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States of nature
Strategies
Y1 Y2 Y3 Y4
X1 15 20 21 52
X2 16 11 15 18
X3 24 10 9 15
X4 18 20 6 11
Answer: The worst thing that happens in this case and in each strategy is the
following
Strategies The worst case
X1 15
X2 11
X3 9
X4 6
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If the course is not optimistic, the number chosen (optimism coefficient) is close
to zero and if it is very optimistic then choose the number (1) and if less than
full optimism, the coefficient of optimism will be (0.6, 0.5, 0.4) To illustrate
this criterion take the previous example.
Example / Find the optimal decision of the profit matrix in the previous
example according to Leonid Horizon's standard.
The solution/
1. Calculate the coefficient of pessimism = 0.6 - 1 = 0.4
2. We calculate the best and worst figures in each strategy
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C- Laplace Standard
The method used in this standard is that if we do not have any information
about the probability of nature occurring, it is better to assume equal
probabilities.
Example / For the previous example find the best strategy according to the
standard Laplace.
Answer /
1-Calculate the arithmetic average of each strategy according to Laplace
criterion as follows:
strategy Arithmetic average
X1 (52+21+20+15)/ 4 = 27
X2 (18+15+11+16)/ 4 = 15
X3 (15+9+10+24)/ 4 = 14.5
X4 (11+6+20+18)/ 4 = 13.75
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D - Regret standard
This criterion looks at the remorse felt by the decision after making the
decision. If he did not take the optimal decision, he felt remorse by the
difference between the highest output in the case of nature and the result
obtained.
Example / Find the best strategy for the previous matrix using the regret
standard?
States of nature
Strategies
Y1 Y2 Y3 Y4
X1 15 20 21 52
X2 16 11 15 18
X3 24 10 9 15
X4 18 20 6 11
Original matrix (profit matrix)
1-The profit matrix is converted to the regret matrix by taking the maximum
value in each column and subtracting it from the elements of the same column
States of nature
Strategies
Y1 Y2 Y3 Y4
X1 9 0 0 0
X2 8 9 6 34
X3 0 10 12 37
X4 6 0 15 41
regret matrix
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2-After converting the original matrix to the regret matrix, the Wold standard is
applied to obtain the worst strategies
X1 9
X2 34
X3 37
X4 41
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3. Each competitor must know all plans of the competitor but does not
know which plan the competitor will use
4. The return from each strategy should be known
5. Yield depends on competitors' plans
6. The return can be expressed in value
Columns player B
t u v w
Raw Player A
x a b c D
y e f g H
z k l m N
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When player A rows select strategy (Z) and player selects strategic columns (T),
the symbol (K) resulting from the intersection of the two strategies represents
how much player (B) pays to player (A) and when he wants to reverse the
matrix so that (B) is Player rows and (A) is a column player in which case the
rows become columns and columns rows with the opposite of the reference.
When Rows Player (A) randomly uses strategies Z, Y, X and Z: Y: X, and when
Columns B uses strategies W, V,B U, T and W: V: U: T, then rows player
strategies are written A (x, y, z) and column player strategies B (t, u, v, w).
Balance point
Assume that the profit matrix for a match is what:
1 2 3 Max min
3 -1 2 -1
1
A 2
-4 -1 13 -4
3
2 -2 -1
-2
Min max 3 -1 13
Base: Player A tries to maximize the value of the game (that is, trying to get as
much value as possible) while B tries to minimize the value of the game (that is,
he tries to lose as little as possible).
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Dominance rule
Assume that the matrix for a match is as follows:
B
1 2 3 4 Max min
1 2 2 3 4 2
A
2 4 3 2 2 2
Min max 4 3 3 4
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2. Delete the row whose elements are less or equal to the corresponding
elements in any other row (rows =>).
B
2 3
1 2 3
A
2 3 2
1 a1 a2 / b1-b2 /
A
2 b1 b2 / a1 – a2 /
/ a2- b2 / / a1 – b1 /
Answer:
In the event that the game is calculated from the point of view of A
a1 / b1 b2 / b1 / a1 a 2 /
( B plays B1 ) V
/ b1 b2 / / a1 a 2 /
a2 / b1 b2 / b2 / a1 a2 /
( B plays B2 ) V
/ b1 b2 / / a1 a2 /
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1 -6 4 -1 -6
A
2 7 -5 -2 -5
Min max 7 4 -1
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B
1 2
1 -6 4 / b1-b2 / 12
A
2 7 -5 / a1 – a2 / 10
/ a2- b2 / / a1 – b1 /
9 13
6 *12 7 * 10 2
The Value of the Game V
12 10 22
A 12 , 10 , B 9 13
,
22 22 22 22
1 -6 -1 / b1-b2 / 9
A
2 7 -2 / a1 – a2 / 5
/ a2- b2 / / a1 – b1 /
1 13
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4 *9 (2 * 5) 11
The Value of A against B2 V
95 14
This is a 3 * 2 game in which B on average can earn A from 19/14 using his
best strategy, while B loses 11/14 if he uses B2 strategy.
Note:
If the match type is N * 2, the solution is at the top of the drawing.
If the match type is 2 * N the solution is at the bottom of the drawing.
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B1 X2 X1
B2
N*2
A1
A4
2
خط الصفر
A2
8
A3
2*N
2 1 8 4
= =
2+8 5 2+8 5
The point of intersection of strategies with the zero line is the best solution (or
we choose a point closer to the zero line). Authorized intersection A3 with A4 is
the perfect solution
A3+A4=14+3.5=17.5
A3=3.5/17.5=1/5
A4=14/17.5=4/5
A1=A2=0.0 ( )النها ال تمر بالحل
A ( 0 , 0, 1/5 ,4/5 )
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To find the percentage of using Strategy B, draw a straight line equal to B1 and
B2
X X
B1 1 , B2 2
X X
If we assume that (x = 7), it is the measurement to find that (x1 = 3) and (x2 =
4) this leads to
B1=4/7
B2=3/7
Full solution
V=0.0
A ( 0 , 0, 1/5 ,4/5 )
B (4/7 ,3/7 )
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