game_score_tracker
Track scores for players in any game
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| game | No | Game name | |
| scores | No | Scores (default: all 0) | |
| players | Yes | Player names |
Track scores for players in any game
| Name | Required | Description | Default |
|---|---|---|---|
| game | No | Game name | |
| scores | No | Scores (default: all 0) | |
| players | Yes | Player names |
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full burden of behavioral disclosure. It doesn't state whether this is a read-only operation, whether it persists state, what it returns, or any side effects. 'Track' implies some mutating action, but the details are absent.
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?
The description is a single sentence with no wasted words, front-loading the core purpose. It is appropriately concise, though it could be slightly more informative without becoming verbose.
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?
Given the simplicity of the schema (3 params, no output schema) and no annotations, the description is too minimal to be complete. It doesn't explain return values, persistence, or how the tool behaves in practice, which is essential for an agent to use it correctly.
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 100%, so the baseline is 3. The description adds no information about the parameters beyond what the schema already provides; it merely repeats the notion of scores and players. The schema itself adequately documents the properties.
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 'Track scores for players in any game' clearly states the verb (track), the resource (scores for players), and the scope (any game). It distinguishes this tool from siblings that focus on other game mechanics like dice rolls or chess moves, though it could be more specific about the exact functionality.
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?
No guidance is provided on when to use this tool versus alternatives. It doesn't mention prerequisites, exclusions, or any relationship to other game-related tools. The agent is left without context for appropriate usage.
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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Most tools have clear prefixes (chess_, play_, hex_, oracle_, rpg_, ti4_) that separate concerns, but overlap exists between deprecated chess_* tools and the newer play_* equivalents, plus rpg_random_encounter and oracle_encounter both generate encounters. Descriptions help disambiguate, but the redundancy could mislead agents.
Many tools follow a domain_verb_noun pattern (hex_generate_map, play_get_moves, rpg_search_entities), but there are notable exceptions like dice_roll, game_deck_create, jam_status, and random_player_order that mix noun-first and verb-last conventions. The inconsistent ordering makes it harder to predict tool names.
81 tools is excessive even for a broad games toolkit; the deprecated chess_* tools alone add unnecessary bulk. While the scope is wide, the count exceeds practical limits and could be consolidated into fewer, more focused tools.
The toolkit covers a wide variety of game needs: dice, cards, hex maps, chess, RPGs, TI4, jam management, and galleries. Minor gaps like the score tracker lacking a retrieval method and the absence of some lifecycle operations keep it from being perfect, but core workflows are well covered.