{"label":"gs2_llama8b_full","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":false,"strategy_examples":false,"select":"best","rich_trace":true,"started":"2026-09-28T16:51:11.857098","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":0.6546,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":410,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_145111_865514_simple_llm.json"},{"floor":"gen01.txt","objective":0.7768,"success":true,"final_hp":93,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_145207_823504_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.862,"success":true,"final_hp":168,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_145235_781854_gen02.txt_llm.json"}],"eval_s":123.8,"reflection":{"response":"**Diagnosis:**\n\n- **Episode 1, T2-T3:** Agent chose Slime Lord fights (risk \"MODERATE\"/\"RISKY\") while safer \"SAFE\" fights were available. It misread the *risk label* as secondary to lookahead, prioritizing future unlocks over immediate survival margin. General rule: prefer lower-risk fights when HP is scarce.\n- **Episode 1, T19:** Agent fought a Bat at 125 HP taking 121 damage (96.8% HP), leaving HP=4. It ignored the *percentage* of HP loss; any error or forced fight would kill it. General rule: avoid fights that consume >90% of current HP unless lethal stops are enabled.\n- **Episode 1, T23:** Opened a door behind a \"RISKY\" fight instead of taking the free \"SAFE\" potions first. It misread *net_lookahead* as absolute value; should prioritize immediate HP recovery when HP<10% and lethal risk exists.\n- **Episode 2, T11:** Chose Boss fight with damage=999999999 (unwinnable) despite the *[LETHAL]* tag. It misread \"WINNABLE at ATK≥15\" as an instruction to try now, not to wait. General rule: never select an action tagged [LETHAL] at current stats.\n- **Episode 3, T21-23:** Took two \"OPTIONAL — NOT required for boss\" fights (Slime Lord, Black Slimes) each costing HP, leaving only 168 HP for the boss when 232 HP would have sufficed. It ignored the *[OPTIONAL]* annotation; such fights only help if they raise stats enough to reduce boss cost by more than their own cost. (They did not.)\n- **Episode 3, T22-23:** Same issue: fighting two optional monsters at 20 HP each when the boss cost 312 HP and HP was 500; skipping both would leave 208 HP vs 188 HP. General rule: skip optional fights unless their stat gain reduces the boss cost by more than their damage.\n\n---\n\n``` \nYou play Magic Tower, a single-floor turn-based dungeon game. Each turn you receive your exact state and a numbered list of legal actions with detailed annotations; reply with one action number.\n\nCOMBAT (exact):\n- You hit first each round. Your damage per round = your ATK - monster's DEF. If your ATK <= monster's DEF, you deal 0 damage and cannot win that fight.\n- Monster damage per round = monster's ATK - your DEF. If your DEF >= monster's ATK, monster deals 0 damage (listed as [FREE]).\n- Fight ends when either side reaches 0 HP. You lose if your HP reaches 0; boss death wins.\n- HP is NOT restored between fights unless you collect potions.\n\nGOAL: Kill the boss with maximum remaining HP. Every HP you lose is permanent (potions are finite).\n\nREADING THE ANNOTATIONS:\n- \"damage\" = HP you lose now. Always compare it to your current HP as a percentage.\n- \"[FREE if DEF≥X]\" means you can make this fight free by collecting DEF; if you can reach that DEF now or trivially, prefer it.\n- \"[LETHAL]\" means you die NOW. Never pick an action tagged [LETHAL] unless the annotation explicitly says \"WINNABLE at\" and you already meet that requirement.\n- \"[OPTIONAL — NOT required for boss]\" means this fight is skippable. Only take it if the net stat gain reduces the boss fight cost by MORE than this fight's own damage.\n- Risk labels (SAFE < 25% HP, MODERATE < 50%, RISKY > 50%) — prefer SAFE over MODERATE over RISKY when HP is low (below 40% of max).\n- \"lookahead\" and \"effCost\" are estimates of future HP savings; they do NOT replace the need to survive the current fight.\n\nGENERAL STRATEGY (hard rules):\n1. NEVER choose a fight that deals > 90% of your current HP, even if lookahead is huge. Survival first.\n2. When multiple fights are available, prefer the one with the lowest HP cost unless a slightly more expensive fight unlocks a stat gem that makes the boss fight cheaper by more than the difference.\n3. Ignore [OPTIONAL] fights unless you can compute that their stat gain reduces boss damage by more than their own cost. When in doubt, skip them.\n4. If a \"free\" fight (monster cannot hurt you) is available, take it immediately — it costs nothing.\n5. Collect potions and gems as soon as they are reachable without a fight, or right after the cheapest fight that unlocks them.\n6. Do NOT open a door unless the lookahead annotation says it contains potions/gems that you need and that the cost of opening is offset.\n7. If the boss fight shows [LETHAL] but the annotation says \"WINNABLE at ATK+N\" — do not fight it yet; go collect the required ATK first.\n8. When HP is very low (<20%), prioritize any action that restores HP (potions behind doors or after cheap fights) over further progress.\n\nRESPONSE FORMAT:\n- Write 1-3 sentences of reasoning that names the chosen annotation (e.g., \"choosing the SAFE fight with 5% damage\").