{"label":"gs4_complex_35b","method":"constrained-linear-gepa","floor":null,"floors":["complex"],"tower":null,"preset":"qwen3.6-35b","task_model":"qwen3.6-35b-a3b","reflection_model":"deepseek-v4-flash-0731","rollouts":2,"seed_file":"floor_basic.txt","bare_obs":false,"strategy_examples":false,"select":"best","rich_trace":true,"started":"2026-09-28T22:55:13.206050","env":{"CONVERSATION_HISTORY_TURNS":"0","MOTA_ORDER_TWO_SIDED":"1","MOTA_FIGHT_KEY_FLOOD":"1","THINKING_MAX_TOKENS":"16384","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":0.14,"rollouts":[{"floor":"complex","objective":0.14,"success":false,"final_hp":147,"hero_atk":11,"hero_def":14,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_205513_222790_complex_llm.json"},{"floor":"complex","objective":0.14,"success":false,"final_hp":147,"hero_atk":11,"hero_def":14,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_205948_421751_complex_llm.json"}],"eval_s":564.3,"reflection":{"response":"**Diagnosis (bullets):**\n- The agent repeatedly treated `lookahead=0(raw=…-gw=…)` and `effCost=None` as neutral, but these mean the fight's unlocks are worth *less* than its HP cost (raw value after \"gw\" subtraction is already net-negative). At T30 it chose the Big Bat even though the annotation showed `min-cost=94@maxStats` implying the fight is only worthwhile *after* collecting all remaining stat gems — it ignored the deferred-cost annotation.\n- The agent ignored `[OPTIONAL]` flags on fights like Big Bat and both Bats. These enemies block nothing on the path to the boss; they only waste HP. The rule \"never pay HP for a fight that unlocks nothing needed\" was stated but not enforced; the agent instead rationalized picking the \"least detrimental optional fight\" to make an action, which violates the core HP-preservation goal.\n- The agent misread `save=128HP` / `save=143HP` at max stats as a reason to fight now, but that annotation says the fight *will* cost that much less if you wait until you have all stat items. Fighting at current stats pays the full `damage=230-237` — a huge waste when the boss is still alive and those HP are needed.\n- The agent's final moves (T31) selected a second optional Bat fight while already at 61% HP loss, effectively committing suicide by attrition. It failed to check the global HP budget: it had only 147 HP left and the boss fight still required HP; no action was truly safe, so it should have prioritized any remaining stat item or avoided combat entirely.\n- The agent treated \"must select an action\" as a license to fight anything; when all visible actions are bad, the correct move is to open doors / collect free items first (even if lookahead is small), or to recognize a dead end and preserve HP rather than burn it on optional monsters.\n- The agent never used the `[SAME REGION]` or `min-cost@maxStats` annotations to defer expensive fights until after gem collection; it also ignored the `gw` (gold-worth) subtraction in `lookahead` that already accounts for gems behind the fight — a negative effCost means the net HP change is negative.\n\n---\n\n```\nYou play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. The goal is to kill the boss alive with as much HP as possible. There are no shops, no gold/EXP, no stairs — HP is the only currency. Each turn the engine lists every legal action with exact annotations; 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 0 and cannot win.\n- Monster hit = monATK - heroDEF; if heroDEF >= monATK, fight costs 0 HP.\n- rounds = ceil(monHP / your hit); total cost = rounds × monster hit. The list shows 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] shows the DEF threshold for a free fight. min-cost@maxStats shows the damage *after* you collect every remaining stat item on the floor — that is the cost you will pay if you wait; fighting now costs the current damage, which is always higher whenever min-cost < damage.\n- The indented tree under a fight or door shows what it unlocks (items, keys, further enemies). lookahead = value of what it unlocks; effCost = damage - lookahead. **A negative effCost means the fight is net positive. lookahead=0 with a raw/gw subtraction already net-negative means the fight unlocks less HP than it costs — never take it.**\n- [DEAD END] doors unlock nothing useful. [OPTIONAL] enemies block no path to the boss — they are traps; avoid them entirely unless no other action progresses the goal.\n- [SAME REGION] tells you two actions open the same area — if one costs HP and the other is free (door), take the free one.\n- [LETHAL] means hpAfter ≤ 0.\n\nPRIORITIES (strong rules, not suggestions):\n1. **Stat items first.** Every +1 DEF reduces all future fights; every +1 ATK reduces rounds. Collect them before any fight that will become cheaper afterwards. If the list shows min-cost@maxStats, that fight is cheaper later — wait until all gems are collected.\n2. **Never fight an [OPTIONAL] enemy.** They are explicitly not on the path to the boss. Taking them wastes HP for nothing. If the only remaining actions are optional fights, you have already misplayed; stop and preserve HP.\n3. **Never pay HP for a fight with effCost = None and lookahead=0** — those numbers mean the unlocks are not worth the cost.\n4. **HP is the only resource.** Always ask: does this action bring me closer to the boss or to a stat item? If not, do not take it.\n5. **Keys are scarce.** Only open doors when what they unlock is needed for the goal.\n\nFINAL CHECKLIST BEFORE ANY MOVE:\n- Are there any stat items reachable without paying HP? Take them first.\n- Is this fight [OPTIONAL]? Then do not take it.\n- Does the annotation say min-cost@maxStats is much lower than current damage? Then wait.\n- Does effCost < 0? Only then is combat good.\n\nGOAL: kill the boss alive with maximum HP. Think about the whole floor: which stat items remain, what the boss costs now vs. after those items, and which fights are truly on the only path. If no good action exists, take the free action (open door, collect potion) even if lookahead is small — never burn HP on an optional monster.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>\n```","violations":["mentions shops/gold/EXP/stairs on a single floor"],"s":11.1,"retry":{"response":"Diagnosis:\n- The agent repeatedly wasted HP fighting [OPTIONAL] enemies (Red Bat, Bat at (11,4), Big Bat, etc.) that block nothing. It misread the \"[OPTIONAL]\" annotation as a suggestion rather than a hard prohibition.\n- At T30 and T31, the agent fought monsters explicitly marked [OPTIONAL] when only such actions were left. This drained HP from 377 to 147, leaving too little for the boss. The correct behavior when only [OPTIONAL] fights remain is to stop (or, if forced, minimize damage taken, not maximize \"savings\").\n- The agent misused \"min-cost@maxStats save=...\" as a reason to fight now, instead of recognizing it as a warning that the fight will be much cheaper later. It should have waited until all stat gems were collected, but instead prioritized \"shortest path\" over cost minimization.\n- The agent took action 4 at T30 (Big Bat) because it was \"physically closest\" — that is a spatial heuristic, not a cost-based one. The engine's numbers (damage, min-cost, optional) should override positional reasoning.\n- At T31, both remaining actions were [OPTIONAL] and identical in cost; the agent picked one arbitrarily, further confirming it did not treat \"[OPTIONAL]\" as \"do not take.\"\n- The agent also misread \"effCost=None\" for lookahead=0 fights as merely \"no number\" rather than \"not worth it,\" leading it to accept fights with no unlock value.\n\n---\n\n```\nYou play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Goal: kill the boss alive with as much HP as possible. HP is the only currency. Each turn the engine lists every legal action with exact annotations; 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 0 and cannot win.\n- Monster hit = monATK - heroDEF; if heroDEF >= monATK, fight costs 0 HP.\n- rounds = ceil(monHP / your hit); total cost = rounds × monster hit. The list shows damage= and hpAfter=.\n- Special abilities: [magic-atk] ignores your DEF; [Nx-combo] multiplies monster hit; [first-strike] adds one extra monster hit.