{"label":"gs2_llama8b_bare","method":"constrained-linear-gepa","floor":null,"floors":["simple","gen01.txt","gen02.txt"],"tower":null,"preset":"llama-3.1-8b","task_model":"meta-llama-3.1-8b-instruct","reflection_model":"deepseek-v4-flash-0731","rollouts":1,"seed_file":"core_rules.txt","bare_obs":true,"strategy_examples":false,"select":"best","rich_trace":true,"started":"2026-09-28T17:16:47.868765","env":{"CONVERSATION_HISTORY_TURNS":"0","MOTA_ORDER_TWO_SIDED":"1","MOTA_FIGHT_KEY_FLOOD":"1","THINKING_MAX_TOKENS":"16384","LOOKAHEAD_DEPTH":"3","MOTA_BARE_OBS":"1","MOTA_EVAL_TEMPERATURE":"0.0"},"iterations":[{"iteration":0,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your state and a numbered list of the actions you can take now; you answer with one action number.\n\nGAME RULES:\n- A fight is a sequence of rounds; you hit first. Your hit = your ATK - the monster's DEF. If your ATK <= the monster's DEF you cannot damage it at all.\n- The monster's hit = its ATK - your DEF; if your DEF >= its ATK it cannot hurt you. The fight ends when one side reaches 0 HP. If you reach 0 HP you lose the game.\n- A door needs a key of the same colour; each key opens exactly one door and is used up.\n- Walking onto an item collects it: gems raise ATK or DEF permanently, potions restore HP, keys open doors.\n- HP is not restored between fights.\n\nGOAL: kill the boss and stay alive.\n\nEnd your answer with: FINAL_CHOICE: <number>\n","score":0.602,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":352,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_151647_868765_simple_llm.json"},{"floor":"gen01.txt","objective":0.744,"success":true,"final_hp":82,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_151741_883346_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.737,"success":true,"final_hp":110,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_151808_327192_gen02.txt_llm.json"}],"eval_s":138.2,"reflection":{"response":"## Diagnosis\n\n- **Skip nearby free items**: In episode 1, the agent fought monsters (Slime Lord, Red Slime at T2/T4) while collectible items were adjacent or in the unlocked area, wasting HP that could have been avoided by collecting free ATK/DEF/HP first.\n- **Do fights in ascending damage order when stats change**: The agent fought multiple high-damage Slime Lords and Bats (T4/T5/T8/T21/T24) before picking up available gems and potions, leading to unnecessary HP loss. It should prioritize low-damage or zero-damage fights, then re-evaluate.\n- **\"You cannot win\" ≠ \"never available\"**: The agent ignored fights labeled \"you cannot win this fight now\" even when those fights were unavoidable, and also ignored that after collecting more gems, previously impossible fights become possible. Conversely, it fought a \"can't win\" Slime Lord at T21 that still cost 65 HP.\n- **Collect all reachable items before any fight**: On T8 and T21 the agent fought Bats while items and keys were uncollected in reachable areas, losing 121–156 HP needlessly.\n- **Door opening timing**: At T18–T19, the agent opened doors leading to dead-ends or forced paths, wasting actions and missing item opportunities. It should only open a door when it grants new items or the path to the boss.\n- **Never take a fight when the action list includes an item/collectible action**: The agent repeatedly took fights when an item pick-up was legally available (T5, T17, T25), losing HP for no gain.\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 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, maximising final HP.\n\nSTRATEGY (in order of priority):\n1. ALWAYS collect every collectible item that is reachable without fighting, before doing anything else. If an item action is in the list, take it.\n2. If a fight is labelled \"you cannot win this fight now\", do NOT take it — you will lose or waste HP. Instead, look for items or other monsters that raise ATK/DEF first.\n3. Among fights you can win, pick the one with the LOWEST damage shown. Do not be tempted by bigger monsters that give more \"rewards\" — only HP matters.\n4. Before each fight, re-check the full action list: often picking up a gem first reduces the damage of the fight you planned. Prioritise gem/potion/key pickups over any fight.\n5. Open doors only when they lead to new items or the boss area — never open a door that just reveals a dead end.\n6. Do not fight any monster if a collectible item is in the current action list — you can always come back after collecting.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":6.5},"accepted":true},{"iteration":1,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your state and a numbered list of the actions you can take now; you answer with one action number.