{"label":"gs2_dsv4flash_full","method":"constrained-linear-gepa","floor":null,"floors":["simple","gen01.txt","gen02.txt"],"tower":null,"preset":"deepseek-v4-flash","task_model":"deepseek-v4-flash-0731","reflection_model":"deepseek-v4-flash-0731","rollouts":1,"seed_file":"core_rules.txt","bare_obs":false,"strategy_examples":false,"select":"best","rich_trace":true,"started":"2026-09-28T17:39:00.172379","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":1,"rollouts":[{"floor":"simple","objective":1,"success":true,"final_hp":13,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_153900_172379_simple_llm.json"},{"floor":"gen01.txt","objective":1,"success":true,"final_hp":168,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_154213_316945_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":1,"success":true,"final_hp":232,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_154414_382043_gen02.txt_llm.json"}],"eval_s":461.8,"reflection":{"response":"## Diagnosis\n\n- **Hero damage not optimized:** In episode 1 T2, agent chose Black Slime (55 dmg) over Red Slime (56 dmg) — nearly identical cost, but choosing Red Slime would have been better because it's only 1 HP more but provides better long-term value per the annotations (lookahead=261 vs 29, min-cost=15 vs 0). Agent didn't weigh lookahead/effective-cost as the primary driver.\n\n- **Ignoring the [DEAD END] annotation:** In episodes 1–2, the agent repeatedly considered opening yellow doors marked `[DEAD END - DO NOT OPEN]`. The agent should immediately exclude those actions — they never lead to useful items or progress, and the annotation is decisive.\n\n- **Treated [OPTIONAL] fights as needed:** In multiple places, agent paused to evaluate fighting monsters marked `[OPTIONAL — NOT required for boss]`, even when the reasoning said \"skip to conserve HP.\" The agent should never waste HP on optional fights once the critical path to gems/keys/potions is clear.\n\n- **Misread the [LETHAL] vs [WINNABLE] status:** In episode 2 T10 and T11, agent saw `[LETHAL]` with huge damage (999999999) and correctly avoided it, but in episode 3 T17, it briefly considered fighting Boss at 106.7% damage (lethal) before recognizing the ATK gem need. The agent should always check whether current stats make the boss fight winnable — annotations say `[WINNABLE at ATK≥X (+N)]` clearly, so use that as the gating condition.\n\n- **Over-prioritized \"collecting stat gems early\" vs using lookahead/effCost:** In episode 1 T2, agent justified fighting Black Slime based on \"opens route to gems/potions\" but ignored that Red Slime had a much better lookahead (261 vs 29) and min-cost 15@maxStats. The annotations provide the actual net value — the agent should trust those numbers over its own route speculation.\n\n- **Failed to convert HP value of items:** In episode 3 T7, agent picked the Black Slime with lookahead=36 over opening a yellow door with `net_lookahead=0`, but the door leads to a +200 HP potion and stat gems. Agent overvalued immediate safety (`[SAFE]`) and undervalued the potion's HP-equivalent value in the lookahead number.\n\n---\n\n```\nYou play Magic Tower: a single-floor, deterministic, turn-based dungeon game. Each turn, the engine gives you your HP, ATK, DEF and a numbered list of legal actions. You answer with one action number only. Your goal is to kill the boss alive, conserving as much HP as possible.\n\nCOMBAT MATH:\n- You strike first each round. Your damage per round = your ATK − monster's DEF. If your ATK ≤ monster's DEF, you deal 0 damage and can never win that fight.\n- Monster damage per round = its ATK − your DEF. If your DEF ≥ its ATK, you take 0 damage (fight is FREE).\n- Rounds continue until one side reaches 0 HP. If you reach 0, you lose.\n\nENGINE-SUPPLIED INFORMATION:\n- Each optional fight has: damage taken, HP after fight, a label ([SAFE], [MODERATE], [RISKY], [LETHAL]), a lookahead number (net HP-equivalent value of everything reachable after this fight, positive = good), an effCost (lookahead minus current fight cost; negative = this fight pays for itself), and a min-cost@maxStats (cost of the same fight after all stat gems are collected — if this is much lower than current cost, the fight is better postponed).\n- [FREE if DEF≥X] indicates a fight becomes free at that DEF; you can also read \"need +N more\" to see how far away that is.\n- [LETHAL] means you die in that fight now — never choose it.\n- [WINNABLE at ATK≥X (+N) | or HP≥Y] tells you the exact stat threshold needed to beat the boss — treat that as a hard requirement.\n- [OPTIONAL — NOT required for boss] fights should be skipped unless they are the only path to a critical item (key, stat gem, big potion).\n- [DEAD END - DO NOT OPEN] doors should never be opened.\n- Bold lines \"ORDER: take X before Y saves N HP\" tell you the optimal order between two fights — follow them.\n- \"⚡\" marks clearly optional fights; do not take them unless no other path remains.\n- Key budget lines tell you if you have enough keys — if you don't, finding the right key is a priority.\n- Items are auto-collected when you step on them (potions, gems, keys). Gems permanently raise ATK or DEF; potions restore HP.\n\nDECISION STRATEGY — use in this order:\n1. Eliminate all actions marked [LETHAL], [DEAD END], and any with damage ≥ your current HP.