Unless you know exactly what you are doing do not use the same LayoutParams for more than one ViewGroup. The solution is very simple. Create a new LayoutParams for each die.
FrameLayout[] frames = new FrameLayout[] {(FrameLayout) findViewById(R.id.die_frame_1),
(FrameLayout) findViewById(R.id.die_frame_2),
(FrameLayout) findViewById(R.id.die_frame_3)};
Point size = getSize();
int width = size.x;
int height = size.y;
// Width will be restricted either by height or width. Dice should take max 50% of screen
int frameWidth = (int) Math.min(width * 0.44, height * 0.5 * 0.44); // Each dice 40%
// Ensure that the space between each dice is equal
int frameHeightMargin = (int) (height * 0.5 - frameWidth * 2) / 3; // Divide the remainder evenly
int frameWidthMarginOuter = (int) (width - 2 * frameWidth - frameHeightMargin) / 2; // Calculate outer
int frameWidthMarginCenter = (int) frameHeightMargin / 2; // Same spacing between dice
int frameWidthMarginUpper = (int) (width - frameWidth) / 2; // Upper only
for (int i = 0; i < frames.length; i++) {
LinearLayout.LayoutParams params = new LinearLayout.LayoutParams(LinearLayout.LayoutParams.WRAP_CONTENT, LinearLayout.LayoutParams.WRAP_CONTENT);
params.width = frameWidth;
params.height = frameWidth; // Square, so width equals height
if (i == 0) {
params.setMargins(frameWidthMarginUpper, frameHeightMargin, frameWidthMarginUpper, frameWidthMarginCenter); // Gravity is centered
} else if (i == 1) { // Left dice
params.setMargins(frameWidthMarginOuter, frameWidthMarginCenter, frameWidthMarginCenter, frameHeightMargin);
} else if (i == 2) {// Right dice
params.setMargins(frameWidthMarginCenter, frameWidthMarginCenter, frameWidthMarginOuter, frameHeightMargin);
}
frames[i].setLayoutParams(params);
}