{"label":"cgepa_tower_35b","method":"constrained-linear-gepa","floor":null,"tower":["MT0","MT23w"],"preset":"qwen3.6-35b","task_model":"qwen3.6-35b-a3b","reflection_model":"qwen3.5-397b-a17b","rollouts":1,"seed_file":"tower_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":"2","MOTA_MULTI_FLOOR_MAX_TURNS":"1500"},"iterations":[{"iteration":0,"prompt":"You play Magic Tower (MOTA): a deterministic, turn-based dungeon game across many floors. Each turn the engine lists every legal action with exact numbers; you answer with one action number. You do not have to kill every monster — the tower is designed so that some monsters are only worth fighting later, after stat upgrades.\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 — only more ATK helps.\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 a fight free; [WINNABLE at ATK>=X] tells you how much ATK makes a [LETHAL] fight winnable.\n- The indented tree under a fight or door shows what it unlocks (items, keys, doors, shops, stairs, further enemies). lookahead = value of what it unlocks; effCost = damage - lookahead.\n- [use_stairs] shows a preview of the next floor. [return_to_floor] takes you back to an earlier floor whose leftovers are listed (cheapest fights, items, doors); climbing back costs one stairs action per floor and no HP. Stat items and shop upgrades show their cross-floor value (which fights elsewhere become winnable or free).\n- [shop_buy] lists what a discovered shop sells and the price in gold or EXP; a shop found once is usable from any floor.\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. [LETHAL] means hpAfter <= 0.\n\nPRIORITIES:\n1. Scout first. If an up-staircase is available and the next floor has not been visited yet, take it before spending HP or resources on the current floor: seeing the next floor tells you which stats you need and where the cheap fights are. Come back down for specific fights and items once your stats make them cheap.\n2. Stat items and stat upgrades first. Every +1 DEF lowers every future fight; every +1 ATK lowers the rounds. Prefer routes to stat items over fights that get cheaper afterwards.\n3. Shops: NEVER buy HP. NEVER buy a level-up from the EXP shop. Buy DEF before ATK — except that your ATK must always stay above the highest monster DEF among the fights you currently need (a monster whose DEF >= your ATK cannot be damaged at all); when it does not, buy ATK until it does. Spend gold and EXP as soon as a useful DEF/ATK purchase is affordable.\n4. Never fight a monster that costs more than 40% of your current HP unless nothing else across all floors can still make progress and all gold/EXP is already spent.\n5. Never pay HP for a fight that unlocks nothing you need (no item, key, door, shop or stairs behind it). Free fights (0 HP) are always fine — they pay gold and EXP. When several fights all make progress, take the one with the lowest effCost.\n6. Keys are scarce and doors outnumber keys: open a door only when what it unlocks is needed now.\n\nGOAL: climb as high as possible without dying. Think across floors before each move: what does the next floor need, which earlier floors hold cheap fights or items now, and what should the gold/EXP buy.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>\n","score":3.0001,"rollouts":[{"objective":3.0001,"success":false,"final_hp":10,"hero_atk":20,"hero_def":10,"max_floor_id":"MT3","floors_reached":3,"failure_reason":"Stuck — only unwinnable fight remains","run_log":"20260927_231007_475268_MT0-MT23w_llm.json"}],"eval_s":174.7,"reflection":{"response":"\n\nDIAGNOSIS:\n- **HP Budget Violation:** Agent fought a monster costing >80% HP (Skeleton) violating the 40% rule (Priority 4), leaving insufficient buffer for subsequent fights.\n- **Scouting Failure:** Agent engaged MT3 fights without visiting MT4 first, violating Priority 1 (Scout next floor before spending HP).\n- **Stat Priority Error:** Agent prioritized ATK (Iron Sword) over DEF upgrades, ignoring that higher DEF would have reduced fight costs significantly (Priority 2 & 3).\n- **Annotation Misread:** Ignored `[FREE if DEF>=X]` annotations; fought battles where DEF was too low instead of seeking upgrades to meet the threshold.\n- **EffCost Misapplication:** Prioritized negative `effCost` (item gain) over immediate survival, failing to weigh HP remaining against future needs.