{"label":"gs_llama8b_bare","method":"constrained-linear-gepa","floor":null,"floors":["simple","gen01.txt","gen02.txt"],"tower":null,"preset":"llama-3.1-8b","task_model":"meta-llama-3.1-8b-instruct","reflection_model":"qwen3.5-397b-a17b","rollouts":1,"seed_file":"core_rules.txt","bare_obs":true,"strategy_examples":false,"select":"best","started":"2026-09-28T03:07:05.018153","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":0.4633,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":352,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_010705_018153_simple_llm.json"},{"floor":"gen01.txt","objective":0.744,"success":true,"final_hp":82,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_010758_051191_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_010823_831071_gen02.txt_llm.json"}],"eval_s":116.4,"reflection":{"response":"\n\nDIAGNOSIS:\n- **Goal Abandonment (Ep 1, 3):** The agent stopped exploring and collecting items without killing the boss, failing the primary win condition.\n- **Premature Combat (Ep 2, 3):** The agent fought monsters before collecting accessible ATK/DEF gems or potions, taking avoidable damage.\n- **Hallucinated Mechanics (Ep 3):** Reasoning cited \"experience\" gains, which do not exist in this mode, skewing action valuation.\n- **Local Greed (All):** The agent prioritized immediate available actions over global sequencing that maximizes HP for the boss fight.\n- **Key Mismanagement (Ep 1):** Keys were used on doors without confirming they opened paths to the boss or essential stats.\n\n```\nYou play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your state and a numbered list of the actions you can take now; you answer with one action number.\n\nGAME RULES:\n- A fight is a sequence of rounds; you hit first. Your hit = your ATK - the monster's DEF. If your ATK <= the monster's DEF you cannot damage it at all.\n- The monster's hit = its ATK - your DEF; if your DEF >= its ATK it cannot hurt you. The fight ends when one side reaches 0 HP. If you reach 0 HP you lose the game.\n- A door needs a key of the same colour; each key opens exactly one door and is used up.\n- Walking onto an item collects it: gems raise ATK or DEF permanently, potions restore HP, keys open doors.\n- HP is not restored between fights.\n- There is NO experience (EXP), NO gold, NO shops, and NO stairs.\n\nGOAL: Kill the boss and stay alive with as much HP as possible.\n\nSTRATEGY:\n1. Win Condition: You must kill the boss. Do not stop exploring or collecting items until the boss is dead.\n2. Collect Before Fight: Always collect accessible gems, potions, and keys before fighting monsters, unless the fight is required to reach them.\n3. Damage Reduction: Calculate if collecting a gem/potion first reduces damage taken in the next fight enough to save net HP.\n4. Key Conservation: Only use keys on doors that lead to the boss, essential items, or necessary paths. Do not open dead ends.\n5. No EXP: Ignore any notion of \"gaining experience\". Value actions only by HP preservation and boss access.\n\nREASONING:\nBriefly explain why this action maximizes final HP or progresses towards the boss. Consider long-term sequencing, not just immediate availability.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":["mentions shops/gold/EXP/stairs on a single floor"],"s":55.5,"retry":{"response":"\n\nDIAGNOSIS OF FAILURES:\n- **Primary Goal Ignored:** In Episodes 1 and 3, the agent failed to kill the Boss, wasting turns on irrelevant fights or exploration instead of securing the path to the Boss.\n- **Hallucinated Mechanics:** In Episode 3, the reasoning referenced \"experience\", a mechanic that does not exist; decisions must rely only on HP, ATK, and DEF.\n- **Suboptimal Sequencing:** In Episode 2, the agent fought monsters before collecting accessible stat-boosting items, resulting in higher damage taken than necessary.\n- **Resource Waste:** In Episode 1, the agent attempted to open a dead-end door, wasting a key required for progression.\n- **Damage Evaluation:** The agent occasionally chose fights based on monster HP rather than calculating the net HP cost relative to stat gains.\n\n```\nYou play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your state and a numbered list of the actions you can take now; you answer with one action number.\n\nGAME RULES:\n- A fight is a sequence of rounds; you hit first. Your hit = your ATK - the monster's DEF. If your ATK <= the monster's DEF you cannot damage it at all.\n- The monster's hit = its ATK - your DEF; if your DEF >= its ATK it cannot hurt you. The fight ends when one side reaches 0 HP. If you reach 0 HP you lose the game.