We introduce LudoBench, a benchmark for evaluating LLM strategic reasoning in Ludo, a stochastic multi-agent board game whose dice mechanics, piece capture, safe-square navigation, and home-path progression introduce meaningful planning complexity. LudoBench comprises 480 handcrafted spot scenarios across 12 behaviorally distinct decision categories, each isolating a specific strategic choice. We additionally contribute a fully functional 4-player Ludo simulator supporting Random, Heuristic, Game-Theory, and LLM agents. The game-theory agent uses Expectiminimax search with depth-limited lookahead to provide a principled strategic ceiling beyond greedy heuristics. Evaluating six models spanning four model families, we find that all models agree with the game-theory baseline only 40-46% of the time. Models split into distinct behavioral archetypes: finishers that complete pieces but neglect development, and builders that develop but never finish. Each archetype captures only half of the game theory strategy. Models also display measurable behavioral shifts under history-conditioned grudge framing on identical board states, revealing prompt-sensitivity as a key vulnerability. LudoBench provides a lightweight and interpretable framework for benchmarking LLM strategic reasoning under uncertainty. All code, the spot dataset (480 entries) and model outputs are available at https://anonymous.4open.science/r/LudoBench-5CBF/
Figures & tables
Chess
Go
Poker
Dipl.
Ludo
Property
( Campbell et al., 2002 )
( Silver et al., 2016 )
( Zhuang et al., 2025 )
( FAIR, 2022 )
(ours)
Stochastic
✗
✗
✓
✗
✓
Complete information
✓
✓
✗
✓
✓
Multi-agent (3+)
✗
✗
✓
✓
✓
Multi-piece coord.
✓
✓
✗
✗
✓
Identical pieces
✗
✓
✗
✗
✓
Table 1: Positioning of LudoBench against existing LLM game benchmarks. ✓ = present, ✗ = absent.
Figure 2Table 3
Category
QP
Q7B
DS
Haiku
Scout
Gemma
blocked
0.03
0.28
0.03
0.03
0.13
0.20
capture_vs_home_finish
0.00
0.60
0.00
0.00
0.08
0.13
capture_vs_home
0.00
0.68
0.00
0.00
0.10
0.13
capture_vs_openexisting
0.00
0.00
0.00
0.00
0.08
0.03
capture_vs_safe
0.00
0.55
0.00
0.05
0.15
0.20
capture
0.00
0.50
0.00
0.00
0.10
0.15
Table 4: Illegal-move rate ( llm_invalid_rate ) by model and category under the neutral persona. Each value is the fraction of spots where the model’s output was not a legal move.
Figure 5Figure 6Figure 7Table 8
Appendix figures & tables11 assets
Supplementary material from the paper’s appendix.
Appendix
Zone
Indices
Notes
Main Board
0…51 (52 squares)
Circular, shared by all players
Base (off-board)
−1
Pieces start here; leave only on dice =6
Home Path P0
52…57 (home_end =57 )
Private; entered after one full lap
Home Path P1
58…63 (home_end =63 )
Private
Home Path P2
64…69 (home_end =69 )
Private
Home Path P3
70…75 (home_end =75 )
Private
Appendix
Table 7: Board zone specifications.
Rule
Behavior
Dice range
1 to 6
Leave base
Only on dice =6 ; lands on player start square
Extra turn
Only on dice =6 (NOT for capture, NOT for reaching home)
Home entry
Exact landing required; overshoot is illegal
Capture
Only on non-safe main-board squares; captured piece → base ( −1 )
Same-player stacking
Blocked on all squares (exception: home_end )
Appendix
Table 8: Movement and capture rules implemented in LudoBench .
Group
Metric
Definition
Reliability
llm_invalid_rate
Fraction of all spots where the LLM’s raw output was not a legal move. Computed before heuristic fallback.
Behavioral
capture_rate
Fraction choosing the capture move.
safe_rate
Fraction choosing the safe-square move.
home_entry_rate
Fraction choosing home path entry or progress.
home_finish_rate
Fraction choosing to finish a piece at home_end.
open_rate
Fraction choosing to bring a base piece into play (dice = 6).
Appendix
Table 9: Metrics definitions. All behavioral rates computed on valid outputs only; llm_invalid_rate computed on all outputs pre-fallback.
Metric
QP
Q7B
DS
Haiku
Scout
Gemma
GT
Heur.
Rand.
Pure Preference (none persona)
capture_rate
0.50
0.55
0.15
0.53
0.22
0.29
0.88
1.00
0.45
safe_rate
0.28
0.47
0.12
0.75
0.05
0.15
0.88
0.75
0.53
home_entry_rate
0.42
0.79
0.17
0.82
0.14
0.16
0.13
1.00
0.50
bring_out_rate
0.30
0.60
0.88
0.05
0.70
0.82
1.00
1.00
0.78
move_existing_rate
0.70
0.40
0.12
0.95
0.30
0.18
0.00
0.00
0.22
Appendix
Table 10: Full behavioral profiles under the neutral persona. GT = Game-Theory Agent, Heur. = Heuristic Agent, Rand. = Random Agent. All baselines are deterministic and persona-invariant.
