4.10.21 · D2 · HinglishAdvanced Topics (Elite Level)

Visual walkthroughLinear programming — simplex method (intro)

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4.10.21 · D2 · Maths › Advanced Topics (Elite Level) › Linear programming — simplex method (intro)


Step 1 — Playground draw karo (feasible region)

KYA. Humein yeh problem di gayi hai jise hum jitna bada ho sake banana chahte hain, aur do rules jo pair ko maanne padte hain:

Yahan aur bas do dials hain jo tum ghuma sakte ho — inhe decision variables kaho. Donon dials ki har ek choice ek flat map par ek point hai. Har "" rule kehta hai "ek seedhi line ke ek taraf raho". Saare allowed sides ko overlap karo aur tumhe ek shape milti hai.

YEH KYUN PEHLE. Kisi bhi algebra se pehle, humein legal choices ki space ko dekhna hai. Ek "" inequality plane ko do hisson mein kaatti hai — ek half-plane — aur ek half rakhti hai. Chaar rules = chaar half-planes. Unka common overlap feasible region hai: har woh point jo koi rule nahi todta.

PICTURE. Neeche shaded region wahi overlap hai — ek chaar-kona fenced field. Uske corners marked hain. Maximum sirf unhi corners par ho sakta hai (hum Step 2 mein prove karte hain kyun).

Figure — Linear programming — simplex method (intro)

Step 2 — Prize corner par kyun baithta hai

KYA. Objective har point par ek value leta hai. ki same value share karne wale points ek seedhi line par hote hain: set karo kisi fixed number ke liye aur tumhe ek line milti hai. badlo aur line slide karti hai — apne aap ke parallel. Yeh ki level lines hain.

YEH TOOL KYUN. Hum sabse bada chahte hain, toh hum poochte hain: sliding line "zyada profit" direction mein kitni door ja sakti hai aur field ko touch karti rahe? Steepest increase ki direction gradient hai — ek arrow jo dikhata hai kahan sabse tezi se chadhta hai. Kyunki linear hai, har level line seedhi hai aur sab parallel hain. Line ko gradient ke upar slide karo jab tak woh field chhodne wali na ho: contact ka aakhri point ek corner hai (ya, tie mein, ek poora edge — lekin edge mein hamesha corners hote hain). Toh humein kabhi interior points ki zaroorat nahi.

PICTURE. Dekho dashed level lines direction mein field par aage badh rahi hain. Aakhri wali corner ko brush karti hai — winner.

Figure — Linear programming — simplex method (intro)

Yahan ka matlab bas yeh hai ki " har unit par kitna badhta hai" — yeh hai kyunki term , ek badhne par add karta hai. Isi idea se ke liye milta hai.


Step 3 — "Less-than" rules ko clean equations mein badlo (slack)

KYA. jaisi inequality mein spare room hoti hai. Agar tum apne ke budget mein se sirf use kar rahe ho, toh bacha hua hai. Us leftover ko naam do:

Naye variables slack variables hain: har ek measure karta hai ki us rule ka kitna hissa unused hai.

YEH KYUN KARO. Computers aur clean linear algebra ko equations pasand hain, inequalities nahi. Slacks ke saath, har "" ban jaata hai "", aur ab row-reduction cheezein solve kar sakti hai. Bonus meaning: matlab rule A tight hai — tum bilkul us fence line par khade ho.

PICTURE. Har fence ka ek coloured "slack bar" hai jo unused amount dikhata hai. Boundary par bar zero ho jaata hai.

Figure — Linear programming — simplex method (intro)

Step 4 — Starting corner ko ek table ke roop mein likho (tableau)

KYA. Donon slack equations aur objective ( ke roop mein rearrange karke) ko ek grid mein stack karo. Har row ek equation hai; har column ek variable ke coefficients hai.

Basis RHS
1 1 1 0 4
1 3 0 1 6
0 0 0

YAHAN KYUN, AB KYUN. Humein kisi legal corner se shuru karna hai. set karne par (donon dials off) milta hai — dono positive, toh yeh legal hai. Yeh corner hai jahan hai. Yeh safe launch pad hai kyunki budgets non-negative hain.

PICTURE. Tableau hi corner hai ek table ke roop mein draw kiya gaya. Bottom row secretly store karti hai (negatives ko paar karo).

Figure — Linear programming — simplex method (intro)

Bottom row ko term-by-term padhte hue: Kisi column ke neeche negative number ka matlab hai "woh dial upar karna ko badhata hai" — improve karne ka mauka.


Step 5 — Choose karo kaun enter kare (steepest improvement)

KYA. Sirf -row dekho: ke neeche , ke neeche . Sabse negative hai. Toh basic banega — yeh enter karta hai.

KYUN. Har negative us dial ki profit rate hai. beats : badhana per unit deta hai, jo available sabse steep climb hai. Sabse negative chunna greedy "sabse steep fence-edge par chado" move hai.

