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URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
 
Simulating Drug 
Enforcement Efforts 
ISYE Undergraduate Research Project ­ Spring 2015 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Ian Halter 
Tyler Williams 
Matthew Macchi 
 
 
1 
URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
 
Table Of Contents 
1. Abstract 
2. Introduction 
3. Arena Model 
4. Simulation ​Results 
5. Sensitivity Analysis 
6. Conclusion​s 
7. Future Considerations 
8. References 
   
2 
URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
Abstract
 
The objective of this research is to effectively model and determine resource allocation                         
decisions for law enforcement operations against illegal drug trafficking. The main difficulty in                         
modeling these operations is that they are often performed in dynamic environments and                         
require an investment of resources to various activities over time in order to successfully                           
identify and arrest criminals involved in the trafficking operations. In particular, law                       
enforcement agencies must monitor and target criminals in order to build cases against them                           
prior to arrest. Therefore, the resource allocation decisions will include scheduling both                       
‘intelligence operations’ to gain information about the drug trafficking and physical attacks in                         
order to arrest, or interdict, criminals. Law enforcement may not have complete information                         
about the drug trafficking operations and, therefore, the intelligence operations help to gain                         
information and guide future resource allocation decisions. For example, it may be better to                           
delay the arrest of an individual since performing surveillance on them instead would give                           
information about other criminals. The main method being utilized to model this simulation is                           
the ARENA software suite of applications. This will allow for accurate event simulations and                           
sensitivity analysis in order to validate our decisions or actions being taken. The software will                             
also allow for visual representations in order to communicate the simulation to a broader                           
audience. The expected results of this research are comprehensive models, and optimization                       
algorithms to solve them, that can determine these resource allocation decisions for law                         
enforcement. The resulting models can then be applied in order to identify the types of                             
policies that law enforcement could adopt for improved effectiveness in combating illegal drug                         
trafficking. Further detailed information can be obtained in “Collaborative Research: Dynamic                     
Resource Allocation Models for Law Enforcement Operations against Illegal Drug Trafficking”                     
[1]. 
 
   
3 
URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
Introduction
 
The goal of this project is to develop a preliminary model in which the allocation of                               
police officers to a crack cocaine modeling drug can be measured. Due to the exploratory                             
nature of this initial research, a classification of players other than police officers, specific                           
requirements within the model and an appropriate software program need to be identified.                         
After careful consideration, noted in [1] , the classification of players other than police officers                             
that needed to be included in the model would be the following: users, dealers, safehouses                             
and big guys.  
 
Table 1​: Criminal Class Definition 
User  A crack cocaine addict or first time user ­ the primary source of money 
into the crack cocaine industry and the most frequent and common 
criminal class. This is the only criminal class that has the option to go 
to Rehab after being arrested. 
Dealer  A person who sells crack cocaine in “teen” or dimebag amounts to 
users and receives their supply from safehouses.  
Safehouse  An area that contains a drug supply used to distribute to a quantity of 
drug dealers. Each safe house has one specific owner that is a “Big 
Guy”. 
Big Guy  A big guy is a major criminal who enters the drug ring with lots of 
money and a large amount of crack cocaine product which he then 
distributes to safehouses. 
 
Specific requirements within this goal include; measuring the impact of Rehabilitation,                     
modeling a drug supply, and modeling criminal class’s information on one another and                         
modeling how criminal classes re­enter the system after prison or a drug deal. Finally, the                             
group and Professor Sharkey chose Arena, a discrete event modeling program, as the                         
medium for this research. Arena remains the best option for this project due to its ability to                                 
capture the Markov Chain decision process and treat each interaction between criminal class                         
as an event with a distribution of time, utilization of resource and probability of occurrence. 
 
   
4 
URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
Arena Model
 
In the final revision of the model, there are two main entities that move through the                               
system. There are people that interact with the drugs, and there are the drugs themselves.                             
The specific drug the model is concerned with tracking is not important, as long as the drug                                 
flow is monitored correctly. As for the Criminal Entities, there are four entities the model is                               
concerned with: a drug user, dealer, safehouse, and big guy. 
 
Dealers / Safehouses / Big Guys General Walkthrough 
 
Annotation: This is an example of the “Big Guy” progression. Again, The branch off the 
decision node “Big Guy After Prison” connects to the “Leave System” node. The branches for 
“Dealers” and “Safehouses” are of identical structure and make, just with the word “Big Guy” 
replaced by “Dealer” or “Safehouse”.  While the most recent model is more complex than 
shown above, this basic model was the stepping stone for expansion. Be sure to take note of 
this model to gain a basic understanding of the movement of information throughout the 
system and simulation.  
 
Criminal Entity Movement 
The people flow through the model in the same manner. The Drug Dealer’s process                           
will be described. The only difference between each entity’s process flow is the numbers each                             
entity deals with. Each important set of values will be described in this report, through being                               
presented in Tables. 
Dealers are created in a create node, titled “Dealer Arrival.” Dealer entities arrive into                           
the system at an exponential rate of one per every 60 hours. Each dealer entity represents                               
one dealer in real life. There is an infinite amount of dealer entities that can be in the system                                     
at once. The dealer arrival node can be seen in ​Figure 1​. 
 
Figure 1​: “Dealer Arrival” Create Node 
5 
URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
 
 
  Once the dealer is created, it is run through an assignment node, titled “Info.Dealer                           
Assign.” Here, three variables are assigned their initial value. If the variable already has a                             
value in it, additional value will be added. The variables of info.dealer, info.safehouse, and                           
info.user are altered. The variables have been labeled info.entity, for they represent the                         
amount of information that the police force have about that entity. The Info.Dealer Assign                           
node can be seen in ​Figure 2​. 
 
 
 
 
Figure 2​: “Info.Dealer Assign” Assign Node 
 
 
  The dealers then enter a decision node, titled “Too Many Dealers Waiting?” It is a                             
two­way by condition decision node. It evaluates whether or not there is any space between                             
what the drug dealer queue currently has in it and what the dealer system limit is. If there is                                     
any open capacity in the dealer queue, the dealer will enter the dealer queue. If the dealer                                 
6 
URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
queue is at full capacity, the dealer will leave the system through a dispose node, titled                               
“Dealer Leave System.” The only function of the “Dealer Leave System” dispose node is to                             
dispose of any dealer entity that enters that node. The “Too Many Dealers Waiting?” decision                             
node can be seen in ​Figure 3 and the “Dealer Leave System” dispose node can be seen in                                   
Figure 4​. 
 
Figure 3​: “Too Many Dealers Waiting?” Decision Node 
 
 
 
 
 
Figure 4​: “Dealer Leave System” Dispose Node 
 
 
  The next node a dealer entity will enter is a match node, titled “D_DrugMeet.” This                             
stands for Dealer Drug Meet. Here, dealer entities are held until there is an available amount                               
of drugs for that entity to enter the drug trade with. Drug entities are created individually in a                                   
separate create node. Once there is enough drugs for dealer entities to enter the system with,                               
the dealer entity physically enters the system, while the drugs get moved along up to user                               
entities. This match node can be found in ​Figure 5​. 
 
Figure 5​: “D_DrugMeet” Match Node 
7 
URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
 
 
  This is the point of the process modeled where dealers are actually a part of a drug                                 
exchange. Once a dealer entity has been matched with the correct amount of drug entities, it                               
will enter a process node, titled “Dealer Drug Exchange.” The purpose of this process node is                               
to delay the dealer some amount of time based off of a triangular distribution. “Dealer Drug                               
Exchange” has a triangular distribution of TRIA(10, 15, 20). This means that the minimum                           
amount of time a dealer will be delayed in this process node is 10 hours, the most likely value                                     
the dealer entity will be delayed is 15 hours, and the maximum time a dealer will be delayed is                                     
20 hours. This process node can be found in ​Figure 6​. 
 
 
 
 
 
 
 
 
Figure 6​: “Dealer Drug Exchange” Process Node 
 
 
8 
URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
  After the dealer is delayed by the TRIA(10, 15, 20) distribution, it will enter a decision                               
node titled “Dealer Info Assessment.” This is an N­way by Condition decision node, with three                             
possible outcomes for each dealer entity. Here, the variable Info.Dealer is being evaluated,                         
which determines the dealer entity’s outcome. The threshold value in this decision node for                           
Info.Dealer is 20. If the Info.Dealer variable’s value is greater than or equal to 20, the dealer                                 
entity will enter another decision node, titled “Dealer Enough Info.” If the Info.Dealer variable’s                           
value is less than 20, the dealer will enter another decision node titled “Dealer Not Enough                               
Info.” There should be no reason for a dealer entity to not enter one of these two decision                                   
nodes. As a failsafe, the false node of the “Dealer Info Assessment” decision node takes the                               
dealer entity right back into the “Dealer Drug Exchange” process node, so the dealer will not                               
actually leave the system. The “Dealer Info Assessment” decision node can be seen in ​Figure                             
7​. 
 
Figure 7​: “Dealer Info Assessment” Decision Node 
 
 
  If the value of Info.Dealer is greater than or equal to 20 when the dealer entity reaches                                 
the “Dealer Info Assessment” decision node, the dealer entity enters the “Dealer Enough Info”                           
decision node. It is a 2­way by Chance decision node. There is a 75% true chance that the                                   
dealer entity gets arrested, bringing that entity to a delay node titled “Dealer Arrested.” There                             
is a 25% chance that the dealer does not get arrested. If the dealer entity does not get                                   
arrested, it will enter a record node, titled “Record_Dealer.Return1.” This record node counts                         
by value of 1 all of the dealer entities that return to the “Too Many Dealers Waiting?” decision                                   
node. The “Dealer Enough Info” decision node can be seen in ​Figure 8​. The                           
“Record_Dealer.Return1” record node can be seen in ​Figure 9​. 
 
