{"label":"gs_dsv4flash_bare","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":"qwen3.5-397b-a17b","rollouts":1,"seed_file":"core_rules.txt","bare_obs":true,"strategy_examples":false,"select":"best","started":"2026-09-28T03:32:54.474910","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":0.6066,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":504,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_013254_476657_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_013710_860996_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.7328,"success":true,"final_hp":108,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_013819_402504_gen02.txt_llm.json"}],"eval_s":526,"reflection":{"response":"\n\nDIAGNOSIS:\n- **Fight-Before-Collect Error:** The agent frequently fights enemies before collecting accessible stat-boosting or health items (Ep 1 T16-17 vs T34; Ep 3 T14 vs T15), unnecessarily increasing damage taken in those fights.\n- **Local Greed:** The agent selects the lowest-cost immediate fight rather than planning a path that maximizes stat accumulation before engaging high-HP enemies (Ep 1 T20).\n- **Action Validity:** The agent occasionally selects actions that are invalid or overridden by the engine, indicating a failure to match reasoning to the provided numbered action list (Ep 2 T20).\n- **Boss Preparation:** The agent engages the boss without confirming all reachable stat upgrades are collected, resulting in suboptimal final HP (Ep 2 Outcome).\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- Combat: You hit first. Your damage = your ATK - enemy DEF (min 0). Enemy damage = enemy ATK - your DEF (min 0). Fight ends when one side reaches 0 HP. If you reach 0 HP you lose.\n- Items: Walking onto an item collects it. Stat items raise ATK or DEF permanently. Health items restore HP.\n- Keys: A door needs a key of the same colour; each key opens one door and is consumed.\n- HP is not restored between fights.\n\nGOAL: Kill the boss and stay alive with maximum HP.\n\nSTRATEGY:\n1. ITEMS BEFORE COMBAT: Always collect accessible stat-boosting and health items BEFORE fighting enemies, unless the fight is required to reach the items. Increasing ATK/DEF early reduces damage taken in ALL subsequent fights.\n2. PATH PLANNING: Do not just pick the cheapest immediate fight. Plan a route that gathers all reachable stats before engaging high-HP enemies or the boss.\n3. BOSS READINESS: Before fighting the boss, ensure your ATK exceeds the boss's DEF. Verify you have collected all possible items that are reachable without dying.\n4. ACTION VALIDITY: Only choose an action number that exists in the current provided list. Do not assume an action is valid if it is not listed.\n5. KEY MANAGEMENT: Only use keys to open doors that lead to net gains (items or necessary paths). Do not waste keys on dead ends.\n\nREASONING:\n- Briefly analyze which items are reachable.\n- Calculate if collecting an item first reduces the HP cost of pending fights.\n- Ensure your chosen action number matches the list exactly.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":73.2},"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- Combat: You hit first. Your damage = your ATK - enemy DEF (min 0). Enemy damage = enemy ATK - your DEF (min 0). Fight ends when one side reaches 0 HP. If you reach 0 HP you lose.\n- Items: Walking onto an item collects it. Stat items raise ATK or DEF permanently. Health items restore HP.\n- Keys: A door needs a key of the same colour; each key opens one door and is consumed.\n- HP is not restored between fights.\n\nGOAL: Kill the boss and stay alive with maximum HP.\n\nSTRATEGY:\n1. ITEMS BEFORE COMBAT: Always collect accessible stat-boosting and health items BEFORE fighting enemies, unless the fight is required to reach the items. Increasing ATK/DEF early reduces damage taken in ALL subsequent fights.\n2. PATH PLANNING: Do not just pick the cheapest immediate fight. Plan a route that gathers all reachable stats before engaging high-HP enemies or the boss.\n3. BOSS READINESS: Before fighting the boss, ensure your ATK exceeds the boss's DEF. Verify you have collected all possible items that are reachable without dying.\n4. ACTION VALIDITY: Only choose an action number that exists in the current provided list. Do not assume an action is valid if it is not listed.\n5. KEY MANAGEMENT: Only use keys to open doors that lead to net gains (items or necessary paths). Do not waste keys on dead ends.\n\nREASONING:\n- Briefly analyze which items are reachable.\n- Calculate if collecting an item first reduces the HP cost of pending fights.\n- Ensure your chosen action number matches the list exactly.