hex_pathfind
Find shortest path between two hex coordinates
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| endQ | Yes | End Q | |
| endR | Yes | End R | |
| game | No | Game context for movement costs | |
| seed | No | Map seed | |
| startQ | Yes | Start Q | |
| startR | Yes | Start R |
Find shortest path between two hex coordinates
| Name | Required | Description | Default |
|---|---|---|---|
| endQ | Yes | End Q | |
| endR | Yes | End R | |
| game | No | Game context for movement costs | |
| seed | No | Map seed | |
| startQ | Yes | Start Q | |
| startR | Yes | Start R |
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
No annotations are provided, so the description carries full burden. It states only 'Find shortest path' and does not disclose return format, effect of game/seed on movement costs, failure behavior, or side effects.
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, front-loaded sentence with no filler or redundant information. It is appropriately concise and easy to scan.
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?
The description is too minimal given six parameters, no output schema, and no annotations. It omits return value details, the role of game/seed in movement costs, and assumptions about the hex grid, making it incomplete for reliable invocation.
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 baseline 3 applies. The description adds little beyond the schema's minimal parameter descriptions, especially for 'game' and 'seed', but it does not need to compensate for missing schema fields.
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 clearly states the tool's action ('Find shortest path') and resource ('between two hex coordinates'). This distinguishes it from sibling hex tools like hex_compute_fov or hex_generate_map.
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 context is implied by the name and description, but there is no explicit guidance on when to use this tool versus alternatives, nor any mention of prerequisites or when game/seed context matters.
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.