Figure 8​: “Dealer Enough Info” Decision Node 
9 
URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
 
 
Figure 9​: “Record_Dealer.Return1” Record Node 
 
 
  Once the dealer entity reaches the “Dealer Arrested” delay node, it is delayed a set                             
amount of time of five days. This delay node’s purpose is to simulate the amount of time a                                   
dealer would spend in jail or prison after being arrested by the police for selling drugs. The                                 
“Dealer Arrested” delay node can be seen in ​Figure 10​. 
 
 
 
Figure 10​: “Dealer Arrested” Delay Node 
 
 
10 
URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
  After being in the “Dealer Arrested” delay node, each dealer entity will enter an assign                             
node titled “Dealer Arrest 1.” The purpose of this assign node is to alter the variables of                                 
“Dealer.Arrests.Made,” “Info.Dealer,” and “Arrests.Made.” Here, two new variables are                 
introduced. “Dealer.Arrests.Made” is a simple numerical variable that increments up by value                       
of one every time a dealer entity is arrested in the simulated system. “Arrests.Made” is a                               
simple numerical value that increments up by value of one every time any of the four criminal                                 
entities are arrested in the simulated system. 
  As each dealer entity passes through the “Dealer Arrest 1” assign node, the                         
Info.Dealer variable is set back to zero. This is because a dealer arrest is made, and all off the                                     
information that the police had about dealers is reset, meaning that the police would have to                               
start from scratch each time a dealer arrest is made. In essence, it does not matter which                                 
dealer entity is arrested, as long as one entity is arrested. This simulation model is not                               
concerned with specific dealer entities, but monitoring the flow of all of the dealer entities                             
collectively. The “Dealer Arrest 1” assign node can be seen in ​Figure 11​. 
 
Figure 11​: “Dealer Arrest 1” Assign Node 
 
 
If the value of Info.Dealer less than 20 when the dealer entity reaches the “Dealer Info                               
Assessment” decision node, the dealer entity enters the “Dealer Not Enough Info” decision                         
node. It is a 2­way by Chance decision node. There is a 8% true chance that the dealer entity                                     
gets arrested, bringing that entity to another decision node titled “Dealer Cooperate Decision.”                         
There is a 92% chance that the dealer does not get arrested. This means that there is a 92%                                     
chance that a dealer entity will not get arrested if the police do not have enough information                                 
about the collective dealer entity. The “Dealer Not Enough Info” decision node can be seen in                               
Figure 12​. 
 
Figure 12​: “Dealer Not Enough Info” Decision Node 
11 
URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
 
 
If the dealer entity does not get arrested, it will enter a record node, titled                             
“Record_Dealer.Return2.” This record node counts by value of 1 all of the dealer entities that                             
return to the “Too Many Dealers Waiting?” decision node. The “Record_Dealer.Return2”                     
record node can be seen in ​Figure 13​. 
 
Figure 13​: “Record_Dealer.Return2” Record Node 
 
 
  If the dealer entity gets arrested while the police force does not have enough dealer                             
information, the entity is brought to a decision node titled “Dealer Cooperate Decision.” In this                             
decision node, the chance that the dealer reveals available information and cooperates with                         
the police is being modeled. This decision node is type 2­way by Chance, with a 35% chance                                 
that the dealer reveals information to the police force. The “Dealer Cooperate Decision”                         
decision node can be found in ​Figure 14​. 
 
Figure 14​: “Dealer Cooperate Decision” Decision Node 
12 
URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
 
 
  In the event that a dealer entity cooperates when it reaches the “Dealer Cooperate                           
Decision” decision node, it will go to a delay node, titled “Dealer Cooperated.” This delay node                               
simulates the amount of jail time a dealer would receive after being arrested and cooperating                             
with the police. Here, a dealer entity is delayed for two days of time. This “Dealer Cooperated”                                 
delay node can be found in ​Figure 15​. 
 
Figure 15​: “Dealer Cooperated” Delay Node 
 
 
  In the event that a dealer entity does not cooperate when it reaches the “Dealer                             
Cooperate Decision” decision node, it will go to a different delay node, titled “Dealer No                             
Cooperation.” This delay node simulates the amount of jail time a dealer would receive after                             
being arrested and not cooperating with the police. Here, a dealer entity is delayed for five                               
days of time. Note that this delay node delays the dealer entities for three days longer than                                 
the “Dealer Cooperated” delay node. This is showing how the police would be less harsh                             
when giving out jail time to entities that cooperate than to those that do not cooperate. This                                 
“Dealer No Cooperation” delay node can be found in ​Figure 16​. 
 
Figure 16​: “Dealer No Cooperation” Delay Node 
13 
URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
 
 
  After passing through either the “Dealer Cooperated” or the “Dealer No Cooperation”                       
delay nodes, each dealer entity enters an assign node. There are two different assign nodes                             
at this stage, titled “Info.Dealer Reassign 1” and “Info.Dealer Reassign 2.” The Info.Dealer                         
variable is altered after sentencing a dealer entity with jail time, simulating the increase in                             
information the police force would have after questioning the entities and learning more about                           
the drug exchange system. If the dealer entity passes through “Info.Dealer Reassign 1,” the                           
Info.Dealer variable is increased by a value of (0.5*UNIF(0,1)). The UNIF(0,1) term represents                         
a number being uniformly generated between zero and one. That number is then multiplied by                             
0.5, for information reduction. If the dealer entity passes through “Info.Dealer Reassign 2,” the                           
Info.Dealer variable is increased by a value of (0.2*UNIF(0,1)). The “Info.Dealer Reassign 1”                         
assign node can be seen in ​Figure 17 and the “Info.Dealer Reassign 2” assign node can be                                 
seen in ​Figure 18​. 
 
Figure 17​: “Info.Dealer Reassign 1” Assign Node 
 
 
 
Figure 18​: “Info.Dealer Reassign 2” Assign Node 
14 
URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
 
 
  After the dealers pass through one of these assign nodes, it will then enter a process                               
node. If the dealer entity cooperated in “Dealer Cooperate Decision,” it will enter a process                             
node titled “Dealer Prison Short.” Here, the dealer is delayed based on a triangular distribution                             
of TRIA(15, 22, 25). If the dealer entity cooperated in “Dealer Cooperate Decision,” it will enter                               
a process node titled “Dealer Prison Long.” Here, the dealer is delayed based on a triangular                               
distribution of TRIA(20, 30, 40). The “Dealer Prison Short” process node can be found in                             
Figure 19​ and the “Dealer Prison Long” process node can be found in ​Figure 20​. 
 
Figure 19​: “Dealer Prison Short” Process Node 
 
 
Figure 20​: “Dealer Prison Long” Process Node 
15 
URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
 
 
  After being processed through either of these two process nodes, the dealer entity will                           
enter an assign node, titled “Dealer Arrest 2.” At this assign node, two variables are altered.                               
As a dealer entity passes through “Dealer Arrest 2,” the Dealer.Arrests.Made variable is                         
increased by one and the “Arrests.Made” variable is increased by one. This “Dealer Arrest 2”                             
assign node can be found in ​Figure 21​. 
 
Figure 21​: “Dealer Arrest 2” Assign Node 
 
 
  After passing through the assign nodes of either “Dealer Arrest 1” or “Dealer Arrest 2,”                             
the dealer entity will reach another decision node, titled “Dealer Back to Drug Exchange?”                           
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Here, the entity is faced with a 2­way by Chance decision of either leaving the system or                                 
re­entering the drug exchange. The percent true of this decision node is 50%. If true, the                               
dealer enters the dispose node “Dealer Leave System,” where the dealer entity is simply                           
disposed of. If false, the dealer is brought back to the “Dealer Drug Exchange” process node.                               
The “Dealer Back to Drug Exchange?” decision node can be found in ​Figure 22​. 
 
Figure 22​: “Dealer Back to Drug Exchange?” Decision Node 
 
 
Drug Entity Movement 
  In this Arena simulation, the drugs being used by the criminal entities are modeled as                             
their own entity. This is so because the movement of how drugs effect the amount of criminal                                 
entities inside of the system was to be studied. The drugs flow from the bottom of the model,                                   
starting at the big guy entity, and move up to the top of the model, reaching the user entity. 
  Drug entities are created at a create node, titled “Drugs Entering System.” Each entity                           
created represents ten units of drug in real life application. These entities are created based                             
off of an exponential distribution with a value of 15 hours. Each arrival spawns one drug                               
entity, or ten real drug units, and there is an infinite amount of drug entities allowed in the                                   
system. The “Drugs Entering System” create node can be found in ​Figure 23​. 
 
Figure 23​: “Drugs Entering System” Create Node 
 
 
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  Once a drug entity is created, it will enter a batch node titled                         
“BigGuy_Drugs_Required.” Drug entities are held here until the batch size is reached. That                         
means that drug entities are held together until there are enough accumulated drug entities to                             
send off to the next node. The batch size for “BigGuy_Drugs_Removed” is 48. This means                             
that in order for a big guy entity to be able to enter the drug exchange, there needs to be 48                                         
drug entities available. The only entity this batch node is batching is “DrugUnit_Ten,” which is                             
the entity type that is created in the “Drugs Entering System” create node. The                           
“BigGuy_Drugs_Removed” batch node can be found in ​Figure 24​. 
 
