youtu.be/d7C6MJ49lMM
3) https://youtu.be/GtOt7EBNEwQ
WIKIPEDIA
https://en.wikipedia.org/wiki/Random_number_generation
OER
COURSE COMPANION WEBSITE
Visit here for course companion website for this course:
INTRODUCTION
A computer simulation language is used to describe the operation of a
simulation on a computer. There are two major types of simulation: continuous and
discrete event though more modern languages can handle more complex combinations.
Most languages also have a graphical interface and at least a simple statistic gathering
capability for the analysis of the results. We discuss some of the simulation languages
in this section.
FORTRAN:
The FORTRAN, being incredibly preferred in the nature, may be used for any
simulation assignment.
Internal timing and manage mechanism for bookkeeping of the important data
all through the simulation run.
To achieve effortlessly the data and information about the conduct of the device.
To provide easy operational technique, along with altering the initial nation of
the device and form of output records to be generated, etc.
GPPS is the most commonly used simulation language which was developed by
IBM.
It is easy to learn and incorporates all the features which are unique to
simulation.
It employs the next event incrementing time flow mechanism and uses integral
time units.
The calculation in integer arithmetic helps to keep the round off error to
minimum.
SIMSCRIPT:
The advantages of SIMSCRIPT are that it reduces the time needed to program
simulations of even moderate complexity and provides increased flexibility in
modifying such models in accordance with the findings of preliminary analysis
and other circumstances.
SOLVED PROBLEMS 01
Problem 04-04-01: Discuss the simulation language FORTRAN.
Solution: FORTRAN:
The FORTRAN, being incredibly preferred in the nature, may be used for any
simulation assignment.
a) BASIC.
b) SIMPAC.
c) GASP.
d) SIMPSCRIPT.
GPPS is the most commonly used simulation language which was developed by
IBM.
It is easy to learn and incorporates all the features which are unique to
simulation.
It employs the next event incrementing time flow mechanism and uses integral
time units.
The calculation in integer arithmetic helps to keep the round off error to
minimum.
In this language, the system to be simulated is flow charted in the form of bocks
diagram, and the blocks are then written in GPSS statement.
Solution: SIMSCRIPT:
This language depends neither on any predefined coding forms nor any
intermediate language.
SUMMARY
In this section, we discuss the simulation languages which are required to write
simulation program. Some of the simulation languages are FORTRAN, PL1,
SIMSCRIPT, GASP, DYNAMO, SIMPAC, SIMULATE, SIMULA, CSMP, GPS, ESP
and CSL, etc.
KEY WORDS
FORTRAN, PL1, SIMSCRIPT, GASP, DYNAMO, SIMPAC, SIMULATE, SIMULA,
CSMP, GPS, ESP and CSL.
REFERENCES
BOOKS
1) OPERATIONS RESEARCH, PREM KUMAR GUPTA AND D. S. HIRA, S. CHAND
& COMPANY LTD
MOOCS
YOUTUBE VIDEOS
1) https://youtu.be/RetcEFsAJ0g
2) https://youtu.be/TprGoTrXz4Y
WIKIPEDIA
http://www.simscript.com/
https://en.wikipedia.org/wiki/Simulation_language
OER
COURSE COMPANION WEBSITE
Visit here for course companion website for this course:
MCQ 01-05: (c); MCQ 01-06:(d); MCQ 01-07: (d); MCQ 01-08:(c);
MCQ 02-05: (a); MCQ 02-06:(c); MCQ 02-07: (b) ; MCQ 02-08:(a);
3: 𝑥 = 0 , 𝑥 = 5 𝑎𝑛𝑑 𝑍 = 5.
5: Unbounded solution.
2: 𝑥 = 7, 𝑦 = 5 𝑎𝑛𝑑 𝐶 = 81.
4: 𝑥 = 3, 𝑥 = 0 𝑎𝑛𝑑 𝑍 = 9.5
5: 𝑥 = , 𝑥 = , 𝑥 = 0 𝑎𝑛𝑑 𝑍 = 44.5.
6: 𝑥 = ,𝑥 = , 𝑎𝑛𝑑 𝑍 =
7: 𝑥 = , 𝑦 = 5, 𝑧 = 0, 𝑍 = .
MCQ 04-05: (d); MCQ 04-06:(c); MCQ 04-07: (c) ; MCQ 04-08:(d) .
