{"label":"gs_llama8b_full","method":"constrained-linear-gepa","floor":null,"floors":["simple","gen01.txt","gen02.txt"],"tower":null,"preset":"llama-3.1-8b","task_model":"meta-llama-3.1-8b-instruct","reflection_model":"qwen3.5-397b-a17b","rollouts":1,"seed_file":"core_rules.txt","bare_obs":false,"strategy_examples":false,"select":"best","started":"2026-09-28T02:04:33.302751","env":{"CONVERSATION_HISTORY_TURNS":"0","MOTA_ORDER_TWO_SIDED":"1","MOTA_FIGHT_KEY_FLOOD":"1","THINKING_MAX_TOKENS":"16384","LOOKAHEAD_DEPTH":"3","MOTA_EVAL_TEMPERATURE":"0.0"},"iterations":[{"iteration":0,"prompt":"You play Magic Tower, 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":0.669,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":410,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_000433_316008_simple_llm.json"},{"floor":"gen01.txt","objective":0.7768,"success":true,"final_hp":93,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_000529_869413_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.9052,"success":true,"final_hp":188,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_000557_109716_gen02.txt_llm.json"}],"eval_s":149.6,"reflection":{"response":"\n\nDIAGNOSIS:\n- **Hallucinated Reasoning:** The agent frequently reasons about actions, items, or coordinates not present in the current legal action list, leading to choices that contradict its own logic.\n- **Ignoring Engine Annotations:** The agent overlooks explicit `effCost`, `[FREE]`, and `[LETHAL]` tags provided by the engine, relying on vague internal estimates instead of trusted data.\n- **Suboptimal Stat Ordering:** The agent fights monsters before collecting accessible stat gems (ATK/DEF) that would reduce damage for that fight, wasting HP unnecessarily.\n- **Wasting HP on Optional Fights:** The agent engages optional enemies that do not unlock critical path items (keys/gems), reducing the HP margin available for the boss.\n- **Action Mismatch:** The selected action number often does not correspond to the action described in the reasoning text, causing unintended moves.\n\n```\nYou 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- Combat: You hit first. Your dmg = ATK - Monster DEF. Monster dmg = ATK - your DEF. If your DEF >= Monster ATK, you take 0 damage. If your ATK <= Monster DEF, you deal 0 damage. Fight ends at 0 HP. If you reach 0 HP you lose.\n- Keys: Doors require matching keys. Keys are consumed. Manage key budget carefully to ensure you can reach the boss.\n- Items: Walking onto an item collects it. Gems raise ATK/DEF permanently. Potions restore HP. Keys add to inventory.\n- HP is not restored between fights.\n\nINPUT INTERPRETATION:\n- Trust the engine's annotations: `effCost` (HP cost), `[FREE]` (0 damage), `[LETHAL]` (will kill you), `lookahead` (unlocks).\n- Do NOT hallucinate actions, coordinates, or items not listed in the current legal action list.\n- Your reasoning must explicitly reference the action number and description you choose from the provided list.\n\nSTRATEGY HIERARCHY:\n1. SURVIVAL: Never choose `[LETHAL]` unless it is the only way to win (usually it isn't). Keep HP safe.\n2. CRITICAL PATH: Prioritize actions that unlock keys or doors required to reach the boss. Avoid dead ends.\n3. STAT OPTIMIZATION: If a stat gem (ATK/DEF) is accessible without fighting, collect it BEFORE fighting enemies that would become cheaper with that stat.\n4. HP EFFICIENCY: Choose actions with the lowest `effCost` among valid critical path options.\n5. OPTIONAL CONTENT: Skip optional fights unless they unlock a key or stat gem needed for the boss. Do not waste HP on fights that yield no strategic value.\n\nOUTPUT CONTRACT:\n- Write short reasoning based ONLY on the provided action list and annotations.\n- Verify the action number matches your reasoning.\n- End your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":67},"accepted":true},{"iteration":1,"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- Combat: You hit first. Your dmg = ATK - Monster DEF. Monster dmg = ATK - your DEF. If your DEF >= Monster ATK, you take 0 damage. If your ATK <= Monster DEF, you deal 0 damage. Fight ends at 0 HP. If you reach 0 HP you lose.\n- Keys: Doors require matching keys. Keys are consumed. Manage key budget carefully to ensure you can reach the boss.\n- Items: Walking onto an item collects it. Gems raise ATK/DEF permanently. Potions restore HP. Keys add to inventory.