Figure 24​: “BigGuy_Drugs_Removed” Batch Node 
 
 
  After being reaching the batch size, the batched drug entities are sent to a match node                               
titled “BG_DrugMeet.” Here, a big guy and drug entity are matched together. There only                           
needs to be one big guy entity and one drug entity to satisfy this match node’s requirements.                                 
The “BG_DrugMeet” match node can be found in ​Figure 25​. 
 
Figure 25​: “BG_DrugMeet” Match Node 
 
 
  After this match node, the big guy and drug entities that were just matched are                             
separated. Each entity goes its own separate way. The big guy entity enters the “Big Guy                               
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Drug Exchange” process node. The drug entity enters a separate node, titled “Disperse to                           
Safehouse.” The one batch of drug entities are separated into 48 single drug entities again,                             
while retaining their original entity values. The “Disperse to Safehouse” separate node can be                           
seen in ​Figure 26​. 
 
Figure 26​: “Disperse to Safehouse” Separate Node 
 
 
  Once separated, each of the drug entities enters a different batch node, titled                         
“Safehouse_Drugs_Required.” The same drug entities are re­batched during this part of the                       
simulation. This time, the batch size is 16. This means that in order for a safehouse entity to                                   
be able to enter the drug exchange, there must be 16 drug entities available. This number is                                 
less than the big guy entity’s batch size because the safehouse entities deal with less drug                               
entities than the big guy entities do. The “Safehouse_Drugs_Required” batch node can be                         
seen in ​Figure 27​. 
 
Figure 27​: “Safehouse_Drugs_Required” Batch Node 
 
 
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  After 16 drug entities have been batched, that batch is sent to a match node titled                               
“S_DrugMeet.” This match node pairs a batch of 16 drug entities with one safehouse entity.                             
After the match has happened, the safehouse entity enters the “Safehouse Drug Exchange”                         
process node, and the batch of 16 drug entities enters another separate node, titled “Dispose                             
to Dealer.” The “S_DrugMeet” match node can be seen in ​Figure 28​. 
 
Figure 28​: “S_DrugMeet” Match Node 
 
 
  After a safehouse entity has been matched with a batch of 16 drug entities, the                             
batched drug entities continue on to a separate node, titled “Disperse to Dealer.” Here, the                             
batch is split up into single drug entities. The split drug entities retain their original entity                               
values. The “Disperse to Dealer” separate node can be seen in Figure 29. 
 
Figure 29​: “Disperse to Dealer” Separate Node 
 
 
  From here, the drug entities enter yet another batch node, which is titled                         
“Dealer_Drugs_Required.” Drug entities are batched by a batch size of eight. The                       
“Dealer_Drugs_Required” batch node can be found in ​Figure 30​. 
 
 
 
Figure 30​: “Dealer_Drugs_Required” Batch Node 
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  The eight batched drugs are then moved to a match node where they connect with a                               
drug dealer entity. This match node is titled “D_DrugMeet,” and can be found in ​Figure 5​.                               
After leaving “D_DrugMeet,” the eight batched drug entities enter a separate node titled                         
“Disperse to User.” The batched drug entities are separated into individual drug entities again,                           
retaining the original entity values. The “Disperse to User” separate node can be found in                             
Figure 31​. 
 
Figure 31​: “Disperse to User” Separate Node 
 
 
  From here, the drug entities enter one last batch node, titled “User_Drugs_Required.”                       
The drugs are batched into a batch size of one. Though it seems unnecessary to batch a                                 
single entity at this stage, the batch size for users could increase in future use of this model.                                   
The “User_Drugs_Required” Batch node can be seen in ​Figure 32​. 
 
Figure 32​: “User_Drugs_Required” Batch Node 
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  The batched set of drug entities moves to one last match node, titled “U_DrugMeet.” A                             
user entity is paired with the correct amount of drug entities it needs to enter the drug                                 
exchange, and then proceeds to enter the drug exchange. The “U_DrugMeet” match node                         
can be seen in ​Figure 33​. 
 
Figure 33​: “U_DrugMeet” Match Node 
 
 
  Once the drug entities have been paired with a user entity, they are no longer needed                               
by the simulation model. The drug entities move to a dispose node, titled “Drugs Leave                             
System,” that dispose of the drug entities and record the amount of drug entities disposed of.                               
The “Drugs Leave System” dispose node can be found in ​Figure 34​. 
 
Figure 34​: “Drugs Leave System” Dispose Node 
 
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Simulation Results
 
The simulation results showed that the simulation needed to be run for a longer                           
amount of time. The NumberOut of DrugUnit returned the value zero, which mean none of the                               
drugs had left the system. Therefore the drug supply did not have enough time to make its                                 
way to all of the criminal classes before the end of one replication. While the zero values for                                   
“time” of each criminal class is expected, zero values for Queues or NumberOut are an issue.                               
These results indicate that the entity error restriction needs to be removed with the better                             
version of Arena or the arrival rate of the DrugUnit needs to be scaled back even further. The                                   
simulation output results from the Arena model can be seen below in ​Figures 35­39​. 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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Figure 35​: Report Page 1 
 
 
 
 
 
 
 
 
 
 
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Figure 36​: Report Page 2 
 
 
 
 
 
 
 
 
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Figure 37​: Report Page 3 
 
 
 
 
 
 
 
 
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Figure 38​: Report Page 4 
 
 
 
 
 
 
 
 
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Figure 39​: Report Page 5 
 
 
   
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Sensitivity Analysis
 
In order to gain more knowledge on the inputs of our model, it is essential to modify                                 
the inputs. The parameters modified are in regards to the distribution values of the inputs of                               
the model, users, dealers, safehouses, and big guys. As previously discussed, each of these                           
entities is assigned an information value (ex. info.user.assign) which is meant to represent the                           
amount of information that particular entity has about the next level of entity. In order to                               
perform sensitivity analysis, the probabilities used in these distributions are altered. These                       
alterations were performed at random values of probability while making sure to keep the                           
probabilities equalling to 1. The following screenshots show the initial outputs of the models                           
followed by variations in the probability values for each entity. The values represent how                           
much information is recorded when an arrest is made. Notice the trend in values for each                               
entity. As the probabilities are altered, the output values for the info.[entity] are changing. This                             
is an inverse relationship showing as the probabilities increase the amount of information on                           
that entity decreases. For reference sake, the first number listed will represent the first                           
probability seen, the second number the second probability, and so on.  
 
Figure 40​: User Info Initial Probabilities 30/70   
 
 
 
Figure 41​: Initial Outputs with Initial Probabilities  
 
 
 
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Figure 42​: Outputs with ‘User’ distributed 50/50 
 
Figure 43​: Outputs with ‘User’ distributed 90/10 
 
Figure 44​: DealerInfo Initial Probabilities 40/25/35 
 
 
 
 
 
 
 
 
 
 
 
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Figure 45​: Outputs with ‘Dealer’ distributed 25/50/25 
 
Figure 46​: Outputs with ‘Dealer’ distributed 10/80/10 
 
Figure 47​: Safehouse Initial Probabilities 45/10/45 
  
Figure 48​: Safehouse Initial Probabilities 25/50/25 
 
 
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Figure 49​: Safehouse Initial Probabilities 10/80/10 
 
Figure 50​: Safehouse Initial Probabilities 70/30 
 
Figure 51​: Safehouse Initial Probabilities 50/50 
 
 
 
 
 
 
 
 
 
 
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Figure 52​: Safehouse Initial Probabilities 10/90 
 
 
This is just the beginning of the plethora of sensitivity analyses that can be applied to                               
this model. In future practices, it could be beneficial to examine the probability distributions at                             
the decision nodes in the model or potentially the arrival rates of the entities. By doing this,                                 
potential bottlenecks in the system can be identified and appropriate action can be taken to                             
minimize the hold up. 
 
One tool of Arena that was not able to be utilized is Optquest. Optquest is an add­in                                 
that enables the creation of objective function(s) along with constraints that can be applied to                             
the running model. This bit of software is perfect for the purposes of this project. A major                                 
explanation will not be discussed of the complete capabilities of Optquest, however, it should                           
be noted that for future work, to utilize this add­in. Since all versions of the model up to this                                     
point have been created in a limited licensed version of Arena, the Optquest functionality was                             
not available. It was only able to run in ‘demo mode’ where the user could just see the                                   
interface of the software, seen here: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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 ​Figure 53​: Optquest ‘Data Optimization’ Interface 
 
 
Although the interface might look complicated, with some online tutorials the software 
becomes easy to use and beneficial. The software also outputs graphs and figures that 
represent a visual representation of sensitivity analysis depending on which objectives are of 
higher priority. It is highly recommended that the license for the full version of Optquest be 
obtained to gain real insight to the sensitivity of this model and its inputs.  
 