\n2. If the boss is [WINNABLE] now and you have collected all stat gems and potions needed, kill the boss immediately — do not waste HP on optional fights.\n3. Otherwise, identify the critical path: the chain of fights/doors that leads to the stat gems (and potions) required to make the boss fight winnable. The annotations' lookahead and effCost numbers reflect this — prefer the action with the highest lookahead or most negative effCost among candidates on the critical path.\n4. When several options are on the critical path and have similar current damage, prefer the one with the better lookahead / effCost, then lower min-cost@maxStats (i.e., that suffers less from postponing).\n5. Never pick an option just because it's \"safe\" or \"cheap now\" if it does not lead toward the required stat threshold — that wastes HP and time.\n6. Never pick an optional fight while a non-optional critical-path option exists.\n\nOUTPUT FORMAT: short reasoning, then end with:\nFINAL_CHOICE: <number>\n```","violations":[],"s":23.7},"accepted":true},{"iteration":1,"prompt":"You play Magic Tower: a single-floor, deterministic, turn-based dungeon game. Each turn, the engine gives you your HP, ATK, DEF and a numbered list of legal actions. You answer with one action number only. Your goal is to kill the boss alive, conserving as much HP as possible.\n\nCOMBAT MATH:\n- You strike first each round. Your damage per round = your ATK − monster's DEF. If your ATK ≤ monster's DEF, you deal 0 damage and can never win that fight.\n- Monster damage per round = its ATK − your DEF. If your DEF ≥ its ATK, you take 0 damage (fight is FREE).\n- Rounds continue until one side reaches 0 HP. If you reach 0, you lose.\n\nENGINE-SUPPLIED INFORMATION:\n- Each optional fight has: damage taken, HP after fight, a label ([SAFE], [MODERATE], [RISKY], [LETHAL]), a lookahead number (net HP-equivalent value of everything reachable after this fight, positive = good), an effCost (lookahead minus current fight cost; negative = this fight pays for itself), and a min-cost@maxStats (cost of the same fight after all stat gems are collected — if this is much lower than current cost, the fight is better postponed).\n- [FREE if DEF≥X] indicates a fight becomes free at that DEF; you can also read \"need +N more\" to see how far away that is.\n- [LETHAL] means you die in that fight now — never choose it.\n- [WINNABLE at ATK≥X (+N) | or HP≥Y] tells you the exact stat threshold needed to beat the boss — treat that as a hard requirement.\n- [OPTIONAL — NOT required for boss] fights should be skipped unless they are the only path to a critical item (key, stat gem, big potion).\n- [DEAD END - DO NOT OPEN] doors should never be opened.\n- Bold lines \"ORDER: take X before Y saves N HP\" tell you the optimal order between two fights — follow them.\n- \"⚡\" marks clearly optional fights; do not take them unless no other path remains.\n- Key budget lines tell you if you have enough keys — if you don't, finding the right key is a priority.\n- Items are auto-collected when you step on them (potions, gems, keys). Gems permanently raise ATK or DEF; potions restore HP.\n\nDECISION STRATEGY — use in this order:\n1. Eliminate all actions marked [LETHAL], [DEAD END], and any with damage ≥ your current HP.\n2. If the boss is [WINNABLE] now and you have collected all stat gems and potions needed, kill the boss immediately — do not waste HP on optional fights.\n3. Otherwise, identify the critical path: the chain of fights/doors that leads to the stat gems (and potions) required to make the boss fight winnable. The annotations' lookahead and effCost numbers reflect this — prefer the action with the highest lookahead or most negative effCost among candidates on the critical path.\n4. When several options are on the critical path and have similar current damage, prefer the one with the better lookahead / effCost, then lower min-cost@maxStats (i.e., that suffers less from postponing).\n5. Never pick an option just because it's \"safe\" or \"cheap now\" if it does not lead toward the required stat threshold — that wastes HP and time.\n6. Never pick an optional fight while a non-optional critical-path option exists.\n\nOUTPUT FORMAT: short reasoning, then end with:\nFINAL_CHOICE: <number>","score":0.775,"rollouts":[{"floor":"simple","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":"20260928_154705_719556_simple_llm.json"},{"floor":"gen01.txt","objective":1,"success":true,"final_hp":168,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_154951_135777_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":1,"success":true,"final_hp":232,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_155044_527542_gen02.txt_llm.json"}],"eval_s":284.1,"dropped":true,"reflection":{"response":"First, let me diagnose what went wrong in these episodes:\n\n- **Episode 3, T9:** The agent fought the Bat at (0,7) because it had a positive lookahead (140) and negative effCost (-19). However, the prompt did not emphasize that positive lookahead alone does not justify a fight — you must check if the items behind it are *needed for the boss path* or if the fight is *optional* (marked with ⚡). The Bat was actually optional (not required for boss), and the agent spent 121 HP unnecessarily, which could have been saved.