• 제목/요약/키워드: potential game theory

검색결과 29건 처리시간 0.024초

Quality of Service Tradeoff in Device to Device Communication Underlaid Cellular Infrastructure

  • Boabang, Francis;Hwang, Won-Joo
    • 한국정보통신학회:학술대회논문집
    • /
    • 한국정보통신학회 2016년도 춘계학술대회
    • /
    • pp.591-593
    • /
    • 2016
  • Device-to-device (D2D) communications underlaid cellular infrastructure is an competitive local area services technology to promote spectrum usage for next generation cellular networks. These potential can only be tap through efficient interference coordination. Previous works only concentrated on interference from D2D pairs whiles interference from CUs to D2D pairs were neglected. This work focus on solving uplink interference problem emanating from multiple CUs sharing its resource with multiple D2D pairs. The base station (BS) acting as a supervisor selfishly institute a pricing scheme to manage the interference it experience from D2D pairs based on its Quality of service (QoS) requirement. D2D pairs following the supervisor make power allocation decisions considering the price from the BS in a non-cooperative game fashion. In order for the D2D pairs to also meet their QoS requirement, they suggest a price to the BS called discount price which reflects the interference they receive from the CUs. Finally, we analyze the proposed approach.

  • PDF

비계획구매를 고려한 제조업체와 유통업체의 판매촉진 비용 분담 (Cooperative Sales Promotion in Manufacturer-Retailer Channel under Unplanned Buying Potential)

  • 김현식
    • 한국유통학회지:유통연구
    • /
    • 제17권4호
    • /
    • pp.29-53
    • /
    • 2012
  • 제조업체와 유통업체의 판매촉진 구사가 증가하면서 이들 사이의 바람직한 판매촉진 비용 분담 방식에 대한 관심도 증가하고 있다. 특히 유통업체 점포를 방문하는 소비자의 비계획구매 요소는 유통업체에게 명시적 잉여를 제공하지만 제조업체에게는 그렇지 않다는 점에서 이를 고려한 판매촉진 비용 분담의 방향 제시가 필요한 것이 현실이다. 문제는 유통업체 방문 소비자의 점포내 비계획구매 요소가 있을 때 제조업체가 어떻게 대응해야 하는지에 대해서는 충분한 설명이 이루어지지 못하고 있다는 점이다. 이러한 문제의식에서 본 연구에서는 유통업체 점포내 비계획구매 요소가 있을 때 제조업체가 구체적으로 공동 판매촉진 행동을 어떻게 전개해야 하는지 조명하고 있다. 본 연구의 주요결과는 다음과 같다: (1) 유통업체 점포 방문 소비자의 비계획구매 수준이 증가할수록 채널 전체의 판매촉진 수준은 높아지고, 제조업체의 비용 분담액도 커진다. (2) 유통업체 점포 방문 소비자의 비계획구매 수준이 증가할수록 채널 전체 판매촉진 비용 중에서 제조업체의 판매촉진 비용 분담 비중은 낮아지고, 유통업체의 판매촉진 비용 분담 비중은 높아진다. (3) 제조업체 이익은 유통업체 점포 방문 소비자의 비계획구매 수준인 b의 증가함수이다. (4) 유통업체가 소비자의 비계획구매 대상 제품을 조달하는데 소요되는 비용 수준이 증가할수록 유통업체 점포 방문 소비자의 비계획구매 수준 증가에 따른 채널 전체의 판매촉진 수준 증가 정도, 제조업체의 판매촉진 비용 분담액 증가 정도, 유통업체의 판매촉진 비용 분담 비중 증가 정도, 제조업체 이윤 증가 정도가 낮아진다.