\n\n```\nYou play Magic Tower (MOTA): a deterministic, turn-based dungeon game across many floors. Each turn the engine lists every legal action with exact numbers; you answer with one action number. You do not have to kill every monster — the tower is designed so that some monsters are only worth fighting later, after stat upgrades.\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 — only more ATK helps.\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 a fight free; [WINNABLE at ATK>=X] tells you how much ATK makes a [LETHAL] fight winnable.\n- The indented tree under a fight or door shows what it unlocks (items, keys, doors, shops, stairs, further enemies). lookahead = value of what it unlocks; effCost = damage - lookahead.\n- [use_stairs] shows a preview of the next floor. [return_to_floor] takes you back to an earlier floor whose leftovers are listed (cheapest fights, items, doors); climbing back costs one stairs action per floor and no HP. Stat items and shop upgrades show their cross-floor value (which fights elsewhere become winnable or free).\n- [shop_buy] lists what a discovered shop sells and the price in gold or EXP; a shop found once is usable from any floor.\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. [LETHAL] means hpAfter <= 0.\n\nPRIORITIES:\n1. Scout first. ALWAYS take [use_stairs] to an unvisited next floor before any fight costing >0 HP on the current floor. Seeing the next floor tells you which stats you need and where the cheap fights are. Come back down for specific fights and items once your stats make them cheap.\n2. Stat items and stat upgrades first. Every +1 DEF lowers every future fight; every +1 ATK lowers the rounds. Prefer routes to stat items over fights that get cheaper afterwards. If a fight is not [FREE], check if a DEF upgrade exists elsewhere that would make it [FREE] or cheaper.\n3. Shops: NEVER buy HP. NEVER buy a level-up from the EXP shop. Buy DEF before ATK — except that your ATK must always stay above the highest monster DEF among the fights you currently need (a monster whose DEF >= your ATK cannot be damaged at all); when it does not, buy ATK until it does. Spend gold and EXP as soon as a useful DEF/ATK purchase is affordable.\n4. HP Budget Hard Cap: Never fight a monster that costs more than 40% of your current HP unless it unlocks a stat item that reduces future costs AND leaves >20% HP buffer. Negative effCost does not justify lethal HP risk.\n5. Never pay HP for a fight that unlocks nothing you need (no item, key, door, shop or stairs behind it). Free fights (0 HP) are always fine — they pay gold and EXP. When several fights all make progress, take the one with the lowest effCost.\n6. Keys are scarce and doors outnumber keys: open a door only when what it unlocks is needed now.\n\nGOAL: climb as high as possible without dying. Think across floors before each move: what does the next floor need, which earlier floors hold cheap fights or items now, and what should the gold/EXP buy.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>\n```","violations":[],"s":55.8},"accepted":true},{"iteration":1,"prompt":"You play Magic Tower (MOTA): a deterministic, turn-based dungeon game across many floors. Each turn the engine lists every legal action with exact numbers; you answer with one action number. You do not have to kill every monster — the tower is designed so that some monsters are only worth fighting later, after stat upgrades.\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 — only more ATK helps.\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 a fight free; [WINNABLE at ATK>=X] tells you how much ATK makes a [LETHAL] fight winnable.\n- The indented tree under a fight or door shows what it unlocks (items, keys, doors, shops, stairs, further enemies). lookahead = value of what it unlocks; effCost = damage - lookahead.\n- [use_stairs] shows a preview of the next floor. [return_to_floor] takes you back to an earlier floor whose leftovers are listed (cheapest fights, items, doors); climbing back costs one stairs action per floor and no HP. Stat items and shop upgrades show their cross-floor value (which fights elsewhere become winnable or free).\n- [shop_buy] lists what a discovered shop sells and the price in gold or EXP; a shop found once is usable from any floor.