Queue Behavior in SimEvents: Balking, Jockeying and Reneging
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I tried everywhere to find any reference to balking, jockeying and reneging. Some in the legacy blocks (Time Out). I also tried to use other blocks instead a) Extracting entities --- only works with resources. b) A combination of attributes, gates and stores. Question 1: am I missing something? Most queuing models would use such behavior. Question 2: would option b above (gates) work? If you need an example: an ATM enclosed in a small room. You walk in and find 6 people and leave (Balking). OR you walk in and wait for 10 minutes. The queue moves slowly. You leave (Reneging). OR you find two ATM's and you jump from one queue to the other. (Jockeying).
Please tell me I'm wrong and there is a way of doing this elegantly in SimEvents. Thanks
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