preparing for the game

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Preparing for the Game The first 30 days of the game will be initialized this evening

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Page 1: Preparing for the Game

Preparing for the Game

The first 30 days of the game will be initialized this evening

Page 2: Preparing for the Game

Preparing for the Game

Download Data

We will do one together

Page 3: Preparing for the Game

GOING OVER THE MODELS IN CLASS

OBJECTIVE #1: SUPPORT THE LITTLEFIELD GAME

STRATEGIC OPERATING PLAN

LITTLEFIELD

SIMULATION EXERCISE

LITTLEFIELD

FORECASTING

INVENTORY WAITING LINES

DECISION TREES

Page 4: Preparing for the Game

GOING OVER THE MODELS IN CLASS

OBJECTIVE #2: POVIDE TRADITIONAL OVERVIEW

USES: FORECAST + ERROR TO

DETERMINE OPERATING REROURCE

NEEDS

SPECIAL TOPICS:

POISSON PROCESS FORECASTING

SIMULATION EXERCISE

LITTLEFIELD

d

Page 5: Preparing for the Game

GOING OVER THE MODELS IN CLASS

OBJECTIVE #2: POVIDE TRADITIONAL OVERVIEW

USES: MIN RELEVANT COSTS

SPECIAL TOPIC:

DEMAND NOT CONSTANTINVENTORY

SIMULATION EXERCISE:

LITTLEFIELD

EXERCISE &

DERIVATION

Page 6: Preparing for the Game

GOING OVER THE MODELS IN CLASS

OBJECTIVE #2: POVIDE TRADITIONAL OVERVIEW

USES: CONTROL OPERATING CHARACTERISTICS

AVERAGE LINE LENGTH

AVERAGE WAITING TIME

SPECIAL TOPIC:

SERVER UTILIZATIONWAITING

LINES

SIMULATION EXERCISE

LITTLEFIELD

MINI CASE:

PANTRY SHOPPERS

Page 7: Preparing for the Game

GOING OVER THE MODELS IN CLASS

OBJECTIVE #2: POVIDE TRADITIONAL OVERVIEW

USES: SEQUENTIAL DECISION MAKING UNDER

UNCERTAINTY

SPECIAL TOPICS:

RISKPERIOD LENGTHS

DECISION

TREES

SIMULATION EXERCISE

LITTLEFIELD

MINI CASE:

ARCTIC INC

Page 8: Preparing for the Game

FORECASTING

USES: FORECAST + ERROR TO

DETERMINE OPERATING REROURCE

NEEDS

SPECIAL TOPICS:

POISSON PROCESS

SIMULATION EXERCISE

LITTLEFIELD

d

Page 9: Preparing for the Game

FORECASTING

USES: FORECAST + ERROR TO

DETERMINE OPERATING REROURCE

NEEDS

DEFINITIONS OF FORECASTING

THREE LAWS OF FORECASTING

ELEMENTS OF A GOOD FORECAST

Page 10: Preparing for the Game

FORECASTING

USES: FORECAST + ERROR TO

DETERMINE OPERATING REROURCE

NEEDS

DEFINITION OF FORECASTING

A FORECAST IS A STATEMENT ABOUT THE FUTURE VALUE OF A VARIABLE OF INTEREST, e.g.:

DEMAND

LEARNING-CURVE EFFECTS (TASK COMPLETION TIMES)

Page 11: Preparing for the Game

FORECASTING

USES: FORECAST + ERROR TO

DETERMINE OPERATING REROURCE

NEEDS

DEFINITION OF FORECASTING

FORECASTING IS DRIVING ALONG CA 99 AT 70 MPH

YOUR WINDSHIELD AND SIDE WINDOWS PAINTED BLACK

ONLY INFORMATION FOR STEERING IN REARVIEW MIRROR

Page 12: Preparing for the Game

FORECASTING

USES: FORECAST + ERROR TO

DETERMINE OPERATING REROURCE

NEEDS

THREE LAWS OF FORECASTING

1. FORECASTS ARE ALWAYS WRONG

2. AGGREGATE FORECASTS ARE MORE ACCURATE THAN

FORECASTS FOR SINGLE PRODUCTS

3. THE LARGER THE FORECAST HORIZON THE LESS ACCURATE THE

FORECAST WILL BE

Page 13: Preparing for the Game

GIVEN THESE LAWS OF

FORECASTING, WHY DO WE

FORECAST?

