Kılıç, Hürevren
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Name Variants
H., Kilic
Hürevren, Kılıç
Hurevren, Kilic
Kiliç H.
H.,Kilic
H.,Kılıç
H., Kılıç
K., Hürevren
K.,Hurevren
Kılıç,H.
Kilic,H.
Hürevren Kılıç
K.,Hürevren
K., Hurevren
Kilic H.
Kılıç H.
Kılıç, Hürevren
Kilic, Hurevren
Kilic,Hurevren
Hürevren, Kılıç
Hurevren, Kilic
Kiliç H.
H.,Kilic
H.,Kılıç
H., Kılıç
K., Hürevren
K.,Hurevren
Kılıç,H.
Kilic,H.
Hürevren Kılıç
K.,Hürevren
K., Hurevren
Kilic H.
Kılıç H.
Kılıç, Hürevren
Kilic, Hurevren
Kilic,Hurevren
Job Title
Profesör Doktor
Email Address
hurevren.kilic@atilim.edu.tr
ORCID ID
Scopus Author ID
Turkish CoHE Profile ID
Google Scholar ID
WoS Researcher ID

Scholarly Output
27
Articles
6
Citation Count
58
Supervised Theses
5
27 results
Scholarly Output Search Results
Now showing 1 - 10 of 27
Conference Object An Investigation About Process Matchmaking Performances of Unstructured and Decentralized Digital Environments(2007) Cakir,B.; Kilic,H.; Computer EngineeringEfficient matchmaking is an important problem in unstructured and decentralized digital environments. We report the results of simulations of these environments and provide measurements of match performance focusing on unstructured and decentralized environments. In the study, different environment models including P2P (Hypergrid, Gnutella with/without ultrapeer); small-world (WattsStrogatz); heavy-tailed and random versions of Autonomous System Waxman model showing power-law distribution property; random and 2D-Grid are considered. The flooding mechanism enabling process encounters for match purposes is uninformed Breadth-First-Search. Simulations show that the matchmaking performance of random environment outperforms the others for almost all different problems and time-to-live settings. On the other hand, the total cost of small world environment model is the highest for almost all setups. © 2007 IEEE.Conference Object Mobile Prisoner's Dilemma Game Played on Diverse Habitats(Ieee, 2011) Celebi, Remzi; Kilic, Hurevren; Computer EngineeringPromotion of cooperative behavior in Prisoner's Dilemma (PD) game while players that are allowed to move between different gaming environments (i.e. habitats) is investigated. The stochastic mobile model under study is realized over connected habitats that are situated on a two dimensional grid environment. The players appearing in the same habitat are allowed to interact with their immediate neighbors. Mobility of a player is defined as movement from its habitat to another based on both obtained payoff and randomly assigned habitat diversity values. By the end of extensive experimentation, it is concluded that player mobility is an effective factor that contributes to promotion of cooperation in spatial evolutionary games. Also, even for higher values of temptation of PD game, habitat diversity supports and triggers a collective resistance for the emergence and promotion of cooperative system behavior.Conference Object Protocol and Connectivity Based Overlay Level Capacity Calculation of P2p Networks(Ieee Computer Soc, 2006) Oztoprak, Kasim; Kilic, Hurevren; Computer EngineeringIn this paper, we proposed a metric for P2P networks based on Shannon's L-channel capacity calculation idea. The metric calculates the maximum rate of information (in bits per second) that can be transmitted over P2P network (a.k.a. combinatorial capacity) caused by protocol and overlay-level connectivity. We suggest P2P systems to be modeled as a discrete noiseless channel on which the protocol together with dynamically changing overlay-level instant connectivity topology defines a Shannon Language. In experimental works, we applied the metric first to the Gnutella 0.6 protocol for which message traffic explosion is a known problem and then to its time-based clustering version. The obtained results are compared with other two known metrics' namely, number of query hits and unit query-hit response time, results and potential correlations among them are discussed.Master Thesis Programlama Eğitimi için Otomatik Kod Değerlendirme Yazılımı(2023) Alper, Burcu; Kılıç, Hürevren; Nazlıoğlu, Selma; Computer EngineeringBu tez, öğrenci çalışmalarını değerlendirme sürecini geliştirmek için tasarlanmış otomatik bir kod değerlendirme aracı olan ACE-PE'yi tanıtmaktadır. ACE-PE, nesne yönelimli programlamaya ilişkin eğitim içeriğini yazılım kalite ölçütleriyle bütünleştirir. Eğitimciler, öğrencilerin belirli konu alanlarındaki performansını değerlendirme, anlama düzeylerini değerlendirme ve bireysel çabalarını takip etme esnekliğine sahip olacaklardır. Ayrıca, bu uygulama öğrencilere içeriğe duyarlı otomatik geri bildirim sağlayarak geliştirme becerilerini geliştirmelerine ve nihai çıktılarının genel kalitesini optimize etmelerine olanak