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Conclusions
 
A large contributing factor in the structure of the current model and past models was                             
replication length limits and entity limits within the Software. The replication length limit was                           
encountered in the attempt to mimic a real life prison term. If a criminal class went to prison, it                                     
would be stuck there for a unit of time longer than the replication length. This problematic for                                 
recording prison data, rehab data and total criminals leaving the system. It also added to the                               
entity limit issue. In the student version, Arena has an entity cap of 150 entities: at any given                                   
point during a replication Arena cannot have the total entities within the system (drugs, users,                             
dealers, safehouses and big guys) exceed 150. The entity cap remained the largest issue                           
within the project scope. If it the error occured the simulation stopped and [Figure 54] was                               
generated. The 150 entity limit caused the group to scale back arrival rates and other discrete                               
events, which reduced the overall accuracy and realistic nature of outputs. Beyond a                         
numerical entity limit, Arena lacks individual entity statistic capabilities. While not directly                       
affecting the outputs, that level of granularity would be ideal for capturing the length of time a                                 
specific criminal class in the system. To summarize, the replication time, 150 entity limit and                             
lack of individual entity capabilities of the Arena student version had a significant impact on                             
the final model and all outputs. Further endeavors on this project should include the                           
acquisition of a full version of Arena, adding a police office variable to affect the probability of                                 
arrest, information and/or drug supply, and implementing an OptQuest linear program to                       
maximize the police officer variable. (only runs Demo mode in Student Version). 
 
Figure 54: Entity Error Image 
 
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Future Considerations for Further Research
 
Maximum Entity Limitation 
  The Arena simulation model produced throughout the duration of this semester was                       
built around a major constraint the student version of Arena has in it. The mentioned                             
constraint is that there is a maximum limitation of 150 entities on all entities being processed                               
in the simulation at one time. If entities are created and disposed of, the number of entities the                                   
student version of Arena can handle does not have a limit. However, if the number of entities                                 
being processed by the simulation exceeds 150, Arena displays an error message about the                           
entity limitation and the simulation cannot continue. 
Once all of the model’s parameters were decided upon being the most effective and                           
realistic, the realization was made that the simulation ran for too long of a time period. This is                                   
because too many entities were being generated too close to each other. The temporary fix to                               
this issue was to dial back the amount of time the model ran for. Scaling back the parameters                                   
of a realistic model is not a robust solution to an issue. 
Often times, a simulation model’s input parameters, scheduling situations, queueing                   
process times, and many other components are dialed back. This allows the model to be able                               
to run until completion, without experiencing an entity limitation error. A viable way to avoid                             
this crucial limitation is to purchase a full Arena license. With a full Arena license, the program                                 
can handle as many entities as the simulation calls for. A full license helps simulation models                               
represent realistic outcomes more accurately. 
 
Police Force Entity 
  As the model currently stands, there is no sort of “Police” entity. The model’s                           
processes and characteristics are the only means of mediating how, when, and where the                           
people and drug entities move through the simulation. If the model were able to allow more                               
entities, the police entities would be able to arrive at a lesser rate than the people and drug                                   
entities. Adding a police force entity would add more variability into how frequently all levels of                               
the criminal entities are arrested. This variability would not only increase the amount of arrests                             
made, but the rate of arrests would be much more realistic. Adding a police force would also                                 
add essential variability to the manner in which the drug entities flow through the system.                             
Drug entities may not be able to arrive at such a steady rate as in the current version of the                                       
model. Drug entities may also not move through the model at a steady rate, and scenarios of                                 
high, medium, and low drug trafficking analyses would be able to be taken and understood.                             
Given more time, this is one thing the project group would have undoubtedly added into the                               
simulation model. 
 
Individual Entity Statistics 
  Throughout the entire simulation, any results obtained were based on each aggregate                       
set of entities. No individual entity statistics were recorded. To be clear, if there were n                               
individual entities of one entity type, results will not show for each of the n entities. Results will                                   
be displayed for the average results of n entities. If a method were to be discovered where the                                   
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model would display individual entity statistics, the results would be much more useful. More                           
statistical analysis could be done on the simulation, proving where the most vital parts of the                               
simulation are. 
 
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References
 
There were two main reference in this research, as the primary function of this research was 
to conduct preliminary modeling and exploratory analysis. 
 
1. “Collaborative Research: Dynamic Resource Allocation Models for Law Enforcement 
Operations against Illegal Drug Trafficking” ­ Drug Proposal provided by Professor 
Thomas Sharkey. 
2. "Arena ­ User's Guide." ​Rockwell Software​. Rockwell Software, 1 Nov. 2007. Web. 1 
May 2015. 
<http://literature.rockwellautomation.com/idc/groups/literature/documents/um/arena­u
m001_­en­p.pdf>. 
   
38 
URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
Appendix
 
 
Exhibit A ­ Information Threshold Application 
 
Goal: 
To change the current Triangular Distribution Method of an overall Information value to a 
specific Uniform Distribution Method manipulated to identify Information by entity group as a 
total throughout the system. This will therefore add a random aspect to prison captures 
beyond the current scope of multiple n­way by chance nodes. 
 
Variable Overviews and Assumptions​: 
❏ Info on Dealer 
❏ Info on Safe house 
❏ Info on Big Guy 
❏ Info on other users 
 
1. Variable that are added throughout the entire system 
2. “Running Sum” that resets when it hits a certain point 
a. Compared to a threshold 
3. These values will be percents multiplied by our Triangular Distribution 
 
As each entity enters the system ­ dealer, user, safehouse, or big guy; they each will generate 
(instead of one random information value ­ I) a set of values according to the types of 
information each entity will have and increment the system Values Accordingly. 
 
Defining the Variables 
● U ­ set of Info containing [Info.User, Info.Dealer] 
● D ­ [Info.User, Info.Dealer, Info.Safehouse] 
● S ­ [Info.BigGuy, Info.Dealer, Info.Safehouse] 
● B ­ [Info.Safehouse, Info.BigGuy] 
● Info_Prison_Threshold = 10 ­ This is the level we set, to where if any entity gets 
information larger than this threshold they go to prison 
 
As U enters: 
Info.User = Info.User + 0.70*U(0,1) 
Info.Dealer = Info.Dealer + 0.30*U(0,1) 
 
As D enters​: 
Info.User = Info.User + 0.35*U(0,1) 
Info.Dealer = Info.Dealer + 0.40*U(0,1) 
Info.Safehouse = Info.Safehouse + 0.25*U(0,1) 
39 
URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
 
As S enters: 
Info.Dealer = Info.Dealer + 0.45*U(0,1) 
Info.Safehouse = Info.Safehouse + 0.45*U(0,1) 
Info.BigGuy = Info.BigGuy + 0.10*U(0,1) 
 
As B enters**: 
Info.Safehouse = Info.Safehouse + 0.70*U(0,1) 
Info.BigGuy = Info.BigGuy + 0.30*U(0,1) 
 
**This is saying that a User has a 50% chance of knowing other users, a 50% chance of 
knowing other dealers. By this argument, the IPT [List 1 ­ Info_Prison_Threshold], can be the 
same for each entity because we are controlling the threshold by multiplying a super small 
percentage by a consistent Uniform Distribution. 
 
Exhibit B ­ Version Control​ ­ ​Current: 8.6 (see zip file) 
Table 1: Meeting Minutes 
Date of 
Meeting 
Work Discussed  Requirements for 
Next meeting 
3/10/2015  Possibility to Arrest another dealer if first dealer 
gives information / cooperate (Snitch Node) 
 
Short prison (snitch) or long prison (arrest then 
talk) 
 
if short prison is chosen, automatically pick dealer 
from arrival and place in prison 
Get rehab aspect 
completely functional 
3/30/2015  make more appropriate values for distributions 
(rehab processes) 
 
resources, resources, resources! 
 
rates and capacities for resources and nodes 
Get rehab aspect 
completely functional 
 
Define resources 
 
update arena model 
4/7/2015  Tyler improved model, 
Ian explored ways to implement signaling and 
matching techniques  
Make a small 
4/14/2015  Questions: 
● Optquest? Tools? 
● Report Format? 
  
40 
URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
● Define the purpose of this URP in a few 
main bullet points 
 
Assumptions / Key Points:
∙​         ​Run Setup -> 8 hours a day/10 days (not realistic)
∙​         ​Arbitrary rate of Incoming drugs = (1 drug value
per half hour)
∙​         ​The drugs leave the system a deal is made – I am
assuming that they are consumed and used almost
immediately after the deal.
o​   ​The caveat is that this doesn’t capture police
raiding drug stashes or acquiring crack cocaine – but
let’s leave that out of scope for now.
∙​         ​The police arrive at an arbitrary rate
o​   ​For future efforts - I am unsure how to restrict the
total amount of police in the system
∙​         ​Decision nodes are 50/50 – which are incorrect,
these were just the default values. 
4/21/2015  April 21 
 
To add​: Info levels on other entities, depending 
whether the entity “cooperates” or not 
● If a user cooperates, info levels of the user 
will increase, along with a small amount of 
increase for the dealer’s info levels 
● If a user does not cooperate, info levels of 
the user will only slightly increase 
● Apply the same principle to each entity 
● make note of the fact we used student 
version of arena and how we would scale it 
up for licensed version of software (save a 
test version with all the ideal numbers) 
● implement the arrival capacity of users and 
drugs to monitor how they leave if not 
through arrest or rehab (Disposal) 
● Record if users reached the “arrest” node 
and then how many are returning into the 
system 
 
Functions to Look at: 
There are no costs involved in this system 
 
41 
URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
● Maximize arrests 
○ breakdown of arrest types 
● Maximize Users entering rehab 
 
IDENTIFY BOTTLENECK 
 
Constraints: 
 
● All info.x >= 0 
● Dealer.arrests + user.arrests + 
safehouse.arrests + BigGuy.arrests <= 
Arrests.made 
● Set capacities of drugs at each level 
● Set capacity of dealers for when then 
reload drugs 
● Force the big guy to arrive first so 
bottleneck chance decreases (lower and 
quicker) 
● Drugs arrival >= 0  
4/28/2015  Begin to Format 
Added Table of Contents 
 
Need to obtain a license for optquest, future 
recommendation 
 
at this point, we can construct an optquest(not 
difficult), but without the appropriate license, 
optquest just runs in demo mode which is useless 
for us 
 
Working on pushing outputs, but editing arrivals is 
the only thing that changes any output given, other 
than probabilities in the info.x, but only affects the 
‘user specified’ report (not sure why this is the 
case) 
 
might need to look at tweaking the model, but with 
time considerations, might be best to just output 
our report with the model as is and make note of 
some fixes/goals to accomplish for the next group. 
(none) 
 
42 
URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
 
Exhibit C ­ Arena Screen Shots 3/10/15 
 
1. Entire Model
 
2. User Model
 
Annotation: ​The decision node and rehab process deposit into a “Leave System” node. 
 