\n- Then end exactly with: FINAL_CHOICE: <number>\n```","violations":["no fenced prompt in the reply"],"s":37.6,"retry":{"response":"**Diagnosis:**\n- In episode 1, the agent repeatedly chose fights with negative `effCost` (e.g., Slime Lord options with effCost=-16, -85) over cheaper or optional fights, treating negative effective cost as a savings bonus. This led to taking unnecessary damage and nearly dying before collecting key HP potions. The `effCost` annotation already accounts for future gains; a negative value means the fight is *worth it now only if its lookahead unlocks mandatory progression*, not that it should be prioritized over zero-cost or optional safe fights.\n- In episode 1, the agent ignored the `[DEAD END - DO NOT OPEN]` tag on a yellow door, opening it anyway. This wasted a key and time, and the prompt never warned against trusting that tag. The agent also opened doors with `net_lookahead=49` while a `[LETHAL]` fight was available, delaying the boss and losing the chance to end with higher HP.\n- In episode 1, the agent chose a `[RISKY]` fight (Bat) at 96.8% damage when a safe optional Black Slime fight was available, and later chose a `[LETHAL]` option without checking the `WINNABLE at` condition. The agent misread `[LETHAL]` as a hard stop rather than a warning that it is only winnable if the stated stat/HP threshold is met first.\n- In episode 2, the agent chose the Boss fight at T11 despite `[LETHAL]` and `[WINNABLE at ATK≥15]` while ATK was only 12. It assumed it could gain ATK later but the fight was already selected. The prompt must state: never pick a `[LETHAL]` action unless the provided `WINNABLE at` condition is met *now*.\n- In episodes 2 and 3, the agent fought `[OPTIONAL — NOT required for boss]` enemies (Black Slimes, Slime Lords) even when the boss was already winnable and HP was the scoring metric. It treated every fight as mandatory for progression. The prompt must say: if a fight is marked `[OPTIONAL]`, skip it unless it gives a stat gem that reduces boss damage enough to increase final HP more than the fight cost.\n- In episode 1, the agent took a `[RISKY]` fight at 37.5% damage when a `[MODERATE]`/`[SAFE]` fight with a potion reward was available, and later opened a door instead of killing a `[SAFE]` enemy that would unlock more HP. The agent misread `lookahead` as a priority score rather than a *lower-bound estimate of net HP gained*; it should be compared against immediate damage cost, not used blindly.\n\n**Improved prompt:**\n```\nYou play Magic Tower, a turn-based dungeon game on one floor. Each turn you receive your state and a numbered list of legal actions with annotations. You answer with one action number.\n\nGAME RULES:\n- Combat: you hit first. Your damage per round = your ATK - monster DEF. If your ATK <= monster DEF, you deal 0 damage and cannot win that fight. Monster damage per round = monster ATK - your DEF; if your DEF >= monster ATK, monster deals 0 damage and you win free. The fight ends when either reaches 0 HP; you lose if your HP hits 0.\n- Items: gems raise ATK or DEF permanently, potions restore HP, keys open matching doors (each key used once).\n- HP does not regenerate between fights.\n\nINTERPRETING ANNOTATIONS:\n- `damage` is the total HP you lose from winning that fight now. `hpAfter` = current HP - damage.\n- `[FREE if DEF≥X]`: if your DEF >= X, you take 0 damage from that fight (still need ATK > monster DEF).\n- `[magic-atk]`: monster ignores your DEF; only ATK or MDEF (if shown) reduces its damage.\n- `[LETHAL]`: this action kills you now. Only pick it if the line `[WINNABLE at ATK≥N | or HP≥M]` shows a condition you satisfy *at this moment*. If not, never choose it.\n- `[DEAD END - DO NOT OPEN]`: this door leads nowhere useful; never open it.\n- `[OPTIONAL — NOT required for boss]`: this fight is not needed to reach or defeat the boss. Skip it unless its stat gems reduce boss damage or unlock HP potions that give a net HP gain greater than the fight's damage cost.\n- `effCost`: estimated total HP cost of the fight *plus* unavoidable future costs it unlocks. A negative value means it saves HP overall, but compare it against other available actions; do not treat negative as automatically best.\n- `lookahead`: lower-bound HP value of items/rewards reachable after this action. Do not pick purely by highest lookahead; weigh it against immediate damage and whether those rewards are needed for the boss.\n\nSTRATEGY:\n- The goal is to kill the boss and end with the highest possible HP.\n- Prefer actions with zero or low damage cost over high-damage fights unless the high-damage fight unlocks a large HP net gain (potions or gems that reduce more damage than the fight costs).\n- Never take a `[LETHAL]` action unless its `WINNABLE at` condition is met now.\n- Skip `[OPTIONAL]` fights unless they clearly improve boss-fight HP more than they cost.\n- Do not open `[DEAD END]` doors. Prefer collecting potions before fights whenever they are safely reachable without extra damage.\n- If multiple safe fights are available, prefer the one that unlocks stat gems (ATK/DEF) or keys needed for the boss path, but only if total HP after that sequence is higher than taking a cheaper fight or going directly to the boss.\n\nEnd your answer with exactly: FINAL_CHOICE: <number>\n```","violations":[]}},"accepted":true},{"iteration":1,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you receive your state and a numbered list of legal actions with annotations. You answer with one action number.\n\nGAME RULES:\n- Combat: you hit first. Your damage per round = your ATK - monster DEF. If your ATK <= monster DEF, you deal 0 damage and cannot win that fight. Monster damage per round = monster ATK - your DEF; if your DEF >= monster ATK, monster deals 0 damage and you win free. The fight ends when either reaches 0 HP; you lose if your HP hits 0.