Atay Özgövde

NI
h-index13
4papers
2citations
Novelty49%
AI Score39

4 Papers

3.4SEDec 12, 2025Code
Instruction-Tuning Open-Weight Language Models for BPMN Model Generation

Gökberk Çelikmasat, Atay Özgövde, Fatma Başak Aydemir

Domain models are central to software engineering, as they enable a shared understanding, guide implementation, and support automated analyses and model-driven development. Yet, despite these benefits, practitioners often skip modeling because it is time-consuming and demands scarce expertise. We address this barrier by investigating whether open-weight large language models, adapted via instruction tuning, can generate high-quality BPMN process models directly from natural language descriptions in a cost-effective and privacy-preserving way. We introduce InstruBPM, a reproducible approach that prepares paired text-diagram data and instruction tunes an open source large language model with parameter-efficient fine-tuning and quantization for on-prem deployment. We evaluate the tuned model through complementary perspectives: (i) text/code similarity using BLEU, ROUGE-L, and METEOR, (ii) structural fidelity using Relative Graph Edit Distance, (iii) guidelines conformance using external tool checks, and (iv) a small expert review. Using a curated subset of a multi-domain BPMN dataset, we compare the tuned model with untuned open-weight baselines and strong proprietary models under consistent prompting regimes. Our compact tuned model outperforms all baselines across sequence and structural metrics while requiring substantially fewer resources; guideline analysis and expert feedback further indicate that the generated diagrams largely follow BPMN best practices and are useful starting points that reduce modeling effort. Overall, instruction tuning improves structural accuracy and robustness compared to untuned baselines and reduces reliance on heavy prompt scaffolding. We publicly share the trained models and scripts to support reproducibility and further research.

1.2NIAug 11, 2024
DeepAir: A Multi-Agent Deep Reinforcement Learning Based Scheme for an Unknown User Location Problem

Baris Yamansavascilar, Atay Ozgovde, Cem Ersoy

The deployment of unmanned aerial vehicles (UAVs) in many different settings has provided various solutions and strategies for networking paradigms. Therefore, it reduces the complexity of the developments for the existing problems, which otherwise require more sophisticated approaches. One of those existing problems is the unknown user locations in an infrastructure-less environment in which users cannot connect to any communication device or computation-providing server, which is essential to task offloading in order to achieve the required quality of service (QoS). Therefore, in this study, we investigate this problem thoroughly and propose a novel deep reinforcement learning (DRL) based scheme, DeepAir. DeepAir considers all of the necessary steps including sensing, localization, resource allocation, and multi-access edge computing (MEC) to achieve QoS requirements for the offloaded tasks without violating the maximum tolerable delay. To this end, we use two types of UAVs including detector UAVs, and serving UAVs. We utilize detector UAVs as DRL agents which ensure sensing, localization, and resource allocation. On the other hand, we utilize serving UAVs to provide MEC features. Our experiments show that DeepAir provides a high task success rate by deploying fewer detector UAVs in the environment, which includes different numbers of users and user attraction points, compared to benchmark methods.

4.1LGDec 11, 2025
Learning Controllable and Diverse Player Behaviors in Multi-Agent Environments

Atahan Cilan, Atay Özgövde

This paper introduces a reinforcement learning framework that enables controllable and diverse player behaviors without relying on human gameplay data. Existing approaches often require large-scale player trajectories, train separate models for different player types, or provide no direct mapping between interpretable behavioral parameters and the learned policy, limiting their scalability and controllability. We define player behavior in an N-dimensional continuous space and uniformly sample target behavior vectors from a region that encompasses the subset representing real human styles. During training, each agent receives both its current and target behavior vectors as input, and the reward is based on the normalized reduction in distance between them. This allows the policy to learn how actions influence behavioral statistics, enabling smooth control over attributes such as aggressiveness, mobility, and cooperativeness. A single PPO-based multi-agent policy can reproduce new or unseen play styles without retraining. Experiments conducted in a custom multi-player Unity game show that the proposed framework produces significantly greater behavioral diversity than a win-only baseline and reliably matches specified behavior vectors across diverse targets. The method offers a scalable solution for automated playtesting, game balancing, human-like behavior simulation, and replacing disconnected players in online games.

2.3NIOct 5, 2021
DeepEdge: A Deep Reinforcement Learning based Task Orchestrator for Edge Computing

Baris Yamansavascilar, Ahmet Cihat Baktir, Cagatay Sonmez et al.

The improvements in the edge computing technology pave the road for diversified applications that demand real-time interaction. However, due to the mobility of the end-users and the dynamic edge environment, it becomes challenging to handle the task offloading with high performance. Moreover, since each application in mobile devices has different characteristics, a task orchestrator must be adaptive and have the ability to learn the dynamics of the environment. For this purpose, we develop a deep reinforcement learning based task orchestrator, DeepEdge, which learns to meet different task requirements without needing human interaction even under the heavily-loaded stochastic network conditions in terms of mobile users and applications. Given the dynamic offloading requests and time-varying communication conditions, we successfully model the problem as a Markov process and then apply the Double Deep Q-Network (DDQN) algorithm to implement DeepEdge. To evaluate the robustness of DeepEdge, we experiment with four different applications including image rendering, infotainment, pervasive health, and augmented reality in the network under various loads. Furthermore, we compare the performance of our agent with the four different task offloading approaches in the literature. Our results show that DeepEdge outperforms its competitors in terms of the percentage of satisfactorily completed tasks.