Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the cubicle.
You're now in the cubicle.
You make out a locked box. You see a safe.
There is a closed spherical hatch leading west. There is an exit to the east. Don't worry, it is unguarded.
You are carrying nothing.

action: open safe

state: You are now in the cubicle.
You open the safe, revealing a spherical key.
You are carrying nothing.

action:

Response: take spherical key from safe<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the cubicle.
You're now in the cubicle.
You make out a locked box. You see a safe.
There is a closed spherical hatch leading west. There is an exit to the east. Don't worry, it is unguarded.
You are carrying nothing.

action: open safe

state: You are now in the cubicle.
You open the safe, revealing a spherical key.
You are carrying nothing.

action: take spherical key from safe

state: You are now in the cubicle.
You take the spherical key from the safe.
You are carrying: a spherical key.

action:

Response: unlock spherical hatch with spherical key<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the cubicle.
You're now in the cubicle.
You make out a locked box. You see a safe.
There is a closed spherical hatch leading west. There is an exit to the east. Don't worry, it is unguarded.
You are carrying nothing.

action: open safe

state: You are now in the cubicle.
You open the safe, revealing a spherical key.
You are carrying nothing.

action: take spherical key from safe

state: You are now in the cubicle.
You take the spherical key from the safe.
You are carrying: a spherical key.

action: unlock spherical hatch with spherical key

state: You are now in the cubicle.
You unlock spherical hatch.
You are carrying: a spherical key.

action:

Response: open spherical hatch<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the cubicle.
You're now in the cubicle.
You make out a locked box. You see a safe.
There is a closed spherical hatch leading west. There is an exit to the east. Don't worry, it is unguarded.
You are carrying nothing.

action: open safe

state: You are now in the cubicle.
You open the safe, revealing a spherical key.
You are carrying nothing.

action: take spherical key from safe

state: You are now in the cubicle.
You take the spherical key from the safe.
You are carrying: a spherical key.

action: unlock spherical hatch with spherical key

state: You are now in the cubicle.
You unlock spherical hatch.
You are carrying: a spherical key.

action: open spherical hatch

state: You are now in the cubicle.
You open spherical hatch.
You are carrying: a spherical key.

action:

Response: go west<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the cubicle.
You're now in the cubicle.
You make out a locked box. You see a safe.
There is a closed spherical hatch leading west. There is an exit to the east. Don't worry, it is unguarded.
You are carrying nothing.

action: open safe

state: You are now in the cubicle.
You open the safe, revealing a spherical key.
You are carrying nothing.

action: take spherical key from safe

state: You are now in the cubicle.
You take the spherical key from the safe.
You are carrying: a spherical key.

action: unlock spherical hatch with spherical key

state: You are now in the cubicle.
You unlock spherical hatch.
You are carrying: a spherical key.

action: open spherical hatch

state: You are now in the cubicle.
You open spherical hatch.
You are carrying: a spherical key.

action: go west

state: You are now in the study.
Ah, the study. This is some kind of study, really great typical vibes in this place, a wonderful typical atmosphere.
You make out an armchair. The armchair is normal. On the armchair you make out a key.
There is an open spherical hatch leading east. There is an exit to the north. Don't worry, it is unblocked.
You are carrying: a spherical key.

action:

Response: take key from armchair<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the cubicle.
You're now in the cubicle.
You make out a locked box. You see a safe.
There is a closed spherical hatch leading west. There is an exit to the east. Don't worry, it is unguarded.
You are carrying nothing.

action: open safe

state: You are now in the cubicle.
You open the safe, revealing a spherical key.
You are carrying nothing.

action: take spherical key from safe

state: You are now in the cubicle.
You take the spherical key from the safe.
You are carrying: a spherical key.

action: unlock spherical hatch with spherical key

state: You are now in the cubicle.
You unlock spherical hatch.
You are carrying: a spherical key.

action: open spherical hatch

state: You are now in the cubicle.
You open spherical hatch.
You are carrying: a spherical key.

action: go west

state: You are now in the study.
Ah, the study. This is some kind of study, really great typical vibes in this place, a wonderful typical atmosphere.
You make out an armchair. The armchair is normal. On the armchair you make out a key.
There is an open spherical hatch leading east. There is an exit to the north. Don't worry, it is unblocked.
You are carrying: a spherical key.

action: take key from armchair

state: You are now in the study.
You take the key from the armchair.
You are carrying: a key and a spherical key.

action:

Response: go east<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the cubicle.
You're now in the cubicle.
You make out a locked box. You see a safe.
There is a closed spherical hatch leading west. There is an exit to the east. Don't worry, it is unguarded.
You are carrying nothing.

action: open safe

state: You are now in the cubicle.
You open the safe, revealing a spherical key.
You are carrying nothing.

action: take spherical key from safe

state: You are now in the cubicle.
You take the spherical key from the safe.
You are carrying: a spherical key.

action: unlock spherical hatch with spherical key

state: You are now in the cubicle.
You unlock spherical hatch.
You are carrying: a spherical key.

action: open spherical hatch

state: You are now in the cubicle.
You open spherical hatch.
You are carrying: a spherical key.

action: go west

state: You are now in the study.
Ah, the study. This is some kind of study, really great typical vibes in this place, a wonderful typical atmosphere.
You make out an armchair. The armchair is normal. On the armchair you make out a key.
There is an open spherical hatch leading east. There is an exit to the north. Don't worry, it is unblocked.
You are carrying: a spherical key.

action: take key from armchair

state: You are now in the study.
You take the key from the armchair.
You are carrying: a key and a spherical key.

action: go east

state: You are now in the cubicle.
You're now in the cubicle.
You make out a locked box. You see a safe. What a letdown! The safe is empty!
There is an open spherical hatch leading west. There is an exit to the east. Don't worry, it is unguarded.
You are carrying: a key and a spherical key.

action:

Response: unlock box with key<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the basement.
Okay, so you're in a basement, cool, but is it ordinary? You better believe it is. You begin to take stock of what's here.
You can see a locker. What a letdown! The locker is empty! You can make out a workbench. The workbench is standard. The workbench appears to be empty.
There is a closed passageway leading west. You need an unblocked exit? You should try going north.
You are carrying nothing.

action:

Response: close locker<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the basement.
Okay, so you're in a basement, cool, but is it ordinary? You better believe it is. You begin to take stock of what's here.
You can see a locker. What a letdown! The locker is empty! You can make out a workbench. The workbench is standard. The workbench appears to be empty.
There is a closed passageway leading west. You need an unblocked exit? You should try going north.
You are carrying nothing.

