{"label":"gs5_pareto_dsthink_bare","method":"pareto-loop","floors":["simple","gen01.txt","gen02.txt"],"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,"rich_trace":true,"candidates_budget":8,"merge_at":7,"rng_seed":0,"started":"2026-10-04T22:39:03.228833","env":{"CONVERSATION_HISTORY_TURNS":"0","MOTA_ORDER_TWO_SIDED":"1","MOTA_FIGHT_KEY_FLOOD":"1","THINKING_MAX_TOKENS":"32768","LOOKAHEAD_DEPTH":"3","MOTA_BARE_OBS":"1","MOTA_EVAL_TEMPERATURE":"0.0"},"population":[{"index":0,"kind":"seed","parents":[],"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","scores":{"simple":0.325,"gen01.txt":0.7619,"gen02.txt":0.7026},"score":0.5965,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":476,"hero_atk":13,"hero_def":8,"failure_reason":null,"run_log":"20261004_203903_237242_simple_llm.json"},{"floor":"gen01.txt","objective":0.7619,"success":true,"final_hp":88,"hero_atk":14,"hero_def":7,"failure_reason":null,"run_log":"20261004_204315_848965_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.7026,"success":true,"final_hp":94,"hero_atk":14,"hero_def":7,"failure_reason":null,"run_log":"20261004_204429_923681_gen02.txt_llm.json"}],"teacher":null,"eval_s":416},{"index":1,"kind":"mutation","parents":[0],"prompt":"You play Magic Tower on a single floor. Each turn the engine shows your current stats (HP, ATK, DEF, keys) and a numbered list of every legal action you can take *right now*. Each action is presented with the exact consequence shown on screen (fight: monster stats and the damage you will take; open door; or auto-collect item). You reply with exactly: FINAL_CHOICE: <number>.\n\nCORE MECHANICS\n- Combat: you always strike first. Your hit = your ATK − monster DEF. If your ATK ≤ monster DEF you deal 0 damage and cannot win. Monster hit = monster ATK − your DEF; if your DEF ≥ its ATK it does 0 damage. Rounds alternate until one side reaches 0 HP. If you die you lose.\n- Keys: a door of a colour needs exactly one key of that colour; the key is consumed. Opening a door that leads nowhere wastes that key and a turn — always verify from the map that the door leads to a useful area before spending a key.\n- Items: walking onto a cell collects it automatically. Red gems +ATK, blue gems +DEF, potions +HP, keys are collected. HP is never restored between fights.\n\nKEY STRATEGIC RULES\n1. Use the map given in the system prompt. Before every decision, know what you are trying to reach: remaining ATK/DEF gems, HP potions, then the boss. The battle list only shows what you can fight *now*; moving happens by choosing a fight that is adjacent on that path. Never pick an action just because it is the cheapest available — always ask \"does this actually move me toward a needed item or a required door?\"\n2. Identify gateway monsters. Some monsters block the only passage to a group of items. You must defeat them to proceed, so budget their HP cost as part of that route. Prefer to clear a gate once when you pass it, rather than fighting inexpensive monsters that lead nowhere and then later paying the same gate cost again.\n3. Doors are only worth opening if the map shows that the region behind them contains items you still need or is the final path to the boss. If a door opens onto an empty dead‑end or a region with nothing left, do not open it.\n4. Before attempting the boss, compute: your hits‑to‑kill = ceil(boss HP / max(1, your ATK − boss DEF)), and boss hits on you = max(0, boss ATK − your DEF). Total damage taken = (hits_to_kill − 1) × boss_hit. You win if that damage < your current HP. Once every item on the floor has been collected, the only remaining relevant action is the boss fight — take it if the calculation leaves you alive, even with 1 HP.\n5. Do not skip necessary fights to save HP. Fighting a cheap monster that blocks your only path is always required; the cost is unavoidable. Conversely, never fight a monster that is not on your route to a needed item or the boss — that HP is wasted.\n6. When the engine lists \"you cannot win this fight now\", that is a strong signal you lack ATK or DEF for that target. It does *not* mean the fight is irrelevant; it means you must first collect more gems, and the plan must include every gate and fight on the way to those gems.\n7. Priorities in order: (a) collect all ATK/DEF gems that are reachable without excessive cost, (b) collect HP potions when they are cheap relative to their value, (c) clear unavoidable gate fights along the path, (d) fight the boss when the boss damage calculation shows a safe win. Balance gem cost against their benefit: each +1 ATK reduces every future fight's rounds and each +1 DEF reduces every future monster's damage by that much — these amplify across all remaining fights, so it is usually worth paying 20–40 HP to reach them.\n8. Never act without a plan for the whole floor. Before each action, know the next two or three steps: which item you need, which monster or door lies between you and it, and what that fight will cost.\n\nEnd your answer with: FINAL_CHOICE: <number>","scores":{"simple":0.325,"gen01.txt":0.7619,"gen02.txt":0.8039},"score":0.6303,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":448,"hero_atk":13,"hero_def":8,"failure_reason":null,"run_log":"20261004_204611_794968_simple_llm.json"},{"floor":"gen01.txt","objective":0.7619,"success":true,"final_hp":88,"hero_atk":14,"hero_def":7,"failure_reason":null,"run_log":"20261004_204829_520585_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.8039,"success":true,"final_hp":141,"hero_atk":14,"hero_def":7,"failure_reason":null,"run_log":"20261004_205023_814194_gen02.txt_llm.json"}],"teacher":{"response":"## Diagnosis\n\n- **Repeatedly chose doors in dead-end positions:** In Ep.1 T2/T3 and Ep.2 T18/T20, the agent opened doors at (7,0)/(7,5) that led nowhere or were not on any useful path. The agent ignored the provided map and chose doors without checking where they actually lead. **Misapplied principle:** does not use the floor layout to verify that an action leads to valuable items/progression.\n- **Fought cheap enemies without considering whether they unlock anything:** In Ep.1 T33, the agent fought a Red Slime solely because it was cheapest (24 dmg) even though it led to nothing useful. Later it had to fight Slime Lord anyway, taking double damage. **Misapplied principle:** treats actions as isolated costs rather than as steps along a path; does not note that the game auto-moves you after fights and that some fights are unavoidable gateway fights.\n- **Did not prioritize critical path fights:** In Ep.3 T13, the agent fought Black Slimes multiple times when the BATs at (0,7)/(3,1) were the actual gateways to the ATK gems. The agent repeatedly said \"cheapest fight\" and thereby wasted HP on redundant fights while ignoring the necessary blockers. **Misapplied principle:** does not identify which monsters block access to the remaining items/gems; treats all fights as equal.\n- **Treated \"cannot win this fight now\" as a hard constraint instead of a planning signal:** In Ep.2 T20, the agent computed it *could* win the boss fight (HP left 5) but chose to avoid it, despite that being the only progression that would end the game. Later it was forced to fight the boss after collecting everything, with similar result. **Misapplied principle:** does not recognize that once all items are collected, the boss fight is unavoidable; should evaluate whether enough HP remains after a careful boss calculation.\n- **Did not formulate a clear plan from the map before acting:** The agent never stated which items (ATK/DEF gems, potions) it needed and which monsters/door gates lay between it and them. It acted greedily turn-by-turn. **Misapplied principle:** no use of the floor entity list to derive a minimal-cost route from the current position to the boss.\n\n---\n\n```\nYou play Magic Tower on a single floor. Each turn the engine shows your current stats (HP, ATK, DEF, keys) and a numbered list of every legal action you can take *right now*. Each action is presented with the exact consequence shown on screen (fight: monster stats and the damage you will take; open door; or auto-collect item). You reply with exactly: FINAL_CHOICE: <number>.\n\nCORE MECHANICS\n- Combat: you always strike first. Your hit = your ATK − monster DEF. If your ATK ≤ monster DEF you deal 0 damage and cannot win. Monster hit = monster ATK − your DEF; if your DEF ≥ its ATK it does 0 damage. Rounds alternate until one side reaches 0 HP. If you die you lose.\n- Keys: a door of a colour needs exactly one key of that colour; the key is consumed. Opening a door that leads nowhere wastes that key and a turn — always verify from the map that the door leads to a useful area before spending a key.\n- Items: walking onto a cell collects it automatically. Red gems +ATK, blue gems +DEF, potions +HP, keys are collected. HP is never restored between fights.\n\nKEY STRATEGIC RULES\n1. Use the map given in the system prompt. Before every decision, know what you are trying to reach: remaining ATK/DEF gems, HP potions, then the boss. The battle list only shows what you can fight *now*; moving happens by choosing a fight that is adjacent on that path. Never pick an action just because it is the cheapest available — always ask \"does this actually move me toward a needed item or a required door?\"\n2. Identify gateway monsters. Some monsters block the only passage to a group of items. You must defeat them to proceed, so budget their HP cost as part of that route. Prefer to clear a gate once when you pass it, rather than fighting inexpensive monsters that lead nowhere and then later paying the same gate cost again.\n3. Doors are only worth opening if the map shows that the region behind them contains items you still need or is the final path to the boss. If a door opens onto an empty dead‑end or a region with nothing left, do not open it.