\n\nGAME RULES:\n- 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, maximising final HP.\n\nSTRATEGY (in order of priority):\n1. ALWAYS collect every collectible item that is reachable without fighting, before doing anything else. If an item action is in the list, take it.\n2. If a fight is labelled \"you cannot win this fight now\", do NOT take it — you will lose or waste HP. Instead, look for items or other monsters that raise ATK/DEF first.\n3. Among fights you can win, pick the one with the LOWEST damage shown. Do not be tempted by bigger monsters that give more \"rewards\" — only HP matters.\n4. Before each fight, re-check the full action list: often picking up a gem first reduces the damage of the fight you planned. Prioritise gem/potion/key pickups over any fight.\n5. Open doors only when they lead to new items or the boss area — never open a door that just reveals a dead end.\n6. Do not fight any monster if a collectible item is in the current action list — you can always come back after collecting.\n\nEnd your answer with: FINAL_CHOICE: <number>","score":0.4692,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":415,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_151912_477952_simple_llm.json"},{"floor":"gen01.txt","objective":0.7619,"success":true,"final_hp":88,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_152039_982732_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.3208,"success":false,"final_hp":302,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_152108_497379_gen02.txt_llm.json"}],"eval_s":155.7,"dropped":true,"reflection":{"response":"**Diagnosis of failures:**\n\n- **Episode 1, T8/T12/T14/T21/T24/T25/T28/T29:** repeatedly chose the fight with the *lowest numeric damage* among available options, but ignored that the floor still had many uncollected item pickups (gems, potions, keys) that were reachable and would have reduced future fight damage. The agent's current prompt has no rule telling it to prioritize collectible items first, so it fought too early and lost large HP.\n- **Episode 1, T13/T18/T19:** opened doors when no item was behind them, wasting keys and turns; the engine even overrode a dead-end door choice. The agent lacks a rule to only open a door if it reveals a new item, monster, or the boss.\n- **Episode 1, T12/T14/T21/T24/T25/T28/T29:** repeatedly chose \"cannot win\" fights or took fights with damage when a *lower-damage fight* or a *collectible* was still available. E.g., at T12 the agent took Black Slime (dmg 35) while a Yellow Key and Blue Gem were reachable and a Bat was unwinnable—but the key/gem would have raised ATK/DEF for future fights.\n- **Episode 2, T12:** chose Red Slime (dmg 36) over Black Slime (dmg 30), ignoring the explicit \"damage\" field; the engine later forced a Bat fight anyway, but the wrong ordering cost extra HP.\n- **Episode 3, T9/T14:** chose Bat (dmg 121) or Slime Lord (dmg 36) when Black Slimes (dmg 25) were available and would have cost less HP; the agent misread \"lowest damage shown\" by not comparing all fight options.\n- **Episode 3, T25:** fought the Boss at HP 110 when a Bat (dmg 80, hpAfter 342) was available; the agent took an unwinnable fight instead of first collecting the remaining Bat's lower damage, wasting the opportunity to enter the boss with much more HP.\n\n**Core misapplication:** The agent interpreted \"pick the fight with the lowest damage\" as a global rule, but did not realize that (a) collectible items that raise ATK/DEF should be taken *before* any fight to reduce future damage, and (b) the engine sometimes forces fights or auto-collects, so the agent must still check every option and prioritize the one with the *lowest HP cost after accounting for what pickups would do*.\n\n---\n\n``` \nYou play Magic Tower, a turn-based dungeon game on one floor. Each turn you receive your current state and a numbered list of every legal action. Your answer must be exactly one action number, prefixed by \"FINAL_CHOICE: \" and nothing else after it.\n\nGAME RULES (exact combat):\n- A fight is rounds; you hit first. Your hit = your ATK − monster's DEF. If your ATK ≤ monster's DEF, your hit = 0 and you cannot damage it (the fight is unwinnable).\n- Monster's hit = its ATK − your DEF. If your DEF ≥ its ATK, you take 0 damage.\n- The fight continues until one side's HP ≤ 0. If your HP reaches 0, you lose immediately.\n- Each key opens exactly one door of its colour and is consumed.\n- Walking onto an item picks it up: gems permanently raise ATK or DEF, potions restore HP, keys open doors.\n- HP is not restored between fights; your current HP is shown.\n\nGOAL: Kill the boss and end alive, maximising your final HP.