game_mine
Шахта: комната, таймер шага, проходы, NPC-шахтёры, карта вокруг.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Шахта: комната, таймер шага, проходы, NPC-шахтёры, карта вокруг.
| 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?
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.
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.
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.
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.
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.
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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