{"label":"gs_dsv4flash_full","method":"constrained-linear-gepa","floor":null,"floors":["simple","gen01.txt","gen02.txt"],"tower":null,"preset":"deepseek-v4-flash","task_model":"deepseek-v4-flash-0731","reflection_model":"qwen3.5-397b-a17b","rollouts":1,"seed_file":"core_rules.txt","bare_obs":false,"strategy_examples":false,"select":"best","started":"2026-09-28T02:04:33.351865","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":0.775,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":509,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_000433_367180_simple_llm.json"},{"floor":"gen01.txt","objective":1,"success":true,"final_hp":168,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_000632_034292_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":1,"success":true,"final_hp":232,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_000746_593099_gen02.txt_llm.json"}],"eval_s":261.4,"reflection":{"response":"\n\n- **Goal Failure (Ep 1):** Agent terminated without fighting the boss, prioritizing optional exploration over the primary win condition. It failed to verify the path actually led to the boss before committing to fights.\n- **Sequence Error (Ep 2 & 3):** Agent engaged high-damage enemies before collecting nearby stat gems, ignoring `effCost` annotations indicating cheaper paths via upgrades first.\n- **Annotation Misuse:** Agent failed to leverage `ORDER` lines and `lookahead` to optimize fight sequencing for damage reduction, treating fights as isolated events.\n- **HP Optimization:** Agent treated HP as expendable rather than the score metric, missing negative `effCost` opportunities (net HP gain) that should be prioritized.\n- **Path Validation:** Agent unlocked doors without confirming they lead to critical stats or the boss, wasting keys on non-essential routes or dead ends.\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 dmg = ATK - Enemy DEF. Enemy dmg = Enemy ATK - Your DEF. If your DEF >= Enemy ATK, you take 0 damage. If your ATK <= Enemy DEF, you deal 0 damage.\n- Resources: HP is not restored between fights. Keys open matching doors and are consumed. Items (gems/potions/keys) are collected by walking onto them.\n- Goal: Kill the Boss alive with MAXIMUM remaining HP. Do not stop until the Boss is dead.\n\nSTRATEGY:\n1. Boss Priority: Every action must progress toward reaching and killing the Boss. Avoid optional fights that do not yield stats/keys required for the Boss path. Verify paths lead to the Boss using the unlock tree.\n2. Efficiency: Prefer actions with negative or low `effCost`. Use `lookahead` to identify chains that net HP or stats. If `effCost` is negative, prioritize it.\n3. Stat Gating: Do not fight high-damage enemies if you can collect stat gems first to reduce the damage. Check `min-cost@maxStats` and `ORDER` lines to sequence fights for minimal HP loss.\n4. HP Conservation: HP is your score. Maximize remaining HP after the Boss fight. Don't spend HP unless necessary for progress.\n5. Key Management: Do not waste keys on dead ends. Ensure each key opens a door leading to critical stats or the Boss.\n\nOUTPUT:\nProvide short reasoning based on the annotations (effCost, lookahead, ORDER), then end with: FINAL_CHOICE: <number>\n```","violations":[],"s":94.4},"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 dmg = ATK - Enemy DEF. Enemy dmg = Enemy ATK - Your DEF. If your DEF >= Enemy ATK, you take 0 damage. If your ATK <= Enemy DEF, you deal 0 damage.\n- Resources: HP is not restored between fights. Keys open matching doors and are consumed. Items (gems/potions/keys) are collected by walking onto them.\n- Goal: Kill the Boss alive with MAXIMUM remaining HP. Do not stop until the Boss is dead.\n\nSTRATEGY:\n1. Boss Priority: Every action must progress toward reaching and killing the Boss. Avoid optional fights that do not yield stats/keys required for the Boss path. Verify paths lead to the Boss using the unlock tree.\n2. Efficiency: Prefer actions with negative or low `effCost`. Use `lookahead` to identify chains that net HP or stats. If `effCost` is negative, prioritize it.\n3. Stat Gating: Do not fight high-damage enemies if you can collect stat gems first to reduce the damage. Check `min-cost@maxStats` and `ORDER` lines to sequence fights for minimal HP loss.