{"label":"cgepa_simple_35b","method":"constrained-linear-gepa","floor":"simple","tower":null,"preset":"qwen3.6-35b","task_model":"qwen3.6-35b-a3b","reflection_model":"qwen3.5-397b-a17b","rollouts":2,"seed_file":"floor_basic.txt","started":"2026-09-28T01:10:07.444519","env":{"CONVERSATION_HISTORY_TURNS":"0","MOTA_ORDER_TWO_SIDED":"1","MOTA_FIGHT_KEY_FLOOD":"1","THINKING_MAX_TOKENS":"16384","LOOKAHEAD_DEPTH":"3"},"iterations":[{"iteration":0,"prompt":"You play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Each turn the engine lists every legal action with exact numbers; you answer with one action number.\n\nCOMBAT (exact, deterministic, turn-based):\n- You and the monster trade hits in rounds; you strike first.\n- Your hit = heroATK - monDEF. If heroATK <= monDEF you deal no damage and cannot win.\n- Monster hit = monATK - heroDEF. If heroDEF >= monATK the fight costs 0 HP.\n- rounds = ceil(monHP / your hit); total cost = rounds x monster hit. The list shows it as damage= and hpAfter=.\n- Special abilities: [magic-atk] ignores your DEF; [Nx-combo] multiplies the monster's hit; [first-strike] adds one extra monster hit.\n\nREADING THE ACTION LIST:\n- damage / hpAfter are exact for your current stats. [FREE if DEF>=X] tells you how much DEF makes that fight free; min-cost@maxStats tells you its cost after collecting every remaining stat item.\n- The indented tree under a fight or door shows what it unlocks (items, keys, doors, further enemies). lookahead = value of what it unlocks; effCost = damage - lookahead.\n- The tree is the only reliable map. Do not infer routes from coordinates (\"the boss is above me, so I must go straight up\") — walls and doors make that wrong; if an action does not list something in its tree, that action does not lead there.\n- [DEAD END] doors unlock nothing useful. [OPTIONAL] enemies block nothing. [LETHAL] means hpAfter <= 0.\n\nPRIORITIES:\n1. Stat items first. Every +1 DEF lowers every future fight; every +1 ATK lowers the rounds. Reach stat items before paying for fights that get cheaper afterwards; the order of fights decides how much HP you keep.\n2. When several fights all make progress, take the one with the lowest effCost (it already accounts for what the fight unlocks); a fight with lookahead=0 that unlocks nothing new is almost never the right first move.\n3. Never fight a monster that costs more than 40% of your current HP unless nothing else on the floor can still make progress.\n4. HP is the only currency here. Never pay HP for a fight that unlocks nothing needed for the goal.\n5. Keys are scarce: open a door only when what it unlocks is needed.\n\nGOAL: reach the floor's objective (kill the boss if there is one) alive with as much HP as possible. Think about the whole floor before each move: which stat items are still out there, what the boss costs now versus after collecting them, and which fights are truly on the way.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>\n","score":0.4509,"rollouts":[{"objective":0.325,"success":false,"final_hp":545,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260927_231007_454595_simple_llm.json"},{"objective":0.5769,"success":true,"final_hp":2,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260927_231440_003092_simple_llm.json"}],"eval_s":524.3,"reflection":{"response":"\n\n**DIAGNOSIS**\n*   **Premature Fight Cost:** The agent fought a monster at full cost (52 HP) before collecting accessible stats that would reduce the cost to 22 HP, ignoring the large gap between `damage` and `min-cost@maxStats`.\n*   **Free HP Delay:** The agent spent HP on a fight before opening a door that unlocked a free +75 HP potion available at the same decision point.\n*   **Lethal Boss Attempt:** The agent selected the Boss action when `hpAfter` was negative (unwinnable), failing to verify survival before committing to the final action.\n*   **EffCost Myopia:** The agent prioritized the immediate `effCost` of a fight over the global HP savings achievable by delaying that fight to collect stats first.\n*   **Resource Ordering:** The agent treated Stat Items as priority but failed to treat HP Potions with the same \"free resource\" priority before HP expenditure.\n\n**IMPROVED PROMPT**\n```\nYou play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Each turn the engine lists every legal action with exact numbers; you answer with one action number.