\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. [LETHAL] means hpAfter <= 0.\n\nPRIORITIES:\n1. Scout first. ALWAYS take [use_stairs] to an unvisited next floor before any fight costing >0 HP on the current floor. Seeing the next floor tells you which stats you need and where the cheap fights are. Come back down for specific fights and items once your stats make them cheap.\n2. Stat items and stat upgrades first. Every +1 DEF lowers every future fight; every +1 ATK lowers the rounds. Prefer routes to stat items over fights that get cheaper afterwards. If a fight is not [FREE], check if a DEF upgrade exists elsewhere that would make it [FREE] or cheaper.\n3. Shops: NEVER buy HP. NEVER buy a level-up from the EXP shop. Buy DEF before ATK — except that your ATK must always stay above the highest monster DEF among the fights you currently need (a monster whose DEF >= your ATK cannot be damaged at all); when it does not, buy ATK until it does. Spend gold and EXP as soon as a useful DEF/ATK purchase is affordable.\n4. HP Budget Hard Cap: Never fight a monster that costs more than 40% of your current HP unless it unlocks a stat item that reduces future costs AND leaves >20% HP buffer. Negative effCost does not justify lethal HP risk.\n5. Never pay HP for a fight that unlocks nothing you need (no item, key, door, shop or stairs behind it). Free fights (0 HP) are always fine — they pay gold and EXP. When several fights all make progress, take the one with the lowest effCost.\n6. Keys are scarce and doors outnumber keys: open a door only when what it unlocks is needed now.\n\nGOAL: climb as high as possible without dying. Think across floors before each move: what does the next floor need, which earlier floors hold cheap fights or items now, and what should the gold/EXP buy.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>","score":7.0196,"rollouts":[{"objective":7.01959,"success":false,"final_hp":1959,"hero_atk":29,"hero_def":39,"max_floor_id":"MT7","floors_reached":7,"failure_reason":"Stuck — only lethal/unwinnable actions remain (LLM chose Fight Red Bat at (3,3) dmg=999999999)","run_log":"20260927_231357_916259_MT0-MT23w_llm.json"}],"eval_s":1201.9,"reflection":{"response":"\n\nDIAGNOSIS:\n- **Ignored Farming Opportunity:** At T164/T165, the agent returned to MT5 noting 3 winnable fights (16 HP) but immediately ascended (T165) without clearing them, missing crucial stat/gold accumulation needed for MT7.\n- **Violated HP Budget:** The final action (999M damage) blatantly violated the 40% HP cap and [LETHAL] avoidance rules, indicating a failure to recognize unwinnable states when desperate.\n- **Weak Fallback Logic:** When stuck on MT7, the agent chose a lethal fight instead of [return_to_floor] to farm lower floors, suggesting missing instruction on \"what to do when stuck\".\n- **ATK/DEF Check:** Likely failed to maintain ATK > Monster DEF, leading to 0 damage scenarios (implied by \"unwinnable actions remain\").\n- **Scouting vs. Farming Balance:** Priority 1 forced stairs even when the next floor was visited; the agent needs to distinguish between scouting *new* floors vs. climbing *visited* floors.\n- **Stat Thresholds:** Did not ensure ATK > Monster DEF before ascending, leading to unwinnable states (0 damage dealt).\n\n```\nYou play Magic Tower (MOTA): a deterministic, turn-based dungeon game across many floors. Each turn the engine lists every legal action with exact numbers; you answer with one action number. You do not have to kill every monster — the tower is designed so that some monsters are only worth fighting later, after stat upgrades.\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 — only more ATK helps.\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 a fight free; [WINNABLE at ATK>=X] tells you how much ATK makes a [LETHAL] fight winnable.\n- The indented tree under a fight or door shows what it unlocks (items, keys, doors, shops, stairs, further enemies). lookahead = value of what it unlocks; effCost = damage - lookahead.\n- [use_stairs] shows a preview of the next floor. [return_to_floor] takes you back to an earlier floor whose leftovers are listed (cheapest fights, items, doors); climbing back costs one stairs action per floor and no HP. Stat items and shop upgrades show their cross-floor value (which fights elsewhere become winnable or free).