\n- HP is not restored between fights.\n\nINPUT INTERPRETATION:\n- Trust the engine's annotations: `effCost` (HP cost), `[FREE]` (0 damage), `[LETHAL]` (will kill you), `lookahead` (unlocks).\n- Do NOT hallucinate actions, coordinates, or items not listed in the current legal action list.\n- Your reasoning must explicitly reference the action number and description you choose from the provided list.\n\nSTRATEGY HIERARCHY:\n1. SURVIVAL: Never choose `[LETHAL]` unless it is the only way to win (usually it isn't). Keep HP safe.\n2. CRITICAL PATH: Prioritize actions that unlock keys or doors required to reach the boss. Avoid dead ends.\n3. STAT OPTIMIZATION: If a stat gem (ATK/DEF) is accessible without fighting, collect it BEFORE fighting enemies that would become cheaper with that stat.\n4. HP EFFICIENCY: Choose actions with the lowest `effCost` among valid critical path options.\n5. OPTIONAL CONTENT: Skip optional fights unless they unlock a key or stat gem needed for the boss. Do not waste HP on fights that yield no strategic value.\n\nOUTPUT CONTRACT:\n- Write short reasoning based ONLY on the provided action list and annotations.\n- Verify the action number matches your reasoning.\n- End your answer with: FINAL_CHOICE: <number>","score":0.5619,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":415,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_000809_914777_simple_llm.json"},{"floor":"gen01.txt","objective":0.7768,"success":true,"final_hp":93,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_000919_217206_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.584,"success":true,"final_hp":39,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_000955_079851_gen02.txt_llm.json"}],"eval_s":151.7,"dropped":true,"reflection":{"response":"\n\n**Diagnosis of Failures:**\n1.  **Action Hallucination:** The agent frequently reasons about or selects actions/coordinates not present in the current legal action list (Episode 1 T7, T9), violating the input contract.\n2.  **Reasoning-Action Mismatch:** The written reasoning often justifies a different action than the `FINAL_CHOICE` number provided (Episode 3 T17, T21), causing inconsistent decision logic.\n3.  **Critical Path Neglect:** The agent wastes HP on optional fights or fails to reach the boss entirely (Episode 1 Outcome), prioritizing local HP savings over boss access.\n4.  **Annotation Ignorance:** The agent ignores `lookahead` and `key budget` annotations to verify progress, relying instead on hallucinated map knowledge (Episode 1 T9).\n5.  **Stat Ordering:** The agent engages in fights before collecting accessible stat gems that would reduce damage taken, lowering final HP (Episode 1 T19).\n\n**Improved System Prompt:**\n```\nYou 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- Combat: You hit first. Your dmg = ATK - Monster DEF. If ATK <= Monster DEF, you deal 0 dmg.\n- Monster dmg = Monster ATK - your DEF. If your DEF >= Monster ATK, you take 0 dmg.\n- Fight ends when one side reaches 0 HP. If you reach 0 HP you lose.\n- Keys: Doors require matching keys. Keys are consumed. Manage key budget to reach the boss.\n- Items: Walking onto an item collects it. Gems raise ATK/DEF permanently. Potions restore HP.\n- HP is not restored between fights.\n\nGOAL: Kill the boss and stay alive with maximum HP.\n\nACTION SELECTION:\n- You must choose exactly one action from the provided numbered list.\n- Do NOT hallucinate actions, coordinates, or items not listed in the current legal action list.\n- If an action is not in the list, you cannot choose it.\n\nREASONING:\n- Your reasoning must explicitly justify the action number you output.\n- Do not write reasoning for a different action than your FINAL_CHOICE.\n- Trust the engine's annotations (`effCost`, `lookahead`, `[FREE]`, `[LETHAL]`) over internal assumptions.\n\nSTRATEGY:\n- Prioritize actions that unlock the path to the boss (check `lookahead`).\n- Collect ATK/DEF gems before fighting if they reduce fight costs.\n- Skip optional fights that do not yield keys or stats needed for the boss.\n- Avoid `[LETHAL]` actions.\n\nOUTPUT CONTRACT:\n- Write short reasoning based ONLY on the provided action list.\n- End your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":272.8},"accepted":true},{"iteration":2,"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- Combat: You hit first. Your dmg = ATK - Monster DEF. If ATK <= Monster DEF, you deal 0 dmg.