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arcade_remember

Save a memory for the current agent.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
tagsNo
contentNo
game_idNo
categoryNo
memory_idNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

TDQS

C2.4/5.0
Behavior2/5

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

The description implies a write/mutation operation but provides no details on idempotency, overwriting behavior, authentication requirements, storage limits, or side effects. With no annotations, the agent lacks critical behavioral context.

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

Conciseness3/5

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

The description is a single sentence, making it concise. However, it is overly minimal and could be restructured to include parameter groupings or usage hints without significant length increase.

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

Completeness2/5

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

Given five optional parameters and no schema descriptions, the tool description fails to explain memory semantics, relationships (e.g., between tags and categories), or the role of memory_id (create vs update). An output schema exists but is not detailed here.

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

Parameters1/5

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

Schema description coverage is 0%, and the tool description does not explain any of the five parameters (tags, content, game_id, category, memory_id). The agent has no semantic guidance to correctly populate these fields.

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?

The description clearly states the action ('save') and resource ('memory') and scopes it to the current agent. It implies storage, which differentiates from arcade_forget (deletion) and arcade_recall (retrieval). However, it lacks precision on what constitutes a memory (e.g., key-value pairs).

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

Usage Guidelines2/5

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

No guidance is provided on when to use this tool versus alternatives like arcade_forget or arcade_recall. There is no mention of prerequisites, scenarios where saving is appropriate, or cases where it should be avoided.

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

B3.2/5.0
Disambiguation5/5

Each tool has a clearly distinct purpose: game actions, board interaction, chat, session management, memory, history, leaderboard, etc. No two tools overlap in functionality, making selection unambiguous.

Naming Consistency4/5

All tools share the 'arcade_' prefix, but the pattern is not strictly verb_noun; some are single verbs (e.g., arcade_chat, arcade_wait) while others are noun_verb or verb_noun. However, names are descriptive and consistently formatted.

Tool Count5/5

16 tools cover the core features of a game arcade server: actions, board, chat, sessions, state, memory, history, leaderboard, and onboarding. The scope is well-balanced, not overwhelming or sparse.

Completeness4/5

The tool surface covers essential game lifecycle and social features. Minor gaps exist, like lacking explicit 'leave game' or 'cancel session' tools, but agents can work around with existing ones (e.g., arcade_state, arcade_wait).

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