action: close locker

state: You are now in the basement.
Your score has just gone up by one point.
You are carrying nothing.

action:

Response: go north<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the basement.
Okay, so you're in a basement, cool, but is it ordinary? You better believe it is. You begin to take stock of what's here.
You can see a locker. What a letdown! The locker is empty! You can make out a workbench. The workbench is standard. The workbench appears to be empty.
There is a closed passageway leading west. You need an unblocked exit? You should try going north.
You are carrying nothing.

action: close locker

state: You are now in the basement.
Your score has just gone up by one point.
You are carrying nothing.

action: go north

state: You are now in the spare room.
You've just shown up in a spare room.
You can make out a locked vanilla scented locker. You can see a counter. The counter is typical. On the counter you can make out a vanilla scented passkey.
There is an unblocked exit to the south.
You are carrying nothing.

action:

Response: take vanilla scented passkey from counter<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the basement.
Okay, so you're in a basement, cool, but is it ordinary? You better believe it is. You begin to take stock of what's here.
You can see a locker. What a letdown! The locker is empty! You can make out a workbench. The workbench is standard. The workbench appears to be empty.
There is a closed passageway leading west. You need an unblocked exit? You should try going north.
You are carrying nothing.

action: close locker

state: You are now in the basement.
Your score has just gone up by one point.
You are carrying nothing.

action: go north

state: You are now in the spare room.
You've just shown up in a spare room.
You can make out a locked vanilla scented locker. You can see a counter. The counter is typical. On the counter you can make out a vanilla scented passkey.
There is an unblocked exit to the south.
You are carrying nothing.

action: take vanilla scented passkey from counter

state: You are now in the spare room.
You take the vanilla scented passkey from the counter.
You are carrying: a vanilla scented passkey.

action:

Response: unlock vanilla scented locker with vanilla scented passkey<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the basement.
Okay, so you're in a basement, cool, but is it ordinary? You better believe it is. You begin to take stock of what's here.
You can see a locker. What a letdown! The locker is empty! You can make out a workbench. The workbench is standard. The workbench appears to be empty.
There is a closed passageway leading west. You need an unblocked exit? You should try going north.
You are carrying nothing.

action: close locker

state: You are now in the basement.
Your score has just gone up by one point.
You are carrying nothing.

action: go north

state: You are now in the spare room.
You've just shown up in a spare room.
You can make out a locked vanilla scented locker. You can see a counter. The counter is typical. On the counter you can make out a vanilla scented passkey.
There is an unblocked exit to the south.
You are carrying nothing.

action: take vanilla scented passkey from counter

state: You are now in the spare room.
You take the vanilla scented passkey from the counter.
You are carrying: a vanilla scented passkey.

action: unlock vanilla scented locker with vanilla scented passkey

state: You are now in the spare room.
You unlock the vanilla scented locker.
You are carrying: a vanilla scented passkey.

action:

Response: open vanilla scented locker<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the basement.
Okay, so you're in a basement, cool, but is it ordinary? You better believe it is. You begin to take stock of what's here.
You can see a locker. What a letdown! The locker is empty! You can make out a workbench. The workbench is standard. The workbench appears to be empty.
There is a closed passageway leading west. You need an unblocked exit? You should try going north.
You are carrying nothing.

action: close locker

state: You are now in the basement.
Your score has just gone up by one point.
You are carrying nothing.

action: go north

state: You are now in the spare room.
You've just shown up in a spare room.
You can make out a locked vanilla scented locker. You can see a counter. The counter is typical. On the counter you can make out a vanilla scented passkey.
There is an unblocked exit to the south.
You are carrying nothing.

action: take vanilla scented passkey from counter

state: You are now in the spare room.
You take the vanilla scented passkey from the counter.
You are carrying: a vanilla scented passkey.

action: unlock vanilla scented locker with vanilla scented passkey

state: You are now in the spare room.
You unlock the vanilla scented locker.
You are carrying: a vanilla scented passkey.

action: open vanilla scented locker

state: You are now in the spare room.
You open the vanilla scented locker, revealing a keycard.
You are carrying: a vanilla scented passkey.

action:

Response: take keycard from vanilla scented locker<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the basement.
Okay, so you're in a basement, cool, but is it ordinary? You better believe it is. You begin to take stock of what's here.
You can see a locker. What a letdown! The locker is empty! You can make out a workbench. The workbench is standard. The workbench appears to be empty.
There is a closed passageway leading west. You need an unblocked exit? You should try going north.
You are carrying nothing.

action: close locker

state: You are now in the basement.
Your score has just gone up by one point.
You are carrying nothing.

action: go north

state: You are now in the spare room.
You've just shown up in a spare room.
You can make out a locked vanilla scented locker. You can see a counter. The counter is typical. On the counter you can make out a vanilla scented passkey.
There is an unblocked exit to the south.
You are carrying nothing.

action: take vanilla scented passkey from counter

state: You are now in the spare room.
You take the vanilla scented passkey from the counter.
You are carrying: a vanilla scented passkey.

action: unlock vanilla scented locker with vanilla scented passkey

state: You are now in the spare room.
You unlock the vanilla scented locker.
You are carrying: a vanilla scented passkey.

action: open vanilla scented locker

state: You are now in the spare room.
You open the vanilla scented locker, revealing a keycard.
You are carrying: a vanilla scented passkey.

action: take keycard from vanilla scented locker

state: You are now in the spare room.
You take the keycard from the vanilla scented locker.
You are carrying: a keycard and a vanilla scented passkey.

action:

Response: go south<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the basement.
Okay, so you're in a basement, cool, but is it ordinary? You better believe it is. You begin to take stock of what's here.
You can see a locker. What a letdown! The locker is empty! You can make out a workbench. The workbench is standard. The workbench appears to be empty.
There is a closed passageway leading west. You need an unblocked exit? You should try going north.
You are carrying nothing.

action: close locker

state: You are now in the basement.
Your score has just gone up by one point.
You are carrying nothing.

action: go north

state: You are now in the spare room.
You've just shown up in a spare room.
You can make out a locked vanilla scented locker. You can see a counter. The counter is typical. On the counter you can make out a vanilla scented passkey.
There is an unblocked exit to the south.
You are carrying nothing.

action: take vanilla scented passkey from counter

state: You are now in the spare room.
You take the vanilla scented passkey from the counter.
You are carrying: a vanilla scented passkey.

action: unlock vanilla scented locker with vanilla scented passkey

state: You are now in the spare room.
You unlock the vanilla scented locker.
You are carrying: a vanilla scented passkey.