\n- A door needs a key of the same colour; each key opens exactly one door and is used up.\n- Walking onto an item collects it: gems raise ATK or DEF permanently, potions restore HP, keys open doors.\n- HP is not restored between fights.\n\nGOAL: Kill the Boss and stay alive with as much HP as possible.\n\nSTRATEGY:\n1. Boss Priority: Your primary objective is to reach and defeat the Boss. Do not stop exploring until the Boss is dead.\n2. Collect Before Fight: Always collect accessible gems, potions, and keys before fighting monsters, unless the fight is required to reach them. Increasing stats before combat reduces damage taken.\n3. Key Conservation: Only use keys on doors that lead to items, keys, or the path to the Boss. Do not open dead ends.\n4. Damage Calculation: Prioritize actions that minimize total HP loss. Calculate if collecting a stat-boosting item first reduces damage taken in the next fight enough to save net HP.\n5. Stat Value: ATK and DEF gems are critical for reducing future damage. Prioritize them over healing if they prevent more damage than the potion restores.\n\nREASONING:\nBriefly explain why this action maximizes final HP or progresses towards the Boss. Consider long-term sequencing, not just immediate availability.\n\nEnd your answer with: 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 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 with as much HP as possible.\n\nSTRATEGY:\n1. Boss Priority: Your primary objective is to reach and defeat the Boss. Do not stop exploring until the Boss is dead.\n2. Collect Before Fight: Always collect accessible gems, potions, and keys before fighting monsters, unless the fight is required to reach them. Increasing stats before combat reduces damage taken.\n3. Key Conservation: Only use keys on doors that lead to items, keys, or the path to the Boss. Do not open dead ends.\n4. Damage Calculation: Prioritize actions that minimize total HP loss. Calculate if collecting a stat-boosting item first reduces damage taken in the next fight enough to save net HP.\n5. Stat Value: ATK and DEF gems are critical for reducing future damage. Prioritize them over healing if they prevent more damage than the potion restores.\n\nREASONING:\nBriefly explain why this action maximizes final HP or progresses towards the Boss. Consider long-term sequencing, not just immediate availability.\n\nEnd your answer with: FINAL_CHOICE: <number>","score":0.4692,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":420,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_011100_014060_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_011205_279757_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.3208,"success":false,"final_hp":249,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_011235_792976_gen02.txt_llm.json"}],"eval_s":140.5,"reflection":{"response":"\n\n**DIAGNOSIS OF FAILURES**\n- **Hallucinated Rewards:** Agent cites \"experience\" or \"gold\" as reasons to fight (Ep1 T5, Ep3 T22), violating the no-EXP rule and wasting HP on non-rewarding fights.\n- **Suboptimal Sequencing:** Agent fights monsters before collecting accessible stat items that would reduce damage in that specific fight (Ep3 T15), ignoring the \"Collect Before Fight\" principle.\n- **Dead-End Waste:** Agent wastes keys/turns opening doors that lead nowhere (Ep1 T2, Ep2 T21), failing to prioritize doors leading to known rewards or the Boss.\n- **Unnecessary Combat:** Agent engages enemies that do not block access to the Boss or critical items (Ep1 T20), depleting HP without strategic necessity.\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- 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- CRITICAL: There is NO experience (EXP), NO gold, and NO shops. Fighting monsters yields NO rewards other than clearing the path.\n\nGOAL: Kill the Boss and stay alive with as much HP as possible.\n\nSTRATEGY:\n1. Zero-EXP Rule: Never fight a monster for \"experience\" or \"gold\". Only fight if the monster blocks access to the Boss, a key, or a stat-boosting item.\n2. Item-First Sequencing: Before fighting, check if any items (gems, potions, keys) are accessible without fighting. Collect them first if they increase your stats or HP, as this reduces damage taken in the upcoming fight.\n3. Door Verification: Only open doors if they lead to known items, keys, or the path to the Boss. Do not waste keys on doors that may lead to dead ends unless necessary for exploration.\n4. HP Efficiency: Prioritize actions that minimize total HP loss. Calculate if collecting a stat-boosting item first reduces damage taken in the next fight enough to save net HP.\n5. Path Necessity: Do not fight optional monsters. If a monster does not block a required path or item, avoid it to preserve HP for the Boss.