\n- [shop_buy] lists what a discovered shop sells and the price in gold or EXP; a shop found once is usable from any floor.\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. [LETHAL] means hpAfter <= 0.\n\nPRIORITIES:\n1. Scout New Floors First. ALWAYS take [use_stairs] to an UNVISITED next floor before any fight costing >0 HP on the current floor. Seeing the next floor tells you which stats you need. If the next floor is already VISITED, do not auto-climb; evaluate current floor fights first.\n2. Farm Before Ascending. When you [return_to_floor], prioritize clearing the listed cheap fights/items (especially those <10% HP) before using stairs again. Do not leave a floor with easy stats/gold uncollected if you need them for higher floors.\n3. Stat items and stat upgrades first. Every +1 DEF lowers every future fight; every +1 ATK lowers the rounds. Prefer routes to stat items over fights that get cheaper afterwards. If a fight is not [FREE], check if a DEF upgrade exists elsewhere that would make it [FREE] or cheaper.\n4. Shops: NEVER buy HP. NEVER buy a level-up from the EXP shop. Buy DEF before ATK — except that your ATK must always stay above the highest monster DEF among the fights you currently need (a monster whose DEF >= your ATK cannot be damaged at all); when it does not, buy ATK until it does. Spend gold and EXP as soon as a useful DEF/ATK purchase is affordable.\n5. HP Budget Hard Cap: Never fight a monster that costs more than 40% of your current HP unless it unlocks a stat item that reduces future costs AND leaves >20% HP buffer. Negative effCost does not justify lethal HP risk.\n6. Stuck State Protocol: If ALL actions on the current floor exceed the 40% HP cap or are marked [LETHAL], you MUST [return_to_floor] to farm cheaper options. NEVER choose [LETHAL] unless explicitly stated as the only win condition (e.g. final boss).\n7. Keys are scarce and doors outnumber keys: open a door only when what it unlocks is needed now.\n\nGOAL: climb as high as possible without dying. Think across floors before each move: what does the next floor need, which earlier floors hold cheap fights or items now, and what should the gold/EXP buy.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>\n```","violations":[],"s":59.2},"accepted":true},{"iteration":2,"prompt":"You play Magic Tower (MOTA): a deterministic, turn-based dungeon game across many floors. Each turn the engine lists every legal action with exact numbers; you answer with one action number. You do not have to kill every monster — the tower is designed so that some monsters are only worth fighting later, after stat upgrades.\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 — only more ATK helps.\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 a fight free; [WINNABLE at ATK>=X] tells you how much ATK makes a [LETHAL] fight winnable.\n- The indented tree under a fight or door shows what it unlocks (items, keys, doors, shops, stairs, further enemies). lookahead = value of what it unlocks; effCost = damage - lookahead.\n- [use_stairs] shows a preview of the next floor. [return_to_floor] takes you back to an earlier floor whose leftovers are listed (cheapest fights, items, doors); climbing back costs one stairs action per floor and no HP. Stat items and shop upgrades show their cross-floor value (which fights elsewhere become winnable or free).\n- [shop_buy] lists what a discovered shop sells and the price in gold or EXP; a shop found once is usable from any floor.\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. [LETHAL] means hpAfter <= 0.\n\nPRIORITIES:\n1. Scout New Floors First. ALWAYS take [use_stairs] to an UNVISITED next floor before any fight costing >0 HP on the current floor. Seeing the next floor tells you which stats you need. If the next floor is already VISITED, do not auto-climb; evaluate current floor fights first.\n2. Farm Before Ascending. When you [return_to_floor], prioritize clearing the listed cheap fights/items (especially those <10% HP) before using stairs again. Do not leave a floor with easy stats/gold uncollected if you need them for higher floors.\n3. Stat items and stat upgrades first. Every +1 DEF lowers every future fight; every +1 ATK lowers the rounds. Prefer routes to stat items over fights that get cheaper afterwards. If a fight is not [FREE], check if a DEF upgrade exists elsewhere that would make it [FREE] or cheaper.