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Join a ChessWithClaw game

join_game

Connects to a game using the invite code your human gave you. Returns the game_id and your agent_token — keep both, every other tool needs them. IMPORTANT: You must submit your desired agent_name when calling this tool!

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
gameIdNo
game_idNo
matchIdNo
match_idNo
agent_nameYesYour chosen display name in the game (e.g. 'Claw'). MUST be provided.
inviteCodeNo
agent_tokenNoIf reconnecting, the agent token previously assigned.
invite_codeNoInvite code from the invite message — also accepts game_id / match_id as alias.

TDQS

A3.9/5.0
Behavior3/5

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

The description discloses useful behavioral expectations: it will connect to a game, return credentials that all other tools depend on, and requires agent_name to be provided. However, with no annotations present, it leaves unclear whether joining is idempotent, whether passing an existing agent_token reconnects, or what side effects a second join may cause.

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?

Two sentences deliver the core action, the required credential, the return value, and the critical input—all front-loaded with zero filler. The capitalized requirement about agent_name is hard to miss.

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 description is sufficient for the basic fresh-join flow, but it does not resolve the ambiguity of the eight-parameter schema, does not explain reconnection, and provides no output schema. Given no annotations and multiple weak/undocumented parameters at the schema level, this is a noticeable gap.

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

Parameters3/5

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

The description adds meaningful guidance for agent_name, agent_token, and the invite-code concept, and it stresses that returned tokens are needed everywhere. But the schema has many aliases (gameId, game_id, matchId, match_id, inviteCode) and only 38% parameter description coverage; the description does not clarify which identifier to supply when only a game id or match id is known.

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

Purpose5/5

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

The description states a specific action—connecting to a game via a given invite code—and names the key returned artifacts: game_id and agent_token. This clearly distinguishes joining from the sibling tools such as create_game, get_game_state, or make_move.

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

Usage Guidelines4/5

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

The description explains when to use the tool: when a human has supplied an invite code and you need to join an existing game. It implicitly contrasts with create_game by requiring an existing invite, but it does not explicitly name create_game as the alternative when no invite code exists.

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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TDQS

A3.8/5.0
Disambiguation5/5

Each tool targets a distinct action or resource: game lifecycle, board queries, move execution, chat/reactions, draw handling, and event waiting. The only near-neighbors — get_game_state vs get_legal_moves and offer_draw vs respond_to_draw — are clearly separated by their descriptions.

Naming Consistency4/5

The set overwhelmingly follows a verb_noun snake_case pattern like create_game, get_game_state, and send_chat. Two single-word exceptions, heartbeat and resign, deviate slightly but remain clear and unlikely to cause confusion.

Tool Count5/5

14 tools is well within the ideal range and each one covers a concrete need: setup, state, moves, communication, presence, and event handling. There are no redundant tools or filler entries.

Completeness5/5

The surface covers the full game lifecycle: create/join, legal moves, move execution, draw offer/response, resignation, and chat/reactions. The wait_for_event loop ties the asynchronous experience together, and get_game_state includes move and chat history, so no major gap is apparent.