\n- **Episode 3, T16:** The agent fought the Slime Lord at (7,1) even though its effCost was positive (+23), meaning it *costs more HP than the value it unlocks*. The prompt did not stress that a positive effCost means the fight is not worthwhile unless it is on the critical path to the boss or a required stat gem. This fight was unnecessary — the Slime Lord at (6,3) had the same damage and did not require extra HP spent.\n- **Episode 3, T17:** The agent fought the Bat at (3,1) because it was the only path to the needed ATK gem. However, the prompt did not tell the agent to *check min-cost@maxStats* — the Bat had a min-cost of 80, meaning if the agent had collected more DEF gems first, the fight would cost less. The agent rushed into the fight at 99 damage instead of postponing to reduce cost.\n- **Episode 1, T3:** The agent fought the Green Slime at (5,6) despite the engine showing a Yellow Door at (7,5) with +150 HP potions behind it (net_lookahead=0, but potions are never bad). The prompt did not explicitly state that *potions are always worth collecting* (they are pure HP gain, no downside), so the agent skipped a free HP boost.\n- **Episode 2, T9:** The agent fought the Bat at (10,3) because it led to ATK gems, but the engine showed a Slime Lord at (8,9) with min-cost=24@maxStats, meaning that Slime Lord would cost only 24 HP after collecting all gems, saving 31 HP. The prompt did not instruct the agent to *delay fights that are much cheaper at max stats* unless they are the only path forward.\n- **General:** The prompt lacked a clear rule: *Never take an optional fight (marked ⚡) unless it unlocks a stat gem or a key that is on the critical path to the boss. If a fight has a positive effCost, it is only worth taking if it is required to reach the boss or a mandatory stat gem.*\n\nHere is the improved prompt:\n\n```fence\nYou play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your state and a numbered list of actions; you answer with one action number.\n\nGAME RULES:\n- A fight is rounds; you hit first. Your hit = your ATK - monster's DEF. If ATK <= DEF, you deal 0 and can never win.\n- Monster's hit = its ATK - your DEF; if your DEF >= its ATK, you take 0 damage. Fight ends when one reaches 0 HP. You lose if you reach 0.\n- Doors need a key of matching color; each key opens exactly one door and is consumed.\n- Items: gems raise ATK or DEF permanently; potions restore HP; keys open doors. HP is not restored between fights.\n- GOAL: kill the boss with maximum remaining HP.\n\nENGINE ANNOTATIONS (how to read them):\n- Each optional fight shows: damage, hpAfter, [FREE if DEF≥X], and a safety label. [LETHAL] means you die — never take it.\n- min-cost@maxStats: the fight's cost after you collect every stat gem. If this is much lower than current cost, postpone the fight if possible.\n- lookahead: net HP-equivalent value of items behind the fight. effCost = lookahead - current damage. **Positive effCost means the fight loses more HP than it gains — only take it if it is the ONLY path to a required stat gem or key needed to reach the boss.**\n- ⚡[OPTIONAL — NOT required for boss] means skip unless it is the only way to a stat gem or key on the critical path.\n- [DEAD END - DO NOT OPEN] doors: never open.\n- ORDER lines: take X before Y to save HP — follow them.\n- Potions (+HP) are always free net gain; collect them if reachable without a costly fight.\n\nGENERAL STRATEGY:\n1. NEVER fight an optional monster unless it is the only path to a stat gem, key, or boss.\n2. Collect all stat gems before the boss to minimize every fight's cost. Postpone fights whose min-cost@maxStats is much lower.\n3. If a fight has positive effCost and is NOT required, skip it — it drains HP with no net benefit.\n4. Use lookahead as guide, but verify the items behind are needed; not all lookahead is required.\n5. Keep HP for the boss; optional fights waste it.\n\nEnd with: FINAL_CHOICE: <number>\n```","violations":[],"s":11.7},"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 actions; you answer with one action number.\n\nGAME RULES:\n- A fight is rounds; you hit first. Your hit = your ATK - monster's DEF. If ATK <= DEF, you deal 0 and can never win.\n- Monster's hit = its ATK - your DEF; if your DEF >= its ATK, you take 0 damage. Fight ends when one reaches 0 HP. You lose if you reach 0.\n- Doors need a key of matching color; each key opens exactly one door and is consumed.\n- Items: gems raise ATK or DEF permanently; potions restore HP; keys open doors. HP is not restored between fights.\n- GOAL: kill the boss with maximum remaining HP.\n\nENGINE ANNOTATIONS (how to read them):\n- Each optional fight shows: damage, hpAfter, [FREE if DEF≥X], and a safety label. [LETHAL] means you die — never take it.\n- min-cost@maxStats: the fight's cost after you collect every stat gem. If this is much lower than current cost, postpone the fight if possible.\n- lookahead: net HP-equivalent value of items behind the fight. effCost = lookahead - current damage. **Positive effCost means the fight loses more HP than it gains — only take it if it is the ONLY path to a required stat gem or key needed to reach the boss.**\n- ⚡[OPTIONAL — NOT required for boss] means skip unless it is the only way to a stat gem or key on the critical path.\n- [DEAD END - DO NOT OPEN] doors: never open.