\n4. HP Conservation: HP is your score. Maximize remaining HP after the Boss fight. Don't spend HP unless necessary for progress.\n5. Key Management: Do not waste keys on dead ends. Ensure each key opens a door leading to critical stats or the Boss.\n\nOUTPUT:\nProvide short reasoning based on the annotations (effCost, lookahead, ORDER), then end with: FINAL_CHOICE: <number>","score":0.775,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":550,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_001029_119419_simple_llm.json"},{"floor":"gen01.txt","objective":1,"success":true,"final_hp":168,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_001208_669665_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":1,"success":true,"final_hp":232,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_001307_504499_gen02.txt_llm.json"}],"eval_s":216,"reflection":{"response":"\n\n**DIAGNOSIS OF FAILURES:**\n1.  **Premature Boss Engagement:** The agent fought the Boss before collecting all accessible stat gems/potions visible in the `unlock tree`, leaving HP on the table (Ep 2, 3).\n2.  **HP Budget Mismanagement:** The agent spent HP on optional fights (even with negative `effCost`) when the remaining HP was insufficient or tight for the Boss fight, violating global survivability (Ep 1).\n3.  **Unlock Tree Incompleteness:** The agent failed to verify that all nodes in the `unlock tree` were collected, incorrectly assuming no further upgrades were available before engaging the Boss (Ep 2, 3).\n4.  **Action-Reasoning Mismatch:** The agent's reasoning concluded \"Fight Boss\" but the selected action was an optional enemy, showing a failure to align the `FINAL_CHOICE` with the strategic conclusion (Ep 1).\n5.  **Lethality Oversight:** The agent did not rigorously check if `hpAfter` for the Boss was strictly positive before committing, leading to unwinnable states or suboptimal HP (Ep 1).\n\n**IMPROVED SYSTEM PROMPT:**\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 dmg = ATK - Enemy DEF. Enemy dmg = Enemy ATK - Your DEF. If your DEF >= Enemy ATK, you take 0 damage. If your ATK <= Enemy DEF, you deal 0 damage.\n- Resources: HP is not restored between fights. Keys open matching doors and are consumed. Items (gems/potions/keys) are collected by walking onto them.\n- Goal: Kill the Boss alive with MAXIMUM remaining HP. Do not stop until the Boss is dead.\n\nSTRATEGY:\n1. Exhaustive Collection (CRITICAL): Before fighting the Boss, verify the `unlock tree` shows NO uncollected items (gems, potions, keys). If the tree shows accessible nodes you haven't collected, DO NOT fight the Boss yet. Collect all accessible stats first.\n2. HP Budget Check: Calculate `HP Margin = Current HP - Boss Damage`. \n   - If `HP Margin <= 0`: The Boss is unwinnable. You MUST find missed stats/paths. Do not fight the Boss.\n   - If `HP Margin` is tight (e.g., < 50% of Boss Damage): Avoid ALL optional fights, even if `effCost` is negative. Preserve HP for the Boss.\n3. Boss Priority: Every action must progress toward reaching and killing the Boss. Avoid optional fights that do not yield stats/keys required for the Boss path. Verify paths lead to the Boss using the `unlock tree`.\n4. Efficiency: Prefer actions with negative or low `effCost` ONLY if they are on the critical path or if HP Margin is safe. Use `lookahead` to identify chains that net HP or stats.\n5. Stat Gating: Do not fight high-damage enemies if you can collect stat gems first to reduce the damage. Check `min-cost@maxStats` and `ORDER` lines to sequence fights for minimal HP loss.\n6. Action Consistency: Ensure your `FINAL_CHOICE` number matches the action described in your reasoning. If reasoning says \"Fight Boss\", choose the Boss action number.\n\nOUTPUT:\nProvide short reasoning based on the annotations (effCost, lookahead, ORDER, unlock tree), then end with: FINAL_CHOICE: <number>\n```","violations":[],"s":49.3},"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 dmg = ATK - Enemy DEF. Enemy dmg = Enemy ATK - Your DEF. If your DEF >= Enemy ATK, you take 0 damage. If your ATK <= Enemy DEF, you deal 0 damage.\n- Resources: HP is not restored between fights. Keys open matching doors and are consumed. Items (gems/potions/keys) are collected by walking onto them.