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 kitchen.
You've just walked into a kitchen.
You can see a type 5 chest.
You don't like doors? Why not try going east, that entranceway is unblocked. There is an unblocked exit to the south. There is an unblocked exit to the west.
You are carrying: a cabbage.

action: go east

state: You are now in the office.
You've entered an office.
You can make out a chest.
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a key on the floor.
You are carrying: a cabbage.

action:

Response: take 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 kitchen.
You've just walked into a kitchen.
You can see a type 5 chest.
You don't like doors? Why not try going east, that entranceway is unblocked. There is an unblocked exit to the south. There is an unblocked exit to the west.
You are carrying: a cabbage.

action: go east

state: You are now in the office.
You've entered an office.
You can make out a chest.
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a key on the floor.
You are carrying: a cabbage.

action: take key

state: You are now in the office.
You pick up the key from the ground.
You are carrying: a key and a cabbage.

action:

Response: unlock chest 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 kitchen.
You've just walked into a kitchen.
You can see a type 5 chest.
You don't like doors? Why not try going east, that entranceway is unblocked. There is an unblocked exit to the south. There is an unblocked exit to the west.
You are carrying: a cabbage.

action: go east

state: You are now in the office.
You've entered an office.
You can make out a chest.
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a key on the floor.
You are carrying: a cabbage.

action: take key

state: You are now in the office.
You pick up the key from the ground.
You are carrying: a key and a cabbage.

action: unlock chest with key

state: You are now in the office.
You unlock the chest.
You are carrying: a key and a cabbage.

action:

Response: open chest<|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 kitchen.
You've just walked into a kitchen.
You can see a type 5 chest.
You don't like doors? Why not try going east, that entranceway is unblocked. There is an unblocked exit to the south. There is an unblocked exit to the west.
You are carrying: a cabbage.

action: go east

state: You are now in the office.
You've entered an office.
You can make out a chest.
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a key on the floor.
You are carrying: a cabbage.

action: take key

state: You are now in the office.
You pick up the key from the ground.
You are carrying: a key and a cabbage.

action: unlock chest with key

state: You are now in the office.
You unlock the chest.
You are carrying: a key and a cabbage.

action: open chest

state: You are now in the office.
You open the chest, revealing a type 5 keycard.
You are carrying: a key and a cabbage.

action:

Response: take type 5 keycard from chest<|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 kitchen.
You've just walked into a kitchen.
You can see a type 5 chest.
You don't like doors? Why not try going east, that entranceway is unblocked. There is an unblocked exit to the south. There is an unblocked exit to the west.
You are carrying: a cabbage.

action: go east

state: You are now in the office.
You've entered an office.
You can make out a chest.
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a key on the floor.
You are carrying: a cabbage.

action: take key

state: You are now in the office.
You pick up the key from the ground.
You are carrying: a key and a cabbage.

action: unlock chest with key

state: You are now in the office.
You unlock the chest.
You are carrying: a key and a cabbage.

action: open chest

state: You are now in the office.
You open the chest, revealing a type 5 keycard.
You are carrying: a key and a cabbage.

action: take type 5 keycard from chest

state: You are now in the office.
You take the type 5 keycard from the chest.
You are carrying: a type 5 keycard, a key and a cabbage.

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 kitchen.
You've just walked into a kitchen.
You can see a type 5 chest.
You don't like doors? Why not try going east, that entranceway is unblocked. There is an unblocked exit to the south. There is an unblocked exit to the west.
You are carrying: a cabbage.

action: go east

state: You are now in the office.
You've entered an office.
You can make out a chest.
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a key on the floor.
You are carrying: a cabbage.

action: take key

state: You are now in the office.
You pick up the key from the ground.
You are carrying: a key and a cabbage.

action: unlock chest with key

state: You are now in the office.
You unlock the chest.
You are carrying: a key and a cabbage.

action: open chest

state: You are now in the office.
You open the chest, revealing a type 5 keycard.
You are carrying: a key and a cabbage.

action: take type 5 keycard from chest

state: You are now in the office.
You take the type 5 keycard from the chest.
You are carrying: a type 5 keycard, a key and a cabbage.

action: go west

state: You are now in the kitchen.
You've just walked into a kitchen.
You can see a type 5 chest.
You don't like doors? Why not try going east, that entranceway is unblocked. There is an unblocked exit to the south. There is an unblocked exit to the west.
You are carrying: a type 5 keycard, a key and a cabbage.

action:

Response: unlock type 5 chest with type 5 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 kitchen.
You've just walked into a kitchen.
You can see a type 5 chest.
You don't like doors? Why not try going east, that entranceway is unblocked. There is an unblocked exit to the south. There is an unblocked exit to the west.
You are carrying: a cabbage.