  • PDF

Gamification on Mobile Payment Application: Uses and Gratification Perspective

  • Mutia Fadhila Putri;Ratna Juita;Achmad Nizar Nidayanto;Dedi I. Inan
    • Asia pacific journal of information systems
    • /
    • 제32권4호
    • /
    • pp.750-769
    • /
    • 2022
  • Indonesia has the largest potential mobile payment (m-payment) market in Southeast Asia. The government has realised this through Government's National Non-Cash Movement to increase its adoption. This is then followed up by advocating its adoption massively. However, for this movement to be a success, ensuring its continued use is critical. Various studies have attempted to contribute to this issue. Incorporating game elements into the application that brings benefits and satisfaction to its user is envisaged as one of the most feasible ways. This study, therefore, sets out to investigate the effects of gamification on the m-payment application, which drive the intention to continued use by employing the Uses dan Gratification Theory (UGT). A total of 826 m-payment users were gathered to be analysed using Structural Equation Modelling. The results show that utilitarian, hedonic and social gratifications have significant effects on the continuance usage intention of m-payment. Theoretically, this study contributes to the literature by showing that gamification applied in the payment significantly affects the m-payment continuance usage intention. Practically, this research informs the m-payment providers to maintain the gamification elements in their applications to ensure their sustainable use. Limitations and future research directions are also discussed.

On the Application of Gamification Elements in Libraries

  • Seong-Kwan Lim
    • Journal of Information Science Theory and Practice
    • /
    • 제11권2호
    • /
    • pp.1-11
    • /
    • 2023
  • Libraries are still conservative in their approach or practice of providing various services for the unspecified majority of visitors attending these institutions. It is very apparent that libraries are not actively trying to increase the interest and participation of users by applying the various angles or elements associated with gamification. By its very nature, gamification is the application of game-playing elements such as point scoring, peer competition, team work, score tables, and such used to motivate participants and make them more engaged with the subject matter. In areas such as education, marketing, and exercise, the implementation of gamification techniques is actively taking place in order to maximum participation by taking advantage of uncertainties or the competitive nature that many people have with the setting of goals. In this study, four libraries that have applied gamification are analyzed to understand how and to what degree gamification has been applied. Broken down into four different elements, this includes: Point, Reward, Leaderboards & Competition, Self-expression & Achievement. By focusing on the results of this analysis, gamification measures that can be applied to other libraries are specifically proposed. The overall results of this study will provide useful guidance and potential plans for libraries seeking to increase the number of users by using gamification to increase user participation and/or satisfaction with additional library services.

다수의 상대방과 연속 거래시의 유리한 거래 순서에 대한 연구 (The Advantageous Bargaining Sequence in Sequential Bargaining with Multiple Parties)

    • 한국경영과학회지
    • /
    • 제22권3호
    • /
    • pp.209-222
    • /
    • 1997
  • In this paper, we study a bargaining order problem where one buyer sequentially bargains with two sellers whose reservation prices are unknown to the buyer but correlated. Our main question is who the buyer should bargain first with to maximize his expected payoff. This type of problem is widely applicable to business and political situations where one party negotiates with multiple parties sequentially. One of the most important element in a sequential bargaining is "linkage effect" which exists when the aggreement of the previous bargaining affects the outcome of the following bargaining. To examine "linkage effect", we assume that the sellers'objects are similar so that the sellers' reservation prices are correlated. In addition, to consider incomplete information aspect regarding reservation prices, it is assumed that the sellers' reservation prices are unknown to the buyer. That is, we deal with one sided incomplete information case. In our model, there are two stages in each of which the buyer meets one seller. Since we are concerned with the bargaining order, we consider two different bargaining orders. Using game theory, we find a perfect Bayesian equilibrium and compute the buyer's expected payoff for each bargaining order. Finally we identify the advantageous bargaining order for the buyer by comparing the expected payoffs obtained under two different bargaining orders. Our results are as follows: the advantageous bargaining order depends on the prior probability of the seller type. However, in general, the buyer should bargain first with the seller whose object is less valuable to the buyer. The basic reason for our result is that the buyer wants to experiment in the first stage to find out the sellers' reservation prices and in doing so, to minimize the experimental cost and maximize potential gain in case of negotiation failure in the first stage. in the first stage.

