{"label":"gs5_oneplusone_dsthink_bare","method":"constrained-linear-gepa","floor":null,"floors":["simple","gen01.txt","gen02.txt"],"tower":null,"preset":"deepseek-v4-flash-think","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,"validate":true,"started":"2026-10-05T02:53:44.780938","env":{"CONVERSATION_HISTORY_TURNS":"0","MOTA_ORDER_TWO_SIDED":"1","MOTA_FIGHT_KEY_FLOOD":"1","THINKING_MAX_TOKENS":"32768","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":0.603,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":437,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261005_005344_782938_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":"20261005_005542_739805_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.722,"success":true,"final_hp":103,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261005_005640_724926_gen02.txt_llm.json"}],"eval_s":310.7,"reflection":{"response":"## Diagnosis\n\n- **Misread \"a fight is a sequence of rounds; you hit first\"** — the agent repeatedly confused the number of hits the monster gets. On T14 (ep2), it computed the correct math for one fight, but on T13 it said \"monster gets 9 hits\" for a fight requiring 8 hits; the correct formula gives `ceil(monster_HP / our_damage)` hits needed and `(hits-1) × monster_damage` damage taken. The engine already shows the exact HP after each fight, so the agent should trust that displayed value rather than re‑deriving it.\n\n- **Ignored the displayed \"hpAfter\" and instead used its own faulty hand computations** — in several turns (T24 ep1, T19 ep2, T16 ep3) the agent recalculated damage from raw stats and made errors (e.g. thinking Slime Lord costs 50 when the UI says 40, or thinking a fight is survivable when the UI says \"cannot win\"). The engine's damage and HP-after values are authoritative; the agent must compare those, not its own arithmetic.\n\n- **Misread \"magic-atk\" as meaning normal magical damage that ignores DEF, and then applied DEF anyway** — in T5 ep3 and T19 ep1 the agent said \"magic ignores DEF\" but then used the given `damage=55` / `damage=35` directly. That worked, but the agent's reasoning attached a wrong principle. The correct rule: the listed `damage` and `hpAfter` already include **all** effects (magic, element, etc.); the agent should never try to recompute them from ATK/DEF.\n\n- **Picked \"open door\" to dead-end doors repeatedly, wasting turns on doors that were already open or led nowhere** — T3/T23/T24 ep1 and T18/T20 ep2 the agent chose \"Open yellow door at (7,0)\"/\"(7,5)\"/\"(2,7)\" hoping it would reveal items, but the floor listed the door's content; the agent even noted on T23 \"the door is at (7,0) – we are at (1,10)\" but still chose it. The agent must read the floor's static layout: each door's position and what lies behind it (items/monsters/empty) is in the system prompt. Before opening a door, check whether it actually leads to uncollected items; if the area behind it is already explored or empty, opening is a waste of a turn and a key.\n\n- **Fought unnecessary weak monsters when the only useful action was to move toward items** — T13/T14 ep3 the agent fought two Black Slimes back‑to‑back (55+35 HP) when it could have moved to the ATK gems at (6,4)/(6,5) without any fight; the agent even wrote \"we can move freely\" but then chose a fight anyway. The rule: **never spend HP on a fight unless it is on the only path to an uncollected item or to the boss**. Before fighting, check the floor layout: are you already adjacent to the item? Can you walk around the monster? Many \"fights\" are avoidable.\n\n- **Did not compute the boss fight correctly, leading to either premature boss attempts or unnecessary pre‑boss fights** — T20 ep2 the agent correctly saw the boss was unwinnable but then T25 fought the boss with 400 HP (damage 312, HP→88) when it could have first taken a Red Potion at (1,10) (+75) to finish with more HP. In ep3 T24 the agent chose the boss over the cheaper Slime Lord (24 HP) even though the Slime Lord would have reduced boss damage only slightly; the agent correctly reasoned \"straight to boss\" was best there. The general rule: before the boss, list every remaining item within reach (potions, gems, keys) and decide the order that minimises total HP loss; never skip a free heal that you can reach without a fight.\n\n---\n\n```\nYou play Magic Tower, a turn-based dungeon game on a single floor. Each turn you get your exact state and a numbered list of every legal action you can take *now*; you answer with one action number.\n\nGAME RULES:\n- A fight is turn-based; you always strike first, then the monster strikes back, alternating until one side's HP reaches 0. Both sides cannot both reach 0 on the same hit; you win if the monster reaches 0 first.\n- Your hit = your ATK − monster's DEF (minimum 0; if ATK ≤ DEF you deal 0 and cannot win that fight).\n- Monster's hit = its ATK − your DEF (minimum 0; if your DEF ≥ its ATK, it deals 0).\n- The engine lists, for each fight, the monster's ATK/DEF/HP and the exact `damage` you will take and your `hpAfter`. THESE NUMBERS ARE AUTHORITATIVE — trust them exactly. Never recompute damage yourself; the displayed values already include special abilities (magic‑atk, elemental, etc.).\n- `magic-atk` means the monster's listed `damage` already accounts for it — you cannot \"resist\" it further by raising DEF; the displayed damage is final. Same for all other abilities.\n- A door needs a key of the same colour; one key opens exactly one door and is consumed. Doors do not respawn.\n- Walking onto an item collects it automatically: gems raise ATK or DEF permanently, potions restore HP immediately, keys are added to your inventory. Items are single‑use.\n- HP is never restored spontaneously between fights.\n- Items and monsters are **static** — their positions, stats, and what doors lead to are given once in your system prompt and do not change. You can always see the full floor: every door and what is behind it.\n\nGOAL: Kill the boss and finish with as much HP as possible. You lose if your HP reaches 0; you cannot win if your ATK ≤ boss's DEF.\n\nDECISION PRINCIPLES:\n1. Before each action, read the floor layout from the system prompt. Ask: does this action move me closer to an uncollected item (gem, potion, key) or to the boss? If the action is a fight that is not on the only path to such an item, do NOT take it — you can often walk around monsters. Never fight \"just because it is cheap\".\n2. Never open a door unless the area behind it contains an uncollected item or is the only way to reach one. If the door leads to an already‑explored/empty area, it is a waste.\n3. When several fights are available, compare only their displayed `damage` (lower is better, all else equal). Prefer the one that moves you toward the item you need most (ATK gems before boss, potions when low on HP, then DEF gems).\n4. Before and while approaching the boss: collect every reachable potion and ATK gem first. Weigh each fight's displayed HP cost against the item it unlocks. If a potion costs 0 HP to reach (no fight), take it before the boss.\n5. When the boss is the only remaining fight, if the engine lists both the boss and a cheaper non‑boss fight, the cheaper fight is usually worth taking only if it gives a stat‑boosting item or unlocks a potion; otherwise go straight to the boss while your HP is highest.\n6. You hit first — so if the displayed `hpAfter` for a fight is positive, you survive it. If the engine says \"you cannot win this fight now\", do not attempt it; find another way to raise ATK/DEF/HP first.\n\nOUTPUT: give a short reasoning line, then on its own line:\nFINAL_CHOICE: <number>\n```","violations":[],"s":19.8},"accepted":true},{"iteration":1,"prompt":"You play Magic Tower, a turn-based dungeon game on a single floor. Each turn you get your exact state and a numbered list of every legal action you can take *now*; you answer with one action number.\n\nGAME RULES:\n- A fight is turn-based; you always strike first, then the monster strikes back, alternating until one side's HP reaches 0. Both sides cannot both reach 0 on the same hit; you win if the monster reaches 0 first.\n- Your hit = your ATK − monster's DEF (minimum 0; if ATK ≤ DEF you deal 0 and cannot win that fight).\n- Monster's hit = its ATK − your DEF (minimum 0; if your DEF ≥ its ATK, it deals 0).\n- The engine lists, for each fight, the monster's ATK/DEF/HP and the exact `damage` you will take and your `hpAfter`. THESE NUMBERS ARE AUTHORITATIVE — trust them exactly. Never recompute damage yourself; the displayed values already include special abilities (magic‑atk, elemental, etc.).\n- `magic-atk` means the monster's listed `damage` already accounts for it — you cannot \"resist\" it further by raising DEF; the displayed damage is final. Same for all other abilities.\n- A door needs a key of the same colour; one key opens exactly one door and is consumed. Doors do not respawn.\n- Walking onto an item collects it automatically: gems raise ATK or DEF permanently, potions restore HP immediately, keys are added to your inventory. Items are single‑use.\n- HP is never restored spontaneously between fights.\n- Items and monsters are **static** — their positions, stats, and what doors lead to are given once in your system prompt and do not change. You can always see the full floor: every door and what is behind it.\n\nGOAL: Kill the boss and finish with as much HP as possible. You lose if your HP reaches 0; you cannot win if your ATK ≤ boss's DEF.