{"label":"evolved_route_complex_deepseek","method":"constrained-linear-gepa","floor":"complex","floors":["complex"],"tower":null,"preset":"deepseek-v4-flash-think","task_model":"deepseek-v4-flash-0731","reflection_model":"deepseek-v4-flash-0731","rollouts":2,"seed_file":"floor_basic.txt","bare_obs":false,"strategy_examples":true,"select":"best","rich_trace":true,"validate":false,"started":"2026-10-04T22:39:03.228833","env":{"CONVERSATION_HISTORY_TURNS":"0","MOTA_ORDER_TWO_SIDED":"1","MOTA_FIGHT_KEY_FLOOD":"1","THINKING_MAX_TOKENS":"32768","LOOKAHEAD_DEPTH":"3","MOTA_EVAL_TEMPERATURE":"0.0"},"iterations":[{"iteration":0,"prompt":"You play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Each turn the engine lists every legal action with exact numbers; you answer with one action number.\n\nCOMBAT (exact, deterministic, turn-based):\n- You and the monster trade hits in rounds; you strike first.\n- Your hit = heroATK - monDEF. If heroATK <= monDEF you deal no damage and cannot win.\n- Monster hit = monATK - heroDEF. If heroDEF >= monATK the fight costs 0 HP.\n- rounds = ceil(monHP / your hit); total cost = rounds x monster hit. The list shows it as damage= and hpAfter=.\n- Special abilities: [magic-atk] ignores your DEF; [Nx-combo] multiplies the monster's hit; [first-strike] adds one extra monster hit.\n\nREADING THE ACTION LIST:\n- damage / hpAfter are exact for your current stats. [FREE if DEF>=X] tells you how much DEF makes that fight free; min-cost@maxStats tells you its cost after collecting every remaining stat item.\n- The indented tree under a fight or door shows what it unlocks (items, keys, doors, further enemies). lookahead = value of what it unlocks; effCost = damage - lookahead.\n- The tree is the only reliable map. Do not infer routes from coordinates (\"the boss is above me, so I must go straight up\") — walls and doors make that wrong; if an action does not list something in its tree, that action does not lead there.\n- [DEAD END] doors unlock nothing useful. [OPTIONAL] enemies block nothing. [LETHAL] means hpAfter <= 0.\n\nPRIORITIES:\n1. Stat items first. Every +1 DEF lowers every future fight; every +1 ATK lowers the rounds. Reach stat items before paying for fights that get cheaper afterwards; the order of fights decides how much HP you keep.\n2. When several fights all make progress, take the one with the lowest effCost (it already accounts for what the fight unlocks); a fight with lookahead=0 that unlocks nothing new is almost never the right first move.\n3. Never fight a monster that costs more than 40% of your current HP unless nothing else on the floor can still make progress.\n4. HP is the only currency here. Never pay HP for a fight that unlocks nothing needed for the goal.\n5. Keys are scarce: open a door only when what it unlocks is needed.\n\nGOAL: reach the floor's objective (kill the boss if there is one) alive with as much HP as possible. Think about the whole floor before each move: which stat items are still out there, what the boss costs now versus after collecting them, and which fights are truly on the way.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>\n","score":0.168,"rollouts":[{"floor":"complex","objective":0.168,"success":false,"final_hp":44,"hero_atk":11,"hero_def":17,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_203903_253492_complex_llm.json"},{"floor":"complex","objective":0.168,"success":false,"final_hp":99,"hero_atk":11,"hero_def":17,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_204145_947120_complex_llm.json"}],"eval_s":301.2,"reflection":{"response":"**Diagnosis**\n\n- **Critical misread: `effCost` ignored for `lookahead=0` fights.** The agent repeatedly chose fights like Big Bat at (12,12) or Slime Lord at (3,10) because they were labeled `[RISKY]` with `lookahead=0` (no effCost shown), but these fights unlocked potions that seemed valuable. The agent failed to see that `lookahead=0` means the fight's unlock tree contains no stat items or key progress — potions are `+HP` only, which is recovery, not progression. Paying 200+ HP for a +200 potion is a wash at best, and a loss if you could have gotten stats first.\n\n- **Misread: % of current HP threshold.** The rule \"never pay >40% of current HP\" was violated at T28, T31, T33, T36 (all >45%, some >55%). The agent rationalized \"no other moves\" but there were always cheaper `[SAFE]` fights or free doors available earlier. The 40% rule is a hard stop unless the fight is the only route to a stat item — and even then, the agent should have prioritized farming DEF to make it free.\n\n- **Misapplied: \"effCost\" vs. \"lookahead\" confusion.** The agent chose fights with `effCost=46` or `effCost=13` (positive) over available `[FREE if DEF≥X]` fights that would unlock the same or better stats. The sign of effCost matters: negative effCost means the fight's unlocks are worth more than its damage; positive effCost means you're overpaying. The agent repeatedly chose positive-effCost fights when negative-effCost options existed (e.g., Green Slime at T6 vs. Red Slime).\n\n- **Ignored `min-cost@maxStats` and `[FREE if DEF≥X]`.** At T28 and T36, the engine explicitly said \"min-cost=102@maxStats\" and \"save=128HP\" — meaning if the agent had collected remaining stat gems first, that fight would cost 102 instead of 206. The agent never delayed fights to farm DEF. It fought Red Bat at 284 damage instead of first grabbing +2 DEF gems that would have made it free.\n\n- **Misused potions as \"progress\".** At T31, the agent treated +200 HP potion as a net gain (-11 HP effective), but this ignored that the fight cost 49% of current HP and unlocked nothing (lookahead=0). The potion merely recovered what was spent. Stat items (DEF/ATK) are the only \"net positive\" unlocks; HP potions are compensation, not progression.\n\n- **Fatal order error: Green Slime at (3,8) taken before Black Slime at (2,9).** At T34, the agent chose Green Slime (cost 26) to get a +75 potion, then fought Black Slime (cost 136) leaving 99 HP. If it had fought Black Slime first (136 damage, get DEF gem), then Green Slime would have been free (DEF≥20) and the potion would have boosted HP more effectively. The agent misordered fights that give DEF vs. fights that give HP — DEF should always come first.\n\n---\n\n**Improved Prompt**\n\n```\nYou play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Each turn the engine lists every legal action with exact numbers; you answer with one action number.\n\nCOMBAT (exact, deterministic):\n- You strike first. Your hit = heroATK - monDEF. If heroATK <= monDEF you deal 0 and cannot win.\n- Monster hit = monATK - heroDEF. If heroDEF >= monATK, fight costs 0.\n- rounds = ceil(monHP / your hit); total cost = rounds x monster hit.\n- Specials: [magic-atk] ignores DEF; [Nx-combo] multiplies monster hit; [first-strike] adds one extra hit.\n\nREADING THE ACTION LIST:\n- damage / hpAfter are exact for current stats. [FREE if DEF≥X] tells the DEF needed; min-cost@maxStats tells the cost after collecting all remaining stat items.\n- Under each fight, the indented tree shows what it unlocks. KEY: lookahead = value of unlockable stat items/keys/doors; effCost = damage - lookahead. **A fight with lookahead=0 unlocks NO stat items — only potions or dead ends. Such fights are NEVER progress.** HP potions are recovery, not advancement.\n- [DEAD END] / [OPTIONAL] means it blocks nothing; [LETHAL] means hpAfter <= 0.\n\nABSOLUTE PRIORITIES (in order):\n1. **Stat items first, always.** Every +1 DEF reduces future costs; every +1 ATK reduces rounds. Never spend HP on a fight if a stat item is reachable a different way (even if that way needs a key or a free door). If a fight's min-cost@maxStats is lower than current damage, DO NOT fight it yet — go get stats first.\n2. **Only take fights with negative effCost (or effCost=0) initially.** Negative effCost means the unlock tree's stat items are worth more than the damage paid. If effCost is positive, you are overpaying — skip it unless it's the ONLY route to a needed stat item, and even then only if it costs <40% of current HP.\n3. **Hard HP cap.** Never take a fight that costs >40% of current HP unless it is the ONLY action on the floor that leads to a stat item (no free door, no cheaper fight, no alternative route). If you must, ensure you have enough HP buffer afterward (≥50 HP) to recover.\n4. **Free/cheap options always beat paid ones.** If a door is free [open_door], take it before any fight that unlocks the same region. If one fight is [FREE if DEF≥X] and you're close to X, farm the DEF gems first.\n5. **Order fights by stat gain, not by HP recovery.** Fight the one that gives DEF/ATK BEFORE the one that gives HP potions — the stat reduces the potion fight's cost, and the potion then heals more effectively.\n6. **Keys are scarce.** Open a door only when what it unlocks leads to stats or is required for the boss.\n\nGOAL: Kill the boss alive with max HP. Plan the whole floor: which stat items are uncollected, what the boss costs now vs. after each DEF/ATK gem. Do not mistake HP potions for progress — they only recover what you lost.\n\nGive short reasoning, then end with: FINAL_CHOICE: <number>\n```","violations":[],"s":11.3},"accepted":true},{"iteration":1,"prompt":"You play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Each turn the engine lists every legal action with exact numbers; you answer with one action number.\n\nCOMBAT (exact, deterministic):\n- You strike first. Your hit = heroATK - monDEF. If heroATK <= monDEF you deal 0 and cannot win.\n- Monster hit = monATK - heroDEF. If heroDEF >= monATK, fight costs 0.\n- rounds = ceil(monHP / your hit); total cost = rounds x monster hit.\n- Specials: [magic-atk] ignores DEF; [Nx-combo] multiplies monster hit; [first-strike] adds one extra hit.\n\nREADING THE ACTION LIST:\n- damage / hpAfter are exact for current stats. [FREE if DEF≥X] tells the DEF needed; min-cost@maxStats tells the cost after collecting all remaining stat items.\n- Under each fight, the indented tree shows what it unlocks. KEY: lookahead = value of unlockable stat items/keys/doors; effCost = damage - lookahead. **A fight with lookahead=0 unlocks NO stat items — only potions or dead ends. Such fights are NEVER progress.** HP potions are recovery, not advancement.\n- [DEAD END] / [OPTIONAL] means it blocks nothing; [LETHAL] means hpAfter <= 0.\n\nABSOLUTE PRIORITIES (in order):\n1. **Stat items first, always.** Every +1 DEF reduces future costs; every +1 ATK reduces rounds. Never spend HP on a fight if a stat item is reachable a different way (even if that way needs a key or a free door). If a fight's min-cost@maxStats is lower than current damage, DO NOT fight it yet — go get stats first.\n2. **Only take fights with negative effCost (or effCost=0) initially.** Negative effCost means the unlock tree's stat items are worth more than the damage paid. If effCost is positive, you are overpaying — skip it unless it's the ONLY route to a needed stat item, and even then only if it costs <40% of current HP.\n3. **Hard HP cap.** Never take a fight that costs >40% of current HP unless it is the ONLY action on the floor that leads to a stat item (no free door, no cheaper fight, no alternative route). If you must, ensure you have enough HP buffer afterward (≥50 HP) to recover.\n4. **Free/cheap options always beat paid ones.** If a door is free [open_door], take it before any fight that unlocks the same region. If one fight is [FREE if DEF≥X] and you're close to X, farm the DEF gems first.\n5. **Order fights by stat gain, not by HP recovery.** Fight the one that gives DEF/ATK BEFORE the one that gives HP potions — the stat reduces the potion fight's cost, and the potion then heals more effectively.\n6. **Keys are scarce.** Open a door only when what it unlocks leads to stats or is required for the boss.\n\nGOAL: Kill the boss alive with max HP. Plan the whole floor: which stat items are uncollected, what the boss costs now vs. after each DEF/ATK gem. Do not mistake HP potions for progress — they only recover what you lost.\n\nGive short reasoning, then end with: FINAL_CHOICE: <number>","score":0.14,"rollouts":[{"floor":"complex","objective":0.168,"success":false,"final_hp":173,"hero_atk":11,"hero_def":17,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_204415_717848_complex_llm.json"},{"floor":"complex","objective":0.112,"success":false,"final_hp":33,"hero_atk":12,"hero_def":15,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_204618_341275_complex_llm.json"}],"eval_s":213.4,"dropped":true,"reflection":{"response":"**Diagnosis of failures:**\n\n- **Overvaluation of potions as progress**: In both episodes, after opening the yellow door at (8,7) and fighting Green Slime, the agent repeatedly chose fights like Red Slime or Big Bat primarily because they unlock HP potions (e.g., T9, T31). These potions are recovery, not advancement; the agent spent HP to access them, effectively paying a large fee for a net loss. It misread `lookahead` and `effCost` as if potions counted as progress, when the prompt explicitly says `lookahead=0` fights are never progress and potions are recovery.\n- **Priority inversion: free/safe stat access vs. costly fights**: The agent often fought expensive monsters before exhausting cheaper or free stat-item routes. For example, at T6 it fought Green Slime (cost 108) when the same fight would cost 0 after collecting more DEF elsewhere (min-cost=0@maxStats). It proceeded with suboptimal fight order, spending HP that could have been saved by delaying.\n- **Ignoring `min-cost@maxStats`**: At T28 and T31, the agent chose fights like Red Bat or Big Bat (cost 284/211) despite noting that `min-cost@maxStats` for other fights was much lower. The annotation clearly indicates these fights should be deferred until after collecting remaining stat items; the agent violated this rule and paid a heavy premium.\n- **`effCost` misread for potions**: At T31 in episode 2, the agent computed effective cost as `211-200=11` for Big Bat (because of the +200 HP potion behind it). This is wrong: the potion is a consumable, not a permanent stat; spending HP to reach it only nets -11 HP but the route still costs the fight itself, and it doesn't advance toward the boss. The agent effectively used HP as a currency to buy HP, which is a net loss unless potion is free. Should have skipped these fights unless they unlock stat items.\n- **Lethal-threshold reinforcement**: When HP dropped below ~50% (e.g., T33, T36), the agent correctly identified non-lethal fights but still chose fights that left it near death (e.g., Slime Lord at 230, leaving 186). The `40% HP threshold` rule was violated: these fights cost >40% of current HP, and the agent had no way to recover, leading to eventual lethal-only stops.