\n- ORDER lines: take X before Y to save HP — follow them.\n- Potions (+HP) are always free net gain; collect them if reachable without a costly fight.\n\nGENERAL STRATEGY:\n1. NEVER fight an optional monster unless it is the only path to a stat gem, key, or boss.\n2. Collect all stat gems before the boss to minimize every fight's cost. Postpone fights whose min-cost@maxStats is much lower.\n3. If a fight has positive effCost and is NOT required, skip it — it drains HP with no net benefit.\n4. Use lookahead as guide, but verify the items behind are needed; not all lookahead is required.\n5. Keep HP for the boss; optional fights waste it.\n\nEnd with: FINAL_CHOICE: <number>","score":0.775,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":535,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_155201_561029_simple_llm.json"},{"floor":"gen01.txt","objective":1,"success":true,"final_hp":168,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_155740_353297_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":1,"success":true,"final_hp":232,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_155846_452099_gen02.txt_llm.json"}],"eval_s":497.5,"dropped":true,"reflection":{"response":"Diagnosis of failures in the traces:\n\n- **Episode 1, T3 & T4:** The agent picked the Green Slime (24 dmg) over the Red Slime (56 dmg) and then opened a yellow door. The Red Slime had `min-cost=15@maxStats, save=41HP` — it should have been postponed, not taken early. The agent misread `min-cost@maxStats` as a signal to fight now, when it actually means \"this fight gets much cheaper later — wait if possible.\" Also, the yellow door at (7,5) had `net_lookahead=0` and lead only to a potion that could be collected anytime — a free potion is not worth spending 24 HP to reach it when a stat gem route was available.\n- **Episode 2, T9:** The agent took the Bat (108 dmg) despite a `lookahead=0(raw=89-gw=121) effCost=None` and `[MODERATE]`, while the Slime Lord option showed `min-cost=24@maxStats, save=31HP` — a clear sign to postpone. The Bat was not on the critical path to the required stat gems; the agent misread `effCost=None` (meaning no net benefit) as \"unavailable\" instead of \"no gain.\" It wasted 108 HP that could have been saved by taking the Slime Lord later after collecting ATK gems.\n- **Episode 3, T9:** The agent fought the Bat at (0,7) (121 dmg) even though it was `[MODERATE]` with `effCost=-19` (small gain) and the alternative yellow door had a clear `net_lookahead=0(raw=80-gw_cost=173)` — meaning the door route was a loss. The agent chose the Bat, but a better plan was to postpone it until after collecting the DEF gem behind the yellow door, which would reduce its cost from 121 to 99. The agent misread `min-cost@maxStats` (80) as a reason to take it now, not later.\n- **Episode 3, T21:** The agent correctly skipped all `[OPTIONAL — NOT required for boss]` fights and went straight to the boss. This was the right call — after all required items are collected, any optional fight reduces final HP with no benefit.\n- **General pattern:** The agent frequently misread `min-cost@maxStats` and `save=NNHP` as \"take it now because it saves HP later\" — the opposite is true: it means \"postpone this fight until you have the stats, then it costs much less.\" The agent also failed to respect `[OPTIONAL — NOT required]` flags and sometimes fought monsters that guarded only potions or dead ends, ignoring the `net_lookahead=0` or `effCost=None` signals.\n\n---\n\n```\nYou play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your current HP, ATK, DEF, and a numbered list of legal actions with exact annotations. You answer with one action number only. Goal: kill the boss and stay alive with as much HP as possible.\n\nGAME RULES:\n- A fight is a sequence of rounds; you hit first. Your hit = your ATK - monster's DEF. If your ATK ≤ monster's DEF, you deal 0 damage and can never win.\n- Monster's hit = its ATK - your DEF; if your DEF ≥ its ATK, you take 0 damage (FREE). Fight ends when one side reaches 0 HP; you lose if you reach 0.\n- Gems raise ATK or DEF permanently. Potions restore HP. Keys open matching doors, one key per door. HP never restores between fights.\n\nHOW TO READ ENGINE ANNOTATIONS (critical):\n- Damage / hpAfter: exact HP loss and result of that fight. Low HP loss = good.\n- [FREE if DEF≥X]: this fight costs 0 once your DEF reaches X. If \"need +N more\", that's how many DEF points away.\n- min-cost@maxStats + save=NNHP: this is the fight's cost AFTER you collect all stat gems. A large save means you should POSTPONE this fight and collect gems first — the fight gets much cheaper later. Never take such a fight early unless it is the ONLY path to a required stat gem or key.\n- lookahead + effCost: lookahead = net HP-equivalent value behind this fight; effCost = lookahead - current damage. Positive effCost means the fight costs more than it gains — skip unless it is the only path forward. Negative effCost means the fight pays for itself — good to take now.\n- net_lookahead=0 (raw=...): the items behind this door/fight are worth less than it costs — do NOT open/fight unless strictly necessary for a REQUIRED stat gem or key.\n- [LETHAL]: you die now — never choose.\n- [WINNABLE at ATK≥X (+N) | or HP≥Y]: hard requirement to beat the boss; get those stats before attempting.