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Graphical Method

The graphical method solves a two-variable linear programming problem by drawing its feasible region and moving the objective contour line until the best feasible point is reached.

It is the geometric version of linear programming.

See

When the Method Applies

The graphical method is practical when the LP has two decision variables:

\[x=(x_1,x_2)\]

Each constraint can then be drawn in the plane.

For three variables, objective contours become planes.

For more than three variables, we need algorithms such as simplex or computational solvers.

General Two-Variable LP

A typical problem is:

\[\max c_1x_1+c_2x_2\]

subject to:

\[a_{11}x_1+a_{12}x_2\le b_1\] \[a_{21}x_1+a_{22}x_2\le b_2\] \[\cdots\] \[x_1,x_2\ge 0\]

The same method works for minimization and for constraints with $\ge$ or $=$.

Core Idea

The graphical method separates the problem into two parts:

  1. draw all feasible points
  2. choose the feasible point with the best objective value

The feasible points form the feasible region.

The objective values are represented by parallel contour lines:

\[c_1x_1+c_2x_2=k\]

Changing $k$ slides the line through the plane.

Standard Procedure

  1. Draw the boundary line of each inequality.
  2. Use a trial point to choose the feasible side.
  3. Intersect all feasible sides.
  4. Draw one objective contour line.
  5. Determine the direction of improvement.
  6. Slide the contour line in that direction.
  7. Stop at the last feasible point or edge.
  8. Compute the coordinates and objective value.

Example

Consider:

\[\max x_1+x_2\]

subject to:

\[x_1+2x_2\le 10\] \[2x_1+x_2\le 16\] \[-x_1+x_2\le 3\] \[x_1,x_2\ge 0\]

The feasible region is the intersection of five half-planes:

  • one for each of the three main inequalities
  • one for $x_1\ge 0$
  • one for $x_2\ge 0$

The objective contour lines are:

\[x_1+x_2=k\]

For maximization, we move these lines in the direction of:

\[c=\begin{bmatrix}1\\1\end{bmatrix}\]

The final feasible point is the intersection of:

\[x_1+2x_2=10\]

and:

\[2x_1+x_2=16\]

Solving:

\[x_1+2x_2=10\] \[2x_1+x_2=16\]

gives:

\[x_1^*=\frac{22}{3},\qquad x_2^*=\frac{4}{3}\]

So:

\[x^*=\begin{bmatrix}\frac{22}{3}\\\frac{4}{3}\end{bmatrix}\]

and:

\[z^*=x_1^*+x_2^*=\frac{26}{3}\]

Candidate Solutions

In a bounded polygonal feasible region, the candidates are usually the vertices.

A vertex is a corner point formed by the intersection of active boundary lines.

Instead of checking every feasible point, we can check the vertices.

Possible Outcomes

A graphical LP can have:

Outcome Meaning
Unique optimum one best feasible point
Multiple optima a whole edge or face is optimal
Infeasible problem no feasible point exists
Unbounded problem objective improves forever

Common Mistakes

A common mistake is to optimize over the whole plane instead of the feasible region.

The objective function alone may be unbounded over $\mathbb{R}^2$.

The constraints are what make the optimization meaningful.

Another common mistake is to shade the wrong side of a boundary line.

Use a trial point every time.

Checklist

You understand the graphical method if you can:

  • draw each constraint as a half-plane
  • find the feasible region
  • draw objective contour lines
  • identify the direction of improvement
  • find the final point or edge touched by the contour line
  • compute the optimal solution and optimal value
  • recognize infeasible and unbounded cases

See Also

Exam checkpoint

For graphical questions, first check whether nonnegativity is explicitly stated. Then draw half-planes, list vertices, evaluate the objective, and state finite optimum, infeasibility, multiple optima, or unboundedness.