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2014, Journal of Artificial Societies and Social Simulation
The beer production-distribution game, in short "The Beer Game", is a multiplayer board game, where each individual player acts as an independent agent. The game is widely used in management education aiming to give an experience to the participants about the potential dynamic problems that can be encountered in supply chain management, such as oscillations and amplification of oscillations as one moves from downstream towards upstream echelons. The game is also used in numerous scientific studies. In this paper, we construct a mathematical model that is an exact one-to-one replica of the original board version of The Beer Game. We apply model replication principles and discuss the difficulties we faced in the process of constructing the mathematical model. Accordingly, the model is presented in full precision including necessary assumptions, explanations, and units for all parameters and variables. In addition, the adjustable parameters are stated, the equations governing the artificial agents' decision making processes are mentioned, and an R code of the model is provided. We also shortly discuss how the R code can be used in experimentation and how it can also be used to create a single-player or multi-player beer game on a computer. Our code can produce the exact same benchmark cost values reported by Sterman (1989) verifying that it is correctly implemented. The mathematical model and the R code presented in this paper aims to facilitate potential future studies based on The Beer Game.
This paper has two goals: The first is to present a computerized version of "Beer Game" originally developed as a board game to teach managers the principles of supply chain management. The multiplayer interactive simulation game we develop is 100 percent faithful to the original game, so that experimental results from the physical and computerized environments can be safely compared. The simulation model used to represent the game also illustrates some subtleties that a model builder must be careful about while simulating a discrete and physical game. Secondly, the game was used as an experimental platform and experiments were done in order to analyze game medium (computer vs. board), demand pattern and learning effects on performances of players. One striking result is the fact that subjects who played the board game scored significantly better than those who played the computerized version in the same conditions. 1
2000
We describe the development and implementation of a Java based, multi player, multi group, distributed simulation and game. The Supply Chain game described here is based on the famous "Beer Distribution Game" (Sterman, 1989). Group, synchronous, distributed Java based applications are both feasible and useful for gaming and management simulation processes in both learning and research capacities. Early results from actual running of the "Supply Chain game" are in line with data reported by Sterman (1989, 1992a,b).
The Beer Game has a typical supply chain structure that permits exploring a variety of supply management concepts. Many modelling methods have been used for supply chain analysis and so they can be applied to the Beer Game specific case study. Among them, discreteevent systems simulation has deserved special attention due to its suitability for modelling dynamic systems with a high degree of detailed elaboration and stochastic factors. For this reason, several discrete-event simulation oriented models have been elaborated to tackle the Beer Game and, by extension, multi-echelon supply chains. In the present paper, four of these models are described. Some of their applicability characteristics are also outlined, so a further discussion of their suitability according to simulation purposes can be done. Conclusions extracted from this analysis are presented in this work, aiming to help on choosing the most suitable model according to end user's preferences and purposes.
Decision Sciences Journal of Innovative Education, 2007
Information Control Problems in …, 2009
The Beer Game is a didactic tool to simulate information and material flows along a supply chain from a factory to a retailer. The continuous evolution of inter-organisation configurations is challenging such a traditional concept of supply chain. Concepts more "market-oriented" are necessary to describe scenarios in which manufacturers operate as nodes of a network of cooperative or competitive suppliers, customers, and other specialised service functions. The aim of this paper is to propose and evaluate a new didactic tool and simulation, based on the rules of the Beer Game. The extension is based on a simple network joining two supply chains. Risk management is also simulated in order to understand the strategies underlying the subject's behaviour in the face of risk within a means-end chain. This study describes the tests carried out on the original game, the variables that we proposed and the simulation results.
The American Production and Inventory Control Society Dictionary defines the term supply chain (SC) as “the process from the initial raw materials to the ultimate consumption of the finished product linking across supplier–user companies.” Supply chain management (SCM) literature covers wide range of areas such as logistics, production, scheduling, facility location, procurement, inventory management, ordering management, and so on. Due to the increasing competition in today's global market, business enterprises are forced to ...
