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generate_ui

Generate pixel art UI elements for games, including buttons, panels, health bars, inventory slots, icons, and frames for interface/HUD use.

Instructions

Generate pixel art UI elements for games — buttons, panels, health bars, inventory slots, icons, frames. Use this instead of generate_image when creating interface/HUD elements. Min 16x16, max 512x512.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
seedNoSeed for deterministic generation (default 0)
image_sizeYesOutput dimensions (min 16x16)
descriptionYesUI element description (e.g. 'medieval stone button with gold trim')
color_paletteNoColor palette description (e.g. 'brown and gold')
concept_imageNoDesign guidance image
no_backgroundNoGenerate with transparent background
Behavior3/5

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

With no annotations provided, the description must fully disclose behavioral traits. It mentions size constraints (min/max) and default transparency, but does not explain whether the tool is destructive, requires authentication, or what side effects occur (e.g., saving an asset). This leaves gaps in transparency for a generation tool.

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 with two focused sentences. The first sentence covers purpose and examples, the second provides usage guidance and constraints. No unnecessary words, front-loaded with key information.

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

Completeness2/5

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

Despite having 6 parameters (including nested objects) and no output schema, the description fails to explain what the tool returns—whether it generates an image, saves a UI asset, or something else. This omission makes it incomplete for an agent to understand the tool's full effect.

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 coverage is 100%, so the baseline is 3. The description adds context about UI elements and size limits, but the input schema already describes parameters adequately. No additional parameter semantics beyond what schema provides.

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

Purpose5/5

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

The description clearly states the tool generates pixel art UI elements for games and lists specific examples like buttons, panels, and health bars. It also explicitly distinguishes itself from the sibling tool 'generate_image', making the purpose unambiguous.

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

Usage Guidelines4/5

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

The description provides explicit guidance on when to use this tool ('instead of generate_image when creating interface/HUD elements'), which differentiates it from a key sibling. However, it does not cover when not to use it or mention other alternatives, which would strengthen this dimension.

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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