Automatic Fuzzy Rules Generation for the Deadline Calculation of a Seller Agent Kostas Kolomvatsos and Stathes Hadjiefthymiades Pervasive Computing Research.

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Automatic Fuzzy Rules Generation for the Deadline Calculation of a Seller Agent Kostas Kolomvatsos and Stathes Hadjiefthymiades Pervasive Computing Research Group ( Department of Informatics and Telecommunications University of Athens, Greece ISADS 2009 Athens - Greece

2 Outline  Introduction  Market entities  Buyer-Seller Interaction  Seller Behavior  Fuzzy Approach  Results

3 Introduction  Intelligent Agents Autonomous Software Components Represent users Learn from their owners  Information Markets Virtual 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  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 Seller Behavior (1/3)  The seller stays in the game for a specific number of rounds  Profit A Utility Function is used Profit = price – production/retrieval cost The greater the price is the greater the profit becomes  Pricing Policy It is based on: the cost (c), an amount of profit (ε), the proposal’s sequence number (x) and the popularity measure (q): The popularity measure is calculated through the Zipf Law

7 Seller Behavior (2/3)  Pricing Policy (continued) Popular products are delivered to interested parties many times The products are classified according to their popularity The seller concludes rapidly the game for popular products The seller does not sell the product below its cost

8 Seller Behavior (3/3)  Deadline calculation Based on its pricing function a deadline value could be defined if: therefore Variable α is the patience factor of the seller  is 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

9 Fuzzy Logic Controller  It deals with: The product rank (q) The desired profit (ε)  Output: an appropriate value for the α parameter

10 Fuzzy Rule Base  It is the most important part of the FL controller  It describes the seller knowledge base  It contains If – Then rules  Rules involve popularity measure q and profit ε  Rules utilize parameters’ membership functions  Rules result the appropriate value for parameter α

11 Rules Generation  The definition of specific fuzzy rules is a complex task  We need an automatic method  Automatic generation using data defined by experts and clustering techniques Subtractive Clustering Fuzzy C-Means Clustering

12 Training Data  Describe the policy of the seller concerning its deadline  We use 90 datasets  Each row contains data for q, ε and α  Every cluster represents a rule

13 Results  The automatic FL rules generation provides an efficient and fast way for the rule base definition  Our model provides more fine grained deadline values  Clustering techniques improve the behavior of the seller Profit (ε) Popularity Ranking measure q T s for α = 50 (without FL) Fuzzy approach using specific FL rules Subtractive clustering technique Fuzzy C-Means technique α valueTsTs TsTs TsTs

14 Thank you!