\n- **Failure to prioritize stat-gem chains over isolated potions**: The agent frequently picked fights that unlocked potions (Red Bat, Big Bat) over fights that unlocked multiple stat gems (e.g., Green Slime, Black Slime). The annotation `lookahead` distinguishes this: stat-gem chains have positive raw value; potion-only unlocks have near-zero. The agent should have prioritized any fight with `lookahead` > 0 that contains permanent stat increases, not potions.\n\n**Improved prompt:**\n\n```\nYou play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Each turn the engine lists every legal action with exact numbers; you answer with one action number.\n\nCOMBAT (exact, deterministic, turn-based):\n- You and the monster trade hits in rounds; you strike first.\n- Your hit = heroATK - monDEF. If heroATK <= monDEF you deal no damage and cannot win.\n- Monster hit = monATK - heroDEF. If heroDEF >= monATK the fight costs 0 HP.\n- rounds = ceil(monHP / your hit); total cost = rounds x monster hit. The list shows it as damage= and hpAfter=.\n- Special abilities: [magic-atk] ignores your DEF; [Nx-combo] multiplies the monster's hit; [first-strike] adds one extra monster hit.\n\nREADING THE ACTION LIST:\n- damage / hpAfter are exact for your current stats. [FREE if DEF>=X] tells you how much DEF makes that fight free; min-cost@maxStats tells you its cost after collecting every remaining stat item. **If min-cost@maxStats is lower than current damage, do NOT fight yet — go collect stats first.**\n- The indented tree under a fight or door shows what it unlocks (items, keys, doors, further enemies). lookahead = value of what it unlocks; effCost = damage - lookahead.\n- **HP potions (Red/Blue Potion) are recovery, NOT progress.** They do not count as lookahead. A fight that only unlocks potions (and no stat gems, keys, or doors needed for the boss) is a dead end; never pay HP for it.\n- The tree is the only reliable map. Do not infer routes from coordinates (\"the boss is above me, so I must go straight up\") — walls and doors make that wrong; if an action does not list something in its tree, that action does not lead there.\n- [DEAD END] doors unlock nothing useful. [OPTIONAL] enemies block nothing. [LETHAL] means hpAfter <= 0.\n\nPRIORITIES (in order):\n1. **Stat items first, always.** Every +1 DEF lowers every future fight; every +1 ATK lowers rounds. Reach stat gems before paying for fights that get cheaper afterwards. If two routes lead to the same stat item, take the free/cheaper one (door vs. fight).\n2. **Only take fights that unlock permanent stat gems (ATK, DEF, MDEF) with negative or zero effCost, or that are on the only path to such gems.** Ignore fights that only unlock potions, even if they have large raw lookahead due to potions.\n3. **Never fight a monster that costs more than 40% of current HP** unless it is the only way to reach a stat gem and you can survive with buffer (>=50 HP after). If min-cost@maxStats is lower, wait.\n4. **Do not treat potions as effective cost reduction.** A fight costing 211 that gives +200 HP is still a loss of 11 HP plus time; it does not progress toward the boss. Use potions as recovery after real progress, not as a reason to fight.\n5. Keys are scarce: open a door only when what it unlocks is needed (stat gems or the boss route).\n\nGOAL: reach the floor's objective (kill the boss) alive with as much HP as possible. Think about the whole floor before each move: which stat gems are still out there, what the boss costs now versus after collecting them, and which fights are truly on the way. If a fight has min-cost@maxStats that is much lower than current damage, go get those stats first.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>\n```","violations":[],"s":12.8},"accepted":true},{"iteration":2,"prompt":"You play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Each turn the engine lists every legal action with exact numbers; you answer with one action number.\n\nCOMBAT (exact, deterministic, turn-based):\n- You and the monster trade hits in rounds; you strike first.\n- Your hit = heroATK - monDEF. If heroATK <= monDEF you deal no damage and cannot win.\n- Monster hit = monATK - heroDEF. If heroDEF >= monATK the fight costs 0 HP.\n- rounds = ceil(monHP / your hit); total cost = rounds x monster hit. The list shows it as damage= and hpAfter=.\n- Special abilities: [magic-atk] ignores your DEF; [Nx-combo] multiplies the monster's hit; [first-strike] adds one extra monster hit.\n\nREADING THE ACTION LIST:\n- damage / hpAfter are exact for your current stats. [FREE if DEF>=X] tells you how much DEF makes that fight free; min-cost@maxStats tells you its cost after collecting every remaining stat item. **If min-cost@maxStats is lower than current damage, do NOT fight yet — go collect stats first.**\n- The indented tree under a fight or door shows what it unlocks (items, keys, doors, further enemies). lookahead = value of what it unlocks; effCost = damage - lookahead.\n- **HP potions (Red/Blue Potion) are recovery, NOT progress.** They do not count as lookahead. A fight that only unlocks potions (and no stat gems, keys, or doors needed for the boss) is a dead end; never pay HP for it.\n- The tree is the only reliable map. Do not infer routes from coordinates (\"the boss is above me, so I must go straight up\") — walls and doors make that wrong; if an action does not list something in its tree, that action does not lead there.\n- [DEAD END] doors unlock nothing useful. [OPTIONAL] enemies block nothing. [LETHAL] means hpAfter <= 0.\n\nPRIORITIES (in order):\n1. **Stat items first, always.** Every +1 DEF lowers every future fight; every +1 ATK lowers rounds. Reach stat gems before paying for fights that get cheaper afterwards. If two routes lead to the same stat item, take the free/cheaper one (door vs. fight).\n2. **Only take fights that unlock permanent stat gems (ATK, DEF, MDEF) with negative or zero effCost, or that are on the only path to such gems.** Ignore fights that only unlock potions, even if they have large raw lookahead due to potions.\n3. **Never fight a monster that costs more than 40% of current HP** unless it is the only way to reach a stat gem and you can survive with buffer (>=50 HP after). If min-cost@maxStats is lower, wait.\n4. **Do not treat potions as effective cost reduction.** A fight costing 211 that gives +200 HP is still a loss of 11 HP plus time; it does not progress toward the boss. Use potions as recovery after real progress, not as a reason to fight.\n5. Keys are scarce: open a door only when what it unlocks is needed (stat gems or the boss route).\n\nGOAL: reach the floor's objective (kill the boss) alive with as much HP as possible. Think about the whole floor before each move: which stat gems are still out there, what the boss costs now versus after collecting them, and which fights are truly on the way. If a fight has min-cost@maxStats that is much lower than current damage, go get those stats first.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>","score":0.154,"rollouts":[{"floor":"complex","objective":0.154,"success":false,"final_hp":110,"hero_atk":11,"hero_def":17,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_204801_853448_complex_llm.json"},{"floor":"complex","objective":0.154,"success":false,"final_hp":55,"hero_atk":11,"hero_def":17,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_205008_630233_complex_llm.json"}],"eval_s":244.4,"dropped":true,"reflection":{"response":"**Diagnosis of failures:**\n\n- **T28/31/33 in episode 1 and T31/33 in episode 2:** The agent repeatedly took fights costing 211–230 HP (Big Bat, Slime Lord) even when the annotation showed `lookahead=0` or the fight was `[OPTIONAL]`, and even when the 40%-of-HP rule explicitly forbade it (damage was >40% of HP). This directly contradicts priority rule 3. The agent rationalized \"effective cost is cheap\" by counting HP potions behind the fight as if they were free, but the potion must be collected first and the fight still costs HP *now*. Potions are recovery, not progress — the prompt already says this, but the agent ignored it when it saw a large potion number.\n- **T31 (episode 1):** The agent chose Big Bat at 211 damage when `lookahead=0` and the fight was `[OPTIONAL]` (blocking nothing), and the only thing behind it was a potion. Rule 4 states \"Never pay HP for a fight that unlocks nothing needed for the goal.\" The agent misread `lookahead=0` as \"nothing,\" but the fight was listed under `[OPTIONAL]` and had an explicit potion annotation — the agent treated the potion as progress even though the prompt defines potions as non-progress.\n- **T33 (both episodes):** The agent fought Slime Lord at 230 damage even though the annotation showed `lookahead=0` and the fight was `[OPTIONAL]` in episode 2 (it said `⚡[OPTIONAL — N...]`). The agent's reasoning said \"it has the most lookahead\" but the annotation clearly showed `lookahead=0(raw=...)`. The agent misread or ignored the raw `lookahead=0` value and instead guessed based on \"many stat gems\" from earlier turns.\n- **T36 (episode 1):** The agent fought Black Slime (136 HP) at HP 180, leaving only 44 HP, despite the annotation showing `effCost=46` (positive — the fight costs more than it unlocks) and `min-cost=66@maxStats` (much cheaper if stats are collected first). The agent ignored `min-cost@maxStats` and took the fight anyway, which led to a state with no safe moves and subsequent death. The rule \"if min-cost@maxStats is lower than current damage, do NOT fight yet\" was violated.\n- **Overall pattern:** The agent repeatedly ignored the explicit `damage` / `hpAfter` numbers and the `[LETHAL]` / `[RISKY]` tags, choosing actions that cost >40% of HP when safer (but still progress-making) alternatives existed, or when no progress was being made at all. It also treated potions as stat progression.\n\n---\n\n```\nYou play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Each turn the engine lists every legal action with exact numbers; you answer with one action number.\n\nCOMBAT (exact, deterministic, turn-based):\n- You and the monster trade hits in rounds; you strike first.\n- Your hit = heroATK - monDEF. If heroATK <= monDEF you deal no damage and cannot win.\n- Monster hit = monATK - heroDEF. If heroDEF >= monATK the fight costs 0 HP.\n- rounds = ceil(monHP / your hit); total cost = rounds x monster hit. The list shows it as damage= and hpAfter=.\n- Special abilities: [magic-atk] ignores your DEF; [Nx-combo] multiplies the monster's hit; [first-strike] adds one extra monster hit.\n\nREADING THE ACTION LIST:\n- damage / hpAfter are exact for your current stats. [FREE if DEF>=X] tells you how much DEF makes that fight free; min-cost@maxStats tells you its cost after collecting every remaining stat item.\n- The indented tree under a fight or door shows what it unlocks (items, keys, doors, further enemies). lookahead = value of what it unlocks; effCost = damage - lookahead.\n- HP potions (Red/Blue Potion) are recovery, NOT progress. They do not count as lookahead. A fight that only unlocks potions (and no stat gems, keys, or doors needed for the boss) is a dead end; never pay HP for it.\n- The tree is the only reliable map. Do not infer routes from coordinates — walls and doors make that wrong; if an action does not list something in its tree, that action does not lead there.\n- [DEAD END] doors unlock nothing useful. [OPTIONAL] enemies block nothing. [LETHAL] means hpAfter <= 0.\n\nPRIORITIES (in order, hard rules):\n1. **Never fight a monster that costs more than 40% of your current HP** unless it is the ONLY remaining way to reach a stat item or the boss. If damage > 40% of HP, skip it — even if it has a potion behind it.\n2. **Stat items first, always.** Reach every reachable stat gem before paying for fights that get cheaper afterwards. If min-cost@maxStats is lower than current damage, do NOT fight that monster yet — collect stats first.\n3. **Only take fights with negative or zero effCost** (damage minus lookahead). If effCost is positive, you are overpaying — skip unless it is the only route to a stat item, and even then only if it costs <40% of HP.\n4. **Never pay HP for a fight that unlocks nothing needed for the goal.** A fight with lookahead=0 or marked [OPTIONAL] unlocks no stat items — it is NOT progress, even if it has a potion. HP potions are recovery, not advancement.\n5. **Keys are scarce:** open a door only when what it unlocks is needed (a stat gem, a required door, or the boss).\n\nWhen choosing between several legal fights that all make progress, pick the one with the lowest effCost (it already accounts for what the fight unlocks in stats). Fights that only give potions, or that are marked [OPTIONAL], are never the right first move.\n\nGOAL: reach the floor's objective (kill the boss if there is one) alive with as much HP as possible. Think about the whole floor before each move: which stat items are still out there, what the boss costs now versus after collecting them, and which fights are truly on the way.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>\n```","violations":[],"s":11},"accepted":true},{"iteration":3,"prompt":"You play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Each turn the engine lists every legal action with exact numbers; you answer with one action number.\n\nCOMBAT (exact, deterministic, turn-based):\n- You and the monster trade hits in rounds; you strike first.\n- Your hit = heroATK - monDEF. If heroATK <= monDEF you deal no damage and cannot win.\n- Monster hit = monATK - heroDEF. If heroDEF >= monATK the fight costs 0 HP.\n- rounds = ceil(monHP / your hit); total cost = rounds x monster hit. The list shows it as damage= and hpAfter=.\n- Special abilities: [magic-atk] ignores your DEF; [Nx-combo] multiplies the monster's hit; [first-strike] adds one extra monster hit.\n\nREADING THE ACTION LIST:\n- damage / hpAfter are exact for your current stats. [FREE if DEF>=X] tells you how much DEF makes that fight free; min-cost@maxStats tells you its cost after collecting every remaining stat item.\n- The indented tree under a fight or door shows what it unlocks (items, keys, doors, further enemies). lookahead = value of what it unlocks; effCost = damage - lookahead.\n- HP potions (Red/Blue Potion) are recovery, NOT progress. They do not count as lookahead. A fight that only unlocks potions (and no stat gems, keys, or doors needed for the boss) is a dead end; never pay HP for it.\n- The tree is the only reliable map. Do not infer routes from coordinates — walls and doors make that wrong; if an action does not list something in its tree, that action does not lead there.\n- [DEAD END] doors unlock nothing useful. [OPTIONAL] enemies block nothing. [LETHAL] means hpAfter <= 0.\n\nPRIORITIES (in order, hard rules):\n1. **Never fight a monster that costs more than 40% of your current HP** unless it is the ONLY remaining way to reach a stat item or the boss. If damage > 40% of HP, skip it — even if it has a potion behind it.\n2. **Stat items first, always.** Reach every reachable stat gem before paying for fights that get cheaper afterwards. If min-cost@maxStats is lower than current damage, do NOT fight that monster yet — collect stats first.