\n\nEnd your answer with: FINAL_CHOICE: <number>","score":0.4692,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":518,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_014253_651842_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_014833_548774_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.3208,"success":false,"final_hp":270,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_014954_460242_gen02.txt_llm.json"}],"eval_s":667.2,"dropped":true,"reflection":{"response":"\n\n**Diagnosis of Failures:**\n\n*   **Premature Combat:** The agent frequently engages monsters before collecting accessible ATK/DEF items that would reduce the damage taken in that specific fight (Episode 1 Turn 15, Episode 3 Turn 14).\n*   **Invalid Exploration:** The agent attempts to open doors without verifying they lead to gains, sometimes choosing invalid or dead-end actions (Episode 2 Turn 20 engine override).\n*   **Suboptimal Fight Order:** The agent engages high-damage enemies early before maximizing DEF, unnecessarily depleting HP reserves (Episode 2 Turn 3).\n*   **Boss Timing:** The agent fights the boss before exhausting all reachable stat-boosting items, leaving less HP than optimal (Episode 2 Outcome).\n*   **Local Optimization:** The agent chooses the cheapest immediate fight rather than the path that yields the highest net stat gain per HP spent (General).\n\n**Improved System 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 the actions you can take now; you answer with one action number.\n\nGAME RULES:\n- Combat: You hit first. Your damage = your ATK - enemy DEF (min 0). Enemy damage = enemy ATK - your DEF (min 0). Fight ends when one side reaches 0 HP. If you reach 0 HP you lose.\n- If your ATK <= enemy DEF, you deal 0 damage (cannot win). If your DEF >= enemy ATK, you take 0 damage.\n- Items: Walking onto an item collects it. Gems raise ATK or DEF permanently. Potions restore HP. Keys open doors.\n- Doors: A door needs a key of the same colour; each key opens one door and is consumed.\n- HP is not restored between fights.\n\nGOAL: Kill the boss and stay alive with MAXIMUM HP.\n\nPRIORITIES (Strict Order):\n1. FREE STATS: If any action collects an ATK or DEF item without fighting, take it immediately. Do not fight until all free stats are collected.\n2. LOW COST FIGHTS: If you must fight, choose the enemy that deals the least damage to you (Enemy ATK - Your DEF).\n3. UNLOCK GAINS: Only fight or open doors if they lead to visible items or the boss. Do not explore dead ends.\n4. BOSS LAST: Never fight the boss until no other ATK/DEF items or potions are reachable.\n5. VALIDITY: Only choose an action number that exists in the current list.\n\nREASONING:\n- Scan the action list for item collections (Gems/Potions/Keys). Prioritize ATK/DEF gems.\n- For fights, calculate damage taken. Avoid high-damage fights until your DEF is higher.\n- Verify your chosen action number matches the list exactly.\n- Ensure you save enough HP to survive the boss fight after this turn.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":99.2},"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- Combat: You hit first. Your damage = your ATK - enemy DEF (min 0). Enemy damage = enemy ATK - your DEF (min 0). Fight ends when one side reaches 0 HP. If you reach 0 HP you lose.\n- If your ATK <= enemy DEF, you deal 0 damage (cannot win). If your DEF >= enemy ATK, you take 0 damage.\n- Items: Walking onto an item collects it. Gems raise ATK or DEF permanently. Potions restore HP. Keys open doors.\n- Doors: A door needs a key of the same colour; each key opens one door and is consumed.\n- HP is not restored between fights.\n\nGOAL: Kill the boss and stay alive with MAXIMUM HP.\n\nPRIORITIES (Strict Order):\n1. FREE STATS: If any action collects an ATK or DEF item without fighting, take it immediately. Do not fight until all free stats are collected.\n2. LOW COST FIGHTS: If you must fight, choose the enemy that deals the least damage to you (Enemy ATK - Your DEF).\n3. UNLOCK GAINS: Only fight or open doors if they lead to visible items or the boss. Do not explore dead ends.\n4. BOSS LAST: Never fight the boss until no other ATK/DEF items or potions are reachable.\n5. VALIDITY: Only choose an action number that exists in the current list.\n\nREASONING:\n- Scan the action list for item collections (Gems/Potions/Keys). Prioritize ATK/DEF gems.\n- For fights, calculate damage taken. Avoid high-damage fights until your DEF is higher.\n- Verify your chosen action number matches the list exactly.\n- Ensure you save enough HP to survive the boss fight after this turn.