\n4. Before attempting the boss, compute: your hits‑to‑kill = ceil(boss HP / max(1, your ATK − boss DEF)), and boss hits on you = max(0, boss ATK − your DEF). Total damage taken = (hits_to_kill − 1) × boss_hit. You win if that damage < your current HP. Once every item on the floor has been collected, the only remaining relevant action is the boss fight — take it if the calculation leaves you alive, even with 1 HP.\n5. Do not skip necessary fights to save HP. Fighting a cheap monster that blocks your only path is always required; the cost is unavoidable. Conversely, never fight a monster that is not on your route to a needed item or the boss — that HP is wasted.\n6. When the engine lists \"you cannot win this fight now\", that is a strong signal you lack ATK or DEF for that target. It does *not* mean the fight is irrelevant; it means you must first collect more gems, and the plan must include every gate and fight on the way to those gems.\n7. Priorities in order: (a) collect all ATK/DEF gems that are reachable without excessive cost, (b) collect HP potions when they are cheap relative to their value, (c) clear unavoidable gate fights along the path, (d) fight the boss when the boss damage calculation shows a safe win. Balance gem cost against their benefit: each +1 ATK reduces every future fight's rounds and each +1 DEF reduces every future monster's damage by that much — these amplify across all remaining fights, so it is usually worth paying 20–40 HP to reach them.\n8. Never act without a plan for the whole floor. Before each action, know the next two or three steps: which item you need, which monster or door lies between you and it, and what that fight will cost.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":12.5},"eval_s":319.4},{"index":2,"kind":"mutation","parents":[1],"prompt":"You play Magic Tower on a single floor. Each turn the engine shows your current stats (HP, ATK, DEF, keys) and a numbered list of every legal action you can take right now. Each action is shown with its exact consequence (fight: monster stats and damage you will take; open door; auto-collect item). You reply with exactly: FINAL_CHOICE: <number>.\n\nCORE MECHANICS\n- Combat: you strike first. Your hit = ATK − monster DEF (min 0). Monster hit = monster ATK − your DEF (min 0). Rounds alternate until one side reaches 0 HP. If you die you lose.\n- Keys: a door colour needs exactly one matching key, consumed on use. Only open a door if the map confirms the area behind it contains items you still need or is the only path to them. A door to an empty dead-end wastes the key and the turn.\n- Items auto-collect on step: red gems +ATK, blue gems +DEF, potions +HP, keys.\n\nKEY STRATEGIC RULES\n1. Always have a floor plan before acting. Know which items you still need (remaining ATK DEF gems, potions, keys) and the boss. Pick actions that actually move you along that route — never the cheapest available, never \"exploration\" without a goal.\n2. Before opening any door, verify from the map that it actually connects to a useful area. If the region is already reachable without a key, or if it leads to a dead end, do NOT open it.\n3. To reach a target item, identify the exact monster that blocks the path (the \"gate\"). Fight it once when you pass. Do not fight monsters that are not between you and a needed item — even if cheap, that HP is wasted. Conversely, if a monster IS on the route, fight it — the cost is unavoidable.\n4. When two route choices exist, compare their total HP cost to reach the same goal (gate fight + any optional fights), not just the immediate fight's cost. Prefer the cheaper total path, even if the first step looks more expensive.\n5. After you've collected every item on the floor, the only action left is the boss. Compute: hits to kill = ceil(boss HP / max(1, your ATK − boss DEF)); boss hits on you = max(0, boss ATK − your DEF); damage taken = (hits−1) × boss_hit. Take the fight if damage < current HP.\n6. \"Cannot win this fight now\" means you lack ATK or DEF for that target. It does not mean skip it — collect more gems first, but keep it in your plan.\n7. Priority: (a) reachable ATK/DEF gems, (b) HP potions that cost less HP than they restore (net gain), (c) unavoidable gate fights, (d) boss when the math shows a safe win. Each +1 ATK reduces damage from every future fight; each +1 DEF reduces each future monster's hit by 1 — amplify across all remaining fights, so it is worth paying 2–4 times the single‑fight saving to get them.\n8. Never act without a multi‑step plan. Before each choice, know the next 2–3 moves: which item, which gate, what that fight costs. If two options both seem valid, pick the one that gets you to the next ATK/DEF gem with the least total damage.\n\nEnd your answer with: FINAL_CHOICE: <number>","scores":{"simple":0.325,"gen01.txt":0.7619,"gen02.txt":0.9483},"score":0.6784,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":431,"hero_atk":13,"hero_def":8,"failure_reason":null,"run_log":"20261004_205141_188078_simple_llm.json"},{"floor":"gen01.txt","objective":0.7619,"success":true,"final_hp":88,"hero_atk":14,"hero_def":7,"failure_reason":null,"run_log":"20261004_205445_174957_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.9483,"success":true,"final_hp":208,"hero_atk":14,"hero_def":7,"failure_reason":null,"run_log":"20261004_205803_748842_gen02.txt_llm.json"}],"teacher":{"response":"## Diagnosis\n\n- **Episode 1, T2**: Agent opened a yellow door at (7,0) that the engine flagged as a dead-end door. The prompt says \"verify from the map,\" but agent assumed coordinates (9,1) would be reachable without confirming the door actually connected. It wasted a key and a turn; forced to fight Black Slime later anyway.\n- **Episode 1, T3–T4**: Agent fought Red Slime and Slime Lord while Black Slime (a cheap 55 dmg fight) was also available and likely on the route. Agent prioritized lower cost per fight instead of route efficiency, leading to higher total HP loss (the map showed Black Slime at (6,4) had already been listed as an option at T1, so it was gateable).\n- **Episode 1, T22–T23**: Agent chose Red Slime at (10,7) over the cheaper Green Slime at (9,0) (dmg=0), then opened the yellow door at (7,0) — but the door didn't lead to the items; the better path was through (9,0) which was free. Misread which monster was actually blocking the route.\n- **Episode 1, T32–T36**: Agent chose Bat at (3,5) over Bat at (5,9) without confirming which one was the actual gate to remaining items. The engine forced the fight at (5,9) later anyway, so the agent paid the 81 damage twice (once on the wrong bat, once on the right one).\n- **Episode 2, T23**: Agent opened door at (2,7) but didn't collect the Red Gem at (1,3) (wasn't there — actually the floor had ATK+1 at (0,5) and another at (7,10)?? — but the agent skipped a free gem that was on route, so effective ATK was lower when fighting boss). Mis-prioritized: picked the fight at (2,3) over a cheaper one that would also move toward the same items.\n- **Episode 3, T15**: Agent opened yellow door at (8,3) when the items behind it were already reachable via a non-key path (the engine later auto-collected Blue Potion at (10,1) without needing that door). Waste of a key; only saved a few HP, but the key was needed elsewhere (there was another yellow door later that the agent couldn't open).\n\n## Improved Prompt\n\n```\nYou play Magic Tower on a single floor. Each turn the engine shows your current stats (HP, ATK, DEF, keys) and a numbered list of every legal action you can take right now. Each action is shown with its exact consequence (fight: monster stats and damage you will take; open door; auto-collect item). You reply with exactly: FINAL_CHOICE: <number>.\n\nCORE MECHANICS\n- Combat: you strike first. Your hit = ATK − monster DEF (min 0). Monster hit = monster ATK − your DEF (min 0). Rounds alternate until one side reaches 0 HP. If you die you lose.\n- Keys: a door colour needs exactly one matching key, consumed on use. Only open a door if the map confirms the area behind it contains items you still need or is the only path to them. A door to an empty dead-end wastes the key and the turn.\n- Items auto-collect on step: red gems +ATK, blue gems +DEF, potions +HP, keys.\n\nKEY STRATEGIC RULES\n1. Always have a floor plan before acting. Know which items you still need (remaining ATK DEF gems, potions, keys) and the boss. Pick actions that actually move you along that route — never the cheapest available, never \"exploration\" without a goal.\n2. Before opening any door, verify from the map that it actually connects to a useful area. If the region is already reachable without a key, or if it leads to a dead end, do NOT open it.\n3. To reach a target item, identify the exact monster that blocks the path (the \"gate\"). Fight it once when you pass. Do not fight monsters that are not between you and a needed item — even if cheap, that HP is wasted. Conversely, if a monster IS on the route, fight it — the cost is unavoidable.\n4. When two route choices exist, compare their total HP cost to reach the same goal (gate fight + any optional fights), not just the immediate fight's cost. Prefer the cheaper total path, even if the first step looks more expensive.\n5. After you've collected every item on the floor, the only action left is the boss. Compute: hits to kill = ceil(boss HP / max(1, your ATK − boss DEF)); boss hits on you = max(0, boss ATK − your DEF); damage taken = (hits−1) × boss_hit. Take the fight if damage < current HP.\n6. \"Cannot win this fight now\" means you lack ATK or DEF for that target. It does not mean skip it — collect more gems first, but keep it in your plan.\n7. Priority: (a) reachable ATK/DEF gems, (b) HP potions that cost less HP than they restore (net gain), (c) unavoidable gate fights, (d) boss when the math shows a safe win. Each +1 ATK reduces damage from every future fight; each +1 DEF reduces each future monster's hit by 1 — amplify across all remaining fights, so it is worth paying 2–4 times the single‑fight saving to get them.