PICTURE. Corner se, do edges nikalty hain — ek -axis ke saath, ek ke saath. -edge profit mein steeper hai, toh hum uski taraf kadam rakhte hain.

Figure — Linear programming — simplex method (intro)

Step 6 — Choose karo kaun leave kare (ratio test)

KYA. Hum ko uske edge ke saath slide karte hain. Lekin ek fence hamein rokegi. column mein positive entry wali har row ke liye, compute karo: Sabse chhota ratio, , jeet jaata hai: row binding fence hai, toh basis leave karta hai.

KYUN SIRF POSITIVE ENTRIES, KYUN SABSE CHHOTA. Jaise badhta hai, har slack se badalta hai. Agar entry positive hai, woh slack ghatta hai aur par ho jayega — wahan tum fence se takraate ho. Pehli fence jo milti hai (sabse chhota ratio) limit hai; usse aage jaana ek slack ko negative kar deta hai = illegal. Negative ya zero entry ka matlab hai woh slack is direction mein kabhi khatam nahi hota, toh woh tumhe kabhi nahi rokta — use skip karo.

PICTURE. Red arrow par -axis ke saath saware ho. Fence A (rule A se) tumhe par rokta hai; fence B sirf par rokta. Tum paas wale par rukते ho, .

Figure — Linear programming — simplex method (intro)

Step 7 — Pivot: ko basic banao (row-reduce)

KYA. Pivot (row , column ) wali entry hai. Hum row operations use karke uske poore column ko ek unit column bana dete hain:

  • Row : pivot () se divide karo → unchanged.
  • Row : (uske neeche wale ko khatam karo).
  • Row : ( ko khatam karo).
Basis RHS
1 1 1 0 4
0 2 1 2
0 1 3 0 12

KYUN. Iske baad, table directly padhne par milta hai — hum corner par move ho gaye hain. Pivoting exactly yeh hai "equations ko re-solve karo taaki naye corner ki values RHS column mein aa jayein".

PICTURE. Hop: se edge ke upar tak, profit jump karta hai.

Figure — Linear programming — simplex method (intro)

Naya -row padhte hue: , matlab Dono coefficients ab non-negative hain, toh koi bhi off-dial upar karna sirf ko ghata sakta hai.


Step 8 — Rukne ka waqt kab hai (optimality)

KYA. -row ab hai — koi negative entry nahi bachi. Ruko. Corner jahan hai, optimal hai.

KYUN. -row mein negative hamara "improvement available" flag tha. Koi nahi bacha = koi dial upar karke profit nahi kamaaya ja sakta = hum ramp ke top par hain. Yeh Step 2 ki picture se match karta hai: aakhri level line exactly ko graze karti thi.

PICTURE. Corner scoreboard — har vertex ki value dikhaya; crown pehanta hai.

Figure — Linear programming — simplex method (intro)

Har corner ke against cross-check karo (koi case skip nahi):

Corner kaise aata hai
dono dials off
fence B par,
fences A & B cross
fence A par,

Winner , par milta hai — exactly wahan jahan simplex ruka.


Ek-tasveer summary

Upar ki sab cheezein ek single frame mein: field, sliding profit lines, corner-hop jo simplex leta hai, aur crowned optimum.

Figure — Linear programming — simplex method (intro)
Recall Feynman retelling — poora walk plain words mein

Tum ek bahut-se-corners wale fenced field mein ho (feasible region). Zameen ek flat ramp hai jo "zyada profit" ki taraf jhuki hai (linear objective). Flat ramp par, sabse zyada reachable jagah hamesha ek corner hoti hai, toh tumhe sirf corners visit karne ki zaroorat hai. Fuzzy "" fences ko exact lines mein badalne ke liye jino par tum compute kar sako, tum har fence ko ek "leftover" measure dete ho — ek slack — jo tab zero hota hai jab tum us fence ko touch karte ho. Tum us easy corner se shuru karte ho jahan sab dials off hain. Tum table padhte ho: bottom row mein koi bhi negative number matlab "yeh dial upar karna profit kamaata hai", toh tum sabse bada earner chuno (enter, sabse negative). Tum us edge par chalo jab tak pehli fence na roke — jo sabse chhote RHS-over-positive-entry ratio se milti hai (leave, smallest ratio). Tum equations re-solve karte ho (pivot) taaki naye corner ke numbers jagah par aa jayein. Repeat karo. Jis pal bottom row mein koi negative nahi bacha, koi dial aur kama nahi sakta — tum sabse unche corner par khade ho. Ho gaya.


Connections

  • Convex Sets and Polytopes — field ek convex polytope hai; isliye optima corners par rehte hain.
  • Gradient and Level Sets — Step 2 ki sliding lines aur climb arrow.
  • Gaussian Elimination — Step 7 ka pivot exactly guided row reduction hai.
  • Duality in Linear Programming — wahi optimum partner problem se padha gaya.
  • Integer Programming — jab dials whole numbers hone chahiye toh kya badalta hai.
  • Optimization (Lagrange Multipliers) — is corner-walk ka smooth-constraint cousin.