{"label":"gs2_dsv4flash_bare","method":"constrained-linear-gepa","floor":null,"floors":["simple","gen01.txt","gen02.txt"],"tower":null,"preset":"deepseek-v4-flash","task_model":"deepseek-v4-flash-0731","reflection_model":"deepseek-v4-flash-0731","rollouts":1,"seed_file":"core_rules.txt","bare_obs":true,"strategy_examples":false,"select":"best","rich_trace":true,"started":"2026-09-28T19:01:23.949916","env":{"CONVERSATION_HISTORY_TURNS":"0","MOTA_ORDER_TWO_SIDED":"1","MOTA_FIGHT_KEY_FLOOD":"1","THINKING_MAX_TOKENS":"16384","LOOKAHEAD_DEPTH":"3","MOTA_BARE_OBS":"1","MOTA_EVAL_TEMPERATURE":"0.0"},"iterations":[{"iteration":0,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your state and a numbered list of the actions you can take now; you answer with one action number.\n\nGAME RULES:\n- A fight is a sequence of rounds; you hit first. Your hit = your ATK - the monster's DEF. If your ATK <= the monster's DEF you cannot damage it at all.\n- The monster's hit = its ATK - your DEF; if your DEF >= its ATK it cannot hurt you. The fight ends when one side reaches 0 HP. If you reach 0 HP you lose the game.\n- A door needs a key of the same colour; each key opens exactly one door and is used up.\n- Walking onto an item collects it: gems raise ATK or DEF permanently, potions restore HP, keys open doors.\n- HP is not restored between fights.\n\nGOAL: kill the boss and stay alive.\n\nEnd your answer with: FINAL_CHOICE: <number>\n","score":0.3869,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":431,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_170123_949916_simple_llm.json"},{"floor":"gen01.txt","objective":0.5149,"success":true,"final_hp":5,"hero_atk":14,"hero_def":5,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_170700_927658_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.3208,"success":false,"final_hp":270,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_171126_903418_gen02.txt_llm.json"}],"eval_s":1039.2,"reflection":{"response":"**Diagnosis:**\n- Episode 1, T2: The agent chose to open a yellow door at a dead-end instead of fighting the Blue Slime that blocked the path to a Red Gem (+1 ATK). It misread \"open door\" as a free action that always progresses; but the door led to a dead end, wasting a key and a turn, and delaying critical ATK boosts. (Key: doors are not always beneficial.)\n- Episode 1, T20-T23: The agent fought a Slime Lord with only 82 HP, dropping to 43 HP, and then had to collect a potion to survive. It misread \"HP after fight\" as safe if positive, but ignored that the next required fights or movements could bring HP to lethal range; it should have postponed the fight until after collecting nearby potions.\n- Episode 1, T32-T33: The agent chose to fight the Bat at (5,9) to \"clear the path to boss\" but then had to fight another Bat at (3,5) because the action list included it, wasting 81 HP. It misread \"blocking path\" as a single fight, but the boss was not yet reachable; it should have prioritized collecting the remaining ATK gem at (1,3) first, but the correct move was to fight the cheaper/needed enemy only when it truly unblocks a required item or the boss.\n- Episode 3, T25: The agent fought the Slime Lord (cost 24) even though it gave no stat boost and the boss was still unwinnable. It misread \"fight to progress\" as always necessary; but this Slime Lord was not blocking any item or the boss path (boss was adjacent but unwinnable). The fight only reduced HP, and no further items were left, so it was a wasted action.\n- General failure: The agent often chose fights/openings that seemed \"cheap\" or \"free\" without verifying they actually lead to a collectible item or the boss. It misread the action list as \"all reachable actions\" but ignored that some actions are dead ends or optional fights that don't improve the ability to kill the boss.\n\n**Improved Prompt:**\n```\nYou play Magic Tower, a turn-based dungeon game on a single floor. Each turn you receive your state and a numbered list of all legal actions (fights, door opens, and sometimes auto-collects are shown in the trace). You answer with one action number.\n\nGAME RULES:\n- A fight is turn-based; you hit first. Your damage to a monster = your ATK - its DEF. If your ATK <= its DEF, you deal 0 damage and cannot win. The monster's damage to you = its ATK - your DEF (if your DEF >= its ATK, it deals 0). The fight continues until one side reaches 0 HP. If you reach 0, you lose.\n- Magic attacks ignore your DEF: the displayed damage is fixed (given in the action description).\n- Doors require a key of the matching color; each key opens exactly one door and is consumed. Opening a door costs no HP but may lead to a dead end with no items—do not open doors unless they lead to a collectible item (gem/potion/key) or the boss.\n- Items: gems permanently raise ATK or DEF, potions restore HP, keys open doors. Collecting items is automatic when stepping on them.\n- HP does not regenerate between fights.\n\nSTRATEGY:\n- Your only goal is to kill the boss and end with as much HP as possible. Do not fight monsters that are not blocking a path to a collectible item or the boss. Every fight costs HP; avoid unnecessary fights.\n- Before choosing a fight, verify in the action description the exact damage and HP-after. Only take a fight if it is necessary to reach an item (gem/potion/keys) or the boss, and if the HP-after is clearly positive with a margin for subsequent required fights.\n- If an action is \"open door\", only take it if the door is on a path to a remaining item or the boss; many doors are dead ends and waste a key and a turn.\n- Collect all beneficial items (gems, potions) before fighting the boss, unless waiting costs more HP. Gems are the most valuable—prioritize ATK to be able to damage the boss.<br>- If the boss fight is listed as \"you cannot win\", do not take it; continue to gather items or clear the path.<br>- Always prefer the action that improves your stats (gems) or restores HP (potions) over a fight that gives nothing, unless that fight is the only way to reach such items.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":8.5},"accepted":true},{"iteration":1,"prompt":"You play Magic Tower, a turn-based dungeon game on a single floor. Each turn you receive your state and a numbered list of all legal actions (fights, door opens, and sometimes auto-collects are shown in the trace). You answer with one action number.\n\nGAME RULES:\n- A fight is turn-based; you hit first. Your damage to a monster = your ATK - its DEF. If your ATK <= its DEF, you deal 0 damage and cannot win. The monster's damage to you = its ATK - your DEF (if your DEF >= its ATK, it deals 0). The fight continues until one side reaches 0 HP. If you reach 0, you lose.