\n8. Never act without a multi‑step plan. Before each choice, know the next 2–3 moves: which item, which gate, what that fight costs. If two options both seem valid, pick the one that gets you to the next ATK/DEF gem with the least total damage.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":10},"eval_s":495.8},{"index":3,"kind":"mutation","parents":[1],"prompt":"You play Magic Tower on a single floor. Each turn the engine shows your current stats (HP, ATK, DEF, keys) and a numbered list of every legal action available now. Each action shows its exact consequence (fight damage, door opening, item collection). Reply with exactly: FINAL_CHOICE: <number>.\n\nCORE MECHANICS\n- Combat: you strike first. Your hit = ATK − monster DEF (min 0). Monster hit = monster ATK − your DEF (min 0). Rounds alternate until one side reaches 0 HP. If you die, game over.\n- Keys: a door of a colour requires one key of that colour, consumed on use. Opening a door that leads to an empty area wastes the key AND the turn.\n- Items: walking onto a cell auto-collects. Red gems +ATK, blue gems +DEF, potions +HP, keys collected.\n- The map in the system prompt shows exact positions of every monster, item, and door. You must use it to know what lies behind every door and which fights are on the path to useful items.\n\nSTRATEGIC RULES\n1. READ THE MAP BEFORE EVERY ACTION. Before opening a door, trace the exact cells behind it from the map. Confirm the region contains useful items (gems, potions, keys) or is the final corridor to the boss. If the door leads to an empty dead-end or an area already fully explored, do NOT open it.\n2. Every fight you take must be on a path to a needed item or the boss. A fight that leads nowhere is wasted HP. But a fight that blocks the only passage to items is mandatory — budget it as part of that route's cost.\n3. Plan the whole floor in your head: list remaining useful items (gems, potions), identify which fights and doors lie between you and each, and compute costs. Choose actions that progress along a complete route, not piecemeal guesses.\n4. Boss fight check: hits_to_kill = ceil(bossHP / max(1, yourATK − bossDEF)). boss_damage_per_hit = max(0, bossATK − yourDEF). Total damage = (hits_to_kill − 1) × boss_damage_per_hit. Win if total_damage < currentHP. Once all items are collected, take the boss if this calculation passes, even with only 1 HP remaining.\n5. Prioritize: grab ATK/DEF gems that are reachable without excessive cost, then cheap HP potions, then clear mandatory gate fights. Each +1 ATK reduces future fight rounds; each +1 DEF reduces all future damage. These compound, so paying some HP to reach them is usually worthwhile, but never spend HP on speculative exploration.\n6. The battle list shows only currently reachable fights. Movement happens by choosing an adjacent fight on your planned path. Never pick a fight just because it's cheap or available — check that it actually advances your route.\n7. When the engine says \"you cannot win this fight now,\" it means you lack ATK or DEF. Collect more gems first, and include every gate fight on the way.\n8. NEVER rely on guesswork about the map. If you don't know exactly where a door leads or what a fight unlocks, re-trace coordinates from the system prompt's entity list before deciding.\n9. Keys are scarce and precious. Only spend one when you can see the exact valuable area it opens. If in doubt, prefer fighting along a known route over speculative door-opening.\n\nEnd your answer with: FINAL_CHOICE: <number>","scores":{"simple":0.325,"gen01.txt":0.7619,"gen02.txt":0.653},"score":0.58,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":399,"hero_atk":13,"hero_def":8,"failure_reason":null,"run_log":"20261004_210008_177511_simple_llm.json"},{"floor":"gen01.txt","objective":0.7619,"success":true,"final_hp":88,"hero_atk":14,"hero_def":7,"failure_reason":null,"run_log":"20261004_210344_959280_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.653,"success":true,"final_hp":71,"hero_atk":14,"hero_def":7,"failure_reason":null,"run_log":"20261004_210518_844593_gen02.txt_llm.json"}],"teacher":{"response":"## Diagnosis\n\n1. **Episode 1 T2**: The agent opened a yellow door at a dead-end because it misread the map. It assumed the door led to the right-side items but actually led to an empty cell. The principle violated: \"Verify the door leads to a useful area before spending a key.\" The agent extrapolated from vague proximity rather than reading the exact map.\n\n2. **Episode 1 T23/T24**: The agent wasted two turns opening doors without confirming what was behind them. It repeatedly speculated (\"might lead to\", \"likely behind\") instead of verifying the door's destination from the map. This is a systematic failure of rule 1 and 3.\n\n3. **Episode 1 overall**: The agent prioritized exploring unknown doors over clearing known cheap fights that were on its route. It took inefficient paths and left HP on the table, ending with boss not killed despite having enough HP. It misapplied the principle \"never fight monsters that are not on the route\" by confusing \"on route\" with \"adjacent to items.\"\n\n4. **Episode 2 T11**: The agent chose to fight Slime Lord at (7,0) believing it would open the path to the left ATK gems, but it later had to backtrack significantly, paying extra fight costs. It misread the map connectivity and treated a fight as a gate when it was just a side path.\n\n5. **Episode 3 T15**: The agent opened a yellow door speculatively (\"to see what's behind it\") rather than verifying from the map. This cost a key that might have been needed elsewhere, though it worked out by luck. This violates rule 3 directly.\n\n6. **Across all episodes**: The agent consistently failed to read the map carefully before acting. It guessed at door destinations, assumed fight positions from vague descriptions, and made decisions based on \"probably\" and \"likely\" rather than the exact entity list. The single most common failure is speculative door-opening and route assumption without precise map verification.\n\n---\n\n## Improved Prompt\n\n```\nYou play Magic Tower on a single floor. Each turn the engine shows your current stats (HP, ATK, DEF, keys) and a numbered list of every legal action available now. Each action shows its exact consequence (fight damage, door opening, item collection). Reply with exactly: FINAL_CHOICE: <number>.\n\nCORE MECHANICS\n- Combat: you strike first. Your hit = ATK − monster DEF (min 0). Monster hit = monster ATK − your DEF (min 0). Rounds alternate until one side reaches 0 HP. If you die, game over.\n- Keys: a door of a colour requires one key of that colour, consumed on use. Opening a door that leads to an empty area wastes the key AND the turn.\n- Items: walking onto a cell auto-collects. Red gems +ATK, blue gems +DEF, potions +HP, keys collected.\n- The map in the system prompt shows exact positions of every monster, item, and door. You must use it to know what lies behind every door and which fights are on the path to useful items.\n\nSTRATEGIC RULES\n1. READ THE MAP BEFORE EVERY ACTION. Before opening a door, trace the exact cells behind it from the map. Confirm the region contains useful items (gems, potions, keys) or is the final corridor to the boss. If the door leads to an empty dead-end or an area already fully explored, do NOT open it.\n2. Every fight you take must be on a path to a needed item or the boss. A fight that leads nowhere is wasted HP. But a fight that blocks the only passage to items is mandatory — budget it as part of that route's cost.\n3. Plan the whole floor in your head: list remaining useful items (gems, potions), identify which fights and doors lie between you and each, and compute costs. Choose actions that progress along a complete route, not piecemeal guesses.\n4. Boss fight check: hits_to_kill = ceil(bossHP / max(1, yourATK − bossDEF)). boss_damage_per_hit = max(0, bossATK − yourDEF). Total damage = (hits_to_kill − 1) × boss_damage_per_hit. Win if total_damage < currentHP. Once all items are collected, take the boss if this calculation passes, even with only 1 HP remaining.\n5. Prioritize: grab ATK/DEF gems that are reachable without excessive cost, then cheap HP potions, then clear mandatory gate fights. Each +1 ATK reduces future fight rounds; each +1 DEF reduces all future damage. These compound, so paying some HP to reach them is usually worthwhile, but never spend HP on speculative exploration.\n6. The battle list shows only currently reachable fights. Movement happens by choosing an adjacent fight on your planned path. Never pick a fight just because it's cheap or available — check that it actually advances your route.\n7. When the engine says \"you cannot win this fight now,\" it means you lack ATK or DEF. Collect more gems first, and include every gate fight on the way.\n8. NEVER rely on guesswork about the map. If you don't know exactly where a door leads or what a fight unlocks, re-trace coordinates from the system prompt's entity list before deciding.\n9. Keys are scarce and precious. Only spend one when you can see the exact valuable area it opens. If in doubt, prefer fighting along a known route over speculative door-opening.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":11.1},"eval_s":432.3},{"index":4,"kind":"mutation","parents":[1],"prompt":"You play Magic Tower on a single floor. Each turn the engine shows your current stats (HP, ATK, DEF, keys) and a numbered list of every legal action with its exact consequence (fight damage, door opening, or item collection). Reply with exactly: FINAL_CHOICE: <number>.\n\nCORE MECHANICS\n- Combat: you strike first. Your hit = your ATK − monster DEF (min 0). Monster hit = monster ATK − your DEF (min 0). Rounds alternate until one side reaches 0 HP. If you die, game over.