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Int. J. Production Economics 78 (2002) 163}175
Supply chain simulation } a tool for education,enhancement and endeavour
Matthias Holweg*, John Bicheno
Lean Enterprise Research Centre, Cardi w Business School, Aberconway Building, Colum Drive, Cardi w CF10 3EU, Wales, UK
Received 14 April 2000; accepted 13 November 2000
Abstract
This paper describes how a participative simulation model is used to demonstrate supply chain dynamics and to model
possible improvements to an entire supply chain. A three-year research project in the automotive steel supply chain
found that lack of understanding of the core processes throughout the supply chain caused distortion and ampli"cation
of both demand and supply patterns. In consequence, this de"cit of information is often replaced with inventory
* resulting in increased lead times and pipeline cost. At the start of the project there was relatively little collaboration in
the supply network. The &Lean Leap Logistics Game' was developed primarily to foster collaboration. To achieve this,
the game had to model reality, and was built on a series of mapping activities. Unexpectedly, it turned out that developing
and running the game led to insights into scheduler behaviour, scheduling decision making, prioritising improvement
activities and into supply chain dynamics, especially the &Forrester' or &Bullwhip' e! ect. By presenting the experiences of
using supply chain simulations, this paper aims at encouraging both academics and practitioners to use this tool todemonstrate and discuss supply chain improvements by simulating their individual characteristics in order to deploy
holistic improvements, rather than partial or &island' solutions. 2002 Elsevier Science B.V. All rights reserved.
Keywords: Supply chain; System dynamics; Simulation
1. The background + supply chain dynamics
Concerning the research on supply chain behav-
iour and characteristics, the fundaments were laidby Forrester [1,2] in the early 1960s with his semi-
nal work on &Industrial Dynamics'. Forrester
de"ned &Industrial Dynamics' as the study of the
information-feedback characteristics of industrial
activity to show how organisational structure,
*Corresponding author. Tel.: #44-029-20-874-544; fax:
#44-029-20-874-556.
E-mail address: holwegm@cardi! .ac.uk (M. Holweg).
ampli"cation (in policies), and time delays (in deci-
sions and actions) interact to in#uence the success
of the enterprise. It treats the interactions between
the #ows of information, money, orders, materials,personnel, and capital equipment in a company, an
industry, or a national economy.
The work was then complemented by John
Burbidge [3], who deployed his &5 golden rules to
avoid bankruptcy', yet it was not until 1997 that
Forrester's work on system dynamics and Burbidge's
concept of &multi-phasing' of the information #ow
were o$cially merged into a set of best practices of
communication and material #ow in the supply
chain [4].
0925-5273/02/$- see front matter 2002 Elsevier Science B.V. All rights reserved.
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Table 1
Demand ampli"cation } literature overview
Key author Root causes for demand
ampli"cation
Contributing factors Proposed countermeasures
Forrester (1961), [2],
&Demand Ampli"cation'
No demand visibility
Information distortion
Inventory level adjustments
Re-order points
Excess delays
Time compression
Removal of unnecessary echelons
in the system
Burbidge, in Towill [4],
&Multi-phasing'
Multi-phased ordering Unsynchronised order #ow
Poor information, uncertainties
Ordering policies adjustments
Sterman [5,6] &Beer Game' Human misperceptions
Decision making processes
No visibility of end demand Improved communication in the
supply chain
Improved education (&awareness')
Lee et al. [7]
&Bullwhip E! ect'
Demand signalling
Order batching
Fluctuating prices
Shortage or rationing
game
No visibility of end demand
Multiple forecasts
Long lead-times
High-order cost&Full truck load' economies
Random or correlated ordering
High}low pricing
Delivery and purchase
asynchronised
Proportional rationing scheme
Ignorance of supply conditions
Unrestricted orders and free return
policy
Information sharing, i.e. demand
visibility
Channel integration, i.e. co-ordina-
tion of transportation, inventoriesand pricing
Operation e$ciency, i.e. JIT
deliveries
John Sterman approached the dynamics in supply
chains from a behavioural science point of view, andinvestigated how human misperceptions a! ect the
dynamics of the system [5,6]. Sterman used a partici-
pative simulation model of a beer distribution system,
which later became known as the &MIT Beer Game'.
Table 1 sums up the major contributions to the
area of supply chain dynamics.