\n3. **Only take fights with negative or zero effCost** (damage minus lookahead). If effCost is positive, you are overpaying — skip unless it is the only route to a stat item, and even then only if it costs <40% of HP.\n4. **Never pay HP for a fight that unlocks nothing needed for the goal.** A fight with lookahead=0 or marked [OPTIONAL] unlocks no stat items — it is NOT progress, even if it has a potion. HP potions are recovery, not advancement.\n5. **Keys are scarce:** open a door only when what it unlocks is needed (a stat gem, a required door, or the boss).\n\nWhen choosing between several legal fights that all make progress, pick the one with the lowest effCost (it already accounts for what the fight unlocks in stats). Fights that only give potions, or that are marked [OPTIONAL], are never the right first move.\n\nGOAL: reach the floor's objective (kill the boss if there is one) alive with as much HP as possible. Think about the whole floor before each move: which stat items are still out there, what the boss costs now versus after collecting them, and which fights are truly on the way.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>","score":0.14,"rollouts":[{"floor":"complex","objective":0.14,"success":false,"final_hp":138,"hero_atk":11,"hero_def":16,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_205217_252381_complex_llm.json"},{"floor":"complex","objective":0.14,"success":false,"final_hp":75,"hero_atk":11,"hero_def":16,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_205413_022123_complex_llm.json"}],"eval_s":298.8,"dropped":true,"reflection":{"response":"Diagnosis:\n- The agent repeatedly fought early enemies (Green Slime, Red Slime) that were cheap but did not lead toward the boss, spending HP without acquiring start-critical stats. It should prioritize actions whose unlock tree includes stat gems needed for the boss, even if a safer fight exists.\n- The agent chose fights with positive effCost even when negative-effCost or zero-cost stat access was available (e.g., opening doors before fighting).\n- It misinterpreted potions as \"progress\": fighting Big Bat for a +200 potion (net +189) seemed cheap, but it was optional and did not open the boss path; this wasted HP.\n- The agent ignored `min-cost@maxStats` hints; it fought Bat/Red Slime when those fights would be nearly free after collecting all DEF gems, so paying now was wasteful.\n- It did not use the `lookahead` value correctly — sometimes favoring fights with high raw lookahead but negative effCost, while ignoring that the lookahead is only realized after many HP payments; it needs to compute net HP change across the tree.\n- It failed to recognize `[OPTIONAL]` / dead-end fights (Slime Lord variants, Bat) where paying HP was not necessary for the boss; instead, it treated all fights as required progress.\n\nImproved prompt:\n```text\nYou play Magic Tower (MOTA): deterministic, turn-based, ONE floor. Goal: kill the boss alive with max HP. Engine lists actions with exact damage, hpAfter, lookahead, effCost, min-cost@maxStats, [FREE if DEF>=X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You hit first. Your hit = ATK - monDEF. If <=0, cannot win.\n- Monster hit = monATK - DEF (or ignores DEF for magic-atk). If DEF >= monATK, fight free.\n- rounds = ceil(monHP / your hit); damage = rounds * monster hit.\n\nREADING LIST:\n- damage/hpAfter exact for current stats. min-cost@maxStats = cost after all stat gems collected. If that is much lower, do NOT fight now — collect gems first.\n- Tree shows what action unlocks (stats, keys, doors, boss path). lookahead = value of unlocks; effCost = damage - lookahead. Negative effCost is strong.\n- [OPTIONAL] = enemy is NOT required for boss or stat gems. Never pay HP for optional fights. [LETHAL] = hpAfter <= 0.\n- Potions are recovery only, NOT progress. Do not fight just to reach potions if they are optional or if you lose more HP than they give.\n\nPRIORITIES (hard rules):\n1. Never fight an optional enemy or one with lookahead=0 (no stat gems/keys/doors needed for boss). Only pay HP for fights that unlock stats or the boss path.\n2. Before any fight, check min-cost@maxStats. If the fight would be free or much cheaper after collecting remaining DEF/ATK gems, do NOT take it now. Collect those gems first.\n3. Among required fights, choose the one with lowest effCost. If a door or free action gives the same access as a fight, take the door/free action.\n4. Never spend more than 40% of current HP on a fight unless it is the only way to reach the boss or a critical stat gem, and even then only if no cheaper alternative is available.\n5. Re-evaluate after each stat gain. The order matters: cheap stat gems first, then boss.\n\nThink: What stat gems remain? Which fights are truly required for the boss? Which fights become free after those gems? Maximize final HP.\n```","violations":[],"s":6.4},"accepted":true},{"iteration":4,"prompt":"You play Magic Tower (MOTA): deterministic, turn-based, ONE floor. Goal: kill the boss alive with max HP. Engine lists actions with exact damage, hpAfter, lookahead, effCost, min-cost@maxStats, [FREE if DEF>=X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You hit first. Your hit = ATK - monDEF. If <=0, cannot win.\n- Monster hit = monATK - DEF (or ignores DEF for magic-atk). If DEF >= monATK, fight free.\n- rounds = ceil(monHP / your hit); damage = rounds * monster hit.\n\nREADING LIST:\n- damage/hpAfter exact for current stats. min-cost@maxStats = cost after all stat gems collected. If that is much lower, do NOT fight now — collect gems first.\n- Tree shows what action unlocks (stats, keys, doors, boss path). lookahead = value of unlocks; effCost = damage - lookahead. Negative effCost is strong.\n- [OPTIONAL] = enemy is NOT required for boss or stat gems. Never pay HP for optional fights. [LETHAL] = hpAfter <= 0.\n- Potions are recovery only, NOT progress. Do not fight just to reach potions if they are optional or if you lose more HP than they give.\n\nPRIORITIES (hard rules):\n1. Never fight an optional enemy or one with lookahead=0 (no stat gems/keys/doors needed for boss). Only pay HP for fights that unlock stats or the boss path.\n2. Before any fight, check min-cost@maxStats. If the fight would be free or much cheaper after collecting remaining DEF/ATK gems, do NOT take it now. Collect those gems first.\n3. Among required fights, choose the one with lowest effCost. If a door or free action gives the same access as a fight, take the door/free action.\n4. Never spend more than 40% of current HP on a fight unless it is the only way to reach the boss or a critical stat gem, and even then only if no cheaper alternative is available.\n5. Re-evaluate after each stat gain. The order matters: cheap stat gems first, then boss.\n\nThink: What stat gems remain? Which fights are truly required for the boss? Which fights become free after those gems? Maximize final HP.","score":0.168,"rollouts":[{"floor":"complex","objective":0.168,"success":false,"final_hp":135,"hero_atk":11,"hero_def":17,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_205722_512817_complex_llm.json"},{"floor":"complex","objective":0.168,"success":false,"final_hp":145,"hero_atk":11,"hero_def":17,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_210029_778733_complex_llm.json"}],"eval_s":413.9,"reflection":{"response":"Diagnosis (3-6 bullets):\n- The agent repeatedly fought enemies with `lookahead=0` despite the rule \"never fight optional enemies or lookahead=0\". Examples: Slime Lord (T31, T33), Black Slime (T36), and Big Bat (T31). It rationalized potions as \"net gain\" (e.g., Slime Lord +200 potion) but potions are recovery, not progress—paying 230 HP for a +200 potion is a net loss, violating rule 5.\n- The agent ignored `min-cost@maxStats` for fights like Slime Lord and Black Slime, which are magic‑atk or cost much less after collecting DEF gems. It paid 230/136 HP now instead of collecting cheap DEF gems first, as rule 2 demanded.\n- The agent misread `[OPTIONAL]`/`lookahead=0`: it often chose fights that were not explicitly marked optional but had `lookahead=0` (only potions or dead ends) because it saw them as \"least bad\" or \"not optional\". The rule should treat `lookahead=0` as equivalent to \"not required\" and never pay HP for them.\n- The agent over-prioritized \"safe\" fights with low damage but no stat gems (Green Slime T34) when HP was already low, instead of waiting or finding free paths to DEF gems. It spent HP on non‑progressive fights, worsening the HP deficit.\n- The agent repeatedly violated the 40% HP rule (e.g., Black Slime at T36 costs 48% of current HP, Slime Lord at T33 costs 49.8% of max) even when cheaper alternatives existed (e.g., Bat at T36 costs 206 vs 136 for Black Slime—but still risky; better to wait for DEF gems).\n- The agent failed to re‑evaluate after each stat gain (rule 5) and sometimes fought the same enemy multiple times in a row (e.g., Slime Lord thrice) without checking if new DEF gems made other paths free.\n\nImproved Prompt:\n```text\nYou play Magic Tower (MOTA): deterministic, turn‑based, ONE floor. Goal: kill the boss alive with max HP. The engine lists actions with exact damage, hpAfter, lookahead, effCost, min‑cost@maxStats, [FREE if DEF≥X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You strike first. Your hit = ATK - monDEF. If hit ≤0, you cannot win.\n- Monster hit = monATK - DEF (magic‑atk ignores DEF). If DEF ≥ monATK, fight is free.\n- rounds = ceil(monHP / your hit); damage = rounds × monster hit.\n\nREADING THE LIST:\n- damage/hpAfter are exact for current stats. min‑cost@maxStats = cost after collecting ALL remaining stat gems. If min‑cost is much lower than current damage, do NOT fight now—collect gems first.\n- lookahead = value of what the action unlocks. **Potions, keys, and doors are NOT progress.** Only stat gems (ATK/DEF/MDEF) or access to them count as progress. A fight with lookahead=0 or that only unlocks potions is a dead end—NEVER pay HP for it.\n- [OPTIONAL] = enemy not required for boss or stat gems. [LETHAL] = hpAfter ≤0.\n- effCost = damage − lookahead (only stat‑gem value). Negative effCost is good; positive means you pay more than you gain.\n\nHARD RULES (in order):\n1. **Never fight an enemy with lookahead=0 or only potions.** If the tree shows no stat gem or boss path, skip it even if it is not marked [OPTIONAL]. Paying HP for potions is never worth it (potions are recovery, not progress).\n2. **Never fight if min‑cost@maxStats is much lower than current damage.** That fight becomes cheaper/free after collecting remaining DEF/ATK gems—collect those gems first. This applies to all fights, not just those marked safe.\n3. **Never spend more than 40% of current HP on a fight** unless it is the ONLY way to reach a stat gem or the boss, and no cheaper alternative exists. If damage > 40% of current HP, do NOT fight now—look for free/cheaper stat gems first.\n4. **Among required fights, pick the one with the LOWEST effCost** (or highest negative). Prefer free doors/actions over fights that give the same access.\n5. **Re‑evaluate after every stat gain.** If new DEF gems unlock free paths, take those before any paid fight. Never fight the same enemy twice—each fight should be once, only when it is cheapest.\n\nThink step by step:\n- Which stat gems remain? Which are reachable for free or cheaply now?\n- Which fights are truly required for the boss? Which become free after collecting more DEF?\n- Is any action currently outside the 40% budget? If yes, skip it.\n- Choose the action that maximizes final HP: collect cheap gems → then pay for fights only once they are cheapest.\n```","violations":[],"s":8.9},"accepted":true},{"iteration":5,"prompt":"You play Magic Tower (MOTA): deterministic, turn‑based, ONE floor. Goal: kill the boss alive with max HP. The engine lists actions with exact damage, hpAfter, lookahead, effCost, min‑cost@maxStats, [FREE if DEF≥X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You strike first. Your hit = ATK - monDEF. If hit ≤0, you cannot win.\n- Monster hit = monATK - DEF (magic‑atk ignores DEF). If DEF ≥ monATK, fight is free.\n- rounds = ceil(monHP / your hit); damage = rounds × monster hit.\n\nREADING THE LIST:\n- damage/hpAfter are exact for current stats. min‑cost@maxStats = cost after collecting ALL remaining stat gems. If min‑cost is much lower than current damage, do NOT fight now—collect gems first.\n- lookahead = value of what the action unlocks. **Potions, keys, and doors are NOT progress.** Only stat gems (ATK/DEF/MDEF) or access to them count as progress. A fight with lookahead=0 or that only unlocks potions is a dead end—NEVER pay HP for it.\n- [OPTIONAL] = enemy not required for boss or stat gems. [LETHAL] = hpAfter ≤0.\n- effCost = damage − lookahead (only stat‑gem value). Negative effCost is good; positive means you pay more than you gain.\n\nHARD RULES (in order):\n1. **Never fight an enemy with lookahead=0 or only potions.** If the tree shows no stat gem or boss path, skip it even if it is not marked [OPTIONAL]. Paying HP for potions is never worth it (potions are recovery, not progress).\n2. **Never fight if min‑cost@maxStats is much lower than current damage.** That fight becomes cheaper/free after collecting remaining DEF/ATK gems—collect those gems first. This applies to all fights, not just those marked safe.\n3. **Never spend more than 40% of current HP on a fight** unless it is the ONLY way to reach a stat gem or the boss, and no cheaper alternative exists. If damage > 40% of current HP, do NOT fight now—look for free/cheaper stat gems first.\n4. **Among required fights, pick the one with the LOWEST effCost** (or highest negative). Prefer free doors/actions over fights that give the same access.\n5. **Re‑evaluate after every stat gain.** If new DEF gems unlock free paths, take those before any paid fight. Never fight the same enemy twice—each fight should be once, only when it is cheapest.\n\nThink step by step:\n- Which stat gems remain? Which are reachable for free or cheaply now?\n- Which fights are truly required for the boss? Which become free after collecting more DEF?\n- Is any action currently outside the 40% budget? If yes, skip it.\n- Choose the action that maximizes final HP: collect cheap gems → then pay for fights only once they are cheapest.","score":0.133,"rollouts":[{"floor":"complex","objective":0.14,"success":false,"final_hp":179,"hero_atk":11,"hero_def":16,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_210425_317201_complex_llm.json"},{"floor":"complex","objective":0.126,"success":false,"final_hp":164,"hero_atk":11,"hero_def":15,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_212113_778879_complex_llm.json"}],"eval_s":1543.1,"dropped":true,"reflection":{"response":"**Diagnosis:**\n- The agent repeatedly paid HP for fights that the engine marked as having `lookahead=0` (e.g., Red Bat, Slime Lord at (3,10), Black Slime, Big Bat) — these fights do not unlock stat gems or boss path, only potions or dead ends. This violates hard rule 1 but the agent ignored it when no \"good\" option appeared.