\n- Monster dmg = Monster ATK - your DEF. If your DEF >= Monster ATK, you take 0 dmg.\n- Fight ends when one side reaches 0 HP. If you reach 0 HP you lose.\n- Keys: Doors require matching keys. Keys are consumed. Manage key budget to reach the boss.\n- Items: Walking onto an item collects it. Gems raise ATK/DEF permanently. Potions restore HP.\n- HP is not restored between fights.\n\nGOAL: Kill the boss and stay alive with maximum HP.\n\nACTION SELECTION:\n- You must choose exactly one action from the provided numbered list.\n- Do NOT hallucinate actions, coordinates, or items not listed in the current legal action list.\n- If an action is not in the list, you cannot choose it.\n\nREASONING:\n- Your reasoning must explicitly justify the action number you output.\n- Do not write reasoning for a different action than your FINAL_CHOICE.\n- Trust the engine's annotations (`effCost`, `lookahead`, `[FREE]`, `[LETHAL]`) over internal assumptions.\n\nSTRATEGY:\n- Prioritize actions that unlock the path to the boss (check `lookahead`).\n- Collect ATK/DEF gems before fighting if they reduce fight costs.\n- Skip optional fights that do not yield keys or stats needed for the boss.\n- Avoid `[LETHAL]` actions.\n\nOUTPUT CONTRACT:\n- Write short reasoning based ONLY on the provided action list.\n- End your answer with: FINAL_CHOICE: <number>","score":0.6654,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":453,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_001514_453410_simple_llm.json"},{"floor":"gen01.txt","objective":0.7768,"success":true,"final_hp":93,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_001628_250033_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.8944,"success":true,"final_hp":183,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_001702_392345_gen02.txt_llm.json"}],"eval_s":156.8,"dropped":true,"reflection":{"response":"\n\nDIAGNOSIS OF FAILURES:\n- **Hallucination:** Agent references coordinates and actions not in the legal list (Ep1 T7, Ep3 T17), violating input constraints.\n- **Sequencing:** Agent fights high-cost enemies before collecting accessible stats/potions that would reduce damage (Ep1 T19 vs T23).\n- **Optional Waste:** Agent fights optional enemies that do not unlock critical path items or necessary stats (Ep3 T21/T22).\n- **Reasoning Mismatch:** Reasoning text describes a different action than the `FINAL_CHOICE` number (Ep3 T17/T21).\n- **Annotation Misuse:** Agent fails to prioritize `lookahead` indicating valuable unlocks (gems/keys) over immediate combat (Ep1 T7).\n\n```\nYou 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- Combat: You hit first. Your dmg = ATK - Monster DEF. If ATK <= Monster DEF, you deal 0 dmg.\n- Monster dmg = Monster ATK - your DEF. If DEF >= Monster ATK, you take 0 dmg.\n- Fight ends when one side reaches 0 HP. If you reach 0 HP you lose.\n- Keys: Doors require matching keys. Keys are consumed. Manage key budget to reach the boss.\n- Items: Walking onto an item collects it. Gems raise ATK/DEF permanently. Potions restore HP.\n- HP is not restored between fights.\n\nGOAL: Kill the boss and stay alive with maximum HP.\n\nDECISION LOGIC:\n1. GROUNDING: Choose ONLY from the provided numbered list. Do NOT hallucinate coordinates, names, or actions not listed.\n2. LOOKAHEAD: Prioritize actions where `lookahead` shows accessible stat gems, potions, or keys needed for the boss.\n3. SEQUENCING: Collect ATK/DEF gems and Potions BEFORE fighting enemies if doing so reduces the fight's `effCost`.\n4. OPTIONAL: Skip fights that do not unlock keys, doors, or stats required for the boss path.\n5. SAFETY: Avoid `[LETHAL]` actions. Prefer `[FREE]` or lowest `effCost` among critical path options.\n\nREASONING CONTRACT:\n- Your reasoning must explicitly quote the text of the chosen action from the list.\n- Your reasoning must justify the `FINAL_CHOICE` number. Do not describe a different plan.\n- Do not use coordinates or specific item/monster names in reasoning.\n\nOUTPUT CONTRACT:\n- Write short reasoning based ONLY on the provided action list and annotations.\n- End your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":436.5},"accepted":true},{"iteration":3,"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- Combat: You hit first. Your dmg = ATK - Monster DEF. If ATK <= Monster DEF, you deal 0 dmg.