qt theory
qt theory
Decision-Making Environments
Decision-making environments are conditions under which decisions are made. They are
classified into:
1. Certainty – All information is available, and outcomes are predictable (e.g., financial
investments with fixed interest rates).
2. Risk – Probabilities of different outcomes are known, but results are uncertain (e.g.,
launching a new product with market research data).
3. Uncertainty – Probabilities of outcomes are unknown, making decision-making difficult
(e.g., entering a completely new market).
These criteria help decision-makers handle uncertainty by choosing strategies that align with
their risk tolerance and objectives.
1. Identify Degeneracy
o Check if the number of occupied (allocated) cells is less than (m + n - 1).
2. Introduce a Dummy Allocation
o Add a small positive value (ε) in an empty cell (dummy allocation) without
violating supply and demand constraints.
3. Ensure Feasibility
o The dummy allocation should not disrupt the total supply and demand balance.
4. Continue with Optimization Methods
o Apply MODI (Modified Distribution) Method or Stepping Stone Method to
optimize the solution.
5. Remove the Dummy Allocation in Final Solution
o Once the final solution is obtained, the introduced ε is removed as it was only a
temporary adjustment.
Quantitative techniques use mathematical models, statistical methods, and operational research
tools to assist in making objective, data-driven decisions. These techniques are widely applied
in business, finance, operations, and engineering to optimize resources, minimize costs, and
improve efficiency.
LP is used to find the best possible outcome (such as maximum profit or minimum cost)
under given constraints.
It is widely applied in manufacturing, transportation, and workforce allocation.
2. Decision Theory
Helps in choosing the best alternative based on available data and conditions (certainty,
risk, or uncertainty).
Uses decision trees, payoff matrices, and probability analysis.
Example: A business deciding whether to invest in a new product based on expected demand
and market conditions.
3. Game Theory
Example: Two competing companies deciding their pricing strategy to maximize market share.
4. Inventory Management
Example: A retail store using EOQ to determine how much stock to order to minimize storage
costs while meeting demand.
5. Queuing Theory
Example: A bank using queuing models to optimize the number of tellers needed at different
times of the day.
Program Evaluation and Review Technique (PERT) and Critical Path Method
(CPM) help in project planning and scheduling.
Used to determine the minimum time required to complete a project.
Example: A construction company using CPM to plan the building process and avoid
project delays.
7. Simulation Techniques
Example: An airline using simulation to optimize flight schedules and reduce delays.
8. Regression Analysis
Example: A company predicting future sales based on past trends and customer behavior.
9. Forecasting Methods
Uses historical data to predict future trends in sales, production, and market demand.
Includes methods like time-series analysis and moving averages.
Example: A retail chain forecasting holiday sales to manage inventory and staffing.
Example: A telecom company using Markov Analysis to predict customer churn and improve
retention strategies.
Conclusion Quantitative techniques help businesses and organizations make scientific, data-
driven decisions, improving efficiency, profitability, and competitiveness. These methods are
widely used in industries such as manufacturing, logistics, healthcare, finance, and project
management.
4) Uses of Linear Programming (LPP) in Business Operations
Helps in allocating beds, staff, and medical equipment to maximize healthcare service
delivery efficiently.
5) Elements of Decision-Making
Decision-making is a structured process involving various key elements that help individuals and
organizations make informed choices.
1. Problem Identification
o Recognizing and defining the issue that requires a decision.
Understanding the root cause of the problem.
Effective decision-making involves a systematic approach, ensuring that choices are well-
informed, logical, and aligned with organizational or personal goal
A Linear Programming (LP) model consists of key components that help in formulating and
solving optimization problems systematically. The main components include:
1. Decision Variables
2. Objective Function
3. Constraints
4. Non-Negativity Constraints
Decision variables must be greater than or equal to zero (i.e., no negative values).
Ensures practical feasibility.
Example: x₁ ≥ 0, x₂ ≥ 0 (cannot produce a negative quantity of goods).
5. Feasible Region
Example: A company uses regression analysis to predict future sales based on past trends and
market conditions.
1. Activity
o An Activity represents a task, operation, or work that consumes time and
resources in a project.
o It is depicted as an arrow in an Activity-on-Arrow (AOA) diagram and a node
in an Activity-on-Node (AON) diagram.
o Example: In a construction project, laying the foundation is an activity.
2. Event
o An Event is a milestone that represents the start or completion of one or more
activities.
o It does not consume time or resources but acts as a reference point.
o Represented as a circle (node) in a network diagram.
o Example: Project completion is an event in a project timeline.
Both activities and events are essential in project scheduling techniques like PERT and CPM.
In PERT (Program Evaluation and Review Technique), three-time estimates are used to
handle uncertainty in project scheduling:
The expected time (TE) is calculated using the weighted average formula:
. Saddle Point
A saddle point in game theory is a condition in a payoff matrix where the minimum value in a row
equals the maximum value in a column. It represents the optimal strategy for both players, ensuring a
stable solution with no incentives to deviate.
Example: In a two-player zero-sum game, a saddle point occurs when the best strategy for one player
also results in the least loss for the other.