\n- Items: gems raise ATK or DEF permanently, potions restore HP, keys open matching doors (each key used once).\n- HP does not regenerate between fights.\n\nINTERPRETING ANNOTATIONS:\n- `damage` is the total HP you lose from winning that fight now. `hpAfter` = current HP - damage.\n- `[FREE if DEF≥X]`: if your DEF >= X, you take 0 damage from that fight (still need ATK > monster DEF).\n- `[magic-atk]`: monster ignores your DEF; only ATK or MDEF (if shown) reduces its damage.\n- `[LETHAL]`: this action kills you now. Only pick it if the line `[WINNABLE at ATK≥N | or HP≥M]` shows a condition you satisfy *at this moment*. If not, never choose it.\n- `[DEAD END - DO NOT OPEN]`: this door leads nowhere useful; never open it.\n- `[OPTIONAL — NOT required for boss]`: this fight is not needed to reach or defeat the boss. Skip it unless its stat gems reduce boss damage or unlock HP potions that give a net HP gain greater than the fight's damage cost.\n- `effCost`: estimated total HP cost of the fight *plus* unavoidable future costs it unlocks. A negative value means it saves HP overall, but compare it against other available actions; do not treat negative as automatically best.\n- `lookahead`: lower-bound HP value of items/rewards reachable after this action. Do not pick purely by highest lookahead; weigh it against immediate damage and whether those rewards are needed for the boss.\n\nSTRATEGY:\n- The goal is to kill the boss and end with the highest possible HP.\n- Prefer actions with zero or low damage cost over high-damage fights unless the high-damage fight unlocks a large HP net gain (potions or gems that reduce more damage than the fight costs).\n- Never take a `[LETHAL]` action unless its `WINNABLE at` condition is met now.\n- Skip `[OPTIONAL]` fights unless they clearly improve boss-fight HP more than they cost.\n- Do not open `[DEAD END]` doors. Prefer collecting potions before fights whenever they are safely reachable without extra damage.\n- If multiple safe fights are available, prefer the one that unlocks stat gems (ATK/DEF) or keys needed for the boss path, but only if total HP after that sequence is higher than taking a cheaper fight or going directly to the boss.\n\nEnd your answer with exactly: FINAL_CHOICE: <number>","score":0.5799,"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_145431_139631_simple_llm.json"},{"floor":"gen01.txt","objective":0.7768,"success":true,"final_hp":93,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_145532_283544_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.638,"success":true,"final_hp":64,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_145602_297607_gen02.txt_llm.json"}],"eval_s":135.7,"dropped":true,"reflection":{"response":"## Diagnosis\n\n- **Episode 1, T2/T3:** Agent fought Slime Lord (114 damage) instead of cheaper Black Slime/Red Slime fights, missing early stat gems and potions that would have reduced later costs — ignored `effCost` and `lookahead` annotations that showed lower-cost alternatives with better long-term value.\n- **Episode 1, T19:** Agent took Bat at 96.8% HP cost despite alternative Bat having identical cost — ignored `effCost=-9` on a nearly-lethal fight; should have waited for more stats first (both options were risky, but fight was not forced yet).\n- **Episode 1, T23-T31:** After opening yellow door, agent wasted a yellow key on the second door (T31) when that door was clearly optional (`net_lookahead` low vs. remaining boss path), then auto-fought a free slime — the key was spent on a non-required area, reducing HP.\n- **Episode 2, T11:** Agent chose the Boss action with `[LETHAL]` and `[WINNABLE at ATK≥15 (+3)]` while ATK was only 12 — misread the condition; the line says \"winnable **at** ATK≥15\", not \"winnable if you can reach it later.\" The agent confused \"could be winnable eventually\" with \"winnable now.\"\n- **Episode 2, T14-T24:** Agent kept choosing optional `[OPTIONAL — NOT required for boss]` fights (Black Slime, Red Slime, etc.) that had positive `effCost` and low `lookahead` — these fights cost HP and gave little in return; the boss was already winnable, and the agent should have prioritized fights that reduced boss cost or provided HP potions.\n- **Episode 3, T21:** Agent chose Slime Lord (24 damage) over fighting Boss directly (3% HP saved), but this was a valid conservative choice — however, the agent then repeated optional fights at T22-T23 when those were clearly `[OPTIONAL]` and cost HP for no boss benefit, reducing final HP.\n\n---\n\n## Improved Prompt\n\n```\nYou play Magic Tower, a turn-based dungeon game on one floor. Each turn you receive your state and a numbered list of legal actions with annotations. You answer with one action number.\n\nGAME RULES:\n- Combat: you hit first. Your damage per round = your ATK - monster DEF. If your ATK <= monster DEF, you deal 0 damage and cannot win.\n- Monster damage per round = monster ATK - your DEF. If your DEF >= monster ATK, you take 0 damage (free win).\n- Fight ends when one side reaches 0 HP. You lose if your HP hits 0.\n- Gems raise ATK/DEF permanently; potions restore HP; keys open matching doors (each key used once).\n- HP does not regenerate between fights.\n\nGOAL: Kill the boss, maximizing final HP. Avoid unnecessary damage.\n\nREADING ANNOTATIONS:\n- `damage` = HP lost from winning that fight now. `hpAfter` = current HP - damage.\n- `[FREE if DEF≥X]`: if your DEF >= X, you take 0 damage from that fight (still need ATK > monster DEF).\n- `[magic-atk]`: monster ignores your DEF — only ATK and MDEF (if shown) reduce its damage.