\n\nEnd your answer with: FINAL_CHOICE: <number>","score":0.4692,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":502,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_015539_969108_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_015707_892552_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_015829_913501_gen02.txt_llm.json"}],"eval_s":246.9,"dropped":true,"reflection":{"response":"\n\nDIAGNOSIS:\n- **Incomplete Objective:** In Episode 1, the agent collected items but never engaged the boss, resulting in a loss. The agent treated item collection as the goal rather than a means to kill the boss.\n- **False Exploration:** The agent repeatedly tried to \"see what's behind\" doors (Ep 1 T23, Ep 2 T20) despite the state providing full entity visibility. This led to wasted turns and keys on dead ends.\n- **Key Waste:** The agent attempted to open dead-end doors (Ep 2 T20), consuming scarce keys required for the critical path to the boss.\n- **Suboptimal Combat Order:** The agent engaged high-damage enemies before collecting defensive stats that would mitigate that damage (Ep 3 T14), losing avoidable HP.\n- **Local Greed:** The agent chose locally optimal actions (nearest item/fight) without verifying global path connectivity to the boss with sufficient HP remaining.\n\n```\nYou play Magic Tower, a turn-based dungeon game on one floor. Each turn you get the exact state (all items, monsters, doors visible) and a numbered list of legal actions. You answer with one action number.\n\nGAME RULES:\n- Combat: You hit first. Your damage = your ATK - enemy DEF (min 0). Enemy damage = enemy ATK - your DEF (min 0). Fight ends when one side reaches 0 HP. If you reach 0 HP you lose.\n- Items: Walking onto an item collects it. Stat items raise ATK/DEF permanently. Health items restore HP.\n- Keys: A door needs a key of the same colour; each key opens one door and is consumed.\n- HP is not restored between fights.\n\nGOAL: KILL THE BOSS and stay alive with MAXIMUM HP. If you do not kill the boss, you lose.\n\nSTRATEGY (Strict Order):\n1. BOSS VIABILITY: Killing the boss is mandatory. Before committing to a route, estimate the HP cost to kill the boss with your projected stats. If Projected HP < Boss Cost, you must find more stats/HP items first.\n2. FULL VISIBILITY: The state list shows EVERY item and monster on the floor. There is NO fog of war. Do NOT open doors to \"explore\" or \"check\". Only open a door if the state confirms items/keys/boss behind it AND it is on your calculated path to the boss.\n3. KEY ECONOMY: Keys are finite and consumed. Never use a key on a door unless you are certain it leads to the boss or essential items required to reach the boss. Avoid dead ends.\n4. FIGHT VALUATION: Calculate the HP cost of every fight. Only engage an enemy if it unlocks items that reduce future damage by more than the current fight cost (Net HP Gain), or if it is on the critical path to the boss.\n5. DEFENSE PRIORITY: Increasing DEF reduces damage from ALL future enemies. Prioritize DEF items if they reduce incoming damage to 0 or significantly lower fight costs.\n6. PATH PLANNING: Plan the full route from current position to Boss. Ensure you have enough keys and HP to complete the route. Do not get stuck in a section with no keys to exit.\n\nREASONING:\n- Verify the action number exists in the current list.\n- Briefly analyze: Does this action move me toward the boss? Does it unlock net-positive stats? Am I saving keys?\n- Ensure you will have enough HP to survive the boss fight after this turn.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":54.6},"accepted":true},{"iteration":3,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get the exact state (all items, monsters, doors visible) and a numbered list of legal actions. You answer with one action number.\n\nGAME RULES:\n- Combat: You hit first. Your damage = your ATK - enemy DEF (min 0). Enemy damage = enemy ATK - your DEF (min 0). Fight ends when one side reaches 0 HP. If you reach 0 HP you lose.\n- Items: Walking onto an item collects it. Stat items raise ATK/DEF permanently. Health items restore HP.\n- Keys: A door needs a key of the same colour; each key opens one door and is consumed.\n- HP is not restored between fights.\n\nGOAL: KILL THE BOSS and stay alive with MAXIMUM HP. If you do not kill the boss, you lose.\n\nSTRATEGY (Strict Order):\n1. BOSS VIABILITY: Killing the boss is mandatory. Before committing to a route, estimate the HP cost to kill the boss with your projected stats. If Projected HP < Boss Cost, you must find more stats/HP items first.\n2. FULL VISIBILITY: The state list shows EVERY item and monster on the floor. There is NO fog of war. Do NOT open doors to \"explore\" or \"check\". Only open a door if the state confirms items/keys/boss behind it AND it is on your calculated path to the boss.\n3. KEY ECONOMY: Keys are finite and consumed. Never use a key on a door unless you are certain it leads to the boss or essential items required to reach the boss. Avoid dead ends.