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First, the four-party evolutionary online game type of the government regulating division, e-commerce platform, e-commerce business, and consumer is made. 2nd, the stability of this strategy selection of each online game topic is analyzed. With this basis, the evolutionary stable method into the system according to First Law of Lyapunov is investigated. Eventually, the influences of important components on system development are simulated and reviewed by MATLAB2021. Outcomes demonstrate that (1) the federal government supervision system can effortlessly supervise the cost discrimination of e-commerce organization predicated on huge data to dedicated customers; (2) whenever federal government decides the strict direction strategy, decreasing the information supervision price of the e-commerce system plus the strict direction price of the us government enable the government and the e-commerce platform to coordinate direction and work out the e-commerce business incline to find the nondifferential rates strategy; (3) whenever government chooses the loose guidance strategy, reducing the information guidance price of the e-commerce system and enhancing the probability of customer finding differential prices and the charges for differential pricing of e-commerce business enable the e-commerce system and consumer to coordinate supervision, and work out the e-commerce company incline to choose the hepatic toxicity nondifferential rates method. The outcomes of this research maternal infection provides theoretical guidance for the government and businesses to produce beneficial strategic choices within the improvement ecommerce.With the fast improvement multimedia and Internet technology, English development text summary technology has gotten extensive attention in an effort to rapidly obtain English news text content. The prevailing method of English news text summarization predicated on graph model usually takes English news text due to the fact vertices of this graph, and also the commitment involving the two vertices is represented because of the edge. Though it has actually accomplished great results, it cannot rapidly sort out the English Complex interactions between news texts. So that you can solve this issue, this paper makes use of the hypergraph design to model the partnership between English news text, and conducts detailed analysis in the application of the hypergraph model in neuro-scientific English development text summarization. The high rise in popularity of the world-wide-web has had about earth-shaking changes towards the news industry, which makes the news headlines on the Internet a great way for netizens to get development. Nonetheless, the public cannot pick out satisfactory events from a lot of news. To be able to resolve this dilemma, development event development technology that will help users rapidly discover and comprehend hot news is created. In inclusion, user personalized suggestion technology will count on consumer operation habits to give clients with hot events of great interest. The individualized development suggestion technique followed in this specific article has got the advantages of integrating breakthrough and personalized development suggestion, and offers people with a significantly better experience. In contrast to the traditional hierarchical clustering algorithm, the algorithm proposed in this report notably improves the accuracy.There tend to be many problems into the routine badminton training; you will find primarily three aspects in college training. A person is that the hardware gear regarding badminton is certainly not adequate; the second is that the badminton teaching doesn’t meet up with the educational objectives Usp22i-S02 price ; the 3rd is that the participation of university students just isn’t high, which is not any longer suited to the current practical training. So that you can improve training way of badminton and enhance the pupils’ special overall performance of badminton, this paper researches the teaching of badminton based on media environment. 82 students majoring in badminton were arbitrarily split into two classes. The experimental class (letter = 41) used multimedia badminton training, plus the control class (letter = 41) utilized old-fashioned badminton teaching, which lasted for starters semester. Pre and post the experiment, the pupils’ physical fitness and badminton performance had been tested. Plus the two classes of pupils were to send questionnaires to analyze curiosity about discovering badminton and training pleasure. The outcomes of standing long leap, 50 m, and 800 m for the experimental course were enhanced by 0.2 m, 1.13s, and 16.25s, respectively. This shows that the physical quality and badminton performance of this experimental class underneath the multimedia environment are a lot better than those associated with control class underneath the basic training.

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