UNIT 4: SYSTEMS ENGINEERING - EXAM-DRIVEN SHORT NOTES
I. LINEAR PROGRAMMING (LP)
Problem Formulation
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Decision Variables: Quantities to be determined (e.g., units of product A, B).
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Objective Function: Linear function to be maximized (profit) or minimized (cost).
$$\text{Maximize/Minimize } Z = c_1x_1 + c_2x_2 + ... + c_nx_n$$
- Constraints: Linear inequalities/equations representing resource limits, demand, etc.
$$a_{11}x_1 + a_{12}x_2 + ... \le, =, \ge b_1$$
- Non-negativity: $$\displaystyle x_1, x_2, ... \ge 0 $$.
[!TIP] Exam Focus: Translation of word problems (like skilled/semi-skilled labor constraints) into standard LP form is frequently tested.
Simplex Method (Maximization)
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Convert to Standard Form: Add slack variables ($$\displaystyle S_i $$) for $\le$ constraints to turn them into equations. Surplus variables for $\ge$.
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Initial Simplex Tableau: Set up matrix with coefficients of decision and slack variables. Basic variables = slack variables initially.
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Optimality Test: Calculate $$\displaystyle C_j - Z_j $$ for all non-basic variables. If all $\le 0$, current solution is optimal.
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Pivot Operation: Entering variable = most positive $$\displaystyle C_j - Z_j $$. Leaving variable = minimum positive ratio (RHS / pivot column coefficient). Perform row operations to make pivot element 1 and other elements in column 0.
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Iterate until optimality condition met.
Interpretation of Final Tableau:
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Optimal Solution: Values in RHS column for basic decision variables.
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Optimal Objective Value (Z): Value in RHS of Z-row.
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Shadow Price (Dual Value): Value in Z-row under slack variable column. Indicates marginal value of one additional unit of that resource.
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Reduced Cost: $$\displaystyle C_j - Z_j $$ for non-basic variables. If >0, introducing that variable would increase Z.
Special Cases:
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Unbounded Solution: If all $$\displaystyle C_j - Z_j > 0 $$ but pivot column coefficients $\le 0$. Resource not limiting.
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Multiple Optimal Solutions: If a non-basic variable has $$\displaystyle C_j - Z_j = 0 $$ at optimum. Infinite solutions along an edge.
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Infeasibility: No feasible solution exists (e.g., contradictory constraints). Identified by artificial variables in basis with positive value at end (Big-M/Two-phase method).
II. TRANSPORTATION PROBLEMS
Initial Basic Feasible Solution (IBFS) Methods
| Method | Procedure | Pros | Cons |
|---|---|---|---|
| North-West Corner (NWC) | Start at top-left cell. Allocate min(availability, requirement). Move right/down. | Simple, fast. | Often far from optimal. |
| Vogel’s Approximation Method (VAM) | 1. Calculate penalty (difference between two lowest costs) for each row/column.<br>2. Select row/col with highest penalty.<br>3. Allocate min(avail, req) to cell with lowest cost in that row/col.<br>4. Adjust avail/req, cross out row/col if exhausted. Repeat. | Gives solution close to optimal. | Slightly more computation. |
Degeneracy
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Definition: An IBFS or solution during MODI is degenerate if number of occupied cells $$\displaystyle < (m + n - 1) $$. Means one or more basic variables are zero.
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Cause: Unusual allocation pattern during IBFS (e.g., NWC) or during iteration.
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Resolution: Introduce a very small $$\displaystyle \epsilon > 0 $$ in the zero cell to make it occupied for calculation purposes. This cell is treated as a basic variable with value $\epsilon$.
Transportation with Penalties/Unfulfilled Demand
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Add a dummy destination (if demand > supply) or dummy source (if supply > demand).
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Cost for dummy cells = penalty cost for unfulfilled requirement/supply.
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Solve as a balanced transportation problem. Allocation to dummy cell indicates amount of shortage/surplus.
Optimality Test (MODI / u-v Method)
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For occupied cells: $$\displaystyle u_i + v_j = c_{ij} $$.
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Set $$\displaystyle u_1 = 0 $$ (or any value), solve for all $$\displaystyle u_i, v_j $$.
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For unoccupied cells, calculate $$\displaystyle C_{ij} - (u_i + v_j) $$.
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Optimality: If all $$\displaystyle C_{ij} - (u_i + v_j) \ge 0 $$, solution is optimal.
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Improvement: If any $$\displaystyle C_{ij} - (u_i + v_j) < 0 $$, select most negative cell as incoming. Form loop with occupied cells. Adjust allocations (+/- $\theta$) along loop. Determine $\theta$ (min value on -ve side). New solution.
