REPRESENTATION OF E-COMMERCE INTERACTIONS BY
MEANS OF A GAME THEORY MODEL
Adoption of the Trust
Cosimo Birtolo, Giuseppina Russo and Davide Ronca
Poste Italiane S.p.A. – Tecnologie dell’Informazione, RS - Centro Ricerca e Sviluppo, 80133 Napoli, Italy
Keywords:
Trust, e-Commerce, Game Theory, Recommendation System, Collaborative Filtering.
Abstract:
In this paper, we investigated the application of trust in an e-Commerce system. In a B2C scenario of an
e-Commerce system, a game model is proposed in order to investigate the best strategies for merchants and
customers. Preliminary investigation outlines the benefits of trust information in the proposed game and
preliminary results, conducted on a transactional database, shows an increased value of sensitivity of provided
recommendations to the customers, entailing an higher customer loyalty. Future works are aimed at validating
this findings by means of a larger real dataset.
1 INTRODUCTION
The concept of trust is related to the research in many
fields, including computer science, cognitive science,
economics, sociology and psychology. Trust is a com-
plex concept, and different definitions of trust there
exist.
In general, trust is a directional relationship be-
tween two parties that can be called trustor and
trustee. In the e-Commerce domain, trust is applied
to a specific purpose, such as mutual trust between
the customers and the sellers or in a customer-based
perspective if the seller is trustworthy. In particular,
according to the customers point of view, it is pos-
sible to distinguish two scenarios: (i) if the customer
can rely on the seller suggestions when he does not
know exactly what product to buy or (ii) if the cus-
tomer can consider seller trustworthy when he wants
to buy a specific item.
Webs of trust are networks through which a trust-
aware system can ask a user to evaluate other users
already known. For example, Epinions suggests to
put in a user’s web of trust “those reviewers whose
reviews and ratings resulted to be extremely useful”.
Online interpersonal relations are becoming one of
the major characteristics of the Web 2.0, and are
also useful for social aspects (MySpace, Msn, Face-
book), working connections (LinkedIn) and informa-
tion (Slashdot.org, Epinions.com) besides, obviously,
commercial purposes (eBay.com, Amazon.Com).
This paper proposes a game theoretic trust-based
recommendation system. The proposed approach is
based on the adoption of trust information in rec-
ommendation system in order to improve the qual-
ity of suggestions, entailing a more faith on the e-
Commerce platform.
Game theory provides a formal mathematical
framework for modeling and defining strategies for
a set of common problems and has been proposed
by different recent studies as a foundation for quan-
titative and theoretical analysis of different problems
(Oza, 2006; Shiva et al., 2010).
The remainder of this paper is organized as fol-
lows: Section 2 introduces trust and social norms,
Section 3 describes the strategy for suggesting prod-
ucts to the customers, Section 4 models the problem
by means of game theory, Section 5 describes the pro-
posed strategy, Section 6 provides preliminary results,
and Section 7 outlines conclusions and future direc-
tions.
2 TRUST AND SOCIAL NORMS
Do online trust systems contribute to trade goods?
This question is answered by several research anal-
ysis of existing systems. Among the different studies,
Resnick and Zeckhauser (Resnick and Zeckhauser,
2002) have analyzed the feedback rating system used
in eBay as a reputation system. They defined that a
trust system must meet three challenges: (i) provide
577
Birtolo C., Russo G. and Ronca D..
REPRESENTATION OF E-COMMERCE INTERACTIONS BY MEANS OF A GAME THEORY MODEL - Adoption of the Trust.
DOI: 10.5220/0003962605770582
In Proceedings of the 8th International Conference on Web Information Systems and Technologies (WEBIST-2012), pages 577-582
ISBN: 978-989-8565-08-2
Copyright
c
2012 SCITEPRESS (Science and Technology Publications, Lda.)
information that allows buyers to distinguish between
trustworthy and non-trustworthy sellers (ii) encourage
sellers to be trustworthy, and (iii) discourage partici-
pation of those who are not.
According to Liu (Liu and Shi, 2010) trust and
reputation management research is highly interdisci-
plinary, involving researchers from networking and
communication, data management and information
systems, e-commerce and service computing, artifi-
cial intelligence, and game theory, as well as the so-
cial sciences and evolutionary biology.