\n- [OPTIONAL — NOT required for boss]: skip unless it is the ONLY route to a stat gem/key on the critical path to the boss. Potions behind optional fights are not worth the HP cost.\n- [DEAD END - DO NOT OPEN]: never open.\n- ORDER lines: \"take X before Y saves N HP\" — follow them; they reduce total cost.\n- \"collect any time\": potions/items you can grab later for free; don't spend HP to reach them now.\n\nSTRATEGY:\n1. Always collect ALL stat gems on the critical path BEFORE fighting costly monsters (use min-cost@maxStats to see how much you save).\n2. Never fight optional monsters that only guard potions or dead ends — the potion HP gain is typically less than the fight cost.\n3. Fight monsters with negative effCost (they pay for themselves) or that are the only path to a REQUIRED stat gem/key.\n4. If boss is [LETHAL] now and shows \"WINNABLE at ATK≥X\", the top priority is getting that ATK via stat gems, even if the path fight costs HP.\n5. When all required items are collected, go straight to the boss — skip every optional fight.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":11},"accepted":true},{"iteration":3,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your current HP, ATK, DEF, and a numbered list of legal actions with exact annotations. You answer with one action number only. Goal: kill the boss and stay alive with as much HP as possible.\n\nGAME RULES:\n- A fight is a sequence of rounds; you hit first. Your hit = your ATK - monster's DEF. If your ATK ≤ monster's DEF, you deal 0 damage and can never win.\n- Monster's hit = its ATK - your DEF; if your DEF ≥ its ATK, you take 0 damage (FREE). Fight ends when one side reaches 0 HP; you lose if you reach 0.\n- Gems raise ATK or DEF permanently. Potions restore HP. Keys open matching doors, one key per door. HP never restores between fights.\n\nHOW TO READ ENGINE ANNOTATIONS (critical):\n- Damage / hpAfter: exact HP loss and result of that fight. Low HP loss = good.\n- [FREE if DEF≥X]: this fight costs 0 once your DEF reaches X. If \"need +N more\", that's how many DEF points away.\n- min-cost@maxStats + save=NNHP: this is the fight's cost AFTER you collect all stat gems. A large save means you should POSTPONE this fight and collect gems first — the fight gets much cheaper later. Never take such a fight early unless it is the ONLY path to a required stat gem or key.\n- lookahead + effCost: lookahead = net HP-equivalent value behind this fight; effCost = lookahead - current damage. Positive effCost means the fight costs more than it gains — skip unless it is the only path forward. Negative effCost means the fight pays for itself — good to take now.\n- net_lookahead=0 (raw=...): the items behind this door/fight are worth less than it costs — do NOT open/fight unless strictly necessary for a REQUIRED stat gem or key.\n- [LETHAL]: you die now — never choose.\n- [WINNABLE at ATK≥X (+N) | or HP≥Y]: hard requirement to beat the boss; get those stats before attempting.\n- [OPTIONAL — NOT required for boss]: skip unless it is the ONLY route to a stat gem/key on the critical path to the boss. Potions behind optional fights are not worth the HP cost.\n- [DEAD END - DO NOT OPEN]: never open.\n- ORDER lines: \"take X before Y saves N HP\" — follow them; they reduce total cost.\n- \"collect any time\": potions/items you can grab later for free; don't spend HP to reach them now.\n\nSTRATEGY:\n1. Always collect ALL stat gems on the critical path BEFORE fighting costly monsters (use min-cost@maxStats to see how much you save).\n2. Never fight optional monsters that only guard potions or dead ends — the potion HP gain is typically less than the fight cost.\n3. Fight monsters with negative effCost (they pay for themselves) or that are the only path to a REQUIRED stat gem/key.\n4. If boss is [LETHAL] now and shows \"WINNABLE at ATK≥X\", the top priority is getting that ATK via stat gems, even if the path fight costs HP.\n5. When all required items are collected, go straight to the boss — skip every optional fight.\n\nEnd your answer with: FINAL_CHOICE: <number>","score":0.775,"rollouts":[{"floor":"simple","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":"20260928_160029_983064_simple_llm.json"},{"floor":"gen01.txt","objective":1,"success":true,"final_hp":168,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_160428_353671_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":1,"success":true,"final_hp":232,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_160541_761980_gen02.txt_llm.json"}],"eval_s":348.5,"dropped":true,"reflection":{"response":"## Diagnosis\n\n1. **Overvaluing lookahead/effCost for detours**: In episode 1 T9, the agent fought the Bat at (10,3) because it \"leads to ATK gems,\" but this was a costly detour. The agent failed to recognize that `min-cost@maxStats` for the Slime Lord route would lead to the same ATK gems more cheaply. It misread `lookahead` as a *path recommendation* rather than a *net value estimate*.\n\n2. **Ignoring `[OPTIONAL — NOT required for boss]` markers**: Throughout episodes, the agent repeatedly fought optional monsters (e.g., Black Slimes marked OPTIONAL) even when they weren't on the critical path. The agent should treat OPTIONAL as \"skip unless it's the ONLY way to a required stat gem/key.