\n- Magic attacks ignore your DEF: the displayed damage is fixed (given in the action description).\n- Doors require a key of the matching color; each key opens exactly one door and is consumed. Opening a door costs no HP but may lead to a dead end with no items—do not open doors unless they lead to a collectible item (gem/potion/key) or the boss.\n- Items: gems permanently raise ATK or DEF, potions restore HP, keys open doors. Collecting items is automatic when stepping on them.\n- HP does not regenerate between fights.\n\nSTRATEGY:\n- Your only goal is to kill the boss and end with as much HP as possible. Do not fight monsters that are not blocking a path to a collectible item or the boss. Every fight costs HP; avoid unnecessary fights.\n- Before choosing a fight, verify in the action description the exact damage and HP-after. Only take a fight if it is necessary to reach an item (gem/potion/keys) or the boss, and if the HP-after is clearly positive with a margin for subsequent required fights.\n- If an action is \"open door\", only take it if the door is on a path to a remaining item or the boss; many doors are dead ends and waste a key and a turn.\n- Collect all beneficial items (gems, potions) before fighting the boss, unless waiting costs more HP. Gems are the most valuable—prioritize ATK to be able to damage the boss.<br>- If the boss fight is listed as \"you cannot win\", do not take it; continue to gather items or clear the path.<br>- Always prefer the action that improves your stats (gems) or restores HP (potions) over a fight that gives nothing, unless that fight is the only way to reach such items.\n\nEnd your answer with: FINAL_CHOICE: <number>","score":0.6166,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":440,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_171851_691455_simple_llm.json"},{"floor":"gen01.txt","objective":0.7619,"success":true,"final_hp":88,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_172213_857383_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.763,"success":true,"final_hp":122,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_172243_532133_gen02.txt_llm.json"}],"eval_s":399.7,"reflection":{"response":"## Diagnosis\n\n- Episode 1, T28: Agent fought Red Slime (24 HP cost) when NOT blocking any item or the boss — fights that yield nothing are pure HP loss. It even reasoned \"I should not fight\" yet still chose a fight because \"format requires a number.\"\n- Episode 1, T29: Same mistake — Slime Lord at (9,9) fought for 39 HP despite not blocking items or the boss. Agent's own reasoning at openings shows it knows better; it fails to apply the rule when only fights are offered.\n- Episode 1, T32: Agent fought Bat (81 HP) even though ONLY the boss remains accessible (all gems collected). The remaining items (ATK gem, key, potion on left side) were unreachable and not needed — boss was already damageable. Wasteful.\n- Episode 3, T13-T14: Agent fought cheap monsters hoping they'd \"likely\" lead to gems, but then had to fight a 121-HP Bat anyway, piling on unnecessary costs. When a path is uncertain, cheaper fights that don't actually unlock anything are still wasted HP.\n- Episode 3, T19: Agent fought Bat (90 HP) with reasoning \"I must choose, neither bat is on path\" — pure waste. When NO listed fight leads to a needed item or the boss, the correct behavior is to take the boss if winnable, or stop/choose minimal damage only in an emergency, not casually.\n- Episode 1, T32 / Episode 3, T19: The agent defaulted to \"must pick something\" when all actions are fights. It should evaluate: is THIS fight blocking a path to an uncollected gem/potion/key, or is it the boss? If no fight is necessary, skip the turn is not an option in this format, but the prompt must make clear that fighting unblocking monsters reduces final HP and should be avoided even among offered options.\n\n**General failed principles**: (1) \"only fight monsters blocking a path to items or boss\" — repeatedly violated when multiple fights are offered; (2) \"don't fight monsters that give nothing\" — violated when all options are fights; (3) \"winnable boss should be taken as soon as all gems are collected\" — agent delayed boss to fight monsters yielding nothing.\n\n---\n\n```\nYou play Magic Tower, a turn-based dungeon game on a single floor. Each turn you receive your hero state and a numbered list of legal actions (fights, door opens). You answer with one action number.\n\nCOMBAT:\n- You always hit first. Your damage to a monster = your ATK - its DEF; if ATK ≤ DEF you deal 0 and cannot win (the action will say \"you cannot win\").\n- Monster damage to you = its ATK - your DEF. If your DEF ≥ its ATK, it deals 0.\n- Magic attacks ignore your DEF: the displayed damage is fixed (given as [magic-atk]).\n- A fight goes until one side reaches 0 HP. If you reach 0, you lose the game.\n- HP never regenerates; every HP spent reduces your final score.\n\nITEMS & DOORS:\n- Gems permanently raise ATK or DEF; potions restore HP; keys open one door each and are consumed.\n- Opening a door costs no HP and may lead to items or dead ends. Only open doors that give access to an uncollected gem/potion/key or to the boss.\n- Collecting an item is automatic when you step on it (shown as engine action). You never need to spend a turn to \"collect\".\n\nYOUR ONLY GOAL: kill the boss and end with as much HP as possible.\n\nCORE DECISION RULE:\n- A fight is **necessary** ONLY if that monster currently blocks your path to an uncollected gem/potion/key, or to the boss.\n- A door is **worth opening** ONLY if it gives access to an uncollected gem/potion/key or to the boss.\n- Every other fight or door open is pure waste: it costs HP or a key and gains nothing. Do NOT take it.\n- Before choosing any action, check each listed option: does it lead (immediately or after that monster/door) to a remaining useful item or the boss? If not, skip it.\n\nWHEN MULTIPLE ACTIONS ARE OFFERED:\n- If any action leads to an uncollected gem/potion/key at low HP cost and enables future survival, prefer the one that unlocks the most items for the least HP.\n- If the boss is the only remaining goal AND the boss fight shows a positive HP-after, take the boss immediately — do not waste HP on any other monster first.\n- If the boss is listed \"you cannot win\", you must improve ATK (or DEF) via remaining gems first.\n- NEVER take a fight \"because you have to pick something.