pyularn-mcp
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- AlicenseNot gradedqualityCmaintenanceEnables an AI agent to inspect and control a real Minecraft Java client through the Model Context Protocol, exposing world data, screenshots, inventories, chat, and normal player actions under the player's permissions.1MIT

HeadlessMc MCPofficial
AlicenseNot gradedqualityBmaintenanceEnables AI agents to install, launch, and control Minecraft: Java Edition clients and servers, including multiple headless instances with isolated profiles. Agents can read the screen and game state, click buttons, type, chat, run commands, join servers, and read logs or send console commands to servers.9MIT- FlicenseNot gradedqualityDmaintenanceEnables AI agents to play local Windows games through low-level keyboard/mouse input, screen capture, OCR, and per-game profiles for semantic actions.-
- AlicenseNot gradedqualityDmaintenanceEnables AI agents to join a multiplayer NetHack-style roguelike MMO, perform actions, chat, use social features, and access leaderboards via MCP tools.MIT
- FlicenseNot gradedqualityAmaintenanceEnables AI agents to play Slay the Spire 2 by exposing game state and actions through an MCP server, supporting combat, rewards, and run management.357-
- AlicenseNot gradedqualityBmaintenanceLets agents play Doom-engine games (Freedoom, Doom, Doom II, Heretic) one turn at a time over network MCPL, taking actions like move, turn, goto, attack and use while receiving frames, events, bearings and map clearance. Enables people to watch each turn on the web, chat with the player, and replay or resume games that survive server restarts.MIT
TDQS
Scored across 7 tools
Most tools have clearly distinct purposes: get_screen vs. get_state vs. key_reference vs. new_game/end_game are unambiguous. The main overlap is move versus send_keys, since movement could also be done by sending direction keys; the descriptions clarify the intended split, but an agent may still hesitate between them.
Most names follow a verb_noun pattern (get_screen, get_state, send_keys, new_game, end_game), which is predictable and readable. The bare verb 'move' and the noun-phrase 'key_reference' are minor deviations, not enough to cause confusion.
Seven tools is well-scoped for an interactive game server: screen/state inspection, input, movement, lifecycle control, and a reference tool. Each tool earns its place without redundant surface area.
The surface covers the core game lifecycle: start, inspect screen/state, send input, move, get help, and end. send_keys acts as a general escape hatch for unmodeled actions, though there is no explicit save/resume or wait/rest operation.