action: go east

state: You are now in the office.
You've entered an office.
You can make out a chest.
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a key on the floor.
You are carrying: a cabbage.

action: take key

state: You are now in the office.
You pick up the key from the ground.
You are carrying: a key and a cabbage.

action: unlock chest with key

state: You are now in the office.
You unlock the chest.
You are carrying: a key and a cabbage.

action: open chest

state: You are now in the office.
You open the chest, revealing a type 5 keycard.
You are carrying: a key and a cabbage.

action: take type 5 keycard from chest

state: You are now in the office.
You take the type 5 keycard from the chest.
You are carrying: a type 5 keycard, a key and a cabbage.

action: go west

state: You are now in the kitchen.
You've just walked into a kitchen.
You can see a type 5 chest.
You don't like doors? Why not try going east, that entranceway is unblocked. There is an unblocked exit to the south. There is an unblocked exit to the west.
You are carrying: a type 5 keycard, a key and a cabbage.

action: unlock type 5 chest with type 5 keycard

state: You are now in the kitchen.
You unlock the type 5 chest.
You are carrying: a type 5 keycard, a key and a cabbage.

action:

Response: open type 5 chest<|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 recreation zone.
You find yourself in a recreation zone. A typical kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
A locked chest is here.
There is a closed passageway leading south. There is an exit to the east. Don't worry, it 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 recreation zone.
You find yourself in a recreation zone. A typical kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
A locked chest is here.
There is a closed passageway leading south. There is an exit to the east. Don't worry, it is unblocked.
You are carrying nothing.

action: go east

state: You are now in the vault.
Well, here we are in a vault.
You scan the room, seeing a stand. The stand is typical. On the stand you see a passkey. I mean, just wow! Isn't TextWorld just the best?
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying nothing.

action:

Response: take passkey from stand<|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 recreation zone.
You find yourself in a recreation zone. A typical kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
A locked chest is here.
There is a closed passageway leading south. There is an exit to the east. Don't worry, it is unblocked.
You are carrying nothing.

action: go east

state: You are now in the vault.
Well, here we are in a vault.
You scan the room, seeing a stand. The stand is typical. On the stand you see a passkey. I mean, just wow! Isn't TextWorld just the best?
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying nothing.

action: take passkey from stand

state: You are now in the vault.
You take the passkey from the stand.
You are carrying: a passkey.

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 recreation zone.
You find yourself in a recreation zone. A typical kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
A locked chest is here.
There is a closed passageway leading south. There is an exit to the east. Don't worry, it is unblocked.
You are carrying nothing.

action: go east

state: You are now in the vault.
Well, here we are in a vault.
You scan the room, seeing a stand. The stand is typical. On the stand you see a passkey. I mean, just wow! Isn't TextWorld just the best?
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying nothing.

action: take passkey from stand

state: You are now in the vault.
You take the passkey from the stand.
You are carrying: a passkey.

action: go west

state: You are now in the recreation zone.
You find yourself in a recreation zone. A typical kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
A locked chest is here.
There is a closed passageway leading south. There is an exit to the east. Don't worry, it is unblocked.
You are carrying: a passkey.

action:

Response: unlock chest 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 recreation zone.
You find yourself in a recreation zone. A typical kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
A locked chest is here.
There is a closed passageway leading south. There is an exit to the east. Don't worry, it is unblocked.
You are carrying nothing.

action: go east

state: You are now in the vault.
Well, here we are in a vault.
You scan the room, seeing a stand. The stand is typical. On the stand you see a passkey. I mean, just wow! Isn't TextWorld just the best?
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying nothing.

action: take passkey from stand

state: You are now in the vault.
You take the passkey from the stand.
You are carrying: a passkey.

action: go west

state: You are now in the recreation zone.
You find yourself in a recreation zone. A typical kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
A locked chest is here.
There is a closed passageway leading south. There is an exit to the east. Don't worry, it is unblocked.
You are carrying: a passkey.

action: unlock chest with passkey

state: You are now in the recreation zone.
You unlock the chest.
You are carrying: a passkey.

action:

Response: open chest<|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 recreation zone.
You find yourself in a recreation zone. A typical kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
A locked chest is here.
There is a closed passageway leading south. There is an exit to the east. Don't worry, it is unblocked.
You are carrying nothing.

action: go east

state: You are now in the vault.
Well, here we are in a vault.
You scan the room, seeing a stand. The stand is typical. On the stand you see a passkey. I mean, just wow! Isn't TextWorld just the best?
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying nothing.

action: take passkey from stand

state: You are now in the vault.
You take the passkey from the stand.
You are carrying: a passkey.