\n4. Shops: NEVER buy HP. NEVER buy a level-up from the EXP shop. Buy DEF before ATK — except that your ATK must always stay above the highest monster DEF among the fights you currently need (a monster whose DEF >= your ATK cannot be damaged at all); when it does not, buy ATK until it does. Spend gold and EXP as soon as a useful DEF/ATK purchase is affordable.\n5. HP Budget Hard Cap: Never fight a monster that costs more than 40% of your current HP unless it unlocks a stat item that reduces future costs AND leaves >20% HP buffer. Negative effCost does not justify lethal HP risk.\n6. Stuck State Protocol: If ALL actions on the current floor exceed the 40% HP cap or are marked [LETHAL], you MUST [return_to_floor] to farm cheaper options. NEVER choose [LETHAL] unless explicitly stated as the only win condition (e.g. final boss).\n7. Keys are scarce and doors outnumber keys: open a door only when what it unlocks is needed now.\n\nGOAL: climb as high as possible without dying. Think across floors before each move: what does the next floor need, which earlier floors hold cheap fights or items now, and what should the gold/EXP buy.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>","score":7.0375,"rollouts":[{"objective":7.03746,"success":false,"final_hp":3746,"hero_atk":32,"hero_def":50,"max_floor_id":"MT7","floors_reached":7,"failure_reason":"Stuck — only lethal/unwinnable actions remain (LLM chose Fight Skeleton Captain at (9,3) dmg=999999999)","run_log":"20260927_233459_125646_MT0-MT23w_llm.json"}],"eval_s":1377.6,"reflection":{"response":"\n\n**Diagnosis of Failures:**\n*   **Misapplied Scouting Rule:** The agent repeatedly climbed to a *visited* floor (T183–T192) despite making no progress, treating it as if it were unvisited. The prompt's \"Scout New Floors\" rule was executed even when the next floor was already known and blocked.\n*   **Ignored [LETHAL] Tags:** The final outcome shows the agent chose a fight with damage=999999999 ([LETHAL]), violating the hard survival constraint. The agent failed to recognize that `hpAfter <= 0` is an absolute forbidden state.\n*   **Failed Farming Protocol:** When stuck on a floor with no safe progress, the agent did not sufficiently prioritize `[return_to_floor]` to farm cheaper stats from previous floors before attempting hard fights.\n*   **Priority Conflict:** \"Scout New Floors\" was prioritized over \"Farm Before Ascending\" and \"Stuck State Protocol\" even when the next floor was visited and offered no safe actions, causing a loop until a lethal choice was made.\n\n```\nYou play Magic Tower (MOTA): a deterministic, turn-based dungeon game across many floors. Each turn the engine lists every legal action with exact numbers; you answer with one action number. You do not have to kill every monster — the tower is designed so that some monsters are only worth fighting later, after stat upgrades.\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 — only more ATK helps.\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 a fight free; [WINNABLE at ATK>=X] tells you how much ATK makes a [LETHAL] fight winnable.\n- The indented tree under a fight or door shows what it unlocks (items, keys, doors, shops, stairs, further enemies). lookahead = value of what it unlocks; effCost = damage - lookahead.\n- [use_stairs] shows a preview of the next floor. [return_to_floor] takes you back to an earlier floor whose leftovers are listed (cheapest fights, items, doors); climbing back costs one stairs action per floor and no HP. Stat items and shop upgrades show their cross-floor value.\n- [shop_buy] lists what a discovered shop sells and the price in gold or EXP; a shop found once is usable from any floor.\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. [LETHAL] means hpAfter <= 0 (instant death).\n\nPRIORITIES:\n1. Scout UNVISITED Floors Only. ALWAYS take [use_stairs] to an UNVISITED next floor before any fight costing >0 HP on the current floor. IF the next floor is already VISITED, do NOT auto-climb; evaluate current floor fights and [return_to_floor] options first.\n2. Stuck State Protocol (CRITICAL). If ALL progress actions on the current floor are [LETHAL] or exceed the 40% HP cap, you MUST [return_to_floor] to farm cheaper options. NEVER choose [LETHAL] (hpAfter <= 0) under any circumstance unless it is the explicit final win condition.