| Literature DB >> 24109562 |
Abstract
The increasing challenges and complexity of business environments are making business decisions and operations more difficult for entrepreneurs to predict the outcomes of these processes. Therefore, we developed a decision support scheme that could be used and adapted to various business decision processes. These involve decisions that are made under uncertain situations such as business competition in the market or wage negotiation within a firm. The scheme uses game strategies and fuzzy inference concepts to effectively grasp the variables in these uncertain situations. The games are played between human and fuzzy players. The accuracy of the fuzzy rule base and the game strategies help to mitigate the adverse effects that a business may suffer from these uncertain factors. We also introduced learning which enables the fuzzy player to adapt over time. We tested this scheme in different scenarios and discover that it could be an invaluable tool in the hand of entrepreneurs that are operating under uncertain and competitive business environments.Entities:
Keywords: Business games; Decision; Fuzzy logic; Game theory; Membership functions; Zero sum
Year: 2013 PMID: 24109562 PMCID: PMC3793080 DOI: 10.1186/2193-1801-2-484
Source DB: PubMed Journal: Springerplus ISSN: 2193-1801
Figure 1The decision model for the fuzzy inference system. (a) Fuzzy decision making system (FDMS), (b) fuzzy inference system for business decisions (FISBD) model.
Figure 2A basic model of the FISBD engine showing the two inputs , and the three outputs , and .
Figure 3FIS interface for the membership functions of the output variable ( ) for the FISBD games.
Figure 4Rule base with Matlab rule editor for ( ) as output variable.
Figure 5Mamdani-type FIS interface for the FISBD games showing inputs ( ) and ( ) as well as expected wealth outputs ( ).
Figure 6Defuzzified (crisp) values for at inputs = = 2 5.
Results of simulations of the untrained and trained agent in 2-player game
| Agent moves | Untrained | Control expt | Trained | |||||
|---|---|---|---|---|---|---|---|---|
| S/N | Green | Yellow | Winner | Payoff | Winner | Payoff | Winner | Payoff |
| 1 | 3, 1, 1 | 2, 0, 3 | Yellow | -289.3 | Yellow | -192.9 | Yellow | -305.0 |
| 2 | 0, 5, 0 | 1, 4, 0 | Yellow | -99.8 | Yellow | -66.6 | Yellow | -142.2 |
| 3 | 0, 5, 0 | 0, 1, 4 | Yellow | -704.8 | Yellow | -469.9 | Yellow | -747.2 |
| 4 | 4, 0, 1 | 4, 0, 1 | Green | 40.8 | Green | 61.3 | Yellow | -8.2 |
| 5 | 1, 0, 4 | 2, 0, 3 | Green | 351.6 | Green | 527.5 | Green | 302.2 |
| 6 | 3, 1, 1 | 4, 0, 1 | Yellow | -16.1 | Yellow | -10.7 | Yellow | -65.2 |
| 7 | 3, 0, 2 | 2, 1, 2 | Green | 136.8 | Green | 205.2 | Green | 94.9 |
| 8 | 3, 1, 1 | 3, 1, 1 | Green | 14.8 | Green | 22.34 | Yellow | -34.2 |
| 9 | 1, 1, 3 | 1, 0, 4 | Yellow | -22.0 | Yellow | -14.7 | Yellow | -63.9 |
| 10 | 2, 1, 2 | 1, 1, 3 | Yellow | -52.7 | Yellow | -35.2 | Yellow | -94.8 |
| 11 | 3, 0, 2 | 2, 0, 3 | Yellow | -26.7 | Yellow | -17.9 | Yellow | -68.8 |
| 12 | 0, 0, 5 ( | 0, 5, 0 ( | Green | 1054.5 | Green | 1581.8 | Green | 1012.0 |
| 13 | 0, 5, 0 ( | 0, 0, 5 ( | Yellow | -863.8 | Yellow | -575.9 | Yellow | -906.2 |
From the table, the first column shows the serial numbers of the iterations, the second column contains player green’s strategies while the third column contains that of yellow. For example, in the fifth iteration, green’s strategy shows [1, 0, 4] this indicates how resources are allocated to strategy [C,W,M]: C = 1, W = 0 and M = 4. The forth column gives the winners for the untrained simulations while the fifth column gives the payoffs of those simulations. Column six and seven show the winners for the control experiment. The control experiments show the results where both players did not use fuzzy inference systems in playing the games. Column eight and nine show the winners for the trained simulations. These results show that the fuzzy player (Yellow) was able to win more than the competitor (Green) because he made use of the fuzzy inference system in making his business decisions. Also, it can be observed that the trained agent is able to perform better after training. The minus sign on yellow payoffs merely shows zero-sum. The strongest opponents (Geq) and weakest opponents (Leq) are shown in iterations 12 and 13 respectively.