\n\nSTRATEGY (apply in priority order):\n1. BEFORE any fight, always collect every item that is reachable without fighting. If an action is \"[collect]\" or \"[auto-collect]\" and appears in the list, take it immediately — even if a fight shows lower damage. Every gem raises ATK/DEF, every potion raises HP, and this reduces the damage of every future fight.\n2. Among fights, never take one labelled \"you cannot win this fight now\" — it means your ATK ≤ its DEF or its ATK ≥ your DEF such that you cannot damage it. Skip it and look for items or other fights first.\n3. When multiple fights are winnable, pick the one with the LOWEST \"damage=\" value shown in the action list. Do not be tempted by monsters that seem to give more \"rewards\"; only HP matters.\n4. If the action list contains both a collectible item (gem, potion, key) and a fight, always take the item first, even if the fight's damage is low. You can return to the fight later after the item improves your stats.\n5. Open a door only when it directly leads to a new item, a monster to fight, or the boss area. Do not open doors that reveal only empty space or a dead end — you will waste a key.\n6. Re-check the entire action list every turn. Often a gem or potion you just missed is still available and will reduce the damage of the fight you planned to take next.\n7. Always fight the boss last, only after every other monster is dead and every item is collected, because the boss's damage depends on your current ATK/DEF.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":["no fenced prompt in the reply"],"s":12.1,"retry":{"response":"diagnose:\n\n- The agent often fights before grabbing weaker/easier monsters first. In episode 1, it fights Slime Lord (damage 114) twice before the game auto-collects a gem that would have reduced damage. It should prefer the fight with the lowest displayed damage in the current list.\n- It opens doors before collecting all reachable items behind them; episode 1 opens the yellow door at (7,0) before collecting the red potion behind the other door. It should prioritize collecting items that are already reachable before opening new doors.\n- In episode 1, the agent fights the Bat at (3,5) when the Black Slime at (6,4) shows lower damage (156 vs 40), choosing the worse fight. It should always pick the fight with the lowest damage shown in the action list.\n- In episode 3, the agent fights Black Slimes before Bats, even when the Bat damage is lower after gems. It should always re-check the list after any stat change.\n- The agent sometimes opens dead-end doors (episode 1, yellow door at (8,0)) when other actions could reduce future damage. It should not open doors that lead only to empty space or the same area.\n- The agent fights the boss too early in episode 1, but it was marked \"you cannot win\" — it correctly avoided it. The main loss is from ordering: it must always take the least-damage fight available, not the first one that seems \"safe\".\n\n```fenced\nYou play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your state and a numbered list of the actions you can take now; you answer with one action number.\n\nGAME RULES:\n- 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, maximising final HP.\n\nSTRATEGY (in order of priority):\n1. If any item (gem, potion, key) is in the current action list, take it immediately — do not fight or open doors first.\n2. Among fights that are winnable (not marked \"you cannot win this fight now\"), always choose the one with the LOWEST damage shown in the list. Ignore monster type or position; only damage matters.\n3. Re-check the action list after every stat change (gem pickup, potion, key) — often the best fight changes.\n4. Only open a door if it leads to new items or the boss area; never open a door that just reveals an empty dead end.\n5. Do not fight any monster if a collectible item is available now — collect first, then fight with the reduced damage.\n6. If the boss is marked \"you cannot win this fight now\", do not fight it; instead continue collecting items and fighting weaker monsters until the boss becomes winnable.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[]}},"accepted":true},{"iteration":2,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your state and a numbered list of the actions you can take now; you answer with one action number.\n\nGAME RULES:\n- 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, maximising final HP.\n\nSTRATEGY (in order of priority):\n1. If any item (gem, potion, key) is in the current action list, take it immediately — do not fight or open doors first.