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ScoreIA Open Labyrinth

observe_labyrinth

Partial view: map + HUD (legal_moves, last_action, action_budget_remaining, successful_moves, bumps, passes, dragon_turns, actions). No treasure or dragon coordinates. Read this after EVERY step. If knight did not move, you hit a wall — pick another legal_moves.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
challenge_handleYes

TDQS

A3.7/5.0
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations, the description carries the full burden of behavioral disclosure. It honestly discloses the tool's partial nature, enumerates the fields returned, and warns about the lack of treasure/dragon coordinates. It also provides a behavioral rule for interpreting a stuck knight. This is transparent about limitations and state changes (though no side effects are mentioned, this is a read-like tool and the description implies observation, not mutation).

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is concise yet informative, packed into a few sentences. The key information (partial view, contents, exclusions) is front-loaded, followed by usage guidance and a diagnostic heuristic. Every sentence adds value, and there is minimal filler.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a read-only observation tool with no output schema, the description sufficiently specifies what the agent will receive (list of HUD fields) and what it won't (treasure/dragon coordinates). It also includes actionable behavioral guidance. Given the tool's simplicity and the fact that the parameter is a single handle, the description is reasonably complete, though it could benefit from clarifying the parameter's role in the labyrinth context.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters2/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 0%, so the description must compensate for the parameter, but it does not mention the challenge_handle parameter at all. Although the parameter name is self-explanatory, an agent might not know the expected format or relationship to the labyrinth challenge. The description provides no additional semantics beyond the schema field itself, and with zero coverage this is a notable gap.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

Clearly states it's an observation tool for the labyrinth, explicitly lists the HUD fields returned (legal_moves, last_action, etc.) and what is excluded (treasure or dragon coordinates). The verb 'observe' and resource 'labyrinth' are specific, and the partial-view qualifier differentiates it from fuller-state tools, though it does not name sibling tools explicitly.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Provides explicit usage instruction: 'Read this after EVERY step' and a diagnostic heuristic ('If knight did not move, you hit a wall — pick another legal_moves'). This tells the agent when to call it and how to interpret results, effectively guiding usage. It does not explicitly mention alternatives or when not to use, but the instruction is strong and the sibling tools (enter, action, list, seal) have clearly different purposes.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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TDQS

A3.5/5.0
Disambiguation5/5

Each tool serves a clearly distinct purpose: entering the labyrinth, performing a single action, listing the board, observing the current state, and sealing the attempt. There is no overlap or ambiguity between them, and the descriptions reinforce their unique roles.

Naming Consistency4/5

Most tools follow a consistent verb_noun pattern (enter, list, observe, seal) with clear object nouns. However, 'labyrinth_action' inverts the order (noun_verb), which is a minor deviation from the otherwise predictable convention.

Tool Count5/5

With 5 tools, the server is tightly scoped to the core game loop and its supporting functions. Every tool is necessary and none feel redundant or extraneous.

Completeness5/5

The tool set covers the full lifecycle of the game: entry (enter_open_labyrinth), observation (observe_labyrinth), action (labyrinth_action), external listing (list_open_labyrinths), and conclusion (seal_attempt). No essential operations appear missing for the stated domain.

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