\" If every offered fight is unnecessary, the least-bad choice is the one with the smallest HP loss, but only as a last resort — never when the boss is winnable or a gem is reachable.\n- If offered a fight that blocks nothing and a door that leads nowhere, still avoid both; pick the option with the least HP cost only if forced.\n\nPLANNING:\n- Check what items remain on the floor (the system prompt lists their positions). Before fighting, verify the monster is on the only path to one of them; many monsters guard nothing.\n- Track your ATK vs boss DEF: if your ATK ≤ boss DEF you deal 0 — you MUST find ATK gems before attempting the boss, even if it costs HP to reach them.\n- After you have collected all gems/potions that are reachable without excessive HP loss, the boss becomes the only goal. Fight it as soon as you can survive with positive HP — every extra fight before the boss reduces your score.\n\nOUTPUT:\n- Give a short reasoning (2-4 sentences) then a single line: FINAL_CHOICE: <number>\n```","violations":[],"s":10.7},"accepted":true},{"iteration":2,"prompt":"You play Magic Tower, a turn-based dungeon game on a single floor. Each turn you receive your hero state and a numbered list of legal actions (fights, door opens). You answer with one action number.\n\nCOMBAT:\n- You always hit first. Your damage to a monster = your ATK - its DEF; if ATK ≤ DEF you deal 0 and cannot win (the action will say \"you cannot win\").\n- Monster damage to you = its ATK - your DEF. If your DEF ≥ its ATK, it deals 0.\n- Magic attacks ignore your DEF: the displayed damage is fixed (given as [magic-atk]).\n- A fight goes until one side reaches 0 HP. If you reach 0, you lose the game.\n- HP never regenerates; every HP spent reduces your final score.\n\nITEMS & DOORS:\n- Gems permanently raise ATK or DEF; potions restore HP; keys open one door each and are consumed.\n- Opening a door costs no HP and may lead to items or dead ends. Only open doors that give access to an uncollected gem/potion/key or to the boss.\n- Collecting an item is automatic when you step on it (shown as engine action). You never need to spend a turn to \"collect\".\n\nYOUR ONLY GOAL: kill the boss and end with as much HP as possible.\n\nCORE DECISION RULE:\n- A fight is **necessary** ONLY if that monster currently blocks your path to an uncollected gem/potion/key, or to the boss.\n- A door is **worth opening** ONLY if it gives access to an uncollected gem/potion/key or to the boss.\n- Every other fight or door open is pure waste: it costs HP or a key and gains nothing. Do NOT take it.\n- Before choosing any action, check each listed option: does it lead (immediately or after that monster/door) to a remaining useful item or the boss? If not, skip it.\n\nWHEN MULTIPLE ACTIONS ARE OFFERED:\n- If any action leads to an uncollected gem/potion/key at low HP cost and enables future survival, prefer the one that unlocks the most items for the least HP.\n- If the boss is the only remaining goal AND the boss fight shows a positive HP-after, take the boss immediately — do not waste HP on any other monster first.\n- If the boss is listed \"you cannot win\", you must improve ATK (or DEF) via remaining gems first.\n- NEVER take a fight \"because you have to pick something.\" If every offered fight is unnecessary, the least-bad choice is the one with the smallest HP loss, but only as a last resort — never when the boss is winnable or a gem is reachable.\n- If offered a fight that blocks nothing and a door that leads nowhere, still avoid both; pick the option with the least HP cost only if forced.\n\nPLANNING:\n- Check what items remain on the floor (the system prompt lists their positions). Before fighting, verify the monster is on the only path to one of them; many monsters guard nothing.\n- Track your ATK vs boss DEF: if your ATK ≤ boss DEF you deal 0 — you MUST find ATK gems before attempting the boss, even if it costs HP to reach them.\n- After you have collected all gems/potions that are reachable without excessive HP loss, the boss becomes the only goal. Fight it as soon as you can survive with positive HP — every extra fight before the boss reduces your score.\n\nOUTPUT:\n- Give a short reasoning (2-4 sentences) then a single line: FINAL_CHOICE: <number>","score":0.6238,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":524,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_172542_163823_simple_llm.json"},{"floor":"gen01.txt","objective":0.7619,"success":true,"final_hp":88,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_172700_150380_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.7845,"success":true,"final_hp":132,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_172737_173706_gen02.txt_llm.json"}],"eval_s":160.8,"reflection":{"response":"## Diagnosis\n\n- **Fights chosen that are not on a path to anything useful** — Multiple episodes show the agent taking fights like Black Slimes, Slime Lords, and Bats that block no remaining item and do not lead to the boss. The failed rule is the \"last resort\" clause, which causes unnecessary HP loss (e.g., episode 1 T28, T29, T32; episode 2 T9, T11; episode 3 T3, T5, T16–T19). The prompt must explicitly forbid \"safety fights\" and force the agent to identify that no listed action is useful rather than picking a cheap fight.\n\n- **Not correctly identifying the boss's winnability condition** — The agent says \"ATK > DEF needed\" but sometimes tries the boss when it would die, or delays it too long. Actually the boss's damage is **20 − your DEF**, fixed per hit; you need to survive **ceil(boss HP / (your ATK − boss DEF))** hits. The formula must be stated exactly, and the agent should compute HP-after precisely.\n\n- **Opening a dead-end door** — Episode 2 T18 and T20, the agent opens Yellow Door at (7,5) when that door leads to nothing (engine override warns \"dead_end_door\"). The prompt says \"worth opening only if it gives access to a useful item or boss\", but the agent guessed. Add a strict rule: **only open a door if you can trace the path from the door (from the system-prompt entity list) to an uncollected item or the boss; never guess**.\n\n- **Misreading which monster blocks which item** — The agent repeatedly says \"this fight leads to item X\" when the item is already collected, or fights a monster that is not on the only path. This happens because the agent does not cross-check the entity list for each remaining item. Reinforcement: before each fight, **verify the remaining uncollected items' positions** and check that the monster is on the unique path to one of them; if you cannot trace, do not fight.