\n- `[LETHAL]`: this action kills you at current stats. The `[WINNABLE at ATK≥N | or HP≥M]` line shows the condition to make it winnable. **Only choose [LETHAL] if you ALREADY satisfy that condition RIGHT NOW.** Never choose it hoping to get stronger later.\n- `[DEAD END - DO NOT OPEN]`: never open this door.\n- `[OPTIONAL — NOT required for boss]`: this fight is not needed to reach or beat the boss. **Skip it unless** its rewards (stat gems or HP potions) reduce boss damage or give net HP gain greater than the fight's cost.\n- `effCost`: estimated total HP cost including unavoidable future costs. Negative means it saves HP overall, but compare against alternatives — do not automatically pick negative.\n- `lookahead`: value of items/rewards reachable after this action. Higher is better.\n- `min-cost@maxStats(...)`: cost of this fight if you first collected all available stat gems — compare to current cost; big savings suggest waiting for stats.\n\nSTRATEGY:\n1. **Never rush the boss.** Fight it only when `[WINNABLE]` condition is met and you have collected essential stat gems that significantly reduce its cost.\n2. **Prefer fights with negative `effCost`** (unlock valuable items) over cheap fights with zero/low `lookahead`.\n3. **Kill cheap, low-damage fights that unlock stat gems early** — gems reduce costs of all future fights.\n4. **Skip `[OPTIONAL]` fights unless** they give stat gems or large HP potions that net-save HP; otherwise they waste HP for nothing.\n5. **Compare fights of the same type/location**: if two fights have identical cost but one has higher `lookahead` or unlocks more, pick that one.\n6. **Use keys sparingly**: only open doors that lead to required area or valuable rewards (`net_lookahead` positive and meaningful). Avoid doors marked `[DEAD END]`.\n7. If the boss is winnable and all remaining actions are `[OPTIONAL]` or the boss itself, prefer the boss — optional fights cost HP for no boss benefit unless they give stats/potions that reduce boss damage.\n8. When multiple paths exist, mentally simulate: collect all free items first, then cheap fights unlocking gems, then expensive fights with high `lookahead`, then boss.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":30.3},"accepted":true},{"iteration":2,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you receive your state and a numbered list of legal actions with annotations. You answer with one action number.\n\nGAME RULES:\n- Combat: you hit first. Your damage per round = your ATK - monster DEF. If your ATK <= monster DEF, you deal 0 damage and cannot win.\n- Monster damage per round = monster ATK - your DEF. If your DEF >= monster ATK, you take 0 damage (free win).\n- Fight ends when one side reaches 0 HP. You lose if your HP hits 0.\n- Gems raise ATK/DEF permanently; potions restore HP; keys open matching doors (each key used once).\n- HP does not regenerate between fights.\n\nGOAL: Kill the boss, maximizing final HP. Avoid unnecessary damage.\n\nREADING ANNOTATIONS:\n- `damage` = HP lost from winning that fight now. `hpAfter` = current HP - damage.\n- `[FREE if DEF≥X]`: if your DEF >= X, you take 0 damage from that fight (still need ATK > monster DEF).\n- `[magic-atk]`: monster ignores your DEF — only ATK and MDEF (if shown) reduce its damage.\n- `[LETHAL]`: this action kills you at current stats. The `[WINNABLE at ATK≥N | or HP≥M]` line shows the condition to make it winnable. **Only choose [LETHAL] if you ALREADY satisfy that condition RIGHT NOW.** Never choose it hoping to get stronger later.\n- `[DEAD END - DO NOT OPEN]`: never open this door.\n- `[OPTIONAL — NOT required for boss]`: this fight is not needed to reach or beat the boss. **Skip it unless** its rewards (stat gems or HP potions) reduce boss damage or give net HP gain greater than the fight's cost.\n- `effCost`: estimated total HP cost including unavoidable future costs. Negative means it saves HP overall, but compare against alternatives — do not automatically pick negative.\n- `lookahead`: value of items/rewards reachable after this action. Higher is better.\n- `min-cost@maxStats(...)`: cost of this fight if you first collected all available stat gems — compare to current cost; big savings suggest waiting for stats.\n\nSTRATEGY:\n1. **Never rush the boss.** Fight it only when `[WINNABLE]` condition is met and you have collected essential stat gems that significantly reduce its cost.\n2. **Prefer fights with negative `effCost`** (unlock valuable items) over cheap fights with zero/low `lookahead`.\n3. **Kill cheap, low-damage fights that unlock stat gems early** — gems reduce costs of all future fights.\n4. **Skip `[OPTIONAL]` fights unless** they give stat gems or large HP potions that net-save HP; otherwise they waste HP for nothing.\n5. **Compare fights of the same type/location**: if two fights have identical cost but one has higher `lookahead` or unlocks more, pick that one.\n6. **Use keys sparingly**: only open doors that lead to required area or valuable rewards (`net_lookahead` positive and meaningful). Avoid doors marked `[DEAD END]`.\n7. If the boss is winnable and all remaining actions are `[OPTIONAL]` or the boss itself, prefer the boss — optional fights cost HP for no boss benefit unless they give stats/potions that reduce boss damage.\n8. When multiple paths exist, mentally simulate: collect all free items first, then cheap fights unlocking gems, then expensive fights with high `lookahead`, then boss.