18 Deterministic Dynamic Programming

# 18 Deterministic Dynamic Programming - Match Puzzle E X A M...

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Unformatted text preview: Match Puzzle E X A M P L E 1 Milk E X A M P L E 2 † This section covers topics that may be omitted with no loss of continuity. Deterministic Dynamic Programming Dynamic programming is a technique that can be used to solve many optimization problems. In most applications, dynamic programming obtains solutions by working backward from the end of a problem toward the beginning, thus breaking up a large, unwieldy problem into a series of smaller, more tractable problems. We introduce the idea of working backward by solving two well-known puzzles and then show how dynamic programming can be used to solve network, inventory, and resource- allocation problems. We close the chapter by showing how to use spreadsheets to solve dynamic programming problems. 18.1 Two Puzzles † In this section, we show how working backward can make a seemingly difficult problem almost trivial to solve. Suppose there are 30 matches on a table. I begin by picking up 1, 2, or 3 matches. Then my opponent must pick up 1, 2, or 3 matches. We continue in this fashion until the last match is picked up. The player who picks up the last match is the loser. How can I (the first player) be sure of winning the game? Solution If I can ensure that it will be my opponent’s turn when 1 match remains, I will certainly win. Working backward one step, if I can ensure that it will be my opponent’s turn when 5 matches remain, I will win. The reason for this is that no matter what he does when 5 matches re- main, I can make sure that when he has his next turn, only 1 match will remain. For exam- ple, suppose it is my opponent’s turn when 5 matches remain. If my opponent picks up 2 matches, I will pick up 2 matches, leaving him with 1 match and sure defeat. Similarly, if I can force my opponent to play when 5, 9, 13, 17, 21, 25, or 29 matches remain, I am sure of victory. Thus, I cannot lose if I pick up 30 29 1 match on my first turn. Then I sim- ply make sure that my opponent will always be left with 29, 25, 21, 17, 13, 9, or 5 matches on his turn. Notice that we have solved this puzzle by working backward from the end of the problem toward the beginning. Try solving this problem without working backward! I have a 9-oz cup and a 4-oz cup. My mother has ordered me to bring home exactly 6 oz of milk. How can I accomplish this goal? 962 C H A P T E R 1 8 Deterministic Dynamic Programming Solution By starting near the end of the problem, I cleverly realize that the problem can easily be solved if I can somehow get 1 oz of milk into the 4-oz cup. Then I can fill the 9-oz cup and empty 3 oz from the 9-oz cup into the partially filled 4-oz cup. At this point, I will be left with 6 oz of milk. After I have this flash of insight, the solution to the problem may easily be described as in Table 1 (the initial situation is written last, and the final sit- uation is written first)....
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## This note was uploaded on 11/02/2010 for the course ORIE 1101 taught by Professor Trotter during the Fall '10 term at Cornell.

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18 Deterministic Dynamic Programming - Match Puzzle E X A M...

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