tanır.Conference Object An Empirical Study About Search-Based Refactoring Using Alternative Multiple and Population-Based Search Techniques(2012) Koc,E.; Ersoy,N.; Andac,A.; Camlidere,Z.S.; Cereci,I.; Kilic,H.; Computer EngineeringAutomated maintenance of object-oriented software system designs via refactoring is a performance demanding combinatorial optimization problem. In this study, we made an empirical comparative study to see the performances of alternative search algorithms under a quality model defined by an aggregated software fitness metric. We handled 20 different refactoring actions that realize searches on design landscape defined by combination of 24 object-oriented software metrics. The investigated algorithms include random, steepest descent, multiple first descent, multiple steepest descent, simulated annealing and artificial bee colony searches. The study is realized by using a tool called A-CMA developed in Java that accepts bytecode compiled Java codes as its input. The empiricial study showed that multiple steepest descent and population-based artificial bee colony algorithms are two most suitable approaches for the efficient solution of the search based refactoring problem. © 2012 Springer-Verlag London Limited.Article An Automata Networks Based Preprocessing Technique for Artificial Neural Network Modelling of Primary Production Levels in Reservoirs(Elsevier, 2007) Kilic, Hurevren; Soyupak, Selcuk; Tuzun, Ilhami; Ince, Ozlem; Basaran, Gokben; Computer EngineeringPrimary production in lakes and reservoirs develops as a result of complex reactions and interactions. Artificial neural networks (ANN) emerges as an approach in quantification of primary productivity in reservoirs. Almost all of the past ANN applications employed input data matrices whose vectors represent either water quality parameters or environmental characteristics. Most of the time, the components of input matrices are determined using expert opinion that implies possible factors that affect output vector. Major disadvantage of this approach is the possibility of ending-up with an input matrix that may have high correlations between some of its components. In this paper, an automata networks (AN) based preprocessing technique was developed to select suitable and appropriate constituents of input matrix to eliminate redundancy and to enhance calculation efficiency. The proposed technique specifically provides an apriori rough behavioral modeling through identification of minimal AN interaction topology. Predictive ANN models of primary production levels were developed for a reservoir following AN based pre-modeling step. The achieved levels of model precisions and performances were acceptable: the calculated root mean square error values (RMSE) were low; a correlation coefficient (R) as high as 0.83 was achieved with an ANN model of a specific structure. (c) 2006 Elsevier B.V. All rights reserved.Conference Object Search-Based Parallel Refactoring Using Population-Based Direct Approaches(Springer-verlag Berlin, 2011) Kilic, Hurevren; Koc, Ekin; Cereci, Ibrahim; Computer EngineeringAutomated software refactoring is known to be one of the "hard" combinatorial optimization problems of the search-based software engineering field. The difficulty is mainly due to candidate solution representation, objective function description and necessity of functional behavior preservation of software. The problem is formulated as a combinatorial optimization problem whose objective function is characterized by an aggregate of object-oriented metrics or pareto-front solution description. In our recent empirical study, we have reported the results of a comparison among alternative search algorithms applied for the same problem: pure random, steepest descent, multiple first descent, simulated annealing, multiple steepest descent and artificial bee colony searches. The main goal of the study was to investigate potential of alternative multiple and population-based search techniques. The results showed that multiple steepest descent and artificial bee colony algorithms were most suitable two approaches for an efficient solution of the problem. An important observation was either with depth-oriented multiple steepest descent or breadth-oriented population-based artficial bee colony searches, better results could be obtained through higher number of executions supported by a lightweight solution representation. On the other hand different from multiple steepest descent search, population-based, scalable and being suitable for parallel execution characteristics of artificial bee colony search made the population-based choices to be the topic of this empirical study. I In this study, we report the search-based parallel refactoring results of an empirical