Tarik Zaciragic

2papers

2 Papers

4.5NEFeb 5
Assessing Reproducibility in Evolutionary Computation: A Case Study using Human- and LLM-based Assessment

Francesca Da Ros, Tarik Začiragić, Aske Plaat et al.

Reproducibility is an important requirement in evolutionary computation, where results largely depend on computational experiments. In practice, reproducibility relies on how algorithms, experimental protocols, and artifacts are documented and shared. Despite growing awareness, there is still limited empirical evidence on the actual reproducibility levels of published work in the field. In this paper, we study the reproducibility practices in papers published in the Evolutionary Combinatorial Optimization and Metaheuristics track of the Genetic and Evolutionary Computation Conference over a ten-year period. We introduce a structured reproducibility checklist and apply it through a systematic manual assessment of the selected corpus. In addition, we propose RECAP (REproducibility Checklist Automation Pipeline), an LLM-based system that automatically evaluates reproducibility signals from paper text and associated code repositories. Our analysis shows that papers achieve an average completeness score of 0.62, and that 36.90% of them provide additional material beyond the manuscript itself. We demonstrate that automated assessment is feasible: RECAP achieves substantial agreement with human evaluators (Cohen's k of 0.67). Together, these results highlight persistent gaps in reproducibility reporting and suggest that automated tools can effectively support large-scale, systematic monitoring of reproducibility practices.

3.3AISep 4, 2025Code
Analysis of Bluffing by DQN and CFR in Leduc Hold'em Poker

Tarik Zaciragic, Aske Plaat, K. Joost Batenburg

In the game of poker, being unpredictable, or bluffing, is an essential skill. When humans play poker, they bluff. However, most works on computer-poker focus on performance metrics such as win rates, while bluffing is overlooked. In this paper we study whether two popular algorithms, DQN (based on reinforcement learning) and CFR (based on game theory), exhibit bluffing behavior in Leduc Hold'em, a simplified version of poker. We designed an experiment where we let the DQN and CFR agent play against each other while we log their actions. We find that both DQN and CFR exhibit bluffing behavior, but they do so in different ways. Although both attempt to perform bluffs at different rates, the percentage of successful bluffs (where the opponent folds) is roughly the same. This suggests that bluffing is an essential aspect of the game, not of the algorithm. Future work should look at different bluffing styles and at the full game of poker. Code at https://github.com/TarikZ03/Bluffing-by-DQN-and-CFR-in-Leduc-Hold-em-Poker-Codebase.