  • PDF

A semi-supervised interpretable machine learning framework for sensor fault detection

  • Martakis, Panagiotis;Movsessian, Artur;Reuland, Yves;Pai, Sai G.S.;Quqa, Said;Cava, David Garcia;Tcherniak, Dmitri;Chatzi, Eleni
    • Smart Structures and Systems
    • /
    • 제29권1호
    • /
    • pp.251-266
    • /
    • 2022
  • Structural Health Monitoring (SHM) of critical infrastructure comprises a major pillar of maintenance management, shielding public safety and economic sustainability. Although SHM is usually associated with data-driven metrics and thresholds, expert judgement is essential, especially in cases where erroneous predictions can bear casualties or substantial economic loss. Considering that visual inspections are time consuming and potentially subjective, artificial-intelligence tools may be leveraged in order to minimize the inspection effort and provide objective outcomes. In this context, timely detection of sensor malfunctioning is crucial in preventing inaccurate assessment and false alarms. The present work introduces a sensor-fault detection and interpretation framework, based on the well-established support-vector machine scheme for anomaly detection, combined with a coalitional game-theory approach. The proposed framework is implemented in two datasets, provided along the 1st International Project Competition for Structural Health Monitoring (IPC-SHM 2020), comprising acceleration and cable-load measurements from two real cable-stayed bridges. The results demonstrate good predictive performance and highlight the potential for seamless adaption of the algorithm to intrinsically different data domains. For the first time, the term "decision trajectories", originating from the field of cognitive sciences, is introduced and applied in the context of SHM. This provides an intuitive and comprehensive illustration of the impact of individual features, along with an elaboration on feature dependencies that drive individual model predictions. Overall, the proposed framework provides an easy-to-train, application-agnostic and interpretable anomaly detector, which can be integrated into the preprocessing part of various SHM and condition-monitoring applications, offering a first screening of the sensor health prior to further analysis.

도입주체에 따른 인터넷경로의 도입효과 (The Impact of the Internet Channel Introduction Depending on the Ownership of the Internet Channel)

