Chapter 4,5 Quant
Chapter 4,5 Quant
Chapter 4,5 Quant
Risk Situations
Small 50 50 50 50
Medium 42 52 52 52
Large 34 44 54 54 ¬
Maximum
The best overall profit is $54 in the third row. Hence, the
maximax rule leads to the large order (the grocer hopes that the
demand will be high).
Exercise:
The investor wants to make decision for investment on best
alternative under the following given state of nature.
State of nature
Alternatives
Good Medium Poor economic
economic condition condition
condition
Apartment $50,000 $45,000 &30,000
building
Office building $100,000 $70,000 - $40,000
Warehouse $30,000 $20,000 $10,000
building
Order
Small 50 50 50
Medium 42 52 52
Large 34 44 54
In the first column of the payoff matrix, the largest number is 50, so each of
the three numbers in that column must be subtracted from 50.
In the second column, we must subtract each payoff from 52 and in the third
column from 54 as calculations are summarized in the following Table. A
column with the maximum loss in each row is presented to this table.
The lap place criterion assumes that all states of nature are
equally likely.
Finally, the alternative that has the highest row average will be
selected as best alternative. This procedure is illustrated by the
following calculations with the data in Table 2.2
The procedure for the Lap Place Criterion (Equal Likelihood
Criterion) is illustrated by the following calculations with the
data given under example 1 and 2.
Since the profits at the small order have the highest average, that
order should be realized.
Exercise:
Make a decision for the investment to be made using the lap
place criterion (equal likelihood criterion) under the following
state of nature.
State of nature
Alternatives
Good economic Medium condition Poor economic
condition condition
Apartment building $50,000 $45,000 $30,000
The value is computed for each alternative, and the one with the
highest EMV is selected.
Suppose that the grocer can assign probabilities of low,
moderate and high demand on the basis of his experience with
sale of pastry.
The estimates of these probabilities are 0.3, 0.5, 0.2,
respectively.
We will recall the payoff table for the considered problem.
Payoff table:
Small 50 50 50
Medium 42 52 52
Large 34 44 54
The EMV for various sizes of the order are as follows:
Order
Small 0 2 4
Medium 8 0 2
Large 16 8 0
Supposing that the probabilities of various sizes of the demand
are 0.3, 0.5, 0.2, we can determine the EOL for each size of the
order as follows:
EOL (small) = 0.3*0 + 0.5*2 + 0.2*4 = 1.8
EOL (medium) = 0.3*8 + 0.5*0 + 0.2*2 = 2.8
EOL (large) = 0.3*16 + 0.5*8 + 0.2*0 = 8.8
Since the small order is connected with the smallest EOL, it is
the best alternative.
The EOL approach resulted in the same alternative as the EMV
approach.
Each decision node has one or more arcs beginning at the node and
extending to the right.
The events associated with branches from any chance event node
must be mutually exclusive and all events included.
The probabilities for all of the arcs beginning at a chance event node
must sum to 1.
A terminating node: represents the end of the sequence of
decisions and chance events.
We write the maximum expected profit over the node 1 and draw
double lines (//) through the branch representing the inferior
(worse) decision alternative.
Exercise :
Formulate the tree that represents a decision tree for the order
planning problem given in the following table with the
probabilities of 0.3, 0.5 and 0.2 for low, moderate and high
demand respectively. Them make a decision.
The decision tree for order planning:
The use of a decision table in comparison with the use of a
decision tree may seem easier and simpler when the decision
problem becomes simple.
After the analysis of the drawn decision tree the following strategy can be
recommended to the firm:
Introduce the new product and charge a high price if there is no
competitive entry; but charge a medium price if there is competition.
For this strategy, the expected profit is $156,000.
Chapter Five: Game Theory
Game theory deals with decision making under conflict or competition.
Decision making of this type appears in parlor games (from this area some
terms in game theory were adopted).
There are many examples of real-life game theory problems: international
military conflicts, choice of marketing strategies, labor-management
negotiations, potential mergers and so on.
Game theory has its beginning in the 1920’s, but its greatest advance
occurred in 1944.
The main characteristic of games is that two or more decision makers with
conflicting objectives are involved and the consequences of the decisions
(payoffs) to each depend on the courses of action taken by all.
Each decision maker is usually trying to maximize his welfare at the expense
of the others.
The following basic terms are used in game theory:
Play: is a one-shot decision in a conflict situation.
Game: is a series of repetitive decisions (plays).
Player: is an active participant of the game (it may be a single person or
a group of persons with the same interests).
Strategy: is a predetermined plan for selecting a course of action. A set of
strategies for a player forms a space of strategies for this player.
Payoff: is a numerically expressed consequence of the decisions of the
players. The payoff depends on the choice of the strategies of all players
and therefore we speak about payoff function.
Value of a game: is an average payoff per play. A game whose value is
zero is called a fair game.