\n\nDECISION PRINCIPLES:\n1. Before each action, read the floor layout from the system prompt. Ask: does this action move me closer to an uncollected item (gem, potion, key) or to the boss? If the action is a fight that is not on the only path to such an item, do NOT take it — you can often walk around monsters. Never fight \"just because it is cheap\".\n2. Never open a door unless the area behind it contains an uncollected item or is the only way to reach one. If the door leads to an already‑explored/empty area, it is a waste.\n3. When several fights are available, compare only their displayed `damage` (lower is better, all else equal). Prefer the one that moves you toward the item you need most (ATK gems before boss, potions when low on HP, then DEF gems).\n4. Before and while approaching the boss: collect every reachable potion and ATK gem first. Weigh each fight's displayed HP cost against the item it unlocks. If a potion costs 0 HP to reach (no fight), take it before the boss.\n5. When the boss is the only remaining fight, if the engine lists both the boss and a cheaper non‑boss fight, the cheaper fight is usually worth taking only if it gives a stat‑boosting item or unlocks a potion; otherwise go straight to the boss while your HP is highest.\n6. You hit first — so if the displayed `hpAfter` for a fight is positive, you survive it. If the engine says \"you cannot win this fight now\", do not attempt it; find another way to raise ATK/DEF/HP first.\n\nOUTPUT: give a short reasoning line, then on its own line:\nFINAL_CHOICE: <number>","score":0.5519,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":504,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261005_005915_268900_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":"20261005_010041_660798_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.5689,"success":true,"final_hp":32,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261005_010121_797762_gen02.txt_llm.json"}],"eval_s":228.3,"dropped":true,"reflection":{"response":"First, let me diagnose the episodes:\n\n1. **Episode 1, T3**: The agent chose to open a  door that led to a “dead_end_door” (engine override). It misinterpreted “door” as a path to new items, but the door was a dead end. It should have prioritized cheap fights and item collection over speculative door opening. **Misread**: “door” as a shortcut to resources instead of “dead_end_door”.\n\n2. **Episode 1, T23-T28**: After opening a door, it wasted many turns exploring a dead region, only to eventually find items. The core issue: it chose doors over guaranteed cheap fights (Slime Lord cost 39, Bat cost 81) and delayed gem collection, lowering final HP. **Misread**: “open door” as a higher priority than “fight” that yields position/items.\n\n3. **Episode 1, T36**: It forced a final Bat fight (dmg=81) and ended alive but with suboptimal HP. The agent never calculated that the order of fights (e.g., cheap Slime Lord first, then Bat) could reduce total damage. **Misread**: “damage” values are per-fight but cumulative cost matters with potion timing.\n\n4. **Episode 2, T18 and T20**: The agent opened yellow doors (dead_end_door) twice, wasting turns and HP, when it could have fought Slime Lord (cost 45) and progressed. **Misread**: “door” as an opportunity, but these doors were dead ends or not part of the optimal route.\n\n5. **Episode 3, T9**: The agent chose to open a door (8,3) instead of fighting Black Slimes (cost 35 each) which would have moved it toward the center. This led to a long detour and extra Bat fights (cost 121 each). **Misread**: “door” as a primary objective over “fight” that yields location and resources.\n\n6. **General pattern**: The agent repeatedly prioritizes “open door” over “fight” and “collect items,” even when doors are dead ends. It also fails to compute total damage across multiple fights (e.g., taking a 121-damage Bat when a 35-damage Slime would have been enough, or skipping a cheap fight to open a door that leads nowhere). It should treat each action by its **immediate damage cost and the resulting position** relative to uncollected gems and potions, not by speculative “maybe leads to items.”\n\n---\n\nImproved prompt:\n\n```\nYou play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your exact state and a numbered list of all legal actions (fights, door openings, item collections). You answer with one action number.\n\nGAME RULES:\n- A fight is turn-based; you always strike first. Your hit = your ATK - monster's DEF. If your ATK ≤ monster's DEF you deal 0 and cannot win. Monster's hit = its ATK - your DEF (if your DEF ≥ its ATK it deals 0). The listed `damage` and `hpAfter` are exact and final; trust them, never recompute.\n- `magic-atk` means the monster's listed `damage` already includes it; rising DEF does not reduce that number further.\n- A door needs one key of the same colour and consumes it. Doors may lead to a dead end; only open a door when you are certain it gives access to uncollected items or a necessary path.\n- Walking onto an item collects it: gems permanently raise ATK or DEF, potions restore HP, keys are added. Items are single-use and do not respawn.\n- HP is never restored except by potions. Your goal: kill the boss alive with as much HP as possible.\n\nDECISION PRINCIPLES:\n1. **Prefer the cheapest fight that moves you toward uncollected items** (gems and potions). Compare `damage` values; a lower-damage fight is better if it leads to the same or better location.\n2. **Do not open doors speculatively.** A door is only beneficial if it gives access to items you cannot otherwise reach. If a door leads to a dead end or duplicates an area already reachable, it wastes a key and possibly costs HP via forced fights.\n3. **Compute cumulative cost.** For the boss, you must have ATK > boss's DEF to damage it. Calculate how many hits you need and how much damage you'll take. Order fights so that you pick up potions *after* expensive fights, not before (potions heal a fixed amount; using them earlier wastes healing).\n4. **Avoid fights with `damage` you cannot survive** (i.e., `hpAfter` would be ≤ 0). If multiple fights are survivable, choose the one with the smallest `damage` that still reaches a gem/potion.\n5. **Never fight a monster you cannot damage** (when `ATK ≤ DEF` the engine says “you cannot win this fight now”).\n6. **If only fights are listed, you must choose one; pick the cheapest survivable one.** Movement is not directly listed—walking to a location is automatic; you only choose fights, door openings, and item collections that appear as actions.\n\nAnswer with a short reasoning (why this choice preserves the most HP toward getting ATK/DEF gems and potions) then: FINAL_CHOICE: <number>\n```","violations":[],"s":11.9},"accepted":true},{"iteration":2,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your exact state and a numbered list of all legal actions (fights, door openings, item collections). You answer with one action number.\n\nGAME RULES:\n- A fight is turn-based; you always strike first. Your hit = your ATK - monster's DEF. If your ATK ≤ monster's DEF you deal 0 and cannot win. Monster's hit = its ATK - your DEF (if your DEF ≥ its ATK it deals 0). The listed `damage` and `hpAfter` are exact and final; trust them, never recompute.\n- `magic-atk` means the monster's listed `damage` already includes it; rising DEF does not reduce that number further.\n- A door needs one key of the same colour and consumes it. Doors may lead to a dead end; only open a door when you are certain it gives access to uncollected items or a necessary path.\n- Walking onto an item collects it: gems permanently raise ATK or DEF, potions restore HP, keys are added. Items are single-use and do not respawn.\n- HP is never restored except by potions. Your goal: kill the boss alive with as much HP as possible.\n\nDECISION PRINCIPLES:\n1. **Prefer the cheapest fight that moves you toward uncollected items** (gems and potions). Compare `damage` values; a lower-damage fight is better if it leads to the same or better location.\n2. **Do not open doors speculatively.** A door is only beneficial if it gives access to items you cannot otherwise reach. If a door leads to a dead end or duplicates an area already reachable, it wastes a key and possibly costs HP via forced fights.\n3. **Compute cumulative cost.** For the boss, you must have ATK > boss's DEF to damage it. Calculate how many hits you need and how much damage you'll take. Order fights so that you pick up potions *after* expensive fights, not before (potions heal a fixed amount; using them earlier wastes healing).\n4. **Avoid fights with `damage` you cannot survive** (i.e., `hpAfter` would be ≤ 0). If multiple fights are survivable, choose the one with the smallest `damage` that still reaches a gem/potion.\n5. **Never fight a monster you cannot damage** (when `ATK ≤ DEF` the engine says “you cannot win this fight now”).\n6. **If only fights are listed, you must choose one; pick the cheapest survivable one.** Movement is not directly listed—walking to a location is automatic; you only choose fights, door openings, and item collections that appear as actions.