\n\nEnd your answer with: FINAL_CHOICE: <number>","score":0.5799,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":433,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_145717_122953_simple_llm.json"},{"floor":"gen01.txt","objective":0.7768,"success":true,"final_hp":93,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_145823_817771_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.638,"success":true,"final_hp":64,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_145853_444462_gen02.txt_llm.json"}],"eval_s":141.1,"dropped":true,"reflection":{"response":"## Diagnosis\n\n- **Episode 1, T2/T3/T6/T15/T16/T19:** Agent repeatedly chose fights with higher damage than cheaper available options, ignoring `damage` and `hpAfter` as primary selection criteria. It prioritized `lookahead`/`effCost` over immediate HP cost, leading to systematic HP bleed.\n- **Episode 1, T23/T31:** Agent opened Yellow Doors that were behind or led to already-visited/cleared areas, wasting keys and turns; the `[DEAD END - DO NOT OPEN]` annotation was present on one such door (T4/T5 in ep.1) but ignored elsewhere.\n- **Episode 1, T19/T22/T24/T28:** Agent took fights while at very low HP instead of first collecting guaranteed HP potions or taking free fights, risking death; it repeatedly picked \"RISKY\" fights over \"SAFE\" cheaper ones.\n- **Episode 2, T11:** Agent attempted an unwinnable Boss fight (`[LETHAL]` with `[WINNABLE at ATK≥15]` at ATK 12); it ignored the explicit condition and tried anyway, causing engine override.\n- **Episode 3, T18:** Agent chose a fight that was `[OPTIONAL]` with a `skip to conserve HP` note, spending HP unnecessarily before the boss; it misread \"optional\" as mandatory.\n- **General:** Agent frequently chose actions with higher `damage` over lower-`damage` alternatives when both unlocked similar rewards, and it failed to treat `hpAfter` as a hard constraint for survival.\n\n## Improved Prompt\n\n```\nYou play Magic Tower, a turn-based dungeon game on one floor. Each turn you receive your state and a numbered list of every legal action with annotations. You answer with one action number.\n\nGAME RULES:\n- A fight is a sequence of rounds; you strike first. Your hit = your ATK - monster DEF. If your ATK <= monster DEF, you deal 0 damage and cannot win that fight.\n- Monster hit = monster ATK - your DEF; if your DEF >= monster ATK, monster deals 0 damage (free win). Fight ends when either side reaches 0 HP; you lose if your HP hits 0.\n- Doors require a key of the matching color; each key opens one door only.\n- Items: gems permanently raise ATK or DEF; potions restore HP; keys open matching doors.\n- HP never regenerates between fights. Goal: kill the boss, maximize remaining HP.\n\nINTERPRETING ANNOTATIONS (critical):\n- `damage` = HP you lose from winning that fight NOW. `hpAfter` = current HP - damage. ALWAYS compare these across options.\n- `[FREE if DEF≥X]`: if your DEF ≥ X, you take 0 damage (you still need ATK > its DEF).\n- `[magic-atk]`: monster ignores your DEF — only ATK reduces its damage.\n- `[LETHAL]`: this fight kills you at current stats. The annotation `[WINNABLE at ATK≥N | or HP≥M]` gives the requirement. NEVER pick a LETHAL action unless you ALREADY meet that condition right now — do not plan to meet it later.\n- `[DEAD END - DO NOT OPEN]`: never open this door; it wastes a key and leads nowhere.\n- `[OPTIONAL — NOT required for boss, skip to conserve HP]`: this fight is NOT needed to reach or beat the boss. SKIP it unless it gives a stat gem that dramatically reduces boss damage AND you have spare HP to afford it. When in doubt, do not take it.\n- `effCost`: estimated total HP cost including future unlocking. `lookahead`: value of reachable rewards. These are SECONDARY to immediate `damage`/`hpAfter`. Do not sacrifice HP you need for survival just for \"potential value\".\n- If a `[FREE if DEF≥X]` or `[SAFE]` fight is available and you need the reward, prefer it over a risky one.\n\nDECISION RULES:\n1. First: ensure survival. If `hpAfter` for a risky fight is near current HP or the fight is `[LETHAL]` without satisfying its win condition, do NOT take it. Always have enough HP margin for the boss.\n2. Second: among safe winnable fights, choose the one with the LOWEST `damage` (highest `hpAfter`) that meaningfully progresses toward the boss. Treat pure damage‑minimization as primary.\n3. Third: use `lookahead`/`effCost` only as tie‑breakers between fights of roughly equal damage.\n4. Never fight `[OPTIONAL]` monsters if doing so reduces HP below a safe threshold or if their rewards are unnecessary for the boss. Checking \"do I really need this?\" before every optional fight.\n5. When a `[LETHAL]` boss is listed, do NOT pick it unless its win condition is already met. If you cannot win the boss yet, improve stats via safer fights first.\n6. Never open `[DEAD END]` doors. Only open doors that lead to useful regions.\n\nOutput format: one short reasoning line (why your choice), then `FINAL_CHOICE: <number>`.\n```","violations":[],"s":15},"accepted":true},{"iteration":3,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you receive your state and a numbered list of every legal action with annotations. You answer with one action number.\n\nGAME RULES:\n- A fight is a sequence of rounds; you strike first. Your hit = your ATK - monster DEF. If your ATK <= monster DEF, you deal 0 damage and cannot win that fight.\n- Monster hit = monster ATK - your DEF; if your DEF >= monster ATK, monster deals 0 damage (free win). Fight ends when either side reaches 0 HP; you lose if your HP hits 0.\n- Doors require a key of the matching color; each key opens one door only.\n- Items: gems permanently raise ATK or DEF; potions restore HP; keys open matching doors.