Although explanatory research has been carried
out, much of the research has focused on managing
distribution networks and retail chains [8], distri-
bution requirements planning [9] and the quick
response initiative in the textile and food industries[10}12]. These generally assume that a standar-
dised product unit exists. If this is not the case, the
system complexity increases sharply, as every level
of the chain not only represents a decision point, but
also a standardised &product' unit does not exist.
1.1. The lean processing programme
The problem of product conversion was also
found in the underlying study of the UK automo-
tive steel supply chain, the Lean Processing
Programme (LEAP). Along the studied valuestreams, steel converts from an initial 20 ton wide
steel coil to slit coils, to blanked sheets, to press
components, and "nally to assembled automotive
components in the 0.5}50 kg mass range. Unlike
some supply chains, there is a problem of "xed
batch sizes. Thus, a 20 ton steel slab, made to cus-
tomer speci"cation, is in turn converted into coil,
blanks, and pressings which are unlikely to corres-
pond exactly with a demand period multiple. Yield
and quality uncertainties, new product introduc-
tions, and varying capacity constraints furthercomplicate supply chain dynamics.
LEAP is one of the very few studies to involve
several manufacturing tiers in a supply network,
providing a unique opportunity to study a multi-
company three-tier supply chain. The analysed
value stream network includes a Steel Manufac-
turer (British Steel), two steel service centre
providers (British Steel Distribution, and Steel
& Alloy), and six "rst-tier automotive suppliers
(Albion Pressed Metal, GKN, Krupp Camford,
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Fig. 1. The automotive steel supply network.
LDV, Tallent Engineering, and Wagon) * cover-
ing a total of more than 16 production sites. A basic
process #ow diagram is shown in Fig. 1.
The intention of LEAP is that over the three-year
period radical step change improvements to a criti-
cal high value adding supply chain can be made,
which will de"ne the framework, tool kit andmethod for subsequent emulation in other automo-
tive process sectors.
In the initial project phase, intensive empirical
research has been undertaken in the form of value
stream mapping, using speci"c analysis tools
[13,14] to enable a detailed understanding of the
supply chain.
2. The 9Lean Leap Logistics Game:
The use of games in management is well estab-
lished, and JIT games had already been applied
within the LEAP project at company level, and
when the idea of using a more comprehensive sup-
ply chain game was "rst mooted, the possibility of
using the MIT Beer Game [5,6] } either in the
manual participative or computer-based form by
Kaminsky and Semchi-Levi [15] } was discussed.
However, several problems were encountered with
the Beer Game:
E The Beer Game is a pure retail distribution
game, and therefore does not take product
conversion into account.
E It does not have enough stages to be representa-
tive to the steel supply chain.
E It does not have the particular characteristics of
setup times, process reliability and quality prob-lems found in the supply chain [e.g. 16,17].
E The capacity allocation problem is not dealt
in the Beer Game, but proves to be a major
constraint in the steel supply network.
The manual Beer Game has been previously
criticised for not taking capacity issues and being
based on an unrealistic supply chain model [18], it
was therefore decided to model a participative
simulation of the all major processes and featuring
real-life characteristics } building on previously
gained knowledge from the process mapping, calledthe &Lean Leap Logistics Game'. The game com-
prises two products ( RED and BLUE ) and six stages.
The stages model the core processes in the supply
chain:
1. The Final Customer } The Vehicle Manufac-
turer
2. Despatch
3. Final Assembly
4. Press Shop
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DUPLO and LEGO are modular construction toys for
children, which were found to be a useful way of simulating
product size, speci"cation and conversion.
5. Blanking Operations
6. Service Centre / Slitting
7. Steel Mill.
Each of these stages would be represented by one
or two players, who have the task to respond to
their &customer orders' (the orders of the preceding
game stations), plan their production and supply
the customer, and issue an order for material to
their &supplier' (the succeeding game station) them-
selves. Each player is measured on his customer
order ful"lment and his inventory level, whilst the
whole system is being measured on their order
ful"lment towards the "nal customer, the vehicle
manufacturer. The players are free to take decisions
on their stocking policy, production and ordering,
yet have to stay within the restrictions of their
&production' facilities, which represent processing
times, changeover times, and potential quality
problems.
A typical gaming session comprises several
rounds, subdivided into periods. One of the prod-
ucts ( BLUE ) has absolutely stable demand through-
out most rounds. The other product ( RED) is
subject to some variation from period to period.