III. INVENTORY MANAGEMENT
Economic Order Quantity (EOQ) Model
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Assumptions: Constant & known demand (D), instantaneous replenishment, no shortages, fixed ordering cost (S), constant holding cost per unit per year (H).
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Formula Derivation: Minimize Total Annual Cost = Ordering Cost + Holding Cost.
$$\text{TC} = \frac{D}{Q}S + \frac{Q}{2}H$$
Differentiate w.r.t Q and set to zero.
- EOQ Formula:
$$Q^* = \sqrt{\frac{2DS}{H}} \boxed{}$$
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Key Metrics:
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Number of orders/year = $$\displaystyle D / Q^* $$
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Cycle time (time between orders) = $$\displaystyle Q^* / D $$ (in years) or $$\displaystyle 365 \times (Q^*/D) $$ days.
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Total Annual Cost at EOQ = $\sqrt{2DSH}$
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[!TIP] Unit Consistency: Ensure D, S, H are in consistent time units (usually annual). Convert if demand is monthly/weekly.
EOQ with Quantity Discounts
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All-Units Discount: Entire order cost reduced to lower price if order quantity ≥ breakpoint.
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Incremental Discount: Only units above breakpoint get lower price.
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Decision Procedure:
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Calculate EOQ at lowest unit cost ($$\displaystyle c_{min} $$). If feasible (≥ breakpoint), it's optimal.
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If not feasible, calculate EOQ at each price break (using corresponding H = i% of unit cost). Feasible ones are candidates.
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Calculate Total Cost (including purchase cost) for all feasible EOQs and all breakpoints just below infeasible EOQs.
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Choose quantity with minimum total cost.
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ABC Analysis
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Principle: Classify inventory items based on Annual Usage Value (AUV = Annual Demand × Unit Cost).
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Categories:
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A Items: ~70-80% of total value, ~10-20% of items. Tight control, frequent review.
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B Items: ~15-20% of value, ~20-30% of items. Moderate control.
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C Items: ~5-10% of value, ~50-70% of items. Loose control, bulk ordering.
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Purpose: Prioritize management efforts and capital investment.
VED Analysis (Spare Parts)
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Principle: Classify based on criticality to operations.
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V (Vital): No substitute, stoppage if unavailable. Highest priority.
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E (Essential): Important, but some short-term substitute/repair possible.
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D (Desirable): Not critical, can be stocked minimally or procured quickly.
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Comparison with ABC: ABC is financial (value-based), VED is functional (criticality-based). Often used together (e.g., VED for critical spares, ABC within each VED class).
Carrying vs. Ordering Costs
| Ordering Costs (S) | Carrying Costs (H) |
|---|---|
| Fixed per order (setup, paperwork, transport) | Variable per unit per time (capital, storage, insurance, obsolescence, pilferage) |
| $$\displaystyle H = i \times c $$ (i = carrying rate %, c = unit cost) | Inversely related to Q. As Q↑, ordering cost↓, carrying cost↑. |
IV. SUPPLY CHAIN MANAGEMENT (SCM)
Bull-Whip Effect
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Definition: Demand signal distortion as it moves upstream (from Retailer → Distributor → Manufacturer → Supplier). Small demand fluctuations at consumer end cause large order variability at supplier end.
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Causes:
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Demand Forecast Updating: Each echelon forecasts based on orders, not end-consumer demand.
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Order Batching: Large, infrequent orders to reduce ordering costs.
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Price Fluctuations: Forward buying during promotions/discounts.
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Rationing & Gaming: Quota allocation based on orders, leading to false ordering.
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Consequences: Excessive inventory, poor capacity utilization, lost sales, inefficiency.
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Mitigation:
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Information Sharing: Sharing point-of-sale (POS) data across chain.
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Vendor Managed Inventory (VMI): Supplier manages inventory at customer location.
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Reducing Lead Times: Faster response, less need for safety stock.
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Eliminating incentives for forward buying and order gaming.
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Supply Chain Flows
| Flow Type | Description | Examples |
|---|---|---|
| Material Flow | Physical movement of goods | Raw materials → Production → Finished goods → Customer |
| Financial Flow | Movement of money & credit | Payments, credit terms, consignment, royalties |
| Information Flow | Movement of data & signals | Orders, forecasts, inventory status, shipping notices, invoices |
Logistics in SCM
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Inbound Logistics: Activities from suppliers to production. Includes procurement, transportation, receiving, warehousing of raw materials. Goal: Ensure smooth, cost-effective material flow into the firm.