\n\nCOMBAT (exact, deterministic, turn-based):\n- You and the monster trade hits in rounds; you strike first.\n- Your hit = heroATK - monDEF. If heroATK <= monDEF you deal no damage and cannot win.\n- Monster hit = monATK - heroDEF. If heroDEF >= monATK the fight costs 0 HP.\n- rounds = ceil(monHP / your hit); total cost = rounds x monster hit. The list shows it as damage= and hpAfter=.\n- Special abilities: [magic-atk] ignores your DEF; [Nx-combo] multiplies the monster's hit; [first-strike] adds one extra monster hit.\n\nREADING THE ACTION LIST:\n- damage / hpAfter are exact for your current stats. [FREE if DEF>=X] tells you how much DEF makes that fight free.\n- min-cost@maxStats tells you the fight's cost after collecting EVERY remaining stat item on the floor.\n- CRITICAL: If damage is much higher than min-cost@maxStats, you MUST delay this fight until you collect those stats.\n- The indented tree under a fight or door shows what it unlocks (items, keys, doors, further enemies). lookahead = value of what it unlocks; effCost = damage - lookahead.\n- The tree is the only reliable map. Do not infer routes from coordinates — walls and doors make that wrong; if an action does not list something in its tree, that action does not lead there.\n- [DEAD END] doors unlock nothing useful. [OPTIONAL] enemies block nothing. [LETHAL] means hpAfter <= 0.\n\nPRIORITIES:\n1. Free Resources First. Collect Stat Items and HP Potions BEFORE paying HP for fights. If a door unlocks free HP or Stats, open it before fighting enemies that the HP/Stats would make cheaper.\n2. Compare damage vs min-cost@maxStats. If a fight's current damage is significantly higher than its min-cost, delay the fight. Collect the stats that lower the cost first. This saves more HP than a low effCost fight now.\n3. When several fights all make progress, take the one with the lowest effCost (it already accounts for what the fight unlocks); a fight with lookahead=0 that unlocks nothing new is almost never the right first move.\n4. Never fight a monster that costs more than 40% of your current HP unless nothing else on the floor can still make progress.\n5. Keys are scarce: open a door only when what it unlocks is needed.\n6. Boss Check: NEVER choose the Boss action if hpAfter <= 0. If the Boss is lethal, you must find more stats/HP first. The goal is to kill the boss ALIVE.\n\nGOAL: reach the floor's objective (kill the boss if there is one) alive with as much HP as possible. Think about the whole floor before each move: which stat/HP items are still out there, what the boss costs now versus after collecting them, and which fights are truly on the way.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>\n```","violations":[],"s":95.9},"accepted":true},{"iteration":1,"prompt":"You play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Each turn the engine lists every legal action with exact numbers; you answer with one action number.\n\nCOMBAT (exact, deterministic, turn-based):\n- You and the monster trade hits in rounds; you strike first.\n- Your hit = heroATK - monDEF. If heroATK <= monDEF you deal no damage and cannot win.\n- Monster hit = monATK - heroDEF. If heroDEF >= monATK the fight costs 0 HP.\n- rounds = ceil(monHP / your hit); total cost = rounds x monster hit. The list shows it as damage= and hpAfter=.\n- Special abilities: [magic-atk] ignores your DEF; [Nx-combo] multiplies the monster's hit; [first-strike] adds one extra monster hit.\n\nREADING THE ACTION LIST:\n- damage / hpAfter are exact for your current stats. [FREE if DEF>=X] tells you how much DEF makes that fight free.\n- min-cost@maxStats tells you the fight's cost after collecting EVERY remaining stat item on the floor.\n- CRITICAL: If damage is much higher than min-cost@maxStats, you MUST delay this fight until you collect those stats.\n- The indented tree under a fight or door shows what it unlocks (items, keys, doors, further enemies). lookahead = value of what it unlocks; effCost = damage - lookahead.\n- The tree is the only reliable map. Do not infer routes from coordinates — walls and doors make that wrong; if an action does not list something in its tree, that action does not lead there.\n- [DEAD END] doors unlock nothing useful. [OPTIONAL] enemies block nothing. [LETHAL] means hpAfter <= 0.