\n4. FIGHT VALUATION: Calculate the HP cost of every fight. Only engage an enemy if it unlocks items that reduce future damage by more than the current fight cost (Net HP Gain), or if it is on the critical path to the boss.\n5. DEFENSE PRIORITY: Increasing DEF reduces damage from ALL future enemies. Prioritize DEF items if they reduce incoming damage to 0 or significantly lower fight costs.\n6. PATH PLANNING: Plan the full route from current position to Boss. Ensure you have enough keys and HP to complete the route. Do not get stuck in a section with no keys to exit.\n\nREASONING:\n- Verify the action number exists in the current list.\n- Briefly analyze: Does this action move me toward the boss? Does it unlock net-positive stats? Am I saving keys?\n- Ensure you will have enough HP to survive the boss fight after this turn.\n\nEnd your answer with: FINAL_CHOICE: <number>","score":0.603,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":517,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_020041_530624_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_021119_427299_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.722,"success":true,"final_hp":103,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_021242_027340_gen02.txt_llm.json"}],"eval_s":1059.3,"dropped":true,"reflection":{"response":"\n\nDIAGNOSIS:\n- **Episode 1 (Boss Not Killed):** The agent collected items but failed to prioritize the path to the boss, ending without engaging the boss. *Misapplied Principle:* **Boss Priority** (every action must advance the path to the boss).\n- **Episode 2 (Key Waste):** The agent attempted to open a door to \"see if there are items\" despite the state list showing all entities. *Misapplied Principle:* **Full Visibility** (there is no fog of war; verify door contents in the state list before using keys).\n- **Episode 3 (HP Loss):** The agent engaged high-damage enemies before collecting adjacent stat-boosting items that would have reduced fight cost. *Misapplied Principle:* **Stat Optimization** (collect all reachable ATK/DEF/HP items before fighting, unless the fight blocks access).\n\n```\nYou play Magic Tower, a turn-based dungeon game on one floor. Each turn you get the exact state (all items, monsters, doors visible) and a numbered list of legal actions. You answer with one action number.\n\nGAME RULES:\n- Combat: You hit first. Your damage = your ATK - enemy DEF (min 0). Enemy damage = enemy ATK - your DEF (min 0). Fight ends when one side reaches 0 HP. If you reach 0 HP you lose.\n- If your ATK <= enemy DEF, you deal 0 damage (cannot win). If your DEF >= enemy ATK, you take 0 damage.\n- Items: Walking onto an item collects it. Gems raise ATK or DEF permanently. Potions restore HP. Keys open doors.\n- Doors: A door needs a key of the same colour; each key opens one door and is consumed.\n- HP is not restored between fights.\n\nGOAL: KILL THE BOSS and stay alive with MAXIMUM HP. If you do not kill the boss, you lose.\n\nSTRATEGY (Strict Order):\n1. FULL VISIBILITY: The state list shows EVERY item and monster on the floor. There is NO fog of war. Do NOT open doors to \"explore\" or \"check\". Only open a door if the state confirms items/keys/boss behind it AND it is on your calculated path to the boss.\n2. STATS BEFORE FIGHTS: Collect all reachable ATK/DEF/HP items before fighting, unless the fight is required to reach them. Increasing DEF reduces damage from ALL future enemies.\n3. KEY ECONOMY: Keys are finite and consumed. Never use a key on a door unless you are certain it leads to the boss or essential items required to reach the boss. Avoid dead ends.\n4. FIGHT VALUATION: Calculate the HP cost of every fight. Only engage an enemy if it unlocks items that reduce future damage by more than the current fight cost (Net HP Gain), or if it is on the critical path to the boss.\n5. BOSS VIABILITY: Killing the boss is mandatory. Before committing to a route, estimate the HP cost to kill the boss with your projected stats. If Projected HP < Boss Cost, you must find more stats/HP items first.\n6. PATH EFFICIENCY: Every action must advance the path to the boss. Do not wander. If multiple paths exist, choose the one with the lowest total HP cost to the boss.\n\nREASONING:\n- Scan the action list for item collections (Gems/Potions/Keys). Prioritize ATK/DEF gems.\n- For fights, calculate damage taken. Avoid high-damage fights until your DEF is higher.\n- Verify your chosen action number matches the list exactly.\n- Ensure you save enough HP to survive the boss fight after this turn.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":62.8},"accepted":true},{"iteration":4,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get the exact state (all items, monsters, doors visible) and a numbered list of legal actions. You answer with one action number.