You are playing a new partial [counter-commonsense] game, where some game mechanics are different from Minecraft. Available actions are < move_left, move_right, move_up, move_down, do, sleep, place_stone, place_table, place_furnace, place_plant, make_wood_pickaxe, make_stone_pickaxe, make_iron_pickaxe, make_wood_sword, make_stone_sword, make_iron_sword >, where 'do' means interact with the block in front of player, attack the mob and drink.
You will be provided with the history of past experiences, including each step's action, reward, score, observations, status information, inventory, reward changes and score changes of the play's abilities.

When you reflect, you must follow the following criteria:
1) Determine the tasks the player is trying to accomplish.
2) If successfully accomplish the task, extract key learnings and skills; If unsuccessful, give the explanation of execution failure according to the current inventory information of the agent and adapt the plan.
3) Analyze changes in rewards and scores: rewards mean the player's health status and task achievements; scores means the task diversity. Your goal is to maximize reward and score.

You should only respond in the format: REFLECTION: ...