A Nonlinear Programming Approach to Solving Interval-Valued Intuitionistic Hesitant Noncooperative Fuzzy Matrix Games
Abstract
:1. Introduction
- A novel aggregation operator is introduced in this study, which is referred to as the min-max enclosure operator. This operator is specifically designed for the aggregation of IIHF information. One of the advantages of the proposed operator is its simplicity, which makes it easy to implement and use. Additionally, the operator has the capability to preserve the characteristics of IIHFEs, ensuring that the important features of the information are not lost during the aggregation process.
- A nonlinear programming approach is delineated in this paper to handle interval-valued intuitionistic hesitant fuzzy programming problems to solve IIHF matrix games. In order to achieve the best possible outcomes, these problems are converted into two distinct crisp nonlinear programming problems.
- Like in classical game theory, it is established that the gain floor of the winning player is less than or equal to the loss ceiling of the defeated player.
- The proposed methodology is illustrated through the problem of cybercrime. The superiority of the proposed method is checked and verified by analyzing a comparative study with two existing models.
2. Preliminaries
- for any positive scalar
- (i)
- If then
- (ii)
- If then
- (iii)
- If then
- (a)
- If then
- (b)
- If then
- (c)
- If then
- (i)
- Consider two IIFHEs, and Then and which concludes that
- (ii)
- Suppose and Then and which So, in this case, we cannot assign the ranking based on the score function, and we have to calculate the accuracy function of these two IIHFEs. Now and , which concludes
3. New Aggregation Operator
- (i)
- Monotonicity: If for then
- (ii)
- Idempotency:
- (iii)
- Boundedness:
4. Matrix Games with IIHFE Payoffs
Algorithm
- Step 1:
- Consider a matrix game whose payoffs are taken as IIHFEs, say, where and
- Step 2:
- To solve the game, we have to derive two BOIIHFPMs, as depicted in Problems (16) and (17).
- Step 3:
- To handle the situation, the fuzzy programming problems are converted into two nonlinear programming Problems (29) and (39), respectively, by using the mathematical operations of IIHFEs.
- Step 4:
- To obtain the optimal strategies for Player and for Player the NLPPs (29) and (39) are solved using WOLFRAM MATHEMATICA 9.0 software.
- Step 5:
- Utilizing the optimal strategies and in Equation (4), we can find the aggregated expected payoff of Player
5. Numerical Application
Application to Preventing Cybercrime
- :
- Installing a powerful firewall.
- :
- Using updated software.
- :
- Breaking the security password.
- :
- Sending suspicious links.
- Table 5 shows that for , we obtain the optimal strategies for the players as and . Furthermore, Player ’s aggregated expected payoff is obtained as ; . In other words, we may say that if Player ’s, i.e., the defenders’, control strategies are with a probability of 0.4518 and with a probability of 0.5482 while Player ’s, i.e., the hackers’, governing strategies are with a probability of 0.0096 and with a probability of 0.9904, and also, Player is very much optimistic toward the information, then the DMs come to an inference that the damage will be reduced with a surety from to and with a disbelief from to
- Table 5 shows that for all the values of the perception parameter This symbolizes that the crisp equivalent of the amount of gain of Player does not exceed the crisp equivalent amount of loss of Player
- Actually, the perception parameter captures the behavior of the players. From Table 5, we can see the crisp equivalent gain of Player and the crisp equivalent loss of Player both are gradually increased with the increment of the perception parameter chosen by the players. That indicates the gain value of Player is maximum when he/she is optimistic enough.
- The score values of expected payoff for Player are increased for and are decreased for This indicates that we can achieve the expected payoff for Player at the maximum level when the players are neutral in nature. This shows the importance of the role of the perception parameter in our proposed model.
- From Table 5, it is observed that the optimal strategies of the players change significantly with the changes in the perception parameter Both of the players use pure strategies only when the perception parameter lies in the interval Otherwise, the players use mixed strategies with some probabilities. For example, when Player uses strategies and with probabilities 0.4518 and 0.5482, respectively, while Player uses strategies and with probabilities 0.0096 and 0.9904, respectively. Therefore, the players have the freedom to change their strategies with the changes in to optimize their expected payoffs.
6. Comparative Analysis and Discussion
6.1. Comparison with Bhaumik and Roy [39]
- (i)
- In our proposed method, the perception parameter plays a significant role. Table 5 shows that Player ’s gain-floor, Player ’s loss ceiling, and Player s expected payoff are changed with the changes in the perception parameter . It is observed that when the players are optimistic toward the information, i.e., when lies in players have better gain values. Hence, the players have the option to choose different parameter values to obtain better gains. However, in Bhaumik and Roy’s [39] methodology, there is no such parameter that can improve the gain of the player.