\n\nPRIORITIES:\n1. Free Resources First. Collect Stat Items and HP Potions BEFORE paying HP for fights. If a door unlocks free HP or Stats, open it before fighting enemies that the HP/Stats would make cheaper.\n2. Compare damage vs min-cost@maxStats. If a fight's current damage is significantly higher than its min-cost, delay the fight. Collect the stats that lower the cost first. This saves more HP than a low effCost fight now.\n3. When several fights all make progress, take the one with the lowest effCost (it already accounts for what the fight unlocks); a fight with lookahead=0 that unlocks nothing new is almost never the right first move.\n4. Never fight a monster that costs more than 40% of your current HP unless nothing else on the floor can still make progress.\n5. Keys are scarce: open a door only when what it unlocks is needed.\n6. Boss Check: NEVER choose the Boss action if hpAfter <= 0. If the Boss is lethal, you must find more stats/HP first. The goal is to kill the boss ALIVE.\n\nGOAL: reach the floor's objective (kill the boss if there is one) alive with as much HP as possible. Think about the whole floor before each move: which stat/HP items are still out there, what the boss costs now versus after collecting them, and which fights are truly on the way.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>","score":0.325,"rollouts":[{"objective":0.325,"success":false,"final_hp":550,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260927_232027_700397_simple_llm.json"},{"objective":0.325,"success":false,"final_hp":550,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260927_232457_102476_simple_llm.json"}],"eval_s":537.1,"reflection":{"response":"\n\n**DIAGNOSIS OF FAILURES:**\n1.  **Lethal Boss Selection:** The agent chose the Boss action when `hpAfter <= 0` (damage > current HP), directly violating the \"Boss Check\" rule.\n2.  **[OPTIONAL] Misinterpretation:** The agent treated [OPTIONAL] fights as \"HP waste\" and skipped them, failing to recognize they provided stats/HP needed to make the Boss non-lethal.\n3.  **Incomplete Resource Sweep:** The agent engaged the Boss before exhausting all available stat/HP sources (like the final enemy fight) that would lower Boss damage or increase HP margin.\n4.  **Tree Reading Error:** The agent claimed a fight unlocked \"nothing\" despite the optimal solution requiring that fight for value, indicating a failure to read the unlock tree for hidden items/potions.\n5.  **Priority Inversion:** The agent prioritized \"reaching the Boss chamber\" over \"surviving the Boss fight\", treating path progress as more important than combat viability.\n\n```\nYou play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Each turn the engine lists every legal action with exact numbers; you answer with one action number.\n\nCOMBAT (exact, deterministic, turn-based):\n- You and the monster trade hits in rounds; you strike first.\n- Your hit = heroATK - monDEF. If heroATK <= monDEF you deal no damage and cannot win.\n- Monster hit = monATK - heroDEF. If heroDEF >= monATK the fight costs 0 HP.\n- rounds = ceil(monHP / your hit); total cost = rounds x monster hit. The list shows it as damage= and hpAfter=.\n- Special abilities: [magic-atk] ignores your DEF; [Nx-combo] multiplies the monster's hit; [first-strike] adds one extra monster hit.\n\nREADING THE ACTION LIST:\n- damage / hpAfter are exact for your current stats. [FREE if DEF>=X] tells you how much DEF makes that fight free.\n- min-cost@maxStats tells you the fight's cost after collecting EVERY remaining stat item on the floor.\n- CRITICAL: If damage is much higher than min-cost@maxStats, you MUST delay this fight until you collect those stats.\n- The indented tree under a fight or door shows what it unlocks (items, keys, doors, further enemies). lookahead = value of what it unlocks; effCost = damage - lookahead.\n- [OPTIONAL] means the enemy does not block the path, BUT if it drops stats/HP that help you survive the Boss, it is MANDATORY. Do not skip [OPTIONAL] fights if they improve Boss viability.\n- [DEAD END] doors unlock nothing useful. [LETHAL] means hpAfter <= 0.\n\nPRIORITIES:\n1. Free Resources First. Collect Stat Items and HP Potions BEFORE paying HP for fights. If a door unlocks free HP or Stats, open it before fighting enemies that the HP/Stats would make cheaper.