Liar’s Dice simulation

Strategy results & counters

The recurring heads-up pattern

Bid from probability.
Skip deliberate bluffs.

All seven two-player leaders used probability-based bidding with deliberate bluffing set to zero. A useful starting point in this tested field; the best choice still depends on the rules and opponents.

7 / 7

heads-up leaders
had zero deliberate bluffing

3,377,152 confirmation games7 rule profiles2–6 players · 5 starting dice

What to take to the table

01 / BIDDING

Start with the odds.

Use your own dice and the chances for unseen dice to judge a bid. All seven heads-up leaders avoided deliberate random bluffs. That does not make every bid true or prove bluffing always loses.

02 / CHALLENGING

Call selectively.

The heads-up leaders’ base call cutoffs ranged from 12.5% to 20% estimated bid truth. They tolerated plausible bids and challenged when the estimate fell below their cutoff.

03 / COUNTERPLAY

Learn the responses.

The supported Perudo counters learned from revealed rounds: how often opponents called or raised at different bid probabilities. This helped against a known style, with a cost against varied opponents.

Best observed heads-up choices

Each leader’s average against its frozen challenger population. Opponents receive equal weight, including a 50% self-play reference.

RulesStrategyWin rate95% interval
ClassicProbability-led biddingrefined-classic-3266.1%64.8–67.5%
CalzaProbability-led biddingrefined-calza-4068.5%67.1–69.9%
No-wildProbability-led biddingresearch-no-wild-3273.2%71.7–74.6%
PerudoProbability-led biddingtruthful65.7%64.3–67.1%
Perudo-CalzaDisciplined probability playrefined-perudo-calza-2564.7%63.3–66.0%
Single-loser-agreeProbability-led biddingrefined-single-loser-agree-4074.5%73.1–75.9%
Spot-onProbability-led biddingrefined-spot-on-4074.2%72.8–75.6%
Simultaneous 95% intervals. These are within-profile leaders, not a ranking across different rulesets or a prediction against people.

Calza is unavailable when a game starts heads-up, so Classic/Calza and Perudo/Perudo-Calza have identical rules here. Their searches, challenger populations, and seeds differ.

The clearest separation was in No-wild. Its leader beat the closest pure finalist by 2.37 percentage points (simultaneous interval: 0.27–4.46) under equal challenger weighting. Giving each strategy family equal total weight kept the same observed leader but left that comparison unresolved. Most other leading comparisons also remain unresolved.

The heads-up leaders’ bidding parameters

“Support” is the estimated chance that a bid is true. Opening and raise targets are preferences, not guarantees. Challenge cutoffs are base thresholds for estimated bid truth, not the chance a challenge succeeds. These describe the tested bots, not universal rules for human play.

RulesOpening targetRaise targetCall below
Classic99.0%85.4%12.5%
Calza65.1%89.0%13.9%
No-wild67.6%68.3%12.9%
Perudo84.0%78.0%20.0%
Perudo-Calza86.5%98.0%16.4%
Single-loser-agree98.8%89.7%16.1%
Spot-on99.0%88.5%17.7%

With three to six players

Table size changes the choice. These are the highest observed averages across four equally weighted opponent mixes: broad, defensive, finalists, and pressure.

For Classic at 4–6 players, disciplined probability play led. The preset is named calza-disciplined, but its exact-call feature is inactive under Classic rules. None of the 35 mixed-field settings, including the two-player panels in the full data, proves its leader beats every tested finalist.

Classic · 3–6 player results & rules

Ones are wild; bids name faces 2–6. Raise the quantity, or keep the quantity and raise the face. There is no exact-count call.

PlayersHighest observed strategyWin rate95% interval
3Probability-led biddingresearch-classic-3244.8%39.4–50.3%
4Disciplined probability playcalza-disciplined36.6%31.2–42.1%
5Disciplined probability playcalza-disciplined30.8%25.3–36.3%
6Disciplined probability playcalza-disciplined27.7%22.2–33.1%
Simultaneous 95% intervals. Observed leaders have unresolved alternatives.
  • research-classic-32: The base challenge threshold is 16.9% estimated bid truth. Preferred opening and raise support targets are 75.7% and 72.4%; these are preferences, not guarantees. The configured deliberate-bluff rate is 0.0%.
  • calza-disciplined: The base challenge threshold is 20.0% estimated bid truth. Preferred opening and raise support targets are 84.0% and 78.0%; these are preferences, not guarantees. The configured deliberate-bluff rate is 0.0%.
Calza · 3–6 player results & rules

Classic bidding with an exact-count claim after a bid. A correct Calza restores one lost die, up to the starting cap; a wrong call costs a die. Available only with at least three active players.

