Introduction to Optimization Advanced. This lesson goes beyond core Algebra I. You can skip it.
Learning goals
- Turn a word problem into an objective and linear constraints, with ,
- Explain why a linear objective's best value sits at a vertex
- Find every vertex, evaluate the objective there, and pick the extreme
- Say why an unbounded region may have no maximum
Constraints, the objective, and the feasible region
An optimization problem in two variables has two parts. The first part is a list of constraints, the hard limits written as linear inequalities such as or . The list also carries the natural restrictions and whenever the variables measure amounts that cannot be negative. Those two inequalities only rule out negative values; if and must also be whole numbers, because they count separate items like chairs or trucks, that is a further restriction worth remembering, even though the examples in this lesson happen to work out whole anyway. Every constraint here is written with or , never the strict or , so every boundary line belongs to the region it bounds; that inclusive boundary is what the corner-point method below relies on. You already know how to graph such a system: each inequality shades a half-plane. The points that satisfy all of the inequalities at once fill the overlap, the feasible region. Every point inside that region is an allowed choice, and there are usually infinitely many of them.
The second part is the objective function, the single linear quantity you are trying to make as large or as small as possible. Write it as
where and are fixed numbers set by the problem, such as . Maximizing profit, minimizing cost, and minimizing time are all of this form. The task is now exact: among the infinitely many points of the feasible region, find the one (or ones) where the objective is largest, for a maximum, or smallest, for a minimum. Testing points one at a time would never end, so you need a reason to look in just one place. That reason is the corner-point principle.
Why the best value sits at a corner
Fix an objective, say , over a feasible region. For any chosen number , the points where , that is where , form a straight line called a level line of the objective. Every point on that line gives the objective the same value . Solving for gives , a line whose slope does not depend on . So the level lines for different values of are all parallel. Changing slides the line across the plane without ever turning it. Sliding it one way makes larger, while sliding it the other way makes smaller.
The corners of this region are , , , and . As the three dashed level lines slide toward larger , the last one that still touches the region is , and it grazes only the corner . So the maximum of over this region is , at .
That last grazing point is no accident, and the same picture works for any bounded region with an included boundary, built from and constraints, and any linear objective. Push the level line in the increasing direction as far as you can while it still touches the feasible region. The very last place it touches, just before it leaves the region behind, is where is largest. For a region with straight edges, that last contact happens at a single corner, or, if the line grazes a whole edge at once, at both corners of that edge together. That is the whole idea: the search collapses from infinitely many points down to a short list of corners.
Why a linear objective is optimized at a corner#
Take a bounded feasible region with straight edges meeting at corners, its boundary included in the region (every constraint or , never strict), and an objective that is not just a constant, so and are not both zero.
No point strictly inside the region can be the best. An interior point has room to move in every direction, so a small step toward larger still lands inside the region, and that step reaches a bigger level line. There is always a nearby point that beats an interior point, so the maximum must sit on the boundary.
Now follow a single edge from one end to the other. Both and change at a constant rate along a straight edge, so changes at a constant rate too: it climbs the whole way, falls the whole way, or (when the edge happens to run along a level line) stays exactly the same the whole way. In the first two cases the best value on that edge sits at one end. In the third case every point on the edge ties for the best value, including both ends. Either way, an endpoint is always among the best points on the edge, and the endpoints of the edges are exactly the corners of the region.
Putting the two facts together: the maximum is never interior, and along the boundary it is always matched by an endpoint. So at least one corner achieves the maximum, matching the level-line picture above. Sliding the level line the opposite way runs the identical argument for the minimum.
The corner-point method
The principle turns into a four-step recipe, for any feasible region that is bounded, has an included boundary, and has at least one point in it:
- Graph the feasible region from the constraints, exactly as in the last lesson.
- Find every vertex (corner) of the region. Each corner is where two boundary lines cross, so read off which two lines meet there and solve that pair as a system, the way you solved systems in an earlier chapter. Not every such crossing is a vertex of the region: check the result against every other constraint, and discard a crossing that fails one, since it lies outside the feasible region rather than on a corner of it.
- Evaluate the objective at each vertex.
- Compare the values: the largest is the maximum and the smallest is the minimum, and the vertex where it happens is the point that achieves it.
Worked example 1 Maximize subject to , , ,
Start with the region. The two axes give the lower and left edges, since and pin everything to the first quadrant. The line runs through and , and testing the origin gives , so its half-plane is the side toward the origin. The line runs through and , and again the origin satisfies it. Shading all four conditions leaves a four-cornered region.
Next, find the vertices. Two come from the axes meeting the slanted lines, and one comes from the two slanted lines meeting each other.
The origin is where the axes cross. On the -axis, the constraint that actually reaches down to meet it is with , giving , so . On the -axis, the constraint that reaches it is with , giving , so . The last corner is where and cross. Subtracting the second from the first removes the constant:
Putting into gives , so and : the vertex .
Finally, evaluate at all four corners.
The largest value is , reached at . So the maximum of over this region is , achieved at , . Notice the winner is the inside corner where the two slanted limits meet, not one of the axis corners, which is why checking every vertex matters.
Check your understanding
A feasible region has corners , , , and . Which corner maximizes ?
By the corner-point principle the maximum is at a vertex, so evaluate at each of the four corners.
The largest value is , at . Even though has both coordinates positive, the heavy weight on in makes the tall corner win.
Check your understanding
A feasible region is bounded by , , , and . What is the vertex where the lines and cross?
A vertex is where two boundary lines meet, so solve the pair as a system. Subtracting the first equation from the second removes :
Then gives , so the vertex is . Reading a corner off the grid instead of solving the system is exactly the guessing mistake this method avoids; swaps the coordinates, and and are single-constraint intercepts, not the crossing point of these two lines.