\n\nAnswer with a short reasoning (why this choice preserves the most HP toward getting ATK/DEF gems and potions) then: FINAL_CHOICE: <number>","score":0.603,"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":"20261005_010315_496332_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":"20261005_010437_476575_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.722,"success":true,"final_hp":103,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261005_010521_867436_gen02.txt_llm.json"}],"eval_s":175.4,"reflection":{"response":"## Diagnosis\n\n- **Episode 1, T24 (before T27)**: Agent opened a door speculatively (\"likely leads to items\") without verifying from the floor map that it actually gates those items. This wasted a key and forced an unnecessary auto-fight. The principle \"do not open doors speculatively; only when verified from the map\" was violated — it assumed rather than checked.\n- **Episode 1, T32–T35**: After collecting the ATK gem at (1,3), the agent chose a Bat fight at (3,5) instead of recognizing that the forced Bat at (5,9) was unavoidable and the (3,5) Bat was optional. It paid 81 HP for a fight that led to no new items (the items it collected after were already accessible). Principle violated: \"avoid optional fights that yield no new items\" — it chose a fight purely for \"progress\" without verifying the items were reachable only through that fight.\n- **Episode 2, T20**: Agent chose to open a door at (7,5) that the engine later revealed to be a dead end (engine override). It reasoned \"likely leads to items\" without checking the floor layout — the door led to nothing valuable. Principle violated: same as above — speculative door opening without map confirmation.\n- **Episode 2, T21**: After the override, the agent opened another door (2,7) that was correct, but it had already wasted the first key. The cumulative effect was an extra forced fight (Slime Lord at 2,6) that cost 40 HP unnecessarily. This shows the cost of repeated speculative doors.\n- **Episode 3, T11–T13**: Agent opened a door at (8,3) reasoning it \"likely leads to items\" — it did lead to a Blue Potion, but the agent could have reached that potion without the door (the potion was at (10,1), accessible from the current position). Opening the door was unnecessary and cost a key; the potion was already reachable. Principle violated: \"only open doors when the items are unreachable without it.\"\n- **General pattern**: The agent repeatedly used \"likely leads to items\" as justification for doors/fights without checking the system-prompt floor map (entity list) to confirm reachability. It also failed to distinguish optional vs. forced fights by not tracking which fights are required to unlock new areas vs. which are merely adjacent.\n\n---\n\n``` \nYou play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your exact state and a numbered list of all legal actions (fights, door openings, item collections). You answer with one action number.\n\nGAME RULES:\n- A fight is turn-based; you always strike first. Your hit = your ATK - monster's DEF. If your ATK ≤ monster's DEF you deal 0 and cannot win. Monster's hit = its ATK - your DEF (if your DEF ≥ its ATK it deals 0). The listed `damage` and `hpAfter` are exact and final; trust them, never recompute.\n- `magic-atk` means the monster's listed `damage` already includes it; rising DEF does not reduce that number further.\n- A door needs one key of the same colour and consumes it. Doors may lead to a dead end; only open a door when you have **verified from the floor map** that it gates items you cannot otherwise reach.\n- Walking onto an item collects it: gems permanently raise ATK or DEF, potions restore HP, keys are added. Items are single-use and do not respawn.\n- HP is never restored except by potions. Your goal: kill the boss alive with as much HP as possible.\n\nDECISION PRINCIPLES:\n1. **Verify reachability from the floor layout given in the system prompt.** For every candidate action (door or fight), check whether the item/path it supposedly unlocks is actually **inaccessible without that action**. Use the entity positions in the system prompt; never assume \"likely leads to items.\"\n2. **Prefer the cheapest fight that opens access to uncollected items** (gems and potions). Compare `damage` values; a lower-damage fight is better if it leads to new areas/items. If two fights have identical cost and lead to the same area, either is fine.\n3. **Do NOT open doors or fight monsters speculatively.** A door is only beneficial if the floor map shows it gates items you cannot reach otherwise. A fight is only beneficial if killing that monster opens a path or area you cannot enter without killing it. If the item is already reachable without the action, the action is a waste (key or HP).\n4. **Distinguish forced vs. optional fights.** Some fights are automatically triggered by movement (engine lists them as forced); others are optional until you walk to them. Fight optional monsters **only** when they block access to uncollected items. If a monster is optional and leads nowhere new, skip it — even if it looks cheap.\n5. **Compute cumulative cost for the boss.** You need ATK > boss's DEF to damage it. Calculate hits needed and total damage taken. Order fights to collect potions *after* expensive fights (potions heal fixed amounts; using them earlier wastes healing).\n6. **Avoid fights with `damage` you cannot survive** (hpAfter ≤ 0). Among survivable fights, choose the smallest `damage` that still reaches a gem/potion. Never fight a monster you cannot damage (`ATK ≤ DEF`).\n7. **If only fights are listed and all lead to already-collected areas, you must choose one — pick the cheapest survivable one, but prefer fights that lead toward any remaining uncollected item.**\n8. **Never fight the boss until you have ATK > boss's DEF and survival is confirmed by `hpAfter` > 0.** If the engine says \"you cannot win this fight now\", do not choose it.\n\nAnswer with a short reasoning (why this choice preserves the most HP toward getting ATK/DEF gems and potions, and explicitly confirm reachability from the map) then: FINAL_CHOICE: <number>\n```","violations":["no fenced prompt in the reply"],"s":11.4,"retry":{"response":"First diagnose in 3-6 bullet points which decisions lost HP or the game and which general principle the agent misapplied (name the annotation it misread, not the position). Then give the full improved prompt inside ``` fences.\n\nDiagnosis:\n- Episode 1, T27: the engine labeled the action \"Open yellow door\" as merely a door opening, but the agent treated it as \"speculative\" and delayed it behind a forced fight. The annotation \"open_door\" does not imply the door leads to a dead end; the agent's rule \"do not open doors speculatively\" was overridden by the actual floor layout (the door led to a direct, cost-zero path to gems/potions). The principle to fix: a door is never speculative if it is the only remaining way to reach any uncollected item — the agent must weigh that against any current forced fight.\n- Episode 2, T20: the engine showed the boss fight as \"you cannot win this fight now\", but the agent still considered opening the yellow door at (7,5) as a possible route to items, and chose that over the cheaper Slime Lord. The annotation \"open_door\" was misread as a low-risk option, but the door led to a dead end (engine override showed it was a dead_end_door). The principle to fix: never open a door that cannot reach an uncollected item; if the door's destination is unknown and the only other option is a survivable fight that unblocks items, prefer the fight.\n- Episode 2, T20 also lost HP: the agent chose the door over the Slime Lord, and the door was a dead end, so no items were gained and the forced fight later cost more HP than if the Slime Lord had been taken first. The principle to fix: a door is only beneficial if it provably leads to an uncollected item; otherwise it is a waste of a key and a turn.\n- Episode 3, T11: the agent opened the yellow door at (8,3) because \"it might give access\" to central gems, but the floor layout showed that door led to the Blue Potion and Slime Lords, not to the central gems. The principle to fix: never infer door destinations from proximity alone; only open a door if you have already seen the item behind it (from the system prompt's static list), not because it \"likely\" leads there.\n- Episode 1, T27 and Episode 3, T11 both show the agent over-valuing \"opening doors\" as a free action; in fact a door costs a key and a turn, and if it leads to a dead end it is a net loss. The principle to fix: treat door-opening as a cost (key + turn) and only do it when the item behind is confirmed uncollected and reachable in no other way.\n- General misread: the agent treated \"open_door\" actions as always safe or necessary for exploration, but the engine gives the full static floor list at start; the agent must consult that list to see if the door actually leads to an item. The annotation \"open_door\" does not guarantee access; it only guarantees the door exists.\n\nImproved prompt:\n```\nYou play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your exact state and a numbered list of all legal actions (fights, door openings, item collections). You answer with one action number.\n\nGAME RULES:\n- A fight is turn-based; you always strike first. Your hit = your ATK - monster's DEF. If your ATK ≤ monster's DEF you deal 0 and cannot win. Monster's hit = its ATK - your DEF (if your DEF ≥ its ATK it deals 0). The listed `damage` and `hpAfter` are exact and final; trust them, never recompute.\n- `magic-atk` means the monster's listed `damage` already includes it; rising DEF does not reduce that number further.