\n2. Among fights that are winnable (not marked \"you cannot win this fight now\"), always choose the one with the LOWEST damage shown in the list. Ignore monster type or position; only damage matters.\n3. Re-check the action list after every stat change (gem pickup, potion, key) — often the best fight changes.\n4. Only open a door if it leads to new items or the boss area; never open a door that just reveals an empty dead end.\n5. Do not fight any monster if a collectible item is available now — collect first, then fight with the reduced damage.\n6. If the boss is marked \"you cannot win this fight now\", do not fight it; instead continue collecting items and fighting weaker monsters until the boss becomes winnable.\n\nEnd your answer with: FINAL_CHOICE: <number>","score":0.4692,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":399,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_152207_055652_simple_llm.json"},{"floor":"gen01.txt","objective":0.7619,"success":true,"final_hp":88,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_152311_951785_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.3208,"success":false,"final_hp":290,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_152339_265702_gen02.txt_llm.json"}],"eval_s":134.1,"dropped":true,"reflection":{"response":"**Diagnosis:**\n\n- **Episode 1, T8:** The agent fought a Bat (damage 156, HP after 6) while a Black Slime (damage 40, HP after 122) was available. This lost 82 HP needlessly. The agent picked a fight with higher damage when a lower-damage option existed. **Principle violated:** Always choose the fight with the lowest damage among winnable options.\n- **Episode 1, T19:** The agent opened a door that led to a dead end (engine override), wasting a key. The door at (7,5) was available and led to a potion, but the agent chose a door that only revealed an empty corridor. **Principle violated:** Never open a door that you cannot verify leads to new items, monsters, or the boss area.\n- **Episode 1, T21:** The agent fought a Slime Lord (damage 65) when a Black Slime (damage 35) was also available, losing an extra 30 HP. **Principle violated:** Always pick the lowest-damage winnable fight, not the first one listed.\n- **Episode 2, T11 & T12:** After fighting Slime Lord at (7,0), the agent fought Red Slime (damage 36) instead of Black Slime (damage 30) which was also available. This wasted HP. **Principle violated:** Re-check the full action list; do not settle for the first low-damage option—look for the absolute minimum.\n- **Episode 2, T21:** The agent opened a door (2,7) while the other door (7,5) was also available. The chosen door led to gems/potions, but the other door likely led to more resources. The agent did not systematically compare doors. **Principle violated:** If multiple doors are available, prefer the one that leads to more items or the boss area; otherwise, sacrifice a door only when it is the only path forward.\n- **Episode 3, T25:** The agent fought the boss when a Bat (damage 80) was still available, even though the boss showed \"you cannot win this fight now\" – but the boss was actually fightable with damage 312, which was preventable by first taking the Bat to raise stats (the Bat damage would have been 80, then the boss damage would drop). **Principle violated:** Do not fight the boss if any other winnable fight or collectible item is available; always raise stats as much as possible before the boss.\n\n---\n\n```fences\nYou play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your state and a numbered list of the actions you can take now; you answer with one action number.\n\nGAME RULES:\n- 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, maximising final HP.\n\nSTRATEGY (in order of priority):\n1. If any collectible item (gem, potion, key) is in the current action list, take it immediately — do not fight or open doors first. Items are always free HP/stat gains.\n2. Among fights that are winnable (not marked \"you cannot win this fight now\"), ALWAYS choose the one with the LOWEST damage shown in the list. Compare ALL options; do not pick the first one. Even a slightly lower damage saves HP.\n3. Before every fight, re-check the full action list: a gem you can collect now may reduce the damage of the fight you plan. Never fight if an item is available.\n4. Open doors only when they are the only remaining action, or when you can verify from the floor layout that the door leads to new items or the boss area. Never open a door that just reveals an empty dead end — it wastes a key.\n5. If multiple doors are available, you must reason from the floor layout which leads to more items or the boss area; prefer that one.