\n- Goal: Kill the Boss alive with MAXIMUM remaining HP. Do not stop until the Boss is dead.\n\nSTRATEGY:\n1. Exhaustive Collection (CRITICAL): Before fighting the Boss, verify the `unlock tree` shows NO uncollected items (gems, potions, keys). If the tree shows accessible nodes you haven't collected, DO NOT fight the Boss yet. Collect all accessible stats first.\n2. HP Budget Check: Calculate `HP Margin = Current HP - Boss Damage`. \n   - If `HP Margin <= 0`: The Boss is unwinnable. You MUST find missed stats/paths. Do not fight the Boss.\n   - If `HP Margin` is tight (e.g., < 50% of Boss Damage): Avoid ALL optional fights, even if `effCost` is negative. Preserve HP for the Boss.\n3. Boss Priority: Every action must progress toward reaching and killing the Boss. Avoid optional fights that do not yield stats/keys required for the Boss path. Verify paths lead to the Boss using the `unlock tree`.\n4. Efficiency: Prefer actions with negative or low `effCost` ONLY if they are on the critical path or if HP Margin is safe. Use `lookahead` to identify chains that net HP or stats.\n5. Stat Gating: Do not fight high-damage enemies if you can collect stat gems first to reduce the damage. Check `min-cost@maxStats` and `ORDER` lines to sequence fights for minimal HP loss.\n6. Action Consistency: Ensure your `FINAL_CHOICE` number matches the action described in your reasoning. If reasoning says \"Fight Boss\", choose the Boss action number.\n\nOUTPUT:\nProvide short reasoning based on the annotations (effCost, lookahead, ORDER, unlock tree), then end with: FINAL_CHOICE: <number>","score":0.775,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":550,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_001454_409516_simple_llm.json"},{"floor":"gen01.txt","objective":1,"success":true,"final_hp":168,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_001617_163643_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":1,"success":true,"final_hp":232,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_001746_606450_gen02.txt_llm.json"}],"eval_s":201.7,"reflection":{"response":"\n\n**DIAGNOSIS OF FAILURES:**\n1.  **Action-Reasoning Inconsistency:** In Episode 2, the agent reasoned that a Slime Lord fight was optimal but selected a Bat fight, violating the consistency rule and incurring unnecessary HP loss.\n2.  **Goal Priority Failure:** In Episode 1, the agent fought an optional enemy instead of the Boss when no further stats were available, wasting a turn and violating the primary \"Kill Boss\" objective.\n3.  **Inefficient Sequencing:** The agent ignored `ORDER` and `effCost` annotations that indicated better fight sequences, leading to suboptimal HP loss compared to the solver optimum.\n4.  **Stat Gating Oversight:** The agent engaged high-damage enemies before collecting accessible stat gems that would have reduced damage, failing to utilize `min-cost@maxStats` data.\n5.  **HP Margin Misjudgment:** The agent took risky fights when the HP margin for the Boss was tight, failing to prioritize survival over optional gains.\n\n**IMPROVED SYSTEM PROMPT:**\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 dmg = ATK - Enemy DEF. Enemy dmg = Enemy ATK - Your DEF. If your DEF >= Enemy ATK, you take 0 damage. If your ATK <= Enemy DEF, you deal 0 damage.\n- Resources: HP is not restored between fights. Keys open matching doors and are consumed. Items (gems/potions/keys) are collected by walking onto them.\n- Goal: Kill the Boss alive with MAXIMUM remaining HP. Do not stop until the Boss is dead.\n\nSTRATEGY:\n1. Action Consistency (CRITICAL): Your `FINAL_CHOICE` MUST match the action you identify as best in your reasoning. If you reason Action X is optimal, you MUST choose Action X. Do not reason for one action and choose another.\n2. Exhaustive Collection: Before fighting the Boss, verify the `unlock tree` shows NO uncollected items (gems, potions, keys). If accessible nodes exist, collect them first. Check `min-cost@maxStats` to ensure you aren't fighting before collecting stats that would reduce damage.\n3. HP Budget & Efficiency: \n   - Calculate `HP Margin = Current HP - Boss Damage`. \n   - If `HP Margin <= 0`: You must find missed stats/paths. If none exist, fight the Boss immediately (do not waste turns on optional fights).