action: open vanilla scented locker

state: You are now in the spare room.
You open the vanilla scented locker, revealing a keycard.
You are carrying: a vanilla scented passkey.

action: take keycard from vanilla scented locker

state: You are now in the spare room.
You take the keycard from the vanilla scented locker.
You are carrying: a keycard and a vanilla scented passkey.

action: go south

state: You are now in the basement.
Okay, so you're in a basement, cool, but is it ordinary? You better believe it is. You begin to take stock of what's here.
You can see a locker. You can make out a workbench. The workbench is standard. The workbench appears to be empty.
There is a closed passageway leading west. You need an unblocked exit? You should try going north.
You are carrying: a keycard and a vanilla scented passkey.

action:

Response: lock locker with keycard<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the attic.
You find yourself in an attic. A typical kind of place. Okay, just remember what you're here to do, and everything will go great.
You see a locker. The locker is empty, what a horrible day!
There is a closed door leading south. There is an exit to the west. Don't worry, it is unguarded.
You are carrying nothing.

action:

Response: go west<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the attic.
You find yourself in an attic. A typical kind of place. Okay, just remember what you're here to do, and everything will go great.
You see a locker. The locker is empty, what a horrible day!
There is a closed door leading south. There is an exit to the west. Don't worry, it is unguarded.
You are carrying nothing.

action: go west

state: You are now in the spare room.
Well, here we are in a spare room.
You can see a fudge scented safe, so there's that. You make out an opened toolbox. Empty! What kind of nightmare TextWorld is this?
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a fudge scented passkey on the floor.
You are carrying nothing.

action:

Response: take fudge scented passkey<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the attic.
You find yourself in an attic. A typical kind of place. Okay, just remember what you're here to do, and everything will go great.
You see a locker. The locker is empty, what a horrible day!
There is a closed door leading south. There is an exit to the west. Don't worry, it is unguarded.
You are carrying nothing.

action: go west

state: You are now in the spare room.
Well, here we are in a spare room.
You can see a fudge scented safe, so there's that. You make out an opened toolbox. Empty! What kind of nightmare TextWorld is this?
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a fudge scented passkey on the floor.
You are carrying nothing.

action: take fudge scented passkey

state: You are now in the spare room.
You pick up the fudge scented passkey from the ground.
You are carrying: a fudge scented passkey.

action:

Response: unlock fudge scented safe with fudge scented passkey<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the attic.
You find yourself in an attic. A typical kind of place. Okay, just remember what you're here to do, and everything will go great.
You see a locker. The locker is empty, what a horrible day!
There is a closed door leading south. There is an exit to the west. Don't worry, it is unguarded.
You are carrying nothing.

action: go west

state: You are now in the spare room.
Well, here we are in a spare room.
You can see a fudge scented safe, so there's that. You make out an opened toolbox. Empty! What kind of nightmare TextWorld is this?
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a fudge scented passkey on the floor.
You are carrying nothing.

action: take fudge scented passkey

state: You are now in the spare room.
You pick up the fudge scented passkey from the ground.
You are carrying: a fudge scented passkey.

action: unlock fudge scented safe with fudge scented passkey

state: You are now in the spare room.
You unlock the fudge scented safe.
You are carrying: a fudge scented passkey.

action:

Response: open fudge scented safe<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the attic.
You find yourself in an attic. A typical kind of place. Okay, just remember what you're here to do, and everything will go great.
You see a locker. The locker is empty, what a horrible day!
There is a closed door leading south. There is an exit to the west. Don't worry, it is unguarded.
You are carrying nothing.

action: go west

state: You are now in the spare room.
Well, here we are in a spare room.
You can see a fudge scented safe, so there's that. You make out an opened toolbox. Empty! What kind of nightmare TextWorld is this?
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a fudge scented passkey on the floor.
You are carrying nothing.

action: take fudge scented passkey

state: You are now in the spare room.
You pick up the fudge scented passkey from the ground.
You are carrying: a fudge scented passkey.

action: unlock fudge scented safe with fudge scented passkey

state: You are now in the spare room.
You unlock the fudge scented safe.
You are carrying: a fudge scented passkey.

action: open fudge scented safe

state: You are now in the spare room.
You open the fudge scented safe, revealing a passkey.
You are carrying: a fudge scented passkey.

action:

Response: take passkey from fudge scented safe<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the attic.
You find yourself in an attic. A typical kind of place. Okay, just remember what you're here to do, and everything will go great.
You see a locker. The locker is empty, what a horrible day!
There is a closed door leading south. There is an exit to the west. Don't worry, it is unguarded.
You are carrying nothing.

action: go west

state: You are now in the spare room.
Well, here we are in a spare room.
You can see a fudge scented safe, so there's that. You make out an opened toolbox. Empty! What kind of nightmare TextWorld is this?
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a fudge scented passkey on the floor.
You are carrying nothing.

action: take fudge scented passkey

state: You are now in the spare room.
You pick up the fudge scented passkey from the ground.
You are carrying: a fudge scented passkey.

action: unlock fudge scented safe with fudge scented passkey

state: You are now in the spare room.
You unlock the fudge scented safe.
You are carrying: a fudge scented passkey.

action: open fudge scented safe

state: You are now in the spare room.
You open the fudge scented safe, revealing a passkey.
You are carrying: a fudge scented passkey.

action: take passkey from fudge scented safe

state: You are now in the spare room.
Your score has just gone up by one point.
You are carrying: a passkey and a fudge scented passkey.

action:

Response: go east<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the attic.
You find yourself in an attic. A typical kind of place. Okay, just remember what you're here to do, and everything will go great.
You see a locker. The locker is empty, what a horrible day!
There is a closed door leading south. There is an exit to the west. Don't worry, it is unguarded.
You are carrying nothing.

action: go west

state: You are now in the spare room.
Well, here we are in a spare room.
You can see a fudge scented safe, so there's that. You make out an opened toolbox. Empty! What kind of nightmare TextWorld is this?
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a fudge scented passkey on the floor.
You are carrying nothing.

action: take fudge scented passkey

state: You are now in the spare room.
You pick up the fudge scented passkey from the ground.
You are carrying: a fudge scented passkey.

action: unlock fudge scented safe with fudge scented passkey

state: You are now in the spare room.
You unlock the fudge scented safe.
You are carrying: a fudge scented passkey.

action: open fudge scented safe

state: You are now in the spare room.
You open the fudge scented safe, revealing a passkey.
You are carrying: a fudge scented passkey.

