Beruflich Dokumente
Kultur Dokumente
Prof. B. Mahanty
Department of Industrial Engineering and Management, IIT Kharagpur
Objectives
To develop simulation-based experiments on various aspects of industrial engineering and management. To demonstrate discrete-event and continuous simulation of real-life systems otherwise not accessible to students.
Broad Areas
supply chain management, e-business, and decision sciences.
List of experiments
1) Dynamics of quality fluctuations of an electronic product in a buyers market 2) Simulation of auction markets 3) An illustration of Monte-Carlo Simulation in project investments -----------------------------------------------------------------------4) Decision-making in Production-Distribution Systems using simulation 5) Simulation of organizational procurement 6) Modelling inventory decisions through simulation
Sept 2010 review
Project Status
Recruitment of Project Personnel Only one person is recruited on 89 days basis from 11th November 2010 Appointment was given to one person for one year however, the candidate did not join. Hardware/Software purchase status Money has been released only recently. Quotations are being asked for the hardware/software. Work done so far Framework for few experiments have been developed by the students in the class project mode.
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Classification of auction
Resources (single/multiple items) Market structure (single buyer-multiple seller or viceversa) Bidding rule (ascending/descending/sealed bid price) Payment rule (first price/second price)
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Learning Objectives
From problem perspective, to study The effect of changes in size of the bidder pool
x The theory says that more the number - the higher the price.
The effect of reserve price -the minimum price at which the item will be sold (from sellers perspective)
x The theory says that higher the reserve price higher item price up to certain level after which it suddenly becomes zero. The problem is to choose the right reserve price
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Learning Objectives
Effect of auction duration
x Duration does not affect the final price x Sharp increase in bid price towards the end x Large number of bids arrive at the end
Effect of minimum bid increment The winners curse (from buyer perspective)
x The act of buying the item in a price which is much more than its true price. This happens due to the competition.
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Learning Objectives
From simulation perspective, to study
The use of a simulation clock Use of theoretical distribution for input data generation
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Simulation Flowchart
Simulation Clock
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Management scientists stress on the development of learning laboratories and computer-based case studies Building of learning organizations is a key to corporate success.
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Quality dynamics
The system dynamics model considers: inventory of products customer order backlog production and hiring decisions training of newly hired personnel quality of products on which depend the customer orders, and customer complaints for a company producing electronic products, where the quality of the product fluctuates due to a step change in the customer order function.
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Basic Data
Objective: To inculcate systems thinking by creating a computer-based microworld where decisions and policies can be experimented and evaluated.
Target Audience: Engineeting students, Management Students. Managers. Playing Time: Debriefing Time: One to two hours. One hour.
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Basic Data
Number of Players: One team comprising of two players: a production manager and a personnel manager. A number of teams can play at one time. Materials Required: Briefing Package compiled by the game director. Equipment/Setup: A personal computer and the QGAME software for each team. Layout: The teams should sit at some distance from one another.
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Order Booking Rate Prodn Order Rate Prodn Rate Sales Rate
Production Delay
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Quality Dynamics
Each team makes the production ordering decision, and the people hiring decision. A team continues with a set of decisions throughout a given plan-period of 3 months. The dynamic nature of quality fluctuations stems from:
delays in production processes training and hiring of people non-linear relations among work rate, quality and customer orders, and multiple feedback loops in the system
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Decision Variables
A participating team makes two decisions for a plan-period of three months from the second plan-period onwards: (a) Quarterly Production Ordering Decision and (b) Quarterly Personnel Hiring Decision. The first plan results are provided to the participants as initial feedback material.
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Measuring Performance
At the end of the game, a team should achieve a high average value of the game. To achieve a high average value of the game, the team should make appropriate decisions to do the following throughout the simulation: maintain good quality of the product (about 1.0 or higher) maintain reasonably less inventory and order backlog (less than 4000 units) have adequate number of people (about 150).