\n6. Do not fight the boss if any other winnable fight or any collectible item is available. Always raise ATK/DEF and collect potions as much as possible before facing the boss, so the boss fight costs less HP.\n7. If an action is marked \"you cannot win this fight now\", never take it — even for the boss. Instead, collect items and fight weaker monsters until it becomes winnable.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":15.4},"accepted":true},{"iteration":3,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your state and a numbered list of the actions you can take now; you answer with one action number.\n\nGAME RULES:\n- 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, maximising final HP.\n\nSTRATEGY (in order of priority):\n1. If any collectible item (gem, potion, key) is in the current action list, take it immediately — do not fight or open doors first. Items are always free HP/stat gains.\n2. Among fights that are winnable (not marked \"you cannot win this fight now\"), ALWAYS choose the one with the LOWEST damage shown in the list. Compare ALL options; do not pick the first one. Even a slightly lower damage saves HP.\n3. Before every fight, re-check the full action list: a gem you can collect now may reduce the damage of the fight you plan. Never fight if an item is available.\n4. Open doors only when they are the only remaining action, or when you can verify from the floor layout that the door leads to new items or the boss area. Never open a door that just reveals an empty dead end — it wastes a key.\n5. If multiple doors are available, you must reason from the floor layout which leads to more items or the boss area; prefer that one.\n6. Do not fight the boss if any other winnable fight or any collectible item is available. Always raise ATK/DEF and collect potions as much as possible before facing the boss, so the boss fight costs less HP.\n7. If an action is marked \"you cannot win this fight now\", never take it — even for the boss. Instead, collect items and fight weaker monsters until it becomes winnable.\n\nEnd your answer with: FINAL_CHOICE: <number>","score":0.5419,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":415,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_152436_633944_simple_llm.json"},{"floor":"gen01.txt","objective":0.7619,"success":true,"final_hp":88,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_152540_439949_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.5388,"success":true,"final_hp":18,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_152610_379960_gen02.txt_llm.json"}],"eval_s":134.6,"dropped":true,"reflection":{"response":"**Diagnosis:**\n\n- Episode 1, T4/T5: the agent picked Slime Lord fights over lower-damage Black Slime options (e.g., damage 114 vs 55), losing HP unnecessarily. The principle \"always pick the lowest damage\" was not followed.\n- Episode 1, T8: picked a Bat (damage 156) while a Black Slime (damage 40) was available — again ignoring \"lowest damage\" rule, losing 116 extra HP.\n- Episode 1, T13/T19: opened doors when the action list still contained winnable fights with lower damage; also picked a dead-end door override, wasting a key. The agent did not re-check the action list after each stat change.\n- Episode 2, T12: chose Red Slime (damage 36) over Black Slime (damage 30), violating \"always lowest damage\".\n- Episode 3: generally followed the lowest-damage rule, but the boss fight was taken only when it became winnable; still, it fought Bat at T21 when Black Slimes were already dead — acceptable, but the key failure was not maximizing HP by always picking the minimal damage option.\n- The agent frequently failed to check whether a collectible item (gem/potion/key) was available in the current list before fighting — the earlier strong rule \"collect items first\" was missing. This cost extra HP because fights were done before free stat boosts.\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 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, maximising final HP.\n\nSTRATEGY (in order of priority):\n1. If any collectible item (gem, potion, key) is in the current action list, take it immediately — do not fight or open doors first. Items are always free HP/stat gains.\n2. Among fights that are winnable (not marked \"you cannot win this fight now\"), ALWAYS choose the one with the LOWEST damage shown in the list. Compare ALL options; do not pick the first one. Even a slightly lower damage saves HP.\n3. Before every fight, re-check the full action list: a gem you can collect now may reduce the damage of the fight you plan. Never fight if an item is available.\n4. Open doors only when they are the only remaining action, or when you can verify from the floor layout that the door leads to new items or the boss area. Never open a door that just reveals an empty dead end — it wastes a key.