\n   - Prioritize actions with negative or low `effCost` on the critical path. Use `lookahead` to identify chains that net HP or stats.\n   - Respect `ORDER` annotations: If an annotation says taking Fight A before Fight B saves HP, follow that sequence.\n4. Boss Priority: Every action must progress toward reaching and killing the Boss. Avoid optional fights that do not yield stats/keys required for the Boss path. If the Boss is reachable and all stats are collected, FIGHT THE BOSS. Do not fight optional enemies even if the Boss fight is lethal; your goal is the Boss, not survival of optional fights.\n5. Stat Gating: Do not fight high-damage enemies if you can collect stat gems first to reduce the damage. Verify paths lead to the Boss using the `unlock tree`.\n\nOUTPUT:\nProvide short reasoning based on the annotations (effCost, lookahead, ORDER, unlock tree), then end with: FINAL_CHOICE: <number>\n```","violations":[],"s":392.9},"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- Combat: You hit first. Your dmg = ATK - Enemy DEF. Enemy dmg = Enemy ATK - Your DEF. If your DEF >= Enemy ATK, you take 0 damage. If your ATK <= Enemy DEF, you deal 0 damage.\n- Resources: HP is not restored between fights. Keys open matching doors and are consumed. Items (gems/potions/keys) are collected by walking onto them.\n- Goal: Kill the Boss alive with MAXIMUM remaining HP. Do not stop until the Boss is dead.\n\nSTRATEGY:\n1. Action Consistency (CRITICAL): Your `FINAL_CHOICE` MUST match the action you identify as best in your reasoning. If you reason Action X is optimal, you MUST choose Action X. Do not reason for one action and choose another.\n2. Exhaustive Collection: Before fighting the Boss, verify the `unlock tree` shows NO uncollected items (gems, potions, keys). If accessible nodes exist, collect them first. Check `min-cost@maxStats` to ensure you aren't fighting before collecting stats that would reduce damage.\n3. HP Budget & Efficiency: \n   - Calculate `HP Margin = Current HP - Boss Damage`. \n   - If `HP Margin <= 0`: You must find missed stats/paths. If none exist, fight the Boss immediately (do not waste turns on optional fights).\n   - Prioritize actions with negative or low `effCost` on the critical path. Use `lookahead` to identify chains that net HP or stats.\n   - Respect `ORDER` annotations: If an annotation says taking Fight A before Fight B saves HP, follow that sequence.\n4. Boss Priority: Every action must progress toward reaching and killing the Boss. Avoid optional fights that do not yield stats/keys required for the Boss path. If the Boss is reachable and all stats are collected, FIGHT THE BOSS. Do not fight optional enemies even if the Boss fight is lethal; your goal is the Boss, not survival of optional fights.\n5. Stat Gating: Do not fight high-damage enemies if you can collect stat gems first to reduce the damage. Verify paths lead to the Boss using the `unlock tree`.\n\nOUTPUT:\nProvide short reasoning based on the annotations (effCost, lookahead, ORDER, unlock tree), then end with: FINAL_CHOICE: <number>","score":0.859,"rollouts":[{"floor":"simple","objective":0.5769,"success":true,"final_hp":2,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_002449_040337_simple_llm.json"},{"floor":"gen01.txt","objective":1,"success":true,"final_hp":168,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_002655_477815_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":1,"success":true,"final_hp":232,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_002759_266169_gen02.txt_llm.json"}],"eval_s":275,"reflection":{"response":"\n\n**DIAGNOSIS OF FAILURES:**\n- **Premature Termination:** The agent fights the Boss once survivable, ignoring accessible side-stats that reduce Boss damage more than their acquisition cost (seen in all 3 episodes where solver HP > Agent HP).\n- **\"Optional\" Misdefinition:** The agent skips fights not \"required for Boss path\" (keys/doors), ignoring fights required for *maximum HP* (stat gems that lower Boss damage).\n- **Key Hoarding:** The agent hesitates to spend keys on stat chains (Ep1 T4), prioritizing key count over net HP gain indicated by `effCost`/`lookahead`.\n- **Local vs Global Optimization:** The agent avoids fights with immediate HP cost even if `lookahead` shows a net gain after Boss damage reduction is accounted for.