PlayersHighest observed strategyWin rate95% interval
3Disciplined probability playresearch-calza-2549.9%44.4–55.3%
4Disciplined probability playcalza-disciplined40.1%34.6–45.5%
5Disciplined probability playcalza-disciplined35.0%29.6–40.5%
6Disciplined probability playresearch-calza-2531.6%26.2–37.1%
Simultaneous 95% intervals. Observed leaders have unresolved alternatives.
  • research-calza-25: The base challenge threshold is 21.1% estimated bid truth. Preferred opening and raise support targets are 75.9% and 84.7%; these are preferences, not guarantees. The configured deliberate-bluff rate is 0.0%. Calza is declined at the die cap and otherwise requires positive estimated recovery value.
  • calza-disciplined: The base challenge threshold is 20.0% estimated bid truth. Preferred opening and raise support targets are 84.0% and 78.0%; these are preferences, not guarantees. The configured deliberate-bluff rate is 0.0%. Calza is declined at the die cap and otherwise requires positive estimated recovery value.
No-wild · 3–6 player results & rules

Ones are ordinary dice. Bids can name any face, 1–6. Raise the quantity, or keep the quantity and raise the face. There is no exact-count call.

PlayersHighest observed strategyWin rate95% interval
3Disciplined probability playresearch-no-wild-2549.9%44.4–55.4%
4Disciplined probability playresearch-no-wild-2540.9%35.4–46.4%
5Disciplined probability playresearch-no-wild-2534.2%28.8–39.7%
6Search informed by public bidsrefined-no-wild-2829.6%24.1–35.0%
Simultaneous 95% intervals. Observed leaders have unresolved alternatives.
  • research-no-wild-25: The base challenge threshold is 15.9% estimated bid truth. Preferred opening and raise support targets are 97.2% and 81.4%; these are preferences, not guarantees. The configured deliberate-bluff rate is 0.0%.
  • refined-no-wild-28: Uses bounded sampled next-response search with 16 rollouts per candidate and a configured raise-candidate limit of 8. It weights possible hidden states using recent public bids. This is not a full-game equilibrium solver.
Perudo · 3–6 player results & rules

Ones are wild, with special bids on ones: switch to ones with a quantity of at least half the previous quantity, rounded up; switch away with at least twice the ones quantity plus one. Ordinary rounds cannot open on ones. A player’s first drop to one die triggers Palifico while more than two players remain: ones stop being wild and the opening face stays fixed. There is no exact-count call.

PlayersHighest observed strategyWin rate95% interval
3Disciplined probability playcalza-disciplined49.1%43.7–54.6%
4Search over likely next responsesresearch-perudo-4543.2%37.7–48.6%
5Search over likely next responsesresearch-perudo-3735.7%30.2–41.1%
6Search over likely next responsesresearch-perudo-4535.1%29.7–40.6%
Simultaneous 95% intervals. Observed leaders have unresolved alternatives.
  • calza-disciplined: The base challenge threshold is 20.0% estimated bid truth. Preferred opening and raise support targets are 84.0% and 78.0%; these are preferences, not guarantees. The configured deliberate-bluff rate is 0.0%.
  • research-perudo-45: Uses bounded sampled next-response search with 16 rollouts per candidate and a configured raise-candidate limit of 8. This is not a full-game equilibrium solver.
  • research-perudo-37: Uses bounded sampled next-response search with 16 rollouts per candidate and a configured raise-candidate limit of 8. This is not a full-game equilibrium solver.
Perudo-Calza · 3–6 player results & rules

Perudo bidding and Palifico, plus Calza die recovery. Calza is unavailable during Palifico or with two active players.

PlayersHighest observed strategyWin rate95% interval
3Disciplined probability playcalza-disciplined49.2%43.7–54.6%
4Disciplined probability playcalza-disciplined40.5%35.1–46.0%
5Search over likely next responsesresearch-perudo-calza-2934.5%29.0–39.9%
6Search over likely next responsesrefined-perudo-calza-2931.1%25.7–36.6%
Simultaneous 95% intervals. Observed leaders have unresolved alternatives.
  • calza-disciplined: The base challenge threshold is 20.0% estimated bid truth. Preferred opening and raise support targets are 84.0% and 78.0%; these are preferences, not guarantees. The configured deliberate-bluff rate is 0.0%. Calza is declined at the die cap and otherwise requires positive estimated recovery value.
  • research-perudo-calza-29: Uses bounded sampled next-response search with 16 rollouts per candidate and a configured raise-candidate limit of 4. This is not a full-game equilibrium solver.
  • refined-perudo-calza-29: Uses bounded sampled next-response search with 8 rollouts per candidate and a configured raise-candidate limit of 8. This is not a full-game equilibrium solver.
Single-loser-agree · 3–6 player results & rules

Classic bidding plus an exact-count call on your turn. If correct, only the bidder loses one die; if wrong, the caller loses one.