This situation models the reality of vehicle manu-
facturers some of which produce totally stabledemand, whilst others do not. The products are
simulated by the use of DUPLO and LEGO
bricks that are gradually transformed along the
supply chain, and these DUPLO and LEGO bricks
are physically moved along the chain. Thus an
eight-stud DUPLO brick, representing a steel slab,
is transformed into two DUPLO four-stud bricks,
representing a coil, which is transformed into two
eight-stud LEGO bricks, representing a metal
blank, which is "nally transformed into two four-
stud LEGO bricks, representing a product. Thusa &slab' can make eight &products'. (A real slab
makes a few hundred to a few thousand products.)
Each station has an individual &factory', which is
represented on a game sheet. A sample game sheet
is shown in Fig. 2.
Each station also keeps a record sheet tracking
orders, inventory and backlog of each colour for
both supplier and customer. Each station plots
a graph, each period. At the beginning of eachperiod, orders for the next stage in the chain are
placed face down on the desk. Initial inventories
are distributed to all stations. The game is
synchronised by the use of a whistle: all layers must
have completed all the steps before another period
can be signalled.
Each period, each player or station must decide
how much of each colour product to make (if
allowed), and how much to order from the next
player. During the "rst round, the only indication
that players have the current overall demand
pattern are the orders from the previous player.
However, these orders are &optimal'. Despatch and
Final Assembly are given an indication of the
demand pattern, which represents a fairly realistic
order situation.
Several stations are subject to chance events,
simulated by rolling a die. The probabilities built
into the game re#ect the current problems encoun-
tered in the actual supply chain. For instance, the
roll of a die models the output from the steel mill to
re#ect yield and quality uncertainty, and in the
press shop another die roll determines changeoverdi$culties. A typical game session takes between
3.5 and 6 hours.
Unlike the Beer Game, no spike of increased
demand is introduced during the "rst round.
Nevertheless, the system almost invariably experi-
ences an ampli"cation of the demand patterns; it
only takes one player to make one decision out of
line with the others, for the whole chain to experi-
ence a cycle of oscillation. For example, a change in
safety stocks might be the cause for oscillation, as
happens in the real case and was predicted byForrester [1,2].
Fig. 3 shows an overview on the game #ow, the
game stations and the restrictions that apply to
model real-life features of the processes.
3. Objectives of the game
The "rst year of research in the supply chain
highlighted a signi"cant lack of communication,
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Fig. 2. Game sheet example.
Fig. 3. Game #ow diagram.
which caused severe disruptions to the information
and supply #ow in the chain. This lack of commun-
ication further results in a low level of understand-
ing of the core processes in the chain, and "nally, in
unawareness of the cause and e! ect of the players'
own behaviour on the whole system. The game was
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created to demonstrate this e! ect by simulating
the entire supply chain, and also to trigger the
understanding where possible solutions could lie.
In general, the game has two objectives: tocreate &supply chain awareness', and to &develop
and validate improvements' to the current supply
chain.
&Supply chain awareness' simply means to use the
simulation to make the players understand the
whole supply chain and it's core processes and
problems, as opposed to only understand and focus
the own company's problems and neglecting the
e! ects of the own company's behaviour has on the
entire system.
Therefore, the players are asked to play a posi-
tion in the chain that is di! erent from their own
company. The intention hereby is to develop
understanding of processes in the chain, under-
standing of importance of communication in the
supply chain and creating awareness of the conse-
quences of own decisions in the chain.
4. Experiences
The game has been played with various levels of
management from companies along the same sup-ply chain. The participants included directors,
planners, schedulers, and was also used to train
graduate level entry sta! . Where possible, the
participants were drawn from the full range of
companies along the supply chain.
Feedback from director level participants has
indicated an improved level of appreciation of the
complexity of the supply chain. A typical reaction
from directors is that although they feel that they
have considerable knowledge about their own node
in the chain, the di$culties of other nodes were notappreciated. In particular, the impact on other par-
ticipants of policies adopted by their own company
was not appreciated; quantity discounts is a classic
case in point. Directors who were also members of
the research project steering committee felt that
they were able to direct the project in a more
e! ective way. For example, the relative merits of
changeover reduction as against level scheduling
were debated following the experience of playing
the game.
In some of the supply chain links that were
researched, participating companies have di! erent
philosophies to production control. These include
JIT and kanban, MRP, and reorder-point spread-sheet-based systems. For scheduler level partici-
pants, the implications of using a particular
approach on other members of the supply chain are
not always apparent. The game is able to simulate
the e! ects of various ordering policies to some
extent and the implications can be quickly seen and
discussed amongst the schedulers.
