DeepSeek-V4-Flash, full observation
The one evolved prompt under the full observation that differs from its seed; its training gain did not survive paired re-evaluation.
- Loop
- (1+1) loop, 6 candidates
- Task model
- DeepSeek-V4-Flash
- Teacher
- Qwen3.5-397B
- Starting prompt
- core_rules.txt
- Observation
- full
- Training floors
- simple, gen01, gen02 · 1 episode each
- Started
- 2026-09-28 02:04
- Result file
- gepa_result_gs_dsv4flash_full.json
Evaluation after the run
| Floors | Prompt | Kills | Mean goal score |
|---|---|---|---|
| held-out | Rules-only | 10/13 | 0.821 |
| held-out | Evolved | 11/13 | 0.846 |
| held-out | Hand-written | 11/13 | 0.850 |
| training | Rules-only | 3/3 | 0.859 |
| training | Evolved | 2/3 | 0.775 |
| training | Hand-written | 2/3 | 0.775 |
From gs_dsv4flash_full.json; its episodes are listed on the episodes page.
Mean goal score on the training floors per candidate (click to open). Small dots: score per floor; dashed: best so far.seedmutation
Candidate 5mutationfrom candidate 3score 0.859returned as the best promptkept as parent
show2,359 characters
+230 words · −218 words
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.
GAME RULES:
- 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.
- Resources: HP is not restored between fights. Keys open matching doors and are consumed. Items (gems/potions/keys) are collected by walking onto them.
- Goal: Kill the Boss alive with MAXIMUM remaining HP. DoSurvival notis stopa untilconstraint; theHP Bossmaximization is dead.the objective.
STRATEGY:
1. 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
2. notRedefining reason"Optional" for(CRITICAL): oneEngine actionlabels andlike choose`[OPTIONAL]` another.
2.mean Exhaustive"not Collection:required Beforeto fightingopen the Boss,Boss verifydoor," theNOT `unlock"skip tree`to showssave NOHP."
- uncollectedIf itemsan (gems,action potions,has keys).negative If`effCost` accessible(net nodesHP exist,gain collectincluding themBoss first.damage Checkreduction), `min-cost@maxStats`it tois ensureMANDATORY youfor aren'tMax fightingHP.
- beforeNEVER collectingskip statsa thatfight wouldwith reducenegative damage.`effCost` just because it is labeled optional or not on the direct path.
3. HPTermination BudgetCondition: &Only Efficiency:
-fight Calculatethe `HPBoss Marginwhen =ALL Currentaccessible HPactions -with Bossnegative Damage`.
-`effCost` Ifare `HPcompleted.
- MarginBefore <=fighting 0`:Boss, Youverify must`unlock findtree` missedand stats/paths.`lookahead`. If noneany exist,"optional" fightfight/gem thereduces Boss immediatelydamage (doby notMORE wastethan turnsits oncost, optionaltake fights).it first.
- Prioritize actionsDo withnot negativestop orat low"survivable". `effCost`Stop ononly thewhen criticalno path.remaining Useaction `lookahead`yields toa identifynet chainsHP thatgain.
4. netStat HPEfficiency or& stats.Ordering:
- Respect `ORDER` annotations:Prioritize Ifactions anwith annotationthe saysmost takingnegative Fight`effCost`.
- ADelay beforefights Fightthat Bblock savesstat HP,collection. followIf thatFight sequence.
4.A Bossunlocks Priority:Gem EveryB actionwhich mustreduces progressdamage towardfor reachingFight andA, killingensure theyou Boss.have AvoidGem optionalB fightsbefore thatFight doA notif yieldpossible stats/keys(check required`ORDER` forannotations).
- theRespect Boss`ORDER` path.annotations: If the Bossan isannotation reachablesays andtaking allFight statsA arebefore collected,Fight FIGHTB THEsaves BOSS.HP, Dofollow notthat fightsequence optionalstrictly.
5. enemiesPath evenvs. ifGain: theDo Bossnot fightprioritize isunlocking lethal;doors/keys yourover goalnegative is`effCost` theactions Boss,unless notthe survivaldoor ofis optionalstrictly fights.
5.required Statto Gating:access Dothe notnegative fight`effCost` high-damageactions.
- enemiesCalculate: if`Net youGain can= collect(Boss statDmg gemsReduction first+ toUnlocked reduceHP) the- damage.(Path VerifyCost)`. pathsIf lead`Net toGain the> Boss0`, usingtake the `unlock tree`.path.
OUTPUT:
Provide short reasoning based on the annotations (effCost, lookahead, ORDER, unlock tree), then end with: FINAL_CHOICE: <number>
Starting prompt against the returned prompt (candidate 5)
+332 words · −102 words
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.
GAME RULES:
- ACombat: fightYou ishit afirst. sequenceYour ofdmg rounds;= youATK hit- first.Enemy YourDEF. hitEnemy dmg = yourEnemy ATK - the monster'sYour DEF. If your DEF >= Enemy ATK, you take 0 damage. If your ATK <= Enemy DEF, you deal 0 damage.
- Resources: HP is not restored between fights. Keys open matching doors and are consumed. Items (gems/potions/keys) are collected by walking onto them.
- Goal: Kill the monster'sBoss DEFalive with MAXIMUM remaining HP. Survival is a constraint; HP maximization is the objective.
STRATEGY:
1. Action Consistency (CRITICAL): Your `FINAL_CHOICE` MUST match the action you cannotidentify damageas itbest atin all.your reasoning. If you reason Action X is optimal, you MUST choose Action X.
2. Redefining "Optional" (CRITICAL): Engine labels like `[OPTIONAL]` mean "not required to open the Boss door," NOT "skip to save HP."
- TheIf monster'san hitaction =has itsnegative ATK`effCost` (net HP gain including Boss damage reduction), it is MANDATORY for Max HP.
- yourNEVER DEF;skip ifa yourfight DEFwith >=negative its`effCost` ATKjust because it cannotis hurtlabeled you.optional Theor not on the direct path.
3. Termination Condition: Only fight endsthe Boss when oneALL sideaccessible reachesactions 0with HP.negative `effCost` are completed.
- Before fighting Boss, verify `unlock tree` and `lookahead`. If youany reach"optional" 0fight/gem reduces Boss damage by MORE than its cost, take it first.
- Do not stop at "survivable". Stop only when no remaining action yields a net HP yougain.
4. loseStat Efficiency & Ordering:
- Prioritize actions with the game.
most negative `effCost`.
- Delay fights that block stat collection. If Fight A doorunlocks needsGem aB keywhich ofreduces thedamage samefor colour;Fight eachA, keyensure opensyou exactlyhave oneGem doorB andbefore isFight usedA up.
if possible (check `ORDER` annotations).
- WalkingRespect onto`ORDER` anannotations: itemIf collectsan it:annotation gemssays raisetaking ATKFight orA DEFbefore permanently,Fight potionsB restoresaves HP, keysfollow openthat doors.sequence strictly.
-5. HPPath isvs. Gain: Do not restoredprioritize betweenunlocking fights.
GOAL:doors/keys killover negative `effCost` actions unless the bossdoor andis staystrictly alive.required to access the negative `effCost` actions.
- Calculate: `Net Gain = (Boss Dmg Reduction + Unlocked HP) - (Path Cost)`. If `Net Gain > 0`, take the path.
EndOUTPUT:
Provide yourshort answerreasoning based on the annotations (effCost, lookahead, ORDER, unlock tree), then end with: FINAL_CHOICE: <number>