Fuzzy computational models for trust and reputation systems

https://doi.org/10.1016/j.elerap.2008.08.001Get rights and content

Abstract

In the recent past, a considerable research has been devoted to trust and reputation mechanisms to simplify complex transactions for open environments in social networking, e-commerce, and recommender systems (RS). In real life, we come to know about others through our social circle according to their reputation which is a public view. However, it is not always adequate to depend solely on the public view and therefore a trust measure is required to give a personalized view of the future encounters with a specific partner. In this paper, we propose fuzzy computational models for both trust and reputation concepts. Reciprocity and experience are used for trust modeling while the proposed reputation model is a fuzzy extension of beta reputation model. A two-level filtering methodology is proposed to benefit to a large extent from both the concepts separately. In order to justify the proposed models, we compared them with the existing reputation models for movie RS. The experimental results show that the incorporation of trust and reputation concepts into RS indeed improves the recommendation accuracy and establish that our models are better than beta and the popular eBay reputation models.

Introduction

The emerging online environment let people buy and sell goods, play, and recommend products for each other without knowing the remote partner. All of these encounters are only possible if partners trust each other. Consequently they can delegate tasks and decisions to an appropriate person and therefore improving the quality of online markets [1], [2]. However, insufficient trust in e-commerce could lead to users ‘staying away’ from the technology altogether. Despite obvious importance of trust and reputation, transferring them to computer science is still a challenging problem. Computer scientists from many areas, e.g., security, semantic web, and e-commerce, are still working on the transfer of these concepts to be used in computer mediated transactions. It is often hard to assess the trustworthiness of remote partners in the computer mediated transactions and processes because familiar styles of interaction are still far from being computationally modeled easily. Actually, physical transactions and traditional forms of communication like body language, gestures, and facial expressions allow people to assess a much wider range of cues related to trustworthiness than the current computer mediated communication can do.

Amongst different areas of computer science, e-commerce seems to be the most benefitted area from the trust and reputation concepts. Recently, very big electronic communities have been established and grown very fast. Unfortunately, a major weakness of e-markets is the raised level of risk associated with the loss of the notions of trust and reputation. The consumer is usually forced to accept the ‘risk of prior performance’, i.e. to pay for services and goods before receiving them, which can leave him in a vulnerable position. On the other hand, the service provider has much more information about the product quality than the customer, as long as he will receive payment before shipment in most cases. The research work in the recent past [1], [3], [4], [5], [6], [7], [8] shows that this information asymmetry can be mitigated through trust and reputation concepts. The idea is that even if the consumer cannot try the service in advance, he can be confident that it will be what he expects as long as he trusts the service provider.

Various definitions have been given in the literature to both trust and reputation concepts. For example, Ruohomaa and Kutvonen [7] defined trust as the extent to which one partner is willing to participate in a given action with another partner, considering the risks and incentives involved. On the other hand, the reputation is defined by Mui et al. [8] as a perception a partner creates through past actions about his intentions and norms. Although the way of incorporating trust and reputation concepts in e-commerce varies from system to system but they provide an incentive for good behavior and a punishment for bad behavior. However, trust and reputation concepts are social fuzzy concepts thus fuzzy computational models for both the concepts would reflect their actual value for enhancing the system accuracy.

The rest of this paper is organized as follow: trust and reputation concepts in literature are given in Section 2. The proposed fuzzy computational models for trust and reputation are presented in Section 3 and are employed for movie RS in Section 4. Computational experiments and results are given in Section 5. Finally, the last section concludes the paper and gives some future research directions.

Section snippets

Trust and reputation in literature

Trust and reputation concepts get much attention due to the need for reliable automatic tools for Web services. The traditional cues of trust and reputation of physical encounters are missing in Web interactions. As a consequence, electronic substitutes are required for these concepts so that the quality of online services can improve especially for e-commerce and entertainment services. However, trust and reputation are quite challenging to define as they manifest themselves in many different

The proposed fuzzy computational models for trust and reputation concepts

The basic idea of trust and reputation systems is to let partners rate each other after the completion of an encounter. The system then aggregates these ratings for a given partner to derive a personalized trust measure or a global reputation score [1]. However, either trust or reputation are usually used as crisp attributes. That does not effectively reflect the social meanings of these two concepts where most of human perceptions are fuzzy. Our attempt in the following section is to discuss

Trust and reputation models for movie recommender system

Recently, RS have become an essential part of e-commerce online services where they offer suggestions about products customers might also like to buy. Their contribution comes in two forms, either to predict ratings of products that a user wants to know about, or to list products that users might find of interest based on their stated preferences, online shopping choices, and the purchases of people with similar tastes or demographics. This would create new revenue opportunities and increasing

Experiments

The MovieLens dataset consists of 100,000 ratings, assigned by 943 users on 1682 movies. All ratings follow the 1-bad, 2-average, 3-good, 4-very good, and 5-excellent numerical scale. Each user has rated at least 20 movies. In our experiments, we considered only users who have rated at least 59 movies, 20 (34%) for user profiling and 39 (66%) for testing. Out of 943 users, 500 users satisfied this condition and contributed 84,773 ratings out of 100,000. This dataset is used as the basis for

Conclusion

General computational models are proposed for reputation and trust in this paper. The proposed models can be implemented for any application as long as it is a rating system explicitly or implicitly. We have used our models in building movie RS to enhance the recommendation accuracy. Incorporating trust and reputation concepts separately gives a two-level filtering methodology to enhance the recommendation accuracy through reputation-based similarity and trust-based filtering. A comparison of

Acknowledgment

The authors would like to thank the anonymous reviewers for their valuable comments.

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