2.1 Social NBorms
According to a common definition: “a norm exists in a
given social setting to the extent that individuals usu-
ally act in a certain way and are often punished when
seen not to be acting in this way” (Lim et al., 2008).
Recent studies have proven how homogeneous so-
cial norms may arise in heterogeneous societies con-
sisting of groups with competing interests.
An important norm that has been found to per-
vade human societies for repeated interactions is reci-
procity norm. Indeed, people use reciprocity norms
even in very short time-horizon interactions (Mui
et al., 2002). Reciprocity norms refer to social strate-
gies consisting in reacting to the positive actions of
others with positives responses and in reacting to the
negative actions of others with negative responses.
Several reciprocity strategies have been proposed
in literature, the most famous of which is the tit-for-tat
strategy which has been studied within the Prisonerss
Dilemma game. This strategy entails a cooperation if
the other participants have cooperated and a defection
if the other players have defected. To sum up, reci-
procity is viewed as a social norm shared by agents in
a society.
This social norm could be very useful in the e-
Commerce domain where among different elements
that characterize customer-behavior, past actions of
other customers and feedback of stranger users are
also taken into account.
In an environment such as Web, where individu-
als “regularly” perform reciprocity norms, there is an
incentive to acquire a reputation for repeated actions.
3 RECOMMENDATION SYSTEM
Recommendation systems are aimed at helping users
in the search of interesting items among a large set of
items within a specific domain by using knowledge
about user’s preferences in the domain.
So that, based on users interests, preferences,
hobbies and online behaviors, recommender systems
model the relationship between users and items and
help customers to select items from a set of choices,
deciding what products to buy, in order to fit their
tastes. Typically recommendations can be generated
on the basis of user interaction history or on the his-
tory of related users.
In other words, Recommendation System is a way
for improving personalization by giving personalized
suggestions.
Recently, recommendation systems have largely
been adopted in different domains: almost every
e-Commerce site (e.g., Amazon) has its own rec-
ommendation engine; different Web site are focus-
ing on suggesting a personalized content such as a
movie (e.g., MovieLens and Netflix) or a song (Ya-
hoo!Music). Therefore, different kinds of recom-
mender systems are implemented, from simple ones,
that only recommend items according to statistics, to
complex ones, that use several different approaches
and recommendation techniques.
Recommendation systems were introduced in
1992 by means of the Tapestry project (Goldberg
et al., 1992). Several different approaches have re-
cently been proposed in order to increase the accu-
racy of the predicted values, thus minimizing the pre-
diction error and improving the quality of the rec-
ommendation while taking into account performance
issues. However, some issues related to the qual-
ity of recommendations and to computational aspects
still arise because collaborative systems rely solely on
users preferences to make recommendations. Among
recommendation techniques, Collaborative Filtering
has gained great success in the practical application
of e-Commerce (Adomavicius and Tuzhilin, 2005)
and has been proven to be one of the most suc-
cessful techniques. CF algorithms are divided into
two categories: Memory-Based Collaborative Filter-
ing and Model-Based Collaborative Filtering. In gen-
eral, Memory-based algorithms are aimed at finding a
group of users with similar tastes and producinga pre-
diction for the active user by means of the entire user-
item database. In contrast, model-based algorithms
use the user-item database to infer a model which is
then applied for predictions.
Model-based CF algorithms, such as Clustering
CF, address this problem by providing more accurate
predictions for sparse data as confirmed by (Huang
and Yin, 2010) and by (Birtolo et al., 2011) who
proved with their experimentation the benefits of
clustering-based CF algorithms.
Once it is defined what items to consider, a predic-
tion p
i
(u) for the active user u is generally evaluated
WEBIST2012-8thInternationalConferenceonWebInformationSystemsandTechnologies
578
by:
p
i
(u) = ¯r
i
+
jW
i
sim(i, j) · (r
j
(u) ¯r
j
)
jW
i
|sim(i, j)|
(1)
where r
j
(u) is the rating given to item j by the user
u, ¯r
i
is the average rating given to item i, sim(i, j) is
a similarity function between item i and item j, and
W
i
is the set of items belonging to the same cluster of
item i.
