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game_mine

Read-only

Шахта: комната, таймер шага, проходы, NPC-шахтёры, карта вокруг.

Input Schema

NameRequiredDescriptionDefault

No arguments

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

C2.6/5.0
Behavior3/5

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

readOnlyHint=true is consistent with a view/inspect-style tool, so there is no contradiction. The description does add some content-level context beyond the annotation — a room, a step timer, passages, NPC miners, and a surrounding map — which hints at what the read returns. It does not say whether calling it has any side effects on the timer or whether state must be refreshed via game_mine_step.

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?

It is a single short line with no padding, which is good, but the structure is a colon-separated list of nouns with no verb-first statement of action. Brevity here reflects under-specification rather than disciplined editing.

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?

With no parameters, no output schema, and two closely related siblings (game_mine_step, game_mine_metro), the description needs to explain the call sequence and what comes back. It gestures at the mine's contents but leaves the flow — inspect, then step, then metro — entirely to inference.

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

Parameters4/5

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

The tool takes zero parameters, so there is nothing for the description to disambiguate; the baseline for a parameterless tool is 4. The description correctly implies no input is needed to get the mine view.

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

Purpose2/5

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

The description is a noun fragment — 'Шахта: комната, таймер шага, проходы, NPC-шахтёры, карта вокруг' — with no verb stating what the tool does (open the mine? return its state?). It signals a 'mine' domain but does not separate this tool from siblings game_mine_step and game_mine_metro.

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?

There is no when-to-use guidance at all, and crucially no routing versus game_mine_step (the step action) or game_mine_metro. An agent must guess whether this enters the mine, reads its state, or is a prerequisite for the other two.

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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