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game_mine_metro

Воспользоваться станцией метро в шахте (нужен Red Key).

Input Schema

NameRequiredDescriptionDefault

No arguments

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

A3.6/5.0
Behavior3/5

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

The readOnlyHint=false annotation already signals a state-changing action, and the description adds the meaningful prerequisite that a Red Key is consumed/required. Beyond that it discloses nothing: not where the station takes the player, whether the key is consumed, or what the agent sees on success or failure. For a zero-parameter action tool with no output schema, that leaves notable behavioral gaps.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

A single short sentence with the action first and the prerequisite attached inline; no filler, nothing buried. It is as compact as a tool name plus one requirement allows.

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

Completeness3/5

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

The definition covers what the tool does and its gating requirement, which is the minimum for a no-argument action. It still omits the outcome of invoking it (destination or effect of the metro station) and any failure behavior, which matters because readOnlyHint=false tells the agent something changes and no output schema documents the result.

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 no parameters, which is the baseline-4 case. The description correctly implies all inputs (the Red Key) come from game state rather than arguments, consistent with the empty schema.

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

Purpose4/5

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

The description pairs a specific verb ('воспользоваться' / use) with a specific resource ('станцией метро в шахте' / metro station in the mine), so the agent knows this triggers an in-mine metro station rather than generic movement. It does not explicitly distinguish itself from the nearby siblings game_mine, game_mine_step, or game_portal_teleport, which keeps it short of a 5.

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

Usage Guidelines3/5

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

The parenthetical '(нужен Red Key)' gives a concrete prerequisite for use, which is real guidance. However, it never says when this should be chosen over alternatives such as game_mine, game_mine_step, or game_portal_teleport, nor when it would fail or be pointless, so usage is only implied.

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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