  • 유원상
    • 마케팅과학연구
    • /
    • 제19권1호
    • /
    • pp.37-46
    • /
    • 2009
  • The Census Bureau of the Department of Commerce announced in May 2008 that U.S. retail e-commerce sales for 2006 reached $ 107 billion, up from $ 87 billion in 2005 - an increase of 22 percent. From 2001 to 2006, retail e-sales increased at an average annual growth rate of 25.4 percent. The explosive growth of E-Commerce has caused profound changes in marketing channel relationships and structures in many industries. Despite the great potential implications for both academicians and practitioners, there still exists a great deal of uncertainty about the impact of the Internet channel introduction on distribution channel management. The purpose of this study is to investigate how the ownership of the new Internet channel affects the existing channel members and consumers. To explore the above research questions, this study conducts well-controlled mathematical experiments to isolate the impact of the Internet channel by comparing before and after the Internet channel entry. The model consists of a monopolist manufacturer selling its product through a channel system including one independent physical store before the entry of an Internet store. The addition of the Internet store to this channel system results in a mixed channel comprised of two different types of channels. The new Internet store can be launched by the independent physical store such as Bestbuy. In this case, the physical retailer coordinates the two types of stores to maximize the joint profits from the two stores. The Internet store also can be introduced by an independent Internet retailer such as Amazon. In this case, a retail level competition occurs between the two types of stores. Although the manufacturer sells only one product, consumers view each product-outlet pair as a unique offering. Thus, the introduction of the Internet channel provides two product offerings for consumers. The channel structures analyzed in this study are illustrated in Fig.1. It is assumed that the manufacturer plays as a Stackelberg leader maximizing its own profits with the foresight of the independent retailer's optimal responses as typically assumed in previous analytical channel studies. As a Stackelberg follower, the independent physical retailer or independent Internet retailer maximizes its own profits, conditional on the manufacturer's wholesale price. The price competition between two the independent retailers is assumed to be a Bertrand Nash game. For simplicity, the marginal cost is set at zero, as typically assumed in this type of study. In order to explore the research questions above, this study develops a game theoretic model that possesses the following three key characteristics. First, the model explicitly captures the fact that an Internet channel and a physical store exist in two independent dimensions (one in physical space and the other in cyber space). This enables this model to demonstrate that the effect of adding an Internet store is different from that of adding another physical store. Second, the model reflects the fact that consumers are heterogeneous in their preferences for using a physical store and for using an Internet channel. Third, the model captures the vertical strategic interactions between an upstream manufacturer and a downstream retailer, making it possible to analyze the channel structure issues discussed in this paper. Although numerous previous models capture this vertical dimension of marketing channels, none simultaneously incorporates the three characteristics reflected in this model. The analysis results are summarized in Table 1. When the new Internet channel is introduced by the existing physical retailer and the retailer coordinates both types of stores to maximize the joint profits from the both stores, retail prices increase due to a combination of the coordination of the retail prices and the wider market coverage. The quantity sold does not significantly increase despite the wider market coverage, because the excessively high retail prices alleviate the market coverage effect to a degree. Interestingly, the coordinated total retail profits are lower than the combined retail profits of two competing independent retailers. This implies that when a physical retailer opens an Internet channel, the retailers could be better off managing the two channels separately rather than coordinating them, unless they have the foresight of the manufacturer's pricing behavior. It is also found that the introduction of an Internet channel affects the power balance of the channel. The retail competition is strong when an independent Internet store joins a channel with an independent physical retailer. This implies that each retailer in this structure has weak channel power. Due to intense retail competition, the manufacturer uses its channel power to increase its wholesale price to extract more profits from the total channel profit. However, the retailers cannot increase retail prices accordingly because of the intense retail level competition, leading to lower channel power. In this case, consumer welfare increases due to the wider market coverage and lower retail prices caused by the retail competition. The model employed for this study is not designed to capture all the characteristics of the Internet channel. The theoretical model in this study can also be applied for any stores that are not geographically constrained such as TV home shopping or catalog sales via mail. The reasons the model in this study is names as "Internet" are as follows: first, the most representative example of the stores that are not geographically constrained is the Internet. Second, catalog sales usually determine the target markets using the pre-specified mailing lists. In this aspect, the model used in this study is closer to the Internet than catalog sales. However, it would be a desirable future research direction to mathematically and theoretically distinguish the core differences among the stores that are not geographically constrained. The model is simplified by a set of assumptions to obtain mathematical traceability. First, this study assumes the price is the only strategic tool for competition. In the real world, however, various marketing variables can be used for competition. Therefore, a more realistic model can be designed if a model incorporates other various marketing variables such as service levels or operation costs. Second, this study assumes the market with one monopoly manufacturer. Therefore, the results from this study should be carefully interpreted considering this limitation. Future research could extend this limitation by introducing manufacturer level competition. Finally, some of the results are drawn from the assumption that the monopoly manufacturer is the Stackelberg leader. Although this is a standard assumption among game theoretic studies of this kind, we could gain deeper understanding and generalize our findings beyond this assumption if the model is analyzed by different game rules.

  • PDF

지능형 온라인 핸드메이드 서비스 도입을 위한 구매자 의사결정모형에 관한 연구 (A Study on the Buyer's Decision Making Models for Introducing Intelligent Online Handmade Services)