PlayersHighest observed strategyWin rate95% interval
3Search informed by public bidsresearch-single-loser-agree-3650.4%44.9–55.8%
4Probability-led biddingrefined-single-loser-agree-4042.7%37.3–48.2%
5Search informed by public bidsresearch-single-loser-agree-3635.0%29.5–40.4%
6Search informed by public bidsresearch-single-loser-agree-3629.7%24.3–35.2%
Simultaneous 95% intervals. Observed leaders have unresolved alternatives.
  • research-single-loser-agree-36: Uses bounded sampled next-response search with 16 rollouts per candidate and a configured raise-candidate limit of 6. It weights possible hidden states using recent public bids. This is not a full-game equilibrium solver.
  • refined-single-loser-agree-40: The base challenge threshold is 16.1% estimated bid truth. Preferred opening and raise support targets are 98.8% and 89.7%; these are preferences, not guarantees. The configured deliberate-bluff rate is 0.0%.
Spot-on · 3–6 player results & rules

Classic bidding plus an exact-count call on your turn. If correct, every other active player loses one die; if wrong, the caller loses one.

PlayersHighest observed strategyWin rate95% interval
3Search informed by public bidsrefined-spot-on-2849.8%44.3–55.2%
4Search informed by public bidsrefined-spot-on-2839.8%34.3–45.3%
5Search informed by public bidsrefined-spot-on-0431.2%25.7–36.7%
6Adapt to table size and dice leftresearch-spot-on-1027.8%22.4–33.3%
Simultaneous 95% intervals. Observed leaders have unresolved alternatives.
  • refined-spot-on-28: Uses bounded sampled next-response search with 16 rollouts per candidate and a configured raise-candidate limit of 6. It weights possible hidden states using recent public bids. This is not a full-game equilibrium solver.
  • refined-spot-on-04: Uses bounded sampled next-response search with 16 rollouts per candidate and a configured raise-candidate limit of 8. It weights possible hidden states using recent public bids. This is not a full-game equilibrium solver.
  • research-spot-on-10: The base challenge threshold is 21.1% estimated bid truth. Preferred opening and raise support targets are 66.3% and 91.3%; these are preferences, not guarantees. The configured deliberate-bluff rate is 0.0%. Challenge thresholds increase by 10 percentage points heads-up and decrease by four in multiplayer; one remaining die subtracts a further six. Raise targets decrease by 12 points heads-up and increase by three in multiplayer, subject to the policy's bounds.

The heads-up table above uses a broader challenger population. Its averages and leaders can differ from the two-player mixed panels included in the downloadable data.

Counters with supported advantages

Every opponent at these tables uses the named target strategy. Each listed counter exceeded the symmetric reference of 1 ÷ player count under the simultaneous confidence bounds.

Perudo

Response learning found substantial advantages against these selected search-based opponents. After each reveal, the counter updates its estimates of how opponents react to plausible and implausible bids.

PlayersCounter & targetWin rate95% intervalReference
3Learn opponents’ responsesrefined-perudo-27Against: research-perudo-4561.3%1,536 games50.4–72.3%33.3%
4Learn opponents’ responsesrefined-perudo-27Against: research-perudo-4547.6%2,048 games36.7–58.5%25.0%
5Learn opponents’ responsesrefined-perudo-43Against: research-perudo-3737.3%2,560 games26.4–48.3%20.0%
6Learn opponents’ responsesrefined-perudo-03Against: research-perudo-4542.9%3,072 games32.0–53.9%16.7%

Perudo-Calza

The four-player counter searches likely next responses. The five-player counter learns opponents’ responses from revealed rounds. These are two distinct targeted results.

PlayersCounter & targetWin rate95% intervalReference
4Search over likely next responsesrefined-perudo-calza-29Against: research-perudo-calza-3336.6%2,048 games25.6–47.5%25.0%
5Learn opponents’ responsesrefined-perudo-calza-27Against: research-perudo-calza-2938.8%2,560 games27.9–49.7%20.0%

Single-loser-agree

The supported heads-up counter uses probability-led bidding: a 98.8% opening support target, an 89.7% raise target, a 16.1% base call cutoff, and zero deliberate bluffing.

PlayersCounter & targetWin rate95% intervalReference
2Probability-led biddingrefined-single-loser-agree-40Against: research-single-loser-agree-2861.9%1,024 games51.0–72.8%50.0%

A specialist is not always the best default. All four Perudo counters above lost to the corresponding mixed-field leader in supported paired comparisons against varied opponents. These tests support a counter to a specific target, not superiority to every other candidate.

Seven settings are shown, choosing the observed leader in each. Nine candidate/table combinations passed the criterion in total. The other targeted settings remain unresolved; this does not establish that no counter exists.