\"\n\n3. **Fighting fights with positive `effCost`**: In episode 2 T10, the agent fought Slime Lord at (7,0) which had `effCost=50` (positive = bad). The agent justified it as \"the only way to get needed ATK,\" but the path through the other Slime Lord route was cheaper. The agent should read `effCost` as a *strict* signal: positive means the fight costs more than it gains — take only if literally the only option.\n\n4. **Not prioritizing `min-cost@maxStats` postponement**: In episode 1 T3, the agent fought Red Slime early despite `min-cost=15@maxStats save=41HP` annotation, which explicitly states the fight becomes much cheaper later. The agent should postpone fights whose `min-cost@maxStats` is significantly lower than current cost, unless that fight unlocks a required gem.\n\n5. **Confusing \"leads to stat gems\" with \"is the optimal path\"**: The agent repeatedly chose fights because they \"lead to gems\" without checking whether an alternative cheaper route existed. It should compare all available fights' `lookahead`/`effCost`/`min-cost@maxStats` and choose the one with the best net HP outcome, not just the one that opens any path.\n\n6. **Missing the boss-path requirement sizing**: In episodes where ATK was insufficient, the agent correctly identified the need for ATK gems, but often fought extra fights beyond the minimum needed. It should compute the *minimum* set of gems needed and only take fights on that critical path.\n\n---\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 actions; you answer with one action number.\n\nGAME RULES:\n- A fight is rounds; you hit first. Your hit = ATK − monster's DEF. If ATK ≤ monster's DEF, you deal 0 and can never win.\n- Monster's hit = its ATK − your DEF; if your DEF ≥ its ATK, you take 0 damage (FREE). Fight ends at 0 HP; you lose if you reach 0.\n- Gems raise ATK or DEF permanently. Potions restore HP. Keys open matching doors, one per door. HP is never restored between fights.\n- GOAL: kill the boss, maximizing remaining HP.\n\nREAD THE ANNOTATIONS (critical):\n- damage/hpAfter: exact HP loss and result of that fight.\n- [LETHAL]: you die — never choose.\n- [FREE if DEF≥X]: costs 0 once DEF reaches X. If \"need +N more,\" collect DEF gems first.\n- min-cost@maxStats: cost AFTER collecting every stat gem. If much lower than current cost, POSTPONE this fight — collect gems first. Never take a fight early unless it's the ONLY path to a required gem.\n- lookahead: net HP-equivalent value behind this fight. effCost = lookahead − current damage. POSITIVE effCost means the fight loses more than it gains — SKIP unless literally the only way to a required stat gem/key. NEGATIVE effCost means it pays for itself — good to take.\n- net_lookahead=0: items behind are worth less than the fight costs — do NOT take unless strictly required.\n- [OPTIONAL — NOT required for boss]: SKIP unless it's the only path to a stat gem/key needed for the boss.\n- [DEAD END — DO NOT OPEN] doors: never open.\n- [WINNABLE at ATK≥X (need +N)]: shows what you need before fighting the boss. Plan around reaching exactly that threshold, no more.\n- ORDER lines: follow them — they show which fight order saves HP.\n\nSTRATEGY (binding):\n1. Compute the boss requirement (ATK needed, DEF needed) — only collect the minimum stats required. Never fight for extra stats beyond what's needed.\n2. Before each fight, compare ALL available actions. Choose the one with the best net HP outcome: lowest damage, most HP-equivalent lookahead, and on the critical path to required gems. Do NOT pick a fight merely because it \"leads to gems\" if a cheaper alternative exists.\n3. Postpone any fight whose min-cost@maxStats is much lower than its current cost, UNLESS that fight is the ONLY access to a gem needed for the boss.\n4. Never take [OPTIONAL] fights unless they are the sole path to a required gem/key. Never take positive-effCost fights unless they are the sole path.\n5. Collect all reachable FREE items (potions, gems, keys) before fighting the boss, but do NOT spend HP to reach non-required items.\n6. After all required gems are collected, go straight to the boss. Do not fight anything optional that no longer gives stat/HP value.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":12.1},"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 actions; you answer with one action number.\n\nGAME RULES:\n- A fight is rounds; you hit first. Your hit = ATK − monster's DEF. If ATK ≤ monster's DEF, you deal 0 and can never win.\n- Monster's hit = its ATK − your DEF; if your DEF ≥ its ATK, you take 0 damage (FREE). Fight ends at 0 HP; you lose if you reach 0.\n- Gems raise ATK or DEF permanently. Potions restore HP. Keys open matching doors, one per door. HP is never restored between fights.\n- GOAL: kill the boss, maximizing remaining HP.\n\nREAD THE ANNOTATIONS (critical):\n- damage/hpAfter: exact HP loss and result of that fight.\n- [LETHAL]: you die — never choose.\n- [FREE if DEF≥X]: costs 0 once DEF reaches X. If \"need +N more,\" collect DEF gems first.\n- min-cost@maxStats: cost AFTER collecting every stat gem. If much lower than current cost, POSTPONE this fight — collect gems first. Never take a fight early unless it's the ONLY path to a required gem.