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QUANTITATIVE TECHNIQUES FOR MANAGERS UNIT-III RMB 207 DR. ZIAUL HASSAN BAKHSHI

Unit 3 ap gt

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Page 1: Unit 3 ap gt

QUANTITATIVE TECHNIQUES FOR MANAGERS

UNIT-III RMB 207DR. ZIAUL HASSAN BAKHSHI

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Assignment Problem

• In assignment problems, the objective is to assign a number of jobs to the equal number of persons at a minimum cost of maximum profit.

 • Suppose there are ‘n’ jobs to be performed and ‘n’ persons are

available for doing these jobs. Assume each person can do each job at a time with a varying degree of efficiency. Let cij be the cost of ith person assigned to jth job. Then the problem is to find an assignment so that the total cost for performing all jobs is minimum. Such problems are known as assignment problems.

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Algorithm for Assignment Problem (Hungarian Method)

Step 1Subtract the minimum of each row of the effectiveness matrix, from all the elements of the respective rows (Row reduced matrix).

Step 2Further modify the resulting matrix by subtracting the minimum element of each column from all the elements of the respective columns. Thus first modified matrix is obtained.

Step 3Draw the minimum number of horizontal and vertical lines to cover all the zeroes in the resulting matrix. Let the minimum number of lines be N. Now there may be two possibilitiesIf N = n, the number of rows (columns) of the given matrix then an optimal assignment can be made. So make the zero assignment to get the required solution.If N < n then proceed to step 4

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Step 4Determine the smallest element in the matrix, not covered by N lines. Subtract this minimum element from all uncovered elements and add the same element at the intersection of horizontal and vertical lines. Thus the second modified matrix is obtained.

Step 5Repeat step 3 and step 4 until minimum number of lines become equal to number of rows (columns) of the given matrix i.e. N = n.

Step 6To make zero assignment - examine the rows successively until a row-wise exactly single zero is found; mark this zero by ‘1’‘to make the assignment. Then, mark a ‘X’ over all zeroes if lying in the column of the marked zero, showing that they cannot be considered for further assignment. Continue in this manner until all the rows have been examined. Repeat the same procedure for the columns also.

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Step 7Repeat the step 6 successively until one of the following situations ariseIf no unmarked zero is left, then process endsIf there lies more than one of the unmarked zeroes in any column or row, then mark ‘1’‘one of the unmarked zeroes arbitrarily and mark a cross in the cells of remaining zeroes in its row and column. Repeat the process until no unmarked zero is left in the matrix.

Step 8Exactly one marked zero in each row and each column of the matrix is obtained. The assignment corresponding to these marked zeroes will give the optimal assignment.

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A rule to draw minimum number of lines

A very convenient rule of drawing minimum number of lines to cover all the 0’s of

the reduced matrix is given in the following steps:

•Step 1. Tick rows that do not have any marked zero.

•Step 2. Tick columns having marked rows otherwise in ticked rows.

•Step 3.Tick rows having marked in ticked columns.

•Step 4. Repeat Step 2 and 3 until the chain of ticking is complete.

•Step 5. Draw lines through all the unticked rows and ticked columns. This gives us

the required minimum number of lines.

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Problems based on Assignment Problem

Tasks

Subordinates

I II III IV

A 8 26 17 11

B 13 28 4 26

C 38 19 18 15

D 19 26 24 10

A department head has four subordinates and four tasks have to be performed. Subordinates differ in efficiency and tasks differ in their intrinsic difficulty. Time each man would take to perform each task is given in the effectiveness matrix. How the tasks should be allocated to each person so as to minimize the total man-hours?

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Games Theory

Games theory is a type of decision theory in which one’s choice of action is

determined after taking into account all possible alternatives available to an

opponent playing the same game rather than just by possibilities.

The mathematical analysis of competitive problems is fundamentally based upon

the ‘minimax (maximin) criterion’ of J.Von Neumann (called the father of game

theory). This criterion implies the assumption of rationality from which it is

argued that each player will act so as to ‘maximise his minimum gain’ or

‘minimize his maximum loss’.

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Competitive Game

•A competitive situation is called a competitive game if it has the

following four properties:

•There are finite number (n) of competitors (called players) such that n≥2 .