At least two rounds of the game are played.
During the "rst round no communication is
allowed between players except the passing of order
cards. After the "rst round, players are asked to
estimate the end customer demand pattern. The
estimates are invariably considerably in#ated.
Thereafter, the data and graphs produced by each
player are displayed and discussed. This is followed
by a short presentation on the theory of supply
chain dynamics. In preparation for the second
round, the players are asked to develop an overall
control strategy. During the second round re-
stricted communication between players is allowed
to simulate the actual partnership communication.
Once again data and graphs are kept on the record
sheets. A third round may follow, since it is oftenfound that it is di$cult to avoid all supply chain
instability despite a strategy and good communica-
tion, and the team may wish to undertake further
re"nements, which in fact is a lesson in itself.
Where a third round is played, the customer
demands are made a little more variable. The third
round and subsequent rounds may also be used to
change the production characteristics } for in-
stance, changeover times, run frequencies, and re-
ject levels may be changed to simulate successful
improvement activities.In the following section the results of a typical
game played with director level managers are
shown.
4.1. The xrst round
Figs. 4 and 5 show the demand patterns and
inventory levels over 10 periods. The graphs show
the total demands for RED and BLUE products.
The "nal customer demand pattern is constant at
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Fig. 4. First round } demand patterns over time.
Fig. 5. First round } inventories over time.
5 units for BLUE and varies between 4 and 6 units
for RED.It may be seen that orders from the stages of "nal
customer, despatch, and "nal assembly remain
fairly stable throughout all periods of the game.
However, orders from the press shop amplify
sharply. The primary reason is that the press shop
works on a 4 period cycle (representing 4-week
batches). One would expect order quantities in the
order of 20 units, which in fact happens in early
rounds, but these quickly rise to over 40 units. The
reason is the demand ampli"cation e! ect.
The real demand is not known, so blanking and
service centre players forecast on the basis of the
"rst two press-shop orders (22 and 20 units). Addi-
tionally, all game positions try to build up certainsafety bu! ers. Therefore, the orders amplify up to
44 units per period which equals 8.8 times of an
average period's demand and 2.2 times of an aver-
age press batch. This is the same order of magni-
tude as Sterman [5] found running the &Beer
Game', where an average ampli"cation of 7 times
was experienced. The steel mill as the last member
in the chain faces these ampli"ed orders and is not
able to deliver the required quantities. Conse-
quently, the steel mill builds up a supply backlog to
the service centre, and the service centre itself soon
experiences a stock-out and builds up a backlog to
the blanking operation.
This ampli"ed ordering practice continues until
period 5, where all orders from blanking and ser-
vice centre suddenly collapse. The reason is that
continuous over-ordering increases the inventory
levels at the blanking operation to unrealistic levels
(see Fig. 5).
In Fig. 5, as the inventory levels rise and actual
demand works out to be far less than what has been
ordered, the upstream game positions (blanking
and service centre) simply stop ordering from peri-od 8 onwards. During the periods 8}10, the steel
mill can catch up with the backlog and delivers the
outstanding material to the service centre (order
cancellation is not allowed), which then delivers to
the blanking operation according to the backlog.
Therefore, the inventory levels do not decrease,
although the upstream positions stop ordering
completely. Finally, the maximum inventory level
is reached in period 8 at the blanking operation
(96 units, equalling'19 periods' supply).
4.1.1. The learning points
The results of the "rst round clearly show the
e! ects of distorted demand patterns. The order
patterns, especially those from the press shop to the
service centre, show highly ampli"ed demand.
Reasons are the lack of demand visibility and the
incentive to build up safety stock to cover the &own'
game position against any demand or supply un-
certainty. This leads to highly increased orders
} the maximal order in the "rst round goes up to
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Fig. 6. Round 2 } demand patterns over time.
8.8 times of the average demand per period. The
continuous over-ordering results "nally in an in-
ventory of greater than 19 periods' supply at the
blanking operation. Shortages emanate upstreamfrom the steel mill and downstream as a result of
scheduling practices. The follow-up discussion re-
vealed both lack of demand visibility as well as pro-
cess reliability and quality issues as main problems
resulting in unstable demand and supply pattern.
