1.
Tasmiya Mansoor
– Jnnce, Shivamogga, Karnataka, India.
2.
Varshini B. R.
– Jnnce, Shivamogga, Karnataka, India.
3.
Y. Ashritha Bhat
– Jnnce, Shivamogga, Karnataka, India.
4.
Vivek Srinivasan And Samara Mubeen
– Jnnce, Shivamogga, Karnataka, India.
Abstract
E-commerce is an online platform for purchasing and selling goods, products, and services. All of the transactions are done through the internet. Transaction costs will be significantly reduced as a result of electronic commerce. B2B, B2C, and C2C E-commerce are some of the several categories of E-commerce. B2B E-commerce is becoming more popular. B2B E-commerce companies require persuasive communication with their customers. Because commerce is conducted online, identifying trustworthy E-stakeholders is difficult. In B2B E-commerce, game and queuing theory is applied to identify trustworthy E-stakeholders. Information from E-stakeholders is gathered for specific products. Game theory is utilised to identify trustworthy and genuine E-stakeholders. A dataset is created as a result of this. Based on specific parameters, queuing theory is applied to determine the lead time of E-stakeholders. B2B Bot assists in the identification of trustworthy and genuine E-stakeholders.