action: take passkey from fudge scented safe

state: You are now in the spare room.
Your score has just gone up by one point.
You are carrying: a passkey and a fudge scented passkey.

action: go east

state: You are now in the attic.
You find yourself in an attic. A typical kind of place. Okay, just remember what you're here to do, and everything will go great.
You see a locker. The locker is empty, what a horrible day!
There is a closed door leading south. There is an exit to the west. Don't worry, it is unguarded.
You are carrying: a passkey and a fudge scented passkey.

action:

Response: close locker<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the attic.
You find yourself in an attic. A typical kind of place. Okay, just remember what you're here to do, and everything will go great.
You see a locker. The locker is empty, what a horrible day!
There is a closed door leading south. There is an exit to the west. Don't worry, it is unguarded.
You are carrying nothing.

action: go west

state: You are now in the spare room.
Well, here we are in a spare room.
You can see a fudge scented safe, so there's that. You make out an opened toolbox. Empty! What kind of nightmare TextWorld is this?
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a fudge scented passkey on the floor.
You are carrying nothing.

action: take fudge scented passkey

state: You are now in the spare room.
You pick up the fudge scented passkey from the ground.
You are carrying: a fudge scented passkey.

action: unlock fudge scented safe with fudge scented passkey

state: You are now in the spare room.
You unlock the fudge scented safe.
You are carrying: a fudge scented passkey.

action: open fudge scented safe

state: You are now in the spare room.
You open the fudge scented safe, revealing a passkey.
You are carrying: a fudge scented passkey.

action: take passkey from fudge scented safe

state: You are now in the spare room.
Your score has just gone up by one point.
You are carrying: a passkey and a fudge scented passkey.

action: go east

state: You are now in the attic.
You find yourself in an attic. A typical kind of place. Okay, just remember what you're here to do, and everything will go great.
You see a locker. The locker is empty, what a horrible day!
There is a closed door leading south. There is an exit to the west. Don't worry, it is unguarded.
You are carrying: a passkey and a fudge scented passkey.

action: close locker

state: You are now in the attic.
You close the locker.
You are carrying: a passkey and a fudge scented passkey.

action:

Response: lock locker with passkey<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the studio.
You find yourself in a studio. An ordinary kind of place. You start to take note of what's in the room.
There is an unblocked exit to the south.
You are carrying nothing.

action:

Response: go south<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the studio.
You find yourself in a studio. An ordinary kind of place. You start to take note of what's in the room.
There is an unblocked exit to the south.
You are carrying nothing.

action: go south

state: You are now in the kitchen.
Look around you. Take it all in. It's not every day someone gets to be in a kitchen.
You don't like doors? Why not try going east, that entranceway is unblocked. There is an unguarded exit to the north. You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying nothing.

action:

Response: go east<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the studio.
You find yourself in a studio. An ordinary kind of place. You start to take note of what's in the room.
There is an unblocked exit to the south.
You are carrying nothing.

action: go south

state: You are now in the kitchen.
Look around you. Take it all in. It's not every day someone gets to be in a kitchen.
You don't like doors? Why not try going east, that entranceway is unblocked. There is an unguarded exit to the north. You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying nothing.

action: go east

state: You are now in the sauna.
You arrive in a sauna. An usual kind of place. You start to take note of what's in the room.
You bend down to tie your shoe. When you stand up, you notice a locker. You scan the room for a type Y locker, and you find a type Y locker. You make out a board. You see a type Y key on the board, so there's that.
There is an unguarded exit to the west.
You are carrying nothing.

action:

Response: take type Y key from board<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the studio.
You find yourself in a studio. An ordinary kind of place. You start to take note of what's in the room.
There is an unblocked exit to the south.
You are carrying nothing.

action: go south

state: You are now in the kitchen.
Look around you. Take it all in. It's not every day someone gets to be in a kitchen.
You don't like doors? Why not try going east, that entranceway is unblocked. There is an unguarded exit to the north. You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying nothing.

action: go east

state: You are now in the sauna.
You arrive in a sauna. An usual kind of place. You start to take note of what's in the room.
You bend down to tie your shoe. When you stand up, you notice a locker. You scan the room for a type Y locker, and you find a type Y locker. You make out a board. You see a type Y key on the board, so there's that.
There is an unguarded exit to the west.
You are carrying nothing.

action: take type Y key from board

state: You are now in the sauna.
You take the type Y key from the board.
You are carrying: a type Y key.

action:

Response: unlock type Y locker with type Y key<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the studio.
You find yourself in a studio. An ordinary kind of place. You start to take note of what's in the room.
There is an unblocked exit to the south.
You are carrying nothing.

action: go south

state: You are now in the kitchen.
Look around you. Take it all in. It's not every day someone gets to be in a kitchen.
You don't like doors? Why not try going east, that entranceway is unblocked. There is an unguarded exit to the north. You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying nothing.

action: go east

state: You are now in the sauna.
You arrive in a sauna. An usual kind of place. You start to take note of what's in the room.
You bend down to tie your shoe. When you stand up, you notice a locker. You scan the room for a type Y locker, and you find a type Y locker. You make out a board. You see a type Y key on the board, so there's that.
There is an unguarded exit to the west.
You are carrying nothing.

action: take type Y key from board

state: You are now in the sauna.
You take the type Y key from the board.
You are carrying: a type Y key.

action: unlock type Y locker with type Y key

state: You are now in the sauna.
You unlock the type Y locker.
You are carrying: a type Y key.

action:

Response: open type Y locker<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the studio.
You find yourself in a studio. An ordinary kind of place. You start to take note of what's in the room.
There is an unblocked exit to the south.
You are carrying nothing.

action: go south

state: You are now in the kitchen.
Look around you. Take it all in. It's not every day someone gets to be in a kitchen.
You don't like doors? Why not try going east, that entranceway is unblocked. There is an unguarded exit to the north. You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying nothing.

action: go east

state: You are now in the sauna.
You arrive in a sauna. An usual kind of place. You start to take note of what's in the room.
You bend down to tie your shoe. When you stand up, you notice a locker. You scan the room for a type Y locker, and you find a type Y locker. You make out a board. You see a type Y key on the board, so there's that.
There is an unguarded exit to the west.
You are carrying nothing.

action: take type Y key from board

state: You are now in the sauna.
You take the type Y key from the board.
You are carrying: a type Y key.

action: unlock type Y locker with type Y key

state: You are now in the sauna.
You unlock the type Y locker.
You are carrying: a type Y key.

action: open type Y locker

state: You are now in the sauna.
You open the type Y locker, revealing a key.
You are carrying: a type Y key.

action:

Response: take key from type Y locker<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the studio.
You find yourself in a studio. An ordinary kind of place. You start to take note of what's in the room.
There is an unblocked exit to the south.
You are carrying nothing.

action: go south

state: You are now in the kitchen.
Look around you. Take it all in. It's not every day someone gets to be in a kitchen.
You don't like doors? Why not try going east, that entranceway is unblocked. There is an unguarded exit to the north. You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying nothing.

action: go east

state: You are now in the sauna.
You arrive in a sauna. An usual kind of place. You start to take note of what's in the room.
You bend down to tie your shoe. When you stand up, you notice a locker. You scan the room for a type Y locker, and you find a type Y locker. You make out a board. You see a type Y key on the board, so there's that.
There is an unguarded exit to the west.
You are carrying nothing.

action: take type Y key from board

state: You are now in the sauna.
You take the type Y key from the board.
You are carrying: a type Y key.

action: unlock type Y locker with type Y key

state: You are now in the sauna.
You unlock the type Y locker.
You are carrying: a type Y key.

action: open type Y locker

state: You are now in the sauna.
You open the type Y locker, revealing a key.
You are carrying: a type Y key.

action: take key from type Y locker

state: You are now in the sauna.
You take the key from the type Y locker.
You are carrying: a key and a type Y key.

action:

Response: unlock locker with key<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the studio.
You find yourself in a studio. An ordinary kind of place. You start to take note of what's in the room.
There is an unblocked exit to the south.
You are carrying nothing.

action: go south

state: You are now in the kitchen.
Look around you. Take it all in. It's not every day someone gets to be in a kitchen.
You don't like doors? Why not try going east, that entranceway is unblocked. There is an unguarded exit to the north. You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying nothing.

action: go east

state: You are now in the sauna.
You arrive in a sauna. An usual kind of place. You start to take note of what's in the room.
You bend down to tie your shoe. When you stand up, you notice a locker. You scan the room for a type Y locker, and you find a type Y locker. You make out a board. You see a type Y key on the board, so there's that.
There is an unguarded exit to the west.
You are carrying nothing.

action: take type Y key from board

state: You are now in the sauna.
You take the type Y key from the board.
You are carrying: a type Y key.

action: unlock type Y locker with type Y key

state: You are now in the sauna.
You unlock the type Y locker.
You are carrying: a type Y key.

action: open type Y locker

state: You are now in the sauna.
You open the type Y locker, revealing a key.
You are carrying: a type Y key.

action: take key from type Y locker

state: You are now in the sauna.
You take the key from the type Y locker.
You are carrying: a key and a type Y key.

action: unlock locker with key

state: You are now in the sauna.
You unlock the locker.
You are carrying: a key and a type Y key.

action:

Response: open locker<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the closet.
You arrive in a closet. An ordinary one. You begin looking for stuff.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a type 9 key on the floor.
You are carrying nothing.

action:

Response: take type 9 key<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the closet.
You arrive in a closet. An ordinary one. You begin looking for stuff.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a type 9 key on the floor.
You are carrying nothing.

action: take type 9 key

state: You are now in the closet.
You pick up the type 9 key from the ground.
You are carrying: a type 9 key.

action:

Response: go north<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the closet.
You arrive in a closet. An ordinary one. You begin looking for stuff.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a type 9 key on the floor.
You are carrying nothing.

action: take type 9 key

state: You are now in the closet.
You pick up the type 9 key from the ground.
You are carrying: a type 9 key.

action: go north

state: You are now in the vault.
You are in a vault. An usual kind of place.
Were you looking for a rectangular locker? Because look over there, it's a rectangular locker. You make out a locked type 9 locker.
There is a closed gateway leading west. You need an unblocked exit? You should try going south.
You are carrying: a type 9 key.

action:

Response: unlock type 9 locker with type 9 key<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the closet.
You arrive in a closet. An ordinary one. You begin looking for stuff.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a type 9 key on the floor.
You are carrying nothing.

action: take type 9 key

state: You are now in the closet.
You pick up the type 9 key from the ground.
You are carrying: a type 9 key.

action: go north

state: You are now in the vault.
You are in a vault. An usual kind of place.
Were you looking for a rectangular locker? Because look over there, it's a rectangular locker. You make out a locked type 9 locker.
There is a closed gateway leading west. You need an unblocked exit? You should try going south.
You are carrying: a type 9 key.

action: unlock type 9 locker with type 9 key

state: You are now in the vault.
You unlock the type 9 locker.
You are carrying: a type 9 key.

action:

Response: open type 9 locker<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the closet.
You arrive in a closet. An ordinary one. You begin looking for stuff.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a type 9 key on the floor.
You are carrying nothing.

action: take type 9 key

state: You are now in the closet.
You pick up the type 9 key from the ground.
You are carrying: a type 9 key.

action: go north

state: You are now in the vault.
You are in a vault. An usual kind of place.
Were you looking for a rectangular locker? Because look over there, it's a rectangular locker. You make out a locked type 9 locker.
There is a closed gateway leading west. You need an unblocked exit? You should try going south.
You are carrying: a type 9 key.

action: unlock type 9 locker with type 9 key

state: You are now in the vault.
You unlock the type 9 locker.
You are carrying: a type 9 key.

action: open type 9 locker

state: You are now in the vault.
You open the type 9 locker, revealing a rectangular keycard.
You are carrying: a type 9 key.

action:

Response: take rectangular keycard from type 9 locker<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the closet.
You arrive in a closet. An ordinary one. You begin looking for stuff.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a type 9 key on the floor.
You are carrying nothing.

action: take type 9 key

state: You are now in the closet.
You pick up the type 9 key from the ground.
You are carrying: a type 9 key.

action: go north

state: You are now in the vault.
You are in a vault. An usual kind of place.
Were you looking for a rectangular locker? Because look over there, it's a rectangular locker. You make out a locked type 9 locker.
There is a closed gateway leading west. You need an unblocked exit? You should try going south.
You are carrying: a type 9 key.

action: unlock type 9 locker with type 9 key

state: You are now in the vault.
You unlock the type 9 locker.
You are carrying: a type 9 key.

action: open type 9 locker

state: You are now in the vault.
You open the type 9 locker, revealing a rectangular keycard.
You are carrying: a type 9 key.

action: take rectangular keycard from type 9 locker

state: You are now in the vault.
You take the rectangular keycard from the type 9 locker.
You are carrying: a rectangular keycard and a type 9 key.

action:

Response: unlock rectangular locker with rectangular keycard<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the closet.
You arrive in a closet. An ordinary one. You begin looking for stuff.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a type 9 key on the floor.
You are carrying nothing.