Developments in Business Simulation and Experiential Learning, 2014
The supply chain, impacted by production strategies and stock-up or addendum policies, often causes information confusion and forms the bullwhip effect. Instructors were often only able to talk about the various types of strategies and influences imposed by various business performance indexes when lecturing on the supply chain management courses. Although, by developing a ‘beer game’ information system (MIT Forum has its Web-based version), the Northwestern University in U.S. has addressed that the problems of supply chain are solved and whoever interested in supply chain can participate in the beer game and learn about the supply chain through playing. However, the fixed and un-modifiable imitative setup and system parameters that could not be flexibly adjusted by the instructors were indeed the biggest weakness of the game. As the result, this paper has proposed an agent based beer game which enables not only for instructors to set supply chain scale freely or imitate various...
Complexity, 2015
A supply-chain is a series of connected stock management structures. Therefore, the structure of a supply-chain consists of many cascading inventory management problems. It is known that the optimal inventory control parameter values suggested by the literature are also valid for a supply-chain. The motivation for this study is to investigate the effect of the literature suggested optimal values of the parameters of a dynamic decision making heuristic in the presence of semi-rationally managed supply-chain echelons. We employ a soft coded version of The Beer Game as an experimental platform to carry out the study. We use a much longer time horizon than the one used in the board version of The Beer Game to prevent a potential short-term horizon effect. The results of the simulation runs carried out in this study do not support the use of the well-established decision parameter values for the echelon of concern if the other echelons' inventories are managed suboptimally.
academic-journal.org
The new trends in inter-organisation configurations are challenging the traditional concept of supply chain. Concepts such as Virtual Enterprise have been introduced to describe scenarios in which manufacturers operate as nodes within a network of suppliers, customers, engineers, and other specialised service functions. Our aim is to build a simulation tool based on the rules of the Beer Game which includes the variables of a virtual enterprise, VirtuE in particular, and risk management, in order to understand the strategies underlying the subject"s behaviour in the face of risk within a means-end chain. The simulation tool will contribute to understand the complexity of managing decision-making in supply chains and networks. This study presents the tests carried out on the original game, the new variables introduced and the simulation results 2 .
2008
A game called the Quebec Wood Supply Game (QWSG) is a role-playing simulation based on the Beer Game for teaching Supply Chain (SC) dynamics, and, in particular, the bullwhip effect. In this context, this paper describes and compares two simulators based on the QWSG which may be used to study decision making and its impact on SC dynamics. We first focus on the direct implementation of the QWSG in a spreadsheet program.
Asian Economic and Social Society (AESS), 2013
The primary challenge in SCM pedagogy is the learners’ interaction with the dynamic nature of supply chain transactions. Once achieved, it is also required to evaluate learners’ learning experience based on their performance. In this paper, a combination of outcome-based education (OBE) and simulation-based education is proposed focusing on beer game theory. The analysis is based on 336 runs of beer game simulation within a target group of 56 participants divided into 14 subgroups (SG1-SG14).The purpose of the study is mainly to investigate the effect of mutual interactions on students’ learning process using supply chain total cost and ordering fluctuations as critical measurement criteria.
A wide spectre of different t ypes of quantitative models is availa ble to address strategic operations management de cision problems. This paper arg ues that bu siness games are a n alternative to "traditional" discrete -event and continuous simulation method s for analysing complex supply c hain problems. Business games capture the organizational and human aspects in supply chain problems that are difficult to model with traditional simulation methods. The comput erized version of the Beer Game is an example of the use of business games in sup ply chain decision making. The r ecomm endation of business games is based on a simulation application su rvey carried out by the authors and the theoretical approach of Flood and Jackson (1991).
SSRN Electronic Journal, 2018
This work focuses on two-step decision problem through a biform game. At the first, in an uncertain environment, each distribution center must define the quantities to be ordered from the production units in order to maximize its own gain. This requires a good forecast of demand. When the demand is deterministic, the centers collaborate to meet their local demand. In this case, it is necessary to define the appropriate cost allocation method, especially since no method guarantees all the properties defined by the literature. This paper proposes an application case of bottling company in morocco. We use neural networks to forecast demand. In the phase of collaboration, we split cost using different methods and analyze results.