2. Critical Path
The Critical Path in CPM (Critical Path Method) is the longest sequence of dependent activities that
determines the shortest possible project duration. Any delay in critical path activities will delay the
entire project.
Example: In a construction project, tasks like foundation laying, framing, roofing, and finishing may
form the critical path, ensuring timely project completion.
3. Infeasible Solution
An Infeasible Solution in optimization occurs when no solution satisfies all constraints of the problem
simultaneously. This happens when the constraints are too restrictive or conflicting.
Example: In a Linear Programming Problem (LPP), if demand exceeds supply and constraints make it
impossible to allocate resources, the solution is infeasible.
4. Degeneracy in Optimization
Degeneracy in Linear Programming (LPP) or Transportation Problems occurs when the number of basic
variables is less than the number of constraints, leading to multiple optimal solutions or cycling.
Example: In a Transportation Problem, degeneracy arises if an allocation table has fewer non-zero
allocations than required, requiring artificial adjustments to solve.
A balanced assignment model occurs when the number of tasks is equal to the number of
resources.
Each resource can be assigned to exactly one task, and vice versa.
The matrix representing the problem is square (i.e., the number of rows equals the number of
columns).
Example:
If there are 4 workers and 4 tasks, a balanced assignment model would have a 4x4 matrix, where each
worker is assigned exactly one task, and each task is assigned to one worker.
Example:
If there are 5 tasks and only 3 workers, the unbalanced assignment model would have a 5x3 matrix. In
this case, you would either need to:
Add dummy resources (zero-cost assignments) to make the matrix square (e.g., add 2 dummy
workers).
Or add dummy tasks (if there are more resources than tasks).
Example: In a two-player zero-sum game, a saddle point occurs when the best strategy for one player
also results in the least loss for the other.
A mixed strategy in game theory refers to a strategy where a player randomly selects between
different possible actions, each with a specified probability. Unlike pure strategies (where
players always choose one specific action), mixed strategies allow for a more flexible approach,
incorporating uncertainty and making it difficult for opponents to predict a player's next move.
1. Randomization of Choices:
A mixed strategy involves probabilistically choosing between a set of actions. Each
action is assigned a probability, and the player chooses each action according to this
probability distribution.
2. Uncertainty:
Players using a mixed strategy aim to make their actions unpredictable, forcing
opponents to make decisions based on uncertainty.
3. Expected Payoff:
The goal is to maximize expected payoff by randomizing strategies. The expected
payoff is the average payoff considering the probabilities of each action being selected.
4. Indifference Principle:
In a mixed strategy equilibrium, players are typically indifferent between the available
actions because the expected payoffs are the same for each action when considering the
other player's strategy.
Network Diagram
Formula:
For example, in project management, if a project has a 60% probability of earning $10,000 and
a 40% probability of losing $5,000, the EMV is:
A positive EMV indicates a favorable decision, while a negative EMV suggests reconsideration.
2. Game Theory
Game Theory is a mathematical framework for analyzing strategic interactions between two or
more rational decision-makers (players). It helps determine the best decision-making
strategies when the outcome of one player depends on the actions of others. The theory is
widely applied in economics, business negotiations, military strategies, and artificial
intelligence.
An example of game theory is the Prisoner’s Dilemma, where two suspects must decide
whether to cooperate or betray each other, leading to different outcomes.
Components of LPP:
Example: A company wants to maximize profit from two products, X and Y, given limited raw
materials. The problem is solved using methods like Simplex Method or Graphical Method.
4. Slack Time
Slack time (or float time) is the amount of extra time an activity in a project can be delayed
without delaying the overall project completion time. It is an essential concept in project
scheduling and is used in the Critical Path Method (CPM) to identify the most crucial tasks.
Formula:
or
A zero slack time means the activity is on the critical path and must be completed on time.
Positive slack time provides flexibility in scheduling non-critical tasks.
Example: If Task A can start on Day 5 but is not needed until Day 8, it has a slack time of 3
days.
A Zero-Sum Game is a type of game theory where one player's gain is exactly equal to
another player’s loss, meaning the total outcome remains constant. It is commonly used in
competitive situations like sports, business rivalries, and financial markets.
Key Characteristics:
Example:
In poker, the total money remains constant; if one player wins $100, another loses $100.
Similarly, in a bidding war, if one company wins a contract, its competitor loses the opportunity.
6. Laplace Criterion
The Laplace Criterion is a decision-making rule under uncertainty where it is assumed that
all possible outcomes are equally likely. The decision-maker calculates the average payoff for
each alternative and selects the one with the highest expected value. This criterion follows the
principle of insufficient reason, assuming no prior knowledge of probabilities.
Formula:
Example: Suppose an investor is considering three stocks (A, B, and C) but lacks probability
data. The average returns are:
Since Stock A and C have the highest expected return (10%), the investor selects one of them.
7. Dummy Points
Dummy points are artificial elements added to network diagrams, assignment models, or
transportation problems to maintain structural correctness without affecting actual calculations.
1. In Network Diagrams (PERT/CPM) – Used when two tasks share dependencies but are
not directly connected.
2. In Assignment Problems – Used to balance an unbalanced problem by adding dummy
workers or tasks with zero cost.
3. In Transportation Problems – Added to maintain a balanced supply-demand
relationship.