\n2. Compare damage vs min-cost@maxStats. If a fight's current damage is significantly higher than its min-cost, delay the fight. Collect the stats that lower the cost first.\n3. When several fights all make progress, take the one with the lowest effCost (it already accounts for what the fight unlocks); a fight with lookahead=0 that unlocks nothing new is almost never the right first move.\n4. Never fight a monster that costs more than 40% of your current HP unless nothing else on the floor can still make progress.\n5. Keys are scarce: open a door only when what it unlocks is needed.\n6. Boss Viability is Paramount. Your goal is to kill the boss ALIVE. Reaching the boss chamber is useless if you die.\n\nBOSS STRATEGY (HARD CONSTRAINTS):\n- NEVER choose the Boss action if hpAfter <= 0 or if marked [LETHAL]. This is an INVALID move.\n- Before choosing the Boss, verify ALL other actions that give HP/Stats have been taken. If any fight/door unlocks HP or Stats that reduce Boss damage, take it first.\n- If the Boss is lethal, treat every other action as a potential key to survival. Do not label fights as \"waste\" if they might tip the balance against the Boss.\n- Calculate: (Current HP - Boss Damage). If <= 0, you MUST find more HP or Stats (ATK/DEF) to lower Boss damage.\n\nGOAL: reach the floor's objective (kill the boss if there is one) alive with as much HP as possible. Think about the whole floor before each move: which stat/HP items are still out there, what the boss costs now versus after collecting them, and which fights are truly on the way.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>\n```","violations":[],"s":72.4},"accepted":true},{"iteration":2,"prompt":"You play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Each turn the engine lists every legal action with exact numbers; you answer with one action number.\n\nCOMBAT (exact, deterministic, turn-based):\n- You and the monster trade hits in rounds; you strike first.\n- Your hit = heroATK - monDEF. If heroATK <= monDEF you deal no damage and cannot win.\n- Monster hit = monATK - heroDEF. If heroDEF >= monATK the fight costs 0 HP.\n- rounds = ceil(monHP / your hit); total cost = rounds x monster hit. The list shows it as damage= and hpAfter=.\n- Special abilities: [magic-atk] ignores your DEF; [Nx-combo] multiplies the monster's hit; [first-strike] adds one extra monster hit.\n\nREADING THE ACTION LIST:\n- damage / hpAfter are exact for your current stats. [FREE if DEF>=X] tells you how much DEF makes that fight free.\n- min-cost@maxStats tells you the fight's cost after collecting EVERY remaining stat item on the floor.\n- CRITICAL: If damage is much higher than min-cost@maxStats, you MUST delay this fight until you collect those stats.\n- The indented tree under a fight or door shows what it unlocks (items, keys, doors, further enemies). lookahead = value of what it unlocks; effCost = damage - lookahead.\n- [OPTIONAL] means the enemy does not block the path, BUT if it drops stats/HP that help you survive the Boss, it is MANDATORY. Do not skip [OPTIONAL] fights if they improve Boss viability.\n- [DEAD END] doors unlock nothing useful. [LETHAL] means hpAfter <= 0.\n\nPRIORITIES:\n1. Free Resources First. Collect Stat Items and HP Potions BEFORE paying HP for fights. If a door unlocks free HP or Stats, open it before fighting enemies that the HP/Stats would make cheaper.\n2. Compare damage vs min-cost@maxStats. If a fight's current damage is significantly higher than its min-cost, delay the fight. Collect the stats that lower the cost first.\n3. When several fights all make progress, take the one with the lowest effCost (it already accounts for what the fight unlocks); a fight with lookahead=0 that unlocks nothing new is almost never the right first move.\n4. Never fight a monster that costs more than 40% of your current HP unless nothing else on the floor can still make progress.\n5. Keys are scarce: open a door only when what it unlocks is needed.\n6. Boss Viability is Paramount. Your goal is to kill the boss ALIVE. Reaching the boss chamber is useless if you die.\n\nBOSS STRATEGY (HARD CONSTRAINTS):\n- NEVER choose the Boss action if hpAfter <= 0 or if marked [LETHAL]. This is an INVALID move.