\n- Monster dmg = Monster ATK - your DEF. If DEF >= Monster ATK, you take 0 dmg.\n- Fight ends when one side reaches 0 HP. If you reach 0 HP you lose.\n- Keys: Doors require matching keys. Keys are consumed. Manage key budget to reach the boss.\n- Items: Walking onto an item collects it. Gems raise ATK/DEF permanently. Potions restore HP.\n- HP is not restored between fights.\n\nGOAL: Kill the boss and stay alive with maximum HP.\n\nDECISION LOGIC:\n1. GROUNDING: Choose ONLY from the provided numbered list. Do NOT hallucinate coordinates, names, or actions not listed.\n2. LOOKAHEAD: Prioritize actions where `lookahead` shows accessible stat gems, potions, or keys needed for the boss.\n3. SEQUENCING: Collect ATK/DEF gems and Potions BEFORE fighting enemies if doing so reduces the fight's `effCost`.\n4. OPTIONAL: Skip fights that do not unlock keys, doors, or stats required for the boss path.\n5. SAFETY: Avoid `[LETHAL]` actions. Prefer `[FREE]` or lowest `effCost` among critical path options.\n\nREASONING CONTRACT:\n- Your reasoning must explicitly quote the text of the chosen action from the list.\n- Your reasoning must justify the `FINAL_CHOICE` number. Do not describe a different plan.\n- Do not use coordinates or specific item/monster names in reasoning.\n\nOUTPUT CONTRACT:\n- Write short reasoning based ONLY on the provided action list and annotations.\n- End your answer with: FINAL_CHOICE: <number>","score":0.575,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":445,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_002507_794062_simple_llm.json"},{"floor":"gen01.txt","objective":0.7619,"success":true,"final_hp":88,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_002624_023032_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.638,"success":true,"final_hp":64,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_002658_450690_gen02.txt_llm.json"}],"eval_s":159.9,"dropped":true,"reflection":{"response":"\n\nDIAGNOSIS:\n- **Action/Reasoning Mismatch:** Agent frequently reasons about collecting items or opening doors that are NOT in the current legal action list (e.g., \"Collect Gem\" when only \"Fight\" is available), leading to confusion and suboptimal unlocking choices.\n- **Coordinate Reliance:** Agent uses (x,y) coordinates in reasoning, violating generalization rules and distracting from action annotations like `effCost` and `lookahead`.\n- **Optional Fight Waste:** Agent fights enemies marked `[OPTIONAL]` that drain HP without unlocking the boss path or critical stats needed for survival.\n- **Lethal Risk:** Agent chooses actions resulting in critically low `hpAfter` without verifying that HP recovery is guaranteed in the immediate next turn.\n- **Annotation Ignorance:** Agent ignores engine annotations (`[LETHAL]`, `effCost`) in favor of internal hallucinations about future state savings.\n\n```\nYou 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- Combat: You hit first. Your dmg = ATK - Monster DEF. If ATK <= Monster DEF, dmg is 0.\n- Monster dmg = Monster ATK - your DEF. If DEF >= Monster ATK, dmg is 0.\n- Fight ends when one side reaches 0 HP. If you reach 0 HP you lose.\n- Keys: Doors require matching keys. Keys are consumed. Manage key budget to reach the boss.\n- Items: Walking onto an item collects it. Gems raise ATK/DEF permanently. Potions restore HP.\n- HP is not restored between fights.\n\nGOAL: Kill the boss and stay alive with maximum HP.\n\nREASONING CONSTRAINTS (CRITICAL):\n1. GROUNDING: Only discuss actions present in the current numbered list. Do NOT reason about collecting items or opening doors that are not explicitly listed as legal actions now. If your goal is behind a fight/door, choose the fight/door.\n2. CONSISTENCY: Your reasoning must describe the action corresponding to your FINAL_CHOICE number. Do not write reasoning for a different action.\n3. NO COORDINATES: Do NOT use (x,y) coordinates, floor names, or specific monster/item names in reasoning. Refer to actions by their text description (e.g., \"Fight Enemy\", \"Open Door\").\n4. ANNOTATIONS: Trust engine annotations (`effCost`, `lookahead`, `[FREE]`, `[LETHAL]`, `hpAfter`) over internal calculations.\n\nSTRATEGY:\n- PATH FIRST: Prioritize actions where `lookahead` shows the boss path or essential keys.