action: take type 9 key

state: You are now in the closet.
You pick up the type 9 key from the ground.
You are carrying: a type 9 key.

action: go north

state: You are now in the vault.
You are in a vault. An usual kind of place.
Were you looking for a rectangular locker? Because look over there, it's a rectangular locker. You make out a locked type 9 locker.
There is a closed gateway leading west. You need an unblocked exit? You should try going south.
You are carrying: a type 9 key.

action: unlock type 9 locker with type 9 key

state: You are now in the vault.
You unlock the type 9 locker.
You are carrying: a type 9 key.

action: open type 9 locker

state: You are now in the vault.
You open the type 9 locker, revealing a rectangular keycard.
You are carrying: a type 9 key.

action: take rectangular keycard from type 9 locker

state: You are now in the vault.
You take the rectangular keycard from the type 9 locker.
You are carrying: a rectangular keycard and a type 9 key.

action: unlock rectangular locker with rectangular keycard

state: You are now in the vault.
You unlock the rectangular locker.
You are carrying: a rectangular keycard and a type 9 key.

action:

Response: open rectangular locker<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the closet.
You arrive in a closet. An ordinary one. You begin looking for stuff.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a type 9 key on the floor.
You are carrying nothing.

action: take type 9 key

state: You are now in the closet.
You pick up the type 9 key from the ground.
You are carrying: a type 9 key.

action: go north

state: You are now in the vault.
You are in a vault. An usual kind of place.
Were you looking for a rectangular locker? Because look over there, it's a rectangular locker. You make out a locked type 9 locker.
There is a closed gateway leading west. You need an unblocked exit? You should try going south.
You are carrying: a type 9 key.

action: unlock type 9 locker with type 9 key

state: You are now in the vault.
You unlock the type 9 locker.
You are carrying: a type 9 key.

action: open type 9 locker

state: You are now in the vault.
You open the type 9 locker, revealing a rectangular keycard.
You are carrying: a type 9 key.

action: take rectangular keycard from type 9 locker

state: You are now in the vault.
You take the rectangular keycard from the type 9 locker.
You are carrying: a rectangular keycard and a type 9 key.

action: unlock rectangular locker with rectangular keycard

state: You are now in the vault.
You unlock the rectangular locker.
You are carrying: a rectangular keycard and a type 9 key.

action: open rectangular locker

state: You are now in the vault.
You open the rectangular locker, revealing a stick of butter and a shirt.
You are carrying: a rectangular keycard and a type 9 key.

action:

Response: take shirt from rectangular locker<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the laundromat.
This just in- You, in the laundromat. You decide to just list off a complete list of everything you see in the room, because hey, why not?
Look out! It's a- oh, never mind, it's just a locker. You make out a locked non-euclidean locker. You see a bench. What a coincidence, weren't you just thinking about a bench? The bench is ordinary. However, the bench, like an empty bench, has nothing on it. Oh! Why couldn't there just be stuff on it?
There is a closed portal leading north. There is an unblocked exit to the west.
There is a non-euclidean key on the floor.
You are carrying nothing.

action:

Response: take non-euclidean key<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the laundromat.
This just in- You, in the laundromat. You decide to just list off a complete list of everything you see in the room, because hey, why not?
Look out! It's a- oh, never mind, it's just a locker. You make out a locked non-euclidean locker. You see a bench. What a coincidence, weren't you just thinking about a bench? The bench is ordinary. However, the bench, like an empty bench, has nothing on it. Oh! Why couldn't there just be stuff on it?
There is a closed portal leading north. There is an unblocked exit to the west.
There is a non-euclidean key on the floor.
You are carrying nothing.

action: take non-euclidean key

state: You are now in the laundromat.
You pick up the non-euclidean key from the ground.
You are carrying: a non-euclidean key.

action:

Response: unlock non-euclidean locker with non-euclidean key<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the laundromat.
This just in- You, in the laundromat. You decide to just list off a complete list of everything you see in the room, because hey, why not?
Look out! It's a- oh, never mind, it's just a locker. You make out a locked non-euclidean locker. You see a bench. What a coincidence, weren't you just thinking about a bench? The bench is ordinary. However, the bench, like an empty bench, has nothing on it. Oh! Why couldn't there just be stuff on it?
There is a closed portal leading north. There is an unblocked exit to the west.
There is a non-euclidean key on the floor.
You are carrying nothing.

action: take non-euclidean key

state: You are now in the laundromat.
You pick up the non-euclidean key from the ground.
You are carrying: a non-euclidean key.

action: unlock non-euclidean locker with non-euclidean key

state: You are now in the laundromat.
You unlock the non-euclidean locker.
You are carrying: a non-euclidean key.

action:

Response: open non-euclidean locker<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the laundromat.
This just in- You, in the laundromat. You decide to just list off a complete list of everything you see in the room, because hey, why not?
Look out! It's a- oh, never mind, it's just a locker. You make out a locked non-euclidean locker. You see a bench. What a coincidence, weren't you just thinking about a bench? The bench is ordinary. However, the bench, like an empty bench, has nothing on it. Oh! Why couldn't there just be stuff on it?
There is a closed portal leading north. There is an unblocked exit to the west.
There is a non-euclidean key on the floor.
You are carrying nothing.

action: take non-euclidean key

state: You are now in the laundromat.
You pick up the non-euclidean key from the ground.
You are carrying: a non-euclidean key.

action: unlock non-euclidean locker with non-euclidean key

state: You are now in the laundromat.
You unlock the non-euclidean locker.
You are carrying: a non-euclidean key.

action: open non-euclidean locker

state: You are now in the laundromat.
You open the non-euclidean locker, revealing a keycard.
You are carrying: a non-euclidean key.

action:

Response: take keycard from non-euclidean locker<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the laundromat.
This just in- You, in the laundromat. You decide to just list off a complete list of everything you see in the room, because hey, why not?
Look out! It's a- oh, never mind, it's just a locker. You make out a locked non-euclidean locker. You see a bench. What a coincidence, weren't you just thinking about a bench? The bench is ordinary. However, the bench, like an empty bench, has nothing on it. Oh! Why couldn't there just be stuff on it?
There is a closed portal leading north. There is an unblocked exit to the west.
There is a non-euclidean key on the floor.
You are carrying nothing.

action: take non-euclidean key

state: You are now in the laundromat.
You pick up the non-euclidean key from the ground.
You are carrying: a non-euclidean key.