\n- The agent misread `min-cost@maxStats` — it saw \"min-cost=66\" and thought this fight was required/progression, but the annotation means \"cost after collecting ALL remaining stat gems\" — a much lower number. It should have deferred this fight until DEF/ATK are maximized.\n- The agent misread `[OPTIONAL]` — at T33 it explicitly noted \"it's the only one that isn't explicitly marked OPTIONAL\" but the other options were missing the flag due to truncation; the agent should use `lookahead` and requiredness from the tree, not rely solely on the flag.\n- The agent treated \"potion behind the fight\" as net progress (e.g., T31 chose Slime Lord for +200 potion, net cost 30). This is wrong: potions are recovery, not progress. Paying 230 HP to get 200 HP is a net loss, and that fight had `lookahead=0`.\n- The agent failed to recognize when a fight was the ONLY path to a required stat gem vs. an optional detour. At T36, Black Slime cost 136 HP (48% of current) and only unlocked a DEF gem that didn't help reach the boss (boss already unreachable due to earlier bad choices) — it should have stopped or taken only free actions.\n- The agent over-applied the \"40% rule\" as permission rather than a ceiling: \"it's within budget\" was used to justify a 136 HP fight at low HP, even though the fight had `lookahead=90` (a single DEF gem) and `min-cost=66@maxStats` (would be cheaper later). It should have prioritized collecting all free/cheap stat gems first, everywhere, before paying for any \"required\" fight.\n\n---\n\n```\nYou play Magic Tower (MOTA): deterministic, turn-based, ONE floor. Goal: kill the boss alive with max HP. Engine lists actions with exact damage, hpAfter, lookahead, effCost, min-cost@maxStats, [FREE if DEF>=X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You hit first. Your hit = ATK - monDEF. If <=0, cannot win.\n- Monster hit = monATK - DEF (or ignores DEF for magic-atk). If DEF >= monATK, fight free.\n- rounds = ceil(monHP / your hit); damage = rounds * monster hit.\n\nREADING LIST:\n- damage/hpAfter exact for current stats. min-cost@maxStats = cost after ALL stat gems collected. If that number is much lower than current damage, do NOT fight now — collect those gems first, no matter how \"required\" the fight seems.\n- Potions (Red/Blue) are recovery, NOT progress. A fight whose tree leads only to potions (and no stat gem, key, or boss door) has lookahead=0 or effCost=None — NEVER pay HP for it, even if you need the potion to survive. Count potions only as a bonus AFTER passing a required fight.\n- lookahead = value of stat-gem unlocks ONLY (keys/doors are not progress). effCost = damage - lookahead. Negative effCost is strong, but only if the fight unlocks gems that help reach the boss.\n- [OPTIONAL] means the enemy is NOT required for boss or stat gems. If not marked optional but lookahead=0, treat it as optional anyway — the flag can be truncated.\n- [LETHAL] = hpAfter <= 0 — never take.\n\nHARD RULES (in order):\n1. NEVER fight an enemy with lookahead=0 or one that only unlocks potions. Dead end. Skip it even if not marked [OPTIONAL].\n2. NEVER fight if min-cost@maxStats is much lower than current damage. That fight becomes cheaper/free after you collect remaining DEF/ATK gems. Always collect those gems first, in any order the map allows, before paying for any fight that the annotation says will be cheaper later.\n3. Among fights whose min-cost@maxStats is close to current damage (i.e., genuinely required now), choose the LOWEST effCost. If a free action (door, collect) exists, take it first.\n4. Never spend more than 40% of current HP on a single fight, unless it is the ONLY way to reach the boss and no cheaper alternative exists. \"Within 40%\" is not a reason to take a bad fight.\n5. Re-evaluate after every stat gain. The optimal sequence is: collect ALL free stat gems (doors, no-fight paths) → collect cheap required stat gems (low effCost) → then fight expensive required enemies → boss. If you are low on HP, STOP fighting optional or potion-only enemies — even if they seem to \"lead somewhere\", they don't reach the boss.\n\nThink: Which stat gems are reachable without any fight? Which required fights become free after those gems? Only pay HP for fights that unlock gems or the boss, and only after exhausting cheaper paths.\n```","violations":[],"s":14.2},"accepted":true},{"iteration":6,"prompt":"You play Magic Tower (MOTA): deterministic, turn-based, ONE floor. Goal: kill the boss alive with max HP. Engine lists actions with exact damage, hpAfter, lookahead, effCost, min-cost@maxStats, [FREE if DEF>=X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You hit first. Your hit = ATK - monDEF. If <=0, cannot win.\n- Monster hit = monATK - DEF (or ignores DEF for magic-atk). If DEF >= monATK, fight free.\n- rounds = ceil(monHP / your hit); damage = rounds * monster hit.\n\nREADING LIST:\n- damage/hpAfter exact for current stats. min-cost@maxStats = cost after ALL stat gems collected. If that number is much lower than current damage, do NOT fight now — collect those gems first, no matter how \"required\" the fight seems.\n- Potions (Red/Blue) are recovery, NOT progress. A fight whose tree leads only to potions (and no stat gem, key, or boss door) has lookahead=0 or effCost=None — NEVER pay HP for it, even if you need the potion to survive. Count potions only as a bonus AFTER passing a required fight.\n- lookahead = value of stat-gem unlocks ONLY (keys/doors are not progress). effCost = damage - lookahead. Negative effCost is strong, but only if the fight unlocks gems that help reach the boss.\n- [OPTIONAL] means the enemy is NOT required for boss or stat gems. If not marked optional but lookahead=0, treat it as optional anyway — the flag can be truncated.\n- [LETHAL] = hpAfter <= 0 — never take.\n\nHARD RULES (in order):\n1. NEVER fight an enemy with lookahead=0 or one that only unlocks potions. Dead end. Skip it even if not marked [OPTIONAL].\n2. NEVER fight if min-cost@maxStats is much lower than current damage. That fight becomes cheaper/free after you collect remaining DEF/ATK gems. Always collect those gems first, in any order the map allows, before paying for any fight that the annotation says will be cheaper later.\n3. Among fights whose min-cost@maxStats is close to current damage (i.e., genuinely required now), choose the LOWEST effCost. If a free action (door, collect) exists, take it first.\n4. Never spend more than 40% of current HP on a single fight, unless it is the ONLY way to reach the boss and no cheaper alternative exists. \"Within 40%\" is not a reason to take a bad fight.\n5. Re-evaluate after every stat gain. The optimal sequence is: collect ALL free stat gems (doors, no-fight paths) → collect cheap required stat gems (low effCost) → then fight expensive required enemies → boss. If you are low on HP, STOP fighting optional or potion-only enemies — even if they seem to \"lead somewhere\", they don't reach the boss.\n\nThink: Which stat gems are reachable without any fight? Which required fights become free after those gems? Only pay HP for fights that unlock gems or the boss, and only after exhausting cheaper paths.","score":0.147,"rollouts":[{"floor":"complex","objective":0.14,"success":false,"final_hp":202,"hero_atk":11,"hero_def":14,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_213022_653470_complex_llm.json"},{"floor":"complex","objective":0.154,"success":false,"final_hp":175,"hero_atk":11,"hero_def":17,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_213845_284630_complex_llm.json"}],"eval_s":687.5,"dropped":true,"reflection":{"response":"## Diagnosis\n\n- **Misread `min-cost@maxStats`**: At T31, the agent fought Slime Lord at (10,10) for 230 HP because it counted a +200 HP potion behind it as making it \"net cost 30 HP\". This is wrong — the potion is recovery, not progress, and the fight's `min-cost@maxStats` would show it remains expensive because Slime Lords are magic-attack (DEF doesn't help). The agent overvalued potions.\n- **Misread `lookahead`**: At T31 and T33, the agent chose fights with `lookahead=0` (Slime Lords) because they \"seemed required\" or \"led to stat gems\" — but the annotation explicitly showed `lookahead=0`, meaning no stat gems or boss path behind them. The agent repeatedly chose fights with no progress value.\n- **Ignored `[OPTIONAL]` flag**: At T31, option 4 (Slime Lord at 10,10) was marked `[OPTIONAL]`, but the agent took it anyway for the potion. This directly violates the current prompt's hard rule 1.\n- **Violated the 40% HP rule**: At T31, the agent took a 230 HP fight when it had 492 HP (46.7% — over 40%) and even after potion, still lost 30 net HP for no progress. At T36, it took a 136 HP fight at 48.4% of current HP.\n- **Misread `effCost`**: At T33, the agent chose Slime Lord despite `effCost=None` (meaning lookahead≤damage), while the Bat at (8,2) had `min-cost=102@maxStats` showing it would be cheaper after collecting ATK/DEF gems. The agent should have deferred all fights and sought free/cheap stat gems first.\n- **Fundamental error — no boss path assessment**: The agent never evaluated whether it could actually reach the boss. It kept paying HP for dead-end fights. The correct strategy was to identify which stat gems are reachable cheaply and which fights unlock the boss, then sequence those. The agent treated any non-optional fight as \"required\" when `lookahead=0` clearly indicated it was not.\n\n---\n\n```fenced\nYou play Magic Tower (MOTA): deterministic, turn-based, ONE floor. Goal: KILL THE BOSS alive with max HP. Engine lists actions with exact damage, hpAfter, lookahead, effCost, min-cost@maxStats, [FREE if DEF>=X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You hit first. Your hit = ATK - monDEF. If <=0, cannot win.\n- Monster hit = monATK - DEF (or ignores DEF for magic-atk). If DEF >= monATK, fight free.\n- rounds = ceil(monHP / your hit); damage = rounds * monster hit.\n\nREADING THE LIST — CRITICAL:\n- damage/hpAfter are exact for current stats.\n- min-cost@maxStats = cost after ALL stat gems collected. If that is much lower than current damage, do NOT fight now — that fight becomes cheap/free later. Always collect those gems first.\n- lookahead = value of stat gems + boss path ONLY. Keys/doors/potions are NOT progress. If lookahead=0 or only shows potions, the fight is a DEAD END — never pay HP for it, even if it's not marked [OPTIONAL], even if you're low on options.\n- effCost = damage - lookahead. Negative effCost is strong (you gain more than you pay). Positive effCost means you pay more than gem value — take only if gems are critical.\n- [OPTIONAL] = not required for boss or stat gems. NEVER fight optional. [LETHAL] = hpAfter<=0 — never take.\n- Potions are recovery ONLY, not progress. Never fight just to reach a potion. Count potions only as a bonus AFTER you've already decided the fight is worthwhile for stats/boss.\n\nHARD RULES (in order):\n1. NEVER fight with lookahead=0 or one that only unlocks potions/keys/doors. Dead end. Skip it regardless of flags.\n2. NEVER fight if min-cost@maxStats is much lower than current damage. Collect those remaining stat gems first — in any order, via the cheapest available path. This overrides making \"progress\" now.\n3. Among fights with positive lookahead, choose the one with LOWEST effCost. If a door or free action grants access to the same gems, take the free action first.\n4. Never spend more than 40% of current HP on a fight unless it's the ONLY path to the boss or a critical gem, and even then only after exhausting cheaper alternatives.\n5. After each stat gain, re-evaluate. Cheap stat gems first, then boss. Never commit to a long fight chain while expensive fights can be deferred.\n\nFINAL THINK: Which stat gems remain? Which fights are truly required (positive lookahead to boss)? Which become free after remaining gems? Always maximize final HP.\n```","violations":[],"s":8.8},"accepted":true},{"iteration":7,"prompt":"You play Magic Tower (MOTA): deterministic, turn-based, ONE floor. Goal: KILL THE BOSS alive with max HP. Engine lists actions with exact damage, hpAfter, lookahead, effCost, min-cost@maxStats, [FREE if DEF>=X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You hit first. Your hit = ATK - monDEF. If <=0, cannot win.\n- Monster hit = monATK - DEF (or ignores DEF for magic-atk). If DEF >= monATK, fight free.\n- rounds = ceil(monHP / your hit); damage = rounds * monster hit.\n\nREADING THE LIST — CRITICAL:\n- damage/hpAfter are exact for current stats.\n- min-cost@maxStats = cost after ALL stat gems collected. If that is much lower than current damage, do NOT fight now — that fight becomes cheap/free later. Always collect those gems first.\n- lookahead = value of stat gems + boss path ONLY. Keys/doors/potions are NOT progress. If lookahead=0 or only shows potions, the fight is a DEAD END — never pay HP for it, even if it's not marked [OPTIONAL], even if you're low on options.\n- effCost = damage - lookahead. Negative effCost is strong (you gain more than you pay). Positive effCost means you pay more than gem value — take only if gems are critical.\n- [OPTIONAL] = not required for boss or stat gems. NEVER fight optional. [LETHAL] = hpAfter<=0 — never take.\n- Potions are recovery ONLY, not progress. Never fight just to reach a potion. Count potions only as a bonus AFTER you've already decided the fight is worthwhile for stats/boss.\n\nHARD RULES (in order):\n1. NEVER fight with lookahead=0 or one that only unlocks potions/keys/doors. Dead end. Skip it regardless of flags.\n2. NEVER fight if min-cost@maxStats is much lower than current damage. Collect those remaining stat gems first — in any order, via the cheapest available path. This overrides making \"progress\" now.\n3. Among fights with positive lookahead, choose the one with LOWEST effCost. If a door or free action grants access to the same gems, take the free action first.\n4. Never spend more than 40% of current HP on a fight unless it's the ONLY path to the boss or a critical gem, and even then only after exhausting cheaper alternatives.\n5. After each stat gain, re-evaluate. Cheap stat gems first, then boss. Never commit to a long fight chain while expensive fights can be deferred.\n\nFINAL THINK: Which stat gems remain? Which fights are truly required (positive lookahead to boss)? Which become free after remaining gems? Always maximize final HP.","score":0.14,"rollouts":[{"floor":"complex","objective":0.168,"success":false,"final_hp":71,"hero_atk":14,"hero_def":17,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_214158_940525_complex_llm.json"},{"floor":"complex","objective":0.112,"success":false,"final_hp":2,"hero_atk":12,"hero_def":15,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_215013_854452_complex_llm.json"}],"eval_s":631,"dropped":true,"reflection":{"response":"**Diagnosis:**\n\n- The agent repeatedly took fights with `lookahead=0` and `effCost=None` (Green Slime at T34, Black Slime at T36, Slime Lord at T33) even though these are dead ends for boss progression—they only lead to potions or further dead ends. It ignored its own hard rule 1.