Sample Output and Lessons in Each Round
1) One Human Player + Three Human-Like Players
Observation: Order volatility increases as you move upstream in the supply chain (Demand ->
Retailer -> Wholesaler -> Distributor -> Manufacturer). This is the bullwhip effect! There
is also a lag of a few periods between orders of one player and the (increasingly volatile)
orders of the next, due to the order and shipment lead times.
The “human-like” players follow the formula proposed by Sterman (1989), which is meant to
emulate the way human players play the beer game. The order quantity increases when the
inventory level (IL) or inventory position (IL + on-order items) fall below a target value.
In other words, the player exhibits “panicky” behavior, over-ordering when inventories get
low, even if the correct amount of inventory is already in the pipeline. Conversely, when
inventories are high, the player under-orders, getting complacent even when there is not
enough inventory in the pipeline.
Observation: All four players exacerbated the bullwhip effect, as evidenced by the fact
that all four bullwhip effect index (BEI) scores are greater than 1. The computerized
players showed some panic in their ordering over time; the human player showed even more.
You can read more about the BEI measure in the Game Results section
Note: The BEI is a “moving variance” and thus will change throughout the time horizon of
the game. When discussing with students, simply concentrate on the value in the last
period.
Now focus on the comparison graphs displayed at the end of the game. While the student is
playing the game, the software plays the game several times behind the scenes, replacing
the human player with each of our computerized players, using the same game settings.
The software displays two graphs. The first compares the total supply chain cost (all 4
players), when the human is replaced by each of the computerized players. The second
another displays the BEI for the role the human is playing (e.g., Wholesaler) when the
human is replaced by each of the computerized players.
Observation: Under the Classic demand pattern with Human-Like teammates, our AI agent is
hard to beat. It achieves a cost of $281, less than half the cost obtained by a Rational
player playing in the same role, $649.50. (The Rational player uses a base-stock policy
with reasonable, though not necessarily optimal, base-stock levels.) Humans tend to perform
pretty badly in this setup — here, the human had a cost of $1,027. Even the Random player
beat our human, which is not uncommon, and can be a source of some good-natured humor in
class. In this example, the Human-Like player performed the worst, though not significantly
worse than the human.
Observation: The Rational player has the lowest BEI, since it uses a base-stock policy.
(Remember that a base-stock policy, by definition, produces BEI values close to 1.) The BEI
for the AI player is quite a bit higher, even though its costs are lower, reinforcing the
point that higher BEI does not always mean higher cost. The Random and Human-Like players
had rather large BEI values, as did our human player.
Other sample output :
The Cumulative Cost rises continuously as time goes on (over $1,000 total cost), again
showcasing the effect of the continuous fluctuation in complacency or panic of the players
causing exorbitant carrying or stock out costs.
2) One Human Player following a Rational Strategy + Three Human-Like Players
Observation: In this case the student (playing as the Wholesaler) follows a base-stock
policy. This shows in our graphic as the Wholesaler orders are exactly the same as the
Retailer’s, two periods later. Notice that the Wholesaler neither increases nor decreases
the bullwhip effect–s/he simply passes along the orders s/he receives.
Observation: Notice that in this case the student (as Wholesaler) performs with a bullwhip
effect index (BEI) of close to 1. (It doesn’t equal exactly 1 because of the difference in
order quantities in the first period, and the lag between the Retailer’s and the
Wholesaler’s orders). This confirms that the Wholesaler neither increases nor decreases the
bullwhip effect, as we saw in the order quantity graph. On the other hand, the
computerized, Human-Like players contribute to the bullwhip effect, similar to round 1.
Other sample output
The total cost is lower than in round 1 (roughly $650 vs. $1,000), also showing the
improvement from the Wholesaler following a base-stock policy. Fill rates are better, too.
3) There are two options for how you can run the final “Classic Game Play” round.
3.a) One Human Player + Three Rational Players
Observation: Because it follows a base-stock policy, the Retailer reproduces the Demand
pattern in its own orders. (The Demand is obscured by the other curves, but you can see it
by clicking on some of the other curves in the legend to turn them off.) The Wholesaler
(the human player) breaks the pattern, but then the Distributor and Manufacturer reproduce
the Wholesaler’s ordering patterns.
Observation: As in Round 1, the computerized Rational players have BEIs close to 1, and the
human player has a much higher BEI.
Other sample output
The total cost is again lower than in previous rounds ($450 here vs. $650 in Round 2 and
$1,000 in Round 1). This shows the additional improvement from more Rational players being
added to the team.
3.b) Four Rational Players
Observation: Now each player passes along the orders that it receives, except in the first
period when they order up to the base-stock level. There is no bullwhip effect.
Observation: All four players have BEIs close to 1. The Retailer, Wholesaler, and
Distributor have BEIs below 1; this is an artifact of the fact that the first-period orders
differ from the demands.
Other sample output
This round also represents the lowest cumulative total cost, at $180. Because the
base-stock levels are sufficiently high and the demand is almost stable, the fill rate is 1
for every player.