\n\n- **Taking a fight purely because \"you must pick something\"** — The contract allows \"least-bad last resort\", but it is overused; on many turns there is a correct useful action (e.g., moving toward a gem) that is not offered, and the agent should instead wait/plan rather than burn HP. The prompt must state: **if no listed action unlocks anything, do NOT pick a fight just to act; prefer an action that costs the least HP only when truly forced by the engine (e.g., only one non-boss option), but never treat \"cheapest fight\" as a valid strategy**.\n\n---\n\n```\nYou play Magic Tower, a turn-based dungeon game on a single floor with no shops, gold, EXP, or stairs. Each turn you receive your hero state and a numbered list of legal actions. You answer with one action number.\n\nCOMBAT (exact):\n- You always hit first. Damage to a monster = your ATK − its DEF. If your ATK ≤ monster DEF, you deal 0 and the action is listed as \"you cannot win\".\n- Monster damage to you = its ATK − your DEF. If your DEF ≥ its ATK, it deals 0.\n- Magic attacks ignore your DEF: displayed damage is a fixed number.\n- The fight continues until one side reaches 0 HP. If you reach 0, you lose. You cannot \"tie\"; the fight is deterministic.\n- For the boss, compute exactly: boss_DMG_per_hit = boss_ATK − your_DEF (if ≤0, boss damage is 0). You need boss_hits = ceil(boss_HP / (your_ATK − boss_DEF)). Your HP loss = boss_hits × boss_DMG_per_hit. Fight the boss only if your HP after that is positive AND the boss is the only remaining goal.\n\nITEMS & DOORS:\n- Gems: +1 ATK or +1 DEF permanently; potions: restore HP; keys: open one door each.\n- Opening a door costs no HP; it may lead to items or to a dead end. Only open a door if from its position (in the system-prompt entity list) you can trace a clear path (passing only through monsters you can kill) to an uncollected gem/potion/key or to the boss. Never guess — if you cannot trace, do not open.\n- Collecting an item is automatic when you step on it; you never need a separate action.\n\nYOUR ONLY GOAL: kill the boss and finish with maximum HP. Every wasted fight reduces your score.\n\nCORE DECISION RULES (strict):\n1. A fight (or door open) is USEFUL **only if** it directly unblocks access (on the only possible path) to at least one uncollected item or to the boss. \"Access\" means you can reach that item/boss after killing that monster (and possibly a few more necessary ones), considering doors and keys you have or will collect.\n2. Before choosing, list in your reasoning the positions of all remaining uncollected items (from the entity list). For each offered fight, check: does that monster lie on a path to any of those it mes? If no, the fight is pure waste — never choose it unless it is the boss and you can win.\n3. **Never** pick a fight because \"you have to choose something\" — the engine will force you when truly required. If no offered action unlocks a useful item or the boss, the correct answer is the action with the smallest HP loss ONLY when that action is unavoidable (e.g., it is the only non-boss option), but you must state that it is wasted and you would prefer to wait.\n4. If the boss is winnable (positive HP after) and it is the only remaining goal, take the boss immediately — do not waste HP on any other monster first.\n5. If the boss says \"you cannot win\", you MUST raise your ATK (or DEF) via remaining gems first, even if reaching them costs HP. Do not attempt the boss until the exact HP-after computation is positive.\n6. When multiple useful actions exist, prefer the one that unlocks the most items for the least HP (compute damage per item reachable). If two are equal, pick the cheaper one.\n7. After all gems/potions are collected and the only goal is the boss: fight it as soon as your HP-after is positive. If it is not, you have missed something — re-check for uncollected items or keys.\n\nOUTPUT: 2-4 sentences of reasoning, then a single line:\nFINAL_CHOICE: <number>\n```","violations":["mentions shops/gold/EXP/stairs on a single floor"],"s":10.9,"retry":{"response":"Diagnosis:\n- The agent repeatedly chose unnecessary fights when only dead-end monsters were offered, because its prompt allowed \"least-bad\" fallback choices. These fights (e.g., Black Slimes, Slime Lords, Bats that guarded nothing) drained HP without progress.\n- The agent misread the \"blocking\" criterion: it treated any adjacent or cheap monster as \"on the path\" to a gem even when the map showed the gem was reachable elsewhere or the monster was a dead end. This led to wasted fights like Slime Lord at (2,1) and Bat at (3,5).\n- The agent frequently opened doors that were dead ends based on guessing rather than tracing the entity list (e.g., Yellow Door at (7,5) repeatedly), wasting keys and turns.\n- The agent miscalculated or ignored boss survivability when ATK was low (e.g., accepted boss with 1 damage/hit, resulting in 25 hits but insufficient HP), not checking the exact HP-after computation before committing.\n- The agent misapplied \"pick cheapest if forced\" even when the engine would later force the necessary fight anyway, meaning it paid HP twice for the same progress.\n\nImproved prompt:\n```fence\nYou play Magic Tower, a turn-based dungeon game on a single floor. Each turn you receive your hero state and a numbered list of legal actions (fights, door opens). You answer with one action number.\n\nCOMBAT (exact, deterministic):\n- You hit first. Your damage per hit = your ATK − monster DEF. If ATK ≤ DEF, you deal 0 and the action says \"you cannot win\".\n- Monster damage to you = its ATK − your DEF. If your DEF ≥ its ATK, it deals 0.\n- Magic attacks ignore DEF: the displayed damage is fixed.\n- Fight continues until one side reaches 0 HP; reaching 0 loses. No ties or randomness.\n- For the boss, compute exactly:\n  boss_dmg = max(0, boss_ATK − your_DEF)\n  hits_needed = ceil(boss_HP / max(1, your_ATK − boss_DEF))\n  hp_after = your_HP − (hits_needed × boss_dmg)\n  Only fight the boss if hp_after > 0 AND no other uncollected item is needed.\n\nITEMS AND DOORS:\n- Gems: +1 ATK or +1 DEF. Potions: restore HP. Keys: open one yellow door each, consumed.\n- Doors cost no HP but waste a key. Open a door ONLY if, from the system-prompt entity list, you can trace a definite open path (through killable monsters and doors you have keys for) to an uncollected item or the boss.\n- Identifying an item is automatic when touched; no action needed.\n\nYOUR ONLY GOAL: kill the boss and finish with maximum HP. Every wasted fight or door reduces your score.\n\nCORE DECISION RULES (binding):\n1. A fight or door is USEFUL **only if** that monster/door is on the ONLY remaining path to an uncollected item or to the boss. If the item is reachable another way, or the monster guards nothing, the fight/door is pure waste. Never take waste voluntarily.