# Outbidding and Outbluffing Elite Humans: Mastering Liar's Poker via Self-Play and Reinforcement Learning

arXiv: https://arxiv.org/abs/2511.03724 · HTML: https://mlsanity.com/paper/2511.03724/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in RL for games and combinatorial optimization, one of 15 directions in Deep reinforcement learning methods.
- Builds on 14 of its 37 references that are in the map.
- First posted on arXiv 5 Nov 2025.

## Placed in

- Deep reinforcement learning methods / [RL for games and combinatorial optimization](https://mlsanity.com/deeprl/rl-for-games-and-combinatorial-optimization/)

## Builds on (most cited first, 14 of 14)

- [DeepStack: Expert-Level Artificial Intelligence in No-Limit Poker](https://mlsanity.com/paper/1701.01724/) (2017)
- [OpenSpiel: A Framework for Reinforcement Learning in Games](https://mlsanity.com/paper/1908.09453/) (2019)
- [Deep Reinforcement Learning from Self-Play in Imperfect-Information Games](https://mlsanity.com/paper/1603.01121/) (2016)
- [Mastering the Game of Stratego with Model-Free Multiagent Reinforcement Learning](https://mlsanity.com/paper/2206.15378/) (2022)
- [The Mechanics of n-Player Differentiable Games](https://mlsanity.com/paper/1802.05642/) (2018)
- [Combining Deep Reinforcement Learning and Search for Imperfect-Information Games](https://mlsanity.com/paper/2007.13544/) (2020)
- [ChessGPT: Bridging Policy Learning and Language Modeling](https://mlsanity.com/paper/2306.09200/) (2023)
- [A Unified Approach to Reinforcement Learning, Quantal Response Equilibria, and Two-Player Zero-Sum Games](https://mlsanity.com/paper/2206.05825/) (2022)
- [From Poincar'e Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization](https://mlsanity.com/paper/2002.08456/) (2020)
- [Negative Momentum for Improved Game Dynamics](https://mlsanity.com/paper/1807.04740/) (2018)
- [Safe and Nested Subgame Solving for Imperfect-Information Games](https://mlsanity.com/paper/1705.02955/) (2017)
- [Adversarial Policies Beat Superhuman Go AIs](https://mlsanity.com/paper/2211.00241/) (2022)
- [Approximate exploitability: Learning a best response in large games](https://mlsanity.com/paper/2004.09677/) (2020)
- [Student of Games: A unified learning algorithm for both perfect and imperfect information games](https://mlsanity.com/paper/2112.03178/) (2021)

## Abstract (arXiv)

AI researchers have long focused on poker-like games as a testbed for environments characterized by multi-player dynamics, imperfect information, and reasoning under uncertainty. While recent breakthroughs have matched elite human play at no-limit Texas hold'em, the multi-player dynamics are subdued: most hands converge quickly with only two players engaged through multiple rounds of bidding. In this paper, we present Solly, the first AI agent to achieve elite human play in reduced-format Liar's Poker, a game characterized by extensive multi-player engagement. We trained Solly using self-play with a model-free, actor-critic, deep reinforcement learning algorithm. Solly played at an elite human level as measured by win rate (won over 50% of hands) and equity (money won) in heads-up and multi-player Liar's Poker. Solly also outperformed large language models (LLMs), including those with reasoning abilities, on the same metrics. Solly developed novel bidding strategies, randomized play effectively, and was not easily exploitable by world-class human players.
