3 - Chap 3 - General Principles
3 - Chap 3 - General Principles
INDUSTRIAL ENGINEERING
Lesson 3
General Principles in Simulation
Tran Van Ly
Industrial Engineering & Management
International University
Email: [email protected] 1
Room: A2-504
• Discrete-event simulation
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3.1 Concepts in Discrete-Event Simulation (1)
• System: A collection of entities (e.g., people and machines) that interact together over
time to accomplish one or more goals.
• System state: A collection of variables that contain all the information necessary to
describe the system at any time.
• Entity: Any object or component in the system which requires explicit representation in
the model (e.g., a server, a customer, a machine).
• Attributes: The properties of a given entity (e.g., the priority of a waiting customer, the
routing of a job through a job shop).
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3.1 Concepts in Discrete-Event Simulation (2)
• Event: An instantaneous occurrence that changes the state of a system (such as an arrival
of a new customer).
• Event notice: A record of an event to occur at the current or some future time, along with
any associated data necessary to execute the event; at a minimum, the record includes
the event type and the event time.
• Event list: A list of event notices for future events, ordered by time of occurrence also
known as the future event list (FEL).
• Activity: A duration of time of specified length (e.g., a service time or interarrival time),
which is known when it begins (although it may be defined in terms of a statistical
distribution).
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3.1 Concepts in Discrete-Event Simulation (3)
• Delay: A duration of time of unspecified indefinite length, which is not known until it ends
(e.g., a customer's delay in a last-in, first-out waiting line which, when it begins, depends
on future arrivals).
• Clock: A variable representing simulated time, called CLOCK in the examples to follow.
• An activity typically represents a service time, an interarrival time, or any other processing
time whose duration has been characterized and defined by the modeler.
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3.1 Concepts in Discrete-Event Simulation (4)
Event notice
• To keep track of activities and their expected completion time, at the simulated
instant that an activity duration begins, an event notice is created having an
event time equal to the activity's completion time.
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3.1 Concepts in Discrete-Event Simulation (5)
• A delay's duration
– Not specified by the modeler ahead of time, but rather determined by
system conditions.
– Quite often, a delay's duration is measured and is one of the desired
outputs of a model run.
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3.1 Concepts in Discrete-Event Simulation (6)
Delay Activity
System state, entity attributes and the number of active entities, the
contents of sets, and the activities and delays currently in progress are all
functions of time and are constantly changing over time.
Time is represented by a variable called CLOCK.
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3.1 Concepts in Discrete-Event Simulation (7)
– System state
• LQ (t ) : the number of cars waiting to be served at time t
• LA (t ) : 0 or 1 to indicate Able being idle or busy at time t
• LB (t ) : 0 or 1 to indicate Baker being idle or busy at time t
– Entities: Neither the customers (i.e., cars) nor the servers need to
be explicitly represented, except in terms of the state variables,
unless certain customer averages are desired.
– Events
• Arrival event
• Service completion by Able
• Service completion by Baker 9
3.1 Concepts in Discrete-Event Simulation (8)
– Activities
• Interarrival time, defined in Table 2.11
• Service time by Able, defined in Table 2.12
• Service time by Baker, defined in Table 2.13
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3.1 Concepts in Discrete-Event Simulation (9)
• A discrete-event simulation: the modeling over time of a system all of whose state
changes occur at discrete points in time - those points when an event occurs.