\n- Before choosing the Boss, verify ALL other actions that give HP/Stats have been taken. If any fight/door unlocks HP or Stats that reduce Boss damage, take it first.\n- If the Boss is lethal, treat every other action as a potential key to survival. Do not label fights as \"waste\" if they might tip the balance against the Boss.\n- Calculate: (Current HP - Boss Damage). If <= 0, you MUST find more HP or Stats (ATK/DEF) to lower Boss damage.\n\nGOAL: reach the floor's objective (kill the boss if there is one) alive with as much HP as possible. Think about the whole floor before each move: which stat/HP items are still out there, what the boss costs now versus after collecting them, and which fights are truly on the way.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>","score":0.5769,"rollouts":[{"objective":0.5769,"success":true,"final_hp":2,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260927_233037_263916_simple_llm.json"},{"objective":0.5769,"success":true,"final_hp":2,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260927_233513_520659_simple_llm.json"}],"eval_s":550.8,"reflection":{"response":"\n\nDIAGNOSIS:\n- **Static Boss Damage Assumption**: At T35, the agent skipped an optional stat fight (Red Slime) because `Current HP - Fight Cost < Current Boss Damage`. It failed to recalculate Boss Damage *after* acquiring the stat, which would likely have reduced Boss Damage enough to survive with a better margin.\n- **Misapplication of 'Optional' Rule**: The prompt says optional fights with stats are mandatory if they improve Boss viability. The agent treated them as skippable if they threatened *current* HP margin, ignoring that the stat gain improves the margin against the Boss.\n- **Hallucinated Door Costs**: Reasoning occasionally attributed HP costs to opening doors (T22), confusing key usage with HP loss. Doors cost Keys, not HP.\n\n```\nYou play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Each turn the engine lists every legal action with exact numbers; you answer with one action number.\n\nCOMBAT (exact, deterministic, turn-based):\n- You and the monster trade hits in rounds; you strike first.\n- Your hit = heroATK - monDEF. If heroATK <= monDEF you deal no damage and cannot win.\n- Monster hit = monATK - heroDEF. If heroDEF >= monATK the fight costs 0 HP.\n- rounds = ceil(monHP / your hit); total cost = rounds x monster hit. The list shows it as damage= and hpAfter=.\n- Special abilities: [magic-atk] ignores your DEF; [Nx-combo] multiplies the monster's hit; [first-strike] adds one extra monster hit.\n\nREADING THE ACTION LIST:\n- damage / hpAfter are exact for your current stats. [FREE if DEF>=X] tells you how much DEF makes that fight free.\n- min-cost@maxStats tells you the fight's cost after collecting EVERY remaining stat item on the floor.\n- CRITICAL: If damage is much higher than min-cost@maxStats, you MUST delay this fight until you collect those stats.\n- The indented tree under a fight or door shows what it unlocks (items, keys, doors, further enemies). lookahead = value of what it unlocks; effCost = damage - lookahead.\n- [OPTIONAL] means the enemy does not block the path, BUT if it drops stats/HP that help you survive the Boss, it is MANDATORY.\n- Doors cost Keys, NOT HP. Do not hallucinate HP costs for opening doors.\n\nPRIORITIES:\n1. Free Resources First. Collect Stat Items and HP Potions BEFORE paying HP for fights. If a door unlocks free HP or Stats, open it before fighting enemies that the HP/Stats would make cheaper.\n2. Compare damage vs min-cost@maxStats. If a fight's current damage is significantly higher than its min-cost, delay the fight. Collect the stats that lower the cost first.\n3. When several fights all make progress, take the one with the lowest effCost (it already accounts for what the fight unlocks); a fight with lookahead=0 that unlocks nothing new is almost never the right first move.\n4. Never fight a monster that costs more than 40% of your current HP unless it unlocks Stats/HP needed to survive the Boss.\n5. Keys are scarce: open a door only when what it unlocks is needed.\n6. Boss Viability is Paramount. Your goal is to kill the boss ALIVE. Reaching the boss chamber is useless if you die.\n\nBOSS STRATEGY (HARD CONSTRAINTS):\n- NEVER choose the Boss action if hpAfter <= 0 or if marked [LETHAL]. This is an INVALID move.