The "rst round also almost invariably illustrates
an e! ect that was found during the mapping of
demand ampli"cation. This is the e! ect of the &sup-
ply wave' or &reverse ampli"cation', whereby
players in the middle of the chain (blanking and
press shop) get hit by waves from both sides. From
the customers' side ampli"ed and distorted demand
information is received (the &demand wave'), hence
additional material is being ordered from the sup-
plier to cope with the increase in demand. However,
once the initial backlog towards the customer has
been cleared, the customer reduces his orders to
a normal level or even stops ordering at all. How-
ever, as the orders with the supplier already have
been placed, the player will be hit by the second
&supply' wave, once the ordered material is sup-
plied. The longer the order-to-delivery lead-time
from the supplier, the worse this second wave willa! ect the player. This e! ect was initially described
by Sterman [5, p. 335], and was described qualitat-
ively by Hines et al. [19], yet it was only due to
the underlying simulation model that more detailed
understanding of the root causes could be
developed [20].
4.2. Round 2 } synchronising demand and supply
In the second round, pre-game planning and
strategy &meetings' were encouraged. &Synchronisa-tion' of the processes (and consequently the de-
mand and supply patterns) was not encouraged
explicitly, but the suggestion was made to players
to forecast the demand and to determine the exact
time periods when material or products were
needed. This becomes crucial at press shop, blank-
ing, service centre and steel mill positions, as these
operate on di! erent batch cycles or production
restrictions. If this were neglected, redundant
inventories would occur.
Synchronisation was followed almost perfectly in
the second round } accompanied by extensive
communication amongst all players. This is re#ec-
ted in the graphs below. It is also very interesting tonote that although detailed "gures are not
provided, the overall delivery performance to the
"nal customer increased from 60% (both products,
Round 1) to almost 100% (both products, Round 2).
Figs. 6 and 7 are equivalent to Figs. 4 and 5, but
show the outcomes of the second round. Note that
the scale of the two y-axes has been halved.
Concerning the demand patterns in the second
round, the orders are stable (#20%,!0%) from
the Final Customer to the Press Shop position.
These orders are nearly identical with the real de-
mand from the Final Customer, as there is no need
to build up additional safety stock to cover any
demand uncertainty. Only Final Assembly slightly
increased orders in periods 1 and 2 to build up
a small safety bu! er. This bu! er covers possible
rework in the assembly process and ensured nearly
100% delivery performance from Final Assembly
to Despatch. The order patterns at the Press Shop,
Blanking and Service Centre positions show char-
acteristic peaks. These peaks re#ect the four period
press batch cycles. The inventory levels in the sec-
ond round (Fig. 7) show similar stability up to pressshop level, and even after the batch production is
introduced, the maximum inventory level does not
exceed 45 parts, i.e. 8 periods' requirements.
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Fig. 7. Round 2 } inventories over time.
Synchronised demand and supply patterns
throughout the chain could be achieved by trans-
mitting the overall demand information directly
along the whole supply chain, resulting in
E stability in both demand and supply patterns,
E low inventory levels at all game positions,
E no ampli"cation in demand patterns, althoughthe batch operations still oppose a distortion
factor.
4.2.1. Supply chain synchronisation } a new idea?
Synchronisation in multi-tier information feed-
back systems, such as supply networks, distribution
chains, or retail channels, has been widely pro-
moted by the systems dynamics research, and it's
impact could be clearly demonstrated in the game.
The bene"ts of predictable and stable demand
along a supply chain have been widely promoted,for example Lee et al. [7] show that demand distor-
tion, such as &double forecasting', can be a driver
for the &bullwhip e! ect' (demand ampli"cation).
Double forecasting means that the incoming fore-
casts are adjusted at every decision point within the
chain and then submitted to the preceding level,
where the same process occurs and the information
is adjusted again. In the synchronised chain, no
double forecasting is happening, as all levels use the
"nal demand to forecast their production.
Forrester [2] also demonstrated the bene"ts of
visible demand. He showed through a limited
system simulation that in the case of a #10%
increase in "nal demand, the production peak atmanufacturing level can be reduced from #45%
to#26% by transmitting the information directly
from the customer to the manufacturer.
Furthermore, Lee et al. [7] showed for retail
distribution chains that balanced and &perfectly
synchronised' retailer ordering can be achieved.
Under that scenario (and only then), the variability
of demand experienced by the supplier and the
retailers are identical, and the &bullwhip e! ect'
disappears.
