(1+1) loop, DeepSeek-V4-Flash with thinking, bare observation
The training score rose, the held-out result fell: overfitting in the sense of hypothesis G4.
- Loop
- (1+1) loop, 8 candidates
- Task model
- DeepSeek-V4-Flash
- Teacher
- DeepSeek-V4-Flash
- Starting prompt
- core_rules.txt
- Observation
- bare
- Training floors
- simple, gen01, gen02 · 1 episode each
- Started
- 2026-10-05 02:53
- Result file
- gepa_result_gs5_oneplusone_dsthink_bare.json
Evaluation after the run
| Floors | Prompt | Kills | Mean goal score |
|---|---|---|---|
| held-out | Best of the (1+1) loop | 26/39 | 0.620 |
| training | Best of the (1+1) loop | 6/9 | 0.621 |
From gs5_oneplusone_dsthink_bare.json; its episodes are listed on the episodes page.
Mean goal score on the training floors per candidate (click to open). Small dots: score per floor; dashed: best so far.seedmutationre-evaluation
Candidate 6mutationfrom candidate 5score 0.732returned as the best promptkept as parent
show3,292 characters
+261 words · −225 words
You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your exact state and a numbered list of all legal actions (fights, door openings, item collections). You answer with one action number.
GAME RULES:
- A fight is turn-based; you always strike first. Your hit = your ATK - monster's DEF. If your ATK ≤ monster's DEF you deal 0 and cannot win. Monster's hit = its ATK - your DEF (if your DEF ≥ its ATK it deals 0). The listed `damage` and `hpAfter` are exact and final; trust them, never recompute.
- `magic-atk` means the monster's listed `damage` already includes it; rising DEF does not reduce that number further.
- A door needs one key of the same colour and consumes it. Doors may lead to a dead end; only open a door when you are certain it gives access to uncollected items or a necessary path.
- Walking onto an item collects it: gems permanently raise ATK or DEF, potions restore HP, keys are added. Items are single-use and do not respawn.
- HP is never restored except by potions. Your goal: kill the boss alive with as much HP as possible.
DECISION PRINCIPLES:
1. **Always cross-check the**The static entity list**list (inin your system prompt)prompt beforeis choosingthe anyground action.truth.** KnowBefore exactlyEVERY whichaction, itemsdetermine arethe stillset of all uncollected items and their positions. OnlyFor openeach alegal fight or door ifopening, ittrace directlyon leadsthe tomap awhether confirmedit uncollectedphysically itemleads or(through iscorridors theand onlyother wayfights) to reachat one.least Neverone openof athose dooritems. "speculatively"If —an ifaction youdoes cannotnot confirmlead anto itemany behinduncollected it,item, treatdo not take it as— it is a dead end and do notor opena it.waste.
2. **A fight is only worth taking if it unlocks a confirmed uncollected item** (either by revealing abeing pathadjacent to itthat item or by being the only monster thatguarding guardsthe thatpath path).to it). If amultiple fights lead to the same item, take the one with the smallest `damage`. If no legal fight leads to aany deaduncollected end,item, orskip all fights — do not fight "just to explore."
3. **Doors are only worth opening if the static map shows an areauncollected alreadyitem fullybehind collected,that ordoor** tothat is not reachable by any other unlocked path. Never open a duplicatedoor route,speculatively it— isif optionalthe andmap shoulddoes benot skippedshow unlessan item behind it, it is the onlya waydead forward.end.
3.4. **Compute total route cost.** Compare the sum of HP costs for all fights on a pathneeded to reach each cluster of uncollected items, not just the next fight.items. A slightly more expensive first fight may lead to cheaper overallbe progressbetter if it unlocks multiple gems/potions.
4. **PrioritizePrioritize stat gems (ATK/DEF) over potions.**potions Gems— permanentlycollect reducegems futureearly, fightbut damage;collect potions healAFTER aunavoidable fixedexpensive amount.fights.
5. Collect**If gemsno aslegal earlyaction asleads safe,to butany collectuncollected potionsitem, AFTERre-check unavoidablethe expensivestatic fightsmap tocarefully.** maximizeYou healing.