  • 박종원;양성병
    • 지능정보연구
    • /
    • 제22권1호
    • /
    • pp.119-138
    • /
    • 2016
  • 산업혁명 이후 기계로 만든 공산품이 시장의 대부분을 차지하고 있지만, 최근에는 장인의 노력, 품질에 대한 믿음, 제품의 희소성, 제품을 사용함으로써 얻는 자부심 등을 이유로 많은 소비자들이 같은 범주의 공산품보다 더 비싼 가격을 주고 핸드메이드 제품을 구매하고 있다. Etsy.com은 세계 최대 온라인 핸드메이드 플랫폼으로 2015년 4월 기업공개에서 2조원이 넘는 자금을 조달하면서 온라인 핸드메이드 플랫폼의 잠재력을 증명하였다. 그러나 실제 온라인 플랫폼 환경에서 이루어진 지능형 서비스 관련 선행연구들을 살펴보면 대부분 공산품만을 대상으로 하고 있어, 핸드메이드 제품에 대한 학술적 접근이 충분히 이뤄지지 않고 있음을 알 수 있다. 이에, 본 연구에서는 신호 이론과 온라인 플랫폼에서의 구매자-판매자 관계 특성에 대한 선행연구를 바탕으로 온라인 핸드메이드 플랫폼에 적용 가능한 핵심 특성요인인 입점 상점 특성(명성, 규모)과 입점 상점 관계특성(정보공유, 관계기간)을 도출한 후, Etsy.com 웹사이트에서 웹 하베스팅 방법으로 수집된 데이터를 이용하여 실증 분석하였다. 분석 결과, 입점 상점 특성 가운데 명성과 규모, 그리고 입점 상점 관계특성 가운데 정보공유는 입점 상점의 총 판매량에 유의한 영향을 주는 것으로 확인되었다. 또한, 입점 상점 특성 중 명성, 그리고 입점 상점 관계특성 중 관계기간은 입점 상점의 가격 프리미엄에 유의한 영향을 주는 것으로 나타났다. 본 연구의 결과로 온라인 핸드메이드 플랫폼에서 지능형 서비스 도입 및 운영을 위한 효과적인 관리 기준을 제시하고, 나아가 입점 상점이 핸드메이드 제품에 대한 판매량 증진 및 가격 프리미엄 극대화를 위한 실질적 전략 마련에 도움이 될 수 있기를 기대한다.

신주(新株)의 저가상장현상(低價上場現象)과 투자(投資)의 효율성(效率成)에 대한 연구(硏究) (Underpricing of Initial Offerings and the Efficiency of Investments)

  • 남일총
    • KDI Journal of Economic Policy
    • /
    • 제12권2호
    • /
    • pp.95-120
    • /
    • 1990
  • 비상장기업(非上場企業)이 최초로 주식시장(株式市場)에 발행하는 신주(新株)가 실제가치에 비해 낮은 가격(價格)에 상장(上場)되는 신주(新株)의 저평가현상(低評價現象)이 번번히 일어나고 있으나 아직 그 원인(原因)이 명확히 밝혀지고 있지 않다. 또한 신주발행(新株發行)을 통한 자본조달(資本調達)의 효율성(效率性)에 관한 기존(旣存)의 연구도 전무(前無)하다. 본고(本稿)에서는 기업(企業)의 수익성(收益性)에 관하여 기업주(企業主)의 우월(優越)한 정보(情報)를 가정한 신호경기적(信號競技的) 모델의 분석(分析)을 통하여 신주(新株)의 저가상장(低價上場) 원인(原因)을 밝혀내고 아울러 신주발행(新株發行)을 통한 자본조달(資本調達)의 효율성(效率性)을 검토해 보았다. 모델의 분리균형(分離均衡)의 분석(分析)을 통해 밝혀진 주요 결과는 다음과 같다. 고수익성(高收益性)프로젝트를 가진 기업주(企業主)는 프로젝트가 저수익성(低收益性)인 경우에는 선택할 유인(誘因)이 없는 발행조건 중 자신에게 가장 유리한 조건을 선택함으로써 투자자들에게 기업이 고수익성(高收益性)임을 입증(立證)하고자 하며 이 과정에서 선택된 고수익성기업(高收益性企業)의 발행조건의 성격은 다음과 같다. 첫째, 넓은 범위와 모수(母數)값에 대해 신주가격(新株價格)은 판매대금(販賣代金)이 기업(企業)에 유입(流入)된 이후 1주(株)에 해당하는 기업(企業)의 가치에 미달한다. 둘째, 기업(企業)에 유입(流入)되는 자본(資本)은 프로젝트로부터의 잠재적(潛在的) 이윤(利潤)을 극대화(極大化)하는 액수에 미달한다. 따라서 신주(新株)의 저가상장(低價上場)은 고수익성기업주(高收益性企業主)의 신호행위(信號行爲)의 결과이며 또한 신주(新株)의 저가상장(低價上場)은 저투자(低投資)를 의미한다.

  • PDF