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Linear Programming Lecture Notes - Penn State Personal Web Server

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Example 5.9. Consider the Toy Maker Problem (from Example 2.3). The linear programming<br />

problem given in Equation 2.8 is:<br />

⎧<br />

⎪⎨<br />

⎪⎩<br />

max z(x1, x2) = 7x1 + 6x2<br />

s.t. 3x1 + x2 ≤ 120<br />

x1 + 2x2 ≤ 160<br />

x1 ≤ 35<br />

x1 ≥ 0<br />

x2 ≥ 0<br />

We can convert this problem to standard form by introducing the slack variables s1, s2<br />

and s3:<br />

⎧<br />

⎪⎨<br />

⎪⎩<br />

max z(x1, x2) = 7x1 + 6x2<br />

s.t. 3x1 + x2 + s1 = 120<br />

which yields the matrices<br />

⎡ ⎤ ⎡<br />

7<br />

⎢<br />

⎢6⎥<br />

⎢<br />

⎥ ⎢<br />

c = ⎢<br />

⎢0<br />

⎥ x = ⎢<br />

⎣0⎦<br />

⎣<br />

0<br />

x1 + 2x2 + s2 = 160<br />

x1 + s3 = 35<br />

x1, x2, s1, s2, s3 ≥ 0<br />

x1<br />

x2<br />

s1<br />

s2<br />

s3<br />

⎤<br />

⎥<br />

⎦<br />

We can begin with the matrices:<br />

⎡<br />

1<br />

B = ⎣0 0<br />

1<br />

⎤ ⎡<br />

0 3<br />

0⎦<br />

N = ⎣1 ⎤<br />

1<br />

2⎦<br />

0 0 1 1 0<br />

In this case we have:<br />

⎡ ⎤<br />

and<br />

Therefore:<br />

xB = ⎣ s1<br />

s2<br />

s3<br />

⎦ xN =<br />

x1<br />

x2<br />

<br />

⎡<br />

3<br />

A = ⎣1 1<br />

2<br />

1<br />

0<br />

0<br />

1<br />

⎤ ⎡<br />

0<br />

0⎦<br />

b = ⎣<br />

1 0 0 0 1<br />

120<br />

⎤<br />

160⎦<br />

35<br />

cB =<br />

B −1 ⎡<br />

b = ⎣ 120<br />

⎤<br />

160⎦<br />

B<br />

35<br />

−1 ⎡<br />

3<br />

N = ⎣1 ⎤<br />

1<br />

2⎦<br />

1 0<br />

⎡<br />

⎣ 0<br />

⎤<br />

0⎦<br />

cN =<br />

0<br />

<br />

7<br />

6<br />

c T BB −1 b = 0 c T BB −1 N = 0 0 c T BB −1 N − cN = −7 −6 <br />

74

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