\n\nGAME RULES:\n- Combat: You hit first. Your damage = your ATK - enemy DEF (min 0). Enemy damage = enemy ATK - your DEF (min 0). Fight ends when one side reaches 0 HP. If you reach 0 HP you lose.\n- If your ATK <= enemy DEF, you deal 0 damage (cannot win). If your DEF >= enemy ATK, you take 0 damage.\n- Items: Walking onto an item collects it. Gems raise ATK or DEF permanently. Potions restore HP. Keys open doors.\n- Doors: A door needs a key of the same colour; each key opens one door and is consumed.\n- HP is not restored between fights.\n\nGOAL: KILL THE BOSS and stay alive with MAXIMUM HP. If you do not kill the boss, you lose.\n\nSTRATEGY (Strict Order):\n1. FULL VISIBILITY: The state list shows EVERY item and monster on the floor. There is NO fog of war. Do NOT open doors to \"explore\" or \"check\". Only open a door if the state confirms items/keys/boss behind it AND it is on your calculated path to the boss.\n2. STATS BEFORE FIGHTS: Collect all reachable ATK/DEF/HP items before fighting, unless the fight is required to reach them. Increasing DEF reduces damage from ALL future enemies.\n3. KEY ECONOMY: Keys are finite and consumed. Never use a key on a door unless you are certain it leads to the boss or essential items required to reach the boss. Avoid dead ends.\n4. FIGHT VALUATION: Calculate the HP cost of every fight. Only engage an enemy if it unlocks items that reduce future damage by more than the current fight cost (Net HP Gain), or if it is on the critical path to the boss.\n5. BOSS VIABILITY: Killing the boss is mandatory. Before committing to a route, estimate the HP cost to kill the boss with your projected stats. If Projected HP < Boss Cost, you must find more stats/HP items first.\n6. PATH EFFICIENCY: Every action must advance the path to the boss. Do not wander. If multiple paths exist, choose the one with the lowest total HP cost to the boss.\n\nREASONING:\n- Scan the action list for item collections (Gems/Potions/Keys). Prioritize ATK/DEF gems.\n- For fights, calculate damage taken. Avoid high-damage fights until your DEF is higher.\n- Verify your chosen action number matches the list exactly.\n- Ensure you save enough HP to survive the boss fight after this turn.\n\nEnd your answer with: FINAL_CHOICE: <number>","score":0.5383,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":465,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_021923_659111_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_022448_424527_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.528,"success":true,"final_hp":13,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_022655_243713_gen02.txt_llm.json"}],"eval_s":854.9,"dropped":true,"reflection":{"response":"\n\nDIAGNOSIS OF FAILURES:\n- **Exploration Fallacy:** The agent repeatedly opens doors to \"explore\" or \"check\" (Ep1 T23, Ep2 T20), misreading the **state list** as having fog of war. The state list reveals all items/monsters globally; exploration wastes keys and HP.\n- **Greedy Fighting:** The agent engages in HP-costing fights when free items (gems/potions/keys) are reachable elsewhere (Ep2 T9, Ep3 T13), violating the principle of **Free Items First**. This reduces final HP unnecessarily.\n- **Mechanic Hallucination:** The agent guesses mechanics (e.g., \"magic-atk ignores DEF\" in Ep3 T13) despite the **action list** providing exact `dmg` and `hpAfter` values. It must trust engine data over assumptions.\n- **Local Optimization:** The agent picks the cheapest immediate fight rather than planning a route to maximize stats (ATK/DEF) before the boss (Ep1 T15-T17), failing to calculate **Global Path Viability**.\n- **Key Waste:** The agent uses keys on doors without confirming essential loot behind them (Ep2 T20), risking being locked out of the boss path. Keys are single-use and must be conserved for critical paths.\n\n```\nYou play Magic Tower, a turn-based dungeon game on one floor. Each turn you get the exact state (all items, monsters, doors visible) and a numbered list of legal actions with predicted outcomes. You answer with one action number.\n\nGAME RULES:\n- Combat: You hit first. Your damage = your ATK - monster DEF (min 0). Monster damage = monster ATK - your DEF (min 0). If your ATK <= monster DEF you deal 0 damage. If your DEF >= monster ATK you take 0 damage. Fight ends when one side reaches 0 HP. If you reach 0 HP you lose.\n- Items: Walking onto an item collects it. Gems raise ATK/DEF permanently. Potions restore HP. Keys open doors.\n- Doors: A door needs a key of the same colour; each key opens one door and is consumed.\n- HP is not restored between fights.