action: go west

state: You are now in the recreation zone.
You find yourself in a recreation zone. A typical kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
A locked chest is here.
There is a closed passageway leading south. There is an exit to the east. Don't worry, it is unblocked.
You are carrying: a passkey.

action: unlock chest with passkey

state: You are now in the recreation zone.
You unlock the chest.
You are carrying: a passkey.

action: open chest

state: You are now in the recreation zone.
You open the chest, revealing a plant.
You are carrying: a passkey.

action:

Response: take plant from chest<|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 recreation zone.
You find yourself in a recreation zone. A typical kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
A locked chest is here.
There is a closed passageway leading south. There is an exit to the east. Don't worry, it is unblocked.
You are carrying nothing.

action: go east

state: You are now in the vault.
Well, here we are in a vault.
You scan the room, seeing a stand. The stand is typical. On the stand you see a passkey. I mean, just wow! Isn't TextWorld just the best?
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying nothing.

action: take passkey from stand

state: You are now in the vault.
You take the passkey from the stand.
You are carrying: a passkey.

action: go west

state: You are now in the recreation zone.
You find yourself in a recreation zone. A typical kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
A locked chest is here.
There is a closed passageway leading south. There is an exit to the east. Don't worry, it is unblocked.
You are carrying: a passkey.

action: unlock chest with passkey

state: You are now in the recreation zone.
You unlock the chest.
You are carrying: a passkey.

action: open chest

state: You are now in the recreation zone.
You open the chest, revealing a plant.
You are carrying: a passkey.

action: take plant from chest

state: You are now in the recreation zone.
You take the plant from the chest.
You are carrying: a plant and a 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 recreation zone.
You find yourself in a recreation zone. A typical kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
A locked chest is here.
There is a closed passageway leading south. There is an exit to the east. Don't worry, it is unblocked.
You are carrying nothing.

action: go east

state: You are now in the vault.
Well, here we are in a vault.
You scan the room, seeing a stand. The stand is typical. On the stand you see a passkey. I mean, just wow! Isn't TextWorld just the best?
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying nothing.

action: take passkey from stand

state: You are now in the vault.
You take the passkey from the stand.
You are carrying: a passkey.

action: go west

state: You are now in the recreation zone.
You find yourself in a recreation zone. A typical kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
A locked chest is here.
There is a closed passageway leading south. There is an exit to the east. Don't worry, it is unblocked.
You are carrying: a passkey.

action: unlock chest with passkey

state: You are now in the recreation zone.
You unlock the chest.
You are carrying: a passkey.

action: open chest

state: You are now in the recreation zone.
You open the chest, revealing a plant.
You are carrying: a passkey.

action: take plant from chest

state: You are now in the recreation zone.
You take the plant from the chest.
You are carrying: a plant and a passkey.

action: go east

state: You are now in the vault.
Well, here we are in a vault.
You scan the room, seeing a stand. The stand is typical. But the thing is empty. Oh! Why couldn't there just be stuff on it?
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a plant and a passkey.

action:

Response: drop plant<|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 bar.
You arrive in a bar. An usual one. You begin looking for stuff.
You can make out a non-euclidean locker.
You don't like doors? Why not try going east, that entranceway is unguarded.
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 bar.
You arrive in a bar. An usual one. You begin looking for stuff.
You can make out a non-euclidean locker.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying nothing.

action: go east

state: You are now in the bedroom.
You arrive in a bedroom. An usual kind of place.
You can see a couch. What a coincidence, weren't you just thinking about a couch? On the couch you can see a non-euclidean keycard. You see a bed. The bed appears to be empty.
There is a closed passageway leading east. You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying nothing.

action:

Response: take non-euclidean keycard from couch<|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 bar.
You arrive in a bar. An usual one. You begin looking for stuff.
You can make out a non-euclidean locker.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying nothing.

action: go east

state: You are now in the bedroom.
You arrive in a bedroom. An usual kind of place.
You can see a couch. What a coincidence, weren't you just thinking about a couch? On the couch you can see a non-euclidean keycard. You see a bed. The bed appears to be empty.
There is a closed passageway leading east. You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying nothing.

action: take non-euclidean keycard from couch

state: You are now in the bedroom.
You take the non-euclidean keycard from the couch.
You are carrying: a non-euclidean keycard.