Recent works proved some benefits in terms of an
increased quality of suggestions, by including trust in-
formation in recommendation systems (Liu and Yuan,
2010). These arising systems are called Trust-based
Recommendation Systems (TRS) (Massa and Avesani,
2007; Zarghami et al., 2009) and combine the poten-
tialities of a traditional recommendation system with
a trust-aware system. The major problems of a TRS
are the time necessary to explicitly define the on-
line relations among users and, first and foremost, the
small number of social links defined by users them-
selves, aspect that leads to a scarce quality of rec-
ommendations. The second problem, instead, is cur-
rently investigated and enhancing user trust seems to
be a challenging task. Different cultures, different
habits and different preferences complicate this prob-
lem and data are often unavailable (Huberman et al.,
2005).
4 MODELING E-COMMERCE
INTERACTIONS BY MEANS OF
GAME THEORY
In this paper, in order to study the trust in the e-
Commerce system, a model of relationship between
a customer and a merchant is proposed.
Observing the dynamics of user behavior when he
interacts with e-Commerce platform or when he looks
for an item to buy, a model of this problem according
to game theory is outlined.
The studied game is depicted in Fig.1. At the be-
ginning of the game, the merchant M selects an item i
within a given catalogue and he proposes this item to
the customer C.
If the customer decides not to buy the proposed
item, the game ends. In this case, the merchants pay-
off is 0 and the customers payoff is a.
On the other hand, if the customer chooses to
buy the product, this choice yields a merchants pay-
off equals to a, while the customers payoff b can
range within the interval b
1
..b
n
, assuming b
1
as the
Figure 1: The game model.
worst case (i.e., the item does not satisfy the cus-
tomer), while b
n
as the best case (i.e., the item sat-
isfies the customer). Throughout we shall assume
1 b
1
a b
n
.
Assuming a 1-to-5 scale of user feedback (n = 5),
we have 5 different payoffs for a customer who buys
the proposed item. Tab.1 illustrates the payoff ma-
trix for the different possible outcomes, the couple
(x,y) represents the payoff of customer and merchant
respectively, while e
1
..e
m
are the customer’s possi-
ble strategies (e
1
: “the customer buy the proposed
item” and e
2
: “the customer do not buy the proposed
item”) and f
1
.. f
n
are the merchant’s possible strate-
gies (f
1
: “the merchant proposes an item which the
customer consider strongly unsatisfactory”... f
5
: the
merchant proposes an item which the customer con-
sider strongly satisfactory”).
Table 1: The payoff matrix of the proposed game model.
Merchant
Customer f
1
f
2
f
3
f
4
f
5
e
1
(b
1
,a) (b
2
,a) (b
3
,a) (b
4
,a) (b
5
,a)
e
2
(a,0) (a,0) (a,0) (a,0) (a, 0)
The proposed game is non-cooperative because
each player chooses a strategy independently and
non-zero-sum (see Tab.1), indeed a merchant’s gain
does not necessarily imply customer’s loss.
The best strategy for both customer and merchant
is investigated above, proving the benefits if trust is
taken into account.
4.1 Parameters of the Proposed Model
The merchant’s payoff a, according to cost of the
suggested item ranges from 1 (“very low cost”) to 5
(“very high cost”). While the customer’s payoff b is
equal to r, which is the rating expressed by the cus-
tomer after his evaluation of the purchased item.
REPRESENTATIONOFE-COMMERCEINTERACTIONSBYMEANSOFAGAMETHEORYMODEL-Adoptionof
theTrust
579
The ratings r are integer numbers on a 1(“bad”)-
to-5(“excellent”) scale. In other words, the cus-
tomer’s payoff ranges from [1,5], 1 being the worst
result and 5 the best.
Extending this model, it is possible to consider
also a different definition of the customer’s payoff.
For instance, b could be defined as a convex combi-
nation of a and r, in order to take into account the
intrinsical value of item that decreases its initial value
once it is bought; so that the customer’s payoff is de-
fined as:
b = σ· a/2+ (1 σ) ·r (2)
where σ [0,1], while a is divided by 2 because we
assume that an item decreases its initial value of 50%
once it was bought. In this study, we assume b = r.
4.2 Best Strategies
Values of a and b influence the best strategies. In any
case, the best strategy for merchant is to sell his item
(obtaining a payoff a), while for customer is to buy if
a = b
1
and not to buy if a = b
n
. In other cases, two
main factors influence customer’s decision: (i) value
of a, (ii) expectation to obtain an item which complies
with his preferences.