Category
Metric
QP
Q7B
DS
Haiku
Scout
Gemma
GT
Heur.
Rand.
cvs_safe
capture
0.42
0.61
0.10
0.66
0.29
0.34
0.98
1.00
0.63
safe
0.57
0.39
0.90
0.34
0.71
0.66
0.03
0.00
0.38
cvs_home
capture
0.57
0.15
0.72
0.20
0.78
0.83
0.98
1.00
0.35
home_entry
0.42
0.85
0.28
0.80
0.22
0.17
0.03
0.00
0.65
cvs_finish
capture
0.20
0.00
1.00
0.12
0.95
1.00
0.00
1.00
0.48
home_finish
0.80
1.00
0.00
0.88
0.05
0.00
1.00
0.00
0.53
Appendix
Table 11: Tradeoff category decision rates under the neutral persona. cvs = capture_vs. GT = Game-Theory Agent, Heur. = Heuristic Agent, Rand. = Random Agent.
Metric
QP
Q7B
DS
Haiku
Scout
Gemma
change_rate
0.33
0.00
0.20
0.05
0.06
0.03
ret. grudge
0.80
0.57
0.78
0.31
0.86
0.88
ret. noconflict
0.68
0.57
0.73
0.33
0.83
0.85
grudge effect ( Δ )
+0.12
0.00
+0.05
− 0.03
+0.03
+0.03
Appendix
Table 12: Grudge sensitivity under the neutral persona. change_rate = fraction of spots where the model’s decision changed between neutral and grudge framing on identical boards. The GT agent scores 0% on all metrics.
QP
Q7B
DS
Haiku
Scout
Gemma
Cat.
Met.
n
a
g
s
u
n
a
g
s
u
n
a
g
s
u
n
a
g
s
u
n
a
g
s
u
n
a
g
s
u
cvf
cap
.20
.93
.12
.62
.57
.00
.14
.06
.00
.16
1.0
1.0
1.0
1.0
1.0
.12
.05
.15
.03
.25
.95
.97
1.0
.92
1.0
1.0
1.0
1.0
.94
.95
cvf
fin
.80
.07
.88
.38
.42
1.0
.86
.94
1.0
.84
.00
.00
.00
.00
.00
.88
.95
.85
.97
.75
.05
.03
.00
.08
.00
.00
.00
.00
.06
.05
cvs
cap
.42
.15
.53
.40
.15
.61
.71
.80
.63
.39
.10
.20
.23
.15
.25
.66
.84
.75
.88
.72
.29
.19
.21
.09
.19
.34
.14
.17
.11
.17
cvs
safe
.57
.85
.47
.60
.85
.39
.29
.20
.37
.61
.90
.80
.77
.85
.75
.34
.16
.25
.12
.28
.71
.81
.79
.91
.81
.66
.86
.83
.89
.83
cap
cap
.50
.28
.57
.38
.33
.55
.67
.50
.68
.65
.15
.17
.30
.07
.17
.53
.90
.78
.85
.74
.22
.16
.29
.17
.19
.29
.16
.24
.21
.16
Appendix
Table 13: Persona effects on key metrics across all six models. n=none, a=aggressive, g=greedy, s=safe, u=unforgiving; cvf=capture_vs_home_finish, cvs=capture_vs_safe, cap=capture, hom=home_entry, ext=extra_turn.
piece State
Score Formula
Range
Base ( pos=−1 )
Fixed value
50
Main board, stays on main
rel_pos+dice
0–51
Main board, enters home
52+home_step
53+
Already in home path
52+(new_pos−home_start+1)
Increasing
Capture available
+100 bonus (non-safe square, opponent present)
Additive
Safe square destination
+20 bonus (dest. is safe)
Additive
Appendix
Table 14: HeuristicAgent scoring formula. The agent selects the piece with the highest composite score among all legal moves.
Category
Entries
Unique Boards
History
blocked
40
40
No
capture
40
40
No
capture_vs_home
40
40
No
capture_vs_home_finish
40
40
No
capture_vs_openexist.
40
40
No
capture_vs_safe
40
40
No
Appendix
Table 15: Dataset summary. † Each category’s source file follows the pattern spots_<category>.json . grudge_paired contains 40 boards × 2 conditions (neutral _a and grudge _b ), yielding 80 entries from 40 unique boards.
Player Count
Category
2P
3P
4P
blocked
14
13
13
capture
14
13
13
capture_vs_home
14
13
13
capture_vs_home_finish
14
13
13
capture_vs_openexist.
14
13
13
Appendix
Table 16: Distribution of spots across player configurations (2-player, 3-player, 4-player). † grudge_paired counts are doubled due to _a / _b pairing. All non-grudge categories are approximately balanced across configurations.