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Product Selection in E-Commerce Under Fuzzy Environment: A MADM Game Theoretic Model

机译:模糊环境下电子商务中的产品选择:MADM博弈模型

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This paper introduces a methodology based on fuzzy game theory to determine the buyer's priority of the attributes and select a product in the e-business system. The game theory model developed in our paper considers the prioritization of attributes as strategies for the player (player 1) in one side and selection of the products for the opponent player (player 2). The fuzzy probabilities of the strategies in the game theory are obtained by using the concepts of similarities between the fuzzy numbers. The e-business system devises strategies for the player 1 by attaching appropriate priority levels to product attributes for maximum gain. On the other hand the opponent player 2 select the products as the strategies accordingly. The payoffs obtained in the game theory model as fuzzy numbers are subsequently converted to their equivalent probabilistic mean intervals. This process leads to transform the game theory model into a linear programming problem (LPP) with interval coefficients. The solution to LPP gives us the optimal strategies. These probability of strategies are considered as attributes' weights to determine ranking of the products in e-business system. The methodology is illustrated with the help of a numerical example.
机译:本文介绍了一种基于模糊博弈论的方法来确定买家的属性优先级并在电子商务系统中选择产品。在我们的论文中开发的博弈论模型将属性的优先级视为一侧的玩家(玩家1)的策略,并选择了对手玩家(玩家2)的产品。通过使用模糊数之间的相似性概念,可以得出博弈论中策略的模糊概率。电子商务系统通过将适当的优先级级别附加到产品属性以获得最大收益来为玩家1设计策略。另一方面,对手玩家2相应地选择产品作为策略。在博弈论模型中获得的收益作为模糊数随后被转换为它们的等效概率平均区间。此过程导致将博弈论模型转换为具有区间系数的线性规划问题(LPP)。 LPP解决方案为我们提供了最佳策略。这些策略的可能性被视为确定电子商务系统中产品排名的属性权重。通过一个数字示例说明了该方法。

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