3. Dealers / Safehouses / Big Guys 
 
Annotation: ​This is an example of the “Big Guy” progression. Again, The branch off the 
decision node “Big Guy After Prison” connects to the “Leave System” node. The branches for 
“Dealers” and “Safehouses” are of identical structure and make, just with the word “Big Guy” 
replaced by “Dealer” or “Safehouse”.  
43 
URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
 
Exhibit D ­ Arena Model 4/14/2015: 
1. Current Total Arena Model 
 
Annotation:​ Above is a screenshot of the current Arena model. In it, Users, Dealers, 
Safehouses, and Big Guys’ drug activities are modeled. Dealers, Safehouses, and Big Guys 
are all modeled in the same fashion, except with different numbers. 
 
2. Batch and Match ­ Modeling Drug Supply in Drug Deals 
 
Annotation: ​Above is what an initial example of a model that captures the discrete event of 
arrests and drug deals with Batch and Match models. This is supposed to represent 
44 
URP ­ Simulating Drug Enforcement Efforts 
Arena Modeling ­ ​Macchi, Halter, Williams.  
Property of Prof. Thomas Sharkey  
 
everything that happens before a User, Dealer, Safehouse, Big Boss goes into the ‘Drug 
Exchange Module’ 
45 

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DrugURP - Final Draft

  • 2. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey       Table Of Contents  1. Abstract  2. Introduction  3. Arena Model  4. Simulation ​Results  5. Sensitivity Analysis  6. Conclusion​s  7. Future Considerations  8. References      2 
  • 3. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey     Abstract   The objective of this research is to effectively model and determine resource allocation                          decisions for law enforcement operations against illegal drug trafficking. The main difficulty in                          modeling these operations is that they are often performed in dynamic environments and                          require an investment of resources to various activities over time in order to successfully                            identify and arrest criminals involved in the trafficking operations. In particular, law                        enforcement agencies must monitor and target criminals in order to build cases against them                            prior to arrest. Therefore, the resource allocation decisions will include scheduling both                        ‘intelligence operations’ to gain information about the drug trafficking and physical attacks in                          order to arrest, or interdict, criminals. Law enforcement may not have complete information                          about the drug trafficking operations and, therefore, the intelligence operations help to gain                          information and guide future resource allocation decisions. For example, it may be better to                            delay the arrest of an individual since performing surveillance on them instead would give                            information about other criminals. The main method being utilized to model this simulation is                            the ARENA software suite of applications. This will allow for accurate event simulations and                            sensitivity analysis in order to validate our decisions or actions being taken. The software will                              also allow for visual representations in order to communicate the simulation to a broader                            audience. The expected results of this research are comprehensive models, and optimization                        algorithms to solve them, that can determine these resource allocation decisions for law                          enforcement. The resulting models can then be applied in order to identify the types of                              policies that law enforcement could adopt for improved effectiveness in combating illegal drug                          trafficking. Further detailed information can be obtained in “Collaborative Research: Dynamic                      Resource Allocation Models for Law Enforcement Operations against Illegal Drug Trafficking”                      [1].        3 
  • 4. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey     Introduction   The goal of this project is to develop a preliminary model in which the allocation of                                police officers to a crack cocaine modeling drug can be measured. Due to the exploratory                              nature of this initial research, a classification of players other than police officers, specific                            requirements within the model and an appropriate software program need to be identified.                          After careful consideration, noted in [1] , the classification of players other than police officers                              that needed to be included in the model would be the following: users, dealers, safehouses                              and big guys.     Table 1​: Criminal Class Definition  User  A crack cocaine addict or first time user ­ the primary source of money  into the crack cocaine industry and the most frequent and common  criminal class. This is the only criminal class that has the option to go  to Rehab after being arrested.  Dealer  A person who sells crack cocaine in “teen” or dimebag amounts to  users and receives their supply from safehouses.   Safehouse  An area that contains a drug supply used to distribute to a quantity of  drug dealers. Each safe house has one specific owner that is a “Big  Guy”.  Big Guy  A big guy is a major criminal who enters the drug ring with lots of  money and a large amount of crack cocaine product which he then  distributes to safehouses.    Specific requirements within this goal include; measuring the impact of Rehabilitation,                      modeling a drug supply, and modeling criminal class’s information on one another and                          modeling how criminal classes re­enter the system after prison or a drug deal. Finally, the                              group and Professor Sharkey chose Arena, a discrete event modeling program, as the                          medium for this research. Arena remains the best option for this project due to its ability to                                  capture the Markov Chain decision process and treat each interaction between criminal class                          as an event with a distribution of time, utilization of resource and probability of occurrence.        4 
  • 5. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey     Arena Model   In the final revision of the model, there are two main entities that move through the                                system. There are people that interact with the drugs, and there are the drugs themselves.                              The specific drug the model is concerned with tracking is not important, as long as the drug                                  flow is monitored correctly. As for the Criminal Entities, there are four entities the model is                                concerned with: a drug user, dealer, safehouse, and big guy.    Dealers / Safehouses / Big Guys General Walkthrough    Annotation: This is an example of the “Big Guy” progression. Again, The branch off the  decision node “Big Guy After Prison” connects to the “Leave System” node. The branches for  “Dealers” and “Safehouses” are of identical structure and make, just with the word “Big Guy”  replaced by “Dealer” or “Safehouse”.  While the most recent model is more complex than  shown above, this basic model was the stepping stone for expansion. Be sure to take note of  this model to gain a basic understanding of the movement of information throughout the  system and simulation.     Criminal Entity Movement  The people flow through the model in the same manner. The Drug Dealer’s process                            will be described. The only difference between each entity’s process flow is the numbers each                              entity deals with. Each important set of values will be described in this report, through being                                presented in Tables.  Dealers are created in a create node, titled “Dealer Arrival.” Dealer entities arrive into                            the system at an exponential rate of one per every 60 hours. Each dealer entity represents                                one dealer in real life. There is an infinite amount of dealer entities that can be in the system                                      at once. The dealer arrival node can be seen in ​Figure 1​.    Figure 1​: “Dealer Arrival” Create Node  5 
  • 6. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey           Once the dealer is created, it is run through an assignment node, titled “Info.Dealer                            Assign.” Here, three variables are assigned their initial value. If the variable already has a                              value in it, additional value will be added. The variables of info.dealer, info.safehouse, and                            info.user are altered. The variables have been labeled info.entity, for they represent the                          amount of information that the police force have about that entity. The Info.Dealer Assign                            node can be seen in ​Figure 2​.          Figure 2​: “Info.Dealer Assign” Assign Node        The dealers then enter a decision node, titled “Too Many Dealers Waiting?” It is a                              two­way by condition decision node. It evaluates whether or not there is any space between                              what the drug dealer queue currently has in it and what the dealer system limit is. If there is                                      any open capacity in the dealer queue, the dealer will enter the dealer queue. If the dealer                                  6 
  • 7. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey     queue is at full capacity, the dealer will leave the system through a dispose node, titled                                “Dealer Leave System.” The only function of the “Dealer Leave System” dispose node is to                              dispose of any dealer entity that enters that node. The “Too Many Dealers Waiting?” decision                              node can be seen in ​Figure 3 and the “Dealer Leave System” dispose node can be seen in                                    Figure 4​.    Figure 3​: “Too Many Dealers Waiting?” Decision Node            Figure 4​: “Dealer Leave System” Dispose Node        The next node a dealer entity will enter is a match node, titled “D_DrugMeet.” This                              stands for Dealer Drug Meet. Here, dealer entities are held until there is an available amount                                of drugs for that entity to enter the drug trade with. Drug entities are created individually in a                                    separate create node. Once there is enough drugs for dealer entities to enter the system with,                                the dealer entity physically enters the system, while the drugs get moved along up to user                                entities. This match node can be found in ​Figure 5​.    Figure 5​: “D_DrugMeet” Match Node  7 
  • 8. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey           This is the point of the process modeled where dealers are actually a part of a drug                                  exchange. Once a dealer entity has been matched with the correct amount of drug entities, it                                will enter a process node, titled “Dealer Drug Exchange.” The purpose of this process node is                                to delay the dealer some amount of time based off of a triangular distribution. “Dealer Drug                                Exchange” has a triangular distribution of TRIA(10, 15, 20). This means that the minimum                            amount of time a dealer will be delayed in this process node is 10 hours, the most likely value                                      the dealer entity will be delayed is 15 hours, and the maximum time a dealer will be delayed is                                      20 hours. This process node can be found in ​Figure 6​.                  Figure 6​: “Dealer Drug Exchange” Process Node      8 