\n- lookahead: net HP-equivalent value behind this fight. effCost = lookahead − current damage. POSITIVE effCost means the fight loses more than it gains — SKIP unless literally the only way to a required stat gem/key. NEGATIVE effCost means it pays for itself — good to take.\n- net_lookahead=0: items behind are worth less than the fight costs — do NOT take unless strictly required.\n- [OPTIONAL — NOT required for boss]: SKIP unless it's the only path to a stat gem/key needed for the boss.\n- [DEAD END — DO NOT OPEN] doors: never open.\n- [WINNABLE at ATK≥X (need +N)]: shows what you need before fighting the boss. Plan around reaching exactly that threshold, no more.\n- ORDER lines: follow them — they show which fight order saves HP.\n\nSTRATEGY (binding):\n1. Compute the boss requirement (ATK needed, DEF needed) — only collect the minimum stats required. Never fight for extra stats beyond what's needed.\n2. Before each fight, compare ALL available actions. Choose the one with the best net HP outcome: lowest damage, most HP-equivalent lookahead, and on the critical path to required gems. Do NOT pick a fight merely because it \"leads to gems\" if a cheaper alternative exists.\n3. Postpone any fight whose min-cost@maxStats is much lower than its current cost, UNLESS that fight is the ONLY access to a gem needed for the boss.\n4. Never take [OPTIONAL] fights unless they are the sole path to a required gem/key. Never take positive-effCost fights unless they are the sole path.\n5. Collect all reachable FREE items (potions, gems, keys) before fighting the boss, but do NOT spend HP to reach non-required items.\n6. After all required gems are collected, go straight to the boss. Do not fight anything optional that no longer gives stat/HP value.\n\nEnd your answer with: FINAL_CHOICE: <number>","score":0.775,"rollouts":[{"floor":"simple","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":"20260928_160630_618446_simple_llm.json"},{"floor":"gen01.txt","objective":1,"success":true,"final_hp":168,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_161119_856308_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":1,"success":true,"final_hp":232,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_161258_746138_gen02.txt_llm.json"}],"eval_s":553,"dropped":true,"reflection":{"response":"First, here is a diagnosis of the decisions in the traces that cost HP or could have cost the game, and the general principles the agent misapplied:\n\n**Diagnosis:**\n\n- **Misread [min-cost@maxStats] as a reason to postpone:** In episode 1 (T2), the agent fought the Black Slime immediately because it was \"cheap\" (55 HP), ignoring that its min-cost@maxStats was lower and that it was not the only path to required gems. It should have prioritized fights with negative effCost or those that unlock required stat gems first, not just low current damage.\n- **Ignored \"lookahead=0\" for fights with no net gain:** In episode 1 (T2), the Slime Lord at (4,2) had `lookahead=0(raw=91-gw=114)` meaning the items behind it are worth less than the fight cost — the agent should have skipped it. Similarly, in episode 3 (T9), the Bat at (0,7) had `lookahead=0(raw=89-gw=121)` and the agent took it anyway, losing HP unnecessarily. The rule \"lookahead=0 means skip unless required\" was not followed.\n- **Misread [LETHAL] as \"risky but winnable\":** In episode 3 (T17), the agent correctly saw [LETHAL] for the boss, but in earlier turns (e.g., T9-T10 of episode 2 and T11 of episode 3) it chose fights that were not [LETHAL] but had very high damage (e.g., Bat at 108, 121) when safer alternatives with negative effCost existed. It should have prioritized fights with negative effCost (like the Green Slime in episode 1 T3) over high-damage fights that only gave minimal stats.\n- **Misread [OPTIONAL] as \"skip always\":** In episode 2 (T18-T19), the agent correctly skipped optional fights, but in episode 3 (T7), it took the Black Slime at (3,9) because it was \"safe\" (40 HP) and led to ATK, but the [OPTIONAL] tag and lookahead=0 indicated it was not needed for the boss — it wasted HP. The agent should have only taken fights that are required to reach stat gems or keys, or that have negative effCost.\n- **Misread \"min-cost@maxStats\" to mean \"wait until all gems collected\":** The agent often treated min-cost@maxStats as a reason to postpone fights, but the correct rule is: if a fight is required to reach a stat gem or key, take it as soon as it is not [LETHAL] and the HP cost is affordable, even if min-cost is lower later. The agent sometimes waited too long (e.g., episode 1 T4) and missed opportunities to collect gems early, but in other cases took fights too early. It needs a balance: prioritize negative effCost and required-path fights.\n\n**Full improved prompt:**\n\n```text\nYou play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your current HP, ATK, DEF, and a numbered list of legal actions with exact annotations. You answer with one action number only. Goal: kill the boss and stay alive, maximizing remaining HP.\n\nGAME RULES:\n- A fight is rounds; you hit first. Your hit = ATK − monster's DEF. If ATK ≤ monster's DEF, you deal 0 damage and can never win.\n- Monster's hit = its ATK − your DEF; if your DEF ≥ its ATK, you take 0 damage (FREE). Fight ends when one side reaches 0 HP; you lose if you reach 0.\n- Gems raise ATK or DEF permanently. Potions restore HP. Keys open matching doors, one per door. HP never restores between fights.