- (ii)
- In classical game theory, there is a most celebrated result that the gain floor of the winning player never exceeds the loss ceiling of the defeated player. In Theorem 2, we showed that this endures also in the IIHF environment. However, if we solve the same problem by Bhaumik and Roy’s [39] approach, we have . Table 6 shows that the gain floor is greater than the loss ceiling , which contradicts the statement of Theorem 2.
- (iii)
- (iv)
- Furthermore, it is worth noting that we need to preserve the hesitant character of IIHFEs. However, to preserve the character, if we apply mathematical operations for IIHFEs in the interval-valued intuitionistic hesitant fuzzy programming models, it yields two NLPP models instead of LP models. This phenomenon raises an essential question on the validation of Bhaumik and Roy’s [39] approach.
6.2. Comparison with Xue et al. [45]
- (i)
- (ii)
- Using the optimal strategies and for Players and , respectively, if we calculate the expected payoff for Player we have The score function of this expected payoff is which gives a better value than the existing one [45].
- (iii)
- Moreover, Xue et al. [45] considered only the hesitancy of decision makers to portray the matrix game problem. However, occasionally in practical problems, DMs fail to judge the asymmetric information scenario properly. As a result, they cannot assign any precise value. Consequently, they have to choose some interval values to assign the payoffs. In that sense, delineating a matrix game problem in an intuitionistic interval-valued hesitant fuzzy environment is more realistic in the literature.
7. Conclusions
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Strategies | ||
---|---|---|
Strategies | ||
---|---|---|
Strategies | ||
---|---|---|
(p = 1, 2; q = 1, 2) | Aggregated IIHFEs |
---|---|
〈[0.6858,0.7861], [0.7079,0.8771], [0.7025,0.8263], [0.7234,0.9002], [0.6858,0.8038], [0.7079,0.8873]; [0.5145,0.6284], [0.5145,0.6684], [0.5145,0.6437], [0.5145,0.6846]〉 | |
〈[0.4608,0.7358], [0.6104,0.7358], [0.5941,0.7544], [0.5891,0.7544], [0.4608,0.7576], [0.6104,0.7576], [0.5941,0.7747], [0.5941,0.7747]; [0.5365,0.6089], [0.5123,0.7309], [0.4969,0.6089], [0.4745,0.7309]〉 | |
〈[0.3304,0.4565], [0.3304,0.4854], [0.3154,0.4565]; [0.4573,0.5936], [0.4573,0.6069], [0.4431,0.5936], [0.4431,0.6069]〉 | |
〈[0.6157,0.7160], [0.6157,0.7000], [0.6309,0.7160], [0.6356,0.7359], [0.6356,0.7211], [0.6500,0.7359]; [0.3342,0.4437], [0.3342,0.4573]〉 |
0 | (0,1) | 0.5063 | (1,0) | 0.5063 | 0.2492 | |
0.2 | (0,1) | 0.5250 | (1,0) | 0.5250 | 0.2492 | |
0.4 | (0,1) | 0.5337 | (0,1) | 0.5337 | 0.5601 | |
0.6 | (0,1) | 0.5883 | (0,1) | 0.5883 | 0.5601 | |
0.8 | (0.4518,0.5482) | 0.6301 | (0.0096,0.9904) | 0.6339 | 0.3481 | |
1 | (0.4898,0.5102) | 0.6510 | (0.1336,0.8664) | 0.6682 | 0.1494 |
(0,1) | 0.5009 | (0.2949,0.7051) | 0.0881 | 0.1482 |
Strategy | ||||
---|---|---|---|---|
Outcomes | Proposed Method | Xue et al.’s [45] Method |
---|---|---|
0.4890 | 0.1455 | |
0.9778 | 0.9354 |
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Karmakar, S.; Seikh, M.R. A Nonlinear Programming Approach to Solving Interval-Valued Intuitionistic Hesitant Noncooperative Fuzzy Matrix Games. Symmetry 2024, 16, 573. https://doi.org/10.3390/sym16050573
Karmakar S, Seikh MR. A Nonlinear Programming Approach to Solving Interval-Valued Intuitionistic Hesitant Noncooperative Fuzzy Matrix Games. Symmetry. 2024; 16(5):573. https://doi.org/10.3390/sym16050573
Chicago/Turabian StyleKarmakar, Shuvasree, and Mijanur Rahaman Seikh. 2024. "A Nonlinear Programming Approach to Solving Interval-Valued Intuitionistic Hesitant Noncooperative Fuzzy Matrix Games" Symmetry 16, no. 5: 573. https://doi.org/10.3390/sym16050573
APA StyleKarmakar, S., & Seikh, M. R. (2024). A Nonlinear Programming Approach to Solving Interval-Valued Intuitionistic Hesitant Noncooperative Fuzzy Matrix Games. Symmetry, 16(5), 573. https://doi.org/10.3390/sym16050573