\n- The agent misread `effCost=None` as \"acceptable\" when it saw low current damage; `None` means no stat-gem value behind the fight, so it should be skipped entirely unless it is the literal only path to the boss (which was never the case here).\n- The agent over-valued potions: at T31 it took Slime Lord for a +200 HP potion, reasoning \"net cost 30 HP\", but the potion is recovery, not progress—it should never justify a fight that unlocks no stats or boss path.\n- The agent ignored `min-cost@maxStats` on Bat/Big Bat fights (e.g., T31, T36): those showed `save=104/117HP` by collecting remaining DEF gems first, yet the agent still paid full price repeatedly instead of seeking those gems through cheaper/dead-end-free routes.\n- The agent violated its own 40% HP rule at T36 (taking a 136-damage fight at 281 HP, leaving 145) and at T31 (230 damage at 492 HP), always rationalizing with \"it's the least bad\" rather than re-reading that the fight was optional or dead-end.\n- The core failure: the agent treated \"not marked [OPTIONAL]\" as \"required\", but the correct reading is that `lookahead=0`/`effCost=None` means the fight is not on the boss/stat-gem path regardless of the flag. It never found the actual boss path because it kept paying for dead-end potion routes.\n\n---\n\n```text\nYou play Magic Tower (MOTA): deterministic, turn-based, ONE floor. Goal: kill the boss alive with max HP. Engine lists actions with exact damage, hpAfter, lookahead, effCost, min-cost@maxStats, [FREE if DEF>=X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You hit first. Your hit = ATK - monDEF. If <=0, cannot win.\n- Monster hit = monATK - DEF (or ignores DEF for magic-atk). If DEF >= monATK, fight free.\n- rounds = ceil(monHP / your hit); damage = rounds * monster hit.\n\nREADING THE LIST — CRITICAL:\n- damage/hpAfter are exact for current stats.\n- lookahead = value of stat gems (ATK/DEF/MDEF) ONLY. Keys, doors, and potions are NOT progress. If lookahead=0 or effCost=None, the fight unlocks NO stat gem — it is a DEAD END. Never fight it, even if not marked [OPTIONAL], even if it's the only fight shown, even if potions are behind it.\n- effCost = damage - lookahead. Negative effCost is strong (you gain more than you pay). Positive effCost means you pay more than gem value — take only if gem is critical for boss access.\n- min-cost@maxStats = cost after ALL remaining stat gems collected. If that number is much lower than current damage, do NOT fight now — collect those gems first via any cheaper/free path, even if it means detouring through other fights.\n- [OPTIONAL] = not required for boss or stat gems. Never pay HP for optional fights. [LETHAL] = hpAfter <= 0 — never take.\n- Potions are recovery ONLY. Never fight just to reach a potion. Potions only count as a bonus AFTER you have already decided the fight is worthwhile for stats/boss.\n\nHARD RULES (in order):\n1. NEVER fight with lookahead=0 or effCost=None. Dead end. Skip it regardless of flags, HP, or potions behind it. If all fights look like dead ends, you are missing the real path — re-read which fights actually unlock stat gems and take those.\n2. NEVER fight if min-cost@maxStats is much lower than current damage. Collect remaining stat gems first, in any order the map permits, via the cheapest available fights. This overrides \"making progress\" now.\n3. Among true stat-gem fights, choose the one with lowest effCost first. Negative effCost beats positive. If a door/free action gives the same access, take that instead.\n4. Never spend more than 40% of current HP on a single fight unless it is the ONLY way to reach a critical stat gem or the boss, AND no cheaper alternative exists. If you are below 200 HP and a fight costs >80 HP, you are likely on the wrong path.\n5. Re-evaluate after every stat gain. The order matters: cheap stat gems first, then boss.\n\nThink: What stat gems remain uncollected? Which fights actually unlock them? Which fights become free after those gems? The boss path is through stat gems — never through potion-only dead ends. Maximize final HP.\n```","violations":[],"s":11.4},"accepted":true},{"iteration":8,"prompt":"You play Magic Tower (MOTA): deterministic, turn-based, ONE floor. Goal: kill the boss alive with max HP. Engine lists actions with exact damage, hpAfter, lookahead, effCost, min-cost@maxStats, [FREE if DEF>=X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You hit first. Your hit = ATK - monDEF. If <=0, cannot win.\n- Monster hit = monATK - DEF (or ignores DEF for magic-atk). If DEF >= monATK, fight free.\n- rounds = ceil(monHP / your hit); damage = rounds * monster hit.\n\nREADING THE LIST — CRITICAL:\n- damage/hpAfter are exact for current stats.\n- lookahead = value of stat gems (ATK/DEF/MDEF) ONLY. Keys, doors, and potions are NOT progress. If lookahead=0 or effCost=None, the fight unlocks NO stat gem — it is a DEAD END. Never fight it, even if not marked [OPTIONAL], even if it's the only fight shown, even if potions are behind it.\n- effCost = damage - lookahead. Negative effCost is strong (you gain more than you pay). Positive effCost means you pay more than gem value — take only if gem is critical for boss access.\n- min-cost@maxStats = cost after ALL remaining stat gems collected. If that number is much lower than current damage, do NOT fight now — collect those gems first via any cheaper/free path, even if it means detouring through other fights.\n- [OPTIONAL] = not required for boss or stat gems. Never pay HP for optional fights. [LETHAL] = hpAfter <= 0 — never take.\n- Potions are recovery ONLY. Never fight just to reach a potion. Potions only count as a bonus AFTER you have already decided the fight is worthwhile for stats/boss.\n\nHARD RULES (in order):\n1. NEVER fight with lookahead=0 or effCost=None. Dead end. Skip it regardless of flags, HP, or potions behind it. If all fights look like dead ends, you are missing the real path — re-read which fights actually unlock stat gems and take those.\n2. NEVER fight if min-cost@maxStats is much lower than current damage. Collect remaining stat gems first, in any order the map permits, via the cheapest available fights. This overrides \"making progress\" now.\n3. Among true stat-gem fights, choose the one with lowest effCost first. Negative effCost beats positive. If a door/free action gives the same access, take that instead.\n4. Never spend more than 40% of current HP on a single fight unless it is the ONLY way to reach a critical stat gem or the boss, AND no cheaper alternative exists. If you are below 200 HP and a fight costs >80 HP, you are likely on the wrong path.\n5. Re-evaluate after every stat gain. The order matters: cheap stat gems first, then boss.\n\nThink: What stat gems remain uncollected? Which fights actually unlock them? Which fights become free after those gems? The boss path is through stat gems — never through potion-only dead ends. Maximize final HP.","score":0.133,"rollouts":[{"floor":"complex","objective":0.14,"success":false,"final_hp":75,"hero_atk":11,"hero_def":16,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_215241_322294_complex_llm.json"},{"floor":"complex","objective":0.126,"success":false,"final_hp":209,"hero_atk":11,"hero_def":16,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_215930_548513_complex_llm.json"}],"eval_s":543.1,"dropped":true,"reflection":{"response":"**Diagnosis (3-6 bullets):**\n- The agent repeatedly fought enemies without checking `lookahead=0` first (e.g., Slime Lord at (3,10), Big Bat at (12,12)) — these were dead ends (only potions/keys), yet it paid 230+ HP. It misinterpreted \"not OPTIONAL\" as \"required\"; actually, `lookahead=0` means no stat gems are unlocked, so the fight is a dead end regardless of flags.\n- The agent ignored `min-cost@maxStats` and `effCost=None` warnings: e.g., Big Bat at (9,1) had `min-cost=94@maxStats` while current damage was 211, and Green Slime at (3,8) had `effCost=None` (unlock = only potions), yet it fought anyway. It did not prioritize collecting remaining stat gems via the cheapest available path before paying high current costs.\n- The agent misread `[OPTIONAL]` and `lookahead` on Slime Lord fights: even when marked `[OPTIONAL — lookahead=0]`, it chose them because they appeared “not optional” in early turns, losing 230 HP (roughly 46% of HP) with no stat gain.\n- The agent violated its own HP budget rule (rule 4) repeatedly: e.g., at T33 it chose Slime Lord (230 damage, hpAfter=232) when HP was 462 — this spent >40% and the potion behind it (+200) did not offset the net loss; it later fell to 145 HP and couldn't reach the boss. It should have sought cheaper/free DEF gems first.\n- The agent mistook a potion behind a fight as “net negative cost” (e.g., Big Bat at (12,12) had +200 potion, but it still cost 211 to get there; the potion is not progress, and the fight was a dead end). It should have counted recovery only as a bonus after deciding the fight is worthwhile for stats/boss.\n- The agent failed to recognize that many fights become free after collecting all DEF gems (e.g., `min-cost=0@maxStats` on Red Slime at (9,3) showed it would be free later, yet it fought when it cost 38 HP; and Green Slime at (3,8) had same, but it fought for 26 HP when it could have waited for +4 DEF via free paths). It should prioritize unlocking stat gems via the cheapest/free route first, even if that means taking a detour through other fights.\n\n**Improved Prompt:**\n\n```\nYou play Magic Tower (MOTA): deterministic, turn-based, ONE floor. Goal: kill the boss alive with max HP. Engine lists actions with exact damage, hpAfter, lookahead, effCost, min-cost@maxStats, [FREE if DEF>=X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You hit first. Your hit = ATK - monDEF; if <=0, cannot win.\n- Monster hit = monATK - DEF (magic-atk ignores DEF). If DEF >= monATK, fight is free.\n- rounds = ceil(monHP / your hit); damage = rounds * monster hit.\n\nREADING LIST — CRITICAL:\n- damage/hpAfter are exact for current stats.\n- min-cost@maxStats = cost after ALL remaining stat gems collected. If that is much lower or 0, do NOT fight now — collect those gems first via the cheapest/free available path, even if it means detouring through other fights. This overrides “progress” now.\n- lookahead = value of stat gems (ATK/DEF/MDEF) ONLY. Keys, doors, potions are NOT progress. If lookahead=0 or effCost=None, the fight unlocks NO stat gem — it is a DEAD END, even if not marked [OPTIONAL], even if it leads to potions/keys. Never pay HP for it.\n- effCost = damage - lookahead. Negative effCost is strong (you gain more than you pay). Positive effCost means you pay more than gem value — take only if gem is critical for boss access and no cheaper alternative exists.\n- [OPTIONAL] = not required for boss or stat gems. Never fight optional. [LETHAL] = hpAfter <= 0 — never take.\n- Potions are recovery ONLY, not progress. Never fight just to reach a potion. Count potions as a bonus AFTER you have already decided the fight is worthwhile for stats/boss. A +HP potion behind a fight does NOT make the fight cheap — you still pay the full damage to get it.\n\nHARD RULES (in order):\n1. NEVER fight with lookahead=0 or effCost=None. Dead end. Skip it regardless of flags, HP, or potions behind it.\n2. NEVER fight if min-cost@maxStats is much lower (or 0) than current damage. Collect those remaining stat gems first — in any order, via the cheapest available path (free doors/actions, fights with negative effCost). This overrides making “progress” now.\n3. Among required fights (lookahead>0 and not avoidable), choose the one with lowest effCost. If a door/free action gives same access, take it.\n4. Never spend more than 25% of current HP on a fight unless it's the ONLY way to reach the boss or a critical stat gem, AND no cheaper alternative exists. After any fight, re-check if new gems make other fights free/cheaper.\n5. Prioritize fights that are [FREE if DEF>=X] and you are close to X (need few +DEF points). Collect those +DEF gems first via any path.\n6. Re-evaluate after every stat gain. The order matters: cheap stat gems first, then boss.\n\nThink: What stat gems remain? Which fights are truly required for the boss? Which fights become free after those gems? Maximize final HP.\n```","violations":[],"s":14.6},"accepted":true},{"iteration":9,"prompt":"You play Magic Tower (MOTA): deterministic, turn-based, ONE floor. Goal: kill the boss alive with max HP. Engine lists actions with exact damage, hpAfter, lookahead, effCost, min-cost@maxStats, [FREE if DEF>=X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You hit first. Your hit = ATK - monDEF; if <=0, cannot win.\n- Monster hit = monATK - DEF (magic-atk ignores DEF). If DEF >= monATK, fight is free.\n- rounds = ceil(monHP / your hit); damage = rounds * monster hit.\n\nREADING LIST — CRITICAL:\n- damage/hpAfter are exact for current stats.\n- min-cost@maxStats = cost after ALL remaining stat gems collected. If that is much lower or 0, do NOT fight now — collect those gems first via the cheapest/free available path, even if it means detouring through other fights. This overrides “progress” now.\n- lookahead = value of stat gems (ATK/DEF/MDEF) ONLY. Keys, doors, potions are NOT progress. If lookahead=0 or effCost=None, the fight unlocks NO stat gem — it is a DEAD END, even if not marked [OPTIONAL], even if it leads to potions/keys. Never pay HP for it.\n- effCost = damage - lookahead. Negative effCost is strong (you gain more than you pay). Positive effCost means you pay more than gem value — take only if gem is critical for boss access and no cheaper alternative exists.\n- [OPTIONAL] = not required for boss or stat gems. Never fight optional. [LETHAL] = hpAfter <= 0 — never take.\n- Potions are recovery ONLY, not progress. Never fight just to reach a potion. Count potions as a bonus AFTER you have already decided the fight is worthwhile for stats/boss. A +HP potion behind a fight does NOT make the fight cheap — you still pay the full damage to get it.\n\nHARD RULES (in order):\n1. NEVER fight with lookahead=0 or effCost=None. Dead end. Skip it regardless of flags, HP, or potions behind it.\n2. NEVER fight if min-cost@maxStats is much lower (or 0) than current damage. Collect those remaining stat gems first — in any order, via the cheapest available path (free doors/actions, fights with negative effCost). This overrides making “progress” now.\n3. Among required fights (lookahead>0 and not avoidable), choose the one with lowest effCost. If a door/free action gives same access, take it.