\n\nGOAL: Kill the boss and stay alive with MAXIMUM HP.\n\nSTRATEGY (Strict Priority):\n1. NO EXPLORATION: The state list shows EVERY item and monster on the floor. There is NO fog of war. NEVER open a door or fight to \"explore\", \"check\", or \"see what is behind\". Only act if the state confirms the target leads to the boss or essential items.\n2. FREE ITEMS FIRST: If you can collect an item (gem, potion, key) without fighting or using a key, do it before engaging in any HP-costing fight. Maximize stats before spending HP.\n3. DEFENSE VALUE: Increasing DEF reduces damage from ALL future enemies. Prioritize DEF gems if they reduce incoming damage to 0 or significantly lower total fight costs.\n4. KEY ECONOMY: Keys are finite and consumed. Never use a key unless the door is on the critical path to the boss or essential stats/keys. Avoid dead ends.\n5. BOSS VIABILITY: Killing the boss is mandatory. Ensure your ATK > Boss DEF and your HP > (Current HP - Total Cost of Required Fights including Boss). If not, find more stats/HP first.\n6. TRUST ENGINE DATA: The action list provides exact `dmg` and `hpAfter` for every fight. Use these numbers to compare costs. Do not guess mechanics (e.g., magic attacks); rely on the provided `hpAfter`.\n\nDECISION PROCESS:\n- Scan action list for free item collections. Take one if available.\n- If no free items, scan for doors that open critical paths (confirmed by state).\n- If no critical doors, choose the fight that minimizes HP loss while progressing toward essential stats or the boss.\n- Always plan the full route to the boss before committing to high-cost fights.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":89.3},"accepted":true},{"iteration":5,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get the exact state (all items, monsters, doors visible) and a numbered list of legal actions with predicted outcomes. You answer with one action number.\n\nGAME RULES:\n- Combat: You hit first. Your damage = your ATK - monster DEF (min 0). Monster damage = monster ATK - your DEF (min 0). If your ATK <= monster DEF you deal 0 damage. If your DEF >= monster ATK you take 0 damage. Fight ends when one side reaches 0 HP. If you reach 0 HP you lose.\n- Items: Walking onto an item collects it. Gems raise ATK/DEF permanently. Potions restore HP. Keys open doors.\n- Doors: A door needs a key of the same colour; each key opens one door and is consumed.\n- HP is not restored between fights.\n\nGOAL: Kill the boss and stay alive with MAXIMUM HP.\n\nSTRATEGY (Strict Priority):\n1. NO EXPLORATION: The state list shows EVERY item and monster on the floor. There is NO fog of war. NEVER open a door or fight to \"explore\", \"check\", or \"see what is behind\". Only act if the state confirms the target leads to the boss or essential items.\n2. FREE ITEMS FIRST: If you can collect an item (gem, potion, key) without fighting or using a key, do it before engaging in any HP-costing fight. Maximize stats before spending HP.\n3. DEFENSE VALUE: Increasing DEF reduces damage from ALL future enemies. Prioritize DEF gems if they reduce incoming damage to 0 or significantly lower total fight costs.\n4. KEY ECONOMY: Keys are finite and consumed. Never use a key unless the door is on the critical path to the boss or essential stats/keys. Avoid dead ends.\n5. BOSS VIABILITY: Killing the boss is mandatory. Ensure your ATK > Boss DEF and your HP > (Current HP - Total Cost of Required Fights including Boss). If not, find more stats/HP first.\n6. TRUST ENGINE DATA: The action list provides exact `dmg` and `hpAfter` for every fight. Use these numbers to compare costs. Do not guess mechanics (e.g., magic attacks); rely on the provided `hpAfter`.\n\nDECISION PROCESS:\n- Scan action list for free item collections. Take one if available.\n- If no free items, scan for doors that open critical paths (confirmed by state).\n- If no critical doors, choose the fight that minimizes HP loss while progressing toward essential stats or the boss.\n- Always plan the full route to the boss before committing to high-cost fights.\n\nEnd your answer with: FINAL_CHOICE: <number>","score":0.5659,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":524,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_023507_802245_simple_llm.json"},{"floor":"gen01.txt","objective":0.8512,"success":true,"final_hp":118,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_025232_288381_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.5215,"success":true,"final_hp":10,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_040647_001005_gen02.txt_llm.json"}],"eval_s":10944.5,"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":0.6065666666666667,"updated":"2026-09-28T07:37:32.299208","finished":"2026-09-28T07:37:32.299208"}