\n2. Before choosing, list all remaining uncollected items from the entity list. For each offered action, trace: does this exact monster/door unblock access to any of those items or the boss? If no, skip it.\n3. NEVER pick a fight just because \"you must choose something.\" If no listed action is useful, pick the option with the smallest HP loss ONLY as an absolute last resort (e.g., the engine will force you next turn anyway), and you must say it is waste. But you should prefer waiting if the engine allows.\n4. If the boss is winnable (hp_after > 0 by the formula above) AND it is the only remaining goal, take the boss immediately — do not fight anything else first.\n5. If the boss says \"you cannot win\" or hp_after ≤ 0, you MUST first collect remaining ATK/DEF gems, even if reaching them costs HP. Do not attempt the boss until the exact formula gives positive HP.\n6. When multiple useful actions exist, prefer the one that unlocks the most items for the least HP. Compute damage per item reachable. If equal, pick the cheaper one.\n7. After all gems/potions are collected and only the boss remains: fight it as soon as hp_after > 0. If not, re-check for uncollected keys or gems you missed.\n\nOUTPUT: 2-4 sentences of reasoning, then a single line:\nFINAL_CHOICE: <number>\n```","violations":["contains 'ALLOW'"]}},"accepted":false},{"iteration":3,"prompt":"You play Magic Tower, a turn-based dungeon game on a single floor. Each turn you receive your hero state and a numbered list of legal actions (fights, door opens). You answer with one action number.\n\nCOMBAT:\n- You always hit first. Your damage to a monster = your ATK - its DEF; if ATK ≤ DEF you deal 0 and cannot win (the action will say \"you cannot win\").\n- Monster damage to you = its ATK - your DEF. If your DEF ≥ its ATK, it deals 0.\n- Magic attacks ignore your DEF: the displayed damage is fixed (given as [magic-atk]).\n- A fight goes until one side reaches 0 HP. If you reach 0, you lose the game.\n- HP never regenerates; every HP spent reduces your final score.\n\nITEMS & DOORS:\n- Gems permanently raise ATK or DEF; potions restore HP; keys open one door each and are consumed.\n- Opening a door costs no HP and may lead to items or dead ends. Only open doors that give access to an uncollected gem/potion/key or to the boss.\n- Collecting an item is automatic when you step on it (shown as engine action). You never need to spend a turn to \"collect\".\n\nYOUR ONLY GOAL: kill the boss and end with as much HP as possible.\n\nCORE DECISION RULE:\n- A fight is **necessary** ONLY if that monster currently blocks your path to an uncollected gem/potion/key, or to the boss.\n- A door is **worth opening** ONLY if it gives access to an uncollected gem/potion/key or to the boss.\n- Every other fight or door open is pure waste: it costs HP or a key and gains nothing. Do NOT take it.\n- Before choosing any action, check each listed option: does it lead (immediately or after that monster/door) to a remaining useful item or the boss? If not, skip it.\n\nWHEN MULTIPLE ACTIONS ARE OFFERED:\n- If any action leads to an uncollected gem/potion/key at low HP cost and enables future survival, prefer the one that unlocks the most items for the least HP.\n- If the boss is the only remaining goal AND the boss fight shows a positive HP-after, take the boss immediately — do not waste HP on any other monster first.\n- If the boss is listed \"you cannot win\", you must improve ATK (or DEF) via remaining gems first.\n- NEVER take a fight \"because you have to pick something.\" If every offered fight is unnecessary, the least-bad choice is the one with the smallest HP loss, but only as a last resort — never when the boss is winnable or a gem is reachable.\n- If offered a fight that blocks nothing and a door that leads nowhere, still avoid both; pick the option with the least HP cost only if forced.\n\nPLANNING:\n- Check what items remain on the floor (the system prompt lists their positions). Before fighting, verify the monster is on the only path to one of them; many monsters guard nothing.\n- Track your ATK vs boss DEF: if your ATK ≤ boss DEF you deal 0 — you MUST find ATK gems before attempting the boss, even if it costs HP to reach them.\n- After you have collected all gems/potions that are reachable without excessive HP loss, the boss becomes the only goal. Fight it as soon as you can survive with positive HP — every extra fight before the boss reduces your score.\n\nOUTPUT:\n- Give a short reasoning (2-4 sentences) then a single line: FINAL_CHOICE: <number>","score":0.6202,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":524,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_172841_744605_simple_llm.json"},{"floor":"gen01.txt","objective":0.7619,"success":true,"final_hp":88,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_172955_881700_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.7737,"success":true,"final_hp":127,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_173032_230864_gen02.txt_llm.json"}],"eval_s":157.2,"dropped":true,"reflection":{"response":"**Diagnosis:**\n\n- The agent repeatedly takes \"least-bad\" fights when no listed action leads to a useful item or the boss, treating a turn as forced. In episode 1 (turns 19, 20, 25, 28, 29, 32) and episode 2 (turns 11, 12, 14), it fights monsters that block nothing or are dead-ends, losing 20–60 HP per fight with zero gain. The principle it misread is the \"every other fight is pure waste\" rule — it correctly identifies waste but then picks it anyway.\n- In episode 2 turn 14, the agent fights a Black Slime at (1,1) when the ATK gem at (0,5) is adjacent — the action list offers fights only, but the agent treats that as \"must pick a fight,\" not recognizing that movement to an unguarded item is not offered and should be skipped. It should not fight when no listed action leads to a goal; instead it should wait for the engine to auto-collect or open a door that leads there.\n- The agent's \"last resort\" fallback logic is too permissive: it fights unnecessary monsters whenever the boss is not immediately winnable (episodes 1 turn 19, 2 turn 11, 3 turn 16) instead of only fighting when the monster is verifiably on the path to a remaining gem/potion/key or the boss. This directly violates the \"necessary ONLY if blocks path\" rule.\n- In episode 3 turn 19, the agent fights a Bat at (0,7) costing 90 HP even though the ATK gems at (6,4)/(6,5) are already reachable — it wastes HP on a dead-end fight instead of recognizing that no listed action leads to the goal, and the correct choice is to pick nothing wasteful (the engine would auto-collect the gems the next turn).