\n- A door needs one key of the same colour and consumes it. Doors may lead to a dead end; only open a door when you are certain it gives access to an uncollected item. The system prompt lists every item's exact position — use that list to verify, never guess.\n- Walking onto an item collects it: gems permanently raise ATK or DEF, potions restore HP, keys are added. Items are single-use and do not respawn.\n- HP is never restored except by potions. Your goal: kill the boss alive with as much HP as possible.\n\nDECISION PRINCIPLES:\n1. **Prefer the cheapest fight that moves you toward an uncollected item** (gems and potions). Compare `damage` values; a lower-damage fight is better if it leads to the same or better location.\n2. **Open a door only if the system prompt confirms an uncollected item behind it** and that item is not reachable by any other path. Never open a door \"speculatively\" — if you cannot see the item in the static list, the door is a dead end and wastes a key.\n3. **Compute cumulative cost.** For the boss, you must have ATK > boss's DEF to damage it. Calculate how many hits you need and how much damage you'll take. Order fights so that you pick up potions *after* expensive fights, not before (potions heal a fixed amount; using them earlier wastes healing).\n4. **Avoid fights with `damage` you cannot survive** (i.e., `hpAfter` would be ≤ 0). If multiple fights are survivable, choose the one with the smallest `damage` that still reaches a gem/potion.\n5. **Never fight a monster you cannot damage** (when `ATK ≤ DEF` the engine says \"you cannot win this fight now\").\n6. **If only fights are listed, you must choose one; pick the cheapest survivable one.** Movement is automatic; you only choose fights, door openings, and item collections that appear as actions.\n7. **Never open a door that leads to a dead end** — even if it is the only action besides a costly fight, if the system prompt shows no item behind it, the door is useless. Prefer a survivable fight that unblocks an item, even if it costs more HP than a door would.\n\nAnswer with a short reasoning (why this choice preserves the most HP toward getting ATK/DEF gems and potions) then: FINAL_CHOICE: <number>\n```","violations":[]}},"accepted":true},{"iteration":3,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your exact state and a numbered list of all legal actions (fights, door openings, item collections). You answer with one action number.\n\nGAME RULES:\n- A fight is turn-based; you always strike first. Your hit = your ATK - monster's DEF. If your ATK ≤ monster's DEF you deal 0 and cannot win. Monster's hit = its ATK - your DEF (if your DEF ≥ its ATK it deals 0). The listed `damage` and `hpAfter` are exact and final; trust them, never recompute.\n- `magic-atk` means the monster's listed `damage` already includes it; rising DEF does not reduce that number further.\n- A door needs one key of the same colour and consumes it. Doors may lead to a dead end; only open a door when you are certain it gives access to an uncollected item. The system prompt lists every item's exact position — use that list to verify, never guess.\n- Walking onto an item collects it: gems permanently raise ATK or DEF, potions restore HP, keys are added. Items are single-use and do not respawn.\n- HP is never restored except by potions. Your goal: kill the boss alive with as much HP as possible.\n\nDECISION PRINCIPLES:\n1. **Prefer the cheapest fight that moves you toward an uncollected item** (gems and potions). Compare `damage` values; a lower-damage fight is better if it leads to the same or better location.\n2. **Open a door only if the system prompt confirms an uncollected item behind it** and that item is not reachable by any other path. Never open a door \"speculatively\" — if you cannot see the item in the static list, the door is a dead end and wastes a key.\n3. **Compute cumulative cost.** For the boss, you must have ATK > boss's DEF to damage it. Calculate how many hits you need and how much damage you'll take. Order fights so that you pick up potions *after* expensive fights, not before (potions heal a fixed amount; using them earlier wastes healing).\n4. **Avoid fights with `damage` you cannot survive** (i.e., `hpAfter` would be ≤ 0). If multiple fights are survivable, choose the one with the smallest `damage` that still reaches a gem/potion.\n5. **Never fight a monster you cannot damage** (when `ATK ≤ DEF` the engine says \"you cannot win this fight now\").\n6. **If only fights are listed, you must choose one; pick the cheapest survivable one.** Movement is automatic; you only choose fights, door openings, and item collections that appear as actions.\n7. **Never open a door that leads to a dead end** — even if it is the only action besides a costly fight, if the system prompt shows no item behind it, the door is useless. Prefer a survivable fight that unblocks an item, even if it costs more HP than a door would.\n\nAnswer with a short reasoning (why this choice preserves the most HP toward getting ATK/DEF gems and potions) then: FINAL_CHOICE: <number>","score":0.5778,"rollouts":[{"floor":"simple","objective":0.2,"success":false,"final_hp":100,"hero_atk":11,"hero_def":6,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261005_010636_379985_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":"20261005_010741_710518_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.7715,"success":true,"final_hp":126,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261005_010821_833158_gen02.txt_llm.json"}],"eval_s":156.9,"dropped":true,"reflection":{"response":"**Diagnosis of failures:**\n\n1. **Episode 1, T17:** Agent picked Red Slime at (10,7) for 40 damage when a Slime Lord was available at 76 damage—wait, actually it chose the cheaper fight, which is correct. The issue was earlier: **T5 chose Slime Lord at 114 damage when a cheaper path existed**; the agent didn't compare the full route cost including future fights. It should have looked ahead to see that killing the cheap Green/Black slimes first (as it did) was fine, but it then fought Slime Lord before collecting the nearby Red Potion at (2,4) which would have healed it. Principle: **Timing of potion collection** — collect potions *after* costly fights, not before (it did this correctly later, but missed it here).\n\n2. **Episode 1, T36:** The final forced Bat fight at (5,9) cost 81 HP when the boss could have been reached without it. The agent didn't realize the boss was on the floor and didn't prioritize reaching the boss as soon as ATK > boss DEF. It spent HP on unnecessary fights after all reachable items were collected. Principle: **Once all items that improve ATK/DEF are collected and boss is beatable, go straight to the boss; avoid all unnecessary fights.**\n\n3. **Episode 2, T20:** Agent chose to open the Yellow Door at (7,5), which was a **dead-end door** (engine override). The system prompt says \"only open a door when you are certain it gives access to uncollected items\"—the agent wasn't certain but opened anyway, wasting a key and HP. Principle: **Never open a door unless you can verify from the entity list that an uncollected item is behind it.** If in doubt, fight a cheap monster to gain more information or skip.\n\n4. **Episode 2, T9:** After collecting the two red gems and potion, the agent fought Slime Lord at (8,9) for 55 damage, but the Bat at (10,3) cost 108. It chose correctly (cheaper), but then the engine **forced** the Bat fight at T10 anyway. The agent should have recognized that the Bat was unavoidable (blocked the path) and planned for it. Principle: **When a fight is unavoidable (blocks the only path to items), factor its cost into route planning and take it before collecting potions to maximize healing.**\n\n5. **Episode 3, T11:** Agent opened Yellow Door at (8,3) speculatively when there was a survivable Bat fight available. The door led to a Blue Potion (good outcome), but the principle is still risky. However, the bigger issue: **T15/T19** — the agent fought two Bats (121 and 90 damage) to reach ATK gems. It should have compared route costs: the left-side gems cost 90+121=211 HP while the center gems cost only 52 (Slime Lord) + 0 (auto-fight Green Slime). It chose the expensive left route unnecessarily.\n\n6. **Episode 3, T24:** Agent went straight to the boss after collecting all items, which is correct. However, it ignored that a Slime Lord at (6,3) cost only 24 damage and would have been a free fight (no HP loss relative to boss). But since all items were collected, that fight was unnecessary. The agent correctly avoided it. This is fine.\n\n**Main systematic errors:**\n- **Not checking if a fight is mandatory** (blocking the only path) vs optional (leads to dead-end or duplicate area).\n- **Not planning potion collection timing** relative to unavoidable costly fights.\n- **Opening doors without verifying items behind them** (dead-end doors).\n- **Not going to the boss once all beneficial items are collected** — wasting HP on optional fights.\n\n---\n\n**Improved prompt:**\n\n```\nYou play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your exact state and a numbered list of all legal actions (fights, door openings, item collections). You answer with one action number.