2: Theory
3: Theory
4: Min = 3y + 4y + y + 6y subject to 5y – 2y + y – 3y ≥ 2
6y + y – 5y – 3y ≥ 5, – y + 4y + 3y + 7y ≥ 6, and y , y , y , y ≥ 0.
6:x = 5, x = 7 , = 114
MCQ 01-05:(b); MCQ 01-06: (c) ; MCQ 01-07: (b); MCQ 01-08 : (c).
2:−1 ≤ 𝑣𝑎𝑙𝑢𝑒𝑜𝑓𝑔𝑎𝑚𝑒 ≤ 1.
3: Hint: Pay off matrix for column player is negative of pay off matrix for row player.
5: 2 ≤ 𝑣𝑎𝑙𝑢𝑒𝑜𝑓𝑔𝑎𝑚𝑒 ≤ 4.
6:2 ≤ 𝑣𝑎𝑙𝑢𝑒𝑜𝑓𝑔𝑎𝑚𝑒 ≤ 3.
8: Theory.
MCQ 02-05:(b); MCQ 02-06: (d) ; MCQ 02-07: (c); MCQ 02-08: (b);
5: 𝑝 ≥ 5, 𝑞 ≤ 5.
MCQ 03-05:(a); MCQ 03-06: (b) ; MCQ 03-07: (b); MCQ 03-08: (c);
MCQ 03-09:(a).
3:Theory.
5: Value of game = 6
MCQ 04-05:(a); MCQ 04-06: (b) ; MCQ 04-07: (b); MCQ 04-08: (b).
4:Theory.
5:Theory.
7: Value of game = 2, A’s optimal strategy [0, 0, 1], B’s optimal strategy [2/5, 3/5, 0].
8:Value of game = 6, strategies: A2, B1.
MCQ 01-05:(c); MCQ 01-06: (b) ; MCQ 01-07: (d); MCQ 01-08: (c);
2:
Activity A B C D E F G H I J
Successor 2 3 4 5 6 6 6 7 7 8
Predecessor 1 2 2 3 3 4 5 5 6 7
3:Theory.
4:
6:Similar to example 2.
7:
8:
MCQ 02-05:(a); MCQ 02-06: (a) ; MCQ 02-07: (b); MCQ 02-08: (a);
2:
4:Theory.
MCQ 03-05:(a); MCQ 03-06: (c) ; MCQ 03-07: (d); MCQ 03-08: (c);
3:
Hint: Use formulae to find floats and hence find critical path.
MCQ 04-05:(b); MCQ 04-06: (d) ; MCQ 04-07: (a); MCQ 04-08: (b);
7: Theory.
8: Theory.
MCQ 02-05: (c); MCQ 02-06:(d); MCQ 02-07: (a) ; MCQ 02-08:(d)
2: Total daily inventory cost = Daily ordering cost + Daily carrying cost = 150 + 15.60 = Rs.
165.60
MCQ 03-05: (b); MCQ 03-06:(a); MCQ 03-07: (c) ; MCQ 03-08:(c) .
1 to 5: Theory
Dear Student,
You have gone through this book, it is time for you to do some thinking for us.
Please answer the following questions sincerely. Your response will help us to
analyse our performance and make the future editions of this book more useful.
Your response will be completely confidential and will in no way affect your
examination results. Your suggestions will receive prompt attention from us.
Style
01. Do you feel that this book enables you to learn the subject independently without
any help from others?
03. Do you feel the following sections or features, if included, will enhance self - learning
and reduce help from others?
Yes No Not Sure
Index
Glossary
List of “Important Terms Introduced”
Two Colour Printing
Content
04. How will you rate your understanding of the contents of this Book?
05. How will you rate the language used in this Book?
Very Simple Simple Average Complicated Extremely Complicated
06. Whether the Syllabus and content of book complement to each other?
Yes No Not Sure
07. Which Topics you find most easy to understand in this book?
Sr.No. Topic Name Page No.
08. Which Topics you find most difficult to understand in this book?
Sr.No. Topic Name Page No.
09. List the difficult topics you encountered in this Book. Also try to suggest how
they can be improved.
Use the following codes:
Code 1 for “Simplify Text”
Code 2 for “Add Illustrative Figures”
Code 3 for “Provide Audio-Vision (Audio Cassettes with companion Book)”
Code 4 for “Special emphasis on this topic in counseling”
10. List the errors which you might have encountered in this book.
1. 2. 3. 4. 5.