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Penelitian Operasional 2
To accompany
Quantitative Analysis for Management, Tenth Edition,
by Render, Stair, and Hanna
Power Point slides created by Jeff Heyl
Rencana Pembelajaran
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Penilaian
Nilai Akhir =
20% Tugas + 40% UTS + 40% UAS
Teori Permainan
Introduction
Competition can be an important decision-making
factor.
Game theory is one way to consider the impact of
the strategies of others on our strategies and
outcomes.
The study of game theory dates back to 1944,
when John von Neumann and Oscar Morgenstern
published their classic book, Theory of Games
and Economic Behavior.
Game theory continues to be important today.
Game models are classified by the number of
players, the sum of all payoffs, and the number of
strategies employed.
Game Theory
Finding acceptable, if not optimal,
predictable
players take actions to maximize their
gain/utilities
Reynolds
STRATEGIES
No Ad
No Ad
50 , 50
Ad
20 , 60
Ad
60 , 20
30 , 30
PAYOFFS
Language of Games
To introduce the notation used in game theory, let us
Y2
(Use newspaper)
X1
(Use radio)
X2
(Use newspaper)
-2
Table M4.1
Y1 (use radio)
X wins 3
and Y loses 3
X1 (use radio)
Y2 (use newspaper)
X wins 5
and Y loses 5
X2 (use newspaper)
Y1 (use radio)
X wins I
and Y loses I
X2 (use newspaper)
Y2 (use newspaper)
X loses 2
and Y wins 2
2008 Prentice-Hall, Inc.
Minimax Solution
Table M4.2
X1
SADDLE POINT
Y1
Y2
Minimum
X2
-2
Maximum
-2
Maximum of
minimums
Minimum of
maximums
2008 Prentice-Hall, Inc.
present.
Using minimax criterion, we saw that the game in
Table M4.2 had a saddle point and thus is an
example of a pure strategy game.
Another example of a pure strategy game is shown
in Table M4.3.
Notice that the value 6 is the lowest number in its row
Maximun
column number
Y1
Y2
X1
10
X2
-12
-12
10
Y2
X1
X2
10
Y2
1P
Expected
Gain
X1
4P+2(1-P)
X2
1-Q
10
1P+10(1-P)
4Q+1(1-Q)
2Q+10(1-Q)
Expected
Gain
and
1 - P = 1 8/11 = 3/11
Thus, 8/11 and 3/11 indicate how often player Y will choose
percentages is
4Q + 1(1 - Q) = 2Q + 10(1 - Q)
Solving for Q we get
Dominance
The principle of dominance can be used to reduce
Y2
X1
X2
20
X3
1
2008 Prentice-Hall, Inc.
Dominance (cont)
In this game, X3 will never be played because X
Y1
Y2
X1
X2
20
Dominance (cont)
Here is another example:
Y1
Y2
Y3
Y4
X1
-5
-3
X2
-2
-20
Dominance (cont)
In this game, Y would never play Y2 and Y3 because
Y4
X1
-5
-3
X2
-2
-20
fin
Quantitative Analysis for Management, Tenth Edition,
by Render, Stair, and Hanna
2008 Prentice-Hall, Inc.