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Simulation and Modelling Final Notes

The document outlines key concepts in simulation and modeling, focusing on queueing models, random-number generation, and system components. It details the structure and types of queueing systems, performance measures, and Little's Law, as well as the properties and generation methods for random numbers. Additionally, it defines essential system components such as entities, attributes, activities, states, and events.

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0% found this document useful (0 votes)
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Simulation and Modelling Final Notes

The document outlines key concepts in simulation and modeling, focusing on queueing models, random-number generation, and system components. It details the structure and types of queueing systems, performance measures, and Little's Law, as well as the properties and generation methods for random numbers. Additionally, it defines essential system components such as entities, attributes, activities, states, and events.

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ashfaqwahab435
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© © All Rights Reserved
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Download as DOCX, PDF, TXT or read online on Scribd
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Simulation and Modelling notes

Steps in a simulation Study:


Chapter 6: Queueing Models
1. What is a Queueing Model?
 A queueing model represents a system where customers (entities) wait in a line (queue)
for service.
 Examples: Banks, hospitals, traffic systems, and computer networks.

2. Components of a Queueing System


 Customers: People, machines, orders, vehicles, etc.
 Servers: Clerks, CPUs, repair technicians, etc.
 Calling Population: The source of arriving customers (finite or infinite).
 System Capacity: The maximum number of customers the system can handle.
 Queue Discipline: The rule used to determine service order (FIFO, LIFO, Priority, etc.).

3. Types of Queueing Systems


 Finite vs. Infinite Population: A finite system has a limited number of potential arrivals.
 Single-Server vs. Multi-Server: One or multiple servers provide service to customers.
 Balking, Reneging, and Jockeying:
o Balking: Customer leaves after seeing a long queue.
o Reneging: Customer waits but leaves after some time.
o Jockeying: Customer switches between queues.

4. Queueing Notation (Kendall’s Notation)


 Format: A/B/c/N/K
o A: Arrival process (M = Markovian/exponential, D = Deterministic, G = General)
o B: Service time distribution
o c: Number of servers
o N: System capacity
o K: Population size
 Example: M/M/1 (Single-server queue with Poisson arrivals and exponential service
time)

5. Performance Measures
 L: Average number of customers in the system.
 LQ: Average number of customers in the queue.
 W: Average time spent in the system.
 WQ: Average time spent in the queue.
 ρ (Utilization Factor): Probability that a server is busy.

6. Little’s Law
 L = λW: States that the average number of customers in the system (L) is equal to the
arrival rate (λ) multiplied by the average time spent in the system (W).
Chapter 7: Random-Number Generation
1. What are Random Numbers?
 Used in simulation to model unpredictable events.
 Should be uniformly distributed (between 0 and 1) and independent (no pattern).

2. Pseudo-Random Numbers
 Computer-generated numbers that appear random but follow a pattern.
 Generated using mathematical formulas (deterministic).

3. Properties of Good Random Numbers


1. Uniformity – Each number should be equally likely.
2. Independence – No predictable pattern.
3. Long Period – Should not repeat quickly.
4. Fast & Efficient Generation – Needed for large simulations.

4. Methods for Generating Random Numbers


 Linear Congruential Method (LCM): Formula: Xn+1 = (aXn + c) mod m

 Combined Linear Congruential Generators: Improves the period and randomness by


combining multiple LCMs.

5. Testing Random Numbers


 Uniformity Tests:
o Chi-Square Test: Checks if numbers follow a uniform distribution.
o Kolmogorov-Smirnov Test: Compares the generated numbers to an ideal
uniform distribution.
 Independence Tests:
o Autocorrelation Test: Checks if current numbers depend on previous ones.

6. Random-Number Streams
 A stream is a separate sequence of random numbers.
 Used to ensure repeatability and control randomness in different parts of a simulation.

Components of a System:

1. Entity – The main object being studied.


Example: Jobs in a manufacturing line.
2. Attribute – A property of an entity.
Example: Job priority or processing time.
3. Activity – A process an entity undergoes.
Example: A job being processed on a machine.
4. State – The system's current condition.
Example: Number of jobs in the queue.
5. Event – An action that changes the state.
Example: A new job arriving or a task completion.

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