Page 14: Preparing for the Game

FORECASTING

USES: FORECAST + ERROR TO

DETERMINE OPERATING REROURCE

NEEDS

WHY WE FORECAST

FORECASTS ARE ALWAYS WRONG – B-U-U-U-T …

FORECAST ERROR MEASURES ARE VERY USEFUL

THEY PROVIDE AN IDEA OF JUST HOW WRONG WE CAN BE ON

AVERAGE

Page 15: Preparing for the Game

FORECASTING

USES: FORECAST + ERROR TO

DETERMINE OPERATING REROURCE

NEEDS

WHY WE FORECAST

USE THE FORECAST and the ERROR MEASURES together to

CREATE a one-TAILED CONFIDENCE INTERVAL

USED TO SET SAFETY STOCK

OR ADDITIONAL SERVICE RESOURCES

Page 16: Preparing for the Game

FORECASTING

USES: FORECAST + ERROR TO

DETERMINE OPERATING REROURCE

NEEDS

HOW DO WE SET SAFETY STOCK?

TOPIC OF ROP

Page 17: Preparing for the Game

Preparing for the Game

I. Plotting dataa. Plot with charting tool

i. Select columns A and Bii. Click on the "Chart Wizard" Icon iii. Under "Chart Type" on the left select "XY

(Scatter)"iv. On the right select "Scatter with data points

connected by lines (third icon down on the left)

v. When you are done customizing your chart click finish

Page 18: Preparing for the Game

day number of jobs arriving each day1 42 13 44 25 26 77 38 19 5

10 311 512 413 114 315 616 417 318 419 620 421 522 723 924 625 326 727 128 929 630 8

Job Arrivals first 30 Days

0

1

2

3

4

5

6

7

8

9

10

0 5 10 15 20 25 30

Page 19: Preparing for the Game

Preparing for the Game

II. Adding trend linesa. Add a trend line

i. right click your mouse anywhere on the curve

ii. select “Add a trend line”

iii. select the option that places a formula on the graph

iv. Forecast out 30 units

Page 20: Preparing for the Game

day number of jobs arriving each day1 42 13 44 25 26 77 38 19 5

10 311 512 413 114 315 616 417 318 419 620 421 522 723 924 625 326 727 128 929 630 8

Job Arrivals first 30 Daysy = 0.1377x + 2.2989

R2 = 0.2743

0

2

4

6

8

10

12

0 5 10 15 20 25 30 35 40 45 50 55 60

Page 21: Preparing for the Game

FORECASTING

USES: FORECAST + ERROR TO

DETERMINE OPERATING REROURCE

NEEDS

SPECIAL TOPICS:

POISSON PROCESS

SIMULATION EXERCISE

LITTLEFIELD

d

Page 22: Preparing for the Game

III. IMPORTANT NOTE ON DEMAND VARIANCE

a. THE JOB ARRIVALS FOLLOW A POISSON DISTRIBUTION

b. SPECIAL FEATURE OF THE POISSON DISTRIBUTION

i. MEAN = VARIANCE

ii. RECALL: VARIANCE = (STANDARD DEVIATION)2

c. AS DEMAND INCREASES WITH TIME (SEE TREND LINE)

i. SO DOES THE STANDARD DEVIATION OF DEMAND!

i. INCREASING DEMAND WILL AFFECT EOQ

ii. INCREASING VARIANCE WILL AFFECT ROP

PREPARING FOR THE GAME

d

Page 23: Preparing for the Game

FORECASTING

USES: FORECAST + ERROR TO

DETERMINE OPERATING REROURCE

NEEDS

SPECIAL TOPICS:

POISSON PROCESS

SIMULATION EXERCISE

LITTLEFIELD

d

Page 24: Preparing for the Game

PREPARING FOR THE GAME

III. FORECAST OPERATIONAL PLANNING

a. PLAN WHEN YOU WILL NEED TO FORECAST AGAIN i. SEE “LITTLEFIELD_GAME.PDF”

b. CONSIDER THE QUANTITY OF DATA NEEDED

i. IDEAL: 30 DAYS

ii. FUNCTIONAL?

