Kılıç, Hürevren

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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
Job Title
Profesör Doktor
Email Address
hurevren.kilic@atilim.edu.tr
Main Affiliation
Computer Engineering
Status
Scopus Author ID
Turkish CoHE Profile ID
Google Scholar ID
WoS Researcher ID

Sustainable Development Goals

2

ZERO HUNGER
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0

Research Products

14

LIFE BELOW WATER
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0

Research Products

17

PARTNERSHIPS FOR THE GOALS
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1

Research Products

5

GENDER EQUALITY
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0

Research Products

16

PEACE, JUSTICE AND STRONG INSTITUTIONS
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0

Research Products

8

DECENT WORK AND ECONOMIC GROWTH
DECENT WORK AND ECONOMIC GROWTH Logo

0

Research Products

4

QUALITY EDUCATION
QUALITY EDUCATION Logo

1

Research Products

6

CLEAN WATER AND SANITATION
CLEAN WATER AND SANITATION Logo

2

Research Products

7

AFFORDABLE AND CLEAN ENERGY
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0

Research Products

10

REDUCED INEQUALITIES
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0

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11

SUSTAINABLE CITIES AND COMMUNITIES
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0

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9

INDUSTRY, INNOVATION AND INFRASTRUCTURE
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0

Research Products

1

NO POVERTY
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0

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3

GOOD HEALTH AND WELL-BEING
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1

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12

RESPONSIBLE CONSUMPTION AND PRODUCTION
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0

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13

CLIMATE ACTION
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0

Research Products

15

LIFE ON LAND
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0

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This researcher does not have a Scopus ID.
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Scholarly Output

34

Articles

8

Views / Downloads

38/0

Supervised MSc Theses

10

Supervised PhD Theses

0

WoS Citation Count

66

Scopus Citation Count

63

WoS h-index

4

Scopus h-index

5

Patents

0

Projects

0

WoS Citations per Publication

1.94

Scopus Citations per Publication

1.85

Open Access Source

2

Supervised Theses

10

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JournalCount
Proceedings of the 2007 Inaugural IEEE-IES Digital EcoSystems and Technologies Conference, DEST 2007 -- 2007 Inaugural IEEE-IES Digital EcoSystems and Technologies Conference, DEST 2007 -- 21 February 2007 through 23 February 2007 -- Cairns -- 702542
International Journal of Engineering Education2
2014 IEEE Symposium on Intelligent Agents (IA) -- DEC 09-12, 2014 -- Orlando, FL1
21st Signal Processing and Communications Applications Conference (SIU) -- APR 24-26, 2013 -- CYPRUS1
26th Annual International Symposium on Computer and Information Science -- SEP 26-28, 2011 -- Royal Soc London, London, ENGLAND1
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Scholarly Output Search Results

Now showing 1 - 10 of 16
  • Conference Object
    Citation - WoS: 13
    Search-Based Parallel Refactoring Using Population-Based Direct Approaches
    (Springer-verlag Berlin, 2011) Kilic, Hurevren; Koc, Ekin; Cereci, Ibrahim
    Automated 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
    Citation - WoS: 2
    CAWP A Combinatorial Auction Web Platform
    (Scitepress, 2010) Cereci, Ibrahim; Kilic, Hurevren
    Online auctions, including online Combinatorial Auctions, are important examples of e-commerce applications. In this paper, a Combinatorial Auction Web Platform (CAWP) is introduced. The platform enables both product selling and buying capabilities that can be realized in a combinatorial way. CAWP supports a Sealed-Bid Single-Unit type of Combinatorial Auctions. Easy customization for any selected problem domain is a distinguished feature of CAWP. Platform users are not expected to have any technical knowledge about how to solve the Winner Determination Problem (WDP) known to be critical for profit maximization of the auctioneers in Combinatorial Auctions.
  • Conference Object
    An Investigation About Process Matchmaking Performances of Unstructured and Decentralized Digital Environments
    (Ieee, 2007) Cakir, Bugra; Kilic, Hurevren
    Efficient 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.
  • Conference Object
    Citation - Scopus: 21
    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.
    Automated 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.
  • Conference Object
    Citation - Scopus: 1
    An Investigation About Process Matchmaking Performances of Unstructured and Decentralized Digital Environments
    (2007) Cakir,B.; Kilic,H.
    Efficient 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
    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
    A 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
    Citation - WoS: 3
    An Agent-based Trading Infrastructure for Combinatorial Reverse Auctions
    (Ieee, 2014) Bayindir, Hakan; Kilic, Hurevren; Rehan, Mohammed
    A Combinatorial Reverse Auction Trading Infrastructure - CRATI is designed and implemented as an agent-based system. Two basic building blocks Java Agent Development Framework (JADE) and an Open Source Java Constraint Programming Library (Choco Solver) are used to facilitate agent interactions and an optimization task. For our purpose, it is shown that auction Winner Determination Problem (WDP) can suitably be represented as a weighted set covering problem instance whose solution gives the decided winners of the auction process. In order to realize the system, a variation of Contract Net protocol is designed and implemented to handle auctions that occur in the platform from start to finish.
  • Conference Object
    Citation - WoS: 1
    Design of a Scenario-Based Synthetic Mixed Pulse Generator
    (Ieee, 2013) Gencol, Kenan; Kara, Ali; At, Nuray
    Electronic Support Measures (ESM) plays an important role in modern Electronic Warfare (EW) systems. The main purpose of an ESM system is to intercept as many emissions as it can, and then to deinterleave mixed streams of pulses that are interleaved in natural time of arrival order, and thus to identify surrounding emissions. In real life, such systems may encounter with a continuous stream of pulses accompanied by many imperfections, and it should work on real-time basis. In order to handle such circumstances and to develop better deinterleaving algorithms, a simulation tool is needed. In this study, design of a scenario-based mixed pulse generator (simulator) is presented.
  • Conference Object
    Mobile Prisoner's Dilemma Game Played on Diverse Habitats
    (Ieee, 2011) Celebi, Remzi; Kilic, Hurevren
    Promotion 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
    Citation - WoS: 6
    Citation - Scopus: 7
    Protocol and Connectivity Based Overlay Level Capacity Calculation of P2p Networks
    (Ieee Computer Soc, 2006) Oztoprak, Kasim; Kilic, Hurevren
    In 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.