  • 9. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey       After the dealer is delayed by the TRIA(10, 15, 20) distribution, it will enter a decision                                node titled “Dealer Info Assessment.” This is an N­way by Condition decision node, with three                              possible outcomes for each dealer entity. Here, the variable Info.Dealer is being evaluated,                          which determines the dealer entity’s outcome. The threshold value in this decision node for                            Info.Dealer is 20. If the Info.Dealer variable’s value is greater than or equal to 20, the dealer                                  entity will enter another decision node, titled “Dealer Enough Info.” If the Info.Dealer variable’s                            value is less than 20, the dealer will enter another decision node titled “Dealer Not Enough                                Info.” There should be no reason for a dealer entity to not enter one of these two decision                                    nodes. As a failsafe, the false node of the “Dealer Info Assessment” decision node takes the                                dealer entity right back into the “Dealer Drug Exchange” process node, so the dealer will not                                actually leave the system. The “Dealer Info Assessment” decision node can be seen in ​Figure                              7​.    Figure 7​: “Dealer Info Assessment” Decision Node        If the value of Info.Dealer is greater than or equal to 20 when the dealer entity reaches                                  the “Dealer Info Assessment” decision node, the dealer entity enters the “Dealer Enough Info”                            decision node. It is a 2­way by Chance decision node. There is a 75% true chance that the                                    dealer entity gets arrested, bringing that entity to a delay node titled “Dealer Arrested.” There                              is a 25% chance that the dealer does not get arrested. If the dealer entity does not get                                    arrested, it will enter a record node, titled “Record_Dealer.Return1.” This record node counts                          by value of 1 all of the dealer entities that return to the “Too Many Dealers Waiting?” decision                                    node. The “Dealer Enough Info” decision node can be seen in ​Figure 8​. The                            “Record_Dealer.Return1” record node can be seen in ​Figure 9​.    Figure 8​: “Dealer Enough Info” Decision Node  9 
  • 10. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey         Figure 9​: “Record_Dealer.Return1” Record Node        Once the dealer entity reaches the “Dealer Arrested” delay node, it is delayed a set                              amount of time of five days. This delay node’s purpose is to simulate the amount of time a                                    dealer would spend in jail or prison after being arrested by the police for selling drugs. The                                  “Dealer Arrested” delay node can be seen in ​Figure 10​.        Figure 10​: “Dealer Arrested” Delay Node      10 
  • 11. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey       After being in the “Dealer Arrested” delay node, each dealer entity will enter an assign                              node titled “Dealer Arrest 1.” The purpose of this assign node is to alter the variables of                                  “Dealer.Arrests.Made,” “Info.Dealer,” and “Arrests.Made.” Here, two new variables are                  introduced. “Dealer.Arrests.Made” is a simple numerical variable that increments up by value                        of one every time a dealer entity is arrested in the simulated system. “Arrests.Made” is a                                simple numerical value that increments up by value of one every time any of the four criminal                                  entities are arrested in the simulated system.    As each dealer entity passes through the “Dealer Arrest 1” assign node, the                          Info.Dealer variable is set back to zero. This is because a dealer arrest is made, and all off the                                      information that the police had about dealers is reset, meaning that the police would have to                                start from scratch each time a dealer arrest is made. In essence, it does not matter which                                  dealer entity is arrested, as long as one entity is arrested. This simulation model is not                                concerned with specific dealer entities, but monitoring the flow of all of the dealer entities                              collectively. The “Dealer Arrest 1” assign node can be seen in ​Figure 11​.    Figure 11​: “Dealer Arrest 1” Assign Node      If the value of Info.Dealer less than 20 when the dealer entity reaches the “Dealer Info                                Assessment” decision node, the dealer entity enters the “Dealer Not Enough Info” decision                          node. It is a 2­way by Chance decision node. There is a 8% true chance that the dealer entity                                      gets arrested, bringing that entity to another decision node titled “Dealer Cooperate Decision.”                          There is a 92% chance that the dealer does not get arrested. This means that there is a 92%                                      chance that a dealer entity will not get arrested if the police do not have enough information                                  about the collective dealer entity. The “Dealer Not Enough Info” decision node can be seen in                                Figure 12​.    Figure 12​: “Dealer Not Enough Info” Decision Node  11 
  • 12. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey         If the dealer entity does not get arrested, it will enter a record node, titled                              “Record_Dealer.Return2.” This record node counts by value of 1 all of the dealer entities that                              return to the “Too Many Dealers Waiting?” decision node. The “Record_Dealer.Return2”                      record node can be seen in ​Figure 13​.    Figure 13​: “Record_Dealer.Return2” Record Node        If the dealer entity gets arrested while the police force does not have enough dealer                              information, the entity is brought to a decision node titled “Dealer Cooperate Decision.” In this                              decision node, the chance that the dealer reveals available information and cooperates with                          the police is being modeled. This decision node is type 2­way by Chance, with a 35% chance                                  that the dealer reveals information to the police force. The “Dealer Cooperate Decision”                          decision node can be found in ​Figure 14​.    Figure 14​: “Dealer Cooperate Decision” Decision Node  12 
  • 13. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey           In the event that a dealer entity cooperates when it reaches the “Dealer Cooperate                            Decision” decision node, it will go to a delay node, titled “Dealer Cooperated.” This delay node                                simulates the amount of jail time a dealer would receive after being arrested and cooperating                              with the police. Here, a dealer entity is delayed for two days of time. This “Dealer Cooperated”                                  delay node can be found in ​Figure 15​.    Figure 15​: “Dealer Cooperated” Delay Node        In the event that a dealer entity does not cooperate when it reaches the “Dealer                              Cooperate Decision” decision node, it will go to a different delay node, titled “Dealer No                              Cooperation.” This delay node simulates the amount of jail time a dealer would receive after                              being arrested and not cooperating with the police. Here, a dealer entity is delayed for five                                days of time. Note that this delay node delays the dealer entities for three days longer than                                  the “Dealer Cooperated” delay node. This is showing how the police would be less harsh                              when giving out jail time to entities that cooperate than to those that do not cooperate. This                                  “Dealer No Cooperation” delay node can be found in ​Figure 16​.    Figure 16​: “Dealer No Cooperation” Delay Node  13 
  • 14. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey           After passing through either the “Dealer Cooperated” or the “Dealer No Cooperation”                        delay nodes, each dealer entity enters an assign node. There are two different assign nodes                              at this stage, titled “Info.Dealer Reassign 1” and “Info.Dealer Reassign 2.” The Info.Dealer                          variable is altered after sentencing a dealer entity with jail time, simulating the increase in                              information the police force would have after questioning the entities and learning more about                            the drug exchange system. If the dealer entity passes through “Info.Dealer Reassign 1,” the                            Info.Dealer variable is increased by a value of (0.5*UNIF(0,1)). The UNIF(0,1) term represents                          a number being uniformly generated between zero and one. That number is then multiplied by                              0.5, for information reduction. If the dealer entity passes through “Info.Dealer Reassign 2,” the                            Info.Dealer variable is increased by a value of (0.2*UNIF(0,1)). The “Info.Dealer Reassign 1”                          assign node can be seen in ​Figure 17 and the “Info.Dealer Reassign 2” assign node can be                                  seen in ​Figure 18​.    Figure 17​: “Info.Dealer Reassign 1” Assign Node        Figure 18​: “Info.Dealer Reassign 2” Assign Node  14 
  • 15. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey           After the dealers pass through one of these assign nodes, it will then enter a process                                node. If the dealer entity cooperated in “Dealer Cooperate Decision,” it will enter a process                              node titled “Dealer Prison Short.” Here, the dealer is delayed based on a triangular distribution                              of TRIA(15, 22, 25). If the dealer entity cooperated in “Dealer Cooperate Decision,” it will enter                                a process node titled “Dealer Prison Long.” Here, the dealer is delayed based on a triangular                                distribution of TRIA(20, 30, 40). The “Dealer Prison Short” process node can be found in                              Figure 19​ and the “Dealer Prison Long” process node can be found in ​Figure 20​.    Figure 19​: “Dealer Prison Short” Process Node      Figure 20​: “Dealer Prison Long” Process Node  15 
  • 16. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey           After being processed through either of these two process nodes, the dealer entity will                            enter an assign node, titled “Dealer Arrest 2.” At this assign node, two variables are altered.                                As a dealer entity passes through “Dealer Arrest 2,” the Dealer.Arrests.Made variable is                          increased by one and the “Arrests.Made” variable is increased by one. This “Dealer Arrest 2”                              assign node can be found in ​Figure 21​.    Figure 21​: “Dealer Arrest 2” Assign Node        After passing through the assign nodes of either “Dealer Arrest 1” or “Dealer Arrest 2,”                              the dealer entity will reach another decision node, titled “Dealer Back to Drug Exchange?”                            16 
  • 17. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey     Here, the entity is faced with a 2­way by Chance decision of either leaving the system or                                  re­entering the drug exchange. The percent true of this decision node is 50%. If true, the                                dealer enters the dispose node “Dealer Leave System,” where the dealer entity is simply                            disposed of. If false, the dealer is brought back to the “Dealer Drug Exchange” process node.                                The “Dealer Back to Drug Exchange?” decision node can be found in ​Figure 22​.    Figure 22​: “Dealer Back to Drug Exchange?” Decision Node      Drug Entity Movement    In this Arena simulation, the drugs being used by the criminal entities are modeled as                              their own entity. This is so because the movement of how drugs effect the amount of criminal                                  entities inside of the system was to be studied. The drugs flow from the bottom of the model,                                    starting at the big guy entity, and move up to the top of the model, reaching the user entity.    Drug entities are created at a create node, titled “Drugs Entering System.” Each entity                            created represents ten units of drug in real life application. These entities are created based                              off of an exponential distribution with a value of 15 hours. Each arrival spawns one drug                                entity, or ten real drug units, and there is an infinite amount of drug entities allowed in the                                    system. The “Drugs Entering System” create node can be found in ​Figure 23​.    Figure 23​: “Drugs Entering System” Create Node      17 