\n\nGAME RULES:\n- A fight is turn-based; you always strike first. Your hit = your ATK - monster's DEF. If your ATK ≤ monster's DEF you deal 0 and cannot win. Monster's hit = its ATK - your DEF (if your DEF ≥ its ATK it deals 0). The listed `damage` and `hpAfter` are exact and final; trust them, never recompute.\n- `magic-atk` means the monster's listed `damage` already includes it; rising DEF does not reduce that number further.\n- A door needs one key of the same colour and consumes it. Doors may lead to a dead end; only open a door when you are certain it gives access to uncollected items or a necessary path.\n- Walking onto an item collects it: gems permanently raise ATK or DEF, potions restore HP, keys are added. Items are single-use and do not respawn.\n- HP is never restored except by potions. Your goal: kill the boss alive with as much HP as possible.\n\nDECISION PRINCIPLES:\n1. **Verify item access.** Before opening a door, check the static entity list in your system prompt: is there an uncollected item behind that door? If you cannot confirm, do NOT open it — it wastes a key and may lead to a dead end. Prefer a fight that moves you toward a confirmed item instead.\n2. **Check if a fight is mandatory.** A fight is mandatory only if it blocks the only path to an uncollected item. If a fight leads to a dead end or a duplicate area already reachable, skip it. Prefer the cheapest fight that unlocks new, confirmed items.\n3. **Compute route cost, not just single-fight cost.** Compare total HP cost of the path to each item cluster (sum of all fights along that route), not just the next fight. A slightly more expensive first fight may lead to cheaper overall progress.\n4. **Time potion collection.** Collect potions AFTER expensive unavoidable fights, not before (potions heal a fixed amount; using them earlier wastes healing). If a fight is unavoidable, take it before picking up the potion that heals you afterward.\n5. **Go to the boss when ready.** Once you have collected all ATK/DEF gems that improve your stats and the boss is beatable (ATK > boss DEF, and you can survive the fight), go straight to the boss. Do NOT take optional fights after that — they only waste HP.\n6. **Survivability.** Avoid fights where `hpAfter` ≤ 0. If multiple survivable fights are available, choose the one with the smallest `damage` that still reaches a confirmed item. Never fight a monster you cannot damage (the engine says “you cannot win this fight now”).\n7. **If only fights are listed** (no items reachable without a fight), you must choose one; pick the cheapest survivable fight that leads to any uncollected item.\n\nAnswer with a short reasoning (why this choice minimizes total HP cost toward confirmed items and the boss) then: FINAL_CHOICE: <number>\n```","violations":[],"s":12.1},"accepted":true},{"iteration":4,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your exact state and a numbered list of all legal actions (fights, door openings, item collections). You answer with one action number.\n\nGAME RULES:\n- A fight is turn-based; you always strike first. Your hit = your ATK - monster's DEF. If your ATK ≤ monster's DEF you deal 0 and cannot win. Monster's hit = its ATK - your DEF (if your DEF ≥ its ATK it deals 0). The listed `damage` and `hpAfter` are exact and final; trust them, never recompute.\n- `magic-atk` means the monster's listed `damage` already includes it; rising DEF does not reduce that number further.\n- A door needs one key of the same colour and consumes it. Doors may lead to a dead end; only open a door when you are certain it gives access to uncollected items or a necessary path.\n- Walking onto an item collects it: gems permanently raise ATK or DEF, potions restore HP, keys are added. Items are single-use and do not respawn.\n- HP is never restored except by potions. Your goal: kill the boss alive with as much HP as possible.\n\nDECISION PRINCIPLES:\n1. **Verify item access.** Before opening a door, check the static entity list in your system prompt: is there an uncollected item behind that door? If you cannot confirm, do NOT open it — it wastes a key and may lead to a dead end. Prefer a fight that moves you toward a confirmed item instead.\n2. **Check if a fight is mandatory.** A fight is mandatory only if it blocks the only path to an uncollected item. If a fight leads to a dead end or a duplicate area already reachable, skip it. Prefer the cheapest fight that unlocks new, confirmed items.\n3. **Compute route cost, not just single-fight cost.** Compare total HP cost of the path to each item cluster (sum of all fights along that route), not just the next fight. A slightly more expensive first fight may lead to cheaper overall progress.\n4. **Time potion collection.** Collect potions AFTER expensive unavoidable fights, not before (potions heal a fixed amount; using them earlier wastes healing). If a fight is unavoidable, take it before picking up the potion that heals you afterward.\n5. **Go to the boss when ready.** Once you have collected all ATK/DEF gems that improve your stats and the boss is beatable (ATK > boss DEF, and you can survive the fight), go straight to the boss. Do NOT take optional fights after that — they only waste HP.\n6. **Survivability.** Avoid fights where `hpAfter` ≤ 0. If multiple survivable fights are available, choose the one with the smallest `damage` that still reaches a confirmed item. Never fight a monster you cannot damage (the engine says “you cannot win this fight now”).\n7. **If only fights are listed** (no items reachable without a fight), you must choose one; pick the cheapest survivable fight that leads to any uncollected item.\n\nAnswer with a short reasoning (why this choice minimizes total HP cost toward confirmed items and the boss) then: FINAL_CHOICE: <number>","score":0.6209,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":428,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261005_010925_400850_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":"20261005_011115_046205_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.7758,"success":true,"final_hp":128,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261005_011237_854572_gen02.txt_llm.json"}],"eval_s":246.5,"reflection":{"response":"First, diagnose in 3-6 bullet points:\n\n- **Episode 1, T2/T3/T4**: The agent picked the cheapest fight, but repeatedly ignored cheaper or equal-cost alternatives that led to *more* or *better* items (e.g., Green Slime at 24 vs Red Slime at 56). It also opened a door (T23) speculatively to a potion/gem cluster, but that cluster was already reachable without the door, wasting a key and HP-neutral turns.\n- **Episode 1, T18/T19**: The agent opened a door thinking it led to ATK+1 and Red Potion, but the engine override shows the door was a dead end — the item positions were misread. It failed to verify the static list carefully before spending a key.\n- **Episode 2, T9**: The agent chose Slime Lord (55) over Bat (108) even though both led to dead ends; it did not realize that the cheaper fight was *not* on the path to any uncollected item, wasting HP on an optional encounter.\n- **Episode 2, T18**: The agent opened a yellow door at (7,5) believing it led to Blue Gem/Red Potion, but those items were already collected or not behind it; the engine overrode the choice. The agent did not cross-check the static list of uncollected items with the door's location.\n- **Episode 3, T8/T9**: The agent fought Black Slime at (8,6) to \"reach central items,\" but then opened the door at (8,3) to get a Blue Potion that was actually already collected; it wasted a turn and a key. It also chose mandatory-looking fights (T14 Bat) without verifying if those monsters were truly blocking the only route — the solver took a cheaper alternate path.\n- **Episode 3, T19**: After collecting all gems, the agent went straight to the boss but only after fighting Bat at (3,1) which was not required — the Solime Lord at (6,3) and (10,2) were cheaper and not needed, but the agent could have skipped them entirely; it also delayed collecting the final potions until after the Bat, losing opportunity to heal before the boss.\n\nKey misapplied principles: \"Verify item access before opening a door\" (did not cross-check the static list for uncollected items), \"Prefer cheapest fight that leads to confirmed items\" (often picked cheap fights that were dead ends or duplicates), and \"Go to boss when ready\" (took unnecessary fights after all gems were gathered).\n\nNow the improved prompt:\n\n```\nYou play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your exact state and a numbered list of all legal actions (fights, door openings, item collections). You answer with one action number.\n\nGAME RULES:\n- A fight is turn-based; you always strike first. Your hit = your ATK - monster's DEF. If your ATK ≤ monster's DEF you deal 0 and cannot win. Monster's hit = its ATK - your DEF (if your DEF ≥ its ATK it deals 0). The listed `damage` and `hpAfter` are exact and final; trust them, never recompute.\n- `magic-atk` means the monster's listed `damage` already includes it; rising DEF does not reduce that number further.\n- A door needs one key of the same colour and consumes it. Doors may lead to a dead end; only open a door when you are certain it gives access to uncollected items or a necessary path.\n- Walking onto an item collects it: gems permanently raise ATK or DEF, potions restore HP, keys are added. Items are single-use and do not respawn.\n- HP is never restored except by potions. Your goal: kill the boss alive with as much HP as possible.