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 bar.
You arrive in a bar. An usual one. You begin looking for stuff.
You can make out a non-euclidean locker.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying nothing.

action: go east

state: You are now in the bedroom.
You arrive in a bedroom. An usual kind of place.
You can see a couch. What a coincidence, weren't you just thinking about a couch? On the couch you can see a non-euclidean keycard. You see a bed. The bed appears to be empty.
There is a closed passageway leading east. You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying nothing.

action: take non-euclidean keycard from couch

state: You are now in the bedroom.
You take the non-euclidean keycard from the couch.
You are carrying: a non-euclidean keycard.

action: go west

state: You are now in the bar.
You arrive in a bar. An usual one. You begin looking for stuff.
You can make out a non-euclidean locker.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying: a non-euclidean keycard.

action:

Response: unlock non-euclidean locker with non-euclidean 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 bar.
You arrive in a bar. An usual one. You begin looking for stuff.
You can make out a non-euclidean locker.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying nothing.

action: go east

state: You are now in the bedroom.
You arrive in a bedroom. An usual kind of place.
You can see a couch. What a coincidence, weren't you just thinking about a couch? On the couch you can see a non-euclidean keycard. You see a bed. The bed appears to be empty.
There is a closed passageway leading east. You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying nothing.

action: take non-euclidean keycard from couch

state: You are now in the bedroom.
You take the non-euclidean keycard from the couch.
You are carrying: a non-euclidean keycard.

action: go west

state: You are now in the bar.
You arrive in a bar. An usual one. You begin looking for stuff.
You can make out a non-euclidean locker.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying: a non-euclidean keycard.

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

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

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 bar.
You arrive in a bar. An usual one. You begin looking for stuff.
You can make out a non-euclidean locker.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying nothing.

action: go east

state: You are now in the bedroom.
You arrive in a bedroom. An usual kind of place.
You can see a couch. What a coincidence, weren't you just thinking about a couch? On the couch you can see a non-euclidean keycard. You see a bed. The bed appears to be empty.
There is a closed passageway leading east. You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying nothing.

action: take non-euclidean keycard from couch

state: You are now in the bedroom.
You take the non-euclidean keycard from the couch.
You are carrying: a non-euclidean keycard.

action: go west

state: You are now in the bar.
You arrive in a bar. An usual one. You begin looking for stuff.
You can make out a non-euclidean locker.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying: a non-euclidean keycard.

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

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

action: open non-euclidean locker

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

action:

Response: take cushion 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 bar.
You arrive in a bar. An usual one. You begin looking for stuff.
You can make out a non-euclidean locker.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying nothing.

action: go east

state: You are now in the bedroom.
You arrive in a bedroom. An usual kind of place.
You can see a couch. What a coincidence, weren't you just thinking about a couch? On the couch you can see a non-euclidean keycard. You see a bed. The bed appears to be empty.
There is a closed passageway leading east. You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying nothing.

action: take non-euclidean keycard from couch

state: You are now in the bedroom.
You take the non-euclidean keycard from the couch.
You are carrying: a non-euclidean keycard.

action: go west

state: You are now in the bar.
You arrive in a bar. An usual one. You begin looking for stuff.
You can make out a non-euclidean locker.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying: a non-euclidean keycard.

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

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

action: open non-euclidean locker

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

action: take cushion from non-euclidean locker

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

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 bar.
You arrive in a bar. An usual one. You begin looking for stuff.
You can make out a non-euclidean locker.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying nothing.

action: go east

state: You are now in the bedroom.
You arrive in a bedroom. An usual kind of place.
You can see a couch. What a coincidence, weren't you just thinking about a couch? On the couch you can see a non-euclidean keycard. You see a bed. The bed appears to be empty.
There is a closed passageway leading east. You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying nothing.

action: take non-euclidean keycard from couch

state: You are now in the bedroom.
You take the non-euclidean keycard from the couch.
You are carrying: a non-euclidean keycard.

action: go west

state: You are now in the bar.
You arrive in a bar. An usual one. You begin looking for stuff.
You can make out a non-euclidean locker.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying: a non-euclidean keycard.

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

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

action: open non-euclidean locker

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

action: take cushion from non-euclidean locker

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

action: go east

state: You are now in the bedroom.
You arrive in a bedroom. An usual kind of place.
You can see a couch. What a coincidence, weren't you just thinking about a couch? Unfortunately, there isn't a thing on it. You see a bed. The bed appears to be empty.
There is a closed passageway leading east. You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a cushion and a non-euclidean keycard.

action:

Response: put cushion on couch<|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 study.
You've stumbled into a typical room. Your mind races to think of what kind of room would be typical. And then it hits you. Of course. You're in the study.
You can make out a locked soap scented chest. You can make out a locked Henderson's limited edition chest. What's that over there? It looks like it's a bookshelf. On the bookshelf you make out a Henderson's limited edition key.
There is a closed hatch leading west. You need an unguarded exit? You should try going north.
You are carrying nothing.

action:

Response: take Henderson's limited edition key from bookshelf<|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 study.
You've stumbled into a typical room. Your mind races to think of what kind of room would be typical. And then it hits you. Of course. You're in the study.
You can make out a locked soap scented chest. You can make out a locked Henderson's limited edition chest. What's that over there? It looks like it's a bookshelf. On the bookshelf you make out a Henderson's limited edition key.
There is a closed hatch leading west. You need an unguarded exit? You should try going north.
You are carrying nothing.

action: take Henderson's limited edition key from bookshelf

state: You are now in the study.
You take the Henderson's limited edition key from the bookshelf.
You are carrying: a Henderson's limited edition key.

action:

Response: unlock Henderson's limited edition chest with Henderson's limited edition 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 study.
You've stumbled into a typical room. Your mind races to think of what kind of room would be typical. And then it hits you. Of course. You're in the study.
You can make out a locked soap scented chest. You can make out a locked Henderson's limited edition chest. What's that over there? It looks like it's a bookshelf. On the bookshelf you make out a Henderson's limited edition key.
There is a closed hatch leading west. You need an unguarded exit? You should try going north.
You are carrying nothing.

action: take Henderson's limited edition key from bookshelf

state: You are now in the study.
You take the Henderson's limited edition key from the bookshelf.
You are carrying: a Henderson's limited edition key.

action: unlock Henderson's limited edition chest with Henderson's limited edition key

state: You are now in the study.
You unlock the Henderson's limited edition chest.
You are carrying: a Henderson's limited edition key.

action:

Response: open Henderson's limited edition chest<|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 study.
You've stumbled into a typical room. Your mind races to think of what kind of room would be typical. And then it hits you. Of course. You're in the study.
You can make out a locked soap scented chest. You can make out a locked Henderson's limited edition chest. What's that over there? It looks like it's a bookshelf. On the bookshelf you make out a Henderson's limited edition key.
There is a closed hatch leading west. You need an unguarded exit? You should try going north.
You are carrying nothing.

action: take Henderson's limited edition key from bookshelf

state: You are now in the study.
You take the Henderson's limited edition key from the bookshelf.
You are carrying: a Henderson's limited edition key.

action: unlock Henderson's limited edition chest with Henderson's limited edition key

state: You are now in the study.
You unlock the Henderson's limited edition chest.
You are carrying: a Henderson's limited edition key.

action: open Henderson's limited edition chest

state: You are now in the study.
You open the Henderson's limited edition chest, revealing a soap scented keycard.
You are carrying: a Henderson's limited edition key.

action:

Response: take soap scented keycard from Henderson's limited edition chest<|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 study.
You've stumbled into a typical room. Your mind races to think of what kind of room would be typical. And then it hits you. Of course. You're in the study.
You can make out a locked soap scented chest. You can make out a locked Henderson's limited edition chest. What's that over there? It looks like it's a bookshelf. On the bookshelf you make out a Henderson's limited edition key.
There is a closed hatch leading west. You need an unguarded exit? You should try going north.
You are carrying nothing.

action: take Henderson's limited edition key from bookshelf

state: You are now in the study.
You take the Henderson's limited edition key from the bookshelf.
You are carrying: a Henderson's limited edition key.

action: unlock Henderson's limited edition chest with Henderson's limited edition key

state: You are now in the study.
You unlock the Henderson's limited edition chest.
You are carrying: a Henderson's limited edition key.

action: open Henderson's limited edition chest

state: You are now in the study.
You open the Henderson's limited edition chest, revealing a soap scented keycard.
You are carrying: a Henderson's limited edition key.

action: take soap scented keycard from Henderson's limited edition chest

state: You are now in the study.
You take the soap scented keycard from the Henderson's limited edition chest.
You are carrying: a soap scented keycard and a Henderson's limited edition key.

action:

Response: unlock soap scented chest with soap scented 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 study.
You've stumbled into a typical room. Your mind races to think of what kind of room would be typical. And then it hits you. Of course. You're in the study.
You can make out a locked soap scented chest. You can make out a locked Henderson's limited edition chest. What's that over there? It looks like it's a bookshelf. On the bookshelf you make out a Henderson's limited edition key.
There is a closed hatch leading west. You need an unguarded exit? You should try going north.
You are carrying nothing.

action: take Henderson's limited edition key from bookshelf

state: You are now in the study.
You take the Henderson's limited edition key from the bookshelf.
You are carrying: a Henderson's limited edition key.

action: unlock Henderson's limited edition chest with Henderson's limited edition key

state: You are now in the study.
You unlock the Henderson's limited edition chest.
You are carrying: a Henderson's limited edition key.

action: open Henderson's limited edition chest

state: You are now in the study.
You open the Henderson's limited edition chest, revealing a soap scented keycard.
You are carrying: a Henderson's limited edition key.