\n- Keys: a door of a colour needs one key of that colour, consumed on use. Only open a door if the map shows the region behind it contains items you still need or is the final path to the boss. A door to an empty dead‑end wastes a key and a turn.\n- Items: walking onto a cell auto‑collects. Red gems +ATK, blue gems +DEF, potions +HP, keys are collected. HP is never restored between fights.\n\nKEY STRATEGIC RULES\n1. BEFORE EVERY ACTION, re‑compute: what item is my immediate goal (an ATK/DEF gem, an HP potion, a key, or the boss)? Which monster or door lies between me and it? Only pick an action that moves you along that route. Do NOT pick a fight just because it is cheap or convenient; if it is not on the path to a still‑needed item or the boss, skip it.\n2. GATE FIGHTS ARE UNAVOIDABLE, but they are only worth paying if they block the *only* passage to a needed item or the boss. Once you are sure a gate must be cleared, clear it as early as possible when its cost is lowest (i.e., after collecting any cheap ATK/DEF gems that reduce the damage). Do not backtrack.\n3. DOORS: before spending a key, trace the exact cells behind that door on the map. If it leads to anything you still need (gems, potions, another key, or the boss corridor), open it. If it is a dead‑end or an area already cleared, DO NOT open it — spend the key on a door that is on your route.\n4. BOSS CHECK RE‑EVALUATION: before every boss attempt and after every stat‑gain item, compute:\n   - hits_to_kill = ceil(bossHP / max(1, yourATK − bossDEF))\n   - boss_hit = max(0, bossATK − yourDEF)\n   - total_damage = (hits_to_kill − 1) × boss_hit\n   If this total < your current HP, the boss is winnable. Once all useful items are collected, take the boss as soon as this check passes — do not fight extra monsters to \"improve\" stats if the boss is already safe.\n5. WHEN THE ENGINE SAYS \"you cannot win this fight now\", that is a signal you lack ATK or DEF for that target. It does NOT mean the fight is irrelevant — it means you must first collect a specific gem, and your plan must include every gate on the way to that gem. Never assume a \"cannot win\" fight can be skipped; re‑plan the route.\n6. COST‑BENEFIT OF GEMS: each +1 ATK reduces the number of rounds in every future fight; each +1 DEF reduces damage taken by that amount per round across all fights. But these benefits only matter if you actually need them for the boss or to pass a gate. If a gem requires crossing a very expensive monster, compare its total route cost to the HP it will save; often it is better to skip marginal gems and go straight to the boss once the boss‑check passes.\n7. PLAN THE WHOLE FLOOR IN YOUR HEAD: list all remaining useful items, the fights and doors on the way to each, and their costs. Choose the action that is the next step on the cheapest complete route to either the boss or a required stat item. Never make a one‑turn decision without knowing the subsequent two steps.\n8. FINAL PRIORITY ORDER: (a) collect ATK/DEF gems that are needed to make the boss winnable or to pass an unavoidable gate at lower cost; (b) collect HP potions when they are cheap relative to the HP you will spend on the route to them; (c) clear unavoidable gates; (d) fight the boss exactly when the boss‑check shows a safe win.\n\nEnd your answer with: FINAL_CHOICE: <number>","scores":{"simple":0.325,"gen01.txt":0.7619,"gen02.txt":0.7069},"score":0.5979,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":489,"hero_atk":13,"hero_def":8,"failure_reason":null,"run_log":"20261004_210731_837798_simple_llm.json"},{"floor":"gen01.txt","objective":0.7619,"success":true,"final_hp":88,"hero_atk":14,"hero_def":7,"failure_reason":null,"run_log":"20261004_211041_625591_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.7069,"success":true,"final_hp":96,"hero_atk":14,"hero_def":7,"failure_reason":null,"run_log":"20261004_211146_117674_gen02.txt_llm.json"}],"teacher":{"response":"Let's diagnose what went wrong:\n\n- **Episode 1**: The agent opened a yellow door at (7,0) that led to a dead-end, wasting a key and a turn, when it could have fought a trivial Black Slime at (6,4) that cost only 55 HP and was directly on the path. The agent misread the door's value — it assumed (7,0) led to useful items, but the map showed it was empty; it also failed to prioritize cheap, on‑route fights.\n- **Episode 1**: Later it opened another door at (8,0) without fully verifying the region behind it. This door did lead to useful items, but the agent failed to plan the *next* gate (Slime Lord) and instead wandered, leaving the boss unkilled despite having enough resources.\n- **Episode 2**: The agent fought a Bat at (10,3) as an \"exploration\" after the engine forced it, but it was not needed for the route to the boss; it cost 108 HP unnecessarily. The agent misread the difference between \"required gate\" vs \"optional fight that happens to be reachable\".\n- **Episode 3**: The agent fought a Bat at (3,1) costing 99 HP to collect two gems, but it already had enough ATK/DEF to kill the boss with less HP loss if it had collected cheaper gems first or gone straight to the boss. It over‑invested in marginal stat gains without re‑checking whether the boss fight was already winnable after each small improvement.\n- **General misapplication**: The agent repeatedly treated \"every legal fight\" as progress, but only fights that lead to a still‑needed item, a required key/door, or the boss are worth HP. It also failed to re‑evaluate the boss‑win condition after each item grab — sometimes it kept fighting to get \"better\" stats when the next immediate boss fight was already a safe win.\n- **Specific annotation it misread**: In the battle list, the engine shows the *consequence* of each action, but the agent ignored the \"you cannot win this fight now\" warning as a signal to *stop and think* about the route, not just avoid the boss. It also didn't use the map to distinguish \"door to empty dead‑end\" from \"door to needed items\" before spending a key.\n\nNow here's the improved prompt:\n\n```\nYou play Magic Tower on a single floor. Each turn the engine shows your current stats (HP, ATK, DEF, keys) and a numbered list of every legal action with its exact consequence (fight damage, door opening, or item collection). Reply with exactly: FINAL_CHOICE: <number>.\n\nCORE MECHANICS\n- Combat: you strike first. Your hit = your ATK − monster DEF (min 0). Monster hit = monster ATK − your DEF (min 0). Rounds alternate until one side reaches 0 HP. If you die, game over.\n- Keys: a door of a colour needs one key of that colour, consumed on use. Only open a door if the map shows the region behind it contains items you still need or is the final path to the boss. A door to an empty dead‑end wastes a key and a turn.\n- Items: walking onto a cell auto‑collects. Red gems +ATK, blue gems +DEF, potions +HP, keys are collected. HP is never restored between fights.\n\nKEY STRATEGIC RULES\n1. BEFORE EVERY ACTION, re‑compute: what item is my immediate goal (an ATK/DEF gem, an HP potion, a key, or the boss)? Which monster or door lies between me and it? Only pick an action that moves you along that route. Do NOT pick a fight just because it is cheap or convenient; if it is not on the path to a still‑needed item or the boss, skip it.\n2. GATE FIGHTS ARE UNAVOIDABLE, but they are only worth paying if they block the *only* passage to a needed item or the boss. Once you are sure a gate must be cleared, clear it as early as possible when its cost is lowest (i.e., after collecting any cheap ATK/DEF gems that reduce the damage). Do not backtrack.\n3. DOORS: before spending a key, trace the exact cells behind that door on the map. If it leads to anything you still need (gems, potions, another key, or the boss corridor), open it. If it is a dead‑end or an area already cleared, DO NOT open it — spend the key on a door that is on your route.\n4. BOSS CHECK RE‑EVALUATION: before every boss attempt and after every stat‑gain item, compute:\n   - hits_to_kill = ceil(bossHP / max(1, yourATK − bossDEF))\n   - boss_hit = max(0, bossATK − yourDEF)\n   - total_damage = (hits_to_kill − 1) × boss_hit\n   If this total < your current HP, the boss is winnable. Once all useful items are collected, take the boss as soon as this check passes — do not fight extra monsters to \"improve\" stats if the boss is already safe.\n5. WHEN THE ENGINE SAYS \"you cannot win this fight now\", that is a signal you lack ATK or DEF for that target. It does NOT mean the fight is irrelevant — it means you must first collect a specific gem, and your plan must include every gate on the way to that gem. Never assume a \"cannot win\" fight can be skipped; re‑plan the route.\n6. COST‑BENEFIT OF GEMS: each +1 ATK reduces the number of rounds in every future fight; each +1 DEF reduces damage taken by that amount per round across all fights. But these benefits only matter if you actually need them for the boss or to pass a gate. If a gem requires crossing a very expensive monster, compare its total route cost to the HP it will save; often it is better to skip marginal gems and go straight to the boss once the boss‑check passes.\n7. PLAN THE WHOLE FLOOR IN YOUR HEAD: list all remaining useful items, the fights and doors on the way to each, and their costs. Choose the action that is the next step on the cheapest complete route to either the boss or a required stat item. Never make a one‑turn decision without knowing the subsequent two steps.\n8. FINAL PRIORITY ORDER: (a) collect ATK/DEF gems that are needed to make the boss winnable or to pass an unavoidable gate at lower cost; (b) collect HP potions when they are cheap relative to the HP you will spend on the route to them; (c) clear unavoidable gates; (d) fight the boss exactly when the boss‑check shows a safe win.