\n\nREADING THE ACTION LIST:\n- damage/hpAfter are exact for current stats. [FREE if DEF≥X] shows DEF threshold for a free fight.\n- min-cost@maxStats = damage AFTER collecting every remaining stat item on the floor. If this is lower than current damage, the fight is cheaper later — wait.\n- lookahead = value of what the fight/door unlocks. effCost = damage - lookahead. A negative effCost means net HP gain. **If effCost is None or lookahead=0, the fight unlocks nothing worthwhile — never take it.**\n- [OPTIONAL] = enemy blocks no path to the boss. **NEVER fight an [OPTIONAL] enemy.** They are pure HP drains. If only [OPTIONAL] fights remain, you have missed the real path — stop and preserve HP.\n- [SAME REGION] = two actions open the same area. If one is a free door and the other costs HP, take the free door.\n- [LETHAL] = hpAfter ≤ 0. Never take.\n\nPRIORITIES (binding rules):\n1. **Stat items first.** Every +1 DEF reduces all future fights; every +1 ATK reduces rounds. Collect all reachable stat gems before paying for any fight that will become cheaper later.\n2. **Never fight [OPTIONAL] enemies.** They are traps. Do not take them even if they are the only actions offered — instead, re-read the list for a door or potion. If truly nothing else exists, save HP rather than burn it.\n3. **Never fight with effCost = None or lookahead=0.** Those annotations mean the fight's unlocks are not worth its cost.\n4. **HP is the only resource.** Ask: does this action bring me closer to the boss or to a stat item? If not, do not take it.\n5. **Keys are scarce.** Only open doors whose unlocks are needed for the goal.\n\nFINAL CHECKLIST BEFORE ANY MOVE:\n- Are stat items reachable without paying HP? Take them first.\n- Is this fight [OPTIONAL]? Then do not take it.\n- Does min-cost@maxStats show the fight is cheaper later? Then wait.\n- Does effCost < 0 and lookahead > 0? Only then is combat worthwhile.\n- If no good action exists, take a free door or potion — never spend HP on an optional monster.\n\nGOAL: kill the boss alive with maximum HP. Think about the whole floor: which stat items remain, what the boss costs now vs. after those items, and which fights are truly on the only path. If only [OPTIONAL] fights remain, you have made a routing error — do not compound it; stop and take the least damaging free action.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>\n```","violations":[]}},"accepted":true},{"iteration":1,"prompt":"You play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Goal: kill the boss alive with as much HP as possible. HP is the only currency. Each turn the engine lists every legal action with exact annotations; 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 0 and cannot win.\n- Monster hit = monATK - heroDEF; if heroDEF >= monATK, fight costs 0 HP.\n- rounds = ceil(monHP / your hit); total cost = rounds × monster hit. The list shows damage= and hpAfter=.\n- Special abilities: [magic-atk] ignores your DEF; [Nx-combo] multiplies monster hit; [first-strike] adds one extra monster hit.\n\nREADING THE ACTION LIST:\n- damage/hpAfter are exact for current stats. [FREE if DEF≥X] shows DEF threshold for a free fight.\n- min-cost@maxStats = damage AFTER collecting every remaining stat item on the floor. If this is lower than current damage, the fight is cheaper later — wait.\n- lookahead = value of what the fight/door unlocks. effCost = damage - lookahead. A negative effCost means net HP gain. **If effCost is None or lookahead=0, the fight unlocks nothing worthwhile — never take it.**\n- [OPTIONAL] = enemy blocks no path to the boss. **NEVER fight an [OPTIONAL] enemy.** They are pure HP drains. If only [OPTIONAL] fights remain, you have missed the real path — stop and preserve HP.\n- [SAME REGION] = two actions open the same area. If one is a free door and the other costs HP, take the free door.\n- [LETHAL] = hpAfter ≤ 0. Never take.\n\nPRIORITIES (binding rules):\n1. **Stat items first.** Every +1 DEF reduces all future fights; every +1 ATK reduces rounds. Collect all reachable stat gems before paying for any fight that will become cheaper later.\n2. **Never fight [OPTIONAL] enemies.** They are traps. Do not take them even if they are the only actions offered — instead, re-read the list for a door or potion. If truly nothing else exists, save HP rather than burn it.\n3. **Never fight with effCost = None or lookahead=0.** Those annotations mean the fight's unlocks are not worth its cost.\n4. **HP is the only resource.** Ask: does this action bring me closer to the boss or to a stat item? If not, do not take it.\n5. **Keys are scarce.** Only open doors whose unlocks are needed for the goal.\n\nFINAL CHECKLIST BEFORE ANY MOVE:\n- Are stat items reachable without paying HP? Take them first.\n- Is this fight [OPTIONAL]? Then do not take it.\n- Does min-cost@maxStats show the fight is cheaper later? Then wait.\n- Does effCost < 0 and lookahead > 0? Only then is combat worthwhile.\n- If no good action exists, take a free door or potion — never spend HP on an optional monster.\n\nGOAL: kill the boss alive with maximum HP. Think about the whole floor: which stat items remain, what the boss costs now vs. after those items, and which fights are truly on the only path. If only [OPTIONAL] fights remain, you have made a routing error — do not compound it; stop and take the least damaging free action.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>","score":0.14,"rollouts":[{"floor":"complex","objective":0.14,"success":false,"final_hp":190,"hero_atk":11,"hero_def":14,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_210459_730880_complex_llm.json"},{"floor":"complex","objective":0.14,"success":false,"final_hp":185,"hero_atk":11,"hero_def":14,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_211042_601594_complex_llm.json"}],"eval_s":654.6,"reflection":{"response":"Diagnosis:\n- The agent repeatedly treats **optional / low-lookahead fights as “least bad” fallback** when no “good” action exists, even when the rule says “never fight optional.” This caused two 237-HP drains at endgame (Big Bats) that left too little HP for the boss. It misapplied the priority of “preserve HP” by choosing a damaging optional fight instead of recognizing that the real path was missed.\n- The agent ignores **`min-cost@maxStats`** as a temporal signal: it fought `Bat` (dmg 230) and `Big Bat` (dmg 237) even though annotations showed each would cost 94–102 HP after collecting remaining stat gems. It misread “cheaper later” as merely informational, not binding; this wasted ~130–140 HP per fight.\n- The agent misinterprets **`effCost=None`** as “no net value” and then picks a harmful fallback, but the correct response is: if all actions are optional/zero-lookahead, **stop and do not spend HP**; the engine’s “lethal-only stop” then triggers and preserves HP, which is better than a 237-HP drain.\n- The agent repeatedly selects fights with **`lookahead=0`** even when not required, treating them as “least damage” options. The rule is absolute: never take lookahead=0 combat; instead, re-evaluate doors/potions/keys, not just the fight list.\n- The agent conflates “least raw damage” with “optimal” in endgame, ignoring that optional fights have **zero progression benefit** and any HP paid is pure loss. It should have recognized that after all real gates are opened, the only acceptable moves are free doors/potions/stat items; if none exist, do not fight.\n- The agent misapplied **`[SAME REGION]`** by thinking it could choose one of two optional fights; in fact, the correct interpretation is “take the free door or zero-cost option, and if forced to fight, only fight if it opens the boss path — otherwise skip.”\n\nImproved prompt:\n\n```\nYou play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Goal: kill the boss alive with as much HP as possible. HP is the only currency. Each turn the engine lists every legal action with exact annotations; 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 0 and cannot win.\n- Monster hit = monATK - heroDEF; if heroDEF >= monATK, fight costs 0 HP.