\n4. Never spend more than 25% of current HP on a fight unless it's the ONLY way to reach the boss or a critical stat gem, AND no cheaper alternative exists. After any fight, re-check if new gems make other fights free/cheaper.\n5. Prioritize fights that are [FREE if DEF>=X] and you are close to X (need few +DEF points). Collect those +DEF gems first via any path.\n6. Re-evaluate after every stat gain. The order matters: cheap stat gems first, then boss.\n\nThink: What stat gems remain? Which fights are truly required for the boss? Which fights become free after those gems? Maximize final HP.","score":0.147,"rollouts":[{"floor":"complex","objective":0.126,"success":false,"final_hp":185,"hero_atk":11,"hero_def":16,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_220158_984354_complex_llm.json"},{"floor":"complex","objective":0.168,"success":false,"final_hp":83,"hero_atk":14,"hero_def":17,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_221113_234956_complex_llm.json"}],"eval_s":1001.5,"dropped":true,"reflection":{"response":"**Diagnosis:**\n\n- **Fighting Big Bat at (12,12) despite lookahead=0/effCost=None** (T31 in episode 1): The agent justified it as \"least bad\" but the annotation clearly shows it unlocks no stat gem—only a potion. Per hard rule 1, this fight should have been skipped entirely. The agent prioritized potions (recovery) over the rule, violating the principle that potions are never progress.\n- **Fighting Slime Lord at (3,10) despite lookahead=0/effCost=None** (T33 in both episodes): The agent chose it because \"it's the only one that isn't OPTIONAL,\" but lookahead=0 means no stat gem is behind it. This is a dead end for progression, and the rule explicitly forbids paying HP for such fights regardless of flags. The agent misread \"not optional\" as \"required,\" but the lookahead annotation disproves that.\n- **Fighting Green Slime at (3,8) despite lookahead=0/effCost=None** (T34 both): Same mistake—the green slime leads only to potions, no stat gems. The agent picked it because it was \"safe\" and cheap, but the rule says never fight for potions; this wasted 26 HP and positioned the agent to take worse fights.\n- **Fighting Black Slime at (2,9) despite min-cost@maxStats=66** (T36 both): Current damage was 136, but the annotation says after collecting all remaining stat gems the cost drops to 66. The agent even noticed this but chose to fight anyway because \"we must fight to reach gems.\" However, there were cheaper/free paths (e.g., the potions already collected could enable a detour, or the DEF gem at (9,0) via Red Slime was available earlier). This violated priority 2 (collect gems first when min-cost is much lower).\n- **General pattern**: The agent repeatedly ignored the `lookahead=0` and `effCost=None` annotations, treating fights as necessary when they unlocked nothing. It also underweighted `min-cost@maxStats`, fighting too early when costs would drop dramatically. Potions were incorrectly treated as justifying fights.\n\n**Improved prompt:**\n\n```\nYou play Magic Tower (MOTA): deterministic, turn-based, ONE floor. Goal: kill the boss alive with max HP. Engine lists actions with exact damage, hpAfter, lookahead, effCost, min-cost@maxStats, [FREE if DEF>=X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You hit first. Your hit = ATK - monDEF; if <=0, cannot win.\n- Monster hit = monATK - DEF (magic-atk ignores DEF). If DEF >= monATK, fight free.\n- rounds = ceil(monHP / your hit); damage = rounds * monster hit.\n\nREADING LIST:\n- damage/hpAfter exact for current stats. min-cost@maxStats = cost after all stat gems collected. If that is much lower (or 0), do NOT fight now—collect gems via any cheaper/free path first, even if it means detouring through other fights. This overrides all other considerations except [LETHAL].\n- lookahead = value of stat gems (ATK/DEF/MDEF) ONLY. Keys, doors, potions are NOT progress. If lookahead=0 or effCost=None, the fight unlocks NO stat gem—it is a DEAD END, even if not marked [OPTIONAL], even if it leads to potions or keys. NEVER pay HP for it, no matter how cheap, safe, or \"necessary\" it appears.\n- effCost = damage - lookahead. Negative effCost is strong (you gain more than you pay). Positive effCost means you pay more than gem value—take only if gem is critical for boss access and no cheaper alternative exists.\n- [OPTIONAL] = not required for boss or stat gems. Never fight optional. [LETHAL] = hpAfter <= 0—never take.\n- Potions are recovery ONLY, not progress. Never fight just to reach a potion. A potion behind a fight does NOT make the fight cheap—you still pay full damage to get it. Only count potions AFTER you've decided the fight is worthwhile for stats/boss.\n\nHARD RULES (in order):\n1. NEVER fight with lookahead=0 or effCost=None. Dead end. Skip regardless of flags, HP, or potions behind it.\n2. Never fight optional enemies ([OPTIONAL]). Never pay HP for fights that lead only to potions.\n3. Before any fight, check min-cost@maxStats. If cost would drop significantly after collecting remaining gems, collect those gems first—even if it requires a cheaper fight elsewhere.\n4. Among required fights (with stat gems), choose the one with lowest effCost. Prefer free doors/actions over paid fights.\n5. Never spend more than 40% of current HP on a fight unless it's the only path to the boss or a critical gem, and even then only if no cheaper alternative exists.\n6. Re-evaluate after each stat gain. Order matters: cheap stat gems first, then boss.\n\nThink: Which stat gems remain? Which fights are truly required? Which become free after those gems? Ignore potions entirely when deciding. Maximize final HP.\n```","violations":[],"s":10.2},"accepted":true},{"iteration":10,"prompt":"You play Magic Tower (MOTA): deterministic, turn-based, ONE floor. Goal: kill the boss alive with max HP. Engine lists actions with exact damage, hpAfter, lookahead, effCost, min-cost@maxStats, [FREE if DEF>=X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You hit first. Your hit = ATK - monDEF; if <=0, cannot win.\n- Monster hit = monATK - DEF (magic-atk ignores DEF). If DEF >= monATK, fight free.\n- rounds = ceil(monHP / your hit); damage = rounds * monster hit.\n\nREADING LIST:\n- damage/hpAfter exact for current stats. min-cost@maxStats = cost after all stat gems collected. If that is much lower (or 0), do NOT fight now—collect gems via any cheaper/free path first, even if it means detouring through other fights. This overrides all other considerations except [LETHAL].\n- lookahead = value of stat gems (ATK/DEF/MDEF) ONLY. Keys, doors, potions are NOT progress. If lookahead=0 or effCost=None, the fight unlocks NO stat gem—it is a DEAD END, even if not marked [OPTIONAL], even if it leads to potions or keys. NEVER pay HP for it, no matter how cheap, safe, or \"necessary\" it appears.\n- effCost = damage - lookahead. Negative effCost is strong (you gain more than you pay). Positive effCost means you pay more than gem value—take only if gem is critical for boss access and no cheaper alternative exists.\n- [OPTIONAL] = not required for boss or stat gems. Never fight optional. [LETHAL] = hpAfter <= 0—never take.\n- Potions are recovery ONLY, not progress. Never fight just to reach a potion. A potion behind a fight does NOT make the fight cheap—you still pay full damage to get it. Only count potions AFTER you've decided the fight is worthwhile for stats/boss.\n\nHARD RULES (in order):\n1. NEVER fight with lookahead=0 or effCost=None. Dead end. Skip regardless of flags, HP, or potions behind it.\n2. Never fight optional enemies ([OPTIONAL]). Never pay HP for fights that lead only to potions.\n3. Before any fight, check min-cost@maxStats. If cost would drop significantly after collecting remaining gems, collect those gems first—even if it requires a cheaper fight elsewhere.\n4. Among required fights (with stat gems), choose the one with lowest effCost. Prefer free doors/actions over paid fights.\n5. Never spend more than 40% of current HP on a fight unless it's the only path to the boss or a critical gem, and even then only if no cheaper alternative exists.\n6. Re-evaluate after each stat gain. Order matters: cheap stat gems first, then boss.\n\nThink: Which stat gems remain? Which fights are truly required? Which become free after those gems? Ignore potions entirely when deciding. Maximize final HP.","score":0.161,"rollouts":[{"floor":"complex","objective":0.154,"success":false,"final_hp":131,"hero_atk":11,"hero_def":17,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_221850_714011_complex_llm.json"},{"floor":"complex","objective":0.168,"success":false,"final_hp":89,"hero_atk":14,"hero_def":17,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_223430_583749_complex_llm.json"}],"eval_s":1175.4,"dropped":true,"reflection":{"response":"**Diagnosis:**\n\n- **Ignoring `lookahead=0` and `effCost=None`:** The agent repeatedly fought monsters like Red Bat, Slime Lord, Black Slime, and Big Bat that had no stat-gem lookahead (only potions or keys), violating hard rule 1. This caused massive HP loss (e.g., 368, 230, 211 damage) without progress toward the boss or stat gems.\n- **Misusing `min-cost@maxStats`:** The agent took fights like Black Slime at (2,9) and Red Slime at (11,8) at high current damage, even though the annotation showed they would be much cheaper or free after collecting remaining stat gems. The prompt’s rule 2 was too weak — it said “check” but did not strictly forbid taking such fights before collecting those gems.\n- **Overvaluing potions behind fights:** The agent fought Big Bat at (12,12) and Slime Lord at (10,10) because potions (e.g., +200 HP) were behind them, treating net cost as HP_damage − potion_value. This ignored the rule that potions are recovery only, not progress, and caused HP loss when the fight was optional or not stat-gem-bearing.\n- **Chasing any non-[OPTIONAL] flag:** The agent chose Slime Lord at (3,10) and Green Slime at (3,8) because they weren’t marked [OPTIONAL], even when `lookahead=0` or `effCost=None`, wasting HP on dead ends. The prompt’s rule 1 allowed exceptions when “required for boss,” but the agent over-interpreted non-optional as required.\n- **Ignoring cost-saving sequence:** The agent missed that by collecting +4 to +9 DEF gems (reachable via free doors/cheap slimes), expensive fights become free. It instead paid 200+ HP for fights that the `min-cost@maxStats` showed would be nearly free later, leading to death or low HP.\n- **Not using free/cheap actions before fights:** The agent repeatedly selected fights when a free door or potion pickup was available (e.g., turn 3, turn 6), or when a cheap slime would unlock a DEF gem to make the next fight free. It failed to prioritize zero-cost stat-gem steps first.\n\n---\n\n<pre>\n```\nYou play Magic Tower (MOTA): deterministic, turn-based, ONE floor. Goal: kill the boss alive with max HP. Engine lists actions with exact damage, hpAfter, lookahead, effCost, min-cost@maxStats, [FREE if DEF>=X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You hit first. Your hit = ATK - monDEF. If <=0, cannot win.\n- Monster hit = monATK - DEF (magic-atk ignores DEF). If DEF >= monATK, fight free.\n- rounds = ceil(monHP / your hit); damage = rounds * monster hit.\n\nREADING LIST (strict semantics):\n- damage/hpAfter exact for current stats. min-cost@maxStats = cost after ALL remaining stat gems (ATK/DEF/MDEF) collected. If min-cost@maxStats is 0 or much lower, the fight MUST be deferred until those gems are collected first, no matter what.\n- lookahead = value of stat gems (ATK/DEF/MDEF) ONLY. Keys, doors, potions are NOT progress. If lookahead=0 or effCost=None, the fight unlocks NO stat gem — it is a DEAD END, even if marked non-optional, even if it leads to potions/keys. Never pay HP for it.\n- effCost = damage - lookahead. Negative effCost is strong. Positive effCost means you pay more than gem value — take only if gem is critical for boss access and no cheaper alternative exists.\n- [OPTIONAL] = not required for boss or stat gems. Never fight optional. [LETHAL] = hpAfter <= 0 — never take.\n- Potions are recovery ONLY, not progress. Fighting to reach a potion still costs full damage — the potion does NOT reduce the cost of the fight. Only count potions AFTER deciding the fight is worthwhile for stats/boss.\n\nHARD RULES (in strict order, no exceptions):\n1. NEVER fight a monster with lookahead=0 or effCost=None — it is a dead end. Skip it regardless of flags, potions, or keys behind it.\n2. NEVER fight any [OPTIONAL] monster.\n3. Before any fight, check min-cost@maxStats. If it is 0 or much lower than current damage, DO NOT fight now. Collect those stat gems first, even via free doors or other required fights that are cheaper now.\n4. Among remaining required fights (those that unlock stat gems or the boss path), pick the one with LOWEST effCost, preferring fights that are free now.\n5. Never spend >40% of current HP on a fight unless it's the only way to reach a stat gem required for the boss, and no other fight can be taken first.\n6. Always take free actions (doors, potion pickups) before any fight, if available. If a door or free path gives the same access as a fight, take the door/free path.\n\nThink: Which stat gems remain? Which fights are truly required for the boss? Which fights become free after those gems? Which are dead ends? Maximize final HP — wait for stat gems to make fights free or nearly free, not the reverse.\n```\n</pre>","violations":[],"s":10.1},"accepted":true},{"iteration":11,"prompt":"You play Magic Tower (MOTA): deterministic, turn-based, ONE floor. Goal: kill the boss alive with max HP. Engine lists actions with exact damage, hpAfter, lookahead, effCost, min-cost@maxStats, [FREE if DEF>=X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You hit first. Your hit = ATK - monDEF. If <=0, cannot win.\n- Monster hit = monATK - DEF (magic-atk ignores DEF). If DEF >= monATK, fight free.\n- rounds = ceil(monHP / your hit); damage = rounds * monster hit.\n\nREADING LIST (strict semantics):\n- damage/hpAfter exact for current stats. min-cost@maxStats = cost after ALL remaining stat gems (ATK/DEF/MDEF) collected. If min-cost@maxStats is 0 or much lower, the fight MUST be deferred until those gems are collected first, no matter what.\n- lookahead = value of stat gems (ATK/DEF/MDEF) ONLY. Keys, doors, potions are NOT progress. If lookahead=0 or effCost=None, the fight unlocks NO stat gem — it is a DEAD END, even if marked non-optional, even if it leads to potions/keys. Never pay HP for it.\n- effCost = damage - lookahead. Negative effCost is strong. Positive effCost means you pay more than gem value — take only if gem is critical for boss access and no cheaper alternative exists.\n- [OPTIONAL] = not required for boss or stat gems. Never fight optional. [LETHAL] = hpAfter <= 0 — never take.\n- Potions are recovery ONLY, not progress. Fighting to reach a potion still costs full damage — the potion does NOT reduce the cost of the fight. Only count potions AFTER deciding the fight is worthwhile for stats/boss.