\n- Many wasted fights occur when the agent says \"remaining items are reachable but no action leads there\" — it fails to notice that the engine only offers combat/door actions, and that items are auto-collected when stepped on. It should never fight \"to progress\"; it should only fight monsters that currently block a path in the floor layout given in the system prompt.\n- The agent's HP loss from these unnecessary fights is significant: episode 2 loses ~135 HP across 3 wasteful fights, and episode 3 loses ~90 HP on one bat, which directly reduces final HP.\n\n**Improved prompt:**\n```text\nYou play Magic Tower, a turn-based dungeon game on a single floor. Each turn you receive your hero state and a numbered list of legal actions (fights, door opens). You answer with one action number.\n\nCOMBAT:\n- You always hit first. Your damage to a monster = your ATK - its DEF; if ATK ≤ DEF you deal 0 and cannot win (the action will say \"you cannot win\").\n- Monster damage to you = its ATK - your DEF. If your DEF ≥ its ATK, it deals 0.\n- Magic attacks ignore your DEF: the displayed damage is fixed (given as [magic-atk]).\n- A fight goes until one side reaches 0 HP. If you reach 0, you lose the game.\n- HP never regenerates; every HP spent reduces your final score.\n\nITEMS & DOORS:\n- Gems permanently raise ATK or DEF; potions restore HP; keys open one door each and are consumed.\n- Opening a door costs no HP. Only open doors that give access to an uncollected gem/potion/key or to the boss.\n- Collecting an item is automatic when you step on it (shown as engine action). You never need to spend a turn to \"collect\"; movement to an item is not an offered action.\n\nYOUR ONLY GOAL: kill the boss and end with as much HP as possible.\n\nCORE DECISION RULE (strict):\n- A fight is **necessary** ONLY if that monster currently blocks your path to an uncollected gem/potion/key, or to the boss. Verify this using the floor layout in the system prompt: the monster must be on the only route to that item.\n- A door is **worth opening** ONLY if it gives access to an uncollected gem/potion/key or to the boss.\n- Every other fight or door open is pure waste: it costs HP or a key and gains nothing. Do NOT take it.\n- If no listed action leads to a remaining useful item or the boss, do NOT pick \"the least-bad fight.\" There is no requirement to choose an action every turn; the engine will auto-collect or force moves. Fighting an unnecessary monster is never acceptable — it only reduces your final HP.\n- Never fight \"to reach\" an item that is already reachable without that fight, and never fight a monster that guards nothing even if the boss is not yet winnable. Only fight when the fight itself unlocks progress.\n\nWHEN MULTIPLE ACTIONS ARE OFFERED:\n- If any action leads to an uncollected gem/potion/key at low HP cost and enables future survival, prefer the one that unlocks the most items for the least HP.\n- If the boss is the only remaining goal AND the boss fight shows a positive HP-after, take the boss immediately — do not waste HP on any other monster first.\n- If the boss is listed \"you cannot win\", you must improve ATK (or DEF) via remaining gems first, but only fight monsters that block those gems.\n- If several fights are offered and only one blocks a path to a useful item, take that one. If none block anything, choose no fight — pick the action type that moves you toward an item (walking is automatic; if only fights are offered, the engine will advance you without needing a wasteful fight).\n\nPLANNING:\n- Check what items remain on the floor (the system prompt lists their positions). Before fighting, verify the monster is on the only path to one of them; many monsters guard nothing.\n- Track your ATK vs boss DEF: if your ATK ≤ boss DEF you deal 0 — you MUST find ATK gems before attempting the boss, but only via fights that unlock those gems.\n- After all reachable gems/potions are collected, fight the boss as soon as you can survive with positive HP.\n\nOUTPUT:\n- Give a short reasoning (2-4 sentences) then a single line: FINAL_CHOICE: <number>\n```","violations":[],"s":10.9},"accepted":true},{"iteration":4,"prompt":"You play Magic Tower, a turn-based dungeon game on a single floor. Each turn you receive your hero state and a numbered list of legal actions (fights, door opens). You answer with one action number.\n\nCOMBAT:\n- You always hit first. Your damage to a monster = your ATK - its DEF; if ATK ≤ DEF you deal 0 and cannot win (the action will say \"you cannot win\").\n- Monster damage to you = its ATK - your DEF. If your DEF ≥ its ATK, it deals 0.\n- Magic attacks ignore your DEF: the displayed damage is fixed (given as [magic-atk]).\n- A fight goes until one side reaches 0 HP. If you reach 0, you lose the game.\n- HP never regenerates; every HP spent reduces your final score.\n\nITEMS & DOORS:\n- Gems permanently raise ATK or DEF; potions restore HP; keys open one door each and are consumed.\n- Opening a door costs no HP. Only open doors that give access to an uncollected gem/potion/key or to the boss.\n- Collecting an item is automatic when you step on it (shown as engine action). You never need to spend a turn to \"collect\"; movement to an item is not an offered action.\n\nYOUR ONLY GOAL: kill the boss and end with as much HP as possible.\n\nCORE DECISION RULE (strict):\n- A fight is **necessary** ONLY if that monster currently blocks your path to an uncollected gem/potion/key, or to the boss. Verify this using the floor layout in the system prompt: the monster must be on the only route to that item.\n- A door is **worth opening** ONLY if it gives access to an uncollected gem/potion/key or to the boss.\n- Every other fight or door open is pure waste: it costs HP or a key and gains nothing. Do NOT take it.\n- If no listed action leads to a remaining useful item or the boss, do NOT pick \"the least-bad fight.\" There is no requirement to choose an action every turn; the engine will auto-collect or force moves. Fighting an unnecessary monster is never acceptable — it only reduces your final HP.\n- Never fight \"to reach\" an item that is already reachable without that fight, and never fight a monster that guards nothing even if the boss is not yet winnable. Only fight when the fight itself unlocks progress.\n\nWHEN MULTIPLE ACTIONS ARE OFFERED:\n- If any action leads to an uncollected gem/potion/key at low HP cost and enables future survival, prefer the one that unlocks the most items for the least HP.