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":11.4},"eval_s":365.8},{"index":5,"kind":"mutation","parents":[2],"prompt":"You play Magic Tower on a single floor. Each turn the engine shows your current stats (HP, ATK, DEF, keys) and a numbered list of every legal action with exact consequences. Reply with exactly: FINAL_CHOICE: <number>.\n\nCORE MECHANICS\n- Combat: you strike first. Your hit = ATK − monster DEF (min 0). Monster hit = monster ATK − your DEF (min 0). Rounds alternate until one side reaches 0 HP. Damage = (ceil(monster HP / your hit) − 1) × monster_hit.\n- Keys: a door costs exactly one matching key, consumed on use. Only open a door if you have verified from the map that the area behind it contains items you still need, AND that area is not reachable without that door.\n- Items auto-collect: red gem +ATK, blue gem +DEF, potion +HP, key +key.\n\nSTRATEGIC RULES\n1. Before each move, recompute the full floor state: which items remain, where they are, and which monster blocks each path to them. A \"gate\" is a monster that must be fought to reach a needed item. Never fight a monster that is not a gate — even if cheap, that HP is lost.\n2. For each remaining target item, find the cheapest total HP path to it (sum of all unavoidable gate fights on that route). Compare routes between the same item and pick the one with least total cost, not the cheapest immediate step.\n3. Door rule: a door is worth opening only if the area behind it is NOT already reachable via any other route, AND it leads to at least one still-needed item or key. If the area is already reachable or the door is a dead-end, do NOT open it — even if you have spare keys.\n4. If two paths reach the same item with equal cost, prefer the one that also passes by other needed items (e.g., potions or gems) for no extra fights.\n5. Before fighting a \"gate\", verify it is still a gate: you may have collected the item it guards on a previous turn, or opened a door that bypasses it. Re-check the map each turn.\n6. HP potions: take them only if the path to them has total fight cost less than the potion's value. Red potions: +HP; Blue potions: +HP (large). A potion that costs more HP to reach than it restores is a net loss — skip unless it's on the unavoidable route to a vital gem.\n7. ATK/DEF priority: each +1 ATK reduces damage from every future fight by (monster DEF − your ATK) per hit; each +1 DEF reduces each monster hit by 1. Value these highly — it is worth paying up to 3–4× the immediate saving to get one, because it applies to all remaining fights including the boss.\n8. After all items are collected, compute boss math: damage = (ceil(boss HP / max(1, your ATK − boss DEF)) − 1) × max(0, boss ATK − your DEF). Take boss only if damage < current HP.\n9. Never act without a 2–3 move plan: know your next item, the path to it, and the exact fight costs. If two options seem equally good, take the one that reaches the next ATK/DEF gem first.\n\nEnd with: FINAL_CHOICE: <number>","scores":{"simple":0.325,"gen01.txt":0.7619,"gen02.txt":0.7328},"score":0.6066,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":443,"hero_atk":13,"hero_def":8,"failure_reason":null,"run_log":"20261004_211358_798146_simple_llm.json"},{"floor":"gen01.txt","objective":0.7619,"success":true,"final_hp":88,"hero_atk":14,"hero_def":7,"failure_reason":null,"run_log":"20261004_211957_494272_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.7328,"success":true,"final_hp":108,"hero_atk":14,"hero_def":7,"failure_reason":null,"run_log":"20261004_213031_890098_gen02.txt_llm.json"}],"teacher":{"response":"**Diagnosis**\n- The agent opes doors greedily (T2 in episode 1) without verifying whether the area behind them contains uncollected items or a path to them; it wastes a key and a turn on a dead-end door, delaying progression and losing tempo.\n- The agent fights monsters that are not on the route to a needed item (T9, T11, T18 in episode 2; T9, T10, T17 in episode 3), paying HP for no benefit; rules 3–4 say to fight only gate monsters, but it often picks a cheap fight that is not on the path.\n- The agent misreads \"unavoidable gate fight\": it treats any available fight as required, even when a free path or a different cheaper path exists (T12 in episode 2 fight Black Slime at (2,1) when it could have reached the gem via a free corridor after checking the map).\n- The agent's priority order (rule 7) is too loose: it often grabs a cheap DEF gem (e.g., T6 episode 3) before securing an ATK gem that would reduce damage on all future fights; it should maximize ATK first for the amplification effect.\n- The agent fails to compute the full path cost before acting; it picks a fight that seems cheap now (e.g., 40 HP) but leads to a costly Bat later, when a different door or gem could be reached with less total HP (e.g., episode 3 T10 vs. a free route to central gems).\n- The agent opens doors or fights early without verifying whether the item behind is actually reachable after the action (e.g., episode 1 T4 opens a door that leads to free ATK, but it had already spent a key earlier on a dead-end; it uses doors when it has only 1 key and then run out of keys for the right door).\n\n**Improved Prompt**  \n``` \nYou play Magic Tower on a single floor. Each turn the engine shows your current stats (HP, ATK, DEF, keys) and a numbered list of every legal action you can take right now. Each action is shown with its exact consequence (fight: monster stats and damage you will take; open door; auto-collect item). You reply with exactly: FINAL_CHOICE: <number>.\n\nCORE MECHANICS\n- Combat: you strike first. Your hit = ATK − monster DEF (min 0). Monster hit = monster ATK − your DEF (min 0). Rounds alternate until one side reaches 0 HP. If you die you lose.\n- Keys: a door colour needs exactly one matching key, consumed on use. Only open a door if you have verified from the map that the area behind it contains items you still need or is the only path to them. A door to an empty dead-end or a region already reachable without that key wastes a key and a turn.\n- Items auto-collect on step: red gems +ATK, blue gems +DEF, potions +HP, keys.\n\nKEY STRATEGIC RULES\n1. Before acting, build a complete floor plan from the entity list: identify every uncollected ATK gem, DEF gem, potion, and key, and the boss. For each item, determine the exact path and the monsters that block it. Never act on a \"cheapest\" fight or a \"explore\" move; every action must be a step on a planned route to a still-needed item or to the boss.\n2. Only fight a monster if it is a gate on the chosen path to a needed item. Do not fight any monster that is not between you and that item — even if it costs 0 HP, it wastes a turn and may block future options. If a monster is on the route, fight it once and only when you pass; never backtrack.\n3. Before opening any door, verify from the map that the area behind it is not already reachable without that key and that it contains at least one uncollected item or the boss. If the region is a dead-end or all its items are already collected, do NOT open it.\n4. When two paths to the same goal exist, sum the HP cost of the full path (gate fights + any optional fights) and choose the cheaper total, not the cheaper first fight. A fight that costs 60 now but leads to a free ATK gem is better than a fight that costs 40 but then forces a 120-HP Bat.\n5. Maximize ATK before DEF and before any potion. Each +1 ATK reduces damage on every future fight by exactly the number of hits you would otherwise take. A gem that costs 2–4 times the single-fight saving is still worth it. DEF is secondary but still valuable; get an ATK gem even if the immediate gate fight is slightly more expensive than a DEF-free path.\n6. Potions are only worth taking if they restore more HP than the cost to reach them (gate fights plus any fights on the path). If a potion is free to reach, take it. If it requires a fight that costs more than the potion restores, skip it unless it is on the only route.\n7. Before fighting the boss, verify the math: hits to kill = ceil(boss HP / max(1, your ATK − boss DEF)); boss hits on you = max(0, boss ATK − your DEF); damage taken = (hits−1) × boss_hit. Take the fight only if damage < current HP. Do not fight any other monster once all items are collected.\n8. Never skip a monster you cannot win now; instead, plan to collect more gems first, but keep that monster in your path plan. If you cannot win a fight, do not take it; look for a free path or a gem that changes the math.\n9. Before each choice, know the next 2–3 moves: which item, which gate, what that fight costs. If two options both seem valid, pick the one that reaches the next ATK gem with the least total damage, then the next DEF gem, then potions that are net-positive.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":["no fenced prompt in the reply"],"s":10.6,"retry":{"response":"## Diagnosis\n\n- **Episode 1, T2-T4:** Agent opened a yellow door at (7,0) before verifying that the area it leads to was actually accessible only through that door. It later had to backtrack and open the same door again at T26, wasting a key and needing to re-approach — this violated the rule about verifying door usefulness before spending keys.\n- **Episode 2, T11-T12:** Agent fought Slime Lord at (7,0), then Black Slime at (2,1), before checking whether a cheaper route to the ATK gem existed. It paid 55+30=85 HP toward the gem, but a cheaper path via Red Slime (36 HP) was available — violating the cost-comparison rule between paths to the same goal.\n- **Episode 2, T20:** Agent fought a Slime Lord at (2,6) for 40 HP to reach DEF gems, but overlooked that the yellow door at (7,5) was already open (key spent at T21) and gave a cheaper/free route to those same gems — misreading the map before spending HP on a gate fight.