task_games__tower_defense__nearest_exit_enemy_label¶
Contract¶
- Domain:
games - Scene:
tower_defense - Scene id:
tower_defense - Public task id:
task_games__tower_defense__nearest_exit_enemy_label - Supported
query_idvalues:single - Answer schema:
label - Annotation schema:
point
Program Contract¶
Program: argmax_label(enemy in labeled_enemies_A_to_F, path_index(enemy)); scene=tower_defense; scope=nearest_exit_enemy_label
Candidate set: the visible game board, pieces, tokens, cards, tiles, marked state, legal-move cues, result panels, and labeled options inside the nearest_exit_enemy_label objective scope.
Operands: visible scene state and prompt-bound operands named by enemy, labeled_enemies_A_to_F, path_index, tower_defense, nearest_exit_enemy_label.
Operation: evaluate argmax_label over the candidate set using the visible game state, rules, legal moves, comparisons, counts, simulations, or option-selection constraints encoded in the program expression; generation enforces a unique final answer.
Output binding: answer uses the option_letter schema; generation binds a unique final answer.
Annotation witnesses: annotation uses the point schema; the prompt/annotation contract defines the minimal visual witnesses.
Query ids: single.
Reasoning Operations¶
Families: ranking, spatial_relations, topology
Generation Notes¶
- The path has six labeled enemy markers
AthroughF. - The exit is marked near the final path endpoint.
- Closeness to the exit is path order, not straight-line distance.
- The answer is the label of the enemy farthest along the path toward the exit.
- Annotation is the point at the center of the selected labeled enemy.