• Title/Summary/Keyword: Internet Pricing

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Designing Intelligent Agent System for Purchase Decision Making in Retail Electronic Commerce (전자상거래에서의 소비자 구매의사결정을 지원하는 지능형 에이전트 시스템의 설계)

  • Chu Seok Chin;Hong June S.
    • Journal of Intelligence and Information Systems
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    • v.10 no.2
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    • pp.147-163
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    • 2004
  • For the purchase of a cheaper product on the Internet, many customers have been trying to search online shopping mall sites and visit comparison-pricing shops that compare prices and other criteria of the product. Others have been participating into online auction markets or group-buying markets. However, a lot of online shopping malls, auction markets, and group-buying markets provide the same product with different prices. Since these marketplaces have different price settlement mechanism, it is very difficult for the customers to determine marketplace to purchase, considering different kinds of marketplaces at the same time. To overcome such limitations, decision rules and solution procedures for purchase decision making are necessary, which can cover multiple marketplaces simultaneously. For this purpose, purchase decision making in each market must be conducted to maximize customer's utility, and conflicts with other marketplaces must be resolved. Therefore, we have developed the rules and methods that can negotiate cooperatively the purchase decision making in several marketplaces, and designed an architecture of Intelligent Buyer Agent and a message structure to support the idea.

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Implementation of the Agent using Universal On-line Q-learning by Balancing Exploration and Exploitation in Reinforcement Learning (강화 학습에서의 탐색과 이용의 균형을 통한 범용적 온라인 Q-학습이 적용된 에이전트의 구현)

  • 박찬건;양성봉
    • Journal of KIISE:Software and Applications
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    • v.30 no.7_8
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    • pp.672-680
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    • 2003
  • A shopbot is a software agent whose goal is to maximize buyer´s satisfaction through automatically gathering the price and quality information of goods as well as the services from on-line sellers. In the response to shopbots´ activities, sellers on the Internet need the agents called pricebots that can help them maximize their own profits. In this paper we adopts Q-learning, one of the model-free reinforcement learning methods as a price-setting algorithm of pricebots. A Q-learned agent increases profitability and eliminates the cyclic price wars when compared with the agents using the myoptimal (myopically optimal) pricing strategy Q-teaming needs to select a sequence of state-action fairs for the convergence of Q-teaming. When the uniform random method in selecting state-action pairs is used, the number of accesses to the Q-tables to obtain the optimal Q-values is quite large. Therefore, it is not appropriate for universal on-line learning in a real world environment. This phenomenon occurs because the uniform random selection reflects the uncertainty of exploitation for the optimal policy. In this paper, we propose a Mixed Nonstationary Policy (MNP), which consists of both the auxiliary Markov process and the original Markov process. MNP tries to keep balance of exploration and exploitation in reinforcement learning. Our experiment results show that the Q-learning agent using MNP converges to the optimal Q-values about 2.6 time faster than the uniform random selection on the average.

A Study on the User Acceptance Model of Artificial Intelligence Music Based on UTAUT

  • Zhang, Weiwei
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.6
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    • pp.25-33
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    • 2020
  • In this paper, the purpose is to verify the impact of performance expectations, effort expectations, social impact, individual innovation and perceived value on the intent of use and the behavior of use. Used Unified Theory of Acceptance and Use of Technology (UTAUT) to verify the applicability of this model in China, and established the research model by adding two new variables to UTAUT according to the situation of the Chinese market. To achieve this goal, 345 questionnaires were collected for experienced music creators using artificial intelligence nuggets in China by means of Internet research. The collected data were analyzed through frequency analysis, factor analysis, reliability analysis, and structural equation analysis through SPSS V. 22.0 and AMOS V 22.0. The verification of the hypotheses presented in the research model identified the decisive influence factors on the use of artificial intelligence music acceptance by Chinese users. The study is innovative in that it attempts to verify the applicability of UTAUT in the Chinese context. In the construction of the user acceptance model of AI music, three influencing factors will have an effect on users' intentions, and according to the degree of effect, from largest to smallest, they are respectively Perceived Innovativeness, Performance Expectancy and Effort Expectancy. This paper will also provide some management advices, i.e. improving the utility and usability of AI music, encouraging users with individual innovativeness, developing competitive and attractive pricing policies, increasing publicity, and prioritizing word-of-mouth advertising.