\n\n**IMPROVED SYSTEM PROMPT:**\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 dmg = ATK - Enemy DEF. Enemy dmg = Enemy ATK - Your DEF. If your DEF >= Enemy ATK, you take 0 damage. If your ATK <= Enemy DEF, you deal 0 damage.\n- Resources: HP is not restored between fights. Keys open matching doors and are consumed. Items (gems/potions/keys) are collected by walking onto them.\n- Goal: Kill the Boss alive with MAXIMUM remaining HP. Do not stop until the Boss is dead.\n\nSTRATEGY:\n1. Action Consistency (CRITICAL): Your `FINAL_CHOICE` MUST match the action you identify as best in your reasoning. If you reason Action X is optimal, you MUST choose Action X.\n2. Global HP Maximization (CRITICAL): Do not stop at \"survivable\". Before fighting the Boss, check if any accessible stat/gem/potion reduces Boss damage by MORE than the cost to collect it. \n   - Calculate: `Net Gain = (Boss Dmg Reduction) - (Path Cost)`. \n   - If `Net Gain > 0`, collect the stats first. Fight the Boss ONLY when no accessible path yields a net HP gain.\n3. Interpreting \"Optional\": An fight is NOT optional if it unlocks stats that increase final HP. Ignore labels like \"optional\" if `effCost` is negative or `lookahead` shows net HP gain including Boss damage reduction.\n4. Key Budget & Efficiency: \n   - Do not hoard keys. Spend keys if the `lookahead` net value (stats/potions unlocked) exceeds the key's potential future value. \n   - Prioritize actions with negative `effCost` on the critical path. Use `lookahead` to identify chains that net HP or stats.\n   - Respect `ORDER` annotations: If an annotation says taking Fight A before Fight B saves HP, follow that sequence.\n5. Stat Gating & Collection: \n   - Verify the `unlock tree` shows NO uncollected items (gems, potions, keys) that are accessible. \n   - Collect DEF gems before high-damage fights to reduce damage taken. \n   - Collect ATK gems if they enable damage on the Boss or reduce fight turns/damage.\n6. Boss Priority: Every action must progress toward reaching and killing the Boss WITH MAX HP. If the Boss is reachable but you can still increase final HP by collecting side stats, DO NOT FIGHT THE BOSS YET.\n\nOUTPUT:\nProvide short reasoning based on the annotations (effCost, lookahead, ORDER, unlock tree, Net Gain), then end with: FINAL_CHOICE: <number>\n```","violations":[],"s":96.9},"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- Combat: You hit first. Your dmg = ATK - Enemy DEF. Enemy dmg = Enemy ATK - Your DEF. If your DEF >= Enemy ATK, you take 0 damage. If your ATK <= Enemy DEF, you deal 0 damage.\n- Resources: HP is not restored between fights. Keys open matching doors and are consumed. Items (gems/potions/keys) are collected by walking onto them.\n- Goal: Kill the Boss alive with MAXIMUM remaining HP. Do not stop until the Boss is dead.\n\nSTRATEGY:\n1. Action Consistency (CRITICAL): Your `FINAL_CHOICE` MUST match the action you identify as best in your reasoning. If you reason Action X is optimal, you MUST choose Action X.\n2. Global HP Maximization (CRITICAL): Do not stop at \"survivable\". Before fighting the Boss, check if any accessible stat/gem/potion reduces Boss damage by MORE than the cost to collect it. \n   - Calculate: `Net Gain = (Boss Dmg Reduction) - (Path Cost)`. \n   - If `Net Gain > 0`, collect the stats first. Fight the Boss ONLY when no accessible path yields a net HP gain.\n3. Interpreting \"Optional\": An fight is NOT optional if it unlocks stats that increase final HP. Ignore labels like \"optional\" if `effCost` is negative or `lookahead` shows net HP gain including Boss damage reduction.\n4. Key Budget & Efficiency: \n   - Do not hoard keys. Spend keys if the `lookahead` net value (stats/potions unlocked) exceeds the key's potential future value. \n   - Prioritize actions with negative `effCost` on the critical path. Use `lookahead` to identify chains that net HP or stats.\n   - Respect `ORDER` annotations: If an annotation says taking Fight A before Fight B saves HP, follow that sequence.\n5. Stat Gating & Collection: \n   - Verify the `unlock tree` shows NO uncollected items (gems, potions, keys) that are accessible. \n   - Collect DEF gems before high-damage fights to reduce damage taken. \n   - Collect ATK gems if they enable damage on the Boss or reduce fight turns/damage.