Page 25: Preparing for the Game

INVENTORY MANAGEMENT

USES: MIN RELEVANT COSTS

SPECIAL TOPIC:

DEMAND NOT CONSTANT

SIMULATION EXERCISE:

LITTLEFIELD

EXERCISE &

DERIVATION

Page 26: Preparing for the Game

EOQ Model

ASSUMPTIONS of the EOQ MODEL

• Only one product is involved

• Annual demand requirements known

• Demand is even throughout the year

• Lead time does not vary

• Each order is received in a single delivery

• There are no quantity discounts

Page 27: Preparing for the Game

EOQ Model

OBJECTIVE: MIN RELEVANT COSTS

Q2

Annualcarryingcost

Annualorderingcost

Total cost = +

H DQ

STC = +

Page 28: Preparing for the Game

INVENTORY MANAGEMENT

USES: MIN RELEVANT COSTS

SPECIAL TOPIC:

DEMAND NOT CONSTANT

SIMULATION EXERCISE:

LITTLEFIELD

EXERCISE &

DERIVATION

Page 29: Preparing for the Game

INVENTORY MANAGEMENT

EXERCISE &

DERIVATION

D = Annual demandH = Annual holding cost - $/unit/yearS = Fixed order cost ExampleD = 50,000 unitsH = $1 /unit/yearS = $1,000Operate 50 weeks/year

Page 30: Preparing for the Game

Cost Minimization Goal

Order Quantity (Q)

The Total-Cost Curve is U-Shaped

Ordering Costs

QO

An

nu

al C

ost

(optimal order quantity)

TCQ

HD

QS

2

Page 31: Preparing for the Game

Deriving the EOQ

Using calculus

• take the derivative of the TC function

• set the derivative (slope) equal to zero

• solve for Q.

Q = 2DS

H =

2(Annual Demand)(Order or Setup Cost)

Annual Holding CostOPT

Page 32: Preparing for the Game

Deriving the EOQ

The total cost curve reaches its minimum

where

the carrying = ordering costs

Q = 2DS

H =

2(Annual Demand)(Order or Setup Cost)

Annual Holding CostOPT

Page 33: Preparing for the Game

INVENTORY MANAGEMENT

USES: MIN RELEVANT COSTS

SPECIAL TOPIC:

DEMAND NOT CONSTANT

SIMULATION EXERCISE:

LITTLEFIELD

EXERCISE &

DERIVATION

Page 34: Preparing for the Game

EOQ Model

The INVENTORY CYCLE

Quantityon hand

Q

Receive order

Placeorder

Receive order

Placeorder

Receive order

Lead time

Reorderpoint

Usage rate

Time

Profile of Inventory Level Over Time

Page 35: Preparing for the Game

When to Reorder with EOQ Ordering

• Reorder Point - When the quantity on hand of an item drops to this amount, the item is reordered

• Safety Stock - Stock that is held in excess of expected demand due to variable demand rate *.

• Service Level - Probability that demand will not exceed supply during lead time.

• *Applies to lead-time uncertainty as well – but not in the Littlefield exercise

Page 36: Preparing for the Game

Determinants of the Reorder Point

• The rate of demand

• The lead time Demand*

• Stockout risk (safety stock)

* and/or lead time variability – but not in the Littlefield Exercise

Page 37: Preparing for the Game

Safety Stock

LT Time

Expected demandduring lead time

Maximum probable demandduring lead time

ROP

Quanti

ty

Safety stock

Safety stock reduces risk of stockout during lead time

Page 38: Preparing for the Game

Reorder Point

ROP

Risk ofa stockout

Service level

Probability ofno stockout

Expecteddemand Safety

stock0 z

Quantity

z-scale

The ROP based on a normalDistribution of lead time demand

Page 39: Preparing for the Game

So What’s the D _ _ _ _ _ d ROP Equation?