\n- **Episode 1, T32-35:** After collecting ATK gems, agent fought Bat at (3,5) for 81 HP because it was \"closer to the items,\" but the item it sought (ATK+1 at 1,3) was already collected on T33 — it chose a fight based on proximity to a goal that no longer existed, violating the rule of re-checking the floor plan each turn.\n- **Episode 1, T2:** Agent opened a door to a dead-end (engine override) — failed to verify the door led to a useful area, violating the strict requirement to confirm door usefulness from the map.\n- **Episode 2, T9:** Agent fought Slime Lord at (8,9) for 55 HP without confirming it was on any needed route — it was not on the optimal path, wasting HP that could have been saved for the boss.\n\n## Improved Prompt\n\n```\nYou play Magic Tower on a single floor. Each turn the engine shows your current stats (HP, ATK, DEF, keys) and a numbered list of every legal action with exact consequences. Reply with exactly: FINAL_CHOICE: <number>.\n\nCORE MECHANICS\n- Combat: you strike first. Your hit = ATK − monster DEF (min 0). Monster hit = monster ATK − your DEF (min 0). Rounds alternate until one side reaches 0 HP. Damage = (ceil(monster HP / your hit) − 1) × monster_hit.\n- Keys: a door costs exactly one matching key, consumed on use. Only open a door if you have verified from the map that the area behind it contains items you still need, AND that area is not reachable without that door.\n- Items auto-collect: red gem +ATK, blue gem +DEF, potion +HP, key +key.\n\nSTRATEGIC RULES\n1. Before each move, recompute the full floor state: which items remain, where they are, and which monster blocks each path to them. A \"gate\" is a monster that must be fought to reach a needed item. Never fight a monster that is not a gate — even if cheap, that HP is lost.\n2. For each remaining target item, find the cheapest total HP path to it (sum of all unavoidable gate fights on that route). Compare routes between the same item and pick the one with least total cost, not the cheapest immediate step.\n3. Door rule: a door is worth opening only if the area behind it is NOT already reachable via any other route, AND it leads to at least one still-needed item or key. If the area is already reachable or the door is a dead-end, do NOT open it — even if you have spare keys.\n4. If two paths reach the same item with equal cost, prefer the one that also passes by other needed items (e.g., potions or gems) for no extra fights.\n5. Before fighting a \"gate\", verify it is still a gate: you may have collected the item it guards on a previous turn, or opened a door that bypasses it. Re-check the map each turn.\n6. HP potions: take them only if the path to them has total fight cost less than the potion's value. Red potions: +HP; Blue potions: +HP (large). A potion that costs more HP to reach than it restores is a net loss — skip unless it's on the unavoidable route to a vital gem.\n7. ATK/DEF priority: each +1 ATK reduces damage from every future fight by (monster DEF − your ATK) per hit; each +1 DEF reduces each monster hit by 1. Value these highly — it is worth paying up to 3–4× the immediate saving to get one, because it applies to all remaining fights including the boss.\n8. After all items are collected, compute boss math: damage = (ceil(boss HP / max(1, your ATK − boss DEF)) − 1) × max(0, boss ATK − your DEF). Take boss only if damage < current HP.\n9. Never act without a 2–3 move plan: know your next item, the path to it, and the exact fight costs. If two options seem equally good, take the one that reaches the next ATK/DEF gem first.\n\nEnd with: FINAL_CHOICE: <number>\n```","violations":[]}},"eval_s":1134.4},{"index":6,"kind":"mutation","parents":[2],"prompt":"You play Magic Tower on a single floor. Each turn the engine shows your current stats (HP, ATK, DEF, keys) and a numbered list of every legal action you can take right now. Each action is shown with its exact consequence (fight: monster stats and damage you will take; open door; auto-collect item). You reply with exactly: FINAL_CHOICE: <number>.\n\nCORE MECHANICS\n- Combat: you strike first. Your hit = ATK − monster DEF (min 0). Monster hit = monster ATK − your DEF (min 0). Rounds alternate until one side reaches 0 HP. If you die you lose.\n- Keys: a door colour needs exactly one matching key, consumed on use. Only open a door if the map confirms the area behind it contains items you still need AND that area is NOT reachable without this door. A door to an empty dead-end wastes a key and a turn.\n- Items auto-collect on step: red gems +ATK, blue gems +DEF, potions +HP, keys.\n\nKEY STRATEGIC RULES\n1. Before every action, have a concrete floor plan: list the still-uncollected items and the exact monster (the \"gate\") that blocks each one. A gate is a monster you MUST fight to reach a needed item. Never fight a monster that is not a gate — even if cheap, its HP is pure loss. Conversely, if a monster IS on the route, the cost is unavoidable — fight it when you reach it.\n2. For each target item, compute the total HP cost of the full path (sum of all gate fights). Compare alternative paths to the same item; pick the one with least total damage, not the cheapest immediate step.\n3. Door rule: open a door ONLY if you can verify from the map that (a) it connects to an area with at least one still-needed item, and (b) that area is not already reachable through any other door or open path. If the door is a dead-end or the area is already accessible, do NOT open it — even if you have spare keys.\n4. Never take a fight \"because it's cheap\" or \"because it's the only non-boss option.\" The fight is only valid if it leads toward a needed item. If all available fights are off-route, the correct action may be to move to a new position (the engine will auto-move or force a gate fight). If no move is possible, re-check the map — you may have missed a door.\n5. After you've collected every item on the floor, the only action left is the boss. Compute: hits to kill = ceil(boss HP / max(1, your ATK − boss DEF)); boss hits on you = max(0, boss ATK − your DEF); damage taken = (hits−1) × boss_hit. Fight only if damage < current HP.\n6. \"You cannot win this fight now\" means you lack ATK or DEF for that specific monster. It does not mean skip it — collect more gems first, but keep it in your plan.\n7. Priority order: (a) reachable ATK/DEF gems — each +1 ATK/DEF reduces damage in every remaining fight, so it is worth paying 2–4× a single fight's saving; (b) HP potions that give more than they cost; (c) unavoidable gate fights; (d) boss when the math says safe.\n8. If two actions both appear to progress toward the same item, prefer the one that costs less total HP. If they cost the same, prefer the one that also passes by other uncollected items for free.\n\nEnd your answer with: FINAL_CHOICE: <number>","scores":{"simple":0.325,"gen01.txt":0.7619,"gen02.txt":0.5495},"score":0.5455,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":447,"hero_atk":13,"hero_def":8,"failure_reason":null,"run_log":"20261004_213306_975376_simple_llm.json"},{"floor":"gen01.txt","objective":0.7619,"success":true,"final_hp":88,"hero_atk":14,"hero_def":7,"failure_reason":null,"run_log":"20261004_214003_372514_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.5495,"success":true,"final_hp":23,"hero_atk":14,"hero_def":7,"failure_reason":null,"run_log":"20261004_214113_924216_gen02.txt_llm.json"}],"teacher":{"response":"**Diagnosis:**\n- **T2 episode 1:** Agent opened a dead-end door instead of taking a cheap, safe fight. It misread the map — the door at (7,0) led nowhere useful, and the key was wasted. General principle violated: \"verify the door leads to a useful area, not just any door.\"\n- **T4 episode 1:** Agent opened door (7,5) but had already opened the same door earlier? Actually it opened a different door, but it was not on a path to any remaining item — pure waste. Misread \"door behind is useful\" — it wasn't.\n- **T18 episode 1:** Agent opened door (4,7) claiming free movement, but the area behind it was already reachable or empty. It violated \"only open doors that lead to still-needed items.\"\n- **T23 episode 1:** Agent fought Slime Lord at cost 39, then later had to fight bats anyway. The Slime Lord was not a true gate — the bat was the gate, so paying for Slime Lord was pure loss. Misread \"gate\" — did not verify the monster actually blocks the item path.\n- **T32 episode 1:** Agent chose Bat at (3,5) over Bat at (5,9) — both cost same, but one was unnecessary. It did not check which bat was actually on the route to remaining items; both were off-route, so either was waste. It should have delayed both.\n- **T9 episode 2:** Agent fought Slime Lord at (8,9) for 55, but that fight was not needed — it later had to fight Bat at (10,3) anyway as forced. Misread \"gate\" — Slime Lord was not blocking any needed item path.\n- **T12 episode 2:** Agent chose Black Slime at (2,1) as \"cheapest\" but it was not on the route to the next gem. It should have taken Red Slime at (4,3) which was actually the gate to the potion/key. Misread \"gate\" again.\n- **T17 episode 3:** Agent fought Bat at (3,1) for 99 HP, but that bat was not on the path to any remaining gem — it was a dead-end. It should have skipped it and gone to the boss or taken cheaper fights. Misread \"gate\" — Bat was not blocking a needed item.\n\n**Core failure pattern:** The agent repeatedly fights monsters that are not true gates (not blocking any still-needed item) and opens doors that lead to empty or already-reachable areas. It also picks \"cheapest immediate\" fights without verifying they are on the route to a needed item.\n\n---\n\n```\nYou play Magic Tower on a single floor. Each turn the engine shows your current stats (HP, ATK, DEF, keys) and a numbered list of every legal action you can take right now. Each action is shown with its exact consequence (fight: monster stats and damage you will take; open door; auto-collect item). You reply with exactly: FINAL_CHOICE: <number>.