\n\nREAD THE ANNOTATIONS (critical):\n- damage/hpAfter: exact HP loss and result of that fight. Low HP loss = good.\n- [LETHAL]: you die — never choose.\n- [FREE if DEF≥X]: costs 0 once DEF reaches X. If \"need +N more,\" collect DEF gems first.\n- min-cost@maxStats: cost AFTER collecting every stat gem. If much lower than current cost, POSTPONE this fight — collect gems first. Never take a fight early unless it's the ONLY path to a required gem.\n- lookahead: net HP-equivalent value behind this fight. effCost = lookahead − current damage. POSITIVE effCost means the fight loses more than it gains — SKIP unless literally the only way to a required stat gem/key. NEGATIVE effCost means it pays for itself — good to take now.\n- net_lookahead=0: items behind are worth less than the fight costs — do NOT take unless strictly required.\n- [OPTIONAL — NOT required for boss]: SKIP unless it's the only path to a stat gem/key needed for the boss.\n- [DEAD END — DO NOT OPEN] doors: never open.\n- [WINNABLE at ATK≥X (need +N)]: shows what you need before fighting the boss. Plan around reaching exactly that threshold, no more.\n- ORDER lines: follow them — they show which fight order saves HP.\n\nSTRATEGY (binding):\n1. Compute the required ATK to damage the boss; collect exactly that many ATK gems, no more.\n2. Collect DEF gems if they reduce boss damage or unlock required paths.\n3. Always take fights with negative effCost (they pay for themselves) unless [LETHAL] or [OPTIONAL] (and not required).\n4. Never take a fight with lookahead=0 or positive effCost unless it's the ONLY way to a required gem or key.\n5. If a fight is required to reach a stat gem, take it as soon as you can afford it (non-lethal) — do not wait for lower min-cost if it delays progress.\n6. Skip optional fights that don't lead to required items; hoarding HP for the boss is optimal.\n7. Avoid [DEAD END] and [OPTIONAL] unless no other path exists.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":11.3},"accepted":true},{"iteration":5,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your current HP, ATK, DEF, and a numbered list of legal actions with exact annotations. You answer with one action number only. Goal: kill the boss and stay alive, maximizing remaining HP.\n\nGAME RULES:\n- A fight is rounds; you hit first. Your hit = ATK − monster's DEF. If ATK ≤ monster's DEF, you deal 0 damage and can never win.\n- Monster's hit = its ATK − your DEF; if your DEF ≥ its ATK, you take 0 damage (FREE). Fight ends when one side reaches 0 HP; you lose if you reach 0.\n- Gems raise ATK or DEF permanently. Potions restore HP. Keys open matching doors, one per door. HP never restores between fights.\n\nREAD THE ANNOTATIONS (critical):\n- damage/hpAfter: exact HP loss and result of that fight. Low HP loss = good.\n- [LETHAL]: you die — never choose.\n- [FREE if DEF≥X]: costs 0 once DEF reaches X. If \"need +N more,\" collect DEF gems first.\n- min-cost@maxStats: cost AFTER collecting every stat gem. If much lower than current cost, POSTPONE this fight — collect gems first. Never take a fight early unless it's the ONLY path to a required gem.\n- lookahead: net HP-equivalent value behind this fight. effCost = lookahead − current damage. POSITIVE effCost means the fight loses more than it gains — SKIP unless literally the only way to a required stat gem/key. NEGATIVE effCost means it pays for itself — good to take now.\n- net_lookahead=0: items behind are worth less than the fight costs — do NOT take unless strictly required.\n- [OPTIONAL — NOT required for boss]: SKIP unless it's the only path to a stat gem/key needed for the boss.\n- [DEAD END — DO NOT OPEN] doors: never open.\n- [WINNABLE at ATK≥X (need +N)]: shows what you need before fighting the boss. Plan around reaching exactly that threshold, no more.\n- ORDER lines: follow them — they show which fight order saves HP.\n\nSTRATEGY (binding):\n1. Compute the required ATK to damage the boss; collect exactly that many ATK gems, no more.\n2. Collect DEF gems if they reduce boss damage or unlock required paths.\n3. Always take fights with negative effCost (they pay for themselves) unless [LETHAL] or [OPTIONAL] (and not required).\n4. Never take a fight with lookahead=0 or positive effCost unless it's the ONLY way to a required gem or key.\n5. If a fight is required to reach a stat gem, take it as soon as you can afford it (non-lethal) — do not wait for lower min-cost if it delays progress.\n6. Skip optional fights that don't lead to required items; hoarding HP for the boss is optimal.\n7. Avoid [DEAD END] and [OPTIONAL] unless no other path exists.\n\nEnd your answer with: FINAL_CHOICE: <number>","score":0.775,"rollouts":[{"floor":"simple","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":"20260928_161554_966870_simple_llm.json"},{"floor":"gen01.txt","objective":1,"success":true,"final_hp":168,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_162004_341746_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":1,"success":true,"final_hp":232,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_162038_809808_gen02.txt_llm.json"}],"eval_s":310.4,"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":1,"updated":"2026-09-28T18:21:05.387667","finished":"2026-09-28T18:21:05.387667"}