\n\nREASONING:\nBriefly explain why this action maximizes final HP or progresses towards the Boss. Do NOT mention experience, gold, or shops. Verify that items are collected before fights whenever possible. Consider long-term sequencing, not just immediate availability.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":["mentions shops/gold/EXP/stairs on a single floor"],"s":51.5,"retry":{"response":"\n\nDIAGNOSIS OF FAILURES:\n- The agent hallucinated non-existent rewards (experience/gold) from fighting monsters, prompting unnecessary combat that wasted HP.\n- The agent engaged optional monsters that did not block access to keys, items, or the boss, violating the principle of HP conservation.\n- The agent used keys on doors without verifying they led to required paths or items, wasting resources on dead ends.\n- The agent failed to collect accessible stat-boosting items before fighting, resulting in higher damage taken than necessary.\n- The agent prioritized proximity over path necessity, fighting monsters simply because they were closer rather than required for progression.\n\nIMPROVED 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- 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 with as much HP as possible.\n\nSTRATEGY:\n1. Boss Priority: The only mandatory fight is the Boss. All other fights must be justified by necessity.\n2. Necessary Combat: Only fight a monster if it physically blocks access to the Boss, a Key, or a stat-boosting item. Never fight optional monsters.\n3. Stat Sequencing: Before fighting, collect all accessible gems and potions. Higher stats before combat reduce HP loss.\n4. Key Economy: Keys are single-use. Use the entity list to verify what lies behind a door. Only open doors leading to required items, keys, or the Boss path.\n5. HP Conservation: Every point of HP matters. Minimize damage taken by optimizing the order of collection and combat.\n\nREASONING:\nBriefly explain why this action maximizes final HP or progresses towards the Boss. Verify if the monster blocks a required path. Verify if any items are accessible without fighting first. Calculate damage difference with/without item collection. Consider long-term sequencing, not just immediate availability.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[]}},"accepted":true},{"iteration":2,"prompt":"You play Magic Tower, a turn-based dungeon game on one floor. Each turn you get your state and a numbered list of the actions you can take now; you answer with one action number.\n\nGAME RULES:\n- A fight is a sequence of rounds; you hit first. Your hit = your ATK - the monster's DEF. If your ATK <= the monster's DEF you cannot damage it at all.\n- The monster's hit = its ATK - your DEF; if your DEF >= its ATK it cannot hurt you. The fight ends when one side reaches 0 HP. If you reach 0 HP you lose the game.\n- A door needs a key of the same colour; each key opens exactly one door and is used up.\n- Walking onto an item collects it: gems raise ATK or DEF permanently, potions restore HP, keys open doors.\n- HP is not restored between fights.\n\nGOAL: Kill the Boss and stay alive with as much HP as possible.\n\nSTRATEGY:\n1. Boss Priority: The only mandatory fight is the Boss. All other fights must be justified by necessity.\n2. Necessary Combat: Only fight a monster if it physically blocks access to the Boss, a Key, or a stat-boosting item. Never fight optional monsters.\n3. Stat Sequencing: Before fighting, collect all accessible gems and potions. Higher stats before combat reduce HP loss.\n4. Key Economy: Keys are single-use. Use the entity list to verify what lies behind a door. Only open doors leading to required items, keys, or the Boss path.\n5. HP Conservation: Every point of HP matters. Minimize damage taken by optimizing the order of collection and combat.\n\nREASONING:\nBriefly explain why this action maximizes final HP or progresses towards the Boss. Verify if the monster blocks a required path. Verify if any items are accessible without fighting first. Calculate damage difference with/without item collection. Consider long-term sequencing, not just immediate availability.\n\nEnd your answer with: FINAL_CHOICE: <number>","score":0.4692,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":353,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_011514_059775_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_011618_763545_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.3208,"success":false,"final_hp":249,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_011708_975170_gen02.txt_llm.json"}],"eval_s":161.1,"reflection":{"response":"\n\n**Diagnosis of Failures:**\n\n*   **Stat Sequencing (Entity List):** The agent frequently fought monsters before collecting accessible stat-boosting items visible in the entity list (Ep1 T14, Ep3 T15), violating the principle of minimizing damage through prior stat collection.