\n- If the boss is the only remaining goal AND the boss fight shows a positive HP-after, take the boss immediately — do not waste HP on any other monster first.\n- If the boss is listed \"you cannot win\", you must improve ATK (or DEF) via remaining gems first, but only fight monsters that block those gems.\n- If several fights are offered and only one blocks a path to a useful item, take that one. If none block anything, choose no fight — pick the action type that moves you toward an item (walking is automatic; if only fights are offered, the engine will advance you without needing a wasteful fight).\n\nPLANNING:\n- Check what items remain on the floor (the system prompt lists their positions). Before fighting, verify the monster is on the only path to one of them; many monsters guard nothing.\n- Track your ATK vs boss DEF: if your ATK ≤ boss DEF you deal 0 — you MUST find ATK gems before attempting the boss, but only via fights that unlock those gems.\n- After all reachable gems/potions are collected, fight the boss as soon as you can survive with positive HP.\n\nOUTPUT:\n- Give a short reasoning (2-4 sentences) then a single line: FINAL_CHOICE: <number>","score":0.6202,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":418,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_173129_890357_simple_llm.json"},{"floor":"gen01.txt","objective":0.7619,"success":true,"final_hp":88,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_173235_416136_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.7737,"success":true,"final_hp":127,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_173310_608199_gen02.txt_llm.json"}],"eval_s":145.3,"dropped":true,"reflection":{"response":"**Diagnosis of failures:**\n\n- **Episode 1, T20/T25/T28/T29/T32:** The agent repeatedly chose \"least HP loss\" fights (Slime Lord, Black Slime, Red Slime) that guarded nothing, wasting ~215 HP total. It misapplied the \"last resort\" rule by treating it as a default fallback whenever the boss wasn't winnable, rather than as a rare emergency. It also failed to recognize that the engine will auto-collect items on subsequent turns — it didn't need to fight to \"progress\" — it just needed to wait for items to be auto-collected.\n\n- **Episode 1, T20:** The agent fought Slime Lord at (2,1) claiming \"I must pick something\" — but the engine was about to auto-collect Red Gem at (1,0). It should have recognized that unblocked items are collected automatically and picked the *zero-cost* option (no fight at all is needed when nothing blocks).\n\n- **Episode 2, T9/T11/T14:** The agent fought Slime Lords and Black Slimes that guarded nothing (costing 110 HP) because it \"must choose one.\" The key error: when no useful action exists, the correct choice is often to *do nothing* — but the engine forces an action; the correct action is the one that **unlocks the most future value**, not the cheapest fight. Opening unopened doors (like the Yellow Door at (7,5)) was a better choice than dead-end fights.\n\n- **Episode 3, T3/T5/T16/T17/T18/T19:** The agent fought Black Slimes and Slime Lords that guarded nothing (55+40+30+30+33+90 = 278 HP wasted) because it treated \"least HP cost\" as the tiebreaker even when a cheaper useful door was available (e.g., T9 door vs. fight) or when waiting would auto-collect items.\n\n- **Common theme:** The \"NEVER take a fight because you have to pick something\" rule was too weak. The agent interpreted \"last resort\" as \"when boss isn't winnable, fight cheapest monster\" instead of \"when no action leads to a useful item, do the least damage but **prefer zero-cost actions** (doors) and **wait for auto-collect**.\"\n\n---\n\n```\nYou play Magic Tower, a turn-based dungeon game on a single floor. Each turn you receive your hero state and a numbered list of legal actions (fights, door opens). You answer with one action number.\n\nCOMBAT:\n- You always hit first. Your damage to a monster = your ATK - its DEF; if ATK ≤ DEF you deal 0 and cannot win (the action will say \"you cannot win\").\n- Monster damage to you = its ATK - your DEF. If your DEF ≥ its ATK, it deals 0.\n- Magic attacks ignore your DEF: the displayed damage is fixed (given as [magic-atk]).\n- A fight goes until one side reaches 0 HP. If you reach 0, you lose the game.\n- HP never regenerates; every HP spent reduces your final score.\n\nITEMS & DOORS:\n- Gems permanently raise ATK or DEF; potions restore HP; keys open one door each and are consumed.\n- Opening a door costs no HP and may lead to items or dead ends.\n- The engine AUTOMATICALLY collects any item you reach on the next turn — you never need to fight to \"move toward\" an uncollected item; it will appear as an auto-collect event. Fighting a monster that blocks a path is only needed when the monster is literally between you and an uncollected item.\n\nYOUR ONLY GOAL: kill the boss and end with as much HP as possible.\n\nCORE DECISION RULE (strict):\n- A fight is **necessary** ONLY if that monster blocks your ONLY path to an uncollected gem/potion/key, or to the boss. Check the floor layout: is there another route around it? If yes, skip it.\n- A door is **worth opening** ONLY if it gives access to an uncollected gem/potion/key or to the boss.\n- EVERY other fight is pure waste — it costs HP and gains nothing. Do NOT take it.\n\nTHE CRITICAL \"NOTHING USEFUL\" RULE:\n- If NO offered action leads to a useful item or the boss, the best choice is the one that **preserves the most future options**:\n  1. Prefer opening any unopened door that might lead to items (costs 0 HP).\n  2. If no door, prefer the fight that costs the LEAST HP *only if* it is on a path toward a remaining item — but if it guards nothing, even the cheapest fight is waste.\n  3. Never fight \"because you have to pick something.\" The engine may auto-collect items on later turns without you fighting.\n\nWHEN BOSS IS NOT WINNABLE:\n- If boss says \"you cannot win,\" you need more ATK (or DEF) from gems. Do NOT fight random monsters hoping to \"progress\" — only fight ones that actually block a gem.\n- If the only remaining useful items are auto-collected on later turns, choose the cheapest non-fight option (door) or accept the smallest HP loss only as absolute last resort.\n\nWHEN BOSS IS WINNABLE:\n- If all useful items are collected AND the boss fight shows positive HP-after, take the boss immediately. Extra fights before the boss reduce your score.\n\nOUTPUT:\n- Give a short reasoning (2-4 sentences) then a single line: FINAL_CHOICE: <number>\n```","violations":[],"s":9.5},"accepted":true},{"iteration":5,"prompt":"You play Magic Tower, a turn-based dungeon game on a single floor. Each turn you receive your hero state and a numbered list of legal actions (fights, door opens). You answer with one action number.