Fuzzy game theory and Internet commerce: e-strategy and metarationality

S. Russell, W. Lodwick
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引用次数: 9

Abstract

Many decisions by humans, businesses, and automated agents in Internet transactions can be modeled in traditional game-theoretic terms. Examples include B-to-B price negotiations, B-to-C competition for customers, and C-to-C online auctions. When multiple viewpoints, uncertainty, and interval values are considered, these game theory situations become examples of fuzzy games. In addition, the payoff values weighed during a strategy or e-competition are often not exclusively monetary. Web site visitors have budgets of time, attention, and patience that also have a generalized utility value. Uniquely Internet factors frequently become paramount, such as visual aesthetics, sensory-motor interactivity, and social interplay, as well as affective, habit-based, and loss-prospect-avoidance determiners of their competitive and strategic e-consumer behaviors. These weighed tradeoffs that determine user persistence and Web business success are quite unlike the traditional rational summations in games. A fuzzy game-theoretic approach is explored here that begins to deal with some of the above e-commerce peculiarities.
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模糊博弈论与互联网商务:电子战略与元国家性
在互联网交易中,人类、企业和自动代理的许多决策都可以用传统的博弈论术语来建模。例子包括b2b价格谈判、b2b客户竞争和b2c在线拍卖。当考虑多视点、不确定性和区间值时,这些博弈论情况就成为模糊博弈的例子。此外,在战略或电子竞赛中权衡的回报价值通常不完全是金钱。网站访问者有时间、注意力和耐心预算,这些预算也具有普遍的实用价值。独特的互联网因素经常成为最重要的因素,如视觉美学、感觉-运动互动性、社会相互作用,以及情感、习惯、损失-前景-避免等决定他们竞争和战略电子消费者行为的因素。这些决定用户持久性和Web业务成功的权衡与传统游戏中的理性总结截然不同。本文探讨了一种模糊博弈论方法,开始处理上述电子商务的一些特点。
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