2014
At the University of Nova Gorica we introduced game playing as a didactical approach for learning the role of information support in supply chain management. We implemented a well-known beer distribution game developed at MIT Sloan School of Management more than fifty years ago. The game is regularly used in the Business information systems course in the Engineering and Management study programme at University of Nova Gorica. The supporting computer program that enables the game to be played using mobile devices was developed by the course teacher. The game playing in this course has proved to be very efficient for learning the importance of relevant information flows for better decision making.
2009
Our aim is to create a simulation based on the rules of the Beer Game which includes the variables of a virtual enterprise, VirtuE in particular, and risk management, in order to understand the strategies underlying the subjects behavior in the face of risk within a means-end chain. This study shows the tests carried out on the original game, the variables that we proposed and the simulation results.
Sustainable Logistics and Strategic Transportation Planning
This chapter reviews the potential benefits and challenges of knowledge-based computer game simulation as means of understanding the dynamics of global procurement and manufacturing supply chains. In particular the chapter focuses on the use of software agents to assist decision making across the supply chain, for example in raw material procurement. The chapter describes a framework for supply chain scenarios in multi-agent based simulation games. The agents' behaviour is governed by business rules, based on the concept of normative knowledge representation and its reasoning mechanism (known as rule-based reasoning, RBR) and that also come closer to the task that confronts the supply chain operational manager – the analysis of current case in hand in terms of previously decided business problem solutions, known as case-based reasoning (CBR). The aim is to introduce more realistic behavior of the supply chain actors and improve understanding in operational management of supply c...
Social Science Research Network, 2007
One of the main supply chain deficiencies is the bullwhip effect: demand fluctuations increase as one moves up the supply chain from retailer to manufacturer. The Beer Distribution Game is widely known for illustrating these supply chain dynamics in class. In this paper we present a spreadsheet application, exploring the two key causes of the bullwhip effect: demand forecasting and the type of ordering policy. We restrict our attention to a single product two-echelon system and illustrate how tuning the parameters of the replenishment policy induces or reduces the bullwhip effect. We also demonstrate how bullwhip reduction (dampening the order variability) may have an adverse impact on inventory holdings and/or customer service. As such, the spreadsheets can be used as an educational tool to gain a clear insight into the use of inventory control policies and forecasting in relation to the bullwhip effect and customer service.
Klíčová slova: pivo, výroba piva, diskrétní simulace, simulační model, simulační experiment ■ ■ 1 ÚVOD Simulaci lze definovat jako napodobení dynamického procesu v rámci zkoumaného systému pomocí modelu za účelem provádění experimentů, kterými lze získat informace využitelné v reálném systému (VDI 3633, Blatt 1, 2010)� Využití diskrétní simulace za účelem ověření funkčnosti plánovaných výrobních systémů i jejich operativního řízení je dnes v podnicích zaměřených na hromadnou výrobu denní praxí� V závislosti na různých fázích projektů plánování či říze-Jiří HLOSKA, Miroslav ŠKOPÁN Ústav automobilního a dopravního inženýrství, Fakulta strojního inženýrství, Vysoké učení technické v Brně, Technická 2896/2, 619 69 Brno / Recenzovaný článek / Reviewed paper Hloska, J. -Škopán, M.: Plánování a řízení provozu pivovaru s podporou počítačové simulace. Kvasny Prum� 60, 2014, č� 6, s� 146-150
Mathematical Problems in Engineering
INFORMS Transactions on Education, 2006
Supply chain management is a topic that many practitioners and students generally find difficult to understand (Boudette [Boudette, N. 2005. Chrysler offers bonuses to dealers: Move to reduce inventory aims to close year strong, but the reaction is mixed. The Wall Street Journal (December 13)]). The authors present a supply chain game that they have found to be an effective tool to increase student interest in and comprehension of supply chain management. The supply chain game literature is briefly reviewed. The poker chip game is discussed with respect to the well-known Beer Game. The poker chip game is a multi-product, multi-customer, multi-echelon, stochastic supply chain game used to teach the problems of traditional push models (economic order quantity/reorder point and Min-Max inventory models) and the elements of the new pull models (Just inTime and Theory of Constraints).
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