\n*   **Door Verification (Entity List):** The agent opened doors without verifying contents via the entity list, wasting keys on dead ends instead of saving them for critical paths (Ep1 T2, Ep2 T20).\n*   **Boss Win Check (Combat Calc):** The agent attempted Boss fights where the provided combat data showed `hpAfter <= 0`, ignoring explicit survival constraints (Ep1 T6, Ep2 T11).\n*   **Combat Necessity (Path Analysis):** The agent fought optional monsters that did not block the critical path to the Boss or necessary items, depleting HP unnecessarily (Ep3 T15).\n*   **Key Economy:** The agent used keys on non-critical paths, risking inability to open necessary doors later, showing a failure to plan the full route before acting (Ep1 T2, Ep2 T20).\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 - Monster DEF. Monster dmg = ATK - your DEF. 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: Gems raise ATK/DEF permanently. Potions restore HP. Keys open matching doors (1 key = 1 door).\n- HP carries over between fights; no natural regeneration.\n- State: You have the full entity list (positions of all monsters, items, doors). Use it to plan.\n\nGOAL: Kill the Boss and stay alive with as much HP as possible.\n\nSTRATEGY:\n1. Full Path Analysis: BEFORE acting, use the entity list to map the route to the Boss. Identify every monster and door blocking the path.\n2. Stat Priority: NEVER fight a monster if a stat-boosting item (Gem/Potion) is accessible without fighting it first. Collect all accessible stats to minimize damage taken in future fights.\n3. Combat Necessity: Only fight monsters that physically block access to the Boss, a Key, or a stat-boosting item. Never fight optional monsters.\n4. Door Discipline: Only open doors that are on the verified critical path to the Boss or necessary items. Do not open doors to explore; wasting keys can make the floor unbeatable.\n5. Boss Safety: Never attempt the Boss fight unless the combat calculation guarantees survival (HP after > 0). If unwinnable, continue collecting stats.\n6. HP Conservation: Treat HP as a resource. Minimize damage by optimizing the order of collection and combat. High HP is required to survive the Boss.\n\nREASONING CHECKLIST:\nBefore choosing, verify:\n- Are there any accessible Gems or Potions I can collect before this fight?\n- Does this monster/block actually prevent progress to the Boss or necessary items?\n- If I open a door, do I know what is behind it from the entity list? Is it necessary?\n- If I fight the Boss, does the damage calculation show I will survive?\n- Am I fighting an optional enemy just to clear space? (If yes, DO NOT fight).\n\nREASONING:\nBriefly explain why this action maximizes final HP. Explicitly state if you checked for accessible items first. Confirm the monster blocks a required path. Confirm the Boss fight is winnable after this action.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":66.1},"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 - Monster DEF. Monster dmg = ATK - your DEF. 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: Gems raise ATK/DEF permanently. Potions restore HP. Keys open matching doors (1 key = 1 door).\n- HP carries over between fights; no natural regeneration.\n- State: You have the full entity list (positions of all monsters, items, doors). Use it to plan.\n\nGOAL: Kill the Boss and stay alive with as much HP as possible.\n\nSTRATEGY:\n1. Full Path Analysis: BEFORE acting, use the entity list to map the route to the Boss. Identify every monster and door blocking the path.\n2. Stat Priority: NEVER fight a monster if a stat-boosting item (Gem/Potion) is accessible without fighting it first. Collect all accessible stats to minimize damage taken in future fights.\n3. Combat Necessity: Only fight monsters that physically block access to the Boss, a Key, or a stat-boosting item. Never fight optional monsters.\n4. Door Discipline: Only open doors that are on the verified critical path to the Boss or necessary items. Do not open doors to explore; wasting keys can make the floor unbeatable.\n5. Boss Safety: Never attempt the Boss fight unless the combat calculation guarantees survival (HP after > 0). If unwinnable, continue collecting stats.\n6. HP Conservation: Treat HP as a resource. Minimize damage by optimizing the order of collection and combat. High HP is required to survive the Boss.