In case ,n = 2 it is called a two-person game and in case n>2 , it is referred

to as n-person game.

•Each player has a set of finite number of possible activities (the list may

not be the same for each player).

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Competitive Game

• A play is said to occur when each player chooses one of his activities.

The choices are assumed to be made simultaneously, i.e., no player

knows the choice of the other until he has decided on his own.

• Every combination of activities determines an outcome (which may be

points, money or any thing else whatsoever) which results in a gain of

payments (+ve, -ve or zero) to each player, provided each player is

playing uncompromisingly to get as much as possible. Negative gain

implies the loss of same amount.

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Zero-sum and Non-zero-sum Games

•If the players make payments only to each other, i.e., the

loss of one is the gain of others, and nothing comes from

outside, the competitive game is said to be zero-sum.

•A game which is non-zero-sum is called a non-zero-

sum game. An example of a non-zero-sum game is the

‘poker’ game in which a certain part of the pot is

removed from the ‘house’ before the final payoff.

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Strategy

A strategy for a given player is a set of rules that specifies which

of the available course of action he should make at each play.

Pure Strategy: If a player knows exactly what the other player is

going to do, a deterministic situation is obtained and objective

function is to maximize the gain. Therefore, the pure strategy is

a decision rule always to select a particular course of action.

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Mixed Strategy

If a player is guessing as to which activity is to be

selected by the other on any particular occasion, a

probabilistic situation is obtained and the

objective function is to maximize the expected

gain. Thus, a mixed strategy is a selection among

pure strategies with fixed probabilities

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Two-Person, Zero-Sum (Rectangular) Games

•A game with only two players (say, Player A and

Player B) is called a ‘two-person, zero-sum game’ if

losses of one player are equivalent to the gains of the

other, so that the sum of their net gains is zero.

•Two-Person, Zero-Sum games, are also called

rectangular games as these are usually represented

by a payoff matrix in rectangular form.

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MINIMAX (MAXIMIN) CRITERION AND OPTIMAL STRATEGY

The ‘minimax criterion of optimality’ states that if a player

lists the worst possible outcomes of all his potential strategies,

he will choose that strategy to be the most suitable for him

which corresponds to the best of these worst outcomes. Such

a strategy is called an optimal strategy.

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Saddle point

A saddle point of a payoff matrix is the position of such an element in the payoff matrix which is minimum in its row and maximum in its column.

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Rules for Determining a Saddle Point

•Step 1. Select the minimum element of each row

of the payoff matrix and mark them by ‘o’.

•Step 2. Select the greatest element of each

column of the payoff matrix and mark them by.

•Step 3. If there appears an element in the payoff

matrix marked by ‘o’ and both, the position of that

element is a ‘saddle point’ of the payoff matrix.

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SOLUTION OF GAMES WITH SADDLE POINTS

• To obtain a solution of a rectangular game, it is feasible to find out:

• The best strategy for player A (ii) the best strategy for player B, and (iii) the value of the game .

• The value of the game to the player A is the element at the saddle point, and the value to the player B will be its negative.

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GAMES WITHOUT SADDLE POINTS

For any zero-sum two-person game where optimal strategies are not pure strategies (i.e., there is no saddle point) and for which the player A’s payoff matrix is

B

A

a b

c d

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DOMINANCE PROPERTY

•Rule 1. If each element in any row is less than the element of

other row, then lesser value of the row is deleted.

•Rule 2. If each element in any column is greater than the element

of other column, then greater value of the column is deleted.

•Rule 3. If rule 1 and 2 is not suit, then we take average of any two

row or column is less or greater than the element of other row or

column, then lesser or greater value of the row or column is

deleted.

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GRAPHICAL METHOD (2*n)FOR and (m*2) GAMES

• This method enables us to reduce the or matrix game to that could be easily solved by

earlier methods.

• For (2*n) games, take 1st row on right side and 2nd row on left side, then find the

maximin point (highest point on the lowest boundary) which is the intersection of two

lines and reduce the game in matrix. After that, obtain the optimal mixed strategies and

value of the game.

• For (m*2) games, take 1st column on right side and 2nd column on left side, then find the

minimax point (lowest point on the upper most boundary) which is the intersection of

two lines and reduce the game in matrix. After that, obtain the optimal mixed strategies

and value of the game.