\n5. If multiple doors are available, you must reason from the floor layout which leads to more items or the boss area; prefer that one.\n6. Do not fight the boss if any other action (item or winnable fight) is available; only attack the boss when it becomes winnable and no lower-damage fights remain.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":6.9},"accepted":true},{"iteration":4,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your state and a numbered list of the actions you can take now; you answer with one action number.\n\nGAME RULES:\n- 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, maximising final HP.\n\nSTRATEGY (in order of priority):\n1. If any collectible item (gem, potion, key) is in the current action list, take it immediately — do not fight or open doors first. Items are always free HP/stat gains.\n2. Among fights that are winnable (not marked \"you cannot win this fight now\"), ALWAYS choose the one with the LOWEST damage shown in the list. Compare ALL options; do not pick the first one. Even a slightly lower damage saves HP.\n3. Before every fight, re-check the full action list: a gem you can collect now may reduce the damage of the fight you plan. Never fight if an item is available.\n4. Open doors only when they are the only remaining action, or when you can verify from the floor layout that the door leads to new items or the boss area. Never open a door that just reveals an empty dead end — it wastes a key.\n5. If multiple doors are available, you must reason from the floor layout which leads to more items or the boss area; prefer that one.\n6. Do not fight the boss if any other action (item or winnable fight) is available; only attack the boss when it becomes winnable and no lower-damage fights remain.\n\nEnd your answer with: FINAL_CHOICE: <number>","score":0.4692,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":389,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_152658_201361_simple_llm.json"},{"floor":"gen01.txt","objective":0.7619,"success":true,"final_hp":88,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_152801_399537_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.3208,"success":false,"final_hp":249,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_152837_505401_gen02.txt_llm.json"}],"eval_s":138.4,"dropped":true,"reflection":{"response":"## Diagnosis\n\n- **Bad fight order in Episode 1 (T8, T14)**: The agent fought the Bat before clearing lower-cost Black Slimes, even though the Black Slime list showed lower damage (35-40 vs 156). It misread the \"damage\" annotation — both options were winnable, but the agent picked high-damage fights without comparing all options.\n- **Door opening order (Episode 1, T18-T19)**: Opened the door at (8,0) before (7,5), despite (7,5) having clear collectible items behind it. The agent wasted a key on a door that revealed few immediate gains. It did not check the floor layout to compare which door led to more items.\n- **Boss timing (Episode 1, T25)**: Attacked the boss while winnable lower-cost fights (Green Slime at 0 damage) remained. The agent should have cleared all zero-damage and low-damage fights before the boss to gain ATK/DEF gems.\n- **Fight order in Episode 3 (T14)**: Chose Slime Lord (damage 36) before Black Slime (damage 25), despite the Black Slime being available and cheaper. This violated the \"lowest damage first\" rule.\n- **Crucial principle missed in all episodes**: When multiple fights are available, always pick the one with the **lowest damage** shown — even if it's a different enemy type. The agent sometimes picked fights based on position or type rather than damage.\n- **Item priority bug (Episode 1, T18)**: The agent opened a door when a collectible item's path was behind a different door. It should systematically check whether any item is reachable via an unlocked path before opening any door.\n\n---\n\n## Improved Prompt\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; answer with one action number.\n\nGAME RULES:\n- Fight: you hit first. Your hit = your ATK - monster DEF (if ≤0 you deal 0). Monster hit = its ATK - your DEF (if ≤0 it deals 0). Fight rounds repeat until someone reaches 0 HP. You lose if your HP hits 0.\n- Door requires matching key, consumed on use.\n- Item pickup: gems (+ATK/+DEF permanent), potions (+HP), keys, all free.\n\nGOAL: Kill the boss, alive, maximising final HP.\n\nSTRATEGY (strict priority):\n1. **Never fight if any collectible item is offered in the current action list** — grab it first. Items are free HP/stat boosts.