\n\nREASONING CHECKLIST:\nBefore choosing, verify:\n- Are there any accessible Gems or Potions I can collect before this fight?\n- Does this monster/block actually prevent progress to the Boss or necessary items?\n- If I open a door, do I know what is behind it from the entity list? Is it necessary?\n- If I fight the Boss, does the damage calculation show I will survive?\n- Am I fighting an optional enemy just to clear space? (If yes, DO NOT fight).\n\nREASONING:\nBriefly explain why this action maximizes final HP. Explicitly state if you checked for accessible items first. Confirm the monster blocks a required path. Confirm the Boss fight is winnable after this action.\n\nEnd your answer with: FINAL_CHOICE: <number>","score":0.4692,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":460,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_011901_247531_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_012000_115128_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.3208,"success":false,"final_hp":282,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_012026_766991_gen02.txt_llm.json"}],"eval_s":122.9,"reflection":{"response":"\n\nDIAGNOSIS:\n- **Premature Combat:** The agent engaged monsters (e.g., Ep1 T10, Ep3 T9) before collecting accessible stat items reachable via alternative paths, unnecessarily reducing HP.\n- **Speculative Door Opening:** The agent opened doors (e.g., Ep1 T15, T27) hoping for items without entity list confirmation, wasting scarce keys needed for the critical path.\n- **Local Pathing Bias:** The agent focused on the direct line to the Boss rather than scanning the full entity list for globally accessible stats that reduce combat damage.\n- **Boss Math Ignorance:** The agent engaged in pre-boss fights even when calculations showed the Boss was unwinnable, without ensuring the fight unlocked sufficient stats to change that outcome.\n\nIMPROVED 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 - Monster DEF. Monster dmg = ATK - your DEF. 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: Gems raise ATK/DEF permanently. Potions restore HP. Keys open matching doors (1 key = 1 door).\n- HP carries over between fights; no natural regeneration.\n- State: You have the full entity list (positions of all monsters, items, doors). Use it to plan.\n\nGOAL: Kill the Boss and stay alive with as much HP as possible.\n\nSTRATEGY:\n1. Global Stat Scan: BEFORE any fight, scan the ENTIRE entity list. If ANY stat-boosting item (Gem/Potion) is accessible without fighting the current target, collect it first. Stats reduce damage in all future fights.\n2. Key Conservation: Keys are finite and critical. NEVER open a door unless the entity list confirms a necessary item, key, or the Boss is behind it. Do not open doors to \"explore\" or \"potentially\" find items.\n3. Combat Necessity: Only fight monsters that physically block access to the Boss, a Key, or a stat-boosting item. Never fight optional monsters.\n4. Path Optimization: If multiple paths exist, choose the one that allows collecting the most stats before engaging high-damage monsters. Delay fights until you have maximized accessible ATK/DEF.\n5. Boss Safety: Never attempt the Boss fight unless the combat calculation guarantees survival (HP after > 0). If unwinnable, prioritize collecting stats over clearing path blockers unless the blocker guards a stat that makes the Boss winnable.\n6. HP Conservation: Treat HP as a resource. Minimize damage by optimizing the order of collection and combat. High HP is required to survive the Boss.\n\nREASONING CHECKLIST:\nBefore choosing, verify:\n- Have I scanned the FULL entity list for accessible Gems/Potions I can collect before this fight?\n- Does this monster/block actually prevent progress to the Boss or necessary items?\n- If I open a door, does the entity list CONFIRM what is behind it? Is it necessary? (If unknown, DO NOT open).\n- If I fight the Boss, does the damage calculation show I will survive?\n- Am I fighting an optional enemy just to clear space? (If yes, DO NOT fight).\n- Am I wasting a key on a door that does not lead to a confirmed necessity? (If yes, DO NOT open).\n\nREASONING:\nBriefly explain why this action maximizes final HP. Explicitly state if you checked for accessible items first. Confirm the monster blocks a required path. Confirm the Boss fight is winnable after this action.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":["contains 'ALLOW'"],"s":43.8,"retry":{"response":"\n\nDiagnosis of Failures:\n- **Key Waste:** Agent opened doors without verifying contents via the entity list, wasting finite keys on dead ends or non-essential paths (Episode 1).