\n3. Farm Before Ascending. When you [return_to_floor], prioritize clearing the listed cheap fights/items (especially those <10% HP) before using stairs again. Do not leave a floor with easy stats/gold uncollected if you need them for higher floors.\n4. Stat items and stat upgrades first. Every +1 DEF lowers every future fight; every +1 ATK lowers the rounds. Prefer routes to stat items over fights that get cheaper afterwards. If a fight is not [FREE], check if a DEF upgrade exists elsewhere that would make it [FREE] or cheaper.\n5. Shops: NEVER buy HP. NEVER buy a level-up from the EXP shop. Buy DEF before ATK — except that your ATK must always stay above the highest monster DEF among the fights you currently need (a monster whose DEF >= your ATK cannot be damaged at all); when it does not, buy ATK until it does. Spend gold and EXP as soon as a useful DEF/ATK purchase is affordable.\n6. HP Budget Hard Cap: Never fight a monster that costs more than 40% of your current HP unless it unlocks a stat item that reduces future costs AND leaves >20% HP buffer. Negative effCost does not justify lethal HP risk.\n7. Keys are scarce and doors outnumber keys: open a door only when what it unlocks is needed now.\n\nGOAL: climb as high as possible without dying. Think across floors before each move: what does the next floor need, which earlier floors hold cheap fights or items now, and what should the gold/EXP buy.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>\n```","violations":[],"s":67.7},"accepted":true},{"iteration":3,"prompt":"You play Magic Tower (MOTA): a deterministic, turn-based dungeon game across many floors. Each turn the engine lists every legal action with exact numbers; you answer with one action number. You do not have to kill every monster — the tower is designed so that some monsters are only worth fighting later, after stat upgrades.\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 — only more ATK helps.\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 a fight free; [WINNABLE at ATK>=X] tells you how much ATK makes a [LETHAL] fight winnable.\n- The indented tree under a fight or door shows what it unlocks (items, keys, doors, shops, stairs, further enemies). lookahead = value of what it unlocks; effCost = damage - lookahead.\n- [use_stairs] shows a preview of the next floor. [return_to_floor] takes you back to an earlier floor whose leftovers are listed (cheapest fights, items, doors); climbing back costs one stairs action per floor and no HP. Stat items and shop upgrades show their cross-floor value.\n- [shop_buy] lists what a discovered shop sells and the price in gold or EXP; a shop found once is usable from any floor.\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. [LETHAL] means hpAfter <= 0 (instant death).\n\nPRIORITIES:\n1. Scout UNVISITED Floors Only. ALWAYS take [use_stairs] to an UNVISITED next floor before any fight costing >0 HP on the current floor. IF the next floor is already VISITED, do NOT auto-climb; evaluate current floor fights and [return_to_floor] options first.\n2. Stuck State Protocol (CRITICAL). If ALL progress actions on the current floor are [LETHAL] or exceed the 40% HP cap, you MUST [return_to_floor] to farm cheaper options. NEVER choose [LETHAL] (hpAfter <= 0) under any circumstance unless it is the explicit final win condition.\n3. Farm Before Ascending. When you [return_to_floor], prioritize clearing the listed cheap fights/items (especially those <10% HP) before using stairs again. Do not leave a floor with easy stats/gold uncollected if you need them for higher floors.\n4. Stat items and stat upgrades first. Every +1 DEF lowers every future fight; every +1 ATK lowers the rounds. Prefer routes to stat items over fights that get cheaper afterwards. If a fight is not [FREE], check if a DEF upgrade exists elsewhere that would make it [FREE] or cheaper.\n5. Shops: NEVER buy HP. NEVER buy a level-up from the EXP shop. Buy DEF before ATK — except that your ATK must always stay above the highest monster DEF among the fights you currently need (a monster whose DEF >= your ATK cannot be damaged at all); when it does not, buy ATK until it does. Spend gold and EXP as soon as a useful DEF/ATK purchase is affordable.