\n\nDECISION PRINCIPLES:\n1. **Always cross-check the static entity list** (in your system prompt) before choosing any action. Know exactly which items are still uncollected and their positions. Only open a door if it directly leads to a confirmed uncollected item or is the only way to reach one. Never open a door \"speculatively\" — if you cannot confirm an item behind it, treat it as a dead end and do not open it.\n2. **A fight is only worth taking if it unlocks a confirmed uncollected item** (either by revealing a path to it or by being the monster that guards that path). If a fight leads to a dead end, or to an area already fully collected, or to a duplicate route, it is optional and should be skipped unless it is the only way forward.\n3. **Compute total route cost.** Compare the sum of HP costs for all fights on a path to each cluster of uncollected items, not just the next fight. A slightly more expensive first fight may lead to cheaper overall progress if it unlocks multiple gems/potions.\n4. **Prioritize stat gems (ATK/DEF) over potions.** Gems permanently reduce future fight damage; potions heal a fixed amount. Collect gems as early as safe, but collect potions AFTER unavoidable expensive fights to maximize healing.\n5. **When multiple fights lead to the same uncollected item, take the one with the smallest `damage`.** If none lead to items, take the cheapest survivable fight only if it is the only legal action and you cannot reach the boss yet; otherwise, avoid optional fights entirely.\n6. **Go to the boss as soon as you have collected all gems that improve your stats AND the boss is beatable** (ATK > boss DEF, and `damage` < your current HP). Do not take any further optional fights after that — they only waste HP.\n7. **Never fight a monster you cannot damage** (the engine says “you cannot win this fight now”). Also avoid any fight where `hpAfter` ≤ 0.\n\nAnswer with a short reasoning (why this choice minimizes total HP cost toward confirmed items and the boss) then: FINAL_CHOICE: <number>\n```","violations":[],"s":13.9},"accepted":true},{"iteration":5,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your exact state and a numbered list of all legal actions (fights, door openings, item collections). You answer with one action number.\n\nGAME RULES:\n- A fight is turn-based; you always strike first. Your hit = your ATK - monster's DEF. If your ATK ≤ monster's DEF you deal 0 and cannot win. Monster's hit = its ATK - your DEF (if your DEF ≥ its ATK it deals 0). The listed `damage` and `hpAfter` are exact and final; trust them, never recompute.\n- `magic-atk` means the monster's listed `damage` already includes it; rising DEF does not reduce that number further.\n- A door needs one key of the same colour and consumes it. Doors may lead to a dead end; only open a door when you are certain it gives access to uncollected items or a necessary path.\n- Walking onto an item collects it: gems permanently raise ATK or DEF, potions restore HP, keys are added. Items are single-use and do not respawn.\n- HP is never restored except by potions. Your goal: kill the boss alive with as much HP as possible.\n\nDECISION PRINCIPLES:\n1. **Always cross-check the static entity list** (in your system prompt) before choosing any action. Know exactly which items are still uncollected and their positions. Only open a door if it directly leads to a confirmed uncollected item or is the only way to reach one. Never open a door \"speculatively\" — if you cannot confirm an item behind it, treat it as a dead end and do not open it.\n2. **A fight is only worth taking if it unlocks a confirmed uncollected item** (either by revealing a path to it or by being the monster that guards that path). If a fight leads to a dead end, or to an area already fully collected, or to a duplicate route, it is optional and should be skipped unless it is the only way forward.\n3. **Compute total route cost.** Compare the sum of HP costs for all fights on a path to each cluster of uncollected items, not just the next fight. A slightly more expensive first fight may lead to cheaper overall progress if it unlocks multiple gems/potions.\n4. **Prioritize stat gems (ATK/DEF) over potions.** Gems permanently reduce future fight damage; potions heal a fixed amount. Collect gems as early as safe, but collect potions AFTER unavoidable expensive fights to maximize healing.\n5. **When multiple fights lead to the same uncollected item, take the one with the smallest `damage`.** If none lead to items, take the cheapest survivable fight only if it is the only legal action and you cannot reach the boss yet; otherwise, avoid optional fights entirely.\n6. **Go to the boss as soon as you have collected all gems that improve your stats AND the boss is beatable** (ATK > boss DEF, and `damage` < your current HP). Do not take any further optional fights after that — they only waste HP.\n7. **Never fight a monster you cannot damage** (the engine says “you cannot win this fight now”). Also avoid any fight where `hpAfter` ≤ 0.\n\nAnswer with a short reasoning (why this choice minimizes total HP cost toward confirmed items and the boss) then: FINAL_CHOICE: <number>","score":0.661,"rollouts":[{"floor":"simple","objective":0.275,"success":false,"final_hp":281,"hero_atk":13,"hero_def":6,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261005_011345_849730_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":"20261005_011721_947873_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.9461,"success":true,"final_hp":207,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261005_011830_449890_gen02.txt_llm.json"}],"eval_s":330.6,"reflection":{"response":"**Diagnosis of failures:**\n\n- **Episode 1, T2/T3/T7:** The agent repeatedly tried to open the yellow door at (7,0), but the engine marked it as a `dead_end_door` and overrode the choice. The agent misread the static entity list — it assumed the door led to an item cluster, but the map showed no items behind it. This wasted turns and forced suboptimal fights.\n- **Episode 1, T23-T26:** The agent took fights (Red Slime at (5,3), Bat at (5,9), Red Slime at (10,7), Slime Lord at (9,9)) that did not unlock any confirmed uncollected item, then discovered the remaining items (ATK gem at (7,10), DEF gem at (8,10)) were auto-collected after a fight it didn't plan. It misapplied \"take the cheapest survivable fight if only legal action\" — it should have checked the static map to see those fights were dead ends, not the only path.\n- **Episode 1, T25-T26:** The agent fought Red Slime at (10,7) and Slime Lord at (9,9) claiming \"must take it to continue exploring,\" but the map showed those corridors were dead ends with no items. It failed to verify that the boss was unreachable and that no other items were accessible — it should have re-checked the static list for any remaining reachable items.\n- **Episode 2, T9:** The agent fought Slime Lord at (8,9) claiming both available fights \"lead to no items,\" but the map shows this fight actually unlocked the path to the bottom-left items (DEF gems, potions). It misjudged the static map connectivity — the fight was not optional, it was required.\n- **Episode 2, T11:** The agent fought Slime Lord at (7,0) as \"only legal action\" without confirming it actually leads to items; the fight was indeed needed to proceed, but the reasoning was based on \"no alternative\" rather than verifying the path — a fragile heuristic.\n- **General issue:** The prompt's principle 5 (\"take the cheapest survivable fight only if it is the only legal action\") is too permissive. The agent used it to justify wasteful fights. It should instead force re-verification of the static map for any remaining uncollected items reachable via other routes, and only take a fight if it *provably* unlocks an item or is the only way to reach any remaining item.\n\n---\n\n```\nYou play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your exact state and a numbered list of all legal actions (fights, door openings, item collections). You answer with one action number.\n\nGAME RULES:\n- A fight is turn-based; you always strike first. Your hit = your ATK - monster's DEF. If your ATK ≤ monster's DEF you deal 0 and cannot win. Monster's hit = its ATK - your DEF (if your DEF ≥ its ATK it deals 0). The listed `damage` and `hpAfter` are exact and final; trust them, never recompute.\n- `magic-atk` means the monster's listed `damage` already includes it; rising DEF does not reduce that number further.\n- A door needs one key of the same colour and consumes it. Walking onto an item collects it: gems permanently raise ATK or DEF, potions restore HP, keys are added. Items are single-use and do not respawn.\n- HP is never restored except by potions. Your goal: kill the boss alive with as much HP as possible.\n\nDECISION PRINCIPLES:\n1. **The static entity list in your system prompt is the ground truth.** Before EVERY action, determine the set of all uncollected items and their positions. For each legal fight or door opening, trace on the map whether it physically leads (through corridors and other fights) to at least one of those items. If an action does not lead to any uncollected item, do not take it — it is a dead end or a waste.\n2. **A fight is only worth taking if it unlocks a confirmed uncollected item** (either by being adjacent to that item or by being the only monster guarding the path to it). If multiple fights lead to the same item, take the one with the smallest `damage`. If no legal fight leads to any uncollected item, skip all fights — do not fight \"just to explore.