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Send input

game_input

Send keyboard or pointer input to a 2D game using press, release, tap, or pointer actions to automate playtesting and tuning.

Instructions

Keyboard or pointer input. press/release take a KeyboardEvent.code (e.g. Space, ArrowLeft, KeyZ). tap/pointer_down/pointer_move take logical x, y. Input takes effect on the next game_step.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
xNo
yNo
codeNoFor press/release.
actionYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.5.0

TDQS

A3.7/5.0
Behavior3/5

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

Annotations declare readOnlyHint=false and destructiveHint=false, so the mutation profile is partly covered by structured data. The description adds the genuinely useful buffering trait — input is queued and only takes effect on the next game_step — but says nothing about preconditions (must the game be running or paused?), invalid-code handling, or whether inputs can be cancelled.

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?

Three short sentences, zero filler, and the highest-value information (the action→parameter mapping) is front-loaded. Nothing needs to be cut.

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 four-parameter mutation tool with no output schema, the description covers mode dispatch, argument formats, and timing semantics. Remaining gaps — preconditions such as required game state and error behavior — are modest rather than critical.

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

Parameters4/5

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

Schema coverage is only 25%, so the description carries real weight here: it maps the action enum to the parameters each mode consumes (press/release → code; tap/pointer_down/pointer_move → x, y), supplies KeyboardEvent.code examples, and clarifies that x/y are 'logical' coordinates. It leaves pointer_up unexplained and gives no coordinate-space details (origin, units).

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?

States a specific verb+resource ('Keyboard or pointer input') and immediately decomposes it into the two input modes (key/press vs pointer), which distinguishes it from siblings like game_state or game_step. It does not, however, explicitly contrast itself with the other game_* control tools.

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

Usage Guidelines3/5

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

The closing sentence 'Input takes effect on the next game_step' implies the intended workflow (send input, then advance with game_step), which is useful sequencing guidance. There is no explicit when-not-to-use guidance or named alternative, so usage remains implied rather than stated.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.