A solution to game problems provides us with
answers to these two questions:
Zero-sum means that the gain (or loss) for one player is equal
to the loss (or gain) for the other player.
Company B
Increase Quantity Extend
advertizing b1 discount b2 Warranty b3
Increase Advertizing a1 4 3 2
• A payoff table showing the percentage gain in the market share for Company A for
each combination of strategies .
• Because it is a zero-sum game, any gain in market share for Company A is a loss in
market share for Company B.
• In interpreting the entries in the table, we see that if Company A increases
advertising (a1) and Company B increases advertising (b1), Company A will come
out ahead with an increase in market share of 4%, while Company B will have a
decrease in market share of 4%.
If Company A provides quantity discounts (a2) and Company B
increases advertising (b1), Company A will lose 1% of market
share, while Company B will gain 1% of market share.
Doing so, Company A identifies the minimum payoff for each of its strategies,
which is the minimum value in each row of the payoff table as indicated in the
following table.
Considering the entries in the Row Minimum, we see that
Company A can be guaranteed an increase in market share of at
least 2% by selecting strategy a1.
With Company A selecting its pure strategy a1, let us see what
happens if Company B tries to change from its pure strategy b3.
Company A’s market share will increase 4% if b1 is selected or will
increase 3% if b2 is selected.
Company B must stay with its pure strategy b3 to limit Company A to a 2%
increase in market share.
Similarly, with Company B selecting its pure strategy b3, let us see
what happens if Company A tries to change from its pure strategy
a1.
Company A’s market share will increase only 1% if a2 is selected or will not
increase at all if a3 is selected.
Company A must stay with its pure strategy a1 in order to keep its 2%
increase in market share.
Thus, even if one of the companies discovers its opponent’s pure strategy in
advance, neither company can gain any advantage by switching from its
pure strategy.
If a pure strategy solution exists, it is the optimal solution to the game.
The following steps can be used to determine when a game has a pure strategy
solution and to identify the optimal pure strategy for each player:
Step 1: Compute the minimum payoff for each row (Player A).
Step 2: For Player A, select the strategy that provides the maximum of the
row minimums.
Step 3: Compute the maximum payoff for each column (Player B).
Step 4: For Player B, select the strategy that provides the minimum of the
column maximums.
Step 5: If the maximum of the row minimums is equal to the minimum of the
column maximums, this value is the value of the game and a pure strategy
solution exists.
The optimal pure strategy for Player A is identified in Step 2, and the optimal
pure strategy for Player B is identified in Step 4.
If the maximum of the row minimums does not equal the
minimum of the column maximums, a pure strategy solution
does not exist.
In this case, a mixed strategy solution becomes optimal.
Promotion (a1) 9 7 2
Packaging (a2) 11 8 4
Cosmetic (a3) 4 1 7
The values in the table are the percentage increases or decreases in market
share for Company I and II.
The first step is to check the payoff table for any dominant strategy. Doing
so, we find that strategy a2 dominates strategy a1, and strategy b2 dominates
strategy b1.
Thus, strategies a1 and b1 can be eliminated from the pay off
table and the following new payoff table will be formed.
Company II
Company I strategies
Strategies Packaging (b2) Cosmetic (b3)
Packaging (a2) 8 4
Cosmetic (a3) 1 7
We apply the maximin decision criterion to the strategies for Company A
(offensive player).
The minimum value for strategy 2 is 4% and the minimum value for strategy 3
is 1%.
The maximum of these two minimum values is 4%, thus, strategy 2 is the
optimal strategy for company I.
Payoff table with Maxmin Criterion
a2 8 4
Maximum of the minimum values
a3 1 7
Now the minimax decision criterion is applied to the strategies
for company II ( defensive player).
a2 8 4
a3 1 7
Minimum of maximum values
Company I and II combined strategies
Company I Company II strategies
Strategies
b2 b3
a2 8 4 (Company I)
a3 1 7 (Company II)
Company I Company
Strategies II
strategies
b2 b3
a2 8 4
a3 1 7
The most common methods for solving mixed strategy games are
the expected gain and loss method (analytical) and linear
programming.
Expected Gain and Loss method
the expected gain of the maximizing player or the expected loss of the
minimizing player will be the same, regardless of what the opponent
does.
In this method the player is indifferent to the opponent’s action.
Thus, company I’s plan is to use strategy a2 for 60% of the time
and to use strategy a3 the remaining 40% of the time.
The expected gain (market share increase for company I) can be
computed using the payoff of either strategy b2 or b3 since the
gain will be the same regardless.
EG (Company I)=0.60(8)+0.40(1)
= 5.2 % market share increase
C
1 $30,000
2 $20,00
The optimal strategy for each player in this game resulted in the
same payoff game value of $30,000 which is classified as a pure
strategy game.