The game is played on a board that portrays the production and distribution
of beer (figures 1-2). Each team consists of four sectors: Retailer, Wholesaler,
Distributor, and Factory (R, W, D, F) arranged in a linear distribution chain.
One or two people manage each sector. Pennies stand for cases of beer. A deck of
cards represents customer demand. Each simulated week, customers purchase from
the retailer, who ships the beer requested out of inventory. The retailer in
turn orders from the wholesaler, who ships the beer requested out of their own
inventory. Likewise the wholesaler orders and receives beer from the
distributor, who in turn orders and receives beer from the factory, where the
beer is brewed. At each stage there are shipping delays and order processing
delays. The players' objective is to minimize total team costs. Inventory
holding costs are $.50/case/week. Backlog costs are $1.00/case/week, to capture
both the lost revenue and the ill will a stockout causes among customers. Costs
are assessed at each link of the distribution chain.
The game can be played with anywhere from four to hundreds of people. Each
person is asked to bet $1, with the pot going to the team with the lowest total
costs, winner take all. The game is initialized in equilibrium. Each inventory
contains 12 cases and initial throughput is four cases per week. In the first
few weeks of the game the players learn the mechanics of filling orders,
recording inventory, etc. During this time customer demand remains constant at
four cases per week, and each player is directed to order four cases,
maintaining the equilibrium. Beginning with week four the players are allowed to
order any quantity they wish, and are told that customer demand may vary; one of
their jobs is to forecast demand. Players are told the game will run for 50
simulated weeks, but play is actually halted after 36 weeks to avoid horizon
effects.
Each player has good local information but severely limited global
information. Players keep records of their inventory, backlog and orders placed
with their supplier each week. However, people are directed not to communicate
with one another; information is passed through orders and shipments. Customer
demand is not known to any of the players in advance. Only the retailers
discover customer demand as the game proceeds. The others learn only what their
own customer orders.
These information limitations imply that the players are unable to coordinate
their decisions or jointly plan strategy, even though the objective of each team
is to minimize total costs. As in many real life settings, the global
optimization problem must be factored into subproblems distributed throughout
the organization.
The game is deceptively simple compared to real life. All you have to do is
meet customer demand and order enough from your own supplier to keep your
inventory low while avoiding costly backlogs. There are no machine breakdowns or
other random events, no labor problems, no capacity limits or financial
constraints. Yet the results are shocking.
Typical Results: Boom and Bust
Figure 2 shows actual results from teams consisting of graduate students and
business executives. Each column shows the results of a single team. The top
four graphs show the orders placed by the players, from the retailer (bottom) to
factory (top). The bottom four graphs show the players' inventories and backlogs
(negative values), in the same order. Average team costs are about $2000, though
it is not uncommon for costs to exceed $10,000; few ever go below $1000. Optimal
performance (calculated using only the information actually available to players
themselves) is about $200. Average costs are ten times greater than optimal!