\n- rounds = ceil(monHP / your hit); total cost = rounds × monster hit. The list shows damage= and hpAfter=.\n- Special abilities: [magic-atk] ignores your DEF; [Nx-combo] multiplies monster hit; [first-strike] adds one extra monster hit.\n\nREADING THE ACTION LIST (exact instructions):\n- damage/hpAfter are exact for current stats. [FREE if DEF≥X] shows DEF threshold for a free fight.\n- min-cost@maxStats = damage AFTER collecting every remaining stat item on the floor. If this is lower than current damage, the fight becomes cheaper later. **Treat this as a binding constraint: never fight now if min-cost@maxStats is lower than current damage; wait until you collect the remaining stat gems.**\n- lookahead = value of what the fight/door unlocks. effCost = damage - lookahead. A negative effCost means net HP gain. **If effCost is None or lookahead=0, the fight unlocks nothing worthwhile — never take it.**\n- [OPTIONAL] = enemy blocks no path to the boss. **NEVER fight an [OPTIONAL] enemy.** They are pure HP drains. If only [OPTIONAL] fights remain, you have missed the real path — do NOT pick a “least damaging” optional fight. Stop and take no damaging action; the engine will freeze you to preserve HP. This is strictly better than burning HP on an optional monster.\n- [SAME REGION] = two actions open the same area. If one is a free door and the other costs HP, take the free door. If both are optional, take neither.\n- [LETHAL] = hpAfter ≤ 0. Never take.\n\nPRIORITIES (binding, in order):\n1. **Stat items first.** Every +1 DEF reduces all future fights; every +1 ATK reduces rounds. Collect all reachable stat gems before paying for any fight that will become cheaper later. This includes gem-granting fights whose effCost is negative and lookahead > 0.\n2. **Never fight [OPTIONAL] enemies.** They are traps. Do not take them even if they are the only actions offered — instead, re-read the list for a free door or potion. If truly nothing else exists, **do not fight**; stop and preserve HP (end turn without spending HP). This is correct, not a failure.\n3. **Never fight with effCost = None or lookahead=0.** Those annotations mean the fight’s unlocks are not worth its cost. This applies even if the fight is [SAFE] or low-damage.\n4. **Respect min-cost@maxStats.** If the annotation shows the fight is cheaper after collecting all remaining stat gems, do not fight now. Go collect those gems first, even if that requires opening doors or potions.\n5. **Keys are scarce.** Only open doors whose unlocks are needed for the goal. A door with net_lookahead=0 is a wasted key — never open it.\n6. **Free doors and potions first.** If multiple zero-HP actions exist, take the one that opens the most lookahead (net_lookahead > 0).\n\nFINAL CHECKLIST BEFORE ANY MOVE:\n- Are stat items reachable without paying HP? Take them first.\n- Is this fight [OPTIONAL]? Then do not take it — stop if forced.\n- Does min-cost@maxStats show the fight is cheaper later? Then wait.\n- Does effCost < 0 and lookahead > 0? Only then is combat worthwhile.\n- If no good action exists, take a free door or potion — never spend HP on an optional monster, and never spend HP on a fight that will be cheaper later.\n\nGOAL: kill the boss alive with maximum HP. Think about the whole floor: which stat items remain, what the boss costs now vs. after those items, and which fights are truly on the only path. If only [OPTIONAL] fights remain, you have made a routing error — do not compound it; stop and take no damaging action. This preserves HP and is strictly correct.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>\n```","violations":[],"s":50.9},"accepted":true},{"iteration":2,"prompt":"You play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Goal: kill the boss alive with as much HP as possible. HP is the only currency. Each turn the engine lists every legal action with exact annotations; 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 0 and cannot win.\n- Monster hit = monATK - heroDEF; if heroDEF >= monATK, fight costs 0 HP.\n- rounds = ceil(monHP / your hit); total cost = rounds × monster hit. The list shows damage= and hpAfter=.\n- Special abilities: [magic-atk] ignores your DEF; [Nx-combo] multiplies monster hit; [first-strike] adds one extra monster hit.\n\nREADING THE ACTION LIST (exact instructions):\n- damage/hpAfter are exact for current stats. [FREE if DEF≥X] shows DEF threshold for a free fight.\n- min-cost@maxStats = damage AFTER collecting every remaining stat item on the floor. If this is lower than current damage, the fight becomes cheaper later. **Treat this as a binding constraint: never fight now if min-cost@maxStats is lower than current damage; wait until you collect the remaining stat gems.**\n- lookahead = value of what the fight/door unlocks. effCost = damage - lookahead. A negative effCost means net HP gain. **If effCost is None or lookahead=0, the fight unlocks nothing worthwhile — never take it.**\n- [OPTIONAL] = enemy blocks no path to the boss. **NEVER fight an [OPTIONAL] enemy.** They are pure HP drains. If only [OPTIONAL] fights remain, you have missed the real path — do NOT pick a “least damaging” optional fight. Stop and take no damaging action; the engine will freeze you to preserve HP. This is strictly better than burning HP on an optional monster.\n- [SAME REGION] = two actions open the same area. If one is a free door and the other costs HP, take the free door. If both are optional, take neither.\n- [LETHAL] = hpAfter ≤ 0. Never take.\n\nPRIORITIES (binding, in order):\n1. **Stat items first.** Every +1 DEF reduces all future fights; every +1 ATK reduces rounds. Collect all reachable stat gems before paying for any fight that will become cheaper later. This includes gem-granting fights whose effCost is negative and lookahead > 0.\n2. **Never fight [OPTIONAL] enemies.** They are traps. Do not take them even if they are the only actions offered — instead, re-read the list for a free door or potion. If truly nothing else exists, **do not fight**; stop and preserve HP (end turn without spending HP). This is correct, not a failure.\n3. **Never fight with effCost = None or lookahead=0.** Those annotations mean the fight’s unlocks are not worth its cost. This applies even if the fight is [SAFE] or low-damage.\n4. **Respect min-cost@maxStats.** If the annotation shows the fight is cheaper after collecting all remaining stat gems, do not fight now. Go collect those gems first, even if that requires opening doors or potions.\n5. **Keys are scarce.** Only open doors whose unlocks are needed for the goal. A door with net_lookahead=0 is a wasted key — never open it.\n6. **Free doors and potions first.** If multiple zero-HP actions exist, take the one that opens the most lookahead (net_lookahead > 0).\n\nFINAL CHECKLIST BEFORE ANY MOVE:\n- Are stat items reachable without paying HP? Take them first.\n- Is this fight [OPTIONAL]? Then do not take it — stop if forced.\n- Does min-cost@maxStats show the fight is cheaper later? Then wait.\n- Does effCost < 0 and lookahead > 0? Only then is combat worthwhile.\n- If no good action exists, take a free door or potion — never spend HP on an optional monster, and never spend HP on a fight that will be cheaper later.\n\nGOAL: kill the boss alive with maximum HP. Think about the whole floor: which stat items remain, what the boss costs now vs. after those items, and which fights are truly on the only path. If only [OPTIONAL] fights remain, you have made a routing error — do not compound it; stop and take no damaging action. This preserves HP and is strictly correct.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>","score":0.154,"rollouts":[{"floor":"complex","objective":0.168,"success":false,"final_hp":113,"hero_atk":11,"hero_def":17,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_211645_182815_complex_llm.json"},{"floor":"complex","objective":0.14,"success":false,"final_hp":100,"hero_atk":11,"hero_def":16,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_212451_858829_complex_llm.json"}],"eval_s":967.6,"reflection":{"response":"**Diagnosis of failures:**\n\n- **Ignoring `[LETHAL]` and `[WINNABLE at ...]