Unit 2 of 4 · B.Com Sem 6

Unit 2: Probabilistic & dynamic models

Operation Research notes · PTU syllabus (BCOM 602-18)

3 min read4 topics10 exam questions
On this page
  1. Unit summary
  2. Decision-making under uncertainty
  3. Decision trees
  4. Game theory: two-person zero-sum games
  5. Dynamic programming
  6. Key terms
  7. Quick revision
  8. Important questions

Unit summary

Many decisions must be made without knowing the future, or against a competitor. This unit covers decision-making under uncertainty (maximin, minimax regret and other criteria), decision trees, game theory — solution of two-person zero-sum games — and an introduction to deterministic and probabilistic dynamic programming.

After this unit you can

  • Apply decision criteria under uncertainty and risk
  • Draw and solve decision trees
  • Solve two-person zero-sum games with pure and mixed strategies
  • Explain the principles of deterministic and probabilistic dynamic programming

PTU syllabus topics

  • Decision-making under uncertainty (maximin/minimax)
  • decision trees
  • game theory — solution of two-person zero-sum games
  • introduction to deterministic and probabilistic dynamic programming
FrameworkDecision criteria under uncertainty
  • Maximax

    Optimistic: best of the best

  • Maximin

    Pessimistic: best of the worst

  • Minimax regret

    Minimise the largest regret

  • Laplace

    Treat all outcomes as equally likely

1

Topic 1

Decision-making under uncertainty

  • Decision environment: certainty (outcomes known), risk (probabilities known), uncertainty (probabilities unknown), conflict (competitor).
ClassificationCriteria under uncertainty
Decision criteria
  • Maximax (optimistic)

    Choose the best of the best payoffs

  • Maximin (pessimistic, Wald)

    Choose the best of the worst payoffs

  • Minimax regret (Savage)

    Minimise the maximum opportunity loss

  • Hurwicz (realism)

    α × best + (1 − α) × worst

  • Laplace (equal likelihood)

    Choose highest average payoff

StrategyLow demandMediumHighMaxMinAverage
Small plant203040402030
Medium plant104060601036.7
Large plant−20309090−2033.3
  • Maximax → Large; Maximin → Small; Laplace → Medium.
  • Under risk: expected monetary value (EMV) = Σ probability × payoff; expected value of perfect information (EVPI) = expected payoff with perfect information − maximum EMV.
2

Topic 2

Decision trees

A decision tree shows decisions (squares), chance events (circles) and outcomes in sequence; solved by roll-back — compute EMV at chance nodes and choose the best branch at decision nodes.

Example

Launch a product: success (p = 0.6) profit ₹50 lakh, failure (p = 0.4) loss ₹20 lakh → EMV = 30 − 8 = ₹22 lakh. Don't launch: ₹0. Choose launch.

  • Useful for multi-stage decisions (test market first, then launch).
3

Topic 3

Game theory: two-person zero-sum games

A game is a competitive situation where the gain of one player is the loss of the other (zero-sum).

  • Terms: players, strategies (pure or mixed), payoff matrix (from the row player's view), value of the game, saddle point.
  • Saddle point: an element that is the minimum of its row and the maximum of its column — maximin = minimax; both players use pure strategies.
ProcessSolving a game
  1. 1Check for a saddle point

    Pure strategies if maximin = minimax

  2. 2Apply dominance

    Remove dominated rows/columns

  3. 32 × 2 without saddle point

    Odds/algebraic method for mixed strategies

  4. 42 × n or m × 2

    Graphical method or sub-games

  5. 5Larger games

    Linear programming

Key formulas2 × 2 mixed strategy (matrix [a b; c d])
  • Probability A plays row 1

    p = (d − c) ÷ [(a + d) − (b + c)]

  • Probability B plays column 1

    q = (d − b) ÷ [(a + d) − (b + c)]

  • Value of the game

    V = (ad − bc) ÷ [(a + d) − (b + c)]

Example

Matrix [3 −1; −2 4]: no saddle point. Denominator = (3 + 4) − (−1 − 2) = 10. p = (4 + 2) ÷ 10 = 0.6; q = (4 + 1) ÷ 10 = 0.5; V = (12 − 2) ÷ 10 = 1.

  • Dominance rule: a row that is ≤ another row in every column (for the maximising player) can be deleted; a column ≥ another column (for the minimising player) can be deleted.
4

Topic 4

Dynamic programming

Dynamic programming (Richard Bellman) solves multi-stage decision problems by breaking them into stages, solving each stage optimally and combining them.

  • Bellman's principle of optimality: an optimal policy has the property that, whatever the initial state and decision, the remaining decisions must constitute an optimal policy with regard to the state resulting from the first decision.
  • Elements: stages, states, decisions, return function, recursive relationship.
  • Deterministic DP: next state is known with certainty — shortest route (stagecoach) problem, allocation of resources, production scheduling.
  • Probabilistic DP: next state is described by probabilities — inventory with uncertain demand, equipment replacement under risk; objective is expected value.

Example

Stagecoach problem: to find the shortest route through stages, start from the last stage, compute the shortest distance from each node to the destination, and move backwards stage by stage.

Key terms

Maximin criterion
Choose the alternative with the best worst-case payoff
EMV
Expected monetary value — probability-weighted average payoff
Saddle point
Payoff equal to both maximin and minimax
Mixed strategy
Playing strategies with given probabilities
Principle of optimality
Remaining decisions of an optimal policy are also optimal

Quick revision

  • Uncertainty: maximax, maximin, minimax regret, Hurwicz, Laplace.
  • Risk: EMV, EVPI; decision trees by roll-back.
  • Games: saddle point → pure; else dominance, odds, graphical, LP.
  • 2 × 2 formulas for p, q and V.
  • DP: stages, states, recursion; deterministic vs probabilistic.

Important exam questions

Practice questions written to the PTU exam pattern for this unit's syllabus: short answers (Section A style) and long answers (Sections B and C style).

Short-answer questions

  1. Q1.Distinguish risk and uncertainty.
  2. Q2.What is the minimax regret criterion?
  3. Q3.What is EVPI?
  4. Q4.What is a saddle point?
  5. Q5.State the dominance principle.
  6. Q6.State Bellman's principle of optimality.

Long-answer questions

  1. Q1.Explain decision-making criteria under uncertainty with an example.
  2. Q2.Explain decision trees with an illustration.
  3. Q3.Explain the solution of two-person zero-sum games with and without saddle points.
  4. Q4.Explain deterministic and probabilistic dynamic programming.

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