SpireBench
← All runs

2026-04-27-glm-5.1-regent-run03

glm-5.1REGENTdeathA0-zero-shot
Identity
run_id
2026-04-27-glm-5.1-regent-run03
spec_version
trial-v0.2
knowledge_condition
A0-zero-shot
bridge_version
v0.1.5
game_version
0.104.0
model
glm-5.1
model_provider
zai
character
REGENT
ascension
0
seed
12680756498222027262
Outcome
halt_reason
death
act_reached
1
total_floors
7
death_floor
7
death_screen
Combat
death_cause
combat_misplay
killed_by
Nibbits Normal
victory_floor
boss_reached
final_hp
0
final_gold
175
was_abandoned
no
Run shape
command_count
128
ipc_error_count
5
stall_count
0
duration_minutes
31 min
wall_seconds
33m 47s
step_finish_count
227
run_time_seconds
31m 14s
start_time_utc
Mon Apr 27 2026 22:59:10 GMT+0000 (Coordinated Universal Time)
end_time_utc
Mon Apr 27 2026 23:31:07 GMT+0000 (Coordinated Universal Time)
Tokens & cost
tokens_in
154,815
tokens_out
17,039
tokens_cache_read
21,673,856
tokens_cache_write
0
tokens_reasoning
15,556
tokens_total
21,861,266
cost_usd
$0.0000
Game stats
total_card_picks
4
total_card_skips
22
total_relics_picked
1
total_potions_used
1
total_potions_bought
0
total_damage_taken
75
total_gold_gained
76
total_gold_spent
0
total_gold_lost
0
total_hp_healed
75
elites_fought
0
rests_taken
0
shops_visited
0
events_visited
0
rest_choice_heal
0
rest_choice_smith
0
Route overview
F1
A1
F2
A1
F3
A1
F4
A1
F5
A1
F6
A1
F7
A1
Combat
Event
Shop
Rest
Treasure
Elite
Run metrics
HP
Current HP as a percentage of max HP after each floor.
Min 0
Max 100
End 0
F1F7
Gold
Current gold after each floor, with act transitions marked.
Min 99
Max 175
End 175
F1F7
Damage & healing per floor
Damage taken (red) and HP healed (green) after each floor.
Total damage: 75
Total healed: 75
Floor 1: +75 HP healedFloor 2: -6 damageFloor 3: -2 damageFloor 4: -13 damageFloor 5: -15 damageFloor 6: -14 damageFloor 7: -25 damage
F1F7
Damage taken
HP healed
Picks & acquisitions
Cards picked, cards removed, relics obtained, and potions across the run.
CardsFloor 2: Cards — FurnaceFloor 3: Cards — MonologueFloor 4: Cards — Solar StrikeFloor 5: Cards — Summon ForthRelicsFloor 1: Relics — Booming ConchPotionsFloor 4: Potions — Flex PotionUsedFloor 5: Used — Flex Potion
F1F7
Cards (4)
Relics (1)
Potions (1)
Used (1)
Floor by floor
FloorTypeEncounterTurnsHPGoldHighlights
A1·F1EventNeow0
75 / 75
+75 HP
99
Relic: Booming Conch
A1·F2MonsterNibbits Weak4
69 / 75
-6 HP
118
+19 gold
Card: Furnace
A1·F3MonsterShrinker Beetle Weak3
67 / 75
-2 HP
134
+16 gold
Card: Monologue
A1·F4MonsterSlimes Weak4
54 / 75
-13 HP
145
+11 gold
Card: Solar StrikePotion: Flex Potion
A1·F5MonsterCubex Construct Normal4
39 / 75
-15 HP
157
+12 gold
Card: Summon ForthUsed: Flex Potion
A1·F6MonsterVine Shambler Normal4
25 / 75
-14 HP
175
+18 gold
A1·F7MonsterNibbits Normal6
0 / 75
-25 HP
175

Summary

REGENT A0 run died on floor 7 to a dual-Nibbit encounter. The early game went smoothly — cleared floors 1-4 with only moderate chip damage — but the Cubex Construct on floor 5 was a long fight that dropped HP from 54 to 39, and the Vine Shambler on floor 6 further depleted HP to 25. Entering floor 7 at 25 HP against two Nibbits, one of which rapidly stacked Strength, proved fatal. The Nibbits buffed to Str 2-4 while the agent scrambled to kill one; after eliminating the weaker Nibbit at the cost of most remaining HP (6 HP left), the surviving Nibbit attacked for 16 against only 10 possible block. The deck's Forge/Furnace/Sovereign Blade synergy was strong offensively but provided no defensive scaling, and without a potion or rest site available, the run ended to cumulative combat damage.

Bridge findings

  • handIndex shift after PlayCard — After every successful PlayCard, hand indices re-pack. Issuing a subsequent PlayCard using a cached handIndex from before the play frequently targeted the wrong card (e.g., played Furnace when intending Defend, played Venerate when intending Summon Forth). This is documented behavior in SKILL.md but caused 5 error responses and at least 2 mis-plays (wrong card played that consumed energy). No stall resulted; the agent recovered each time by re-reading state.

None observed beyond the expected hand-shift issue.

Decision log highlights

  • Neow choice: Booming Conch (option 1) over Lead Paperweight and Cursed Pearl. Picked for elite-combat value (draw 2 + energy at elites). No elites were reached before death, so the relic provided no benefit this run.
  • Floor 2 card reward: Furnace — 1-cost Power, Forge 4/turn. Strong synergy pick for the Forge/Sovereign Blade engine. Performed well in practice.
  • Floor 3 card reward: Solar Strike — 1-cost 9 damage + gain 1 star. Solid attack upgrade over basic Strike. Used effectively in multiple combats.
  • Floor 5 (Cubex Construct): Used Flex Potion + Monologue combo for a 27-damage burst turn. Effectively halved the enemy's HP but the prolonged fight cost 15 HP total.
  • Floor 5 card reward: Summon Forth — 1-cost, fetch Sovereign Blade + Forge 8. Strong synergy with Furnace. Used successfully to close out the Vine Shambler fight.
  • Floor 6: Skipped card reward to keep deck thin at 13 cards while at low HP. Defensible given the priority was reaching a rest site.
  • Floor 7 map routing: Only one available node (Monster), no choice. No rest site was reachable before the fatal encounter.

Notes for maintainers

  • The agent experienced no tool leaks (no MemPalace, webfetch, task/sub-agent, or MCP tools were available or used).
  • All stat lookups came from the allowed docs/data/eng/*.json files; the glossary was consulted for the "Forge" mechanic definition.
  • The list-cards.ps1 tool threw PropertyNotFoundException on cardType when inspecting card reward options — the field does not exist on cardRewardOptions.cards[i].card. The agent worked around this by reading read-state.ps1 -Filter full instead. This is a minor tool bug, not a bridge bug.
  • Five PlayCard commands returned status=error due to stale handIndex targeting after hand re-packing. The agent corrected each time by re-reading combat state. This is documented expected behavior but caused measurable inefficiency at ~4% of total commands.