On the Use of Fuzzy Logic in a Seller Bargaining Game Kostas Kolomvatsos Christos Anagnostopoulos Stathes Hadjiefthymiades Pervasive Computing Research.

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On the Use of Fuzzy Logic in a Seller Bargaining Game Kostas Kolomvatsos Christos Anagnostopoulos Stathes Hadjiefthymiades Pervasive Computing Research Group, Department of Informatics and Telecommunications University of Athens, Greece COMPSAC 2008 Turku - Finland

2 Outline  Introduction  Market members  Buyer-Seller Interaction  Seller Behavior  Fuzzy Approach  Results

3 Introduction  Intelligent Agents Autonomous Software Components Represent users Learn from their owners  Information Markets Places where entities negotiate for the exchange of information goods

4 Market Member Roles  Buyers  Sellers  Middle entities (matchmakers, brokers, market entities)  Intelligent Agents may represent each of these entities

5 Buyer-Seller Interaction (1/2)  Can be modeled as a finite horizon Bargaining Game (BG)  No knowledge about the characteristics of the opponent (i.e., the other side) is available  The buyer aims to buy the product at the lowest possible price while the seller aims to sell the product at the highest possible price  The buyer has a specific valuation for the product  The seller has a specific production cost  The two players have specific deadlines to conclude the transaction

6 Buyer-Seller Interaction (2/2)

7 Seller Behavior (1/6)  The seller stays in the game for a specific number of rounds  Profit Profit = price – production/retrieval cost The greater the price is the greater the profit becomes

8 Seller Behavior (2/6)  Pricing Policy Based on: the cost (c), an amount of profit (ε), the proposal’s ordinal number (x) and the popularity measure (q): The popularity measure depends on the product’s cache ranking and is considered Zipfian i denotes the product’s ranking and k is the Zipf parameter

9 Seller Behavior (3/6)  Pricing Policy (continued) The seller behaves as a caching server Products are delivered to interested parties more than once Products are classified according to their popularity

10 Seller Behavior (4/6)  Pricing Policy (continued) The seller concludes rapidly the game for popular products The seller does not sell the product below cost

11 Seller Behavior (5/6)  Deadline calculation Based on its pricing function a deadline value could be defined if: Where x is the ordinal number of the proposal Variable α is the patience factor of the seller

12 Seller Behavior (6/6)  Patience factor based on the policy of the seller indicates the patience of the seller The greater the factor is the more time the seller spends in the game indicates until when the game is meaningful for the seller

13 Fuzzy Rules (1/3)  They define the value of α  They deal with: Popularity parameter q  Very Low: Region A  Low: Region B  Medium: Region C  High: Region D  Very High: Region E Profit ε (Low, Medium, High)

14 Fuzzy Rules (2/3)  Values of α are: Very Low: Very impatient player Low: Impatient Player Medium: Neutral about the termination of the game High: Patient player Very High: Very patient player

15 Fuzzy Rules (3/3)  Rule examples: if (q is very low AND (ε is low OR ε is medium)) then a is very High if (q is very high AND (ε is medium OR ε is high)) then a is very low

16 Results (1/2)  We used α max =  Our model calculates the appropriate value for α.  The deadline depends on the product’s characteristics. Profit (ε) Popularity parameter (q) T s for α=50New α valueNew T s

17 Results (2/2)  The appropriate deadline could be greater or less than the deadline specified using crisp values for α. Profit (ε)Popularity parameter (q) T s for α=50New α valueNew T s

18 Thank you!