action: unlock non-euclidean locker with non-euclidean key

state: You are now in the laundromat.
You unlock the non-euclidean locker.
You are carrying: a non-euclidean key.

action: open non-euclidean locker

state: You are now in the laundromat.
You open the non-euclidean locker, revealing a keycard.
You are carrying: a non-euclidean key.

action: take keycard from non-euclidean locker

state: You are now in the laundromat.
You take the keycard from the non-euclidean locker.
You are carrying: a keycard and a non-euclidean key.

action:

Response: unlock locker with keycard<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the laundromat.
This just in- You, in the laundromat. You decide to just list off a complete list of everything you see in the room, because hey, why not?
Look out! It's a- oh, never mind, it's just a locker. You make out a locked non-euclidean locker. You see a bench. What a coincidence, weren't you just thinking about a bench? The bench is ordinary. However, the bench, like an empty bench, has nothing on it. Oh! Why couldn't there just be stuff on it?
There is a closed portal leading north. There is an unblocked exit to the west.
There is a non-euclidean key on the floor.
You are carrying nothing.

action: take non-euclidean key

state: You are now in the laundromat.
You pick up the non-euclidean key from the ground.
You are carrying: a non-euclidean key.

action: unlock non-euclidean locker with non-euclidean key

state: You are now in the laundromat.
You unlock the non-euclidean locker.
You are carrying: a non-euclidean key.

action: open non-euclidean locker

state: You are now in the laundromat.
You open the non-euclidean locker, revealing a keycard.
You are carrying: a non-euclidean key.

action: take keycard from non-euclidean locker

state: You are now in the laundromat.
You take the keycard from the non-euclidean locker.
You are carrying: a keycard and a non-euclidean key.

action: unlock locker with keycard

state: You are now in the laundromat.
You unlock the locker.
You are carrying: a keycard and a non-euclidean key.

action:

Response: open locker<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the laundromat.
This just in- You, in the laundromat. You decide to just list off a complete list of everything you see in the room, because hey, why not?
Look out! It's a- oh, never mind, it's just a locker. You make out a locked non-euclidean locker. You see a bench. What a coincidence, weren't you just thinking about a bench? The bench is ordinary. However, the bench, like an empty bench, has nothing on it. Oh! Why couldn't there just be stuff on it?
There is a closed portal leading north. There is an unblocked exit to the west.
There is a non-euclidean key on the floor.
You are carrying nothing.

action: take non-euclidean key

state: You are now in the laundromat.
You pick up the non-euclidean key from the ground.
You are carrying: a non-euclidean key.

action: unlock non-euclidean locker with non-euclidean key

state: You are now in the laundromat.
You unlock the non-euclidean locker.
You are carrying: a non-euclidean key.

action: open non-euclidean locker

state: You are now in the laundromat.
You open the non-euclidean locker, revealing a keycard.
You are carrying: a non-euclidean key.

action: take keycard from non-euclidean locker

state: You are now in the laundromat.
You take the keycard from the non-euclidean locker.
You are carrying: a keycard and a non-euclidean key.

action: unlock locker with keycard

state: You are now in the laundromat.
You unlock the locker.
You are carrying: a keycard and a non-euclidean key.

action: open locker

state: You are now in the laundromat.
You open the locker, revealing a paper towel.
You are carrying: a keycard and a non-euclidean key.

action:

Response: take paper towel from locker<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the laundromat.
This just in- You, in the laundromat. You decide to just list off a complete list of everything you see in the room, because hey, why not?
Look out! It's a- oh, never mind, it's just a locker. You make out a locked non-euclidean locker. You see a bench. What a coincidence, weren't you just thinking about a bench? The bench is ordinary. However, the bench, like an empty bench, has nothing on it. Oh! Why couldn't there just be stuff on it?
There is a closed portal leading north. There is an unblocked exit to the west.
There is a non-euclidean key on the floor.
You are carrying nothing.

action: take non-euclidean key

state: You are now in the laundromat.
You pick up the non-euclidean key from the ground.
You are carrying: a non-euclidean key.

action: unlock non-euclidean locker with non-euclidean key

state: You are now in the laundromat.
You unlock the non-euclidean locker.
You are carrying: a non-euclidean key.

action: open non-euclidean locker

state: You are now in the laundromat.
You open the non-euclidean locker, revealing a keycard.
You are carrying: a non-euclidean key.

action: take keycard from non-euclidean locker

state: You are now in the laundromat.
You take the keycard from the non-euclidean locker.
You are carrying: a keycard and a non-euclidean key.

action: unlock locker with keycard

state: You are now in the laundromat.
You unlock the locker.
You are carrying: a keycard and a non-euclidean key.

action: open locker

state: You are now in the laundromat.
You open the locker, revealing a paper towel.
You are carrying: a keycard and a non-euclidean key.

action: take paper towel from locker

state: You are now in the laundromat.
You take the paper towel from the locker.
You are carrying: a paper towel, a keycard and a non-euclidean key.

action:

Response: put paper towel on bench<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the chamber.
You arrive in a chamber. An ordinary kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You see a Henderson's style locker. You can see a box. A box... Is that really what you were looking for? The box contains a Henderson's style latchkey!
There is an unblocked exit to the south.
You are carrying nothing.

action:

Response: take Henderson's style latchkey from box<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the chamber.
You arrive in a chamber. An ordinary kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You see a Henderson's style locker. You can see a box. A box... Is that really what you were looking for? The box contains a Henderson's style latchkey!
There is an unblocked exit to the south.
You are carrying nothing.

action: take Henderson's style latchkey from box

state: You are now in the chamber.
You take the Henderson's style latchkey from the box.
You are carrying: a Henderson's style latchkey.

action:

Response: unlock Henderson's style locker with Henderson's style latchkey<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the chamber.
You arrive in a chamber. An ordinary kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You see a Henderson's style locker. You can see a box. A box... Is that really what you were looking for? The box contains a Henderson's style latchkey!
There is an unblocked exit to the south.
You are carrying nothing.

action: take Henderson's style latchkey from box

state: You are now in the chamber.
You take the Henderson's style latchkey from the box.
You are carrying: a Henderson's style latchkey.

action: unlock Henderson's style locker with Henderson's style latchkey

state: You are now in the chamber.
You unlock the Henderson's style locker.
You are carrying: a Henderson's style latchkey.

action:

Response: open Henderson's style locker<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the chamber.
You arrive in a chamber. An ordinary kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You see a Henderson's style locker. You can see a box. A box... Is that really what you were looking for? The box contains a Henderson's style latchkey!
There is an unblocked exit to the south.
You are carrying nothing.