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Outbound Logistics: Activities from production to customer. Includes finished goods storage, order processing, transportation, delivery. Goal: Ensure timely, accurate, cost-effective product delivery to the customer. Directly impacts service level and customer satisfaction.
Cross-Docking
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Definition: Logistics practice where incoming goods from suppliers are directly transferred to outbound transportation with minimal or no storage.
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Process: Inbound trucks → Dock → Sorting/Consolidation → Outbound trucks. Inventory "dwell time" is hours, not days.
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Requirements: Precise coordination, advanced IT systems (WMS, TMS), synchronized schedules, pre-tagged/palletized goods.
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Advantages: Reduced inventory holding costs, handling costs, and storage space; faster throughput.
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Disadvantages: High coordination complexity, requires high volume and reliability, less flexibility for errors.
Evolution: MRP → ERP → SCM
| System | Focus | Scope | Key Feature |
|---|---|---|---|
| MRP | Production Scheduling | Internal, manufacturing | Material requirements based on BOM & MPS |
| ERP | Enterprise Integration | Internal, all functions (Fin, HR, Mfg, Sales) | Single database, integrated processes |
| SCM | End-to-End Network | External partners (suppliers, 3PLs, customers) | Collaboration, visibility, coordination across entire chain |
SCM and E-Business
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Linkages: E-business technologies enable SCM integration.
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E-Procurement: Online purchasing, auctions, catalogs.
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E-Logistics: Online tracking, carrier selection, freight payment.
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Online Marketplaces: B2B exchanges, collaborative platforms.
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Impact: Reduces transaction costs, improves information flow speed/accuracy, enables new collaboration models (CPFR), but increases competition and requires integration.
Role of Inventory in SCM
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Primary Role: Buffer against uncertainty (demand variability, supply lead time variability).
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Decoupling Point: Location in chain where push (forecast-driven) meets pull (demand-driven). Inventory position defines this point.
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Trade-off: Higher inventory → Better service level, but higher holding cost. SCM aims to reduce total chain inventory through coordination, not just shift it.
Outsourcing in SCM
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Strategic Importance: Focus on core competencies, access to expertise/technology, cost reduction (labor, infrastructure), scalability, risk sharing.
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Risks: Loss of control, dependency on supplier, quality issues, knowledge drain, hidden costs, security risks. Requires strong partnership management (SLAs, relationship management).
Expenditure & Opportunities in SCM
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Major Cost Areas: Transportation (largest), Inventory carrying, Facilities (warehouses), Information systems, Administration.
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Opportunities:
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Technology: IoT, AI/ML for forecasting, blockchain for traceability, advanced analytics.
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Collaboration: VMI, CPFR, strategic partnerships.
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Sustainability: Green logistics, reverse logistics, circular economy.
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Network Design: Optimizing facility locations, mode selection.
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V. PROJECT MANAGEMENT (PERT/CPM)
PERT vs. CPM
| Feature | PERT | CPM |
|---|---|---|
| Origin | US Navy (Polaris), R&D | DuPont, Construction |
| Time | Probabilistic (3 estimates: O, M, P) | Deterministic (single estimate) |
| Focus | Time uncertainty, meeting deadlines | Time-Cost trade-off, resource optimization |
| Activity Time | Expected Time $$\displaystyle TE = (O + 4M + P)/6 $$ | Most likely/expected time |
| Application | New, unique projects (high uncertainty) | Repetitive, construction, maintenance (known times) |
| Similarities | Network diagrams, critical path, slack calculation, crashing possible. |
Network Diagrams
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Activity-on-Node (AON / Precedence Diagramming): Activities as nodes, arrows show dependencies. Most common. Logical relationships: FS (Finish-Start), SS (Start-Start), FF (Finish-Finish), SF (Start-Finish).
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Activity-on-Arrow (AOA): Activities as arrows, nodes as events. Requires dummy activities (dashed arrows, zero time/cost) to maintain logic and uniqueness of node numbering.
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Drawing from Activity List: Identify immediate predecessors. Draw nodes/arrows respecting dependencies. Ensure no loops.
Critical Path Method (CPM)
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Forward Pass: Calculate Earliest Start Time (EST) and Earliest Finish Time (EFT).
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$$\displaystyle EFT_i = EST_i + t_i $$
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$$\displaystyle EST_j = \max(EFT_i) $$ for all immediate predecessors $i$ of $j$.
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Project duration = max(EFT of terminal activities).
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Backward Pass: Calculate Latest Start Time (LST) and Latest Finish Time (LFT).