  • 18. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey       Once a drug entity is created, it will enter a batch node titled                          “BigGuy_Drugs_Required.” Drug entities are held here until the batch size is reached. That                          means that drug entities are held together until there are enough accumulated drug entities to                              send off to the next node. The batch size for “BigGuy_Drugs_Removed” is 48. This means                              that in order for a big guy entity to be able to enter the drug exchange, there needs to be 48                                          drug entities available. The only entity this batch node is batching is “DrugUnit_Ten,” which is                              the entity type that is created in the “Drugs Entering System” create node. The                            “BigGuy_Drugs_Removed” batch node can be found in ​Figure 24​.    Figure 24​: “BigGuy_Drugs_Removed” Batch Node        After being reaching the batch size, the batched drug entities are sent to a match node                                titled “BG_DrugMeet.” Here, a big guy and drug entity are matched together. There only                            needs to be one big guy entity and one drug entity to satisfy this match node’s requirements.                                  The “BG_DrugMeet” match node can be found in ​Figure 25​.    Figure 25​: “BG_DrugMeet” Match Node        After this match node, the big guy and drug entities that were just matched are                              separated. Each entity goes its own separate way. The big guy entity enters the “Big Guy                                18 
  • 19. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey     Drug Exchange” process node. The drug entity enters a separate node, titled “Disperse to                            Safehouse.” The one batch of drug entities are separated into 48 single drug entities again,                              while retaining their original entity values. The “Disperse to Safehouse” separate node can be                            seen in ​Figure 26​.    Figure 26​: “Disperse to Safehouse” Separate Node        Once separated, each of the drug entities enters a different batch node, titled                          “Safehouse_Drugs_Required.” The same drug entities are re­batched during this part of the                        simulation. This time, the batch size is 16. This means that in order for a safehouse entity to                                    be able to enter the drug exchange, there must be 16 drug entities available. This number is                                  less than the big guy entity’s batch size because the safehouse entities deal with less drug                                entities than the big guy entities do. The “Safehouse_Drugs_Required” batch node can be                          seen in ​Figure 27​.    Figure 27​: “Safehouse_Drugs_Required” Batch Node      19 
  • 20. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey       After 16 drug entities have been batched, that batch is sent to a match node titled                                “S_DrugMeet.” This match node pairs a batch of 16 drug entities with one safehouse entity.                              After the match has happened, the safehouse entity enters the “Safehouse Drug Exchange”                          process node, and the batch of 16 drug entities enters another separate node, titled “Dispose                              to Dealer.” The “S_DrugMeet” match node can be seen in ​Figure 28​.    Figure 28​: “S_DrugMeet” Match Node        After a safehouse entity has been matched with a batch of 16 drug entities, the                              batched drug entities continue on to a separate node, titled “Disperse to Dealer.” Here, the                              batch is split up into single drug entities. The split drug entities retain their original entity                                values. The “Disperse to Dealer” separate node can be seen in Figure 29.    Figure 29​: “Disperse to Dealer” Separate Node        From here, the drug entities enter yet another batch node, which is titled                          “Dealer_Drugs_Required.” Drug entities are batched by a batch size of eight. The                        “Dealer_Drugs_Required” batch node can be found in ​Figure 30​.        Figure 30​: “Dealer_Drugs_Required” Batch Node  20 
  • 21. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey           The eight batched drugs are then moved to a match node where they connect with a                                drug dealer entity. This match node is titled “D_DrugMeet,” and can be found in ​Figure 5​.                                After leaving “D_DrugMeet,” the eight batched drug entities enter a separate node titled                          “Disperse to User.” The batched drug entities are separated into individual drug entities again,                            retaining the original entity values. The “Disperse to User” separate node can be found in                              Figure 31​.    Figure 31​: “Disperse to User” Separate Node        From here, the drug entities enter one last batch node, titled “User_Drugs_Required.”                        The drugs are batched into a batch size of one. Though it seems unnecessary to batch a                                  single entity at this stage, the batch size for users could increase in future use of this model.                                    The “User_Drugs_Required” Batch node can be seen in ​Figure 32​.    Figure 32​: “User_Drugs_Required” Batch Node  21 
  • 22. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey           The batched set of drug entities moves to one last match node, titled “U_DrugMeet.” A                              user entity is paired with the correct amount of drug entities it needs to enter the drug                                  exchange, and then proceeds to enter the drug exchange. The “U_DrugMeet” match node                          can be seen in ​Figure 33​.    Figure 33​: “U_DrugMeet” Match Node        Once the drug entities have been paired with a user entity, they are no longer needed                                by the simulation model. The drug entities move to a dispose node, titled “Drugs Leave                              System,” that dispose of the drug entities and record the amount of drug entities disposed of.                                The “Drugs Leave System” dispose node can be found in ​Figure 34​.    Figure 34​: “Drugs Leave System” Dispose Node    22 
  • 23. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey     Simulation Results   The simulation results showed that the simulation needed to be run for a longer                            amount of time. The NumberOut of DrugUnit returned the value zero, which mean none of the                                drugs had left the system. Therefore the drug supply did not have enough time to make its                                  way to all of the criminal classes before the end of one replication. While the zero values for                                    “time” of each criminal class is expected, zero values for Queues or NumberOut are an issue.                                These results indicate that the entity error restriction needs to be removed with the better                              version of Arena or the arrival rate of the DrugUnit needs to be scaled back even further. The                                    simulation output results from the Arena model can be seen below in ​Figures 35­39​.                                                                  23 
  • 29. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey     Sensitivity Analysis   In order to gain more knowledge on the inputs of our model, it is essential to modify                                  the inputs. The parameters modified are in regards to the distribution values of the inputs of                                the model, users, dealers, safehouses, and big guys. As previously discussed, each of these                            entities is assigned an information value (ex. info.user.assign) which is meant to represent the                            amount of information that particular entity has about the next level of entity. In order to                                perform sensitivity analysis, the probabilities used in these distributions are altered. These                        alterations were performed at random values of probability while making sure to keep the                            probabilities equalling to 1. The following screenshots show the initial outputs of the models                            followed by variations in the probability values for each entity. The values represent how                            much information is recorded when an arrest is made. Notice the trend in values for each                                entity. As the probabilities are altered, the output values for the info.[entity] are changing. This                              is an inverse relationship showing as the probabilities increase the amount of information on                            that entity decreases. For reference sake, the first number listed will represent the first                            probability seen, the second number the second probability, and so on.     Figure 40​: User Info Initial Probabilities 30/70          Figure 41​: Initial Outputs with Initial Probabilities         29 
  • 33. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey     Figure 52​: Safehouse Initial Probabilities 10/90      This is just the beginning of the plethora of sensitivity analyses that can be applied to                                this model. In future practices, it could be beneficial to examine the probability distributions at                              the decision nodes in the model or potentially the arrival rates of the entities. By doing this,                                  potential bottlenecks in the system can be identified and appropriate action can be taken to                              minimize the hold up.    One tool of Arena that was not able to be utilized is Optquest. Optquest is an add­in                                  that enables the creation of objective function(s) along with constraints that can be applied to                              the running model. This bit of software is perfect for the purposes of this project. A major                                  explanation will not be discussed of the complete capabilities of Optquest, however, it should                            be noted that for future work, to utilize this add­in. Since all versions of the model up to this                                      point have been created in a limited licensed version of Arena, the Optquest functionality was                              not available. It was only able to run in ‘demo mode’ where the user could just see the                                    interface of the software, seen here:                              33 
  • 35. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey     Conclusions   A large contributing factor in the structure of the current model and past models was                              replication length limits and entity limits within the Software. The replication length limit was                            encountered in the attempt to mimic a real life prison term. If a criminal class went to prison, it                                      would be stuck there for a unit of time longer than the replication length. This problematic for                                  recording prison data, rehab data and total criminals leaving the system. It also added to the                                entity limit issue. In the student version, Arena has an entity cap of 150 entities: at any given                                    point during a replication Arena cannot have the total entities within the system (drugs, users,                              dealers, safehouses and big guys) exceed 150. The entity cap remained the largest issue                            within the project scope. If it the error occured the simulation stopped and [Figure 54] was                                generated. The 150 entity limit caused the group to scale back arrival rates and other discrete                                events, which reduced the overall accuracy and realistic nature of outputs. Beyond a                          numerical entity limit, Arena lacks individual entity statistic capabilities. While not directly                        affecting the outputs, that level of granularity would be ideal for capturing the length of time a                                  specific criminal class in the system. To summarize, the replication time, 150 entity limit and                              lack of individual entity capabilities of the Arena student version had a significant impact on                              the final model and all outputs. Further endeavors on this project should include the                            acquisition of a full version of Arena, adding a police office variable to affect the probability of                                  arrest, information and/or drug supply, and implementing an OptQuest linear program to                        maximize the police officer variable. (only runs Demo mode in Student Version).    Figure 54: Entity Error Image    35 