action: take Henderson's style latchkey from box

state: You are now in the chamber.
You take the Henderson's style latchkey from the box.
You are carrying: a Henderson's style latchkey.

action: unlock Henderson's style locker with Henderson's style latchkey

state: You are now in the chamber.
You unlock the Henderson's style locker.
You are carrying: a Henderson's style latchkey.

action: open Henderson's style locker

state: You are now in the chamber.
You open the Henderson's style locker, revealing a Microsoft style key.
You are carrying: a Henderson's style latchkey.

action:

Response: take Microsoft style key from Henderson's style locker<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the chamber.
You arrive in a chamber. An ordinary kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You see a Henderson's style locker. You can see a box. A box... Is that really what you were looking for? The box contains a Henderson's style latchkey!
There is an unblocked exit to the south.
You are carrying nothing.

action: take Henderson's style latchkey from box

state: You are now in the chamber.
You take the Henderson's style latchkey from the box.
You are carrying: a Henderson's style latchkey.

action: unlock Henderson's style locker with Henderson's style latchkey

state: You are now in the chamber.
You unlock the Henderson's style locker.
You are carrying: a Henderson's style latchkey.

action: open Henderson's style locker

state: You are now in the chamber.
You open the Henderson's style locker, revealing a Microsoft style key.
You are carrying: a Henderson's style latchkey.

action: take Microsoft style key from Henderson's style locker

state: You are now in the chamber.
You take the Microsoft style key from the Henderson's style locker.
You are carrying: a Microsoft style key and a Henderson's style latchkey.

action:

Response: go south<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the chamber.
You arrive in a chamber. An ordinary kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You see a Henderson's style locker. You can see a box. A box... Is that really what you were looking for? The box contains a Henderson's style latchkey!
There is an unblocked exit to the south.
You are carrying nothing.

action: take Henderson's style latchkey from box

state: You are now in the chamber.
You take the Henderson's style latchkey from the box.
You are carrying: a Henderson's style latchkey.

action: unlock Henderson's style locker with Henderson's style latchkey

state: You are now in the chamber.
You unlock the Henderson's style locker.
You are carrying: a Henderson's style latchkey.

action: open Henderson's style locker

state: You are now in the chamber.
You open the Henderson's style locker, revealing a Microsoft style key.
You are carrying: a Henderson's style latchkey.

action: take Microsoft style key from Henderson's style locker

state: You are now in the chamber.
You take the Microsoft style key from the Henderson's style locker.
You are carrying: a Microsoft style key and a Henderson's style latchkey.

action: go south

state: You are now in the cellar.
You are in a cellar. An ordinary kind of place.
You can see a locked Microsoft style box.
There is an exit to the east. Don't worry, it is unguarded. You need an unblocked exit? You should try going north. You need an unblocked exit? You should try going west.
You are carrying: a Microsoft style key and a Henderson's style latchkey.

action:

Response: unlock Microsoft style box with Microsoft style key<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the chamber.
You arrive in a chamber. An ordinary kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You see a Henderson's style locker. You can see a box. A box... Is that really what you were looking for? The box contains a Henderson's style latchkey!
There is an unblocked exit to the south.
You are carrying nothing.

action: take Henderson's style latchkey from box

state: You are now in the chamber.
You take the Henderson's style latchkey from the box.
You are carrying: a Henderson's style latchkey.

action: unlock Henderson's style locker with Henderson's style latchkey

state: You are now in the chamber.
You unlock the Henderson's style locker.
You are carrying: a Henderson's style latchkey.

action: open Henderson's style locker

state: You are now in the chamber.
You open the Henderson's style locker, revealing a Microsoft style key.
You are carrying: a Henderson's style latchkey.

action: take Microsoft style key from Henderson's style locker

state: You are now in the chamber.
You take the Microsoft style key from the Henderson's style locker.
You are carrying: a Microsoft style key and a Henderson's style latchkey.

action: go south

state: You are now in the cellar.
You are in a cellar. An ordinary kind of place.
You can see a locked Microsoft style box.
There is an exit to the east. Don't worry, it is unguarded. You need an unblocked exit? You should try going north. You need an unblocked exit? You should try going west.
You are carrying: a Microsoft style key and a Henderson's style latchkey.

action: unlock Microsoft style box with Microsoft style key

state: You are now in the cellar.
You unlock the Microsoft style box.
You are carrying: a Microsoft style key and a Henderson's style latchkey.

action:

Response: open Microsoft style box<|spec|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.
This TextWorld game has 4 rooms connected by passageways. There are 6 objects that you can interact with in these rooms. The optimal solution requires 8 actions to complete the game. The winning condition typically involves completing a specific task or series of tasks (like cooking a meal, collecting certain items, reaching a specific location).
Given your interaction history with the game environment, you need to predict the best next action. End your output with special token <|spec|>.

Previous interactions:

state: You are now in the chamber.
You arrive in a chamber. An ordinary kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You see a Henderson's style locker. You can see a box. A box... Is that really what you were looking for? The box contains a Henderson's style latchkey!
There is an unblocked exit to the south.
You are carrying nothing.

action: take Henderson's style latchkey from box

state: You are now in the chamber.
You take the Henderson's style latchkey from the box.
You are carrying: a Henderson's style latchkey.

action: unlock Henderson's style locker with Henderson's style latchkey

state: You are now in the chamber.
You unlock the Henderson's style locker.
You are carrying: a Henderson's style latchkey.

action: open Henderson's style locker

state: You are now in the chamber.
You open the Henderson's style locker, revealing a Microsoft style key.
You are carrying: a Henderson's style latchkey.

action: take Microsoft style key from Henderson's style locker

state: You are now in the chamber.
You take the Microsoft style key from the Henderson's style locker.
You are carrying: a Microsoft style key and a Henderson's style latchkey.

action: go south

state: You are now in the cellar.
You are in a cellar. An ordinary kind of place.
You can see a locked Microsoft style box.
There is an exit to the east. Don't worry, it is unguarded. You need an unblocked exit? You should try going north. You need an unblocked exit? You should try going west.
You are carrying: a Microsoft style key and a Henderson's style latchkey.

action: unlock Microsoft style box with Microsoft style key

state: You are now in the cellar.
You unlock the Microsoft style box.
You are carrying: a Microsoft style key and a Henderson's style latchkey.

action: open Microsoft style box

state: You are now in the cellar.
You open the Microsoft style box, revealing a scarf.
You are carrying: a Microsoft style key and a Henderson's style latchkey.

action:

Response: take scarf from Microsoft style box<|spec|>