Learn & Review: Graphical Method | Linear Programming Problem | Learn OR with Asksia
Jan 23, 2026
Lec-1 Graphical Method Linear Programming Problem Unique
audio
Transcript
Transcript will appear once available.
Operations Research: Graphical Method for Linear Programming
This tutorial introduces the graphical method for solving linear programming problems, specifically focusing on cases with two decision variables. It outlines four potential outcomes: a unique optimal solution, infinite optimal solutions, an unbounded solution, and no solution. This lecture details the process for finding a unique optimal solution.
Problem Setup and Objective
The problem involves minimizing the objective function:
- Minimize Z = 20x₁ + 10x₂
Subject to the following constraints:
- x₁ + 2x₂ ≤ 40
- 3x₁ + x₂ ≤ 30
- 4x₁ + 3x₂ ≤ 60
- x₁ ≥ 0, x₂ ≥ 0
Steps for Graphical Solution
-
Convert Inequalities to Equations:
- Replace all inequality signs (≤, ≥) with equal signs (=) to define the boundary lines of the feasible region.
- Equation 1: x₁ + 2x₂ = 40
- Equation 2: 3x₁ + x₂ = 30
- Equation 3: 4x₁ + 3x₂ = 60
-
Determine Intercepts for Plotting Lines:
- Method 1: Divide by the Right-Hand Side:
- Divide each equation by its right-hand side constant to get the standard intercept form (x/a + y/b = 1).
- Equation 1: (x₁/40) + (2x₂/40) = 1 => (x₁/40) + (x₂/20) = 1
- x₁-intercept = 40, x₂-intercept = 20
- Equation 2: (3x₁/30) + (x₂/30) = 1 => (x₁/10) + (x₂/30) = 1
- x₁-intercept = 10, x₂-intercept = 30
- Equation 3: (4x₁/60) + (3x₂/60) = 1 => (x₁/15) + (x₂/20) = 1
- x₁-intercept = 15, x₂-intercept = 20
- Method 2: Assume Zero for One Variable:
- For each equation, set x₁ = 0 to find x₂, then set x₂ = 0 to find x₁.
- Equation 1:
- If x₁ = 0, 2x₂ = 40 => x₂ = 20. Point: (0, 20)
- If x₂ = 0, x₁ = 40. Point: (40, 0)
- (This method can be applied similarly for equations 2 and 3).
- Method 1: Divide by the Right-Hand Side:
-
Plot the Lines on a Graph:
- Draw the x₁ and x₂ axes. Since x₁ ≥ 0 and x₂ ≥ 0, focus on the first quadrant.
- Choose an appropriate scale for the axes based on the intercept values (e.g., increments of 10).
- Plot the intercept points for each equation and draw a line connecting them. Label each line corresponding to its equation number.
-
Identify the Feasible Region:
- For each constraint, determine the direction of the inequality:
- x₁ + 2x₂ ≤ 40: Arrows point towards the origin (below Line 1).
- 3x₁ + x₂ ≥ 30: Arrows point away from the origin (above Line 2).
- 4x₁ + 3x₂ ≤ 60: Arrows point towards the origin (below Line 3).
- The feasible region is the area on the graph that satisfies all the constraints simultaneously, indicated by the overlapping directions of the arrows. This region is typically a polygon.
- For each constraint, determine the direction of the inequality:
-
Determine the Corner Points (Extreme Points) of the Feasible Region:
- The feasible region is bounded by the plotted lines and the axes. Identify the vertices of this polygon.
- In this example, there are four corner points:
- Point A: Intersection of the x₁-axis and Line 3 (or Line 2, depending on the exact shape).
- Point B: Intersection of the x₁-axis and Line 1.
- Point C: Intersection of Line 1 and Line 2.
- Point D: Intersection of Line 2 and Line 3.
-
Calculate the Coordinates of the Corner Points:
- Some points might be directly identifiable from the intercepts (e.g., Point B is (40, 0)).
- For intersection points, solve the system of equations corresponding to the intersecting lines:
- Point C (Intersection of Line 1 and Line 2):
- x₁ + 2x₂ = 40
- 3x₁ + x₂ = 30
- Solving these yields: x₁ = 4, x₂ = 18. So, Point C is (4, 18).
- Point D (Intersection of Line 2 and Line 3):
- 3x₁ + x₂ = 30
- 4x₁ + 3x₂ = 60
- Solving these yields: x₁ = 6, x₂ = 12. So, Point D is (6, 12).
- Point C (Intersection of Line 1 and Line 2):
- Note: The exact corner points depend on the specific graph and feasible region. In this example, the points are A=(15,0), B=(40,0), C=(4,18), and D=(6,12). Correction based on calculation: Point A is likely the origin (0,0) or another intersection. The provided calculation identifies A=(15,0) and B=(40,0) as intercepts on the x1 axis, and C=(4,18) and D=(6,12) as intersection points. The feasible region's corners are derived from these. The lecture identifies the corner points as A=(15,0), B=(40,0), C=(4,18), and D=(6,12).
-
Evaluate the Objective Function at Each Corner Point:
- Substitute the (x₁, x₂) coordinates of each corner point into the objective function (Z = 20x₁ + 10x₂).
- Point A (15, 0): Z = 20(15) + 10(0) = 300
- Point B (40, 0): Z = 20(40) + 10(0) = 800
- Point C (4, 18): Z = 20(4) + 10(18) = 80 + 180 = 260
- Point D (6, 12): Z = 20(6) + 10(12) = 120 + 120 = 240
- Substitute the (x₁, x₂) coordinates of each corner point into the objective function (Z = 20x₁ + 10x₂).
-
Determine the Optimal Solution:
- Since the objective is to minimize Z, select the corner point that yields the smallest value of Z.
- The minimum value of Z is 240, which occurs at Point D (6, 12).
Conclusion
- Optimal Solution: x₁ = 6, x₂ = 12
- Minimum Value of Z: 240
This represents a unique optimal solution. The next lecture will cover the other types of solutions (infinite, unbounded, no solution) using the graphical method.
Ask Sia for quick explanations, examples, and study support.