Synchronisation improves the overall supply
chain performance, as the demand visibility erases
demand ampli"cation. It also facilitates inventory
reduction where safety stocks were necessary
to cover demand and supply uncertainty, and
improves the quality of forecasting and long-term
planning in all supply chain parties.
Apart from the system dynamics research,
&synchronisation' has also been demanded in the
context of supply chain integration [21]. Tetu
postulates that companies have to see them-
selves as part of the whole chain and accept the
need to achieve a global optimum instead of striv-ing for more and more sophisticated local optima
within every single company or participant in the
supply chain. Womack and Jones [22] describe this
goal as the &Lean Enterprise', which would be for-
med by a group of individuals, functions, and
legally separate but operationally synchronised
companies.
Examples of existing supply chain scheduling
concepts are the Quick Response Programmes
(QRM or QRP) in the textile sector [10,12], and
the E$cient Consumer Response Initiative (ECR)in the fast moving consumer goods (FMCG) indus-
try [11].
Synchronised supply chain scheduling has to in-
tegrate a whole supply chain into one scheduling
concept and to deploy demand visibility to all levels
in order to achieve a &zero waste' value stream. The
aim is to include all the di! erent scheduling systems
found in a supply chain and to integrate as many
parts as possible, even those that provide less stable
and repetitive demand patterns.
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Essential factors to achieve synchronisation
are:
1. Demand visibility, providing every supply chain
player with the actual overall demand that
drives the network. This could be achieved via
electronic data interchange (EDI), Internet or
other means, similar to the electronic point of
sale (EPOS) system in retailing.
2. Process visibility, where all production processes
in the supply chain are timed against each other
or &synchronised'. This requires further com-
munication between supplier and customer to
determine the point in time where the material is
needed, i.e. when the production process is
scheduled to start.3. Appropriate time bu w ers, to bu! er the system
against any kind of uncertainty or process unre-
liability. Remember, any kind of quality rejects
or time delays forces the subsequent tiers in the
chain to reschedule, and creates in return dis-
torted demand information } which is one
of the key drivers of the &Forrester e! ect' or
demand ampli"cation.
The bene"ts for the system are nothing less than
an (obvious) reduction in inventory, increased de-
livery performance, lead time reduction and lastbut not least } cost reduction, which increases the
overall competitiveness of the whole network
against other supply sources.
A synchronised supply chain would have to
introduce &time bu! ers' instead of safety stock at all
points where unreliable processes might destroy the
synchronised #ow [23]. Time bu! ers are not safety
stock } safety stock is an agreed amount of inven-
tory in front of a process step which will always be
"lled up to the agreed level. Safety stock covers
against demand and process uncertainty, whereastime bu! ers will provide &safety time' for unreliable
processes. Time bu! ers are not stationary inven-
tory, they are the &right' product in the &right'
quantity and quality, just ahead of time. Time
bu! ers are introduced ahead of all problematic
processes to give more time to process the products.
If more time (for unplanned setups for example) is
required, the time bu! ers give the possibility to take
more time than scheduled. Once the products
are processed, the bu! er will not be replenished.
The long-term objective of course is to decrease
unreliability and hence reduce the time bu! ers.
A special case is the steel mill, as a synchronised
scheduling approach would have to rely on a slabstock as an intermediate bu! er to cover processing
lead times. The reason is that the caster schedule is
driven mainly by technical issues and is not #exible
enough to respond adequately to the demand,
although known and stable, without this bu! er
stock. This slab stock also serves as safety stock to
cover casting process reliability problems.
5. Conclusion
A realistic supply chain game, which models real
life features of the system, has far greater impact on
credibility than relying on a standard game such
as the Beer Game } however good this might be.
To build such a realistic supply chain requires
a complete understanding of the supply chain.
Full understanding of the supply chain was facilit-
ated by the use of mapping tools [13,14]. Building
the game itself proved to be a learning experience
for the researchers, and one that the participants
from the companies themselves could bene"t from.
Running the game with participation from man-agers from companies along the supply chain has
proven an excellent facilitation device. More-
over, the physical simulation of various alterna-
tives gives impetus to co-operative work }
perhaps even as far as synchronising demand and
supply.
5.1. Implications for education
For educational purposes, the game could suc-
cessfully be used in postgraduate education andproved to be as powerful in demonstrating the
&Forrester e! ect' as the Beer Game. Additionally, it
overcomes the Beer Game's main de"ciencies by
further being able to show the e! ects of quality,
process unreliability and batching of orders and in
production. In this context, the game allows for
a &hands-on' critique of the still prevalent economic
batch quantity (EBQ) approach, as shown in Fig. 8,
which is derived from unsuitable performance
measures and tends to drive companies towards
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Fig. 8. EBQ model cost curves.
a local optimisation by neglecting the impact on
the supply chain.