action: take soap scented keycard from Henderson's limited edition chest

state: You are now in the study.
You take the soap scented keycard from the Henderson's limited edition chest.
You are carrying: a soap scented keycard and a Henderson's limited edition key.

action: unlock soap scented chest with soap scented keycard

state: You are now in the study.
You unlock the soap scented chest.
You are carrying: a soap scented keycard and a Henderson's limited edition key.

action:

Response: open soap scented chest<|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 study.
You've stumbled into a typical room. Your mind races to think of what kind of room would be typical. And then it hits you. Of course. You're in the study.
You can make out a locked soap scented chest. You can make out a locked Henderson's limited edition chest. What's that over there? It looks like it's a bookshelf. On the bookshelf you make out a Henderson's limited edition key.
There is a closed hatch leading west. You need an unguarded exit? You should try going north.
You are carrying nothing.

action: take Henderson's limited edition key from bookshelf

state: You are now in the study.
You take the Henderson's limited edition key from the bookshelf.
You are carrying: a Henderson's limited edition key.

action: unlock Henderson's limited edition chest with Henderson's limited edition key

state: You are now in the study.
You unlock the Henderson's limited edition chest.
You are carrying: a Henderson's limited edition key.

action: open Henderson's limited edition chest

state: You are now in the study.
You open the Henderson's limited edition chest, revealing a soap scented keycard.
You are carrying: a Henderson's limited edition key.

action: take soap scented keycard from Henderson's limited edition chest

state: You are now in the study.
You take the soap scented keycard from the Henderson's limited edition chest.
You are carrying: a soap scented keycard and a Henderson's limited edition key.

action: unlock soap scented chest with soap scented keycard

state: You are now in the study.
You unlock the soap scented chest.
You are carrying: a soap scented keycard and a Henderson's limited edition key.

action: open soap scented chest

state: You are now in the study.
You open the soap scented chest, revealing a peanut.
You are carrying: a soap scented keycard and a Henderson's limited edition key.

action:

Response: take peanut from soap scented chest<|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 study.
You've stumbled into a typical room. Your mind races to think of what kind of room would be typical. And then it hits you. Of course. You're in the study.
You can make out a locked soap scented chest. You can make out a locked Henderson's limited edition chest. What's that over there? It looks like it's a bookshelf. On the bookshelf you make out a Henderson's limited edition key.
There is a closed hatch leading west. You need an unguarded exit? You should try going north.
You are carrying nothing.

action: take Henderson's limited edition key from bookshelf

state: You are now in the study.
You take the Henderson's limited edition key from the bookshelf.
You are carrying: a Henderson's limited edition key.

action: unlock Henderson's limited edition chest with Henderson's limited edition key

state: You are now in the study.
You unlock the Henderson's limited edition chest.
You are carrying: a Henderson's limited edition key.

action: open Henderson's limited edition chest

state: You are now in the study.
You open the Henderson's limited edition chest, revealing a soap scented keycard.
You are carrying: a Henderson's limited edition key.

action: take soap scented keycard from Henderson's limited edition chest

state: You are now in the study.
You take the soap scented keycard from the Henderson's limited edition chest.
You are carrying: a soap scented keycard and a Henderson's limited edition key.

action: unlock soap scented chest with soap scented keycard

state: You are now in the study.
You unlock the soap scented chest.
You are carrying: a soap scented keycard and a Henderson's limited edition key.

action: open soap scented chest

state: You are now in the study.
You open the soap scented chest, revealing a peanut.
You are carrying: a soap scented keycard and a Henderson's limited edition key.

action: take peanut from soap scented chest

state: You are now in the study.
You take the peanut from the soap scented chest.
You are carrying: a peanut, a soap scented keycard and a Henderson's limited edition key.

action:

Response: eat peanut<|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've just shown up in a studio. You try to gain information on your surroundings by using a technique you call "looking."
You make out a non-euclidean locker. You make out a Henderson's style locker. Classic TextWorld.
There is a closed gateway leading north. You need an unguarded exit? You should try going west.
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 studio.
You've just shown up in a studio. You try to gain information on your surroundings by using a technique you call "looking."
You make out a non-euclidean locker. You make out a Henderson's style locker. Classic TextWorld.
There is a closed gateway leading north. You need an unguarded exit? You should try going west.
You are carrying nothing.

action: go west

state: You are now in the shower.
You find yourself in a shower. An ordinary one.
You can make out a case.
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying nothing.

action:

Response: open case<|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've just shown up in a studio. You try to gain information on your surroundings by using a technique you call "looking."
You make out a non-euclidean locker. You make out a Henderson's style locker. Classic TextWorld.
There is a closed gateway leading north. You need an unguarded exit? You should try going west.
You are carrying nothing.

action: go west

state: You are now in the shower.
You find yourself in a shower. An ordinary one.
You can make out a case.
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying nothing.