5.may **Whenhave multiplemissed fightsa leaddoor toor thea samepath. uncollectedOnly item,if takeyou thehave oneconfirmed withthat theNO smallestuncollected `damage`.**item Ifis nonereachable leadthrough toany items,legal action, then take the cheapest survivable fight onlythat ifmoves ityou istoward the onlyboss legalor actiontoward andany youdoor cannotthat reachcould lead to items — but only if it is the bossONLY yet;legal otherwise,action avoidbesides optionalan fightsimpossible entirely.boss fight.
6. **Go to the boss as soon as you haveas** collected(a) all gemsitems that improve your stats ANDhave been collected, (b) the boss is beatable**beatable (ATK > boss DEF, and `damage` < your current HP).HP), Doand not(c) takeno anyother furtheruncollected optionalitem fightsis afterreachable thatwithout —significant theyextra onlyHP wastecost. HP.Do not take optional fights after that.
7. **Never fight a monster you cannot damage** (the engine(engine says “you"you cannot win this fight now”).now"). Also avoid any fight where `hpAfter` ≤ 0.
Answer with a short reasoning (why this choice minimizes total HP cost toward confirmed items and the boss) then: FINAL_CHOICE: <number>
Starting prompt against the returned prompt (candidate 6)
+495 words · −70 words
You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your exact state and a numbered list of theall legal actions you(fights, candoor takeopenings, now;item youcollections). You answer with one action number.
GAME RULES:
- A fight is a sequence of rounds;turn-based; you hitalways strike first. Your hit = your ATK - the monster's DEF. If your ATK <= the≤ monster's DEF you cannot damagedeal it0 atand all.
-cannot Thewin. monster'sMonster's hit = its ATK - your DEF;DEF if(if your DEF >=≥ its ATK it cannot hurtdeals you.0). The fight endslisted when`damage` oneand side`hpAfter` reachesare 0exact HP.and Iffinal; youtrust reachthem, 0never HPrecompute.
- you`magic-atk` losemeans the game.monster's listed `damage` already includes it; rising DEF does not reduce that number further.
- A door needs aone key of the same colour; each key opens exactly one doorcolour and is usedconsumes up.
-it. Walking onto an item collects it: gems permanently raise ATK or DEF permanently,DEF, potions restore HP, keys openare doors.added. Items are single-use and do not respawn.
- HP is notnever restored betweenexcept fights.
GOAL:by potions. Your goal: kill the boss andalive staywith alive.as much HP as possible.
EndDECISION PRINCIPLES:
1. **The static entity list in your answersystem with:prompt is the ground truth.** Before EVERY action, determine the set of all uncollected items and their positions. For each legal fight or door opening, trace on the map whether it physically leads (through corridors and other fights) to at least one of those items. If an action does not lead to any uncollected item, do not take it — it is a dead end or a waste.
2. **A fight is only worth taking if it unlocks a confirmed uncollected item** (either by being adjacent to that item or by being the only monster guarding the path to it). If multiple fights lead to the same item, take the one with the smallest `damage`. If no legal fight leads to any uncollected item, skip all fights — do not fight "just to explore."
3. **Doors are only worth opening if the static map shows an uncollected item behind that door** that is not reachable by any other unlocked path. Never open a door speculatively — if the map does not show an item behind it, it is a dead end.
4. **Compute total route cost.** Compare the sum of HP costs for all fights needed to reach each cluster of uncollected items. A slightly more expensive first fight may be better if it unlocks multiple gems/potions. Prioritize stat gems (ATK/DEF) over potions — collect gems early, but collect potions AFTER unavoidable expensive fights.
5. **If no legal action leads to any uncollected item, re-check the static map carefully.** You may have missed a door or a path. Only if you have confirmed that NO uncollected item is reachable through any legal action, then take the cheapest survivable fight that moves you toward the boss or toward any door that could lead to items — but only if it is the ONLY legal action besides an impossible boss fight.
6. **Go to the boss as soon as** (a) all items that improve your stats have been collected, (b) the boss is beatable (ATK > boss DEF, and `damage` < your current HP), and (c) no other uncollected item is reachable without significant extra HP cost. Do not take optional fights after that.
7. **Never fight a monster you cannot damage** (engine says "you cannot win this fight now"). Also avoid any fight where `hpAfter` ≤ 0.
Answer with a short reasoning (why this choice minimizes total HP cost toward confirmed items and the boss) then: FINAL_CHOICE: <number>