The essential #aw of the EBQ model is its limited
focus, which only trades o! setup cost against
inventory holding cost. The implications on the
supply chain of this decision is not taken into
account, hence the EBQ calculation tends to favour
large batch sizes, which cause distortion of the
demand pattern. The model has been frequently
criticised for this e! ect [24], which also has been
identi"ed as a root cause for demand ampli"cation
[7]. The simulation model is able to demonstrate
how increased batching at one tier in the system
incurs ine$ciency and waste in other tiers of thesystem. Halving the batch sizes at certain game
positions can bring down the total inventory in the
system by up to 33%. In any case, the game o! ers
the possibility of applying any standard inventory
model and allows the student to directly experience
the impact of his decisions on the performance of
the system in terms of performance and cost.
5.2. Implications for the industry
Supply chain simulation is a powerful tool toallow participants to see and understand their own
supply network. Apart from this educational
aspect, a game can also be used as a supply chain
engineering tool to deploy, discuss and validate
changes to the real-world supply network.
Speci"c supply chain simulation, even on simpli-
"ed level, prove to be far more powerful than the
original Beer Game and its nonindustry-speci"c
derivatives, as could be already shown in other
studies [18].
The reason is seen to be threefold: "rstly, the
results and learning points are directly transferable
into the practice. Secondly, the direct interaction of
the players and their direct experience has provento be a great advantage in helping to explain key
concepts to the players. In many ways, the players
take a better &ownership' of the learning points and
are more open to consider improvement activities
than they would be with &perscriptive' solutions
suggested from outside. Thirdly, the speci"c simu-
lation model allows for the players to experience
the system from a di! erent perspective than the one
of their own company by playing any other station
in the system. This enables for a general insight into
the particular issues at each tier of the supply chain,
which in practice is very di$cult to achieve.
In the case of the UK automotive steel supply
chain, the Lean Leap Logistics Game could be
successfully used to reinforce the need for collab-
oration between companies as essential to improve
the system performance. The game helped to foster
collaboration across three tiers of the supply chain
in question, and ultimately paved the way for
a three-month trial project. During this trial, the
demand pattern for a high-volume part with fairly
stable demand was co-ordinated and smoothed out
over three tiers of the supply chain. In consequence,the total supply chain stock in the system could be
reduced by more than 50%, as shown in Fig. 9. The
full case study was reported by Taylor [17], the
initial analysis by Sullivan and Bicheno [25] and
Holweg [26].
This case study backs up the "ndings of Forres-
ter [1,2] and Lee et al. [7] that the lack of demand
visibility and information distortion are root causes
for inferior supply chain performance, and that
&partnering' in the supply chain smoothes the
demand and supply dynamics [27,28].Additionally, the simulation game can be used to
deploy and simulate scenarios on how to improve
the supply chain. The game results clearly demon-
strate the impact of the synchronised supply chain
scheduling concept, although the simulation model
is simpli"ed and therefore not su$cient to demon-
strate the general applicability of the concept. The
participative simulation model alone proved to be
too simplistic once the conceptual state has been
conducted, and the authors suggest to complement
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Fig. 9. Inventory levels during 1999 Trial. Source: Taylor [17].
the participative model with more sophisticated
models that can re#ect the diversity and complexity
of the real supply chain, as for example being able
to predict the system's behaviour when coping with
more than two products. The real life steel supply
chain for example consists of several hundreds of "nished products, coil types, dimensions and steel
grades. Discrete event simulation, based on system
dynamics concepts, would be an obvious candidate
here.
5.3. Final remarks
This paper hopes to encourage both academics
and practitioners in the "eld to invest the time and
develop speci"c supply chain simulation models,
whether in form of participate games as in this caseor as a computer-based model, to enable the devel-
opment and deployment of holistic solutions
to supply chain problems. To achieve holistic
improvements is otherwise di$cult, as it takes a lot
for companies to think &beyond the own factory
gate'. Supply chain simulation has proven to be
a useful tool to go beyond these partial or &island'
solutions, and help companies to understand that
the optimal state for their own company can only
be found by considering the e! ects of the own
behaviour and collaborating with their up- and
downstream supply chain.
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