\n6. Boss Priority: Every action must progress toward reaching and killing the Boss WITH MAX HP. If the Boss is reachable but you can still increase final HP by collecting side stats, DO NOT FIGHT THE BOSS YET.\n\nOUTPUT:\nProvide short reasoning based on the annotations (effCost, lookahead, ORDER, unlock tree, Net Gain), then end with: FINAL_CHOICE: <number>","score":0.775,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":550,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_003100_889493_simple_llm.json"},{"floor":"gen01.txt","objective":1,"success":true,"final_hp":168,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_003302_254431_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":1,"success":true,"final_hp":232,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_003408_329834_gen02.txt_llm.json"}],"eval_s":250.3,"dropped":true,"reflection":{"response":"\n\n**DIAGNOSIS OF FAILURES**\n\n*   **Misinterpreting \"Optional\":** The agent treats engine labels like `[OPTIONAL]` as instructions to skip fights to save HP. In reality, \"optional\" means \"not required to unlock the Boss door,\" not \"not required for Max HP.\" The agent skipped fights with negative `effCost` (net HP gain) because they were labeled optional (Episode 1 T35, Episode 2 T23).\n*   **Premature Boss Engagement:** The agent fights the Boss once the path is open and survival is possible, rather than exhausting all actions with negative `effCost`. It fails to realize that an \"optional\" fight might reduce Boss damage by more than its cost (Episode 1 T36).\n*   **Suboptimal Fight Ordering:** The agent sometimes fights enemies before collecting accessible stats that would reduce damage from those specific enemies, ignoring `ORDER` annotations or `effCost` improvements (Episode 2 T10/T11).\n*   **Path vs. Efficiency:** The agent prioritizes unlocking doors/keys over actions with the most negative `effCost`. It takes high-cost path-openers before low-cost stat-gatherers that could reduce the path-opener's cost (Episode 2 T9).\n*   **Undervaluing Boss Damage Reduction:** The agent fails to fully account for how small stat gains reduce Boss damage, leading it to skip stat gems that cost HP to acquire but save more HP on the Boss (Episode 1 T35 reasoning).\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 dmg = ATK - Enemy DEF. Enemy dmg = Enemy ATK - Your DEF. If your DEF >= Enemy ATK, you take 0 damage. If your ATK <= Enemy DEF, you deal 0 damage.\n- Resources: HP is not restored between fights. Keys open matching doors and are consumed. Items (gems/potions/keys) are collected by walking onto them.\n- Goal: Kill the Boss alive with MAXIMUM remaining HP. Survival is secondary to HP maximization; 200 HP is better than 2 HP.\n\nSTRATEGY:\n1. Action Consistency (CRITICAL): Your `FINAL_CHOICE` MUST match the action you identify as best in your reasoning. If you reason Action X is optimal, you MUST choose Action X.\n2. Redefining \"Optional\" (CRITICAL): Engine labels like `[OPTIONAL]` mean \"not required to open the Boss door,\" NOT \"skip to save HP.\" \n   - If an action has negative `effCost` (net HP gain including Boss damage reduction), it is MANDATORY for Max HP.\n   - NEVER skip a fight with negative `effCost` just because it is labeled optional or not on the direct path.\n3. Termination Condition: Only fight the Boss when ALL accessible actions with negative `effCost` are completed. \n   - Before fighting Boss, verify `unlock tree` and `lookahead`. If any \"optional\" fight/gem reduces Boss damage by MORE than its cost, take it first.\n   - Do not stop at \"survivable\". Stop only when no remaining action yields a net HP gain.\n4. Stat Efficiency & Ordering: \n   - Prioritize actions with the most negative `effCost`. \n   - Delay fights that block stat collection. If Fight A unlocks Gem B which reduces damage for Fight A, ensure you have Gem B before Fight A if possible (check `ORDER` annotations).\n   - Respect `ORDER` annotations: If an annotation says taking Fight A before Fight B saves HP, follow that sequence strictly.\n5. Path vs. Gain: Do not prioritize unlocking doors/keys over negative `effCost` actions unless the door is strictly required to access the negative `effCost` actions. \n   - Calculate: `Net Gain = (Boss Dmg Reduction + Unlocked HP) - (Path Cost)`. If `Net Gain > 0`, take the path.