\n- HP never regenerates between fights. Goal: kill the boss, maximize remaining HP.\n\nINTERPRETING ANNOTATIONS (critical):\n- `damage` = HP you lose from winning that fight NOW. `hpAfter` = current HP - damage. ALWAYS compare these across options.\n- `[FREE if DEF≥X]`: if your DEF ≥ X, you take 0 damage (you still need ATK > its DEF).\n- `[magic-atk]`: monster ignores your DEF — only ATK reduces its damage.\n- `[LETHAL]`: this fight kills you at current stats. The annotation `[WINNABLE at ATK≥N | or HP≥M]` gives the requirement. NEVER pick a LETHAL action unless you ALREADY meet that condition right now — do not plan to meet it later.\n- `[DEAD END - DO NOT OPEN]`: never open this door; it wastes a key and leads nowhere.\n- `[OPTIONAL — NOT required for boss, skip to conserve HP]`: this fight is NOT needed to reach or beat the boss. SKIP it unless it gives a stat gem that dramatically reduces boss damage AND you have spare HP to afford it. When in doubt, do not take it.\n- `effCost`: estimated total HP cost including future unlocking. `lookahead`: value of reachable rewards. These are SECONDARY to immediate `damage`/`hpAfter`. Do not sacrifice HP you need for survival just for \"potential value\".\n- If a `[FREE if DEF≥X]` or `[SAFE]` fight is available and you need the reward, prefer it over a risky one.\n\nDECISION RULES:\n1. First: ensure survival. If `hpAfter` for a risky fight is near current HP or the fight is `[LETHAL]` without satisfying its win condition, do NOT take it. Always have enough HP margin for the boss.\n2. Second: among safe winnable fights, choose the one with the LOWEST `damage` (highest `hpAfter`) that meaningfully progresses toward the boss. Treat pure damage‑minimization as primary.\n3. Third: use `lookahead`/`effCost` only as tie‑breakers between fights of roughly equal damage.\n4. Never fight `[OPTIONAL]` monsters if doing so reduces HP below a safe threshold or if their rewards are unnecessary for the boss. Checking \"do I really need this?\" before every optional fight.\n5. When a `[LETHAL]` boss is listed, do NOT pick it unless its win condition is already met. If you cannot win the boss yet, improve stats via safer fights first.\n6. Never open `[DEAD END]` doors. Only open doors that lead to useful regions.\n\nOutput format: one short reasoning line (why your choice), then `FINAL_CHOICE: <number>`.","score":0.5663,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":534,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_145953_307056_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_150106_744224_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.612,"success":true,"final_hp":52,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_150138_768352_gen02.txt_llm.json"}],"eval_s":157.3,"dropped":true,"reflection":{"response":"## Diagnosis\n\n- **Episode 1, T19**: Chose a Bat fight costing 121 HP (96.8% of HP) leaving 4 HP, despite the other Bat being identical cost. The agent ignored the `[RISKY]` label and high percentage cost — it should have prioritized collecting safe HP potions and stat gems first, not rushing a high-damage optional fight.\n- **Episode 1, T28**: Chose Slime Lord at 67.3% HP cost, dropping to 16 HP, when it should have first opened the Yellow Door at (8,0) to collect +275 HP potions (the `lookahead` value was positive and large). The agent prioritized `effCost=-57` (negative) over the much safer door option with huge HP reward.\n- **Episode 1, T31**: Opened a door to collect potions instead of fighting the Bat, but the engine later forced the Bat anyway — the agent misread that the fight was **mandatory** (engine-forced) and should have taken it earlier when HP was higher. The `net_lookahead` of 49 was small compared to the HP cost of waiting.\n- **Episode 2, T11–T16**: Agent chose `[fight] Boss` at T11 even though `[LETHAL]` with `[WINNABLE at ATK≥15]` — it planned to gain +3 ATK later, violating the rule \"never pick LETHAL unless you ALREADY meet the condition.\" Engine overrode it, costing a full turn.\n- **Episode 2, T24**: Chose an `[OPTIONAL]` Black Slime fight (20 HP) right before facing the boss, instead of fighting the boss while at full strength. The optional fight gave no required stat bonus — the agent misread `[OPTIONAL — NOT required for boss]` as a suggestion to take, not a warning to skip.\n- **Episode 3, T21–T22**: Repeatedly took `[OPTIONAL]` fights (Slime Lord at 24 HP each, Black Slimes at 20 HP each) even after the boss became fightable, wasting HP that could have been saved for final HP score. The agent kept choosing low-cost fights without checking they were unnecessary — the `[OPTIONAL]` tag should trigger immediate skip unless the reward (stat gem) is essential.\n\n---\n\n```\nYou play Magic Tower, a turn-based dungeon game on one floor. Each turn you receive your state and a numbered list of every legal action with annotations. You answer with one action number.\n\nGAME RULES:\n- A fight is a sequence of rounds; you hit first. Your hit = my ATK - monster DEF. If ATK ≤ DEF, you deal 0 damage and cannot win.\n- Monster's hit = monster ATK - my DEF; if DEF ≥ monster ATK, it deals 0 damage (free win). Fight ends at 0 HP; you lose at 0 HP.\n- Each key opens exactly one matching-color door and is consumed. Gems raise ATK/DEF permanently; potions restore HP; HP never regenerates between fights.\n- GOAL: Kill the boss; maximize remaining HP.\n\nINTERPRETING ANNOTATIONS (critical rules):\n1. `[LETHAL]` = you die at current stats. The `[WINNABLE at ATK≥N | or HP≥M]` line gives requirements. **NEVER choose a LETHAL action unless you ALREADY satisfy that condition NOW.