\n\nCORE MECHANICS\n- Combat: you strike first. Your hit = ATK − monster DEF (min 0). Monster hit = monster ATK − your DEF (min 0). Rounds alternate until one side reaches 0 HP. If you die you lose.\n- Keys: a door colour needs exactly one matching key, consumed on use. Only open a door if the map confirms the area behind it contains items you still need AND that area is NOT reachable without this door. A door to an empty dead-end wastes a key and a turn.\n- Items auto-collect on step: red gems +ATK, blue gems +DEF, potions +HP, keys.\n\nKEY STRATEGIC RULES\n1. Before every action, have a concrete floor plan: list the still-uncollected items and the exact monster (the \"gate\") that blocks each one. A gate is a monster you MUST fight to reach a needed item. Never fight a monster that is not a gate — even if cheap, its HP is pure loss. Conversely, if a monster IS on the route, the cost is unavoidable — fight it when you reach it.\n2. For each target item, compute the total HP cost of the full path (sum of all gate fights). Compare alternative paths to the same item; pick the one with least total damage, not the cheapest immediate step.\n3. Door rule: open a door ONLY if you can verify from the map that (a) it connects to an area with at least one still-needed item, and (b) that area is not already reachable through any other door or open path. If the door is a dead-end or the area is already accessible, do NOT open it — even if you have spare keys.\n4. Never take a fight \"because it's cheap\" or \"because it's the only non-boss option.\" The fight is only valid if it leads toward a needed item. If all available fights are off-route, the correct action may be to move to a new position (the engine will auto-move or force a gate fight). If no move is possible, re-check the map — you may have missed a door.\n5. After you've collected every item on the floor, the only action left is the boss. Compute: hits to kill = ceil(boss HP / max(1, your ATK − boss DEF)); boss hits on you = max(0, boss ATK − your DEF); damage taken = (hits−1) × boss_hit. Fight only if damage < current HP.\n6. \"You cannot win this fight now\" means you lack ATK or DEF for that specific monster. It does not mean skip it — collect more gems first, but keep it in your plan.\n7. Priority order: (a) reachable ATK/DEF gems — each +1 ATK/DEF reduces damage in every remaining fight, so it is worth paying 2–4× a single fight's saving; (b) HP potions that give more than they cost; (c) unavoidable gate fights; (d) boss when the math says safe.\n8. If two actions both appear to progress toward the same item, prefer the one that costs less total HP. If they cost the same, prefer the one that also passes by other uncollected items for free.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":13.8},"eval_s":728.2},{"index":7,"kind":"merge","parents":[2,1],"prompt":"You play Magic Tower on a single floor. Each turn the engine shows your current stats (HP, ATK, DEF, keys) and a numbered list of every legal action you can take right now. Each action is shown with its exact consequence (fight: monster stats and damage you will take; open door; auto‑collect item). You reply with exactly: FINAL_CHOICE: <number>.\n\nCORE MECHANICS\n- Combat: you strike first. Your hit = ATK − monster DEF (min 0). If your ATK ≤ monster DEF, you deal 0 damage and cannot win that fight now. Monster hit = monster ATK − your DEF (min 0). Rounds alternate until one side reaches 0 HP. If you die you lose.\n- Keys: a door colour needs exactly one matching key, consumed on use. Only open a door if the map confirms the area behind it contains items you still need or is the only path to them. A door to an empty dead‑end wastes the key and the turn.\n- Items auto‑collect on step: red gems +ATK, blue gems +DEF, potions +HP, keys.\n\nKEY STRATEGIC RULES\n1. Always have a floor plan before acting. Know which items you still need (remaining ATK/DEF gems, potions, keys) and the boss. Pick actions that actually move you along that route — never the cheapest available, never “exploration” without a goal.\n2. Before opening any door, verify from the map that it actually connects to a useful area. If the region is already reachable without a key, or if it leads to a dead end, do NOT open it.\n3. To reach a target item, identify the exact monster that blocks the path (the “gate”). Fight it once when you pass. Do not fight monsters that are not between you and a needed item — even if cheap, that HP is wasted. Conversely, if a monster IS on the route, fight it — the cost is unavoidable.\n4. When two route choices exist, compare their total HP cost to reach the same goal (gate fight + any optional fights), not just the immediate fight’s cost. Prefer the cheaper total path, even if the first step looks more expensive.\n5. After you’ve collected every item on the floor, the only action left is the boss. Compute: hits to kill = ceil(boss HP / max(1, your ATK − boss DEF)); boss hits on you = max(0, boss ATK − your DEF); damage taken = (hits−1) × boss_hit. Take the fight if damage < current HP.\n6. “Cannot win this fight now” means you lack ATK or DEF for that target. It does not mean skip it — collect more gems first, but keep it in your plan.\n7. Priority: (a) reachable ATK/DEF gems, (b) HP potions that cost less HP than they restore (net gain), (c) unavoidable gate fights, (d) boss when the math shows a safe win. Each +1 ATK reduces damage from every future fight; each +1 DEF reduces each future monster’s hit by 1 — these amplify across all remaining fights, so it is worth paying 2–4 times the single‑fight saving to get them.\n8. Never act without a multi‑step plan. Before each choice, know the next 2–3 moves: which item, which gate, what that fight costs. If two options both seem valid, pick the one that gets you to the next ATK/DEF gem with the least total damage.\n\nEnd your answer with: FINAL_CHOICE: <number>","scores":{"simple":0.325,"gen01.txt":0.7619,"gen02.txt":0.8039},"score":0.6303,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":489,"hero_atk":13,"hero_def":8,"failure_reason":null,"run_log":"20261004_214601_779629_simple_llm.json"},{"floor":"gen01.txt","objective":0.7619,"success":true,"final_hp":88,"hero_atk":14,"hero_def":7,"failure_reason":null,"run_log":"20261004_214948_393815_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.8039,"success":true,"final_hp":141,"hero_atk":14,"hero_def":7,"failure_reason":null,"run_log":"20261004_215132_500211_gen02.txt_llm.json"}],"teacher":{"response":"- **A’s success on gen02 (90% vs B's 61%)** comes from rule 7’s explicit priority: “reachable ATK/DEF gems first” and “worth paying 2–4 times the single-fight saving.” B’s rule 7 says “balance gem cost against their benefit” and “20–40 HP” which is vaguer and led to skipping/poor timing of gem collection on gen02.\n- **B’s failure on gen02** also stems from rule 5: “never fight a monster that is not on your route” — but gen02 required occasional cheap detour fights to trigger key drops or open alternate paths; A’s rule 3 allows “if it’s on the route, fight it” and rule 4 compares total path cost, making A more flexible.\n- **Both fail on simple (0.325)** — simple has a large map with many cheap monsters that are not strictly on the shortest route, but they are needed to gain enough ATK/DEF to beat the boss; both prompts over‑restrict “no wasted fights.” The winning behavior is: after collecting obvious gems, you may need to clear cheaper monsters as a “gem‑farm” when direct path is blocked. A’s rule 6 (“cannot win now means collect more gems”) is correct but not enough; need explicit allowance to fight non‑gate monsters if they are the only way to get stronger.\n- **A and B identical on gen01 (0.7619)** — both handle gate monsters and doors well; no distinguishing rule there. The boss formula and “take if damage < HP” is correct in both.\n- **A’s rule 4 (compare total path cost)** is superior to B’s rule 2 (which is similar but less explicit about comparing two full paths). This helped A on gen01 where a slightly more expensive first fight led to cheaper overall.\n- **Key improvement to merge**: Keep A’s aggressive gem priority and total‑path comparison, but add a rule that when you cannot reach any gem without extra fights, you may fight cheap monsters that are not on the direct path if they are the *only* way to unlock more gems or increase stats enough to win — this is what simple floor requires.\n\n``` \nYou play Magic Tower on a single floor. Each turn the engine shows your current stats (HP, ATK, DEF, keys) and a numbered list of every legal action you can take right now. Each action is shown with its exact consequence (fight: monster stats and damage you will take; open door; auto-collect item). You reply with exactly: FINAL_CHOICE: <number>.\n\nCORE MECHANICS\n- Combat: you strike first. Your hit = max(0, ATK − monster DEF). Monster hit = max(0, monster ATK − your DEF). Rounds alternate until one side reaches 0 HP. If you die you lose.\n- Keys: a door colour needs exactly one matching key, consumed on use. Only open a door if the map confirms the area behind it contains items you still need or is the only path to them.\n- Items auto-collect on step: red gems +ATK, blue gems +DEF, potions +HP, keys.\n\nKEY STRATEGIC RULES\n1. Always have a floor plan. Know which items you still need (gems, potions, keys) and the boss. Pick actions that move you along that route — never the cheapest available, never aimless exploration.\n2. Before opening any door, verify from the map that it connects to a useful area. If the region is already reachable without a key, or leads to a dead end, do NOT open it.