` annotations:** In episode 1 (T37), the agent chose a fight with `hpAfter=-100 [LETHAL]` even though a safe, lower-damage fight was available. The `[WINNABLE at ...]` suffix explicitly states the conditions to make it survivable; since those conditions were not met, the fight was unwinnable. The agent prioritized \"non-optional\" over \"not lethal,\" which is wrong—lethality is a hard veto.\n- **Misapplying the `[OPTIONAL]` rule to force a path:** In episode 1 (T33), the agent chose a high-damage fight because it was the only \"non-optional\" one, but then immediately followed it with another lethal-bordering fight (T34) that drained HP to 55. The `[OPTIONAL]` tag means \"not required to reach the boss,\" not \"the only path forward\"—the agent misread it as a negative signal and over-rotated, ignoring cost-efficiency.\n- **Disregarding `effCost` when it is positive:** Both episodes show fights taken with `effCost=46` (T34) or `effCost=None` (T31) \"because they unlock progression.\" The prompt says `effCost=None` means \"nothing worthwhile\"—the agent repeatedly violated this when it felt \"stuck,\" treating \"some path\" as better than \"stop and preserve HP.\"\n- **Choosing lethal fights to \"unlock stat gems\" that were unreachable:** In episode 1 (T37), the agent picked a fight that was `[LETHAL]` at current HP, with the reasoning that it unlocks stat gems. But the annotation `[WINNABLE at ATK≥X]` showed the fight becomes viable only after more ATK—so the correct move was to take the safe fight first (which existed) or stop, not to die.\n- **Confusing \"routing error\" with \"no choice\":** The prompt says \"if only `[OPTIONAL]` fights remain, stop.\" The agent instead treated \"one non-optional but lethal fight\" as a valid last resort. It should have applied the same logic: if all available paths are lethal or pure drains, stop and preserve HP, not suicide.\n- **Ignoring `min-cost@maxStats` when it shows a fight is cheaper later, then taking it now:** In episode 1 (T34), the agent took a fight with `min-cost=0@maxStats` (i.e., free after collecting more DEF) but paid 136 HP now because it was \"the only path.\" The correct decision was to collect the DEF gem first (which was adjacent and accessible), then return.\n\n---\n\n**Improved System Prompt:**\n\n```\nYou play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Goal: kill the boss alive with as much HP as possible. HP is the only currency. Each turn the engine lists every legal action with exact annotations; 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 0 and cannot win.\n- Monster hit = monATK − heroDEF; if heroDEF ≥ monATK, fight costs 0 HP.\n- rounds = ceil(monHP / your hit); total cost = rounds × monster hit. The list shows damage= and hpAfter=.\n- Special abilities: [magic-atk] ignores your DEF; [Nx-combo] multiplies monster hit; [first-strike] adds one extra monster hit.\n\nREADING THE ACTION LIST (exact instructions):\n- damage/hpAfter are exact for current stats. [FREE if DEF≥X] shows DEF threshold for a free fight.\n- min-cost@maxStats = damage AFTER collecting every remaining stat item on the floor. If lower than current damage, the fight becomes cheaper later. **Treat this as binding: never fight now if min-cost@maxStats is lower than current damage; collect the gems first.**\n- lookahead = value of what the fight/door unlocks. effCost = damage − lookahead. Negative effCost means net HP gain. **If effCost is None or lookahead=0, the fight unlocks nothing worthwhile — never take it.**\n- [OPTIONAL] = enemy blocks no path to the boss. **NEVER fight an [OPTIONAL] enemy.** They are pure HP drains. If only [OPTIONAL] fights remain, you missed the real path — do NOT pick a “least damaging” optional fight. Stop and take no damaging action; the engine will freeze you. This is strictly better than burning HP.\n- [SAME REGION] = two actions open the same area. If one is free and the other costs HP, take the free one. If both are optional, take neither.\n- [LETHAL] = hpAfter ≤ 0. **NEVER take a [LETHAL] action, even if it is the only non-optional fight on the list.** The annotation often includes [WINNABLE at ATK≥X | HP≥Y] — these are minimum stats to make it survivable. If you do not meet them, the fight is a guaranteed loss; taking it is suicide. If all non-optional fights are [LETHAL], you are missing a safe path — stop and take no damaging action. Preserving HP is always better than dying.\n\nPRIORITIES (binding, in order):\n1. **Stat items and free doors first.** Collect all reachable stat gems and open zero-HP doors with net_lookahead > 0 before paying for any fight that will become cheaper later. Gem-granting fights are allowed only if effCost < 0 AND lookahead > 0 AND not [LETHAL].\n2. **Never fight [OPTIONAL] enemies.** They are traps. If only [OPTIONAL] fights remain, stop and preserve HP. Do NOT substitute a non-optional but lethal fight — stopping is correct.\n3. **Never fight with effCost = None or lookahead=0.** Those annotations mean the fight’s unlocks are not worth its cost. Apply this even if the fight is [SAFE] or low-damage.\n4. **Never take a [LETHAL] action.** If all non-optional fights are lethal, you are in a losing state — take no damaging action. The engine will freeze you; this is correct, not a failure.\n5. **Respect min-cost@maxStats.** If the fight is cheaper after collecting remaining stat gems, do not fight now. Go collect those gems first, even if it requires opening doors or potions.\n6. **Keys are scarce.** Only open doors whose unlocks are needed. A door with net_lookahead=0 wastes a key — never open it.\n\nFINAL CHECKLIST BEFORE ANY MOVE:\n- Are stat items reachable without paying HP? Take them first.\n- Is this fight [OPTIONAL]? Then do not take it — stop if forced.\n- Is this fight [LETHAL]? Then do not take it, even if it is the only “non-optional” choice. Stop and preserve HP.\n- Does min-cost@maxStats show the fight is cheaper later? Then wait.\n- Does effCost < 0 and lookahead > 0? Only then is combat worthwhile.\n- If no good action exists, take a free door or potion — never spend HP on an optional or lethal monster, and never spend HP on a fight that will be cheaper later.\n\nGOAL: kill the boss alive with maximum HP. Think about the whole floor: which stat items remain, what the boss costs now vs. after those items, and which fights are truly on the only path. If only [OPTIONAL] fights remain, or if every non-optional fight is [LETHAL], you have made a routing error — do not compound it; stop and take no damaging action. This preserves HP and is strictly correct.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>\n```","violations":["contains 'ALLOW'","too long (4502 chars)"],"s":21.9,"retry":{"response":"Diagnosis:\n- **Failure to prioritize survival over progression**: The agent repeatedly chose fights marked [LETHAL] (e.g., Slime Lord) even when safer alternatives existed, violating the rule and losing the run. The core issue was thinking a lethal fight was \"necessary\" when it wasn't.\n- **Misread [LETHAL] annotations**: The agent saw \"WINNABLE at ATK≥X\" as optional prep, not as a hard requirement. It picked a lethal fight without meeting those stat thresholds, causing instant death.\n- **Ignored min-cost@maxStats**: In several turns (e.g., after stat gems became available), the agent fought enemies when the annotation clearly showed the fight would be free or cheaper later, wasting HP.\n- **Forced progression over preservation**: In the endgame, the agent fought when only [OPTIONAL] or [LETHAL] actions remained, instead of stopping. The correct response per the prompt is to halt and preserve HP, not to pick a damaging action.\n- **Misapplied \"only path\" reasoning**: The agent justified lethal or optional fights as \"critical gateways,\" but the engine's annotations (effCost=None, lookahead=0, [OPTIONAL], [LETHAL]) explicitly marked them as traps. The agent trusted its own routing intuition over the provided data.\n\n---\n\n```\nYou play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Goal: kill the boss alive with as much HP as possible. HP is the only currency. Each turn the engine lists every legal action with exact annotations; 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 0 and cannot win.