** Do not plan to gain stats or HP later — the engine will override your choice and you waste a turn.\n2. `[OPTIONAL — NOT required for boss]` = this fight is **NOT needed** to reach or beat the boss. **SKIP it unless** its rewards (stat gems) give a NET HP saving ≥ its cost, AND you have spare HP. When in doubt, skip it. Taking optional fights near the boss lowers your final HP for no benefit.\n3. `[DEAD END - DO NOT OPEN]` = never open this door; it wastes a key.\n4. `damage`/`hpAfter` show immediate cost. Compare with `effCost` (total future cost) and `lookahead` (value of reachable rewards). **Prefers actions with negative effCost only when the alternative is not a large HP gain door.**\n5. `[FREE if DEF≥X]` = you take 0 damage once DEF ≥ X; still need ATK > DEF.\n6. `[magic-atk]` = monster ignores DEF; only ATK/HP matter.\n7. Prioritize collecting HP potions and stat gems **before** expensive fights when possible (check door lookahead values).\n8. When forced to fight (engine says \"forced\"), do it as early as possible — costs are lower at higher HP ratios.\n9. Prefer fights with lower `damage %` of current HP when they lead to equal rewards.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":13.7},"accepted":true},{"iteration":4,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you receive your state and a numbered list of every legal action with annotations. You answer with one action number.\n\nGAME RULES:\n- A fight is a sequence of rounds; you hit first. Your hit = my ATK - monster DEF. If ATK ≤ DEF, you deal 0 damage and cannot win.\n- Monster's hit = monster ATK - my DEF; if DEF ≥ monster ATK, it deals 0 damage (free win). Fight ends at 0 HP; you lose at 0 HP.\n- Each key opens exactly one matching-color door and is consumed. Gems raise ATK/DEF permanently; potions restore HP; HP never regenerates between fights.\n- GOAL: Kill the boss; maximize remaining HP.\n\nINTERPRETING ANNOTATIONS (critical rules):\n1. `[LETHAL]` = you die at current stats. The `[WINNABLE at ATK≥N | or HP≥M]` line gives requirements. **NEVER choose a LETHAL action unless you ALREADY satisfy that condition NOW.** Do not plan to gain stats or HP later — the engine will override your choice and you waste a turn.\n2. `[OPTIONAL — NOT required for boss]` = this fight is **NOT needed** to reach or beat the boss. **SKIP it unless** its rewards (stat gems) give a NET HP saving ≥ its cost, AND you have spare HP. When in doubt, skip it. Taking optional fights near the boss lowers your final HP for no benefit.\n3. `[DEAD END - DO NOT OPEN]` = never open this door; it wastes a key.\n4. `damage`/`hpAfter` show immediate cost. Compare with `effCost` (total future cost) and `lookahead` (value of reachable rewards). **Prefers actions with negative effCost only when the alternative is not a large HP gain door.**\n5. `[FREE if DEF≥X]` = you take 0 damage once DEF ≥ X; still need ATK > DEF.\n6. `[magic-atk]` = monster ignores DEF; only ATK/HP matter.\n7. Prioritize collecting HP potions and stat gems **before** expensive fights when possible (check door lookahead values).\n8. When forced to fight (engine says \"forced\"), do it as early as possible — costs are lower at higher HP ratios.\n9. Prefer fights with lower `damage %` of current HP when they lead to equal rewards.\n\nEnd your answer with: FINAL_CHOICE: <number>","score":0.575,"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_150244_342864_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_150343_375492_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.638,"success":true,"final_hp":64,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_150410_382539_gen02.txt_llm.json"}],"eval_s":126.4,"dropped":true,"reflection":{"response":"## Diagnosis\n\n- **Episode 1, T2**: Agent chose the most expensive immediate fight (Slime Lord, 114 dmg) over cheaper safe options (Red/Black Slime, ~55 dmg). It misread `damage`/`hpAfter` — it chose based on \"unlocking the path\" instead of minimizing immediate cost. Principle: **always pick the cheapest survivable fight first; collect rewards (potions/gems) before expensive fights**.\n- **Episode 1, T24-T28**: Agent fought Black Slime (30 dmg) and Slime Lord (33 dmg) at low HP instead of first opening the yellow door to get +275 HP potions. It ignored the `net_lookahead=44/49` for the door — the door showed immediate potion rewards that would have healed before fights. Principle: **when a door's lookahead includes potions you can collect immediately, open that door before risky fights**.\n- **Episode 2, T11**: Agent chose a `[LETHAL]` boss fight with `damage=999999999`. It planned to gain stats later, but the engine overrode it. It misread the `[WINNABLE at ATK≥15 (+3)]` annotation — it did not meet the condition NOW. Principle: **never select a LETHAL action unless you already meet its requirement this turn**.\n- **Episode 3, T21**: Agent fought an `[OPTIONAL]` Slime Lord (24 dmg) when the boss was already winnable (312 dmg, 232 HP margin). This reduced final HP unnecessarily. It misread that `[OPTIONAL — NOT required for boss]` means skip unless it gives a stat gem that dramatically reduces boss damage. Here it gained nothing for the boss. Principle: **skip optional fights that don't give stat gems or potions that reduce future boss cost**.\n- **Episode 3, T22-T23**: Agent fought two more `[OPTIONAL]` Black Slimes (20 dmg each) after they were clearly not needed. The `lookahead` values were low (only potions behind them), and boss damage was already fixed. Principle: **once boss is winnable, only take optional fights that reduce boss damage (stat gems) or are free (0 dmg)**.