\n- **Premature Combat:** Agent engaged enemies before collecting all accessible stat-boosting items, resulting in unnecessary HP loss (Episode 1, 2).\n- **Path Suboptimality:** Agent fought monsters blocking *a* path without checking if alternative paths offered better stat collection opportunities first (Episode 3).\n- **HP Mismanagement:** Agent treated HP as expendable during clears rather than preserving it strictly for the Boss fight, leading to inability to survive the final encounter (Episode 1, 3).\n- **Entity List Ignorance:** Agent failed to use the provided entity list to confirm what lies behind doors before spending keys to open them (Episode 1).\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 - Monster DEF. Monster dmg = ATK - your DEF. 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: Gems raise ATK/DEF permanently. Potions restore HP. Keys open matching doors (1 key = 1 door).\n- HP carries over between fights; no natural regeneration.\n- State: You have the full entity list (positions of all monsters, items, doors). Use it to plan.\n\nGOAL: Kill the Boss and stay alive with as much HP as possible.\n\nSTRATEGY:\n1. Stat Priority: Collect EVERY accessible stat-boosting item (Gem/Potion) BEFORE any fight. Stats reduce damage in all future fights.\n2. Key Discipline: NEVER open a door unless the entity list CONFIRMS a necessary item, key, or the Boss is behind it. Do not open doors to explore or guess contents.\n3. Combat Necessity: Only fight monsters that physically block access to the Boss, a Key, or a stat-boosting item. Never fight optional monsters.\n4. Path Optimization: If multiple paths exist, choose the one that permits collecting the most stats before engaging high-damage monsters. Delay fights until you have maximized accessible ATK/DEF.\n5. Boss Safety: Never attempt the Boss fight unless the combat calculation guarantees survival (HP after > 0). If unwinnable, prioritize collecting stats over clearing path blockers unless the blocker guards a stat that makes the Boss winnable.\n6. HP Conservation: Treat HP as a resource. Minimize damage by optimizing the order of collection and combat. High HP is required to survive the Boss.\n\nREASONING CHECKLIST:\nBefore choosing, verify:\n- Have I scanned the FULL entity list for accessible Gems/Potions I can collect before this fight?\n- Does this monster/block actually prevent progress to the Boss or necessary items?\n- If I open a door, does the entity list CONFIRM what is behind it? Is it necessary? (If unknown, DO NOT open).\n- If I fight the Boss, does the damage calculation show I will survive?\n- Am I fighting an optional enemy just to clear space? (If yes, DO NOT fight).\n- Am I wasting a key on a door that does not lead to a confirmed necessity? (If yes, DO NOT open).\n\nREASONING:\nBriefly explain why this action maximizes final HP. Explicitly state if you checked for accessible items first. Confirm the monster blocks a required path. Confirm the Boss fight is winnable after this action.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[]}},"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 - Monster DEF. Monster dmg = ATK - your DEF. 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: Gems raise ATK/DEF permanently. Potions restore HP. Keys open matching doors (1 key = 1 door).\n- HP carries over between fights; no natural regeneration.\n- State: You have the full entity list (positions of all monsters, items, doors). Use it to plan.\n\nGOAL: Kill the Boss and stay alive with as much HP as possible.\n\nSTRATEGY:\n1. Stat Priority: Collect EVERY accessible stat-boosting item (Gem/Potion) BEFORE any fight. Stats reduce damage in all future fights.\n2. Key Discipline: NEVER open a door unless the entity list CONFIRMS a necessary item, key, or the Boss is behind it. Do not open doors to explore or guess contents.\n3. Combat Necessity: Only fight monsters that physically block access to the Boss, a Key, or a stat-boosting item. Never fight optional monsters.\n4. Path Optimization: If multiple paths exist, choose the one that permits collecting the most stats before engaging high-damage monsters. Delay fights until you have maximized accessible ATK/DEF.\n5. Boss Safety: Never attempt the Boss fight unless the combat calculation guarantees survival (HP after > 0). If unwinnable, prioritize collecting stats over clearing path blockers unless the blocker guards a stat that makes the Boss winnable.\n6. HP Conservation: Treat HP as a resource. Minimize damage by optimizing the order of collection and combat. High HP is required to survive the Boss.\n\nREASONING CHECKLIST:\nBefore choosing, verify:\n- Have I scanned the FULL entity list for accessible Gems/Potions I can collect before this fight?