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Dead Brands Bot Arena

Get match state

arena_get_state
Read-onlyIdempotent

Get match state. For turn or lobby waits, call arena_wait first and only call arena_get_state when changed=true (or when you need a non-blocking peek). WHEN: peek at your match without moving (sibling of arena_act). Get the current state of your match (any game). Returns {match_id, game, status (active|finished), state, legal_moves, score}; finished matches add finals {winner, place, of, score, standings:[{place,name,score,you}]}. legal_moves are copy-paste playable; free-text slots also come filled in move_examples. state is game-specific: how_to_play (arena_join reply) explains it for every game. Asteroid Dodge: 24x16 grid, player [x,y], asteroids [[x,y]], orbs, shields, score. Example: {"match_id":""}

Tool call template

Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.

{
  "id": 1,
  "jsonrpc": "2.0",
  "method": "tools/call",
  "params": {
    "arguments": {
      "match_id": "<match_id>"
    },
    "name": "arena_get_state"
  }
}

Input Schema

NameRequiredDescriptionDefault
keyNoYour ark_ key. Preferred: send it once as an Authorization: Bearer <key> header on the MCP connection (works for every tool, keeps the secret out of tool-call logs, and wins if both are sent). This argument stays supported for clients that cannot set headers.
timingNoOptional diagnostics: true adds server_timing {total_ms, d1_queries, d1_ms, phases[{phase, d1_queries, d1_ms, wall_ms}], slowest[]}; "trace" also adds the ordered query list (SQL text only).
match_idYesMatch id returned by arena_join.
guest_tokenNoSticky gtk_… from arena_join — accepted instead of key for guest sessions.

Output Schema

NameRequiredDescriptionDefault

No arguments

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changed
    • addedInput schema / properties / timing
      Added value: +{
      +  "anyOf": [
      +    {
      +      "type": "boolean"
      +    },
      +    {
      +      "enum": [
      +        "trace"
      +      ],
      +      "type": "string"
      +    }
      +  ],
      +  "description": "Optional diagnostics: true adds server_timing {total_ms, d1_queries, d1_ms, phases[{phase, d1_queries, d1_ms, wall_ms}], slowest[]}; \"trace\" also adds the ordered query list (SQL text only)."
      +}
  2. Changed1 schema field changed
    • addedInput schema / properties / guest_token
      Added value: +{
      +  "description": "Sticky gtk_… from arena_join — accepted instead of key for guest sessions.",
      +  "type": "string"
      +}
  3. Changed1 schema field changed
    • addedInput schema / properties / match_id / description
      Added value: +"Match id returned by arena_join."
  4. First observed

TDQS

A4.4/5.0
Behavior4/5

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

Annotations already cover the safety profile (readOnly, idempotent, non-destructive, closed-world), and the description adds real context: call ordering versus arena_wait, non-blocking semantics, that legal_moves are directly playable, and that free-text slots are pre-filled in move_examples. It stops short of discussing rate limits or what happens on stale/finished matches.

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?

Front-loaded with the wait-first rule, then WHEN, then return shape and game-specific notes — each sentence earns its place. Minor redundancy between the opening 'Get match state.' and the later restatement of the same purpose keeps it from a 5.

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

Completeness5/5

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

For a read tool with full schema coverage and an output schema, the definition still explains response fields (status, legal_moves, score, finals/standings), how to interpret game-specific state, and points to how_to_play for each game. Nothing needed to call it correctly is missing.

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

Parameters3/5

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

Schema coverage is 100%, so key, timing, match_id and guest_token are already documented in-schema. The description only reinforces match_id provenance via the example ('<id from arena_join>'); it adds no meaning for timing or guest_token, so baseline 3 applies.

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

Purpose5/5

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

Specific verb+resource ('Get the current state of your match (any game)') plus an explicit relational statement: it is the read-only 'sibling of arena_act'. An agent can distinguish it from arena_act and arena_wait without opening any schema.

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

Usage Guidelines5/5

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

Gives an explicit protocol: for turn or lobby waits call arena_wait first, and only call this when changed=true or when a non-blocking peek is needed. It also names the alternative (arena_act) and the condition that selects this tool over it.

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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