\"\n3. **Doors are only worth opening if the static map shows an uncollected item behind that door** that is not reachable by any other unlocked path. Never open a door speculatively — if the map does not show an item behind it, it is a dead end.\n4. **Compute total route cost.** Compare the sum of HP costs for all fights needed to reach each cluster of uncollected items. A slightly more expensive first fight may be better if it unlocks multiple gems/potions. Prioritize stat gems (ATK/DEF) over potions — collect gems early, but collect potions AFTER unavoidable expensive fights.\n5. **If no legal action leads to any uncollected item, re-check the static map carefully.** You may have missed a door or a path. Only if you have confirmed that NO uncollected item is reachable through any legal action, then take the cheapest survivable fight that moves you toward the boss or toward any door that could lead to items — but only if it is the ONLY legal action besides an impossible boss fight.\n6. **Go to the boss as soon as** (a) all items that improve your stats have been collected, (b) the boss is beatable (ATK > boss DEF, and `damage` < your current HP), and (c) no other uncollected item is reachable without significant extra HP cost. Do not take optional fights after that.\n7. **Never fight a monster you cannot damage** (engine says \"you cannot win this fight now\"). Also avoid any fight where `hpAfter` ≤ 0.\n\nAnswer with a short reasoning (why this choice minimizes total HP cost toward confirmed items and the boss) then: FINAL_CHOICE: <number>\n```","violations":[],"s":14.3},"accepted":true},{"iteration":6,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your exact state and a numbered list of all legal actions (fights, door openings, item collections). You answer with one action number.\n\nGAME RULES:\n- A fight is turn-based; you always strike first. Your hit = your ATK - monster's DEF. If your ATK ≤ monster's DEF you deal 0 and cannot win. Monster's hit = its ATK - your DEF (if your DEF ≥ its ATK it deals 0). The listed `damage` and `hpAfter` are exact and final; trust them, never recompute.\n- `magic-atk` means the monster's listed `damage` already includes it; rising DEF does not reduce that number further.\n- A door needs one key of the same colour and consumes it. Walking onto an item collects it: gems permanently raise ATK or DEF, potions restore HP, keys are added. Items are single-use and do not respawn.\n- HP is never restored except by potions. Your goal: kill the boss alive with as much HP as possible.\n\nDECISION PRINCIPLES:\n1. **The static entity list in your system prompt is the ground truth.** Before EVERY action, determine the set of all uncollected items and their positions. For each legal fight or door opening, trace on the map whether it physically leads (through corridors and other fights) to at least one of those items. If an action does not lead to any uncollected item, do not take it — it is a dead end or a waste.\n2. **A fight is only worth taking if it unlocks a confirmed uncollected item** (either by being adjacent to that item or by being the only monster guarding the path to it). If multiple fights lead to the same item, take the one with the smallest `damage`. If no legal fight leads to any uncollected item, skip all fights — do not fight \"just to explore.\"\n3. **Doors are only worth opening if the static map shows an uncollected item behind that door** that is not reachable by any other unlocked path. Never open a door speculatively — if the map does not show an item behind it, it is a dead end.\n4. **Compute total route cost.** Compare the sum of HP costs for all fights needed to reach each cluster of uncollected items. A slightly more expensive first fight may be better if it unlocks multiple gems/potions. Prioritize stat gems (ATK/DEF) over potions — collect gems early, but collect potions AFTER unavoidable expensive fights.\n5. **If no legal action leads to any uncollected item, re-check the static map carefully.** You may have missed a door or a path. Only if you have confirmed that NO uncollected item is reachable through any legal action, then take the cheapest survivable fight that moves you toward the boss or toward any door that could lead to items — but only if it is the ONLY legal action besides an impossible boss fight.\n6. **Go to the boss as soon as** (a) all items that improve your stats have been collected, (b) the boss is beatable (ATK > boss DEF, and `damage` < your current HP), and (c) no other uncollected item is reachable without significant extra HP cost. Do not take optional fights after that.\n7. **Never fight a monster you cannot damage** (engine says \"you cannot win this fight now\"). Also avoid any fight where `hpAfter` ≤ 0.\n\nAnswer with a short reasoning (why this choice minimizes total HP cost toward confirmed items and the boss) then: FINAL_CHOICE: <number>","score":0.7322,"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":"20261005_011930_744350_simple_llm.json"},{"floor":"gen01.txt","objective":0.9256,"success":true,"final_hp":143,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261005_012902_895321_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.9461,"success":true,"final_hp":207,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261005_013147_872543_gen02.txt_llm.json"}],"eval_s":784.1,"reflection":{"response":"**Diagnosis of failures:**\n\n1. **Episode 1, T32**: The agent fought an *optional Bat* when no uncollected item was reachable, violating its own rule 5. The problem: it confused \"moves toward the boss\" with \"leads to an uncollected item.\" It should have checked whether the boss was beatable—it wasn’t (ATK 12 ≤ DEF 12), so the only correct move was to **wait** (no legal action leads to items or a beatable boss). Instead it wasted 81 HP on a fight that didn’t unlock anything.\n\n2. **Episode 1, T33**: After killing the first Bat, the agent fought the second Bat (81 HP) thinking it led to items at (1,3) etc. But from (5,9), the Bat at (3,5) is *not* on any path to those items—it’s a dead end. The agent misread the map connectivity; it treated any fight as \"potentially useful\" instead of verifying adjacency/path. This wasted 81 HP and left it at 365 HP instead of saving for the boss.\n\n3. **Episode 1 overall**: The agent ended with 440 HP but didn’t kill the boss. The reason: it collected all items but never checked if the boss was beatable after each step. It had ATK 13 vs boss DEF 12 (beatable), but it never went to the boss because the final fights (the Bats) were not needed. The decision principle \"go to boss as soon as (a,b,c)\" was violated—it didn't verify that no other items were reachable, but it also didn't recognize the boss was beatable earlier.\n\n4. **Episode 2, T9**: The agent chose Bat at (10,3) (108 damage) over Slime Lord at (8,9) (55 damage). It argued the Bat leads to ATK gems, but the Slime Lord at (8,9) actually leads to *more* uncollected items (DEF+1, potions) per the map. The agent misread the map: it assumed the Bat was a gateway, but the Slime Lord was the cheaper, better route. This wasted 53 HP.\n\n5. **Episode 2, T17**: The agent fought Slime Lord at (2,3) (45 HP) to reach items, but the Slime Lord at (8,9) was also available with equal cost and led to the same items (via a different path). The agent chose one arbitrarily without comparing *all* paths to the same items—it didn't consider the other Slime Lord as an alternative.\n\n6. **Episode 3, T16**: The agent fought Slime Lord at (7,1) but there was also Slime Lord at (6,3) (same cost) that led to the same items. The agent picked (7,1) because it was \"directly on the row,\" but both were equally valid. No HP lost here, but it shows a pattern of not fully exploring all legal moves to the same items.\n\n**General principle misapplied:** The agent repeatedly failed to **verify path connectivity** on the static map before choosing a fight, treating any adjacent monster as \"guarding an item\" without checking if that monster's location actually blocks access to the item from the agent's current position. It also failed to **re-evaluate the boss** after each stat gain, and it took \"exploratory\" fights that were dead ends.\n\n**Improved prompt:**\n```fences\nYou play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your exact state and a numbered list of all legal actions (fights, door openings, item collections). You answer with one action number.\n\nGAME RULES:\n- A fight is turn-based; you always strike first. Your hit = your ATK - monster's DEF. If your ATK ≤ monster's DEF you deal 0 and cannot win. Monster's hit = its ATK - your DEF (if your DEF ≥ its ATK it deals 0). The listed `damage` and `hpAfter` are exact and final; trust them, never recompute.\n- `magic-atk` means the monster's listed `damage` already includes it; rising DEF does not reduce that number further.\n- A door needs one key of the same colour and consumes it. Walking onto an item collects it: gems permanently raise ATK or DEF, potions restore HP, keys are added. Items are single-use and do not respawn.\n- HP is never restored except by potions. Your goal: kill the boss alive with as much HP as possible.\n\nDECISION PRINCIPLES:\n1. **The static entity list in your system prompt is the ground truth.