\n- Does this monster/block actually prevent progress to the Boss or necessary items?\n- If I open a door, does the entity list CONFIRM what is behind it? Is it necessary? (If unknown, DO NOT open).\n- If I fight the Boss, does the damage calculation show I will survive?\n- Am I fighting an optional enemy just to clear space? (If yes, DO NOT fight).\n- Am I wasting a key on a door that does not lead to a confirmed necessity? (If yes, DO NOT open).\n\nREASONING:\nBriefly explain why this action maximizes final HP. Explicitly state if you checked for accessible items first. Confirm the monster blocks a required path. Confirm the Boss fight is winnable after this action.\n\nEnd your answer with: FINAL_CHOICE: <number>","score":0.4692,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":376,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_012308_043359_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_012429_299329_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.3208,"success":false,"final_hp":302,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_012500_206019_gen02.txt_llm.json"}],"eval_s":150.8,"reflection":{"response":"\n\n- **Door Speculation:** The agent violated \"Key Discipline\" by opening doors to \"assess contents\" or explore dead ends (Episode 1 T2/T27, Episode 2 T18), wasting turns instead of confirming necessity via the entity list.\n- **Reasoning Contradiction:** The agent's reasoning explicitly stated \"I will not fight\" but chose a Fight action (Episode 1 T23), indicating a failure to align logical conclusions with the final selection.\n- **Incomplete Stat Collection:** The agent attempted the Boss or ended the run without collecting all accessible stats (Episode 1 & 3 Boss failed, Episode 2 low HP), violating \"Stat Priority\" by fighting blockers before securing distant items.\n- **Dependency Blindness:** The agent fought monsters blocking local paths without checking if Keys/Items behind *other* doors would reduce damage more (Episode 2 T9), failing to optimize the global damage sequence.\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 - Monster DEF. Monster dmg = ATK - your DEF. 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: Gems raise ATK/DEF permanently. Potions restore HP. Keys open matching doors (1 key = 1 door).\n- HP carries over between fights; no natural regeneration.\n- State: You have the full entity list (positions of all monsters, items, doors). Use it to plan.\n\nGOAL: Kill the Boss and stay alive with as much HP as possible.\n\nSTRATEGY:\n1. Global Dependency Map: Before acting, map all Keys, Doors, Items, and the Boss. Identify which Keys open which Doors to reach which Items. Do not act locally without understanding global dependencies.\n2. Stat Maximization: Collect ALL accessible stats (Gems/Potions) BEFORE fighting ANY monster that deals damage, unless that monster is the ONLY blocker to those stats.\n3. Door Certainty: NEVER open a door to \"check\" contents or explore. Only open if the entity list PROVES a Key, Item, or Boss is behind it. Dead ends waste turns and risk HP.\n4. Combat Order: Fight monsters in the order that minimizes total damage taken. Prioritize paths that grant ATK/DEF boosts before engaging high-damage enemies.\n5. Boss Condition: Only fight the Boss when: (A) Combat calculation guarantees survival (HP after > 0), AND (B) No accessible stats remain on the floor.\n6. Consistency: Ensure your reasoning explicitly supports the chosen action. Do not state \"I will not fight\" and then choose Fight.\n\nREASONING CHECKLIST:\nBefore choosing, verify:\n- Have I mapped all Key->Door->Item dependencies globally?\n- Are there any accessible stats I can collect BEFORE this fight?\n- Does the entity list CONFIRM what is behind this door? (If unknown, DO NOT open).\n- Does my reasoning text contradict my chosen action? (If yes, fix it).\n- If fighting the Boss, have I collected EVERY possible stat boost first?\n\nREASONING:\nBriefly explain why this action maximizes final HP. Explicitly state if you checked for accessible items first. Confirm the monster blocks a required path. Confirm the Boss fight is winnable after this action. Ensure reasoning matches action.\n\nEnd your answer with: FINAL_CHOICE: <number>\n```","violations":[],"s":50.8},"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 - Monster DEF. Monster dmg = ATK - your DEF. 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: Gems raise ATK/DEF permanently. Potions restore HP. Keys open matching doors (1 key = 1 door).\n- HP carries over between fights; no natural regeneration.