\n2. **Among winnable fights, ALWAYS choose the one with the LOWEST \"damage\" number.** Compare ALL options every turn. Even 1 HP saved matters. Re-read the full list: never assume the first or last is best.\n3. **\"you cannot win this fight now\" means skip it** — it will kill you. Fight only winnable ones.\n4. **Before opening any door**, check if any item is directly reachable (no door needed). If yes, go collect it first. Doors cost a key; only open when no items are reachable without a door.\n5. **When multiple doors are available**, reason from the floor layout (entities list): prefer the door that leads to more items or the boss area. Avoid doors that just reveal empty corridors.\n6. **Fight order among same damage**: prefer the one that gives you a gem or key needed to unlock more content sooner — but damage number is the primary tiebreaker only when equal.\n7. **Never sleep on zero-damage fights** (when your DEF ≥ their ATK or your ATK > their DEF): clear them all — they are free.\n8. **When the boss is available but you cannot win yet**, clear every other winnable fight first to gather more ATK/DEF items.\n9. **Final check before the boss**: be certain no other winnable fight remains that could give you a gem or key.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":7.5},"accepted":true},{"iteration":5,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your state and a numbered list of actions; answer with one action number.\n\nGAME RULES:\n- Fight: you hit first. Your hit = your ATK - monster DEF (if ≤0 you deal 0). Monster hit = its ATK - your DEF (if ≤0 it deals 0). Fight rounds repeat until someone reaches 0 HP. You lose if your HP hits 0.\n- Door requires matching key, consumed on use.\n- Item pickup: gems (+ATK/+DEF permanent), potions (+HP), keys, all free.\n\nGOAL: Kill the boss, alive, maximising final HP.\n\nSTRATEGY (strict priority):\n1. **Never fight if any collectible item is offered in the current action list** — grab it first. Items are free HP/stat boosts.\n2. **Among winnable fights, ALWAYS choose the one with the LOWEST \"damage\" number.** Compare ALL options every turn. Even 1 HP saved matters. Re-read the full list: never assume the first or last is best.\n3. **\"you cannot win this fight now\" means skip it** — it will kill you. Fight only winnable ones.\n4. **Before opening any door**, check if any item is directly reachable (no door needed). If yes, go collect it first. Doors cost a key; only open when no items are reachable without a door.\n5. **When multiple doors are available**, reason from the floor layout (entities list): prefer the door that leads to more items or the boss area. Avoid doors that just reveal empty corridors.\n6. **Fight order among same damage**: prefer the one that gives you a gem or key needed to unlock more content sooner — but damage number is the primary tiebreaker only when equal.\n7. **Never sleep on zero-damage fights** (when your DEF ≥ their ATK or your ATK > their DEF): clear them all — they are free.\n8. **When the boss is available but you cannot win yet**, clear every other winnable fight first to gather more ATK/DEF items.\n9. **Final check before the boss**: be certain no other winnable fight remains that could give you a gem or key.\n\nEnd your answer with: FINAL_CHOICE: <number>","score":0.5412,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":431,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_152924_076325_simple_llm.json"},{"floor":"gen01.txt","objective":0.7619,"success":true,"final_hp":88,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_153026_929554_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.5366,"success":true,"final_hp":17,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_153055_264609_gen02.txt_llm.json"}],"eval_s":130.7,"dropped":true}],"best_prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your state and a numbered list of the actions you can take now; you answer with one action number.\n\nGAME RULES:\n- A fight is a sequence of rounds; you hit first. Your hit = your ATK - the monster's DEF. If your ATK <= the monster's DEF you cannot damage it at all.\n- The monster's hit = its ATK - your DEF; if your DEF >= its ATK it cannot hurt you. The fight ends when one side reaches 0 HP. If you reach 0 HP you lose the game.\n- A door needs a key of the same colour; each key opens exactly one door and is used up.\n- Walking onto an item collects it: gems raise ATK or DEF permanently, potions restore HP, keys open doors.\n- HP is not restored between fights.\n\nGOAL: kill the boss and stay alive.\n\nEnd your answer with: FINAL_CHOICE: <number>\n","best_score":0.602,"updated":"2026-09-28T17:31:34.801752","finished":"2026-09-28T17:31:34.801752"}