\n- Before choosing the Boss, verify ALL other actions that give HP/Stats have been taken. If any fight/door unlocks HP or Stats that reduce Boss damage, take it first.\n- OPTIONAL FIGHT CALCULATION: When evaluating an [OPTIONAL] fight that drops Stats/HP:\n  1. Estimate Boss Damage *after* collecting the stat (Boss Dmg reduces if your DEF/ATK increases).\n  2. If (Current HP - Fight Cost) > (Estimated New Boss Damage), the fight is MANDATORY.\n  3. Do NOT skip based on Current Boss Damage alone. You must account for the damage reduction the stat provides.\n- If the Boss is lethal, treat every other action as a potential key to survival. Do not label fights as \"waste\" if they might tip the balance against the Boss.\n- Calculate: (Current HP - Boss Damage). If <= 0, you MUST find more HP or Stats (ATK/DEF) to lower Boss damage.\n\nGOAL: reach the floor's objective (kill the boss if there is one) alive with as much HP as possible. Think about the whole floor before each move: which stat/HP items are still out there, what the boss costs now versus after collecting them, and which fights are truly on the way.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>\n```","violations":[],"s":95.2},"accepted":true},{"iteration":3,"prompt":"You play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Each turn the engine lists every legal action with exact numbers; you answer with one action number.\n\nCOMBAT (exact, deterministic, turn-based):\n- You and the monster trade hits in rounds; you strike first.\n- Your hit = heroATK - monDEF. If heroATK <= monDEF you deal no damage and cannot win.\n- Monster hit = monATK - heroDEF. If heroDEF >= monATK the fight costs 0 HP.\n- rounds = ceil(monHP / your hit); total cost = rounds x monster hit. The list shows it as damage= and hpAfter=.\n- Special abilities: [magic-atk] ignores your DEF; [Nx-combo] multiplies the monster's hit; [first-strike] adds one extra monster hit.\n\nREADING THE ACTION LIST:\n- damage / hpAfter are exact for your current stats. [FREE if DEF>=X] tells you how much DEF makes that fight free.\n- min-cost@maxStats tells you the fight's cost after collecting EVERY remaining stat item on the floor.\n- CRITICAL: If damage is much higher than min-cost@maxStats, you MUST delay this fight until you collect those stats.\n- The indented tree under a fight or door shows what it unlocks (items, keys, doors, further enemies). lookahead = value of what it unlocks; effCost = damage - lookahead.\n- [OPTIONAL] means the enemy does not block the path, BUT if it drops stats/HP that help you survive the Boss, it is MANDATORY.\n- Doors cost Keys, NOT HP. Do not hallucinate HP costs for opening doors.\n\nPRIORITIES:\n1. Free Resources First. Collect Stat Items and HP Potions BEFORE paying HP for fights. If a door unlocks free HP or Stats, open it before fighting enemies that the HP/Stats would make cheaper.\n2. Compare damage vs min-cost@maxStats. If a fight's current damage is significantly higher than its min-cost, delay the fight. Collect the stats that lower the cost first.\n3. When several fights all make progress, take the one with the lowest effCost (it already accounts for what the fight unlocks); a fight with lookahead=0 that unlocks nothing new is almost never the right first move.\n4. Never fight a monster that costs more than 40% of your current HP unless it unlocks Stats/HP needed to survive the Boss.\n5. Keys are scarce: open a door only when what it unlocks is needed.\n6. Boss Viability is Paramount. Your goal is to kill the boss ALIVE. Reaching the boss chamber is useless if you die.\n\nBOSS STRATEGY (HARD CONSTRAINTS):\n- NEVER choose the Boss action if hpAfter <= 0 or if marked [LETHAL]. This is an INVALID move.\n- Before choosing the Boss, verify ALL other actions that give HP/Stats have been taken. If any fight/door unlocks HP or Stats that reduce Boss damage, take it first.\n- OPTIONAL FIGHT CALCULATION: When evaluating an [OPTIONAL] fight that drops Stats/HP:\n  1. Estimate Boss Damage *after* collecting the stat (Boss Dmg reduces if your DEF/ATK increases).\n  2. If (Current HP - Fight Cost) > (Estimated New Boss Damage), the fight is MANDATORY.\n  3. Do NOT skip based on Current Boss Damage alone. You must account for the damage reduction the stat provides.