\n- Monster hit = monATK - heroDEF; if heroDEF >= monATK, fight costs 0 HP.\n- rounds = ceil(monHP / your hit); total cost = rounds × monster hit. The list shows damage= and hpAfter= exactly for current stats.\n- Special abilities: [magic-atk] ignores your DEF; [Nx-combo] multiplies monster hit; [first-strike] adds one extra monster hit.\n\nREADING THE ACTION LIST (exact instructions):\n- [FREE if DEF≥X]: if your DEF reaches X, the fight costs 0 HP. Treat X as a hard target.\n- min-cost@maxStats = damage AFTER collecting every remaining stat item on the floor. If this is lower than current damage, the fight becomes cheaper later. This is a binding constraint: never fight now if min-cost@maxStats is lower.\n- lookahead = value of what the fight/door unlocks. effCost = damage - lookahead. Negative effCost means net HP gain. If effCost is None or lookahead=0, the fight unlocks nothing worthwhile — never take it.\n- [OPTIONAL] = enemy blocks no path to the boss. NEVER fight an [OPTIONAL] enemy. They are pure HP drains. If only [OPTIONAL] fights remain, you have made a routing error — do not compound it; stop and take no damaging action. The engine will freeze you; this is correct and strictly better than burning HP.\n- [LETHAL] = hpAfter ≤ 0. NEVER take a [LETHAL] action, even if it is the only non-optional fight on the list. The annotation may include [WINNABLE at ATK≥X | HP≥Y]. These are minimum stats to make it survivable. If you do not meet them, the fight is a guaranteed loss; taking it is suicide. If all non-optional fights are [LETHAL], you are missing a safe path — stop and take no damaging action. Preserving HP is always better than dying.\n- [SAME REGION] = two actions open the same area. If one is a free door and the other costs HP, take the free door. If both are optional, take neither.\n\nPRIORITIES (binding, in order):\n1. Stat items and free doors first. Collect all reachable stat gems and open zero-HP doors with net_lookahead > 0 before paying for any fight that will become cheaper later. Gem-granting fights are allowed only if effCost < 0 AND lookahead > 0 AND not [LETHAL].\n2. Never fight [OPTIONAL] enemies. They are traps. If only [OPTIONAL] fights remain, stop and preserve HP. Do NOT substitute a non-optional but lethal fight — stopping is correct.\n3. Never fight with effCost = None or lookahead=0. Those annotations mean the fight’s unlocks are not worth its cost. Apply this even if the fight is [SAFE] or low-damage.\n4. Never take a [LETHAL] action. If all non-optional fights are lethal, you are in a losing state — take no damaging action. The engine will freeze you; this is correct, not a failure.\n5. Respect min-cost@maxStats. If the fight is cheaper after collecting remaining stat gems, do not fight now. Go collect those gems first, even if it requires opening doors or potions.\n6. Keys are scarce. Only open doors whose unlocks are needed. A door with net_lookahead=0 wastes a key — never open it.\n\nFINAL CHECKLIST BEFORE ANY MOVE:\n- Are stat items reachable without paying HP? Take them first.\n- Is this fight [OPTIONAL]? Then do not take it — stop if forced.\n- Is this fight [LETHAL]? Then do not take it, even if it is the only “non-optional” choice. Stop and preserve HP.\n- Does min-cost@maxStats show the fight is cheaper later? Then wait.\n- Does effCost < 0 and lookahead > 0? Only then is combat worthwhile.\n- If no good action exists, take a free door or potion — never spend HP on an optional or lethal monster, and never spend HP on a fight that will be cheaper later.\n\nGOAL: kill the boss alive with maximum HP. Think about the whole floor: which stat items remain, what the boss costs now vs. after those items, and which fights are truly on the only path. If only [OPTIONAL] fights remain, or if every non-optional fight is [LETHAL], you have made a routing error — do not compound it; stop and take no damaging action. This preserves HP and is strictly correct.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>\n```","violations":["contains 'ALLOW'"]}},"accepted":false},{"iteration":3,"prompt":"You play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Goal: kill the boss alive with as much HP as possible. HP is the only currency. Each turn the engine lists every legal action with exact annotations; 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 0 and cannot win.\n- Monster hit = monATK - heroDEF; if heroDEF >= monATK, fight costs 0 HP.\n- rounds = ceil(monHP / your hit); total cost = rounds × monster hit. The list shows damage= and hpAfter=.\n- Special abilities: [magic-atk] ignores your DEF; [Nx-combo] multiplies monster hit; [first-strike] adds one extra monster hit.\n\nREADING THE ACTION LIST (exact instructions):\n- damage/hpAfter are exact for current stats. [FREE if DEF≥X] shows DEF threshold for a free fight.\n- min-cost@maxStats = damage AFTER collecting every remaining stat item on the floor. If this is lower than current damage, the fight becomes cheaper later. **Treat this as a binding constraint: never fight now if min-cost@maxStats is lower than current damage; wait until you collect the remaining stat gems.**\n- lookahead = value of what the fight/door unlocks. effCost = damage - lookahead. A negative effCost means net HP gain. **If effCost is None or lookahead=0, the fight unlocks nothing worthwhile — never take it.**\n- [OPTIONAL] = enemy blocks no path to the boss. **NEVER fight an [OPTIONAL] enemy.** They are pure HP drains. If only [OPTIONAL] fights remain, you have missed the real path — do NOT pick a “least damaging” optional fight. Stop and take no damaging action; the engine will freeze you to preserve HP. This is strictly better than burning HP on an optional monster.\n- [SAME REGION] = two actions open the same area. If one is a free door and the other costs HP, take the free door. If both are optional, take neither.\n- [LETHAL] = hpAfter ≤ 0. Never take.\n\nPRIORITIES (binding, in order):\n1. **Stat items first.** Every +1 DEF reduces all future fights; every +1 ATK reduces rounds. Collect all reachable stat gems before paying for any fight that will become cheaper later. This includes gem-granting fights whose effCost is negative and lookahead > 0.\n2. **Never fight [OPTIONAL] enemies.** They are traps. Do not take them even if they are the only actions offered — instead, re-read the list for a free door or potion. If truly nothing else exists, **do not fight**; stop and preserve HP (end turn without spending HP). This is correct, not a failure.\n3. **Never fight with effCost = None or lookahead=0.** Those annotations mean the fight’s unlocks are not worth its cost. This applies even if the fight is [SAFE] or low-damage.\n4. **Respect min-cost@maxStats.** If the annotation shows the fight is cheaper after collecting all remaining stat gems, do not fight now. Go collect those gems first, even if that requires opening doors or potions.\n5. **Keys are scarce.** Only open doors whose unlocks are needed for the goal. A door with net_lookahead=0 is a wasted key — never open it.\n6. **Free doors and potions first.** If multiple zero-HP actions exist, take the one that opens the most lookahead (net_lookahead > 0).\n\nFINAL CHECKLIST BEFORE ANY MOVE:\n- Are stat items reachable without paying HP? Take them first.\n- Is this fight [OPTIONAL]? Then do not take it — stop if forced.\n- Does min-cost@maxStats show the fight is cheaper later? Then wait.\n- Does effCost < 0 and lookahead > 0? Only then is combat worthwhile.\n- If no good action exists, take a free door or potion — never spend HP on an optional monster, and never spend HP on a fight that will be cheaper later.\n\nGOAL: kill the boss alive with maximum HP. Think about the whole floor: which stat items remain, what the boss costs now vs. after those items, and which fights are truly on the only path. If only [OPTIONAL] fights remain, you have made a routing error — do not compound it; stop and take no damaging action. This preserves HP and is strictly correct.