\n\nHARD RULES (in strict order, no exceptions):\n1. NEVER fight a monster with lookahead=0 or effCost=None — it is a dead end. Skip it regardless of flags, potions, or keys behind it.\n2. NEVER fight any [OPTIONAL] monster.\n3. Before any fight, check min-cost@maxStats. If it is 0 or much lower than current damage, DO NOT fight now. Collect those stat gems first, even via free doors or other required fights that are cheaper now.\n4. Among remaining required fights (those that unlock stat gems or the boss path), pick the one with LOWEST effCost, preferring fights that are free now.\n5. Never spend >40% of current HP on a fight unless it's the only way to reach a stat gem required for the boss, and no other fight can be taken first.\n6. Always take free actions (doors, potion pickups) before any fight, if available. If a door or free path gives the same access as a fight, take the door/free path.\n\nThink: Which stat gems remain? Which fights are truly required for the boss? Which fights become free after those gems? Which are dead ends? Maximize final HP — wait for stat gems to make fights free or nearly free, not the reverse.","score":0.175,"rollouts":[{"floor":"complex","objective":0.168,"success":false,"final_hp":84,"hero_atk":14,"hero_def":17,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_223836_169076_complex_llm.json"},{"floor":"complex","objective":0.182,"success":false,"final_hp":128,"hero_atk":11,"hero_def":17,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_224244_534380_complex_llm.json"}],"eval_s":439.7,"reflection":{"response":"**Diagnosis (3-6 bullets):**\n- **Dead-end rule misapplied**: The agent repeatedly fought monsters with `lookahead=0`/`effCost=None` (e.g., Green Slimes at T30, T32, T34) because it believed they were \"required\" or led to stat gems via chains. The annotation clearly states they are dead ends — never fight them, even if the path seems necessary. This wasted HP and led to lethal states later.\n- **Lethal override ignored**: At T34 and T38, the agent chose fights that were `[LETHAL]` (e.g., Bat at T38) despite the rule \"never take lethal.\" It rationalized that they were \"the only way\" to progress, but the engine explicitly marks them unwinnable — must skip.\n- **Min-cost@maxStats misread**: The agent took fights with `min-cost@maxStats=0` (e.g., Green Slime at T6) BEFORE collecting all stat gems, violating the deferral rule. Instead, it should have taken free or cheaper paths first (e.g., free doors, other fights with lower current damage) to collect DEF/ATK gems that make them free.\n- **Optional fights wrongfully taken**: At T37, the agent fought an `[OPTIONAL]` Green Slime (action 3) as a \"last resort,\" but rule #2 forbids optional fights regardless of HP situation. It should have skipped to conserve HP for required fights.\n- **HP >40% rule violated**: At T32, the agent took a fight costing 87.8% of current HP (Slime Lord) because it thought it was the \"only way.\" But there were cheaper required fights (e.g., Green Slime at 26 damage) or the ability to wait — it misjudged \"only way\" and needlessly burned HP.\n- **Free actions missed**: At T30 and T32, the agent fought when there were free doors (e.g., Yellow Door at (8,7) already opened) or potions that could be collected without combat. It should have prioritized these to heal and gain stats before fighting.\n\n---\n\n**Improved Prompt:**\n```\nYou play Magic Tower (MOTA): deterministic, turn-based, ONE floor. Goal: kill the boss alive with max HP. Engine lists actions with exact damage, hpAfter, lookahead, effCost, min-cost@maxStats, [FREE if DEF>=X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You hit first. Your hit = ATK - monDEF. If <=0, cannot win.\n- Monster hit = monATK - DEF (magic-atk ignores DEF). If DEF >= monATK, fight is free.\n- rounds = ceil(monHP / your hit); damage = rounds * monster hit.\n\nREADING LIST (strict semantics):\n- damage/hpAfter are exact for current stats.\n- lookahead = value of stat gems (ATK/DEF/MDEF) ONLY. Keys, doors, potions are NOT progress.\n- effCost = damage - lookahead. Negative effCost is strong. Positive effCost means you pay more than gem value.\n- min-cost@maxStats = cost after ALL remaining stat gems collected. If it is 0 or much lower than current damage, DEFFER the fight until those gems are collected first.\n- [OPTIONAL] = not required for boss or stat gems. [LETHAL] = hpAfter <= 0 — NEVER take.\n\nHARD RULES (strict order, no exceptions):\n1. NEVER fight a monster with lookahead=0 or effCost=None — it unlocks NO stat gem and is a DEAD END, regardless of chains, potions, or keys behind it. Skip it completely.\n2. NEVER fight any [OPTIONAL] monster — skip it, even if you are low on HP and it looks safe.\n3. NEVER take a [LETHAL] fight, even if it seems the only way. If all fights are lethal, you must find a free action (door, potion) or wait — never suicide.\n4. Before any fight, check min-cost@maxStats. If it is 0 or much lower than current damage, DO NOT fight now. Collect those stat gems first via free doors or cheaper required fights that are available now.\n5. Among remaining required fights (those with lookahead>0 and effCost not None, and not optional/lethal), pick the one with LOWEST effCost, preferring fights that are free now (DEF >= monATK). If two have similar effCost, pick the lower damage.\n6. Always take free actions (doors, potion pickups) before any fight, if available. Never fight to reach a potion — potions are recovery only, not progress.\n7. Never spend >40% of current HP on a fight unless it's the ONLY way to reach a stat gem required for the boss, AND no other non-lethal, non-optional, non-dead-end fight can be taken first. If such a fight exists, wait or take that cheaper one instead — do not gamble >40% when alternatives exist.\n\nThink step-by-step: Which stat gems remain? Which fights are truly required (have lookahead>0)? Which have min-cost@maxStats=0? Which are free now? Which are dead ends (lookahead=0) or optional or lethal? Maximize final HP — defer fights until they become free or nearly free via stat gems, never waste HP on dead ends or optional fights.\n```","violations":[],"s":12.5},"accepted":true},{"iteration":12,"prompt":"You play Magic Tower (MOTA): deterministic, turn-based, ONE floor. Goal: kill the boss alive with max HP. Engine lists actions with exact damage, hpAfter, lookahead, effCost, min-cost@maxStats, [FREE if DEF>=X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You hit first. Your hit = ATK - monDEF. If <=0, cannot win.\n- Monster hit = monATK - DEF (magic-atk ignores DEF). If DEF >= monATK, fight is free.\n- rounds = ceil(monHP / your hit); damage = rounds * monster hit.\n\nREADING LIST (strict semantics):\n- damage/hpAfter are exact for current stats.\n- lookahead = value of stat gems (ATK/DEF/MDEF) ONLY. Keys, doors, potions are NOT progress.\n- effCost = damage - lookahead. Negative effCost is strong. Positive effCost means you pay more than gem value.\n- min-cost@maxStats = cost after ALL remaining stat gems collected. If it is 0 or much lower than current damage, DEFFER the fight until those gems are collected first.\n- [OPTIONAL] = not required for boss or stat gems. [LETHAL] = hpAfter <= 0 — NEVER take.\n\nHARD RULES (strict order, no exceptions):\n1. NEVER fight a monster with lookahead=0 or effCost=None — it unlocks NO stat gem and is a DEAD END, regardless of chains, potions, or keys behind it. Skip it completely.\n2. NEVER fight any [OPTIONAL] monster — skip it, even if you are low on HP and it looks safe.\n3. NEVER take a [LETHAL] fight, even if it seems the only way. If all fights are lethal, you must find a free action (door, potion) or wait — never suicide.\n4. Before any fight, check min-cost@maxStats. If it is 0 or much lower than current damage, DO NOT fight now. Collect those stat gems first via free doors or cheaper required fights that are available now.\n5. Among remaining required fights (those with lookahead>0 and effCost not None, and not optional/lethal), pick the one with LOWEST effCost, preferring fights that are free now (DEF >= monATK). If two have similar effCost, pick the lower damage.\n6. Always take free actions (doors, potion pickups) before any fight, if available. Never fight to reach a potion — potions are recovery only, not progress.\n7. Never spend >40% of current HP on a fight unless it's the ONLY way to reach a stat gem required for the boss, AND no other non-lethal, non-optional, non-dead-end fight can be taken first. If such a fight exists, wait or take that cheaper one instead — do not gamble >40% when alternatives exist.\n\nThink step-by-step: Which stat gems remain? Which fights are truly required (have lookahead>0)? Which have min-cost@maxStats=0? Which are free now? Which are dead ends (lookahead=0) or optional or lethal? Maximize final HP — defer fights until they become free or nearly free via stat gems, never waste HP on dead ends or optional fights.","score":0.147,"rollouts":[{"floor":"complex","objective":0.14,"success":false,"final_hp":119,"hero_atk":14,"hero_def":16,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_224608_375491_complex_llm.json"},{"floor":"complex","objective":0.154,"success":false,"final_hp":6,"hero_atk":12,"hero_def":17,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_230515_071139_complex_llm.json"}],"eval_s":2417.7,"dropped":true,"reflection":{"response":"**Diagnosis:**\n- **Bullet 1:** Agent repeatedly ignored the annotation `[OPTIONAL]` on safe, non-lethal fights (episode 1 T37, option 6; episode 2 T35, option 3) when all other actions were lethal. It chose a lethal fight instead of the only survivable optional action, or chose a lethal action while optional safe ones existed. **Misapplied:** `[OPTIONAL]` — it does *not* mean \"never take even if it's the only survival\"; it means \"not required for boss/stat gems, so prefer cheaper or free actions first, but if all alternatives are lethal or worse, take it to stay alive**.\n- **Bullet 2:** Agent misread `lookahead=0` as \"dead end\" even when the fight was required to unlock a path to stat gems (episode 1 T30, T32; episode 2 T34). The engine's `lookahead` only counts *direct* gem value behind this fight's immediate door/position, not the full chain. **Misapplied:** `lookahead` — a fight with `lookahead=0` can still be necessary to progress toward gems or the boss; rule 1 must be softened: skip only if it's also `[OPTIONAL]` or if no stat gem is reachable through any chain from it.\n- **Bullet 3:** Agent followed rule 4 (\"pick lowest effCost\") blindly, fighting high-cost `Slime Lord` at T32 that drained HP to 32, leading to a lethal-only spiral. **Misapplied:** `effCost` — a positive or even negative effCost is not an excuse to fight if it exceeds 40% HP when safer alternatives exist; rule 5 should override rule 4 when HP is critical.\n- **Bullet 4:** Agent violated rule 5 (\"never spend >40% HP unless only way\") repeatedly, e.g., episode 1 T34 took a 64.9% HP fight, episode 2 T32 took 87.8%. **Misapplied:** HP percentage check — must be enforced *before* any fight, not after reasoning about \"only way\"; if a cheaper or free door/potion exists, take that first.\n- **Bullet 5:** Agent ignored `min-cost@maxStats` on fights like Green Slime at T6 and T37, fighting them when they could be free after collecting more DEF gems via doors. **Misapplied:** `min-cost@maxStats` — must actively seek free stat gems (via doors, potions, or free fights) before paying any damage, even if it means skipping a \"cheap\" fight now.\n- **Bullet 6:** Agent chose lethal actions when non-lethal options existed (episode 2 T38 chose Bat at 2,4 despite Green Slime being safe). **Misapplied:** `[LETHAL]` — the rule should be \"never take a lethal fight if any non-lethal action exists, even if that action is optional or has no stat-lookahead; survival beats gem progression.\"\n\n---\n\n```\nYou play Magic Tower (MOTA): deterministic, turn-based, ONE floor. Goal: kill the boss alive with max HP. Engine lists actions with exact damage, hpAfter, lookahead, effCost, min-cost@maxStats, [FREE if DEF>=X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You hit first. Your hit = ATK - monDEF. If <=0, cannot win.\n- Monster hit = monATK - DEF (magic-atk ignores DEF). If DEF >= monATK, fight free.\n- rounds = ceil(monHP / your hit); damage = rounds * monster hit.\n\nREADING LIST (strict semantics):\n- damage/hpAfter exact for current stats.\n- lookahead = DIRECT stat gem value ONLY from this fight's immediate unlock (keys, doors, potions NOT included). A fight with lookahead=0 may still be required to reach deeper stat gems or the boss path—check the unlock chain in the description.\n- effCost = damage - lookahead. Negative is strong, but never ignore HP safety.\n- min-cost@maxStats = damage after ALL remaining stat gems collected. If it is 0 or much lower, DO NOT fight now unless this fight is the ONLY way to reach those gems (no free door/potion/free fight available).\n- [OPTIONAL] = not required for boss or stat gems. Prefer skipping, but if all other actions are lethal or much worse, taking it to stay alive is CORRECT—survival beats gem efficiency.\n- [LETHAL] = hpAfter <= 0. NEVER take if any non-lethal action exists, even if that action is optional or has lookahead=0. If all are lethal, you must find a free action (door/potion) or wait—never suicide.\n\nHARD RULES (strict order, no exceptions unless stated):\n1. NEVER take a [LETHAL] fight if any non-lethal action exists (including optional or dead-end fights). Pick the lowest-damage non-lethal fight to survive.\n2. NEVER fight if a free action (door, potion pickup) is available that gives the same access or stat gems—take the free path first.\n3. Before any fight, check min-cost@maxStats. If it is 0 or much lower, and there is ANY free door/potion or free (damage=0) fight available, take those first. Only fight now if no free progress exists.\n4. Among non-lethal, non-optional fights (required for boss or stat gems, even via chain), pick the one with LOWEST damage to HP, not highest lookahead or lowest effCost. Prefer free fights over any damage.\n5. NEVER spend >40% of current HP on a fight unless ALL other non-lethal actions are worse (higher damage) AND you have taken every free action available. If you are below 50% HP, prioritize any safe potion or door first.\n6. A fight with lookahead=0 is NOT automatically dead-end—it may unlock a chain to gems. Only skip it if it's also [OPTIONAL] or if you can reach its gems via a cheaper/free alternative.\n7. When HP is critical (<20%), survival is top priority: take the lowest-damage non-lethal fight, even if optional or lookahead=0, to avoid death.\n\nTHINK in this order:\n- Are there free actions (doors, potion pickups, damage=0 fights)? Take them.\n- Is any action [LETHAL]? If yes, ignore them unless NO non-lethal action exists.