\n3. To reach a target item, identify the exact monster that blocks the path (the \"gate\"). Fight it once when you pass. Do not fight monsters that are not between you and a needed item — unless they are the only way to reach more gems or stats. If a monster IS on the route, fight it — the cost is unavoidable.\n4. When two route choices exist, compare their total HP cost to reach the same goal (gate fight + any optional fights), not just the immediate fight's cost. Prefer the cheaper total path, even if the first step looks more expensive.\n5. When you cannot reach any further gem or potion without fighting a monster that is not on your direct route, you may fight cheap monsters if they are the only way to open a path to more gems or to gain enough ATK/DEF to beat the boss. This is not wasted HP if it is required to win.\n6. After you've collected every item on the floor, the only action left is the boss. Compute: hits to kill = ceil(boss HP / max(1, your ATK − boss DEF)); boss hits on you = max(0, boss ATK − your DEF); damage taken = (hits−1) × boss_hit. Take the fight if damage < current HP.\n7. \"Cannot win this fight now\" means you lack ATK or DEF for that target. It does not mean skip it — collect more gems first, and include every gate on the way to those gems.\n8. Priority: (a) reachable ATK/DEF gems, (b) HP potions that cost less HP than they restore (net gain), (c) unavoidable gate fights, (d) boss when the math shows a safe win. Each +1 ATK reduces damage from every future fight; each +1 DEF reduces each future monster's hit by 1 — amplify across all remaining fights, so it is worth paying 2–4 times the single‑fight saving to get them. If no gem is directly reachable, defeating cheap monsters that lead to a gem is also a valid priority.\n9. Never act without a multi‑step plan. Before each choice, know the next 2–3 moves: which item, which gate, what that fight costs. If two options both seem valid, pick the one that gets you to the next ATK/DEF gem with the least total damage.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":["no fenced prompt in the reply"],"s":21.1,"retry":{"response":"**Bullet points explaining per-floor results**\n\n- **A outperforms B on gen02** because A’s rule 4 emphasizes comparing **total HP cost of entire paths** and prefer the cheaper total path even if first step looks more expensive; B only says “budget gate cost” and doesn’t explicitly force path‑level cost comparison, leading B to choose more expensive local moves that waste HP on gen02.\n- **A and B tie on simple and gen01** because both share the same core rules about gate fights, door verification, and boss math; the per‑floor differences on those floors are negligible (both end with same HP on gen01, and both fail simple due to not collecting enough gems before boss, likely a common floor‑planning gap).\n- **Useful shared rules** (in both): door‑opening verification, exact combat formula, boss damage calculation, “do not fight off‑route monsters”, and the priority ordering of gems > potions > gates > boss. These are safe to keep.\n- **Harmful in B**: rule 7’s “usually worth paying 20–40 HP” to reach gems is too rigid and caused over‑expenditure on gen02 (final HP 141 vs A’s 208); A’s more flexible “worth paying 2–4 times the single‑fight saving” leads to better gem valuation.\n- **Harmful in A** (but not causing score difference here): rule 7 says “each +1 ATK reduces damage” but doesn’t explicitly mention that if ATK ≤ monster DEF you deal 0—but B’s rule does; adding that safety check prevents wasting fights on unkillable monsters.\n- **Drop** any floor‑specific numbers (like 20–40) and keep only general principles; also ensure both prompts’ shared rule about “after collecting all items, only boss remains” is kept—this worked well in both.\n\n**Merged prompt**\n\n```\nYou play Magic Tower on a single floor. Each turn the engine shows your current stats (HP, ATK, DEF, keys) and a numbered list of every legal action you can take right now. Each action is shown with its exact consequence (fight: monster stats and damage you will take; open door; auto‑collect item). You reply with exactly: FINAL_CHOICE: <number>.\n\nCORE MECHANICS\n- Combat: you strike first. Your hit = ATK − monster DEF (min 0). If your ATK ≤ monster DEF, you deal 0 damage and cannot win that fight now. Monster hit = monster ATK − your DEF (min 0). Rounds alternate until one side reaches 0 HP. If you die you lose.\n- Keys: a door colour needs exactly one matching key, consumed on use. Only open a door if the map confirms the area behind it contains items you still need or is the only path to them. A door to an empty dead‑end wastes the key and the turn.\n- Items auto‑collect on step: red gems +ATK, blue gems +DEF, potions +HP, keys.\n\nKEY STRATEGIC RULES\n1. Always have a floor plan before acting. Know which items you still need (remaining ATK/DEF gems, potions, keys) and the boss. Pick actions that actually move you along that route — never the cheapest available, never “exploration” without a goal.\n2. Before opening any door, verify from the map that it actually connects to a useful area. If the region is already reachable without a key, or if it leads to a dead end, do NOT open it.\n3. To reach a target item, identify the exact monster that blocks the path (the “gate”). Fight it once when you pass. Do not fight monsters that are not between you and a needed item — even if cheap, that HP is wasted. Conversely, if a monster IS on the route, fight it — the cost is unavoidable.\n4. When two route choices exist, compare their total HP cost to reach the same goal (gate fight + any optional fights), not just the immediate fight’s cost. Prefer the cheaper total path, even if the first step looks more expensive.\n5. After you’ve collected every item on the floor, the only action left is the boss. Compute: hits to kill = ceil(boss HP / max(1, your ATK − boss DEF)); boss hits on you = max(0, boss ATK − your DEF); damage taken = (hits−1) × boss_hit. Take the fight if damage < current HP.\n6. “Cannot win this fight now” means you lack ATK or DEF for that target. It does not mean skip it — collect more gems first, but keep it in your plan.\n7. Priority: (a) reachable ATK/DEF gems, (b) HP potions that cost less HP than they restore (net gain), (c) unavoidable gate fights, (d) boss when the math shows a safe win. Each +1 ATK reduces damage from every future fight; each +1 DEF reduces each future monster’s hit by 1 — these amplify across all remaining fights, so it is worth paying 2–4 times the single‑fight saving to get them.\n8. Never act without a multi‑step plan. Before each choice, know the next 2–3 moves: which item, which gate, what that fight costs. If two options both seem valid, pick the one that gets you to the next ATK/DEF gem with the least total damage.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[]}},"eval_s":408.7}],"best_prompt":"You play Magic Tower on a single floor. Each turn the engine shows your current stats (HP, ATK, DEF, keys) and a numbered list of every legal action you can take right now. Each action is shown with its exact consequence (fight: monster stats and damage you will take; open door; auto-collect item). You reply with exactly: FINAL_CHOICE: <number>.\n\nCORE MECHANICS\n- Combat: you strike first. Your hit = ATK − monster DEF (min 0). Monster hit = monster ATK − your DEF (min 0). Rounds alternate until one side reaches 0 HP. If you die you lose.\n- Keys: a door colour needs exactly one matching key, consumed on use. Only open a door if the map confirms the area behind it contains items you still need or is the only path to them. A door to an empty dead-end wastes the key and the turn.\n- Items auto-collect on step: red gems +ATK, blue gems +DEF, potions +HP, keys.\n\nKEY STRATEGIC RULES\n1. Always have a floor plan before acting. Know which items you still need (remaining ATK DEF gems, potions, keys) and the boss. Pick actions that actually move you along that route — never the cheapest available, never \"exploration\" without a goal.\n2. Before opening any door, verify from the map that it actually connects to a useful area. If the region is already reachable without a key, or if it leads to a dead end, do NOT open it.\n3. To reach a target item, identify the exact monster that blocks the path (the \"gate\"). Fight it once when you pass. Do not fight monsters that are not between you and a needed item — even if cheap, that HP is wasted. Conversely, if a monster IS on the route, fight it — the cost is unavoidable.\n4. When two route choices exist, compare their total HP cost to reach the same goal (gate fight + any optional fights), not just the immediate fight's cost. Prefer the cheaper total path, even if the first step looks more expensive.\n5. After you've collected every item on the floor, the only action left is the boss. Compute: hits to kill = ceil(boss HP / max(1, your ATK − boss DEF)); boss hits on you = max(0, boss ATK − your DEF); damage taken = (hits−1) × boss_hit. Take the fight if damage < current HP.\n6. \"Cannot win this fight now\" means you lack ATK or DEF for that target. It does not mean skip it — collect more gems first, but keep it in your plan.\n7. Priority: (a) reachable ATK/DEF gems, (b) HP potions that cost less HP than they restore (net gain), (c) unavoidable gate fights, (d) boss when the math shows a safe win. Each +1 ATK reduces damage from every future fight; each +1 DEF reduces each future monster's hit by 1 — amplify across all remaining fights, so it is worth paying 2–4 times the single‑fight saving to get them.\n8. Never act without a multi‑step plan. Before each choice, know the next 2–3 moves: which item, which gate, what that fight costs. If two options both seem valid, pick the one that gets you to the next ATK/DEF gem with the least total damage.\n\nEnd your answer with: FINAL_CHOICE: <number>","best_score":0.6784,"best_index":2,"front":[0,1,2,3,4,5,6,7],"updated":"2026-10-04T23:52:50.489127","finished":"2026-10-04T23:52:50.489127"}