\n- OPTIONAL FIGHTS: Skip fights marked `[OPTIONAL]` unless they unlock stats needed to survive a `[LETHAL]` or boss fight.\n- SAFETY: Avoid actions where `hpAfter` leaves you critically low unless a potion is guaranteed next turn.\n- EFFICIENCY: Collect ATK/DEF gems BEFORE fighting if they reduce the fight's `effCost`.\n\nOUTPUT CONTRACT:\n- Write short reasoning based ONLY on the provided action list and annotations.\n- End your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":108.1},"accepted":true},{"iteration":4,"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- Combat: You hit first. Your dmg = ATK - Monster DEF. If ATK <= Monster DEF, dmg is 0.\n- Monster dmg = Monster ATK - your DEF. If DEF >= Monster ATK, dmg is 0.\n- Fight ends when one side reaches 0 HP. If you reach 0 HP you lose.\n- Keys: Doors require matching keys. Keys are consumed. Manage key budget to reach the boss.\n- Items: Walking onto an item collects it. Gems raise ATK/DEF permanently. Potions restore HP.\n- HP is not restored between fights.\n\nGOAL: Kill the boss and stay alive with maximum HP.\n\nREASONING CONSTRAINTS (CRITICAL):\n1. GROUNDING: Only discuss actions present in the current numbered list. Do NOT reason about collecting items or opening doors that are not explicitly listed as legal actions now. If your goal is behind a fight/door, choose the fight/door.\n2. CONSISTENCY: Your reasoning must describe the action corresponding to your FINAL_CHOICE number. Do not write reasoning for a different action.\n3. NO COORDINATES: Do NOT use (x,y) coordinates, floor names, or specific monster/item names in reasoning. Refer to actions by their text description (e.g., \"Fight Enemy\", \"Open Door\").\n4. ANNOTATIONS: Trust engine annotations (`effCost`, `lookahead`, `[FREE]`, `[LETHAL]`, `hpAfter`) over internal calculations.\n\nSTRATEGY:\n- PATH FIRST: Prioritize actions where `lookahead` shows the boss path or essential keys.\n- OPTIONAL FIGHTS: Skip fights marked `[OPTIONAL]` unless they unlock stats needed to survive a `[LETHAL]` or boss fight.\n- SAFETY: Avoid actions where `hpAfter` leaves you critically low unless a potion is guaranteed next turn.\n- EFFICIENCY: Collect ATK/DEF gems BEFORE fighting if they reduce the fight's `effCost`.\n\nOUTPUT CONTRACT:\n- Write short reasoning based ONLY on the provided action list and annotations.\n- End your answer with: FINAL_CHOICE: <number>","score":0.5799,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":522,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_002935_870497_simple_llm.json"},{"floor":"gen01.txt","objective":0.7768,"success":true,"final_hp":93,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_003047_900796_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.638,"success":true,"final_hp":64,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_003123_969000_gen02.txt_llm.json"}],"eval_s":160.3,"dropped":true,"reflection":{"response":"\n\n**DIAGNOSIS OF FAILURES**\n\n*   **Hallucination:** The agent frequently reasons about actions, items, or locations not present in the current legal action list (Episode 1 T7, T9, T10; Episode 3 T17), planning for future turns as if they are available now.\n*   **Reasoning-Action Mismatch:** The agent writes reasoning justifying Action A but outputs `FINAL_CHOICE` for Action B (Episode 1 T7, T10; Episode 3 T17, T21), breaking the output contract.\n*   **Optional Fight Mismanagement:** The agent fights `[OPTIONAL]` enemies that drain HP without unlocking the boss path or essential stats (Episode 1 T19, Episode 3 T21), reducing final HP.\n*   **Annotation Ignorance:** The agent ignores engine-provided `effCost`, `lookahead`, and `[LETHAL]` tags in favor of flawed internal calculations (Episode 1 T6, T10).\n*   **Safety Violation:** The agent allows HP to drop critically low without a guaranteed Potion in the *current* action list (Episode 1 T19), risking death on subsequent forced encounters.\n\n```\nYou 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- Combat: You hit first. Your dmg = ATK - Monster DEF. If ATK <= Monster DEF, dmg is 0.\n- Monster dmg = Monster ATK - your DEF. If DEF >= Monster ATK, dmg is 0.\n- Fight ends when one side reaches 0 HP. If you reach 0 HP you lose.\n- Keys: Doors require matching keys. Keys are consumed. Manage key budget to reach the boss.