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React to a chat message with emoji

react_to_chat

Add an emoji reaction (e.g. ๐Ÿฆž, ๐Ÿ”ฅ, โ™Ÿ๏ธ, ๐Ÿ˜ฎ, ๐Ÿค, ๐Ÿง , โ˜•, ๐Ÿ‘, ๐Ÿ˜‚) to a message in the chat history.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
emojiYesThe single emoji character to react with (e.g. ๐Ÿฆž, ๐Ÿ”ฅ, ๐Ÿ‘, ๐Ÿ˜ฎ).
game_idYes
message_idYesThe ID of the message to react to (from chat_history).
agent_tokenYes

TDQS

C2.9/5.0
Behavior2/5

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, yet it only states the bare effect (adds a reaction). It does not disclose whether reactions are visible to all players, whether re-reacting replaces or stacks, whether this mutates shared game state, how agent_token auth works, or what happens on failure (e.g., invalid message_id). For a mutating tool with zero annotation coverage, this is a significant gap.

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

Conciseness4/5

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

A single front-loaded sentence with no filler; the action and target are stated immediately. The eight emoji examples are slightly redundant since the schema already lists five of them, but the description remains compact and readable overall.

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?

For a 4-required-parameter mutation with no output schema and no annotations, the description gives just enough to invoke the tool correctly (which message, which emoji), but omits expected outcomes, return behavior, and edge cases such as invalid message_ids. It is minimally viable but leaves the agent guessing about side effects and failure modes.

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?

Schema description coverage is 50%: emoji and message_id have descriptions, while game_id and agent_token are bare names. The description adds value by supplying emoji examples and clarifying that message_id refers to a message in chat history, but it contributes nothing for game_id or agent_token. It partially compensates for the coverage gap without fully closing it.

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 uses a specific verb ('Add') and identifies a concrete resource ('a message in the chat history'), with concrete emoji examples that make the action tangible. It is implicitly distinguishable from the sibling send_chat, since reacting to an existing message differs from sending a new one, but the description never explicitly names that alternative or contrast.

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

Usage Guidelines2/5

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

No guidance is given on when to react versus when to use send_chat or other chat-related tools, nor on any prerequisites such as being in the game or the message_id needing to come from chat_history. The phrase 'in the chat history' is the only weak hint at message sourcing, and the agent is left to infer the appropriate context entirely from the sibling list.

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 โ€” get_game_state vs get_legal_moves and offer_draw vs respond_to_draw โ€” 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.