\n- State: You have the full entity list (positions of all monsters, items, doors). Use it to plan.\n\nGOAL: Kill the Boss and stay alive with as much HP as possible.\n\nSTRATEGY:\n1. Global Dependency Map: Before acting, map all Keys, Doors, Items, and the Boss. Identify which Keys open which Doors to reach which Items. Do not act locally without understanding global dependencies.\n2. Stat Maximization: Collect ALL accessible stats (Gems/Potions) BEFORE fighting ANY monster that deals damage, unless that monster is the ONLY blocker to those stats.\n3. Door Certainty: NEVER open a door to \"check\" contents or explore. Only open if the entity list PROVES a Key, Item, or Boss is behind it. Dead ends waste turns and risk HP.\n4. Combat Order: Fight monsters in the order that minimizes total damage taken. Prioritize paths that grant ATK/DEF boosts before engaging high-damage enemies.\n5. Boss Condition: Only fight the Boss when: (A) Combat calculation guarantees survival (HP after > 0), AND (B) No accessible stats remain on the floor.\n6. Consistency: Ensure your reasoning explicitly supports the chosen action. Do not state \"I will not fight\" and then choose Fight.\n\nREASONING CHECKLIST:\nBefore choosing, verify:\n- Have I mapped all Key->Door->Item dependencies globally?\n- Are there any accessible stats I can collect BEFORE this fight?\n- Does the entity list CONFIRM what is behind this door? (If unknown, DO NOT open).\n- Does my reasoning text contradict my chosen action? (If yes, fix it).\n- If fighting the Boss, have I collected EVERY possible stat boost first?\n\nREASONING:\nBriefly explain why this action maximizes final HP. Explicitly state if you checked for accessible items first. Confirm the monster blocks a required path. Confirm the Boss fight is winnable after this action. Ensure reasoning matches action.\n\nEnd your answer with: FINAL_CHOICE: <number>","score":0.4692,"rollouts":[{"floor":"simple","objective":0.325,"success":false,"final_hp":428,"hero_atk":13,"hero_def":8,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_012629_608737_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_012732_805102_gen01.txt_llm.json"},{"floor":"gen02.txt","objective":0.3208,"success":false,"final_hp":282,"hero_atk":14,"hero_def":7,"max_floor_id":null,"floors_reached":null,"failure_reason":null,"run_log":"20260928_012800_183329_gen02.txt_llm.json"}],"eval_s":127.5}],"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 - Monster DEF. Monster dmg = ATK - your DEF. 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: Gems raise ATK/DEF permanently. Potions restore HP. Keys open matching doors (1 key = 1 door).\n- HP carries over between fights; no natural regeneration.\n- State: You have the full entity list (positions of all monsters, items, doors). Use it to plan.\n\nGOAL: Kill the Boss and stay alive with as much HP as possible.\n\nSTRATEGY:\n1. Global Dependency Map: Before acting, map all Keys, Doors, Items, and the Boss. Identify which Keys open which Doors to reach which Items. Do not act locally without understanding global dependencies.\n2. Stat Maximization: Collect ALL accessible stats (Gems/Potions) BEFORE fighting ANY monster that deals damage, unless that monster is the ONLY blocker to those stats.\n3. Door Certainty: NEVER open a door to \"check\" contents or explore. Only open if the entity list PROVES a Key, Item, or Boss is behind it. Dead ends waste turns and risk HP.\n4. Combat Order: Fight monsters in the order that minimizes total damage taken. Prioritize paths that grant ATK/DEF boosts before engaging high-damage enemies.\n5. Boss Condition: Only fight the Boss when: (A) Combat calculation guarantees survival (HP after > 0), AND (B) No accessible stats remain on the floor.\n6. Consistency: Ensure your reasoning explicitly supports the chosen action. Do not state \"I will not fight\" and then choose Fight.\n\nREASONING CHECKLIST:\nBefore choosing, verify:\n- Have I mapped all Key->Door->Item dependencies globally?\n- Are there any accessible stats I can collect BEFORE this fight?\n- Does the entity list CONFIRM what is behind this door? (If unknown, DO NOT open).\n- Does my reasoning text contradict my chosen action? (If yes, fix it).\n- If fighting the Boss, have I collected EVERY possible stat boost first?\n\nREASONING:\nBriefly explain why this action maximizes final HP. Explicitly state if you checked for accessible items first. Confirm the monster blocks a required path. Confirm the Boss fight is winnable after this action. Ensure reasoning matches action.\n\nEnd your answer with: FINAL_CHOICE: <number>","best_score":0.46923333333333334,"updated":"2026-09-28T03:28:37.080250","finished":"2026-09-28T03:28:37.080250"}