Figure 7Chart showing the two loops of the wage game. The first loop stops when r = 1 (this means the fifth round of the game) and the second loop represents learning of the fuzzy player and it stops when the set performance criteria have been met as explained in step 11.
Figure 8Results show that the fuzzy player (yellow) wins more often than the competitor (Green) because he made use of the fuzzy inference system (FIS) in making his business decisions from the results in Table 1 .
Figure 9This chart shows how the performance of the fuzzy player increased after training as it won more often than it won before training from the results in Table 1 .
Results of simulations of n-player game when =3
| Agent moves | Untrained player | Control expt | Trained agent | ||||||
|---|---|---|---|---|---|---|---|---|---|
| S/N | Green | Brown | Yellow | Winner | Payoff | Winner | Payoff | Winner | Payoff |
| 1 | 3, 1, 1 | 0, 1, 4 | 2, 0, 3 | Yellow | -26.5 | Yellow | -17.7 | Yellow | -95.8 |
| 2 | 0, 5, 0 | 0, 5, 0 | 1, 4, 0 | Yellow | -117.1 | Yellow | -78.1 | Yellow | -182.6 |
| 3 | 0, 5, 0 | 0, 0, 5 | 0, 1, 4 | Yellow | -243.6 | Yellow | -162.4 | Yellow | -309.9 |
| 4 | 4, 0, 1 | 4, 0, 1 | 4, 0, 1 | Yellow | -4.5 | Yellow | -3.0 | Yellow | -72.7 |
| 5 | 1, 0, 4 | 3, 2, 0 | 2, 0, 3 | Yellow | -138.5 | Yellow | -92.3 | Yellow | -205.4 |
| 6 | 3, 1, 1 | 3, 0, 2 | 4, 0, 1 | Green | 82.9 | Green | 124.4 | Green | 22.3 |
| 7 | 3, 0, 2 | 2, 0, 3 | 2, 1, 2 | Green | 235.4 | Green | 353.1 | Green | 170.5 |
| 8 | 3, 1, 1 | 3, 1, 1 | 3, 1, 1 | Yellow | -34.5 | Yellow | -23.0 | Yellow | -102.7 |
| 9 | 1, 1, 3 | 1, 1, 3 | 1, 0, 4 | Yellow | -59.1 | Yellow | -39.4 | Yellow | -128.2 |
| 10 | 2, 1, 2 | 2, 1, 2 | 1, 1, 3 | Yellow | -96.4 | Yellow | -64.3 | Yellow | -163.4 |
| 11 | 3, 0, 2 | 0, 4, 1 | 2, 0, 3 | Yellow | -328.1 | Yellow | -218.8 | Yellow | -385.8 |
| 12 | 0,0,5 | 0, 0, 5 | 0, 5, 0 | Green | 1397.4 | Green | 2096.1 | Green | 1330.7 |
| 13 | 0,5,0 | 0, 5, 0 | 0, 0, 5 | Yellow | -1145.1 | Yellow | -763.4 | Yellow | -1210.6 |
From the table, the first column shows the serial numbers of the iterations, the second column contains player green’s strategies, third column contains those of player brown, while the forth column contains that of yellow. For example, in the fifth iteration, green’s strategy shows [1,0,4], this indicates how resources are allocated to strategy [C,W,M]: C = 1, W = 0 and M = 4. The fifth and sixth column gives the winners and payoffs for the untrained simulations. It can be observed that the fuzzy player performs better than it does in 2-player game results shown on Table 1. For example, in iterations 1, 3 and 5 where one of the opponents allocated higher strategy to marketing which is the strongest strategy, one expects the fuzzy player to lose but it won. It also happened in many other iterations which are not shown here for lack of enough space. Also, the fuzzy player has higher payoffs than in 2-player game.
Figure 10This chart compares the total payoffs of the fuzzy (yellow) player in both 2-player (column 5 of Table 1 ) and 3-player (column 6 of Table 2 ) games. These trends continue for (n = 100) players and more.
Figure 11A graph showing the strength of the fuzzy player with respect to increasing number of competitors: It can be observed that the fuzzy player performance in the games improve as the number of competitors (opponent players) increases.