\n\nOUTPUT:\nProvide short reasoning based on the annotations (effCost, lookahead, ORDER, unlock tree), then end with: FINAL_CHOICE: <number>\n```","violations":["floor-specific number 200"],"s":57.6,"retry":{"response":"\n\nDIAGNOSIS:\n1. **Misinterpreting \"Optional\" Labels:** The agent treated `[OPTIONAL]` as \"skip to save HP\", ignoring that optional fights with negative `effCost` provide net HP gains essential for the maximization goal.\n2. **Premature Boss Engagement:** The agent fought the Boss as soon as the fight was survivable and reachable, failing to collect accessible stats that would reduce Boss damage more than their acquisition cost.\n3. **Critical Path Bias:** The agent prioritized the shortest path to the Boss door over paths with higher net HP value (`lookahead`), missing stat gems that lower total damage taken.\n4. **Suboptimal Fight Ordering:** The agent occasionally ignored `ORDER` annotations, engaging enemies before collecting stats that would reduce the damage taken from those specific enemies.\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 dmg = ATK - Enemy DEF. Enemy dmg = Enemy ATK - Your DEF. If your DEF >= Enemy ATK, you take 0 damage. If your ATK <= Enemy DEF, you deal 0 damage.\n- Resources: HP is not restored between fights. Keys open matching doors and are consumed. Items (gems/potions/keys) are collected by walking onto them.\n- Goal: Kill the Boss alive with MAXIMUM remaining HP. Survival is a constraint; HP maximization is the objective.\n\nSTRATEGY:\n1. Action Consistency (CRITICAL): Your `FINAL_CHOICE` MUST match the action you identify as best in your reasoning. If you reason Action X is optimal, you MUST choose Action X.\n2. Redefining \"Optional\" (CRITICAL): Engine labels like `[OPTIONAL]` mean \"not required to open the Boss door,\" NOT \"skip to save HP.\"\n   - If an action has negative `effCost` (net HP gain including Boss damage reduction), it is MANDATORY for Max HP.\n   - NEVER skip a fight with negative `effCost` just because it is labeled optional or not on the direct path.\n3. Termination Condition: Only fight the Boss when ALL accessible actions with negative `effCost` are completed.\n   - Before fighting Boss, verify `unlock tree` and `lookahead`. If any \"optional\" fight/gem reduces Boss damage by MORE than its cost, take it first.\n   - Do not stop at \"survivable\". Stop only when no remaining action yields a net HP gain.\n4. Stat Efficiency & Ordering:\n   - Prioritize actions with the most negative `effCost`.\n   - Delay fights that block stat collection. If Fight A unlocks Gem B which reduces damage for Fight A, ensure you have Gem B before Fight A if possible (check `ORDER` annotations).\n   - Respect `ORDER` annotations: If an annotation says taking Fight A before Fight B saves HP, follow that sequence strictly.\n5. Path vs. Gain: Do not prioritize unlocking doors/keys over negative `effCost` actions unless the door is strictly required to access the negative `effCost` actions.\n   - Calculate: `Net Gain = (Boss Dmg Reduction + Unlocked HP) - (Path Cost)`. If `Net Gain > 0`, take the path.\n\nOUTPUT:\nProvide short reasoning based on the annotations (effCost, lookahead, ORDER, unlock tree), then end with: FINAL_CHOICE: <number>\n```","violations":[]}},"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 the actions you can take now; you answer with one action number.\n\nGAME RULES:\n- Combat: You hit first. Your dmg = ATK - Enemy DEF. Enemy dmg = Enemy ATK - Your DEF. If your DEF >= Enemy ATK, you take 0 damage. If your ATK <= Enemy DEF, you deal 0 damage.\n- Resources: HP is not restored between fights. Keys open matching doors and are consumed. Items (gems/potions/keys) are collected by walking onto them.\n- Goal: Kill the Boss alive with MAXIMUM remaining HP. Survival is a constraint; HP maximization is the objective.\n\nSTRATEGY:\n1. Action Consistency (CRITICAL): Your `FINAL_CHOICE` MUST match the action you identify as best in your reasoning. If you reason Action X is optimal, you MUST choose Action X.\n2. Redefining \"Optional\" (CRITICAL): Engine labels like `[OPTIONAL]` mean \"not required to open the Boss door,\" NOT \"skip to save HP.