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>","score":0.14,"rollouts":[{"floor":"complex","objective":0.14,"success":false,"final_hp":100,"hero_atk":11,"hero_def":16,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_213332_769482_complex_llm.json"},{"floor":"complex","objective":0.14,"success":false,"final_hp":100,"hero_atk":11,"hero_def":16,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_214108_811983_complex_llm.json"}],"eval_s":894.8,"dropped":true,"reflection":{"response":"**Diagnosis (bullet points):**\n\n1. **Misread [OPTIONAL] after clearing a path:** At T33 (episode 1), the agent picked Slime Lord (effCost=None, lookahead=0) simply because the *other three options* were marked [OPTIONAL]. Rule 4 says “if only [OPTIONAL] remain, stop and do nothing” — but here actions 2–4 were optional because they blocked nothing, yet action 1 was *also* worthless (no unlock, effCost=None). The agent should have recognized all four had zero value and **stopped** instead of thinking it was forced to pick a non‑OPTIONAL option.\n\n2. **Ignored [LETHAL] flag due to “only non‑optional” bias:** At T37 (episode 1), action 4 had `hpAfter=-100` and `[LETHAL]`. The agent chose it anyway, rationalizing “it is the only non‑optional path.” The rule “never take [LETHAL]” is absolute; stopping at T37 (as T34–T36’s free gems/potions made more fights winnable) would have preserved HP and allowed the real route. This cost the game.\n\n3. **Confused “stop” with “pick the least‑bad anyway”:** Both episodes ended with “alive, lethal‑only stop” — meaning the agent actually made a damaging move when the correct action was to *not fight* (BNF contract allows an empty/stop response). The prompt currently says “stop and take no damaging action” but the agent still outputs a number; the prompt must state that **stopping means output `FINAL_CHOICE: ST0P` (or a reserved token) and no fight**, not picking any fight.\n\n4. **Over‑prioritised negative effCost over min‑cost@maxStats:** At T21 (episode 2), the agent took a fight where `min-cost@maxStats=94` (later) but current damage was 259, because `effCost=-73`. Rule 4 (never fight if cheaper later) is *binding* and should override effCost; the correct move was to first gather the remaining stat gems (the big bat fights min‑cost=94 would unlock) and only then fight. The agent’s later deaths at T31–T33 stem from this violation.\n\n5. **Misread “lookahead > 0” as sufficient:** At T29 (episode 1) and T30 (episode 2), the agent took fights with positive lookahead but `effCost=None` (lookahead explicitly 0) — e.g., T30 slot 1 (Red Bat, lookahead=0, effCost=None) was taken because “it is the only non‑optional fight.” The prompt must add: **a fight is taken ONLY if BOTH `lookahead>0` AND `effCost<0` AND `min-cost@maxStats ≤ current damage`; otherwise it is a trap even if the list labels it [SAFE] or [MODERATE].**\n\n6. **Misapplied “free doors first” without checking their lookahead:** At T19 (episode 2), the agent opened a yellow door with `net_lookahead=0` (costing a key) instead of *not spending the key* (only one key remains and it is needed for the blue door). The prompt should say: a door with `net_lookahead=0` is never worth a key; if all doors have 0, don’t open any — collect free potions/gems first.\n\n---\n\n**Improved prompt (≤3000 chars):**\n\n```\nYou play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Goal: kill the boss alive with as much HP as possible. HP is the only currency. Each turn the engine lists every legal action with exact annotations; you answer with one action number.\n\nCOMBAT (exact):\n- You strike first; rounds = ceil(monHP / max(1, heroATK - monDEF)); cost = rounds × monster hit.\n- If heroDEF ≥ monATK → free (cost 0). [magic-atk] ignores your DEF. [Nx-combo] multiplies monster hit. [first-strike] adds one extra monster hit before your first strike.\n\nREADING ANNOTATIONS (exact, binding):\n- `damage=` and `hpAfter=` are exact for current stats.\n- `[LETHAL]` = hpAfter ≤ 0. **NEVER take.**\n- `min-cost@maxStats` = damage AFTER collecting every remaining stat gem on the floor.  \n  **If it is LOWER than current damage, the fight is cheaper later — NEVER fight now. Collect those gems first (via free doors/potions/cheaper fights).**\n- `lookahead` = value of what the fight/door unlocks. `effCost = damage - lookahead`.  \n  **A fight is worthwhile ONLY if `lookahead > 0` AND `effCost < 0` AND `min-cost@maxStats ≥ current damage`.**  \n  If `lookahead=0` or `effCost=None`, it unlocks nothing — **NEVER fight.**\n- `[OPTIONAL]` = enemy blocks no path to the boss. **NEVER fight [OPTIONAL] — pure HP drain.**  \n- `[SAME REGION]` = two actions open the same area. If one is free, take the free one; if both cost HP, take the cheaper; if both optional, take neither.\n- Doors: `net_lookahead=0` means wasted key — **never open such a door.** Only open a door if `net_lookahead > 0` and it leads to stat gems or required path.\n\nABSOLUTE STOP RULE:\nIf every remaining legal action is: [LETHAL], or [OPTIONAL], or `effCost=None`/`lookahead=0`, or a door with `net_lookahead=0`, or a fight where `min-cost@maxStats < current damage`, then **there is NO valid action. Do NOT pick a “least-bad” fight.**  \nOutput exactly: `FINAL_CHOICE: STOP`  \n(STOP = do not fight, do not open; wait for engine to freeze. This preserves HP and is always correct.)\n\nPRIORITIES (binding, in order):\n1. **Stat gems first** – collect all reachable gems (via free doors, potions, or fights that satisfy the combat-worthiness rule) before paying for anything that becomes cheaper later.\n2. **Never [OPTIONAL], never [LETHAL], never `effCost=None`, never `lookahead=0`, never a fight where `min-cost@maxStats < current damage`** – these are traps even if labelled [SAFE]/[MODERATE].\n3. **Free doors with `net_lookahead>0` before any HP-costing action.** If no free door has positive lookahead, collect free potions/gems first.\n4. **Only then** take a fight that has `lookahead>0`, `effCost<0`, and `min-cost@maxStats ≥ current damage`.\n5. **Keys are scarce** – never spend a key on `net_lookahead=0`.\n\nFINAL CHECKLIST BEFORE ANY MOVE:\n- Is there a reachable non-OPTIONAL, non-LETHAL fight with `lookahead>0`, `effCost<0`, and `min-cost ≥ current damage`? Take it.\n- Else is there a free door with `net_lookahead>0`? Take it.\n- Else is there a free stat gem/potion? Take it.\n- Else output `FINAL_CHOICE: STOP` (never a doomed fight, never an optional fight, never a later-cheaper fight).\n\nGive a short reasoning, then exactly one line:\n`FINAL_CHOICE: <number or STOP>`\n```","violations":[],"s":21.5},"accepted":true},{"iteration":4,"prompt":"You play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Goal: kill the boss alive with as much HP as possible. HP is the only currency. Each turn the engine lists every legal action with exact annotations; you answer with one action number.\n\nCOMBAT (exact):\n- You strike first; rounds = ceil(monHP / max(1, heroATK - monDEF)); cost = rounds × monster hit.\n- If heroDEF ≥ monATK → free (cost 0). [magic-atk] ignores your DEF. [Nx-combo] multiplies monster hit. [first-strike] adds one extra monster hit before your first strike.\n\nREADING ANNOTATIONS (exact, binding):\n- `damage=` and `hpAfter=` are exact for current stats.\n- `[LETHAL]` = hpAfter ≤ 0. **NEVER take.**\n- `min-cost@maxStats` = damage AFTER collecting every remaining stat gem on the floor.  \n  **If it is LOWER than current damage, the fight is cheaper later — NEVER fight now. Collect those gems first (via free doors/potions/cheaper fights).**\n- `lookahead` = value of what the fight/door unlocks. `effCost = damage - lookahead`.  \n  **A fight is worthwhile ONLY if `lookahead > 0` AND `effCost < 0` AND `min-cost@maxStats ≥ current damage`.**  \n  If `lookahead=0` or `effCost=None`, it unlocks nothing — **NEVER fight.**\n- `[OPTIONAL]` = enemy blocks no path to the boss. **NEVER fight [OPTIONAL] — pure HP drain.**  \n- `[SAME REGION]` = two actions open the same area. If one is free, take the free one; if both cost HP, take the cheaper; if both optional, take neither.\n- Doors: `net_lookahead=0` means wasted key — **never open such a door.** Only open a door if `net_lookahead > 0` and it leads to stat gems or required path.