game_dialog_answer
Выбрать вариант в открытом диалоге (id варианта из game_dialog).
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| option_id | Yes |
Выбрать вариант в открытом диалоге (id варианта из game_dialog).
| Name | Required | Description | Default |
|---|---|---|---|
| option_id | Yes |
Changes observed during successful MCP inspections.
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
The annotations declare readOnlyHint=false, so an agent already knows this is a mutation, but the description adds nothing about what the mutation does: whether the dialog advances or closes, whether the choice is irreversible, or whether any state is consumed. For a decision-making write action, the most important behavior, that the choice is committed, is left implicit in the verb 'выбрать'.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
It is a single, front-loaded sentence with no filler, and the placement of the parameter hint in parentheses is efficient. It is minimal to the point of under-specification, but nothing in it is wasted.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
With no output schema and no parameter descriptions, the description must carry the full burden, and it does not: it never says whether the tool returns the next dialog node, a success flag, or side effects such as rewards or quest updates. For a mutation tool that gates narrative progress, that gap matters.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 0% and option_id carries only a type and a maxLength, so the schema contributes no meaning. The description compensates by saying the id comes from game_dialog, which is genuinely useful provenance. It still omits format expectations, such as whether this is an index, an opaque token, or a label, and whether stale ids are rejected.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description gives a specific verb and resource in 'Выбрать вариант в открытом диалоге', and it ties the target to the sibling that produces it ('id варианта из game_dialog'), so an agent can separate this from game_dialog. It loses a point only because the term 'открытый диалог' assumes dialog state that the description never spells out for an agent that is unfamiliar with the game.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
It states an implicit prerequisite: a dialog must already be open, and the option_id must come from game_dialog. It offers no explicit when-not guidance and does not distinguish this tool from the other *_answer siblings (game_challenge_answer, game_duel_answer).
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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