LetL = lead timed = demand rate (demand expressed in

days) = standard deviation of demandSL = required service levelz = standard normal variate

ROP = d x L + z x xSqrt(L)

Page 40: Preparing for the Game

So What’s the D _ _ _ _ _ d ROP Equation?

ExampleL = 19 daysd = 24 units/day = 4 units/daySL = 98%z = 2.05

ROP = d x L + z x xSqrt(L)ROP = (24)(19) + (2.05)(4)sqrt(19)ROP = 492 units (round up)

Page 41: Preparing for the Game

DEMAND NOT CONSTANT

Inventory Level of raw kits at Littlefield

(not an average)

0

2,000

4,000

6,000

8,000

10,000

12,000

14,000

16,000

18,000

0 100 200 300 400

Page 42: Preparing for the Game

INVENTORY MANAGEMENT

USES: MIN RELEVANT COSTS

SPECIAL TOPIC:

DEMAND NOT CONSTANT

SIMULATION EXERCISE:

LITTLEFIELD

EXERCISE &

DERIVATION

Page 43: Preparing for the Game

INVENTORY MANAGEMENT

SIMULATION EXERCISE:

LITTLEFIELD

Page 44: Preparing for the Game

WAITING LINES

USES: CONTROL OPERATING CHARACTERISTICS

AVERAGE LINE LENGTH

AVERAGE WAITING TIME

SPECIAL TOPIC:

SERVER UTILIZATION

SIMULATION EXERCISE

LITTLEFIELD

MINI CASE:

PANTRY SHOPPERS

Page 45: Preparing for the Game

WAITING LINES

USES: CONTROL OPERATING CHARACTERISTICS

AVERAGE LINE LENGTH

AVERAGE WAITING TIME

SPECIAL TOPIC:

SERVER UTILIZATION

SIMULATION EXERCISE

LITTLEFIELD

MINI CASE:

PANTRY SHOPPERS

Page 46: Preparing for the Game

WAITING LINES

USES: CONTROL OPERATING CHARACTERISTICS

AVERAGE LINE LENGTH

AVERAGE WAITING TIME

SPECIAL TOPIC:

SERVER UTILIZATION

SIMULATION EXERCISE

LITTLEFIELD

MINI CASE:

PANTRY SHOPPERS

Page 47: Preparing for the Game

WAITING LINES

USES: CONTROL OPERATING CHARACTERISTICS

AVERAGE LINE LENGTH

AVERAGE WAITING TIME

Example of an M/M/1 queue[1]

[1] Picture source: Heizer and Render. Production and Operations Management.

Page 48: Preparing for the Game

WAITING LINES

12 17

The following information is typically given:Symbol Units Description Example

Customers per time unit Arrival rate of customers into the system 12 cars/hour Customers per time unit Server’s service rate 17 cars/hour

