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Page 1 of 5 Airline management simulations have come a long way over the past few years, but only recently have the techniques been established to accurately simulate passenger demand through hub and spoke networks.
The complex nature
of the airline industry presents several unique and difficult situations
regarding the management, distribution, and prediction of revenues and costs,
and the relationship between the two. Much has been done in recent years to
gain an understanding of how costs and revenues behave in such a special
environment through the workings of yield management and other computer-driven
algorithms. While the industry struggles with the trial and error method of
dealing with the problem, academia is beginning to acquire the technology to
simulate the same situation. These simulations, which are geared towards
airline managers and students, are not new in theory, but have yet to benefit
from the new techniques and technology available from the industry?s research
are available to improve the fidelity of it?s own simulations. In this
writing, we will take a close look at Airline Empires, an online airline
management simulation, its current simulation of an airlines revenues, the
relationship of cost to the revenues, and the inaccuracies with the current
system. Much time will be spent exploring suggestions to improve the fidelity
of this simulation by applying some of the knowledge gained by the industry in
the area of revenue managements.
Several new
generation airline management simulations have been introduced to the market as
massive multi-player online games (MMPOG). Several examples on airline
management MMPOG?s are AirlineSim.de, by a German company of the same
name, Efzed?s Airline Online, and the new Airline Empires, created
by the author of this paper. The advantage of such a situation is that a very
large number of players can be used to develop a virtual economy, which is what
Airline Empires is based on. While being available online attracts a
large number of players into one simulation, computer capacity and performance
limits the number of features and fidelity available to the MMPOG?s. This loss
in fidelity can be more than compensated by the virtual economy and macro
competition that is possible.
Airline Empires
is the first airline simulation which allows decisions made by one player to
affect the opportunities to another. Aircraft can be bought and sold between
players, limited gate space requires deal-making between the players of the
simulation, and most importantly, revenues are highly susceptible to the
competition created by the other players. This method of managing the revenues
awarded to the players is a first of its kind. Until Airline Empires,
the ticket price, frequency, aircraft, or facilities of another player?s route
had no bearing on the revenues generated by another. The current revenue
algorithm within Airline Empires is highly sensitive to both the
integral market conditions of a city pair, and the competition present in this
market.
A unique demand equation was developed expressly for Airline Empires,
which is used to calculate load factors. Several factors are taken into
account, including city demand, frequencies offered, amenities offered,
possible connecting passengers, competing flights, and competing fare?s. In a
no competition situation between two cities in Airline Empires, a
weighted-average of the two cities actual yearly passenger enplanements as
reported by the Bureau of Transportation Statistics in table T100 is used to
generate the initial demand between the cities. Distance is factored into the
equation, although at a much diluted effect. The frequency offered by a player
is then used to simulate the ?S-Curve? theory present in airline bookings,
which offers that as daily frequencies are offered between two cities pairs
increases, the number of bookings will increase in an ?S? shaped pattern until
roughly 10 flights have been added, where the additional bookings drops off for
every flight added (Peters).
Figure 1 - Example load factor distribution for a typical route
This is used to develop a demand
equation with the y axis as demand (number of bookings) and the x-axis as the
fare. The fare is then multiplied by the load factor and capacity of the
aircraft to generate the total revenues from the flight. As the fare
increases, the number of bookings drops off until there is nobody left. When
the player changes the fare, a different x value is simply calculated, however
when competition is introduced, the entire equation must be altered.
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