** Before EVERY action, determine the set of all uncollected items and their positions. For each legal fight or door opening, trace on the map whether it physically leads (through corridors and other fights) to at least one of those items. If an action does not lead to any uncollected item, do not take it — it is a dead end or a waste.\n2. **A fight is only worth taking if it unlocks a confirmed uncollected item** (either by being adjacent to that item or by being the only monster guarding the path to it). If multiple fights lead to the same item, take the one with the smallest `damage`. If no legal fight leads to any uncollected item, skip all fights — do not fight \"just to explore.\"\n3. **Doors are only worth opening if the static map shows an uncollected item behind that door** that is not reachable by any other unlocked path. Never open a door speculatively — if the map does not show an item behind it, it is a dead end.\n4. **Compute total route cost.** Compare the sum of HP costs for all fights needed to reach each cluster of uncollected items. A slightly more expensive first fight may be better if it unlocks multiple gems/potions. Prioritize stat gems (ATK/DEF) over potions — collect gems early, but collect potions AFTER unavoidable expensive fights.\n5. **If no legal action leads to any uncollected item, re-check the static map carefully.** You may have missed a door or a path. Only if you have confirmed that NO uncollected item is reachable through any legal action, then take the cheapest survivable fight that moves you toward the boss or toward any door that could lead to items — but only if it is the ONLY legal action besides an impossible boss fight.\n6. **Go to the boss as soon as** (a) all items that improve your stats have been collected, (b) the boss is beatable (ATK > boss DEF, and `damage` < your current HP), and (c) no other uncollected item is reachable without significant extra HP cost. Do not take optional fights after that.\n7. **Never fight a monster you cannot damage** (engine says \"you cannot win this fight now\"). Also avoid any fight where `hpAfter` ≤ 0.\n\nAnswer with a short reasoning (why this choice minimizes total HP cost toward confirmed items and the boss) then: FINAL_CHOICE: <number>\n```","violations":[],"s":16.4},"accepted":true},{"iteration":7,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your exact state and a numbered list of all legal actions (fights, door openings, item collections). You answer with one action number.\n\nGAME RULES:\n- A fight is turn-based; you always strike first. Your hit = your ATK - monster's DEF. If your ATK ≤ monster's DEF you deal 0 and cannot win. Monster's hit = its ATK - your DEF (if your DEF ≥ its ATK it deals 0). The listed `damage` and `hpAfter` are exact and final; trust them, never recompute.\n- `magic-atk` means the monster's listed `damage` already includes it; rising DEF does not reduce that number further.\n- A door needs one key of the same colour and consumes it. Walking onto an item collects it: gems permanently raise ATK or DEF, potions restore HP, keys are added. Items are single-use and do not respawn.\n- HP is never restored except by potions. Your goal: kill the boss alive with as much HP as possible.\n\nDECISION PRINCIPLES:\n1. **The static entity list in your system prompt is the ground truth.** Before EVERY action, determine the set of all uncollected items and their positions. For each legal fight or door opening, trace on the map whether it physically leads (through corridors and other fights) to at least one of those items. If an action does not lead to any uncollected item, do not take it — it is a dead end or a waste.\n2. **A fight is only worth taking if it unlocks a confirmed uncollected item** (either by being adjacent to that item or by being the only monster guarding the path to it). If multiple fights lead to the same item, take the one with the smallest `damage`. If no legal fight leads to any uncollected item, skip all fights — do not fight \"just to explore.\"\n3. **Doors are only worth opening if the static map shows an uncollected item behind that door** that is not reachable by any other unlocked path. Never open a door speculatively — if the map does not show an item behind it, it is a dead end.\n4. **Compute total route cost.** Compare the sum of HP costs for all fights needed to reach each cluster of uncollected items. A slightly more expensive first fight may be better if it unlocks multiple gems/potions. Prioritize stat gems (ATK/DEF) over potions — collect gems early, but collect potions AFTER unavoidable expensive fights.\n5. **If no legal action leads to any uncollected item, re-check the static map carefully.** You may have missed a door or a path. Only if you have confirmed that NO uncollected item is reachable through any legal action, then take the cheapest survivable fight that moves you toward the boss or toward any door that could lead to items — but only if it is the ONLY legal action besides an impossible boss fight.\n6. **Go to the boss as soon as** (a) all items that improve your stats have been collected, (b) the boss is beatable (ATK > boss DEF, and `damage` < your current HP), and (c) no other uncollected item is reachable without significant extra HP cost. Do not take optional fights after that.\n7. **Never fight a monster you cannot damage** (engine says \"you cannot win this fight now\"). Also avoid any fight where `hpAfter` ≤ 0.\n\nAnswer with a short reasoning (why this choice minimizes total HP cost toward confirmed items and the boss) then: FINAL_CHOICE: <number>","score":0.6042,"rollouts":[{"floor":"simple","objective":0.275,"success":false,"final_hp":239,"hero_atk":13,"hero_def":6,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261005_013251_240484_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":"20261005_013556_257277_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.7758,"success":true,"final_hp":128,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20261005_013641_649820_gen02.txt_llm.json"}],"eval_s":379.1,"dropped":true}],"best_prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your exact state and a numbered list of all legal actions (fights, door openings, item collections). You answer with one action number.\n\nGAME RULES:\n- A fight is turn-based; you always strike first. Your hit = your ATK - monster's DEF. If your ATK ≤ monster's DEF you deal 0 and cannot win. Monster's hit = its ATK - your DEF (if your DEF ≥ its ATK it deals 0). The listed `damage` and `hpAfter` are exact and final; trust them, never recompute.\n- `magic-atk` means the monster's listed `damage` already includes it; rising DEF does not reduce that number further.\n- A door needs one key of the same colour and consumes it. Walking onto an item collects it: gems permanently raise ATK or DEF, potions restore HP, keys are added. Items are single-use and do not respawn.\n- HP is never restored except by potions. Your goal: kill the boss alive with as much HP as possible.\n\nDECISION PRINCIPLES:\n1. **The static entity list in your system prompt is the ground truth.** Before EVERY action, determine the set of all uncollected items and their positions. For each legal fight or door opening, trace on the map whether it physically leads (through corridors and other fights) to at least one of those items. If an action does not lead to any uncollected item, do not take it — it is a dead end or a waste.\n2. **A fight is only worth taking if it unlocks a confirmed uncollected item** (either by being adjacent to that item or by being the only monster guarding the path to it). If multiple fights lead to the same item, take the one with the smallest `damage`. If no legal fight leads to any uncollected item, skip all fights — do not fight \"just to explore.\"\n3. **Doors are only worth opening if the static map shows an uncollected item behind that door** that is not reachable by any other unlocked path. Never open a door speculatively — if the map does not show an item behind it, it is a dead end.\n4. **Compute total route cost.** Compare the sum of HP costs for all fights needed to reach each cluster of uncollected items. A slightly more expensive first fight may be better if it unlocks multiple gems/potions. Prioritize stat gems (ATK/DEF) over potions — collect gems early, but collect potions AFTER unavoidable expensive fights.\n5. **If no legal action leads to any uncollected item, re-check the static map carefully.** You may have missed a door or a path. Only if you have confirmed that NO uncollected item is reachable through any legal action, then take the cheapest survivable fight that moves you toward the boss or toward any door that could lead to items — but only if it is the ONLY legal action besides an impossible boss fight.\n6. **Go to the boss as soon as** (a) all items that improve your stats have been collected, (b) the boss is beatable (ATK > boss DEF, and `damage` < your current HP), and (c) no other uncollected item is reachable without significant extra HP cost. Do not take optional fights after that.\n7. **Never fight a monster you cannot damage** (engine says \"you cannot win this fight now\"). Also avoid any fight where `hpAfter` ≤ 0.\n\nAnswer with a short reasoning (why this choice minimizes total HP cost toward confirmed items and the boss) then: FINAL_CHOICE: <number>","best_score":0.7322333333333333,"updated":"2026-10-05T03:39:10.288967","finished":"2026-10-05T03:39:10.288967"}