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DECISION THEORY
• Every one of us has to make decisions throughout life.
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1. Decision Making Environment
– Situation of Risk
– Situation of Uncertainty
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Steps in Decision theory approach:
Courses of action
A1 A2 A3……………………. .Am
States of E1 a11 a12 a13 …………….. a1m
Nature E2 a21 a22 a23 …………………. .a2m
E3 a31 a32 a33 …………………..a3m
. ……………………………………………..
; ……………………………………………..
;
;
En an1 an2 an3 …………………….anm
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Note
• Where aij – the pay off resulting from ith event and jth
action.
4. The decision-maker will choose the criterion which
results in largest pay off.
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Decisions under Uncertainty
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4. Laplace Criterion (Criterion of equally likelihood)
• This criterion is based on the principle of equal
likelihood.
• The decision maker first calculates the average
outcome for each course of action and then selects
the maximum number.
• The equally likely approach assumes that all
probabilities of occurrence for all the state of nature
are equal, and thus each state of nature is equally
likely.
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5. Hurwitz Criterion (Criterion of Realism): The criterion makes
compromise between maximax and maximin i.e. an optimistic and
pessimistic decision criterion. At first, a coefficient of optimism α ( 0 ≤
α ≤ 1) is selected, which is assumed to be degree of optimism. Now
according to Hurwitz select that alternative which maximizes.
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Type of Biscuits Profits on estimated level of sales for quantities
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What is the best biscuit under?
• I . Maximax Criterion
• (ii) Maximin criterion
• (iii) Minimax Criterion
• (iv) Laplace Criterion (Criterion of equally
likelihood)
• (v) Hurwicz Criterion (Take α = 0.6)
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• (i) Maximax Criterion: The maximum pay-offs are 45, 65,
70 respectively. The maximum among these is 70 which
correspond to Glucose biscuits. The best strategy is Glucose.
• (ii) The minimum pay of for each alternative C,Co,G are
15,20,25 respectively.
• The maximum among these is 25 which corresponds to
Glucose(G) biscuits.
The best strategy is Glucose.
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• (iii) Minimax Criterion: the maximum pay-off are 45, 65, 70
respectively. The minimum among these is 45 which correspond
to cream biscuit.
The best strategy is Cream biscuit
• (iv) Laplace Criterion: When decision maker has no definite
information about the probability of occurrence of various states
of nature, he makes simple assumption that each is equally
likely. Therefore, the probability of each to occur is 1/3.
• Expected pay – offs are:
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• E(C ) = 1/3(15) + 1/3 (25) + 1/3(45) = 28.33
• E( Co) = 1/3(20) + 1/3(55) + 1/3(65) = 46.67
• E(G) = 1/3(25) + 1/3(40) + 1/3(70) = 45
The maximum expected value is 46.67. Hence,
the decision would be to launch coconut Biscuits
(Co).
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(v) Hurwitz Criterion (α = 0.6):
• In this case, the decision maker’s degree of optimism
is represented by α
Here α = 0.6 1- α = 0.4
The quantity h can be calculated as follows
h = α . Maximum pay-off + (1- α ) Minimum pay-off
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The Maximum h value is 52. Hence, the decision would be to
launch Glucose (G).
Maximum Minimum h = (α)Maximum pay-off +
pay off pay off (1- α ) Minimum pay-off
C 45 15 (0.6) 45 + (0.4) 15 = 33
Co 65 20 (0.6) 65 + (0.4) 20 = 47
G 70 25 (0.6) 70 + (0.4) 25 = 52
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CHAPTER FIVE
THEORY OF GAMES
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The basic elements of a game
The strategic form (normal form) of a game describes an
economic setting by three elements:
1. Players:
• Each decision maker in a game is called a player.
These players can be individuals (poker game), firms (as
in the Oligopolistic markets), or entire nation
2. Strategies:
• Each course of action open to a player during a game is
called a strategy.
Strategy is a decision rule of players.
• A strategy tells a player how to behave in the settings
being modeled or is a decision rule that instructs a
player how to behave over the course of the game.
3. Payoffs:
• The final return to the players of a game at its conclusion is
called “payoffs”. Example the Payoffs for the firms can be
profit.
• A player’s payoff function describes how it evaluates
different strategies. That is, given the strategies chosen by all
players, a player’s payoff function tells him his state of well
being (or welfare or utility) from players having played
those strategies.
• It is the objective, usually numerical, that a player in a game
aims to maximize.