\n6. HP Budget Hard Cap: Never fight a monster that costs more than 40% of your current HP unless it unlocks a stat item that reduces future costs AND leaves >20% HP buffer. Negative effCost does not justify lethal HP risk.\n7. Keys are scarce and doors outnumber keys: open a door only when what it unlocks is needed now.\n\nGOAL: climb as high as possible without dying. Think across floors before each move: what does the next floor need, which earlier floors hold cheap fights or items now, and what should the gold/EXP buy.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>","score":7.0192,"rollouts":[{"objective":7.0192,"success":false,"final_hp":1920,"hero_atk":36,"hero_def":42,"max_floor_id":"MT7","floors_reached":7,"failure_reason":"Stuck — only lethal/unwinnable actions remain (LLM chose Fight Red Bat at (3,3) dmg=999999999)","run_log":"20260927_235904_453029_MT0-MT23w_llm.json"}],"eval_s":2534}],"best_prompt":"You play Magic Tower (MOTA): a deterministic, turn-based dungeon game across many floors. Each turn the engine lists every legal action with exact numbers; you answer with one action number. You do not have to kill every monster — the tower is designed so that some monsters are only worth fighting later, after stat upgrades.\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 — only more ATK helps.\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 a fight free; [WINNABLE at ATK>=X] tells you how much ATK makes a [LETHAL] fight winnable.\n- The indented tree under a fight or door shows what it unlocks (items, keys, doors, shops, stairs, further enemies). lookahead = value of what it unlocks; effCost = damage - lookahead.\n- [use_stairs] shows a preview of the next floor. [return_to_floor] takes you back to an earlier floor whose leftovers are listed (cheapest fights, items, doors); climbing back costs one stairs action per floor and no HP. Stat items and shop upgrades show their cross-floor value (which fights elsewhere become winnable or free).\n- [shop_buy] lists what a discovered shop sells and the price in gold or EXP; a shop found once is usable from any floor.\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. [LETHAL] means hpAfter <= 0.\n\nPRIORITIES:\n1. Scout New Floors First. ALWAYS take [use_stairs] to an UNVISITED next floor before any fight costing >0 HP on the current floor. Seeing the next floor tells you which stats you need. If the next floor is already VISITED, do not auto-climb; evaluate current floor fights first.\n2. Farm Before Ascending. When you [return_to_floor], prioritize clearing the listed cheap fights/items (especially those <10% HP) before using stairs again. Do not leave a floor with easy stats/gold uncollected if you need them for higher floors.\n3. Stat items and stat upgrades first. Every +1 DEF lowers every future fight; every +1 ATK lowers the rounds. Prefer routes to stat items over fights that get cheaper afterwards. If a fight is not [FREE], check if a DEF upgrade exists elsewhere that would make it [FREE] or cheaper.\n4. Shops: NEVER buy HP. NEVER buy a level-up from the EXP shop. Buy DEF before ATK — except that your ATK must always stay above the highest monster DEF among the fights you currently need (a monster whose DEF >= your ATK cannot be damaged at all); when it does not, buy ATK until it does. Spend gold and EXP as soon as a useful DEF/ATK purchase is affordable.\n5. HP Budget Hard Cap: Never fight a monster that costs more than 40% of your current HP unless it unlocks a stat item that reduces future costs AND leaves >20% HP buffer. Negative effCost does not justify lethal HP risk.\n6. Stuck State Protocol: If ALL actions on the current floor exceed the 40% HP cap or are marked [LETHAL], you MUST [return_to_floor] to farm cheaper options. NEVER choose [LETHAL] unless explicitly stated as the only win condition (e.g. final boss).\n7. Keys are scarce and doors outnumber keys: open a door only when what it unlocks is needed now.\n\nGOAL: climb as high as possible without dying. Think across floors before each move: what does the next floor need, which earlier floors hold cheap fights or items now, and what should the gold/EXP buy.\n\nGive a short reasoning, then end with: FINAL_CHOICE: <number>","best_score":7.03746,"updated":"2026-09-28T02:41:18.433085","finished":"2026-09-28T02:41:18.433085"}