Simulation in a Nutshell
Game Theory meets Object Oriented Simulation Special Interest Group Peer-Olaf Siebers
pos@cs.nott.ac.uk
Simulation in a Nutshell Game Theory meets Object Oriented - - PowerPoint PPT Presentation
Simulation in a Nutshell Game Theory meets Object Oriented Simulation Special Interest Group Peer-Olaf Siebers pos@cs.nott.ac.uk Introduction to Simulation System: Collection of parts organised for some purpose Defining a system
pos@cs.nott.ac.uk
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6 Robinson (2004)
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Grimm and Railsback (2005)
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– Classes: Permanent groups of identical or similar entities (e.g. bus passengers) – Sets: Temporary groups of identical or similar entities (e.g. passengers on a particular bus, passengers waiting in a queue) – Attributes: Items of information to distinguish between members of a class (e.g. index) or to control the behaviour of an entity (e.g. entity type)
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– Event: Instance of time in which a significant state change occurs – Activity: Operations which are initiated at an event, transforming the state of the entities
– Active state: Involves the co-operation of different classes of entities; duration can be determined in advance, usually by taking a sample from an appropriate probability distribution if the simulation is stochastic – Dead state: No co-operation, entity waits for something to happen; duration cannot be determined in advance
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– With their own goals and behaviours – With their own thread of control
– Capable to adapt – Capable to modify their behaviour
– Actions depending on motivations generated from their internal state
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For more details see: Siebers and Aickelin (2011)
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GTMS-SIG 23 SSIG Meeting 24/03/2011 (Surrey)
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STORE Entering Leaving Being served at till
(refund decision)
Browsing Being served at till
(refund decision)
Being helped Queuing at till
(for refund)
Queuing for help Queuing at till
(to buy)
Staff Resource Pool
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STORE STAFF CUSTOMERS Customer #3 State-Chart Customer #2 State-Chart Entering Leaving Contemplating
(dummy state)
Seeking help Being helped Queuing for help Queuing at till
(to buy)
Being served at till
(buying)
Browsing Seeking refund Queuing at till
(for refund)
Being served at till
(refund decision)
Customer #1 State-Chart Staff #3 State-Chart Staff #2 State-Chart Staff #1 State-Chart Waiting Serving
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STORE CUSTOMERS Customer #3 State-Chart Customer #2 State-Chart Entering Network Communication Evaluating
(shopping experience)
Leaving Contemplating
(dummy state)
Seeking help Being helped Queuing for help Queuing at till
(to buy)
Being served at till
(buying)
Browsing Seeking refund Queuing at till
(for refund)
Being served at till
(refund decision)
Customer #1 State-Chart STAFF Want to buy Want refund Want help SIGNALS Staff #3 State-Chart Staff #2 State-Chart Staff #1 State-Chart
*** = Initialisation state
Waiting Serving Evaluating
(system state)
Invite Resting *** Rota Resting ***
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Situation Min. Mode Max. Leave browse state after … 1 7 15 Leave help state after … 3 15 30 Leave pay queue (no patience) after … 5 12 20 Event Someone makes a purchase after browsing Someone requires help Someone makes a purchase after getting help Probability of event 0.37 0.38 0.56
1 7 15 x PDF
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buy wait ask for help ask for refund Shopping enthusiast high moderate moderate low Solution demander high low low low Service seeker moderate high high low Disinterested shopper low low low high Internet shopper low high high low Likelihood to Customer type
for (each threshold to be corrected) do { if (OT < 0.5) limit = OT/2 else limit = (1-OT)/2 if (likelihood = 0) CT = OT – limit if (likelihood = 1) CT = OT if (likelihood = 2) CT = OT + limit } where: OT = original threshold CT = corrected threshold likelihood: 0 = low, 1 = moderate, 2 = high
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