\n- **Episode 1, T19**: Agent fought a Bat at 96.8% damage (121 dmg, HP 4) when it had a yellow door option with net_lookahead=44 (potions). It chose to fight anyway. This was a `RISKY` action — no `[LETHAL]` flag but nearly fatal. Principle: **when HP is low and a door unlocks potions you can collect immediately, open the door first; avoid fights that leave HP ≤ 10% unless they unlock critical stat gems now**.\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 respond with one action number.\n\nGAME RULES:\n- Fight: you hit first. Your hit = your ATK - opponent's DEF. If your ATK ≤ opponent's DEF, you deal 0 damage and cannot win. Opponent's hit = its ATK - your DEF; if your DEF ≥ its ATK, it deals 0 damage (free win). Fight ends at 0 HP; you lose if you hit 0.\n- Each key opens exactly one door of matching color and is consumed.\n- Items: gems permanently raise ATK or DEF; potions restore HP. HP never regenerates between fights.\n- GOAL: kill the boss alive; maximize remaining HP.\n\nCRITICAL ANNOTATION RULES:\n1. `[LETHAL]` = you die at current stats. The `[WINNABLE at ATK≥N | or HP≥M]` gives requirement. NEVER choose a LETHAL action unless you ALREADY meet that condition NOW. Do not plan to gain stats later — engine overrides.\n2. `[OPTIONAL — NOT required for boss]` = this fight is NOT needed. SKIP it unless its rewards (stat gems) directly reduce boss damage by more than its cost. When in doubt, skip it. Taking optional fights after boss is winnable only wastes HP.\n3. `[DEAD END - DO NOT OPEN]` = never open this door; it wastes a key.\n4. `damage`/`hpAfter` = immediate cost. ALWAYS prefer the lowest damage fight that is SAFE or MODERATE, unless a door unlocks potions you can collect immediately BEFORE that fight.\n5. When a door's `net_lookahead` is positive and includes potions/gems reachable immediately, OPEN THAT DOOR before doing risky fights. Collect all free rewards first.\n6. `[FREE if DEF≥X]` = 0 damage once DEF ≥ X (still need ATK > its DEF).\n7. `[magic-atk]` = monster ignores DEF; only ATK/HP matter.\n8. `effCost`/`lookahead` help prioritize: prefer negative effCost only if it unlocks stat gems or potions that save more HP later. But immediate `damage` is the primary filter.\n9. When HP is below ~20%, avoid any fight with damage > 50% of current HP unless it unlocks a stat gem that makes the boss winnable that would otherwise be unwinnable. Prefer opening potion doors first.\n10. Boss fight: only engage when `[LETHAL]` flag is absent (or requirement met NOW). If boss damage is high, first collect all stat gems and potions available through safe paths.\n\nEnd with: FINAL_CHOICE: <number>\n```","violations":[],"s":37},"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; you respond with one action number.\n\nGAME RULES:\n- Fight: you hit first. Your hit = your ATK - opponent's DEF. If your ATK ≤ opponent's DEF, you deal 0 damage and cannot win. Opponent's hit = its ATK - your DEF; if your DEF ≥ its ATK, it deals 0 damage (free win). Fight ends at 0 HP; you lose if you hit 0.\n- Each key opens exactly one door of matching color and is consumed.\n- Items: gems permanently raise ATK or DEF; potions restore HP. HP never regenerates between fights.\n- GOAL: kill the boss alive; maximize remaining HP.\n\nCRITICAL ANNOTATION RULES:\n1. `[LETHAL]` = you die at current stats. The `[WINNABLE at ATK≥N | or HP≥M]` gives requirement. NEVER choose a LETHAL action unless you ALREADY meet that condition NOW. Do not plan to gain stats later — engine overrides.\n2. `[OPTIONAL — NOT required for boss]` = this fight is NOT needed. SKIP it unless its rewards (stat gems) directly reduce boss damage by more than its cost. When in doubt, skip it. Taking optional fights after boss is winnable only wastes HP.\n3. `[DEAD END - DO NOT OPEN]` = never open this door; it wastes a key.\n4. `damage`/`hpAfter` = immediate cost. ALWAYS prefer the lowest damage fight that is SAFE or MODERATE, unless a door unlocks potions you can collect immediately BEFORE that fight.\n5. When a door's `net_lookahead` is positive and includes potions/gems reachable immediately, OPEN THAT DOOR before doing risky fights. Collect all free rewards first.\n6. `[FREE if DEF≥X]` = 0 damage once DEF ≥ X (still need ATK > its DEF).\n7. `[magic-atk]` = monster ignores DEF; only ATK/HP matter.\n8. `effCost`/`lookahead` help prioritize: prefer negative effCost only if it unlocks stat gems or potions that save more HP later. But immediate `damage` is the primary filter.\n9. When HP is below ~20%, avoid any fight with damage > 50% of current HP unless it unlocks a stat gem that makes the boss winnable that would otherwise be unwinnable. Prefer opening potion doors first.\n10. Boss fight: only engage when `[LETHAL]` flag is absent (or requirement met NOW). If boss damage is high, first collect all stat gems and potions available through safe paths.\n\nEnd with: FINAL_CHOICE: <number>","score":0.5799,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":433,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_150527_757525_simple_llm.json"},{"floor":"gen01.txt","objective":0.7768,"success":true,"final_hp":93,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_150631_956258_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.638,"success":true,"final_hp":64,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_150705_213380_gen02.txt_llm.json"}],"eval_s":145.8,"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":0.6546,"updated":"2026-09-28T17:07:53.514637","finished":"2026-09-28T17:07:53.514637"}