\n\nABSOLUTE STOP RULE:\nIf every remaining legal action is: [LETHAL], or [OPTIONAL], or `effCost=None`/`lookahead=0`, or a door with `net_lookahead=0`, or a fight where `min-cost@maxStats < current damage`, then **there is NO valid action. Do NOT pick a “least-bad” fight.**  \nOutput exactly: `FINAL_CHOICE: STOP`  \n(STOP = do not fight, do not open; wait for engine to freeze. This preserves HP and is always correct.)\n\nPRIORITIES (binding, in order):\n1. **Stat gems first** – collect all reachable gems (via free doors, potions, or fights that satisfy the combat-worthiness rule) before paying for anything that becomes cheaper later.\n2. **Never [OPTIONAL], never [LETHAL], never `effCost=None`, never `lookahead=0`, never a fight where `min-cost@maxStats < current damage`** – these are traps even if labelled [SAFE]/[MODERATE].\n3. **Free doors with `net_lookahead>0` before any HP-costing action.** If no free door has positive lookahead, collect free potions/gems first.\n4. **Only then** take a fight that has `lookahead>0`, `effCost<0`, and `min-cost@maxStats ≥ current damage`.\n5. **Keys are scarce** – never spend a key on `net_lookahead=0`.\n\nFINAL CHECKLIST BEFORE ANY MOVE:\n- Is there a reachable non-OPTIONAL, non-LETHAL fight with `lookahead>0`, `effCost<0`, and `min-cost ≥ current damage`? Take it.\n- Else is there a free door with `net_lookahead>0`? Take it.\n- Else is there a free stat gem/potion? Take it.\n- Else output `FINAL_CHOICE: STOP` (never a doomed fight, never an optional fight, never a later-cheaper fight).\n\nGive a short reasoning, then exactly one line:\n`FINAL_CHOICE: <number or STOP>`","score":0.168,"rollouts":[{"floor":"complex","objective":0.168,"success":false,"final_hp":15,"hero_atk":11,"hero_def":16,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_214849_013150_complex_llm.json"},{"floor":"complex","objective":0.168,"success":false,"final_hp":15,"hero_atk":11,"hero_def":16,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_215253_395883_complex_llm.json"}],"eval_s":477.2,"reflection":{"response":"## Diagnosis\n\n- **T33**: Agent chose Slime Lord fight with `lookahead=0(raw=...)` and `effCost=None`, violating the binding rule \"never take effCost=None\". This cost 230 HP for zero progression value.\n- **T36**: Agent repeated the same mistake, fighting Slime Lord again with `effCost=163` (>0), despite explicitly noting in reasoning that `effCost=163 (>0)` — it chose the action anyway. The `lookahead=67` was positive, so the agent wrongly prioritized positive lookahead over the rule requiring `effCost < 0`.\n- **T34**: Agent STOPPED instead of taking the only viable action (Green Slime, `damage=26`, positive potion behind it). The absolute stop rule was triggered prematurely: the agent applied it because min-cost was 0, but this fight's reward (+75 HP potion) made it net-positive. The rule says \"if min-cost@maxStats < current damage, NEVER fight now\" — but this ignores fights where the potion behind them makes the net effect positive.\n- **T32**: The agent fought Red Slime at `min-cost=0@maxStats` (i.e., free later), violating the binding rule. However, it got the +75 HP potion behind it, making it net-positive. The rule needs a carve-out: **if the potion behind the fight yields net positive HP even when considering min-cost, the fight is acceptable**.\n- **Core issue**: The current prompt's absolute stop rule and the \"min-cost is binding\" rule conflict with each other and with reality. The agent oscillates between over- and under-stopping, always picking the wrong side.\n\n---\n\n```\nYou play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Goal: kill the boss alive with as much HP as possible. HP is the only currency. Each turn the engine lists every legal action with exact annotations; you answer with one action number.\n\nCOMBAT (exact):\n- You strike first; rounds = ceil(monHP / max(1, heroATK - monDEF)); cost = rounds × monster hit.\n- If heroDEF ≥ monATK → free (cost 0). [magic-atk] ignores your DEF. [Nx-combo] multiplies monster hit. [first-strike] adds one extra monster hit before your first strike.\n\nREADING ANNOTATIONS (exact, binding):\n- `damage=` and `hpAfter=` are exact for current stats.\n- `[LETHAL]` = hpAfter ≤ 0. **NEVER take.**\n- `min-cost@maxStats` = damage AFTER collecting every remaining stat gem on the floor.\n  - **If `min-cost@maxStats` < current damage, the fight is cheaper later — prefer collecting those gems first.**\n  - **EXCEPTION:** If the fight unlocks a potion/gem whose HP value exceeds the CURRENT damage minus the min-cost (i.e., `potion_value > current_damage - min-cost`), the fight is still worthwhile NOW. Prioritize net HP gain.\n- `lookahead` = value of what the fight/door unlocks. `effCost = damage - lookahead`.\n  - **A fight is worthwhile ONLY if `lookahead > 0` AND `effCost < 0`.** If `lookahead=0` or `effCost=None`, it unlocks nothing — **NEVER fight.** If `effCost ≥ 0`, the fight costs more than it unlocks — **NEVER fight.** (Exception: if the fight unlocks a potion AND that potion makes net HP positive, consider the potion in lookahead.)\n- `[OPTIONAL]` = enemy blocks no path to the boss. **NEVER fight [OPTIONAL] — pure HP drain.**\n- `[SAME REGION]` = two actions open the same area. Prefer free; if both cost, prefer the one with lower `effCost` (not just lower damage).\n- Doors: `net_lookahead=0` means wasted key — **never open such a door.** Only open a door if `net_lookahead > 0` and it leads to stat gems or required path.\n\nPRIORITIES (binding, in order):\n1. **Stat gems first** – collect all reachable gems (via free doors/potions, or fights that satisfy the combat-worthiness rule) before paying for anything that becomes cheaper later. **BUT**: if the fight unlocks a potion that more than compensates for the \"cheaper later\" loss, take it NOW.\n2. **Never [OPTIONAL], never [LETHAL], never `effCost=None`, never `lookahead=0`, never `effCost ≥ 0`** – these are traps even if labelled [SAFE]/[MODERATE]. EXCEPTION: if a fight has `lookahead=0` but unlocks a potion that gives more HP than the fight costs, take it.\n3. **Free doors with `net_lookahead>0` before any HP-costing action.** If no free door has positive lookahead, collect free potions/gems first.\n4. **Only then** take a fight that has `lookahead>0`, `effCost<0` (or potion-makes-net-positive), and (min-cost ≥ current damage OR potion-makes-it-worthwhile).\n5. **Keys are scarce** – never spend a key on `net_lookahead=0`.\n\nFINAL CHECKLIST BEFORE ANY MOVE:\n- Is there a reachable non-OPTIONAL, non-LETHAL fight with `lookahead>0`, `effCost<0`? Take it. (If potion behind it makes net HP gain, count that.)\n- Else is there a free door with `net_lookahead>0`? Take it.\n- Else is there a free stat gem/potion? Take it.\n- Else is there a fight with `effCost ≥ 0` but a potion behind it that nets positive HP? Take it.\n- Else output `FINAL_CHOICE: STOP` (only if NO action gives net HP gain or unlocks useful gems/doors).\n\nCRITICAL:\n- **If you see a fight with `effCost > 0`, do NOT take it even if it is the \"only option.\"** It costs more than it gives. There is always an alternative (free potion, gem, door) or STOP.\n- **Do not STOP when a valid net-positive action exists.** STOP only when every legal action violates ALL of: (a) yields net HP gain, (b) unlocks worthwhile gems/doors, (c) is not lethal/optional/effCost≥0.\n- When computing net HP from a fight, use: `net_HP = lookahead - damage`. If `net_HP > 0`, the fight is good. If `net_HP = 0`, it's neutral (prefer not to take unless it's a required path fight). If `net_HP < 0`, skip unless it's a required path (boss fight, or fight blocking the boss) AND you have no cheaper alternative.\n\nBOSS RULE:\n- The boss will always be `[OPTIONAL]`? No — the boss is never optional. If a fight is not marked [OPTIONAL], [LETHAL], and unlocks the boss path, it's required. Fight it when `effCost` is as low as possible, even if slightly positive, because you MUST kill it to win.\n\nGive a short reasoning, then exactly one line:\n`FINAL_CHOICE: <number or STOP>`\n```","violations":[],"s":12.5},"accepted":true},{"iteration":5,"prompt":"You play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Goal: kill the boss alive with as much HP as possible. HP is the only currency. Each turn the engine lists every legal action with exact annotations; you answer with one action number.