{"title":"模糊博弈论与互联网商务:电子战略与元国家性","authors":"S. Russell, W. Lodwick","doi":"10.1109/NAFIPS.2002.1018036","DOIUrl":null,"url":null,"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.","PeriodicalId":348314,"journal":{"name":"2002 Annual Meeting of the North American Fuzzy Information Processing Society Proceedings. NAFIPS-FLINT 2002 (Cat. No. 02TH8622)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2002-08-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":"{\"title\":\"Fuzzy game theory and Internet commerce: e-strategy and metarationality\",\"authors\":\"S. Russell, W. Lodwick\",\"doi\":\"10.1109/NAFIPS.2002.1018036\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":348314,\"journal\":{\"name\":\"2002 Annual Meeting of the North American Fuzzy Information Processing Society Proceedings. NAFIPS-FLINT 2002 (Cat. No. 02TH8622)\",\"volume\":\"5 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2002-08-07\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"9\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2002 Annual Meeting of the North American Fuzzy Information Processing Society Proceedings. NAFIPS-FLINT 2002 (Cat. No. 02TH8622)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/NAFIPS.2002.1018036\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2002 Annual Meeting of the North American Fuzzy Information Processing Society Proceedings. NAFIPS-FLINT 2002 (Cat. No. 02TH8622)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/NAFIPS.2002.1018036","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Fuzzy game theory and Internet commerce: e-strategy and metarationality
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.