Assuming that a user has a positive payoff if the
bought goods satisfy his taste, we have 0 < b
1
<
b
2
< b
3
< a < b
4
< b
5
. Looking at the payoff matrix
(see Tab.1), the strategy profiles (e
1
, f
4
) and (e
1
, f
5
)
are Nash Equilibrium pairs and (e
1
, f
5
) is Pareto-
dominant.
If the game is played once, the merchant can select
an item without taking into account customer’s pref-
erences, while repeating the game different times, dif-
ferent strategies occur. Customer can change his strat-
egy according to his past experience. For instance he
can adopt a reciprocity strategy. While merchant must
take into account user feedback in order to ensure a
positive interaction and to increase the customer loy-
alty.
5 ASSISTING THE SELECTION
OF THE STRATEGY BY MEANS
OF TRUST MEASURE
Best strategies are based on the products’ sale and on
user satisfaction, so that two main problems have to
be addressed:
Improving the quality of merchants’ suggestions
by taking into account user preferences
Enhancing user trust on the willingness of a par-
ticular merchant and on the quality of personal-
ized suggestions
In literature, the selection of personalized item in
order to guarantee user satisfaction is addressed by
means of recommendationsystems. Even if these sys-
tems are widely adopted on the web, some issues re-
lated to the quality of recommendation and to compu-
tational aspects still arise, so that in the last ten years
several approaches have been proposed.
Trust can considered as a remarkable element in-
fluencing a users decision making. It represents the
level of trust that a user has toward the recommen-
dation source. The concept of trust includes both the
cognitive and the emotional dimensions. Trust-based
Recommendation System uses the social ties estab-
lished among online users. Even though these online
ties are not established with the explicit aim of fa-
voring the advice taking, recommender systems can
use them to connect a user with a source of relevant
information. In order to take into account trust in-
formation in suggestions, we proposed the following
approaches:
1. Defining an index of homophily
1
between users in
order to promote some suggestions and penalize
other ones.
2. Promoting suggestion by analyzing experience of
users close to the active one, not only by taking
into account similar rating but also considering
their demographical information such as cultural
background and nationality (customer closeness
metric). This information is useful in order to take
into account similar habits.
The first proposed approach introduce and index
of homophily h(u,v) between item u and item v in
order to emphasize trustworthy information which
come from a subset of trusted users. This index is
calculated according to the Eq. 3.
h(u,v) =
max(α,k)
α
·
min(β,k)
β
·t (3)
where t is the trust component and α and β are two
parameters (α < β), so that when k > β, h(u,v) = k/α
greater than 1 (positive homophily) and when k < α,
h(u,v) = k/β lesser than 1 (penalty of correlation
between items or a negative homophily because few
users have evaluated in the same way the two items).
For instance assuming α = 2 and β = 5, when k < 2
we have:
h(u,v) =
max(2,k)
2
·
min(5,k)
5
=
k
5
·t < t
1
Homophily can be defined as similarity in knowledge
and preferences between two users
WEBIST2012-8thInternationalConferenceonWebInformationSystemsandTechnologies
580
when k > 5 we have:
h(u,v) =
max(2,k)
2
·
min(5,k)
5
=
k
2
·t > t
Adopting the index of homophily means to mod-
ify prediction function of a standard recommender
system, so that the prediction of a rating p of item
i for the user u is expressed by Eq. 4.
p
i
(u) = ¯r(u) +
V
v=1
h(u,v) · sim(u,v) · (r
i
(v) ¯r(v))
V
v=1
|h(u,v) · sim(u,v)|
(4)
where r
i
(u) is the rating given to item i by the user u,
¯r(u) is the average rating given by the user u, sim(u, v)
is a similarity function between user u and user v, V
is the set of users with profile of interest similar to the
target user u.
While according to the second approach, close-
ness information is adopted, this means to restrict the
cluster of user to those very close to the active one,
so that prediction of a rating p of item i for the active
user u expressed by Eq. 1 is updated by:
p
i
(u) = ¯r
i
+
jT
i
sim(i, j) · (r
j
(u) ¯r
j
)
jT
i
|sim(i, j)|
(5)
where T
i
W
i
because T
i
is a selection of users ac-
cording to the customer closeness metric.