action: open case

state: You are now in the shower.
You open the case, revealing a Henderson's style passkey.
You are carrying nothing.

action:

Response: take Henderson's style passkey from case<|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've just shown up in a studio. You try to gain information on your surroundings by using a technique you call "looking."
You make out a non-euclidean locker. You make out a Henderson's style locker. Classic TextWorld.
There is a closed gateway leading north. You need an unguarded exit? You should try going west.
You are carrying nothing.

action: go west

state: You are now in the shower.
You find yourself in a shower. An ordinary one.
You can make out a case.
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying nothing.

action: open case

state: You are now in the shower.
You open the case, revealing a Henderson's style passkey.
You are carrying nothing.

action: take Henderson's style passkey from case

state: You are now in the shower.
You take the Henderson's style passkey from the case.
You are carrying: a Henderson's style 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 studio.
You've just shown up in a studio. You try to gain information on your surroundings by using a technique you call "looking."
You make out a non-euclidean locker. You make out a Henderson's style locker. Classic TextWorld.
There is a closed gateway leading north. You need an unguarded exit? You should try going west.
You are carrying nothing.

action: go west

state: You are now in the shower.
You find yourself in a shower. An ordinary one.
You can make out a case.
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying nothing.

action: open case

state: You are now in the shower.
You open the case, revealing a Henderson's style passkey.
You are carrying nothing.

action: take Henderson's style passkey from case

state: You are now in the shower.
You take the Henderson's style passkey from the case.
You are carrying: a Henderson's style passkey.

action: go east

state: You are now in the studio.
You've just shown up in a studio. You try to gain information on your surroundings by using a technique you call "looking."
You make out a non-euclidean locker. You make out a Henderson's style locker. Classic TextWorld.
There is a closed gateway leading north. You need an unguarded exit? You should try going west.
You are carrying: a Henderson's style passkey.

action:

Response: unlock Henderson's style locker with Henderson's style 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've just shown up in a studio. You try to gain information on your surroundings by using a technique you call "looking."
You make out a non-euclidean locker. You make out a Henderson's style locker. Classic TextWorld.
There is a closed gateway leading north. You need an unguarded exit? You should try going west.
You are carrying nothing.

action: go west

state: You are now in the shower.
You find yourself in a shower. An ordinary one.
You can make out a case.
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying nothing.

action: open case

state: You are now in the shower.
You open the case, revealing a Henderson's style passkey.
You are carrying nothing.

action: take Henderson's style passkey from case

state: You are now in the shower.
You take the Henderson's style passkey from the case.
You are carrying: a Henderson's style passkey.

action: go east

state: You are now in the studio.
You've just shown up in a studio. You try to gain information on your surroundings by using a technique you call "looking."
You make out a non-euclidean locker. You make out a Henderson's style locker. Classic TextWorld.
There is a closed gateway leading north. You need an unguarded exit? You should try going west.
You are carrying: a Henderson's style passkey.

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

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

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 studio.
You've just shown up in a studio. You try to gain information on your surroundings by using a technique you call "looking."
You make out a non-euclidean locker. You make out a Henderson's style locker. Classic TextWorld.
There is a closed gateway leading north. You need an unguarded exit? You should try going west.
You are carrying nothing.

action: go west

state: You are now in the shower.
You find yourself in a shower. An ordinary one.
You can make out a case.
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying nothing.

action: open case

state: You are now in the shower.
You open the case, revealing a Henderson's style passkey.
You are carrying nothing.

action: take Henderson's style passkey from case

state: You are now in the shower.
You take the Henderson's style passkey from the case.
You are carrying: a Henderson's style passkey.

action: go east

state: You are now in the studio.
You've just shown up in a studio. You try to gain information on your surroundings by using a technique you call "looking."
You make out a non-euclidean locker. You make out a Henderson's style locker. Classic TextWorld.
There is a closed gateway leading north. You need an unguarded exit? You should try going west.
You are carrying: a Henderson's style passkey.

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

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

action: open Henderson's style locker

state: You are now in the studio.
You open the Henderson's style locker, revealing a non-euclidean latchkey.
You are carrying: a Henderson's style passkey.

action:

Response: take non-euclidean latchkey 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 studio.
You've just shown up in a studio. You try to gain information on your surroundings by using a technique you call "looking."
You make out a non-euclidean locker. You make out a Henderson's style locker. Classic TextWorld.
There is a closed gateway leading north. You need an unguarded exit? You should try going west.
You are carrying nothing.

action: go west

state: You are now in the shower.
You find yourself in a shower. An ordinary one.
You can make out a case.
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying nothing.

action: open case

state: You are now in the shower.
You open the case, revealing a Henderson's style passkey.
You are carrying nothing.

action: take Henderson's style passkey from case

state: You are now in the shower.
You take the Henderson's style passkey from the case.
You are carrying: a Henderson's style passkey.

action: go east

state: You are now in the studio.
You've just shown up in a studio. You try to gain information on your surroundings by using a technique you call "looking."
You make out a non-euclidean locker. You make out a Henderson's style locker. Classic TextWorld.
There is a closed gateway leading north. You need an unguarded exit? You should try going west.
You are carrying: a Henderson's style passkey.