comparative study among three population-based search techniques namely, artificial bee colony search, local beam search and stochastic beam search and a non-populated technique multiple steepest descent as the baseline. For our purpose, we used parallel features of our prototype automated refactoring tool A-CMA written in Java language. A-CMA accepts bytecode compiled Java codes as its input. It supports 20 different refactoring actions that realize searches on design landscape defined by an adhoc quality model being an aggregation of 24 object-oriented software metrics. We experimented 6 input programs written in Java where 5 of them being open source codes and one student project code. The empirical results showed that for almost all of the considered input programs with different run parameter settings, local beam search is the most suitable population-based search technique for the efficient solution of the search-based parallel refactoring problem in terms of mean and maximum normalized quality gain. However, we observed that the computational time requirement for local beam search becomes rather high when the beam size exceeds 60. On the other hand, even though it is not able to identify high quality designs for less populated search setups, time-efficiency and scalability properties of artificial bee colony search makes it a good choice for population sizes >= 200.Conference Object F-Actor: a Multiagent Gaming Environment for Controlling Virtual Flow Networks(Univ Wolverhampton, 2008) Ocal, Ilter Kagan; Cevik, Ahmet; Cereci, Ibrahim; Kilic, Hurevren; Computer Engineering; Computer EngineeringA gaming environment that enables agent-based local control of a configurable virtual flow network is developed. The gaming software what we call F-Actor provides a graph-based discrete virtual control environment on which user-developed controller agents reside and act according to their assigned design goals. Runtime performances of user-developed controller agent codes are made observable through a graphical user interface. The proposed game can be played by different developers having different level of control and programming knowledge. By playing with F-Actor, engineers (or students) can make practices on a virtual flow environment and try alternative intelligent control algorithms before their potential implementations on field.Conference Object An Investigation About Process Matchmaking Performances of Unstructured and Decentralized Digital Environments(Ieee, 2007) Cakir, Bugra; Kilic, Hurevren; Computer EngineeringEfficient matchmaking is an important problem in unstructured and decentralized digital environments. We report the results of simulations of these environments and provide measurements of match performance focusing on unstructured and decentralized environments. In the study, different environment models including P2P (Hypergrid, Gnutella with/without ultrapeer); small-world (Watts-Strogatz); heavy-tailed and random versions of Autonomous System Waxman model showing power-law distribution property; random and 2D-Grid are considered. The flooding mechanism enabling process encounters for match purposes is uninformed Breadth-First-Search. Simulations show that the matchmaking performance of random environment outperforms the others for almost all different problems and time-to-live settings. On the other hand, the total cost of small world environment model is the highest for almost all setups.Master Thesis Yapısal ve merkezi olmayan sayısal ortamların süreç eşleme performansları hakkında bir inceleme(2007) Çakır, Buğra; Kılıç, Hürevren; Öztoprak, Kasım; Computer Engineering; Computer Engineering; Computer EngineeringVerimli es¸leme, yapısal ve merkezi olmayan sayısal ortamlarda problem tes¸kil etmektedir. Bu tezde s¨ozkonusu ortamlara odaklanılarak, ortamlarn es¸leme performanslarını ¨olc¸me amac¸lı benzetimler gerc¸ekles¸tirilmis¸tir. Calısmada, P2P(HyperGrid, basuclu (ultrapeer) ve bas¸uc¸'suz Gnutella), Kucuk-dunya (Small-World, Watts-Strogatz), ve us kanunu (power-law) da˘gılımını g¨osteren Ozerk Waxman sisteminin a˘gır-kuyruklu (heavy-tailed) ¨ uygulaması, rasgele (random), iki boyutlu-ızgara (2D-Grid) gibi farklı ortam modelleri dikkate alınmıs¸tır. Es¸leme amacıyla, s¨urec¸ kars¸ılas¸malarına olanak tanıyan akıs¸ mekanizmasının Bilgilendirilmemis¸ Once-Enlemesine-Arama oldugu kabullenilmis¸tir. Benzetimlerde, rasgele ortamın es¸leme performansının neredeyse di˘ger t¨um problemlere ve eszamanlı yapılandırmaya oranla performans ustunlugu gozlenmektedir. Ancak, kucuk-dunya ortamı modelinin toplam maliyeti neredeyse t¨um kurulumlar ic¸inde en yuksek olanıdır. Sozluk Terimler: Yapısal ve merkezi olmayan ortamlar, Surec¸ esleme, Performans, Benzetim
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