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Fundamental Assumptions of game
Game theoretic analysis is built on two fundamental
assumptions: These are
1. Rationality: game theory assumes that players are interested
in maximizing their payoffs.
2. Common Knowledge: all players know the structure of the
game and that their opponents are rational.
3. There are finite number of competitors.
4.There is conflict of interests between them.
5. Players know all possible available choices but does not
know which one is going to be chosen.
6. Players simultaneously select their respective courses of action.
7. Players have to make individual decisions without direct
communication.
Types of Games
• The economic games that firms play can be either
cooperative or non cooperative.
• A game is cooperative if the players can negotiate
binding contracts that allow them to plan joint strategies.
• A game is non cooperative if negotiation and
enforcement of a binding contract are not possible.
• An example of a cooperative game is the
bargaining between a buyer and a seller over price of a
commodity.
Types of Games
• Another cooperative game can be the
negotiation of two firms in an industry for a
joint investment to develop a new technology.
• If the firms can sign a binding contract to
divide the profits from their joint investment, a
cooperative out come that makes both parties
better off is possible. Eg. OPEC
An example of a non cooperative game is a
situation in which two competing firms take
each other’s likely behavior into account and
independently determine a pricing or
• Let us assume that there are only two car manufacturers,
company A and company B. The two companies have market
shares for their product. Company A is planning to increase
their market share for the next financial year. The vice-
president of company A has come up with two strategies. One
strategy is to modify the outer shape of the car and to
advertise on TV. Company B, knowing that if these strategies
are adopted by company A, it may lead to decrease in its
market share, develops similar strategies to modify the shape
of their car and to advertise on TV 26
The Pay Off if Both Companies Modify Shape & Advertise on TV
company B
Company A 4 6
8 5
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• The pay off given is with respect to company A and represents company
A. Company B’s pay off is the opposite of each element. For example, it
means that for modification strategy, Company A wins 4 and company B
loses 4.
• In a game, each player has a set of strategies available. A strategy of a
player is the list of all possible actions (course of action) that are taken
for every pay-off (outcome). The players also know the outcome in
advance.
• The players in the game strive for optimal strategies. An optimal
strategy is the one, which provides the best situation (maximum pay-
off) to the players.
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Cont.….
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PURE STRATEGIES: GAME WITH SADDLE POINT
• This decision-making is referred to as the minimax-maximin principle to
obtain the best possible selection of a strategy for the players.
• In a pay-off matrix, the minimum value in each row represents the minimum
gain for player A.
• Player A will select the strategy that gives him the maximum gain among the
row minimum values.
• The selection of strategy by player A is based on maximin principle.
• Similarly, the same pay-off is a loss for player B. The maximum value in each
column represents the maximum loss for Player B.
• Player B will select the strategy that gives him the minimum loss among the
column maximum values.
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• The selection of strategy by player B is based on minimax
principle.
• Player B will select the strategy that gives him the minimum loss
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Nash Equilibrium
• If we assume two firms: A and B, A with the
strategies ‘advertise’ and ‘do not advertise’ and B with
the strategies ‘expand production’ and ‘cut production’.
The payoff for each player is given in the following
table.
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Nash Equilibrium.
• In the above table, the strategy (advertise,
expand production) is a Nash equilibrium.
• If A chooses to advertise, the best strategy
for B is to expand production. And if
B chooses to expand production then
optimal choice for A is to choose to
advertise (since 2>0).
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The Prisoners’ Dilemma
1. The prisoners’ dilemma is one of the most widely used examples for dominant
strategy equilibrium.
2. The game consider a situation where two prisoners who are partners in a crime
where questioned in two separate rooms and communication is not allowed.
3. Each prisoner had a choice of confessing (admit) for the crime and there by
implicating the other or denying that he had participated in the crime.
4. If only one suspect confessed, then he would go free while the other suspect (who
does not confess) will receive 6 year sentence.
5. If both suspects denied being involved in the crime, then both would be held for 1
year. If both confessed, they would be held for 3 years in prison. The payoff
matrix for the game is given in table below.
Cont’d
…
Let us start form player. A. If player-B decides to deny, player-A is better off confessing
since it will left free.
That is the dominant strategy for player A is confessing. Also the dominant strategy for B
is confessing. The reason is that if player A confesses, players B get a three year jail
sentence and six year jail sentence if the does not. This implies the unique Nash
equilibrium of the game is both players to confess.
