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task_games__tower_defense__nearest_exit_enemy_label

Contract

  1. Domain: games
  2. Scene: tower_defense
  3. Scene id: tower_defense
  4. Public task id: task_games__tower_defense__nearest_exit_enemy_label
  5. Supported query_id values: single
  6. Answer schema: label
  7. 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

  1. The path has six labeled enemy markers A through F.
  2. The exit is marked near the final path endpoint.
  3. Closeness to the exit is path order, not straight-line distance.
  4. The answer is the label of the enemy farthest along the path toward the exit.
  5. Annotation is the point at the center of the selected labeled enemy.