hint
Get help to solve the current room's puzzle and continue your exploration of the text-adventure world.
Instructions
Get a hint for the current room.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Get help to solve the current room's puzzle and continue your exploration of the text-adventure world.
Get a hint for the current room.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries full burden. It only says 'Get a hint' without revealing whether this affects game state, has a cooldown, or is limited per room. This under-discloses potential side effects.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The entire description is a single, front-loaded sentence that conveys the essential information without waste. Perfectly concise.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a zero-parameter tool with no output schema, the description is mostly sufficient: it states the action and scope. However, it does not describe what the hint looks like or any behavioral consequences, making it slightly incomplete for an agent that needs to anticipate outcomes.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The tool has zero parameters, so there are no parameter semantics to explain. The description adds no parameter information, which is fine because there is nothing to describe. Baseline 4 applies.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the action (get) and resource (hint for the current room), making its purpose unmistakable. It is distinct from sibling tools like `act` or `score` which serve different game actions.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description implies the tool is used when the agent needs a hint in the current room, but does not explicitly state when to prefer it over alternatives or any prerequisites/restrictions. No alternative tools are mentioned.
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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