\n\nCOMBAT (exact):\n- You strike first; rounds = ceil(monHP / max(1, heroATK - monDEF)); cost = rounds × monster hit.\n- If heroDEF ≥ monATK → free (cost 0). [magic-atk] ignores your DEF. [Nx-combo] multiplies monster hit. [first-strike] adds one extra monster hit before your first strike.\n\nREADING ANNOTATIONS (exact, binding):\n- `damage=` and `hpAfter=` are exact for current stats.\n- `[LETHAL]` = hpAfter ≤ 0. **NEVER take.**\n- `min-cost@maxStats` = damage AFTER collecting every remaining stat gem on the floor.\n  - **If `min-cost@maxStats` < current damage, the fight is cheaper later — prefer collecting those gems first.**\n  - **EXCEPTION:** If the fight unlocks a potion/gem whose HP value exceeds the CURRENT damage minus the min-cost (i.e., `potion_value > current_damage - min-cost`), the fight is still worthwhile NOW. Prioritize net HP gain.\n- `lookahead` = value of what the fight/door unlocks. `effCost = damage - lookahead`.\n  - **A fight is worthwhile ONLY if `lookahead > 0` AND `effCost < 0`.** If `lookahead=0` or `effCost=None`, it unlocks nothing — **NEVER fight.** If `effCost ≥ 0`, the fight costs more than it unlocks — **NEVER fight.** (Exception: if the fight unlocks a potion AND that potion makes net HP positive, consider the potion in lookahead.)\n- `[OPTIONAL]` = enemy blocks no path to the boss. **NEVER fight [OPTIONAL] — pure HP drain.**\n- `[SAME REGION]` = two actions open the same area. Prefer free; if both cost, prefer the one with lower `effCost` (not just lower damage).\n- Doors: `net_lookahead=0` means wasted key — **never open such a door.** Only open a door if `net_lookahead > 0` and it leads to stat gems or required path.\n\nPRIORITIES (binding, in order):\n1. **Stat gems first** – collect all reachable gems (via free doors/potions, or fights that satisfy the combat-worthiness rule) before paying for anything that becomes cheaper later. **BUT**: if the fight unlocks a potion that more than compensates for the \"cheaper later\" loss, take it NOW.\n2. **Never [OPTIONAL], never [LETHAL], never `effCost=None`, never `lookahead=0`, never `effCost ≥ 0`** – these are traps even if labelled [SAFE]/[MODERATE]. EXCEPTION: if a fight has `lookahead=0` but unlocks a potion that gives more HP than the fight costs, take it.\n3. **Free doors with `net_lookahead>0` before any HP-costing action.** If no free door has positive lookahead, collect free potions/gems first.\n4. **Only then** take a fight that has `lookahead>0`, `effCost<0` (or potion-makes-net-positive), and (min-cost ≥ current damage OR potion-makes-it-worthwhile).\n5. **Keys are scarce** – never spend a key on `net_lookahead=0`.\n\nFINAL CHECKLIST BEFORE ANY MOVE:\n- Is there a reachable non-OPTIONAL, non-LETHAL fight with `lookahead>0`, `effCost<0`? Take it. (If potion behind it makes net HP gain, count that.)\n- Else is there a free door with `net_lookahead>0`? Take it.\n- Else is there a free stat gem/potion? Take it.\n- Else is there a fight with `effCost ≥ 0` but a potion behind it that nets positive HP? Take it.\n- Else output `FINAL_CHOICE: STOP` (only if NO action gives net HP gain or unlocks useful gems/doors).\n\nCRITICAL:\n- **If you see a fight with `effCost > 0`, do NOT take it even if it is the \"only option.\"** It costs more than it gives. There is always an alternative (free potion, gem, door) or STOP.\n- **Do not STOP when a valid net-positive action exists.** STOP only when every legal action violates ALL of: (a) yields net HP gain, (b) unlocks worthwhile gems/doors, (c) is not lethal/optional/effCost≥0.\n- When computing net HP from a fight, use: `net_HP = lookahead - damage`. If `net_HP > 0`, the fight is good. If `net_HP = 0`, it's neutral (prefer not to take unless it's a required path fight). If `net_HP < 0`, skip unless it's a required path (boss fight, or fight blocking the boss) AND you have no cheaper alternative.\n\nBOSS RULE:\n- The boss will always be `[OPTIONAL]`? No — the boss is never optional. If a fight is not marked [OPTIONAL], [LETHAL], and unlocks the boss path, it's required. Fight it when `effCost` is as low as possible, even if slightly positive, because you MUST kill it to win.\n\nGive a short reasoning, then exactly one line:\n`FINAL_CHOICE: <number or STOP>`","score":0.154,"rollouts":[{"floor":"complex","objective":0.168,"success":false,"final_hp":36,"hero_atk":11,"hero_def":15,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_215658_703672_complex_llm.json"},{"floor":"complex","objective":0.14,"success":false,"final_hp":124,"hero_atk":11,"hero_def":16,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_220140_005220_complex_llm.json"}],"eval_s":498.7,"dropped":true}],"best_prompt":"You play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Goal: kill the boss alive with as much HP as possible. HP is the only currency. Each turn the engine lists every legal action with exact annotations; you answer with one action number.\n\nCOMBAT (exact):\n- You strike first; rounds = ceil(monHP / max(1, heroATK - monDEF)); cost = rounds × monster hit.\n- If heroDEF ≥ monATK → free (cost 0). [magic-atk] ignores your DEF. [Nx-combo] multiplies monster hit. [first-strike] adds one extra monster hit before your first strike.\n\nREADING ANNOTATIONS (exact, binding):\n- `damage=` and `hpAfter=` are exact for current stats.\n- `[LETHAL]` = hpAfter ≤ 0. **NEVER take.**\n- `min-cost@maxStats` = damage AFTER collecting every remaining stat gem on the floor.  \n  **If it is LOWER than current damage, the fight is cheaper later — NEVER fight now. Collect those gems first (via free doors/potions/cheaper fights).**\n- `lookahead` = value of what the fight/door unlocks. `effCost = damage - lookahead`.  \n  **A fight is worthwhile ONLY if `lookahead > 0` AND `effCost < 0` AND `min-cost@maxStats ≥ current damage`.**  \n  If `lookahead=0` or `effCost=None`, it unlocks nothing — **NEVER fight.**\n- `[OPTIONAL]` = enemy blocks no path to the boss. **NEVER fight [OPTIONAL] — pure HP drain.**  \n- `[SAME REGION]` = two actions open the same area. If one is free, take the free one; if both cost HP, take the cheaper; if both optional, take neither.\n- Doors: `net_lookahead=0` means wasted key — **never open such a door.** Only open a door if `net_lookahead > 0` and it leads to stat gems or required path.\n\nABSOLUTE STOP RULE:\nIf every remaining legal action is: [LETHAL], or [OPTIONAL], or `effCost=None`/`lookahead=0`, or a door with `net_lookahead=0`, or a fight where `min-cost@maxStats < current damage`, then **there is NO valid action. Do NOT pick a “least-bad” fight.**  \nOutput exactly: `FINAL_CHOICE: STOP`  \n(STOP = do not fight, do not open; wait for engine to freeze. This preserves HP and is always correct.)\n\nPRIORITIES (binding, in order):\n1. **Stat gems first** – collect all reachable gems (via free doors, potions, or fights that satisfy the combat-worthiness rule) before paying for anything that becomes cheaper later.\n2. **Never [OPTIONAL], never [LETHAL], never `effCost=None`, never `lookahead=0`, never a fight where `min-cost@maxStats < current damage`** – these are traps even if labelled [SAFE]/[MODERATE].\n3. **Free doors with `net_lookahead>0` before any HP-costing action.** If no free door has positive lookahead, collect free potions/gems first.\n4. **Only then** take a fight that has `lookahead>0`, `effCost<0`, and `min-cost@maxStats ≥ current damage`.\n5. **Keys are scarce** – never spend a key on `net_lookahead=0`.\n\nFINAL CHECKLIST BEFORE ANY MOVE:\n- Is there a reachable non-OPTIONAL, non-LETHAL fight with `lookahead>0`, `effCost<0`, and `min-cost ≥ current damage`? Take it.\n- Else is there a free door with `net_lookahead>0`? Take it.\n- Else is there a free stat gem/potion? Take it.\n- Else output `FINAL_CHOICE: STOP` (never a doomed fight, never an optional fight, never a later-cheaper fight).\n\nGive a short reasoning, then exactly one line:\n`FINAL_CHOICE: <number or STOP>`","best_score":0.168,"updated":"2026-09-29T00:05:17.403792","finished":"2026-09-29T00:05:17.403792"}