Page 49: Preparing for the Game

WAITING LINES

USES: CONTROL OPERATING CHARACTERISTICS

AVERAGE LINE LENGTH

AVERAGE WAITING TIME

Assumptions of the M/M/1 queue

and follow aPoissonprocess

1 .The average service time for Dave's car wash is hour(s)/car

Population Source assumed infinitely large

Queue capacity infinite

Queue discipline FCFS

Page 50: Preparing for the Game

WAITING LINES

USES: CONTROL OPERATING CHARACTERISTICS

AVERAGE LINE LENGTH

AVERAGE WAITING TIME

Assumptions of the M/M/1 queue

More

Customers are Patient

That is, they do not

Balk

Renege

Jockey

Page 51: Preparing for the Game

WAITING LINES

USES: CONTROL OPERATING CHARACTERISTICS

AVERAGE LINE LENGTH

AVERAGE WAITING TIME

Operating Characteristics of the M/M/1 queue

Symbol Formula/ Units Description

. 0 1 ., 1 Server capacity utilization

nP 1 nnP The probability that n customers

are in the system

L L

customers Average number of customers in

the system

qL qL L Average number of customers in the Queue

W 1

W

time units Average amount of time that a customer spends in the system

qW qW W time units Average amount of time that a customer spends in the queue

1 This simply means0 1. Stated otherwise, is a number strictly greater than 0 and strictly less than 1.

Page 52: Preparing for the Game

WAITING LINES

USES: CONTROL OPERATING CHARACTERISTICS

AVERAGE LINE LENGTH

AVERAGE WAITING TIME

Operating Characteristics of the M/M/1 queue

Symbol Description Example

Server capacity utilization 12 17 0.7059

nP The probability that n customers are in the system

22 1 0 7059 0 7059

0 2941 0.4983

=0.1466

. .

.

P

L Average number of customers in the system

12 122 4

17 12 5.L

qL Average number of customers in the Queue

0 7059 2 4 169. . .qL

Page 53: Preparing for the Game

WAITING LINES

USES: CONTROL OPERATING CHARACTERISTICS

AVERAGE LINE LENGTH

AVERAGE WAITING TIME

Operating Characteristics of the M/M/1 queue

Symbol Description Example

W Average amount of time that a customer spends in the system

1 10 2 hour

17 12 50 2 60 12 minutes

.

.

W

W

qW Average amount of time that a customer spends in the queue

0 7059 12

8 47 minutes

.

.

q

q

W

W

Page 54: Preparing for the Game

WAITING LINES

USES: CONTROL OPERATING CHARACTERISTICS

AVERAGE LINE LENGTH

AVERAGE WAITING TIME

SPECIAL TOPIC:

SERVER UTILIZATION

SIMULATION EXERCISE

LITTLEFIELD

MINI CASE:

PANTRY SHOPPERS

Page 55: Preparing for the Game

WAITING LINES

SPECIAL TOPIC:

SERVER UTILIZATION

What is a “good” range of values for ?

We know that should be between 0 and 1

But we need to take a closer look

Page 56: Preparing for the Game

WAITING LINES

SPECIAL TOPIC:

SERVER UTILIZATION

A closer look at

Recall L

L L

customers Average number of customers in the system

Recall:

But What Happens as ?

Page 57: Preparing for the Game

Draw the D _ _ _ _ d Picture

(DTDP)

The Second Law of EMBA 223

Page 58: Preparing for the Game

What is the first Law of EMBA 223

Page 59: Preparing for the Game

But What Happens as

? L L

Value of L vs.

= 0.995L = 199

= 0.99L = 99

= 0.90L = 9.00 = 0.75

L = 3.00

= 0.50L = 1.00

= 0.20L = 0.25

= 0.10L = 0.11

0.00

30.00

60.00

90.00

120.00

150.00

180.00

210.00

0.00 0.10 0.20 0.30 0.40 0.50 0.60 0.70 0.80 0.90 1.00

L

Page 60: Preparing for the Game

How do we use that Information?

Page 61: Preparing for the Game

WAITING LINES

USES: CONTROL OPERATING CHARACTERISTICS

AVERAGE LINE LENGTH

AVERAGE WAITING TIME

SPECIAL TOPIC:

SERVER UTILIZATION

SIMULATION EXERCISE

LITTLEFIELD

MINI CASE:

PANTRY SHOPPERS

Page 62: Preparing for the Game

WAITING LINES

MINI CASE:

PANTRY SHOPPERS

Read the Mini Case

Open “Chapter 13.xlt”

Go to the “Single Channel” worksheet

Page 63: Preparing for the Game

MINI CASE:

PANTRY SHOPPERS

Page 64: Preparing for the Game

WAITING LINES

USES: CONTROL OPERATING CHARACTERISTICS

AVERAGE LINE LENGTH

AVERAGE WAITING TIME

SPECIAL TOPIC:

SERVER UTILIZATION

SIMULATION EXERCISE

LITTLEFIELD

MINI CASE:

PANTRY SHOPPERS

Page 65: Preparing for the Game

WAITING LINES

SIMULATION EXERCISE

LITTLEFIELD