\"\n   - If an action has negative `effCost` (net HP gain including Boss damage reduction), it is MANDATORY for Max HP.\n   - NEVER skip a fight with negative `effCost` just because it is labeled optional or not on the direct path.\n3. Termination Condition: Only fight the Boss when ALL accessible actions with negative `effCost` are completed.\n   - Before fighting Boss, verify `unlock tree` and `lookahead`. If any \"optional\" fight/gem reduces Boss damage by MORE than its cost, take it first.\n   - Do not stop at \"survivable\". Stop only when no remaining action yields a net HP gain.\n4. Stat Efficiency & Ordering:\n   - Prioritize actions with the most negative `effCost`.\n   - Delay fights that block stat collection. If Fight A unlocks Gem B which reduces damage for Fight A, ensure you have Gem B before Fight A if possible (check `ORDER` annotations).\n   - Respect `ORDER` annotations: If an annotation says taking Fight A before Fight B saves HP, follow that sequence strictly.\n5. Path vs. Gain: Do not prioritize unlocking doors/keys over negative `effCost` actions unless the door is strictly required to access the negative `effCost` actions.\n   - Calculate: `Net Gain = (Boss Dmg Reduction + Unlocked HP) - (Path Cost)`. If `Net Gain > 0`, take the path.\n\nOUTPUT:\nProvide short reasoning based on the annotations (effCost, lookahead, ORDER, unlock tree), then end with: FINAL_CHOICE: <number>","score":0.859,"rollouts":[{"floor":"simple","objective":0.5769,"success":true,"final_hp":2,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_003805_679221_simple_llm.json"},{"floor":"gen01.txt","objective":1,"success":true,"final_hp":168,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_004001_019547_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":1,"success":true,"final_hp":232,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_004108_986872_gen02.txt_llm.json"}],"eval_s":235.9}],"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- Combat: You hit first. Your dmg = ATK - Enemy DEF. Enemy dmg = Enemy ATK - Your DEF. If your DEF >= Enemy ATK, you take 0 damage. If your ATK <= Enemy DEF, you deal 0 damage.\n- Resources: HP is not restored between fights. Keys open matching doors and are consumed. Items (gems/potions/keys) are collected by walking onto them.\n- Goal: Kill the Boss alive with MAXIMUM remaining HP. Survival is a constraint; HP maximization is the objective.\n\nSTRATEGY:\n1. Action Consistency (CRITICAL): Your `FINAL_CHOICE` MUST match the action you identify as best in your reasoning. If you reason Action X is optimal, you MUST choose Action X.\n2. Redefining \"Optional\" (CRITICAL): Engine labels like `[OPTIONAL]` mean \"not required to open the Boss door,\" NOT \"skip to save HP.\"\n   - If an action has negative `effCost` (net HP gain including Boss damage reduction), it is MANDATORY for Max HP.\n   - NEVER skip a fight with negative `effCost` just because it is labeled optional or not on the direct path.\n3. Termination Condition: Only fight the Boss when ALL accessible actions with negative `effCost` are completed.\n   - Before fighting Boss, verify `unlock tree` and `lookahead`. If any \"optional\" fight/gem reduces Boss damage by MORE than its cost, take it first.\n   - Do not stop at \"survivable\". Stop only when no remaining action yields a net HP gain.\n4. Stat Efficiency & Ordering:\n   - Prioritize actions with the most negative `effCost`.\n   - Delay fights that block stat collection. If Fight A unlocks Gem B which reduces damage for Fight A, ensure you have Gem B before Fight A if possible (check `ORDER` annotations).\n   - Respect `ORDER` annotations: If an annotation says taking Fight A before Fight B saves HP, follow that sequence strictly.\n5. Path vs. Gain: Do not prioritize unlocking doors/keys over negative `effCost` actions unless the door is strictly required to access the negative `effCost` actions.\n   - Calculate: `Net Gain = (Boss Dmg Reduction + Unlocked HP) - (Path Cost)`. If `Net Gain > 0`, take the path.\n\nOUTPUT:\nProvide short reasoning based on the annotations (effCost, lookahead, ORDER, unlock tree), then end with: FINAL_CHOICE: <number>","best_score":0.8589666666666668,"updated":"2026-09-28T02:42:01.589033","finished":"2026-09-28T02:42:01.589033"}