  • 36. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey     Future Considerations for Further Research   Maximum Entity Limitation    The Arena simulation model produced throughout the duration of this semester was                        built around a major constraint the student version of Arena has in it. The mentioned                              constraint is that there is a maximum limitation of 150 entities on all entities being processed                                in the simulation at one time. If entities are created and disposed of, the number of entities the                                    student version of Arena can handle does not have a limit. However, if the number of entities                                  being processed by the simulation exceeds 150, Arena displays an error message about the                            entity limitation and the simulation cannot continue.  Once all of the model’s parameters were decided upon being the most effective and                            realistic, the realization was made that the simulation ran for too long of a time period. This is                                    because too many entities were being generated too close to each other. The temporary fix to                                this issue was to dial back the amount of time the model ran for. Scaling back the parameters                                    of a realistic model is not a robust solution to an issue.  Often times, a simulation model’s input parameters, scheduling situations, queueing                    process times, and many other components are dialed back. This allows the model to be able                                to run until completion, without experiencing an entity limitation error. A viable way to avoid                              this crucial limitation is to purchase a full Arena license. With a full Arena license, the program                                  can handle as many entities as the simulation calls for. A full license helps simulation models                                represent realistic outcomes more accurately.    Police Force Entity    As the model currently stands, there is no sort of “Police” entity. The model’s                            processes and characteristics are the only means of mediating how, when, and where the                            people and drug entities move through the simulation. If the model were able to allow more                                entities, the police entities would be able to arrive at a lesser rate than the people and drug                                    entities. Adding a police force entity would add more variability into how frequently all levels of                                the criminal entities are arrested. This variability would not only increase the amount of arrests                              made, but the rate of arrests would be much more realistic. Adding a police force would also                                  add essential variability to the manner in which the drug entities flow through the system.                              Drug entities may not be able to arrive at such a steady rate as in the current version of the                                        model. Drug entities may also not move through the model at a steady rate, and scenarios of                                  high, medium, and low drug trafficking analyses would be able to be taken and understood.                              Given more time, this is one thing the project group would have undoubtedly added into the                                simulation model.    Individual Entity Statistics    Throughout the entire simulation, any results obtained were based on each aggregate                        set of entities. No individual entity statistics were recorded. To be clear, if there were n                                individual entities of one entity type, results will not show for each of the n entities. Results will                                    be displayed for the average results of n entities. If a method were to be discovered where the                                    36 
  • 37. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey     model would display individual entity statistics, the results would be much more useful. More                            statistical analysis could be done on the simulation, proving where the most vital parts of the                                simulation are.    37 
  • 39. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey     Appendix     Exhibit A ­ Information Threshold Application    Goal:  To change the current Triangular Distribution Method of an overall Information value to a  specific Uniform Distribution Method manipulated to identify Information by entity group as a  total throughout the system. This will therefore add a random aspect to prison captures  beyond the current scope of multiple n­way by chance nodes.    Variable Overviews and Assumptions​:  ❏ Info on Dealer  ❏ Info on Safe house  ❏ Info on Big Guy  ❏ Info on other users    1. Variable that are added throughout the entire system  2. “Running Sum” that resets when it hits a certain point  a. Compared to a threshold  3. These values will be percents multiplied by our Triangular Distribution    As each entity enters the system ­ dealer, user, safehouse, or big guy; they each will generate  (instead of one random information value ­ I) a set of values according to the types of  information each entity will have and increment the system Values Accordingly.    Defining the Variables  ● U ­ set of Info containing [Info.User, Info.Dealer]  ● D ­ [Info.User, Info.Dealer, Info.Safehouse]  ● S ­ [Info.BigGuy, Info.Dealer, Info.Safehouse]  ● B ­ [Info.Safehouse, Info.BigGuy]  ● Info_Prison_Threshold = 10 ­ This is the level we set, to where if any entity gets  information larger than this threshold they go to prison    As U enters:  Info.User = Info.User + 0.70*U(0,1)  Info.Dealer = Info.Dealer + 0.30*U(0,1)    As D enters​:  Info.User = Info.User + 0.35*U(0,1)  Info.Dealer = Info.Dealer + 0.40*U(0,1)  Info.Safehouse = Info.Safehouse + 0.25*U(0,1)  39 
  • 40. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey       As S enters:  Info.Dealer = Info.Dealer + 0.45*U(0,1)  Info.Safehouse = Info.Safehouse + 0.45*U(0,1)  Info.BigGuy = Info.BigGuy + 0.10*U(0,1)    As B enters**:  Info.Safehouse = Info.Safehouse + 0.70*U(0,1)  Info.BigGuy = Info.BigGuy + 0.30*U(0,1)    **This is saying that a User has a 50% chance of knowing other users, a 50% chance of  knowing other dealers. By this argument, the IPT [List 1 ­ Info_Prison_Threshold], can be the  same for each entity because we are controlling the threshold by multiplying a super small  percentage by a consistent Uniform Distribution.    Exhibit B ­ Version Control​ ­ ​Current: 8.6 (see zip file)  Table 1: Meeting Minutes  Date of  Meeting  Work Discussed  Requirements for  Next meeting  3/10/2015  Possibility to Arrest another dealer if first dealer  gives information / cooperate (Snitch Node)    Short prison (snitch) or long prison (arrest then  talk)    if short prison is chosen, automatically pick dealer  from arrival and place in prison  Get rehab aspect  completely functional  3/30/2015  make more appropriate values for distributions  (rehab processes)    resources, resources, resources!    rates and capacities for resources and nodes  Get rehab aspect  completely functional    Define resources    update arena model  4/7/2015  Tyler improved model,  Ian explored ways to implement signaling and  matching techniques   Make a small  4/14/2015  Questions:  ● Optquest? Tools?  ● Report Format?     40 
  • 41. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey     ● Define the purpose of this URP in a few  main bullet points    Assumptions / Key Points: ∙​         ​Run Setup -> 8 hours a day/10 days (not realistic) ∙​         ​Arbitrary rate of Incoming drugs = (1 drug value per half hour) ∙​         ​The drugs leave the system a deal is made – I am assuming that they are consumed and used almost immediately after the deal. o​   ​The caveat is that this doesn’t capture police raiding drug stashes or acquiring crack cocaine – but let’s leave that out of scope for now. ∙​         ​The police arrive at an arbitrary rate o​   ​For future efforts - I am unsure how to restrict the total amount of police in the system ∙​         ​Decision nodes are 50/50 – which are incorrect, these were just the default values.  4/21/2015  April 21    To add​: Info levels on other entities, depending  whether the entity “cooperates” or not  ● If a user cooperates, info levels of the user  will increase, along with a small amount of  increase for the dealer’s info levels  ● If a user does not cooperate, info levels of  the user will only slightly increase  ● Apply the same principle to each entity  ● make note of the fact we used student  version of arena and how we would scale it  up for licensed version of software (save a  test version with all the ideal numbers)  ● implement the arrival capacity of users and  drugs to monitor how they leave if not  through arrest or rehab (Disposal)  ● Record if users reached the “arrest” node  and then how many are returning into the  system    Functions to Look at:  There are no costs involved in this system    41 
  • 42. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey     ● Maximize arrests  ○ breakdown of arrest types  ● Maximize Users entering rehab    IDENTIFY BOTTLENECK    Constraints:    ● All info.x >= 0  ● Dealer.arrests + user.arrests +  safehouse.arrests + BigGuy.arrests <=  Arrests.made  ● Set capacities of drugs at each level  ● Set capacity of dealers for when then  reload drugs  ● Force the big guy to arrive first so  bottleneck chance decreases (lower and  quicker)  ● Drugs arrival >= 0   4/28/2015  Begin to Format  Added Table of Contents    Need to obtain a license for optquest, future  recommendation    at this point, we can construct an optquest(not  difficult), but without the appropriate license,  optquest just runs in demo mode which is useless  for us    Working on pushing outputs, but editing arrivals is  the only thing that changes any output given, other  than probabilities in the info.x, but only affects the  ‘user specified’ report (not sure why this is the  case)    might need to look at tweaking the model, but with  time considerations, might be best to just output  our report with the model as is and make note of  some fixes/goals to accomplish for the next group.  (none)    42 
  • 43. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey       Exhibit C ­ Arena Screen Shots 3/10/15    1. Entire Model   2. User Model   Annotation: ​The decision node and rehab process deposit into a “Leave System” node.    3. Dealers / Safehouses / Big Guys    Annotation: ​This is an example of the “Big Guy” progression. Again, The branch off the  decision node “Big Guy After Prison” connects to the “Leave System” node. The branches for  “Dealers” and “Safehouses” are of identical structure and make, just with the word “Big Guy”  replaced by “Dealer” or “Safehouse”.   43 
  • 44. URP ­ Simulating Drug Enforcement Efforts  Arena Modeling ­ ​Macchi, Halter, Williams.   Property of Prof. Thomas Sharkey       Exhibit D ­ Arena Model 4/14/2015:  1. Current Total Arena Model    Annotation:​ Above is a screenshot of the current Arena model. In it, Users, Dealers,  Safehouses, and Big Guys’ drug activities are modeled. Dealers, Safehouses, and Big Guys  are all modeled in the same fashion, except with different numbers.    2. Batch and Match ­ Modeling Drug Supply in Drug Deals    Annotation: ​Above is what an initial example of a model that captures the discrete event of  arrests and drug deals with Batch and Match models. This is supposed to represent  44