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Teams Play Supply Chain Game in
First Global Competition
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Alexander Verbraeck,
a professor at Delft
University of Technology in
the Netherlands and Smith
affiliate researcher and one
of the chief architects of
the game, traveled to
College Park to help run the
game. |
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Stijn-Pieter van Houten
worked from Delft, at times
using more than six
computers to provide
technical support, analysis
and updates throughout the
game. |
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Robert H. Smith School of
Business, USA |
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Penn State, USA |
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University of Groningen,
The Netherlands |
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Nankai University of
Technology, China |
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CERAM, France |
The Supply Chain Management Lab at
the Smith School was buzzing by 8 a.m.
on Oct. 24 as four teams of Smith
students logged onto computers to
compete against teams from around the
world in the first global competition of
the Supply Chain Game. Developed by
researchers at the Robert H. Smith
School of Business and Delft University
of Technology in the Netherlands, the
game is the first real-time simulation
that pits players against each other in
an online interactive environment.
Players vie to increase profits and
market share by creating the most
efficient supply chain in a world where
unexpected problems, their business
decisions and the decisions of their
competitors impact the game.
“The Global Supply Chain Game is a
real-time continuous play game – the
clock doesn’t stop,” said Thomas Corsi,
Michelle E. Smith Professor of
Logistics, co-director of Smith’s Supply
Chain Management Center and a developer
of the game. “It’s just like the real
world – decisions have to be made and as
soon as one decision is made, the
consequences of that decision are
presented to the students and actions
have to be taken on other decisions. So
it’s a constant flow, and that’s really
what’s important to us — to give some
kind of simulation of what the real
world is like for a global supply chain
manager.”
Oct. 24 was the global debut of the
game. Teams from five schools
participated: Smith, Penn State, CERAM
in France, Nankai University of
Technology in China, and the University
of Groningen in the Netherlands. The
game was a lead-up to a larger
competition the Smith School plans to
host this winter, in collaboration with
sponsor Sun Microsystems, in which teams
around the world will compete for prize
money donated by Sun.
The game has been more than five
years in the making, a collaboration
between Supply Chain Management Center
co-directors Corsi and Sandor Boyson and
Delft University. Most other business
games are turn-based, but the Supply
Chain Game accounts for decisions in the
game as they are made. Its first
incarnation was a single PC-based game,
loaded onto desktop systems with a CD.
Next the developers transitioned the
game to a local area network, where
players in a room of connected computers
could face off. But the goal was to
scale up the game and take it global so
teams anywhere in the world could play
on the Internet.
“We ran into the barrier that there
is no educational serious game like
this, that we could find, that had made
that transition to live, Web-based
play,” Boyson, a research professor at
Smith said. “So we asked Sun
[Microsystems] to help us — they were
very kind.”
Sun donated two powerful T-2000
servers to host the game to which
students from around the globe can log
on through a Web portal that contains
the instruction, content and background
information to play the game. The Oct.
24 global competition was the first
chance to test the servers’ performance
in a real-time game situation.
“It’s been kind of new for
everybody,” said Boyson, midway through
the competition. “But so far, so good.
We haven’t had a single technical
complaint from the other schools out in
the global environment.”
The game went off without technical
difficulty. Alexander Verbraeck, a
professor at Delft and Smith affiliate
researcher and one of the chief
architects of the game, traveled to
College Park to help run the game. His
colleague, Stijn-Pieter van Houten
worked from Delft, at times using more
than six computers to provide technical
support, analysis and updates throughout
the game.
“Compared to where we were, let’s say
in 24 months, the fact that we had
multiple players from multiple
locations, playing simultaneously, is a
major achievement for us. The fact that
can redirect the client back to the
server in real time is a milestone that
we accomplished,” said Peter Percival, a
Sun enterprise architect who helped
transition the game to the servers.
“Where we were two years ago and where
we are today – night and day. These guys
have done a great job.”
Game day's biggest challenge was
keeping everyone informed and the lines
of communication open – Van Munching
Hall was the communications hub for the
competition, with telephone conferencing
and a simultaneous Skype Internet phone
call joining the schools scattered
across the globe. Verbraeck
acted as MC for the game, talking
simultaneously into a headset and
telephone. IBM Lotus Sametime, an
instant messaging/Web conferencing
application, allowed each location to
share PowerPoint slides to view game
information, updates and even photos of
their competitors.
Students embraced the game as serious
competition, strategizing and weighing
business decisions as they played the
role of suppliers in Asia that,
according to the game scenario, cannot
meet the increased demands of
distributors, causing a shift in demand
from Asian distributors to suppliers in
the United States. They have to manage
operational-level decision-making to
keep distributors in a healthy state,
dealing with quotes, orders,
confirmations and bills. Shipments and
payments are handled by computational
algorithms built into the game.
Teams first completed a practice
session to test out business strategies.
The students had a chance to tweak their
plans before the 90-minute competition
round began, using what they learned in
the practice round and theories from
their logistics and supply chain
classes.
“Right now they can really test those
theories by competing with others who
have developed other strategies and they
can see how it feels to compete in the
global market” Verbraeck said.
Students were very excited about the
game and expressed interest in playing
again. Paul Shulman, a senior finance
and logistics major, said playing the
game was an “absolutely great
experience.” His teammates and
competitors shared his enthusiasm,
saying they’d like to play in classes
regularly.
In the end, the team from Nankai
dominated the market share for all four
computer products that could be sold in
the game.
“Our team read the handbook many
times and practiced frequently,” said Hu
Min, a second-year graduate student of
Logistics at Nankai University's School
of Economics and Social Development.
“This was our basis for developing the
right strategy.”
To celebrate, team members
said they planned to eat a late dinner
in China when game play wrapped up after
midnight for them. At the same time on
the other side of the world, Smith
students left the Supply Chain
Management Lab to grab some lunch — a
reminder of truly global nature of the
first Supply Chain Game competition.
“That’s what got me interested it in
initially is I heard that we were going
to be interacting and competing with
teams spread all across the world,” said
Lloyd Hocking, a senior logistics and
international business major competing
on a Smith team. “It made it a lot more
interesting, I think, to participate in,
rather than just your classmates.”
Check back in early 2007 for more
information about the next Global Supply
Chain Game or visit:
http://www.gscg.org:8080/opencms/opencms/gscg.
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Carrie Taschner, PR Associate,
Office of Marketing Communications
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