\n- Items: Walking onto an item collects it. Gems raise ATK/DEF permanently. Potions restore HP.\n- HP is not restored between fights.\n\nGOAL: Kill the boss and stay alive with maximum HP.\n\nCRITICAL CONSTRAINTS (BINDING):\n1. GROUNDING: Only reason about actions explicitly present in the current numbered list. Do NOT hallucinate actions, items, or coordinates not listed.\n2. CONSISTENCY: Your reasoning must explicitly quote the text of the chosen action. The `FINAL_CHOICE` number MUST match the reasoned action.\n3. ANNOTATION TRUST: Trust engine annotations (`effCost`, `lookahead`, `[FREE]`, `[LETHAL]`, `hpAfter`) over internal calculations.\n4. NO COORDINATES: Do NOT use (x,y) coordinates or specific names in reasoning. Refer to actions by their text (e.g., \"Fight Enemy\", \"Open Door\").\n\nSTRATEGY:\n- PATH FIRST: Prioritize actions where `lookahead` confirms progress toward the boss or essential keys.\n- OPTIONAL FIGHTS: Skip fights marked `[OPTIONAL]` unless they unlock stats/keys required for the boss path or to survive a `[LETHAL]` fight.\n- EFFICIENCY: Collect ATK/DEF gems and Potions BEFORE fighting if it reduces `effCost` of future fights shown in `lookahead`.\n- SAFETY: Avoid `[LETHAL]` actions. Do not drop HP critically low unless a Potion is in the current action list.\n- KEY BUDGET: Ensure you have enough keys to open doors on the boss path. Do not waste keys on dead ends.\n\nREASONING CONTRACT:\n- Write short reasoning based ONLY on the provided action list and annotations.\n- Justify why the chosen action is better than others using `effCost` or `lookahead`.\n- End your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":61.2},"accepted":true},{"iteration":5,"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- Combat: You hit first. Your dmg = ATK - Monster DEF. If ATK <= Monster DEF, dmg is 0.\n- Monster dmg = Monster ATK - your DEF. If DEF >= Monster ATK, dmg is 0.\n- Fight ends when one side reaches 0 HP. If you reach 0 HP you lose.\n- Keys: Doors require matching keys. Keys are consumed. Manage key budget to reach the boss.\n- Items: Walking onto an item collects it. Gems raise ATK/DEF permanently. Potions restore HP.\n- HP is not restored between fights.\n\nGOAL: Kill the boss and stay alive with maximum HP.\n\nCRITICAL CONSTRAINTS (BINDING):\n1. GROUNDING: Only reason about actions explicitly present in the current numbered list. Do NOT hallucinate actions, items, or coordinates not listed.\n2. CONSISTENCY: Your reasoning must explicitly quote the text of the chosen action. The `FINAL_CHOICE` number MUST match the reasoned action.\n3. ANNOTATION TRUST: Trust engine annotations (`effCost`, `lookahead`, `[FREE]`, `[LETHAL]`, `hpAfter`) over internal calculations.\n4. NO COORDINATES: Do NOT use (x,y) coordinates or specific names in reasoning. Refer to actions by their text (e.g., \"Fight Enemy\", \"Open Door\").\n\nSTRATEGY:\n- PATH FIRST: Prioritize actions where `lookahead` confirms progress toward the boss or essential keys.\n- OPTIONAL FIGHTS: Skip fights marked `[OPTIONAL]` unless they unlock stats/keys required for the boss path or to survive a `[LETHAL]` fight.\n- EFFICIENCY: Collect ATK/DEF gems and Potions BEFORE fighting if it reduces `effCost` of future fights shown in `lookahead`.\n- SAFETY: Avoid `[LETHAL]` actions. Do not drop HP critically low unless a Potion is in the current action list.\n- KEY BUDGET: Ensure you have enough keys to open doors on the boss path. Do not waste keys on dead ends.\n\nREASONING CONTRACT:\n- Write short reasoning based ONLY on the provided action list and annotations.\n- Justify why the chosen action is better than others using `effCost` or `lookahead`.\n- End your answer with: FINAL_CHOICE: <number>","score":0.5619,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":494,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_003317_406141_simple_llm.json"},{"floor":"gen01.txt","objective":0.7768,"success":true,"final_hp":93,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_003445_586922_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.584,"success":true,"final_hp":39,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_003522_022376_gen02.txt_llm.json"}],"eval_s":178.9,"dropped":true}],"best_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","best_score":0.669,"updated":"2026-09-28T02:36:16.345395","finished":"2026-09-28T02:36:16.345395"}