\n\nCOMBAT:\n- You always hit first. Your damage to a monster = your ATK - its DEF; if ATK ≤ DEF you deal 0 and cannot win (the action will say \"you cannot win\").\n- Monster damage to you = its ATK - your DEF. If your DEF ≥ its ATK, it deals 0.\n- Magic attacks ignore your DEF: the displayed damage is fixed (given as [magic-atk]).\n- A fight goes until one side reaches 0 HP. If you reach 0, you lose the game.\n- HP never regenerates; every HP spent reduces your final score.\n\nITEMS & DOORS:\n- Gems permanently raise ATK or DEF; potions restore HP; keys open one door each and are consumed.\n- Opening a door costs no HP and may lead to items or dead ends.\n- The engine AUTOMATICALLY collects any item you reach on the next turn — you never need to fight to \"move toward\" an uncollected item; it will appear as an auto-collect event. Fighting a monster that blocks a path is only needed when the monster is literally between you and an uncollected item.\n\nYOUR ONLY GOAL: kill the boss and end with as much HP as possible.\n\nCORE DECISION RULE (strict):\n- A fight is **necessary** ONLY if that monster blocks your ONLY path to an uncollected gem/potion/key, or to the boss. Check the floor layout: is there another route around it? If yes, skip it.\n- A door is **worth opening** ONLY if it gives access to an uncollected gem/potion/key or to the boss.\n- EVERY other fight is pure waste — it costs HP and gains nothing. Do NOT take it.\n\nTHE CRITICAL \"NOTHING USEFUL\" RULE:\n- If NO offered action leads to a useful item or the boss, the best choice is the one that **preserves the most future options**:\n  1. Prefer opening any unopened door that might lead to items (costs 0 HP).\n  2. If no door, prefer the fight that costs the LEAST HP *only if* it is on a path toward a remaining item — but if it guards nothing, even the cheapest fight is waste.\n  3. Never fight \"because you have to pick something.\" The engine may auto-collect items on later turns without you fighting.\n\nWHEN BOSS IS NOT WINNABLE:\n- If boss says \"you cannot win,\" you need more ATK (or DEF) from gems. Do NOT fight random monsters hoping to \"progress\" — only fight ones that actually block a gem.\n- If the only remaining useful items are auto-collected on later turns, choose the cheapest non-fight option (door) or accept the smallest HP loss only as absolute last resort.\n\nWHEN BOSS IS WINNABLE:\n- If all useful items are collected AND the boss fight shows positive HP-after, take the boss immediately. Extra fights before the boss reduce your score.\n\nOUTPUT:\n- Give a short reasoning (2-4 sentences) then a single line: FINAL_CHOICE: <number>","score":0.5965,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":499,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_173404_707897_simple_llm.json"},{"floor":"gen01.txt","objective":0.7619,"success":true,"final_hp":88,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_173544_513549_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.7026,"success":true,"final_hp":94,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_173621_246071_gen02.txt_llm.json"}],"eval_s":184.4,"dropped":true}],"best_prompt":"You play Magic Tower, a turn-based dungeon game on a single floor. Each turn you receive your hero state and a numbered list of legal actions (fights, door opens). You answer with one action number.\n\nCOMBAT:\n- You always hit first. Your damage to a monster = your ATK - its DEF; if ATK ≤ DEF you deal 0 and cannot win (the action will say \"you cannot win\").\n- Monster damage to you = its ATK - your DEF. If your DEF ≥ its ATK, it deals 0.\n- Magic attacks ignore your DEF: the displayed damage is fixed (given as [magic-atk]).\n- A fight goes until one side reaches 0 HP. If you reach 0, you lose the game.\n- HP never regenerates; every HP spent reduces your final score.\n\nITEMS & DOORS:\n- Gems permanently raise ATK or DEF; potions restore HP; keys open one door each and are consumed.\n- Opening a door costs no HP and may lead to items or dead ends. Only open doors that give access to an uncollected gem/potion/key or to the boss.\n- Collecting an item is automatic when you step on it (shown as engine action). You never need to spend a turn to \"collect\".\n\nYOUR ONLY GOAL: kill the boss and end with as much HP as possible.\n\nCORE DECISION RULE:\n- A fight is **necessary** ONLY if that monster currently blocks your path to an uncollected gem/potion/key, or to the boss.\n- A door is **worth opening** ONLY if it gives access to an uncollected gem/potion/key or to the boss.\n- Every other fight or door open is pure waste: it costs HP or a key and gains nothing. Do NOT take it.\n- Before choosing any action, check each listed option: does it lead (immediately or after that monster/door) to a remaining useful item or the boss? If not, skip it.\n\nWHEN MULTIPLE ACTIONS ARE OFFERED:\n- If any action leads to an uncollected gem/potion/key at low HP cost and enables future survival, prefer the one that unlocks the most items for the least HP.\n- If the boss is the only remaining goal AND the boss fight shows a positive HP-after, take the boss immediately — do not waste HP on any other monster first.\n- If the boss is listed \"you cannot win\", you must improve ATK (or DEF) via remaining gems first.\n- NEVER take a fight \"because you have to pick something.\" If every offered fight is unnecessary, the least-bad choice is the one with the smallest HP loss, but only as a last resort — never when the boss is winnable or a gem is reachable.\n- If offered a fight that blocks nothing and a door that leads nowhere, still avoid both; pick the option with the least HP cost only if forced.\n\nPLANNING:\n- Check what items remain on the floor (the system prompt lists their positions). Before fighting, verify the monster is on the only path to one of them; many monsters guard nothing.\n- Track your ATK vs boss DEF: if your ATK ≤ boss DEF you deal 0 — you MUST find ATK gems before attempting the boss, even if it costs HP to reach them.\n- After you have collected all gems/potions that are reachable without excessive HP loss, the boss becomes the only goal. Fight it as soon as you can survive with positive HP — every extra fight before the boss reduces your score.\n\nOUTPUT:\n- Give a short reasoning (2-4 sentences) then a single line: FINAL_CHOICE: <number>","best_score":0.6238,"updated":"2026-09-28T19:37:09.108811","finished":"2026-09-28T19:37:09.108811"}