From merchant point of view, by adopting trust-
based recommendation system the quality of rec-
ommendation should increase, while from customer
point of view, by understanding the motivation of sug-
gestion and by incorporating trustworthy information
the customer loyalty should increase and so the buy-
ing or a repeated buying of items should be encour-
aged.
6 EXPERIMENTAL RESULTS
In our experimentation we consider a transactional
database of a real e-Commerce platform of Poste Ital-
iane. The dataset consists of 2,406 ratings for 477
items rated by 1,878 users; we assume equals to 5
the rating of a repeat customer purchase, while equals
to 4 a single purchase. According to related litera-
ture (Herlocker et al., 2004) we consider as interest-
ing item
ˆ
i for the user u , an item which user u have
rated by 4 or 5, while not interesting the other ones.
For the experimentation we consider a subset en-
suring at least a fixed number s of ratings per user
(s = 5). The resulting subset is made of 107 items and
is randomly divided into a training set (80% of the rat-
ings per user) and a testing set (20% of the ratings per
user). Starting with the training set recommendation
algorithms predict unknown ratings, while the testing
set is used to evaluate the accuracy of the predictions.
Different methods can be adopted to calculate the
similarity of items or users. Generally, sim(i, j) = 1
when i = j, while in other cases sim(i, j) indicates the
similarity between item i and item j. According to the
literature (Birtolo et al., 2011; Jeong et al., 2010), we
adopt Pearson correlation similarity between items i
and j defined as:
sim(i, j) =
uU
ij
(r
i
(u) ¯r
i
)(r
j
(u) ¯r
j
)
r
uU
ij
(r
i
(u) ¯r
i
)
2
r
uU
ij
(r
j
(u) ¯r
j
)
2
(6)
where ¯r
i
is the average rating of item i (m is the num-
ber of users):
¯r
i
=
1
m
·
m
l=1
r
i
(l)
In order to evaluate the predicted rating we con-
sider the Eq.5. We measure the true positive rate or
sensitivity defined as the probability that an item will
be interesting for users when he wishes to buy it.
The adoption of trust in recommendation sys-
tem rather than the standard recommendation system
(memory-based collaborative filtering) improve the
number of predicted interesting items. Sensitivity of
the proposed trust-based recommendation system is
equals to 77,876%, while for a traditional item-based
collaborative filtering is equals to 43.363%. The val-
ues are justified by the cold-start issues related to the
low number of users who rated a significative number
of products. Indeed, in order to make accurate recom-
mendations, the system must first learn the users pref-
erences from their ratings, so that if the users rated
few items the recommendation could be unsuitable.
Moreover, new items or items not rated by a substan-
tial number of users (cold-start items) could rarely or
never be recommended.
7 CONCLUSIONS AND FUTURE
WORKS
Trust as a multidisciplinary field can benefit from
careful integration and exploitation of advances in
artificial intelligence, game theory, distributed com-
puting, information systems, knowledge discovery,
knowledge modeling, engineering, social sciences,
and economics. The more Internet applications in-
crease the more trust systems could play an important
REPRESENTATIONOFE-COMMERCEINTERACTIONSBYMEANSOFAGAMETHEORYMODEL-Adoptionof
theTrust
581
role in establishing effective cooperation among dis-
tributed Internet application participants.
In this paper we presented a game theoretic trust-
based recommendation system. Our approach is
based on the adoption of trust information in recom-
mendation system in order to improve the quality of
suggestions, thus identifying the best strategy for the
game model proposed. To sum up, the main con-
tributions of this paper are: (i) the representation of
e-Commerce interactions by means of a game the-
ory model, (ii) the proposal of the best strategy by
means of the adoption of trust information, and (iii)
the modeling of a trust-aware recommendation sys-
tem by means of an integration between similarity,
which is evaluated according the customer profile of
interest, and the proposed trust metrics.
In future, we aim at investigating two main direc-
tions. The first is to extend the approach presented
here in order to find the experimentalevidencethat the
proposed model can provide benefits (e.g., increased
profits for merchants or increase customer surplus) in
a large real dataset of Poste Italiane. Furthermore,
user information regarding age, sex, occupation, and
geographical information with the provided feedback
related to some products are available so that exper-
imenting deeper the different trust model could con-
firm the benefits of the proposed approach.