\n- If the Boss is lethal, treat every other action as a potential key to survival. Do not label fights as \"waste\" if they might tip the balance against the Boss.\n- Calculate: (Current HP - Boss Damage). If <= 0, you MUST find more HP or Stats (ATK/DEF) to lower Boss damage.\n\nGOAL: reach the floor's objective (kill the boss if there is one) alive with as much HP as possible. Think about the whole floor before each move: which stat/HP items are still out there, what the boss costs now versus after collecting them, and which fights are truly on the way.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>","score":0.325,"rollouts":[{"objective":0.325,"success":false,"final_hp":550,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260927_234123_280105_simple_llm.json"},{"objective":0.325,"success":false,"final_hp":573,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260927_234624_450523_simple_llm.json"}],"eval_s":607.2}],"best_prompt":"You play Magic Tower (MOTA): a deterministic, turn-based dungeon game on ONE floor. Each turn the engine lists every legal action with exact numbers; you answer with one action number.\n\nCOMBAT (exact, deterministic, turn-based):\n- You and the monster trade hits in rounds; you strike first.\n- Your hit = heroATK - monDEF. If heroATK <= monDEF you deal no damage and cannot win.\n- Monster hit = monATK - heroDEF. If heroDEF >= monATK the fight costs 0 HP.\n- rounds = ceil(monHP / your hit); total cost = rounds x monster hit. The list shows it as damage= and hpAfter=.\n- Special abilities: [magic-atk] ignores your DEF; [Nx-combo] multiplies the monster's hit; [first-strike] adds one extra monster hit.\n\nREADING THE ACTION LIST:\n- damage / hpAfter are exact for your current stats. [FREE if DEF>=X] tells you how much DEF makes that fight free.\n- min-cost@maxStats tells you the fight's cost after collecting EVERY remaining stat item on the floor.\n- CRITICAL: If damage is much higher than min-cost@maxStats, you MUST delay this fight until you collect those stats.\n- The indented tree under a fight or door shows what it unlocks (items, keys, doors, further enemies). lookahead = value of what it unlocks; effCost = damage - lookahead.\n- [OPTIONAL] means the enemy does not block the path, BUT if it drops stats/HP that help you survive the Boss, it is MANDATORY. Do not skip [OPTIONAL] fights if they improve Boss viability.\n- [DEAD END] doors unlock nothing useful. [LETHAL] means hpAfter <= 0.\n\nPRIORITIES:\n1. Free Resources First. Collect Stat Items and HP Potions BEFORE paying HP for fights. If a door unlocks free HP or Stats, open it before fighting enemies that the HP/Stats would make cheaper.\n2. Compare damage vs min-cost@maxStats. If a fight's current damage is significantly higher than its min-cost, delay the fight. Collect the stats that lower the cost first.\n3. When several fights all make progress, take the one with the lowest effCost (it already accounts for what the fight unlocks); a fight with lookahead=0 that unlocks nothing new is almost never the right first move.\n4. Never fight a monster that costs more than 40% of your current HP unless nothing else on the floor can still make progress.\n5. Keys are scarce: open a door only when what it unlocks is needed.\n6. Boss Viability is Paramount. Your goal is to kill the boss ALIVE. Reaching the boss chamber is useless if you die.\n\nBOSS STRATEGY (HARD CONSTRAINTS):\n- NEVER choose the Boss action if hpAfter <= 0 or if marked [LETHAL]. This is an INVALID move.\n- Before choosing the Boss, verify ALL other actions that give HP/Stats have been taken. If any fight/door unlocks HP or Stats that reduce Boss damage, take it first.\n- If the Boss is lethal, treat every other action as a potential key to survival. Do not label fights as \"waste\" if they might tip the balance against the Boss.\n- Calculate: (Current HP - Boss Damage). If <= 0, you MUST find more HP or Stats (ATK/DEF) to lower Boss damage.\n\nGOAL: reach the floor's objective (kill the boss if there is one) alive with as much HP as possible. Think about the whole floor before each move: which stat/HP items are still out there, what the boss costs now versus after collecting them, and which fights are truly on the way.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>","best_score":0.5769,"updated":"2026-09-28T01:51:30.515993","finished":"2026-09-28T01:51:30.515993"}