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touch

Interact with objects in the arena to trigger hidden effects. Test targets like lanterns; most do nothing, but some alter your available tools.

Instructions

Touch something. Most things do nothing.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
targetYesWhat to touch, e.g. 'lantern'.

Schema Changelog

Changes observed during successful MCP inspections. Dates show when Glama detected each change.

  1. First observedv0.1.0

TDQS

B3.1/5.0
Behavior3/5

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

With no annotations, the description carries the full behavioral disclosure burden. 'Most things do nothing' is a useful expectation-setting detail: it tells the agent that many targets are no-ops. However, it does not describe what happens when a target does respond, what the return value looks like, or whether the action has any irreversible consequences.

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?

The description is extremely concise: two short sentences, with the core action first and the most important behavioral caveat second. There is no redundancy or wasted wording.

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

Completeness4/5

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

For a deliberately minimal game/toy tool with a single parameter, no output schema, and simple siblings, the description covers the essential behavior: touch a target and expect most things to be inert. It could be more complete by saying what a meaningful touch returns or how to detect interactive objects, but the low complexity keeps the gap small.

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 100%, so the schema already documents the 'target' parameter and provides an example ('lantern'). The description adds essentially no semantic information beyond what the schema gives, so the baseline of 3 is appropriate.

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

Purpose3/5

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

The description states a clear verb ('touch') and the target resource is supplied via the parameter, but it does not define what the operation accomplishes beyond the action itself. 'Most things do nothing' hints at interaction but leaves the tool's exact purpose vague, and it does not clearly differentiate from look/listen beyond the physical modality.

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?

The description gives no explicit guidance on when to use touch versus look or listen. 'Most things do nothing' implies that touch is for probing interactivity, but there is no stated context, exclusion, or alternative recommendation an agent can rely on.

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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