game_military_return
Сдать повестку военкомата (возвращается половина взноса).
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Сдать повестку военкомата (возвращается половина взноса).
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Changes observed during successful MCP inspections.
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
The only annotation is readOnlyHint=false, so the description must carry the behavioral burden. It does add a real consequence – half of the contribution is returned – which is genuine value beyond the annotation. But it omits whether the summons is consumed, whether the action is irreversible, what happens without a summons, and whether any cooldown applies.
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?
A single short sentence with zero filler, and the action is front-loaded before the parenthetical payoff. Its brevity borders on under-specification, but nothing is redundant.
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?
For a zero-parameter mutation with no output schema, the essentials are mostly covered: what is done and what is returned. What is missing is prerequisite state (must own a summons), failure behavior, and the resulting state after the call, which an agent would need to chain this with game_military_sign_up or game_status.
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?
The tool takes zero parameters, so the schema baseline is 4. The description correctly implies a no-argument action, and there are no parameter semantics left to explain.
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 concrete verb and object ('Сдать повестку военкомата' – hand in the military commissariat summons), which is far more specific than the tool name alone. It does not, however, explicitly distinguish itself from the closely related sibling game_military_sign_up, so an agent must infer the direction of the operation (sign up vs. turn in).
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?
Usage is only implied: an agent can infer the tool applies when the player holds a summons and wants to give it back. There is no explicit statement of preconditions (must possess a summons), no mention of when not to use it, and no pointer to game_military or game_military_sign_up as alternatives.
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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