272. Beer Game

The Beer Distribution Game (MIT Sloan, 1960s) — a tabletop / simulation exercise demonstrating the bullwhip effect. The most-played management game ever.

272.1. Setup

Four-stage supply chain: Retailer → Wholesaler → Distributor → Factory. Each stage:

There’s a 2-week shipping delay between stages and 1-week order delay. Initially, demand is 4 cases/week (stable).

272.2. The shock

After 4 weeks, retail customer demand steps up to 8 cases/week and stays there.

272.3. The result (consistent across hundreds of plays)

Despite the step being small (4 → 8), upstream stages see:

Even MIT students consistently exhibit this behavior. The bullwhip is structural, not a personal failure.

272.4. Sterman’s decision-rule estimate

Sterman (1989) fit each player’s order rule to:

Order𝑡=max{0,𝐷̂𝑡+𝛼𝑆(𝑆𝑆𝑡)+𝛼𝑆𝐿(𝑆𝐿𝑆𝐿𝑡)}

where 𝐷̂𝑡 is smoothed demand. He found:

This supply-line neglect drives oscillation: players keep ordering even though previous orders are en route.

272.5. What works

After playing several rounds, players learn:

  1. Slow down: smaller corrections per period
  2. Pay attention to the supply line: full 𝛼𝑆𝐿
  3. Smooth demand: don’t react to every blip
  4. Information sharing: when upstream sees end-customer demand (not just downstream orders), bullwhip largely vanishes

272.6. Mathematical structure

Each echelon is a 2nd-order delayed feedback system (here). Four cascaded → high-order oscillator. With shock input + supply-line neglect → sustained large oscillation.

272.7. Variations

272.8. Why it matters

The beer game is the empirical answer to “do real people exhibit bullwhip?” Answer: yes, robustly. It validates the SD theory and motivates:

272.9. See also