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Introduction to Linear Programming
1. Definition
• Linear Programming (LP) is the optimization of a linear objective function, subject to a set of linear equality and/or inequality constraints.
• Standard form:
maximize cᵀx
subject to Ax ≤ b, x ≥ 0
where x ∈ ℝⁿ, A ∈ ℝᵐ×ⁿ, b ∈ ℝᵐ, c ∈ ℝⁿ.
2. Key Concepts
• Feasible Region: The convex polyhedron defined by the constraints.
• Extreme Points: Vertices of the feasible region; an optimal solution (if it exists) occurs at one of these.
• Basic Feasible Solution: A corner (basis) with exactly n active constraints (in standard form).
3. Solution Methods
• Simplex Algorithm (Dantzig, 1947): Traverses extreme points via pivot operations until optimality.
• Interior‐Point Methods (Karmarkar, 1984): Moves through the interior of the feasible region; often polynomial‐time.
• Duality: Every LP (“primal”) has a dual; optimal values coincide under mild conditions (strong duality).
4. Duality Theory
• Primal (max cᵀx; Ax ≤ b) ↔ Dual (min bᵀy; Aᵀy ≥ c, y ≥ 0).
• Economic interpretation: Dual variables y represent shadow prices of resources.
• Complementary Slackness: Characterizes optimality via xi·(Aᵀy–ci)=0 and yj·(bj–(Ax)j)=0.
5. Applications
• Resource allocation (manufacturing, transportation)
• Portfolio optimization in finance
• Network flows and scheduling
References
• G. B. Dantzig, “Linear Programming and Extensions,” Princeton Univ. Press, 1963.
• V. Chvátal, “Linear Programming,” W. H. Freeman, 1983.
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User Comment
I would like to learn how to work on a problem myself, how would I go about doing it
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Steps to Solve a Linear Programming Problem
1. Understand and Define
• Read the word problem carefully. Identify the decision variables x₁,…,xₙ (what you control).
• Decide what you want to maximize or minimize (profit, cost, time, etc.).
2. Formulate Mathematically
• Write the objective function in the form cᵀx (e.g. maximize 5x₁+3x₂).
• Translate every requirement into a linear constraint (≤, ≥ or =).
• Add nonnegativity constraints xᵢ ≥ 0 unless variables can be negative.
3. Convert to Standard Form (if using Simplex)
• Change “≥” constraints by multiplying by –1, and convert equalities into two inequalities.
• Introduce slack (or surplus and artificial) variables so all constraints read “=.”
4. Solve by Hand (small n) or Software
A. Graphical Method (n=2)
– Plot each constraint line in the x₁–x₂ plane.
– Shade the feasible region, find its vertices, and evaluate the objective at each.
B. Simplex Algorithm
– Set up the initial tableau.
– Pivot to drive all reduced costs (objective‐row entries) nonnegative (for maximization).
– Read off the optimal solution when no further improvements are possible.
C. Interior‐Point or Solver
– Use Excel Solver, Python + PuLP/CVXOPT, MATLAB linprog, or other LP packages for large problems.
5. Interpret and Verify
• Check that your solution satisfies all original constraints.
• Use dual variables (shadow prices) to assess sensitivity: how much the objective would change if b changes.
• Apply complementary slackness to confirm optimality.
6. Practice and Resources
• Work through examples in:
– G. B. Dantzig, “Linear Programming and Extensions” (1963)
– V. Chvátal, “Linear Programming” (1983)
• Try online problem sets (e.g. NEOS Server, MIT OpenCourseWare).
• Implement small models in Python/PuLP to build fluency.
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User Comment
Can you go through a very simple worked example
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Answer
Worked Example – Graphical Solution of a Two‐Variable LP
Problem. A workshop makes chairs (x₁) and tables (x₂).
Profit per chair = \$3, per table = \$5.
Available labor: 1 hr per chair, 2 hrs per table, total ≤ 8 hrs.
Available wood: 3 hr per chair, 2 hr per table, total ≤ 12 hrs.
Maximize profit Z = 3x₁ + 5x₂
Subject to
1) x₁ + 2x₂ ≤ 8
2) 3x₁ + 2x₂ ≤ 12
3) x₁, x₂ ≥ 0
Step 1: Identify corner points.
Solve the equalities pairwise:
• Intersection of (1) and (2):
x₁ + 2x₂ = 8
3x₁ + 2x₂ = 12
Subtract: 2x₁ = 4 ⇒ x₁ = 2; then x₂ = (8–2)/2 = 3.
• With x₁ = 0: from (1) x₂ = 4; from (2) x₂ = 6 ⇒ active is the tighter x₂ = 4.
• With x₂ = 0: from (1) x₁ = 8; from (2) x₁ = 4 ⇒ active is x₁ = 4.
Thus corners: (0,0), (0,4), (2,3), (4,0).
Step 2: Evaluate Z at each corner.
• (0,0): Z = 0
• (0,4): Z = 3·0 + 5·4 = 20
• (2,3): Z = 3·2 + 5·3 = 6 + 15 = 21
• (4,0): Z = 3·4 + 5·0 = 12
Step 3: Choose the maximum.
Maximum profit Z* = 21 at x₁ = 2 chairs and x₂ = 3 tables.
Verification:
Constraints:
1) 2 + 2·3 = 8 ≤ 8 ✔
2) 3·2 + 2·3 = 12 ≤ 12 ✔
Conclusion. Produce 2 chairs and 3 tables for a maximal profit of \$21.
Reference for method:
• G. B. Dantzig, “Linear Programming and Extensions,” 1963.
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