The second direction will examine how to find
out multi-player scenario, indeed in e-Commerce do-
main online shopping is becoming more and more
widespread and represents an everyday activity for
many. In this actual scenario, we will analyze the pro-
posed game model when it is executed with different
players, several customers and several merchants at
the same time. Moreover, we will highlight new aris-
ing issues and investigate the best strategy.
REFERENCES
Adomavicius, G. and Tuzhilin, A. (2005). Toward the
next generation of recommender systems: a survey of
the state-of-the-art and possible extensions. Knowl-
edge and Data Engineering, IEEE Transactions on,
17(6):734–749.
Birtolo, C., Ronca, D., Armenise, R., and Ascione, M.
(2011). Personalized suggestions by means of col-
laborative filtering: A comparison of two different
model-based techniques. In NaBIC, pages 444–450.
IEEE.
Goldberg, D., Nichols, D., Oki, B. M., and Terry, D. (1992).
Using collaborative filtering to weave an information
tapestry. Commun. ACM, 35:61–70.
Herlocker, J. L., Konstan, J. A., Terveen, L. G., and Riedl,
J. T. (2004). Evaluating collaborative filtering recom-
mender systems. ACM Trans. Inf. Syst., 22:5–53.
Huang, C. and Yin, J. (2010). Effective association clus-
ters filtering to cold-start recommendations. In Fuzzy
Systems and Knowledge Discovery (FSKD), 2010 Sev-
enth Int. Conf. on, volume 5, pages 2461–2464.
Huberman, B. A., Adar, E., and Fine, L. R. (2005). Valuat-
ing privacy. IEEE Security and Privacy, 3:22–25.
Jeong, B., Lee, J., and Cho, H. (2010). Improving memory-
based collaborative filtering via similarity updating
and prediction modulation. Information Sciences,
180(5):602 – 612.
Lim, H. C., Stocker, R., and Larkin, H. (2008). Ethical trust
and social moral norms simulation: A bio-inspired
agent-based modelling approach. Web Intelligence
and Intelligent Agent Technology, IEEE/WIC/ACM In-
ternational Conference on, 2:245–251.
Liu, B. and Yuan, Z. (2010). Incorporating social networks
and user opinions for collaborative recommendation:
local trust network based method. In Proc. of the
Workshop on Context-Aware Movie Recommendation,
CAMRa10, pages 53–56, New York, NY, USA. ACM.
Liu, L. and Shi, W. (2010). Trust and reputation manage-
ment. Internet Computing, IEEE, 14(5):10 –13.
Massa, P. and Avesani, P. (2007). Trust-aware recommender
systems. In Proceedings of the 2007 ACM conference
on Recommender systems, RecSys ’07, pages 17–24,
New York, NY, USA. ACM.
Mui, L., Mohtashemi, M., and Halberstadt, A. (2002). A
computational model of trust and reputation. In Sys-
tem Sciences, 2002. HICSS. Proceedings of the 35th
Annual Hawaii International Conference on, pages
2431 – 2439.
Oza, N. V. (2006). Game theory perspectives on client:
vendor relationships in offshore software outsourc-
ing. In Proceedings of the 2006 international work-
shop on Economics driven software engineering re-
search, EDSER ’06, pages 49–54, New York, NY,
USA. ACM.
Resnick, P. and Zeckhauser, R. (2002). Trust among
strangers in Internet transactions: Empirical analysis
of eBay’s reputation system. In Baye, M. R., edi-
tor, The Economics of the Internet and E-Commerce,
volume 11 of Advances in Applied Microeconomics,
pages 127–157. Elsevier Science.
Shiva, S., Roy, S., and Dasgupta, D. (2010). Game theory
for cyber security. In Proceedings of the Sixth Annual
Workshop on Cyber Security and Information Intelli-
gence Research, CSIIRW ’10, pages 34:1–34:4, New
York, NY, USA. ACM.
Zarghami, A., Fazeli, S., Dokoohaki, N., and Matskin,
M. (2009). Social trust-aware recommendation sys-
tem: A t-index approach. In Web Intelligence and
Intelligent Agent Technologies, 2009. WI-IAT ’09.
IEEE/WIC/ACM International Joint Conferences on,
volume 3, pages 85 –90.
WEBIST2012-8thInternationalConferenceonWebInformationSystemsandTechnologies
582