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$$\displaystyle LFT_j = \min(LST_j) $$ for all immediate successors $j$ of $i$.
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$$\displaystyle LST_i = LFT_i - t_i $$.
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For terminal nodes, $$\displaystyle LFT = EFT $$ (project duration).
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Float/Slack:
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Total Float (TF): $$\displaystyle TF_i = LST_i - EST_i = LFT_i - EFT_i $$. Time an activity can be delayed without delaying project.
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Free Float (FF): $$\displaystyle FF_i = EST_j(\text{successor}) - EFT_i $$. Delay without delaying early start of successor.
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Independent Float: Unused time within float.
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Critical Path: Path with zero total float. Longest path through network. Determines minimum project duration. Activities on CP are critical; any delay delays project.
PERT Time Estimates & Variance
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Optimistic (O): Time if everything goes better than expected.
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Pessimistic (P): Time if everything goes worse than expected.
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Most Likely (M): Most realistic estimate.
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Expected Activity Time:
$$TE = \frac{O + 4M + P}{6}$$
- Activity Variance:
$$\sigma_a^2 = \left(\frac{P - O}{6}\right)^2$$
- Project Variance ($$\displaystyle \sigma_p^2 $$): Sum of variances of activities on the critical path (assuming independence).
Project Duration Probability
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Assume project completion time follows Normal Distribution with mean = $$\displaystyle TE_{project} $$ (sum of TE on CP) and variance = $$\displaystyle \sigma_p^2 $$ (sum of $$\displaystyle \sigma_a^2 $$ on CP).
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Z-score:
$$Z = \frac{D - TE_{project}}{\sqrt{\sigma_p^2}}$$
where $D$ = due date/target completion time.
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Probability of completion by D: $P(Z \le \text{calculated Z})$ from standard normal table.
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Probability of exceeding D: $1 - P(Z \le \text{Z})$.
Heuristic & Meta-Heuristic Algorithms
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Heuristics: Rule-of-thumb, problem-specific, quick, "good enough" solutions. Not guaranteed optimal.
Examples: Nearest Neighbor (TSP), First-Come-First-Served (scheduling), Lowest Cost Rule (transportation).
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Meta-Heuristics: Higher-level, general-purpose frameworks that guide heuristics to escape local optima. Can handle large, complex problems.
Examples: Genetic Algorithms (evolutionary), Simulated Annealing (cooling process), Tabu Search (memory-based), Ant Colony Optimization.
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Application in Projects: Resource leveling/allocation, project scheduling with multiple constraints, portfolio optimization.
Network Logics
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Precedence Relationships: Definition of which activities must precede others (FS, SS, FF, SF).
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Dummy Activity: Used in AOA to show dependency without consuming time/resource. Maintains network consistency (unique node numbering, correct logic).
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Complex Constraints: Lag/lead times (e.g., "Start Activity B 5 days after Start of A" = SS+5). Often handled in AON software.
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Avoiding Loops: Network must be acyclic (no circular dependencies).
VI. QUEUEING THEORY
Basic Queueing Model (Kendall Notation: A/B/c)
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A: Arrival process (e.g., M = Markov/Poisson, D = Deterministic, G = General).
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B: Service time distribution (M, D, G).
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c: Number of parallel servers.
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Additional Parameters: Queue capacity (K), population size (N). Default: $\infty$.
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Common Model: M/M/1 (Poisson arrivals, Exponential service, 1 server).
Poisson Arrivals & Exponential Service
- Poisson Process (Arrivals): Probability of $k$ arrivals in interval $t$:
$$P(k) = \frac{e^{-\lambda t} (\lambda t)^k}{k!}$$
where $\lambda$ = mean arrival rate (per unit time).
- Exponential Distribution (Service): Probability service time $$\displaystyle > t $$:
$$P(T > t) = e^{-\mu t}$$
where $\mu$ = mean service rate (per unit time). **Memoryless property.**
- Utilization Factor:
$$\rho = \frac{\lambda}{\mu}$$
Must be $$\displaystyle \rho < 1 $$ for steady state (M/M/1).
Probability Calculations (M/M/1)
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Probability of $n$ customers in system: $$\displaystyle P_n = (1-\rho) \rho^n $$
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Probability service time > t: $$\displaystyle P(T > t) = e^{-\mu t} $$ (directly from exponential distribution).
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Probability of exactly k arrivals in time t: Use Poisson formula with $\lambda t$.