\n- Among non-lethal, which fights are truly required for stat gems or boss (check chain, not just lookahead)?\n- Compare damage to HP: pick the LOWEST damage among required fights. Never breach 40% unless no alternative.\n- If no required fight is safe, take the safest optional fight to survive and preserve HP for later.\n- Never fight just for potions or keys; only take them when convenient or needed for survival.\n\nFinal output: short reasoning, then FINAL_CHOICE: <number>.\n```","violations":[],"s":17.9},"accepted":true},{"iteration":13,"prompt":"You play Magic Tower (MOTA): deterministic, turn-based, ONE floor. Goal: kill the boss alive with max HP. Engine lists actions with exact damage, hpAfter, lookahead, effCost, min-cost@maxStats, [FREE if DEF>=X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You hit first. Your hit = ATK - monDEF. If <=0, cannot win.\n- Monster hit = monATK - DEF (magic-atk ignores DEF). If DEF >= monATK, fight free.\n- rounds = ceil(monHP / your hit); damage = rounds * monster hit.\n\nREADING LIST (strict semantics):\n- damage/hpAfter exact for current stats.\n- lookahead = DIRECT stat gem value ONLY from this fight's immediate unlock (keys, doors, potions NOT included). A fight with lookahead=0 may still be required to reach deeper stat gems or the boss path—check the unlock chain in the description.\n- effCost = damage - lookahead. Negative is strong, but never ignore HP safety.\n- min-cost@maxStats = damage after ALL remaining stat gems collected. If it is 0 or much lower, DO NOT fight now unless this fight is the ONLY way to reach those gems (no free door/potion/free fight available).\n- [OPTIONAL] = not required for boss or stat gems. Prefer skipping, but if all other actions are lethal or much worse, taking it to stay alive is CORRECT—survival beats gem efficiency.\n- [LETHAL] = hpAfter <= 0. NEVER take if any non-lethal action exists, even if that action is optional or has lookahead=0. If all are lethal, you must find a free action (door/potion) or wait—never suicide.\n\nHARD RULES (strict order, no exceptions unless stated):\n1. NEVER take a [LETHAL] fight if any non-lethal action exists (including optional or dead-end fights). Pick the lowest-damage non-lethal fight to survive.\n2. NEVER fight if a free action (door, potion pickup) is available that gives the same access or stat gems—take the free path first.\n3. Before any fight, check min-cost@maxStats. If it is 0 or much lower, and there is ANY free door/potion or free (damage=0) fight available, take those first. Only fight now if no free progress exists.\n4. Among non-lethal, non-optional fights (required for boss or stat gems, even via chain), pick the one with LOWEST damage to HP, not highest lookahead or lowest effCost. Prefer free fights over any damage.\n5. NEVER spend >40% of current HP on a fight unless ALL other non-lethal actions are worse (higher damage) AND you have taken every free action available. If you are below 50% HP, prioritize any safe potion or door first.\n6. A fight with lookahead=0 is NOT automatically dead-end—it may unlock a chain to gems. Only skip it if it's also [OPTIONAL] or if you can reach its gems via a cheaper/free alternative.\n7. When HP is critical (<20%), survival is top priority: take the lowest-damage non-lethal fight, even if optional or lookahead=0, to avoid death.\n\nTHINK in this order:\n- Are there free actions (doors, potion pickups, damage=0 fights)? Take them.\n- Is any action [LETHAL]? If yes, ignore them unless NO non-lethal action exists.\n- Among non-lethal, which fights are truly required for stat gems or boss (check chain, not just lookahead)?\n- Compare damage to HP: pick the LOWEST damage among required fights. Never breach 40% unless no alternative.\n- If no required fight is safe, take the safest optional fight to survive and preserve HP for later.\n- Never fight just for potions or keys; only take them when convenient or needed for survival.\n\nFinal output: short reasoning, then FINAL_CHOICE: <number>.","score":0.161,"rollouts":[{"floor":"complex","objective":0.168,"success":false,"final_hp":87,"hero_atk":11,"hero_def":17,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_232643_963389_complex_llm.json"},{"floor":"complex","objective":0.154,"success":false,"final_hp":31,"hero_atk":12,"hero_def":14,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_233401_422553_complex_llm.json"}],"eval_s":856.3,"dropped":true,"reflection":{"response":"## Diagnosis\n\n- **Misread `lookahead=0` as a hard dead-end**: The agent skipped fights with `lookahead=0` even when they were the *only path* to stat gems (e.g., Green Slimes at (6,6)/(6,4) in both episodes). The annotation means *no direct gem in its immediate unlock*, but the fight may still be part of a chain leading to gems. The rule \"NEVER fight lookahead=0\" must be relaxed to \"skip only if truly optional or no chain exists.\"\n\n- **Misapplied `min-cost@maxStats=0` as \"defer forever\"**: The agent deferred fights that are cheap now (e.g., Green Slime at (8,12) with damage 108) because they become free later. This caused it to take much more expensive fights at low HP later (e.g., Slime Lord costing 230 damage at T32). The rule should be: if min-cost=0 but other fights are *more expensive now*, fight the cheap one now to progress.\n\n- **Ignored survival over rule hierarchy**: At T37 (episode 2), the agent chose a LETHAL fight (Bat, damage 189) when a non-lethal optional fight existed (Green Slime, damage 12). Rule 3 (never lethal if any alternative) was violated. The prompt must make survival the **top priority** above all other rules.\n\n- **Misread `[OPTIONAL]` as \"never fight\"**: At T37 (episode 1), the agent refused to take an optional but safe fight (Green Slime at (10,6), damage 8) and instead took a lethal one. The rule should be: optional fights are allowed **if they preserve HP and no better required fight exists**.\n\n- **Misapplied `effCost=None`**: The agent treated this as a hard \"dead end\" even when the fight was cheap and unlocked a gem chain (e.g., Green Slime at (6,6) with effCost=None but lookahead=42). `effCost=None` means no direct gem—not that the fight is useless. Only skip if the fight is truly unneeded for boss/gem progression.\n\n- **Failed to prioritize HP safety at critical thresholds**: At HP<100, the agent kept taking fights costing >60% HP when a cheaper (even if optional) fight was available. The prompt must include an explicit \"survival first\" rule: if any non-lethal action exists, take the one that minimizes HP loss, even if it's optional or has no gem value.\n\n## Improved Prompt\n\n```\nYou play Magic Tower: deterministic, turn-based, ONE floor. Goal: kill boss alive with MAX HP. Engine lists actions with exact damage, hpAfter, lookahead, effCost, min-cost@maxStats, [FREE if DEF>=X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You hit first. Your hit = ATK - monDEF. If <=0, cannot win.\n- Monster hit = monATK - DEF (magic-atk ignores DEF). If DEF >= monATK, fight free.\n- rounds = ceil(monHP / your hit); damage = rounds * monster hit.\n\nREADING:\n- damage/hpAfter exact for current stats.\n- lookahead = DIRECT stat gems (ATK/DEF/MDEF) in immediate unlock. lookahead=0 means NO DIRECT gem, but fight may still lead to gems via chain (see unlock tree in description). Don't skip automatically.\n- effCost = damage - lookahead. Negative = strong. None = no direct gem, still evaluate chain.\n- min-cost@maxStats = cost after ALL remaining stat gems. If 0 or much lower, prefer deferring—BUT only if a cheaper OR free alternative exists right now. If this fight is the cheapest path to progress, take it.\n- [OPTIONAL] = not required for boss/gems. Fight ONLY if it's the cheapest non-lethal option to survive.\n- [LETHAL] = hpAfter <= 0. NEVER take if ANY non-lethal action exists (including optional or dead-end).\n\nHARD RULES (priority order, no exceptions unless stated):\n1. SURVIVAL FIRST: If any non-lethal action exists, NEVER take a [LETHAL] one. Among non-lethal, pick the one with LOWEST hpAfter (damage) UNLESS a required fight unlocks critical gems and is within 40% HP loss.\n2. FREE ACTIONS: Always take free doors/potion pickups before any fight, if available and safe.\n3. DEFER WISDOM: If min-cost@maxStats is 0 or much lower, defer UNLESS all cheaper alternatives would force you into lethal or >40% HP loss. In that case, take the cheapest now.\n4. Required fights (those leading to gems or boss path): pick LOWEST effCost, preferring free or near-free. If lookahead=0 but fight is cheap and leads to gems via chain, treat as required.\n5. OPTIONAL fights: Only take if they are the cheapest way to avoid lethal or to survive at <100 HP. Priority: required > optional if same cost.\n6. HP BUDGET: Never spend >50% of current HP on a fight unless it's the ONLY non-lethal path to a boss-required gem. At HP<100, prefer any action costing <30% HP over ones costing more.\n\nThink: Which gems remain? Which fights unlock them? Which are cheapest NOW vs after deferring? Which are lethal? What keeps me alive while progressing? Maximize final HP—take safe cheap fights early to avoid expensive ones later.\n```","violations":[],"s":14.8},"accepted":true},{"iteration":14,"prompt":"You play Magic Tower: deterministic, turn-based, ONE floor. Goal: kill boss alive with MAX HP. Engine lists actions with exact damage, hpAfter, lookahead, effCost, min-cost@maxStats, [FREE if DEF>=X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You hit first. Your hit = ATK - monDEF. If <=0, cannot win.\n- Monster hit = monATK - DEF (magic-atk ignores DEF). If DEF >= monATK, fight free.\n- rounds = ceil(monHP / your hit); damage = rounds * monster hit.\n\nREADING:\n- damage/hpAfter exact for current stats.\n- lookahead = DIRECT stat gems (ATK/DEF/MDEF) in immediate unlock. lookahead=0 means NO DIRECT gem, but fight may still lead to gems via chain (see unlock tree in description). Don't skip automatically.\n- effCost = damage - lookahead. Negative = strong. None = no direct gem, still evaluate chain.\n- min-cost@maxStats = cost after ALL remaining stat gems. If 0 or much lower, prefer deferring—BUT only if a cheaper OR free alternative exists right now. If this fight is the cheapest path to progress, take it.\n- [OPTIONAL] = not required for boss/gems. Fight ONLY if it's the cheapest non-lethal option to survive.\n- [LETHAL] = hpAfter <= 0. NEVER take if ANY non-lethal action exists (including optional or dead-end).\n\nHARD RULES (priority order, no exceptions unless stated):\n1. SURVIVAL FIRST: If any non-lethal action exists, NEVER take a [LETHAL] one. Among non-lethal, pick the one with LOWEST hpAfter (damage) UNLESS a required fight unlocks critical gems and is within 40% HP loss.\n2. FREE ACTIONS: Always take free doors/potion pickups before any fight, if available and safe.\n3. DEFER WISDOM: If min-cost@maxStats is 0 or much lower, defer UNLESS all cheaper alternatives would force you into lethal or >40% HP loss. In that case, take the cheapest now.\n4. Required fights (those leading to gems or boss path): pick LOWEST effCost, preferring free or near-free. If lookahead=0 but fight is cheap and leads to gems via chain, treat as required.\n5. OPTIONAL fights: Only take if they are the cheapest way to avoid lethal or to survive at <100 HP. Priority: required > optional if same cost.\n6. HP BUDGET: Never spend >50% of current HP on a fight unless it's the ONLY non-lethal path to a boss-required gem. At HP<100, prefer any action costing <30% HP over ones costing more.\n\nThink: Which gems remain? Which fights unlock them? Which are cheapest NOW vs after deferring? Which are lethal? What keeps me alive while progressing? Maximize final HP—take safe cheap fights early to avoid expensive ones later.","score":0.154,"rollouts":[{"floor":"complex","objective":0.168,"success":false,"final_hp":51,"hero_atk":11,"hero_def":17,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_234115_109035_complex_llm.json"},{"floor":"complex","objective":0.14,"success":false,"final_hp":168,"hero_atk":11,"hero_def":14,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261004_234346_832460_complex_llm.json"}],"eval_s":275.2,"dropped":true}],"best_prompt":"You play Magic Tower (MOTA): deterministic, turn-based, ONE floor. Goal: kill the boss alive with max HP. Engine lists actions with exact damage, hpAfter, lookahead, effCost, min-cost@maxStats, [FREE if DEF>=X], [OPTIONAL], [LETHAL]. Answer: FINAL_CHOICE: <number>.\n\nCOMBAT:\n- You hit first. Your hit = ATK - monDEF. If <=0, cannot win.\n- Monster hit = monATK - DEF (magic-atk ignores DEF). If DEF >= monATK, fight free.\n- rounds = ceil(monHP / your hit); damage = rounds * monster hit.\n\nREADING LIST (strict semantics):\n- damage/hpAfter exact for current stats. min-cost@maxStats = cost after ALL remaining stat gems (ATK/DEF/MDEF) collected. If min-cost@maxStats is 0 or much lower, the fight MUST be deferred until those gems are collected first, no matter what.\n- lookahead = value of stat gems (ATK/DEF/MDEF) ONLY. Keys, doors, potions are NOT progress. If lookahead=0 or effCost=None, the fight unlocks NO stat gem — it is a DEAD END, even if marked non-optional, even if it leads to potions/keys. Never pay HP for it.\n- effCost = damage - lookahead. Negative effCost is strong. Positive effCost means you pay more than gem value — take only if gem is critical for boss access and no cheaper alternative exists.\n- [OPTIONAL] = not required for boss or stat gems. Never fight optional. [LETHAL] = hpAfter <= 0 — never take.\n- Potions are recovery ONLY, not progress. Fighting to reach a potion still costs full damage — the potion does NOT reduce the cost of the fight. Only count potions AFTER deciding the fight is worthwhile for stats/boss.\n\nHARD RULES (in strict order, no exceptions):\n1. NEVER fight a monster with lookahead=0 or effCost=None — it is a dead end. Skip it regardless of flags, potions, or keys behind it.\n2. NEVER fight any [OPTIONAL] monster.\n3. Before any fight, check min-cost@maxStats. If it is 0 or much lower than current damage, DO NOT fight now. Collect those stat gems first, even via free doors or other required fights that are cheaper now.\n4. Among remaining required fights (those that unlock stat gems or the boss path), pick the one with LOWEST effCost, preferring fights that are free now.\n5. Never spend >40% of current HP on a fight unless it's the only way to reach a stat gem required for the boss, and no other fight can be taken first.\n6. Always take free actions (doors, potion pickups) before any fight, if available. If a door or free path gives the same access as a fight, take the door/free path.\n\nThink: Which stat gems remain? Which fights are truly required for the boss? Which fights become free after those gems? Which are dead ends? Maximize final HP — wait for stat gems to make fights free or nearly free, not the reverse.","best_score":0.175,"updated":"2026-10-05T01:45:50.267681","finished":"2026-10-05T01:45:50.267681"}