When the region is unbounded
The corner-point principle promises a maximum and a minimum whenever the feasible region is bounded, meaning it fits inside some large box, and has an included boundary, meaning every constraint is or rather than strict, exactly as in every constraint you have written so far. Many cost problems instead have an unbounded region that stretches out forever in some direction, because the constraints only set lower limits. There you have to be a little careful. Being unbounded does not by itself remove the maximum or the minimum; what matters is which direction the region stretches, compared to the direction that grows the objective. If the region keeps going exactly where keeps growing, there is no maximum, because you can travel outward without limit and drive as high as you like. Whenever the region does have at least one vertex, an extreme that exists is still found among the vertices, exactly as before; every region you build in this lesson, from , , and at least one more constraint, always has one. You just have to notice, and say plainly, when the extreme in the runaway direction does not exist.
Worked example 2 Minimize subject to , , ,
Because both slanted constraints are “greater than or equal to,” each half-plane is the side away from the origin. So the feasible region sits above and to the right of the two lines, and it runs off to infinity in that direction. The region is unbounded, which is fine for a minimum. Push the level line of in the decreasing direction, toward the origin, and it last touches the region at a corner.
Find the corners. On the -axis (), the constraint that reaches it is , giving , so . On the -axis (), the constraint that reaches it is , giving , so . The middle corner is where and meet. Subtracting the first from the second removes :
and then gives : the vertex .
Evaluate at the three corners.
The smallest value is , at , so the minimum cost is . There is no maximum here: starting from any feasible point and moving up and to the right keeps every constraint satisfied while sending upward without bound. Reporting “no maximum” is the honest and correct answer when the region is unbounded in the increasing direction.
Check your understanding
A feasible region satisfies , , and , and it stretches upward and to the right without end. For the objective , which is true?
Every point in the region satisfies , so never drops below , and that value is reached all along the edge : a minimum exists. But the region keeps stretching in exactly the direction that grows , so you can move outward forever and drive as high as you like. There is no largest value, so there is no maximum. Being unbounded does not erase every extreme; it depends on whether the region keeps growing where the objective keeps growing.
Optimization in word problems
Most optimization problems arrive as a story, not as ready-made inequalities. Your job is to name the variables, translate each limited resource into one inequality, add the non-negativity constraints, and write the objective. After that, the corner-point method finishes the work, provided the variables can take any value in the region; if they must be whole numbers because they count separate items, that adds one more thing to check, covered below.
Worked example 3 A workshop's best daily plan
A workshop builds chairs and tables. Each chair needs hours of cutting and hour of assembly. Each table needs hour of cutting and hours of assembly. In a day the shop has at most hours of cutting and hours of assembly available. Each chair brings a profit of dollars and each table dollars. How many of each should the shop build to maximize profit?
Every number in the story becomes one coefficient. Laying them out in a table makes the translation easy to check:
| Cutting (hr) | Assembly (hr) | Profit (dollars) | |
|---|---|---|---|
| Chair () | |||
| Table () | |||
| Daily limit | maximize |
Let be the number of chairs and the number of tables. Reading down the Cutting column, cutting time used is hours and cannot exceed ; reading down the Assembly column, assembly time used is hours and cannot exceed . The Profit column gives the objective, dollars. Since and count separate items, they must also be whole numbers, and of course neither can be negative. The full model is
The corner-point method finds the best point while treating and as any real numbers, whole or not. Whenever that point turns out to have whole-number coordinates, as it will here, it is also the best whole-number plan, so the method still gives the answer directly.
Graph the region and find its corners. The origin is one. On the -axis the constraint that reaches it is , giving . On the -axis the constraint that reaches it is , giving . The inside corner is where and meet. From the first, ; substituting into the second,
so and : the vertex .
Evaluate the profit at every corner.
The best profit is dollars, at , both whole numbers, so the shop should build chairs and tables each day. That plan uses cutting hours and assembly hours, so it spends both resources completely, which confirms is where the two slanted limits cross. It is comparing all four corners, not merely using up every resource, that proves this plan earns the most profit.
Check your understanding
A garden shop plants rose bushes () and shrubs (). Each rose bush needs square feet and each shrub needs square feet, in a bed with at most square feet. Which inequality models the space limit?
Each rose bush uses square feet, contributing , and each shrub uses square feet, contributing . Together they cannot exceed the square feet available.
The coefficients come straight from the two areas, in the same order as and ; swapping them, as the second option does, would model the wrong plant using the wrong space.
Check your understanding
A caterer makes wraps () and salads (). Each wrap needs minutes of prep and each salad needs minutes, with at most minutes of prep time available. Each wrap earns dollars profit and each salad dollars. Which is the complete correct model for maximizing profit?
The objective adds each item's profit, , and the constraint adds each item's prep time against the -minute limit, . Since wraps and salads cannot be made a negative number of times, and belong in the model too, and since a caterer makes whole wraps and whole salads, not fractions of one, and must also be whole numbers. The second option leaves out the nonnegativity and whole-number conditions, the third swaps the prep-time coefficients into the objective and the profits into the constraint, and the fourth asks to minimize profit instead of maximize it.
Check your understanding
Why is it enough to check only the corners of the feasible region when maximizing a linear objective?
The level lines are all parallel: for each has the same slope , and for they are all vertical instead, still parallel to one another. Either way, changing just slides the line. Sliding it in the increasing direction, the last place it still touches the region is a corner (or a whole edge, whose endpoints are corners), because a small step from any interior point toward larger stays feasible and beats it.
So whenever a maximum is attained, it is attained at a vertex (or, tied, along a whole edge between two vertices), and comparing the corners is enough to find it, provided the region has a vertex to compare in the first place. Interior points are still feasible, and the objective is certainly not zero away from the corners; those other statements are false.