Queue Disciplines
| Discipline | Rule | Typical Impact |
|---|---|---|
| FIFO / FCFS | First-In-First-Out | Fair, minimizes average waiting time for given arrival/service process. |
| LIFO / LCFS | Last-In-First-Out | May be used in stack applications (e.g., emergency). Can reduce waiting for some, increase for others. |
| Priority | Serve highest priority first. Can be preemptive (interrupt) or non-preemptive. | Can starve low-priority jobs. Used in emergency, manufacturing. |
| SIRO | Service in Random Order | Fair in probabilistic sense, but no customer control. |
| Processor Sharing | All customers receive service simultaneously (e.g., CPU time-slicing). | Equalizes waiting time. |
VII. GAME THEORY
Pure Strategies
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Definition: A player chooses a single specific action with certainty.
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Payoff Matrix: Rows = Player A strategies, Columns = Player B strategies. Entries = payoff to row player (A) (often zero-sum).
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Saddle Point: Cell where row minimum = column maximum = game value.
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Maximin (A): Maximize own minimum payoff. $$\displaystyle \max_i \min_j a_{ij} $$
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Minimax (B): Minimize own maximum loss (or maximize A's minimum gain). $$\displaystyle \min_j \max_i a_{ij} $$
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If Maximin = Minimax, saddle point exists. Strategies are pure optimal.
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Dominant Strategy: Strategy that yields a higher payoff regardless of opponent's choice. If one exists for a player, it is optimal.
Mixed Strategies
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Definition: Player chooses a pure strategy according to a probability distribution.
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Expected Payoff: Sum over all strategy pairs: (probability A chooses i) × (probability B chooses j) × (payoff $$\displaystyle a_{ij} $$).
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Solving 2x2 Games (No Saddle Point):
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Algebraic: Let A play strategy 1 with prob p, 2 with (1-p). Set B's expected payoff equal for both of B's pure strategies to make B indifferent. Solve for p. Compute game value.
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Graphical: Plot A's expected payoff vs p for each of B's pure strategies. Find intersection point (minimax point for A).
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Value of Game: Expected payoff to row player (A) when both use optimal mixed strategies.
Basic Assumptions
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Rational Players: Each player aims to maximize their own payoff.
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Fixed Payoff Matrix: Payoffs are known, constant.
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Simultaneous Move or Sequential with Known Actions: Players choose without knowledge of opponent's current choice (or move in sequence with full information).
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Common Knowledge: Rules, strategies, and payoffs are known to all players.
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Zero-Sum (often in basic OR): One player's gain is exactly the other's loss. Sum of payoffs in each cell = 0.
Dominance Rule (Reducing Game Size)
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Strict Domination: Strategy $i$ dominates strategy $j$ for a player if payoff($i$, any opponent strategy) > payoff($j$, same opponent strategy). $j$ can be eliminated.
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Weak Domination: payoff($i$, any) $\ge$ payoff($j$, any), and > for at least one. $j$ can be eliminated if the dominated strategy is never a best response.
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Iterative Elimination: Repeatedly remove dominated rows/columns to simplify matrix before solving.
VIII. ADDITIONAL TOPICS (Lower Frequency)
Dominance Rule in Transportation
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Similar to game theory. A row (source) is dominated if for every column, its cost is $\ge$ cost of another row. Can be eliminated.
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A column (destination) is dominated if for every row, its cost is $\ge$ cost of another column.
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Modified Rule (Opportunity Cost): Sometimes, $$\displaystyle c_{ij} \ge c_{ik} + c_{kj} $$ for all k indicates dominance (indirect route cheaper). Used less frequently in exams.
Short Notes: Heuristic & Meta-Heuristic Algorithms
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Heuristics: Problem-specific, fast, intuitive rules providing feasible solutions quickly. No optimality guarantee. Example: VAM is a heuristic for transportation.
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Meta-Heuristics: General, high-level frameworks that guide search processes (often using heuristics) to explore solution space globally and avoid local optima. Stochastic, iterative. Examples: Genetic Algorithms (mutation, crossover), Simulated Annealing (probabilistic acceptance of worse solutions), Tabu Search (memory of recent moves).
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Use: NP-hard problems (TSP, scheduling, network design) where exact methods are too slow.
Short Notes: Network Logics
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Precedence: The fundamental constraint defining activity sequence (e.g., "Foundation" must finish before "Walls" start - FS relationship).
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Dummy Activity: In AOA, a zero-duration activity used solely to show dependency (e.g., two activities share a common predecessor but have no direct relationship).
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Complex Dependencies: Lag/lead times (e.g., "Start B 5 days after Start of A" = SS+5). Modern software (AON) handles this directly.
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Key Principle: Network must be acyclic (no loops) and connected (all activities linked).