This equilibrium is also dominant strategy equilibrium, since each player has the same
optimal choice independent of the other player. But the equilibrium outcome (confess,
Confess) is not a Pareto efficient outcome. Because if they coordinate their action and
choice a strategy (deny, deny) both suspects are better off. That is the two suspects
receive only one-year imprisonment by denying.
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Cont’d…
The strategy (deny, deny) is not only Pareto efficient but also Pareto
Optimal because there is no other strategy choice that makes both
players better off or either of them without making the other worse
off.
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Necessity for maintaining inventory
• In the absence of inventory, the enterprise may have to pay high prices because of
piecemeal purchasing.
• It acts as a buffer stock when raw materials are received late and rejections are too
many.
• Inventories like pipeline stocks are quite necessary in larger firms where significant
amounts of times are required to transship items from one location to another .
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1. Purchase model without shortages:
• In this model of inventory, orders of equal size are placed at
periodical intervals. The items against an order are consumed at
constant rate. The purchase price per unit is the same irrespective of
order size.
Let, D = annual demand in units.
C0 = Ordering cost/order
Cc = carrying cost/unit/year
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• Economic Order Quantity (E.OQ) =
Q* = 2C 0D
C c
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• Problem: Alpha industry estimates that it will sell 12,000 units of its
production for the forthcoming year. The ordering cost is birr100 per
order and the carrying cost per year is 20% of the purchase price per
unit. The purchase price per unit is birr.50.
• Find (a) Economic Order Quantity (b) No. of orders per year (c) Time
between successive orders.
Solution :
• (a) D = 12,000 units/year
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• Q= 2 C
C
0
c
D
2 ( 100 )( 12 , 000 )
10
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2. Purchase Model with Shortage:
• Co = Ordering cost/order
• Cs = Shortage cost/unit/period.
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• Economic Order Quantity = (EOQ) =
• Q* = 2C D (C C )
0 s c
Cc Cs
2C0 D Cs
• Maximum Inventory = Q1* =
Cc (Cs Cc )
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Cycle time = t* = Q*/D
Inventory period = t1* = Q1*/D
Shortage period = t2* = Q2*/D
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• Problem: The annual demand for an automobile component is 24,000
units. The carrying cost is birr.0.40/unit/year, the ordering cost is
birr.20/order and the shortage cost is birr.10/unit/year. Find the
optimal values of the following:
• (i) Economic Order Quantity (ii) Maximum inventory (iii) Maximum
Shortage quantity
• (iv) Cycle time (v) Inventory period (vi) Shortage period.
• Cc = birr 0.40unit/year
• C0 = birr. 20 /order
• Cs = birr.10/unit/year 48
• EOQ=
2 C 0 D (C s C c )
Cc Cs
2 ( 20 )( 24 ,000 ) 10
= 0 .40 (10 0 .4 )
=1520 units
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• (iii) Maximum Stock out = Q2* = Q* - Q1*=1580-1520=60
units
• (iv) Cycle time = t* = Q*/D=(1580/24,000)x365 = 24 days
(v) Inventory period = t1* = Q1*/D= (1520/24,000)x365=23
days
• (vi) Shortage period = t2* = Q2*/D=(60/24,000)x365 = 1 day
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Chapter Seven : Queuing Theory
7.1. Introduction
• Queues are very common in everyday life. We quite often face the
problem of long queues for a bus, banks,barber shop, a movie ticket and
• In large cities, long queues are seen in front of railway booking offices,
Waiting line/Queue
Getting serviced
Departure of customers
Commonly Used Terminology in Queuing Theory
• Queuing System: A system consisting arrival of customers, waiting in
queues, picked up for service, being serviced and the departure of
customers.
• Customer: Persons arriving at a station for service. Customers may be
either persons or other items.
• Service station: Point where service is to be provided.
• Queuing length: It is the number of customers waiting in the queue.
• Waiting time It is the time a customer spends in the queue before being
serviced.
• Number of customers in the system: It is the sum of number of customers
in the queue and number of customers being serviced.
• Time spent by a customer in the system: It is the sum of waiting time and
service time.
• Jockeying: Leaving the first queue and joining the other.
• Reneging: Joining the queue and leaving it afterwards.
• Balking: Customers decides not to join the queue
Elements of the Queuing System
• Arrivals may occur at a constant rate or may be in accordance with some probability distribution such as
iv) Mean arrival rate i.e. the average number of customers arriving in one unit of time. It is represented
by λ.
End!!!!