Elasticity is a model value, not measured data.
Stars: 1 = at least 90 % of customers served. 2 = average queue wait under 3 minutes and at most 5 % spoiled. 3 = at most 2 % of sales lost to empty shelves and every price in the fair range.
Everything here is a model. Numbers marked "model" are chosen for the game, not measured in real shops.
Demand over the lead time is roughly normal, so the reorder point is s = d·L + z·σ·√L, with z = Φ-1(0.95) = 1.645. Example: d = 12, σ = 4, L = 2 gives s = 33.3 and safety stock 9.3. When the inventory position falls to s, order up to S = s + Q. In the game d and σ are estimated from the customer model (model values).
Customers arrive at random at rate λ, each cashier serves at rate μ. With a = λ/μ, rho = a/c < 1: P_wait = [ac/(c!(1-rho))] / [Σk<c ak/k! + ac/(c!(1-rho))] and W_q = P_wait/(cμ - λ). Little's law L = λW links queue length and wait. Example: λ = 30/h, μ = 12/h, c = 3 gives P_wait = 0.702 and W_q = 7.0 min.
Each batch has an expiry time. Sales take the oldest batch first; expired units are removed and counted as spoilage at cost q·c. Units are simulated per batch.
Demand follows a constant-elasticity curve D(P) = D_ref·(P/P_ref)-ε (ε is a model value). Profit per day is (P - c)·D(P); for ε = 2 the best price is P* = c·ε/(ε-1) = 2c.
Run with ?test=1 to show the numerical checks here.
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