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

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

action: open Henderson's style locker

state: You are now in the studio.
You open the Henderson's style locker, revealing a non-euclidean latchkey.
You are carrying: a Henderson's style passkey.

action: take non-euclidean latchkey from Henderson's style locker

state: You are now in the studio.
You take the non-euclidean latchkey from the Henderson's style locker.
You are carrying: a non-euclidean latchkey and a Henderson's style passkey.

action:

Response: unlock non-euclidean locker with non-euclidean 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 washroom.
You are in a washroom. A standard kind of place.
As if things weren't amazing enough already, you can even see a Henderson's locker. You can make out a safe. You check the price tag glued to the safe. A hundred dollars?! That's ridiculous! I got this person, they work out of the big city, who could get you one of those for 70 bucks!
There is a closed hatch leading west. There is an unguarded exit to the east.
You are carrying: a sponge.

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 washroom.
You are in a washroom. A standard kind of place.
As if things weren't amazing enough already, you can even see a Henderson's locker. You can make out a safe. You check the price tag glued to the safe. A hundred dollars?! That's ridiculous! I got this person, they work out of the big city, who could get you one of those for 70 bucks!
There is a closed hatch leading west. There is an unguarded exit to the east.
You are carrying: a sponge.

action: go east

state: You are now in the chamber.
You've entered a chamber.
You make out a coffer.
You need an unblocked exit? You should try going west.
You are carrying: a sponge.

action:

Response: open coffer<|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 washroom.
You are in a washroom. A standard kind of place.
As if things weren't amazing enough already, you can even see a Henderson's locker. You can make out a safe. You check the price tag glued to the safe. A hundred dollars?! That's ridiculous! I got this person, they work out of the big city, who could get you one of those for 70 bucks!
There is a closed hatch leading west. There is an unguarded exit to the east.
You are carrying: a sponge.

action: go east

state: You are now in the chamber.
You've entered a chamber.
You make out a coffer.
You need an unblocked exit? You should try going west.
You are carrying: a sponge.

action: open coffer

state: You are now in the chamber.
You open the coffer, revealing a passkey.
You are carrying: a sponge.

action:

Response: take passkey from coffer<|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 washroom.
You are in a washroom. A standard kind of place.
As if things weren't amazing enough already, you can even see a Henderson's locker. You can make out a safe. You check the price tag glued to the safe. A hundred dollars?! That's ridiculous! I got this person, they work out of the big city, who could get you one of those for 70 bucks!
There is a closed hatch leading west. There is an unguarded exit to the east.
You are carrying: a sponge.

action: go east

state: You are now in the chamber.
You've entered a chamber.
You make out a coffer.
You need an unblocked exit? You should try going west.
You are carrying: a sponge.

action: open coffer

state: You are now in the chamber.
You open the coffer, revealing a passkey.
You are carrying: a sponge.

action: take passkey from coffer

state: You are now in the chamber.
You take the passkey from the coffer.
You are carrying: a passkey and a sponge.

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 washroom.
You are in a washroom. A standard kind of place.
As if things weren't amazing enough already, you can even see a Henderson's locker. You can make out a safe. You check the price tag glued to the safe. A hundred dollars?! That's ridiculous! I got this person, they work out of the big city, who could get you one of those for 70 bucks!
There is a closed hatch leading west. There is an unguarded exit to the east.
You are carrying: a sponge.

action: go east

state: You are now in the chamber.
You've entered a chamber.
You make out a coffer.
You need an unblocked exit? You should try going west.
You are carrying: a sponge.

action: open coffer

state: You are now in the chamber.
You open the coffer, revealing a passkey.
You are carrying: a sponge.

action: take passkey from coffer

state: You are now in the chamber.
You take the passkey from the coffer.
You are carrying: a passkey and a sponge.

action: go west

state: You are now in the washroom.
You are in a washroom. A standard kind of place.
As if things weren't amazing enough already, you can even see a Henderson's locker. You can make out a safe. You check the price tag glued to the safe. A hundred dollars?! That's ridiculous! I got this person, they work out of the big city, who could get you one of those for 70 bucks!
There is a closed hatch leading west. There is an unguarded exit to the east.
You are carrying: a passkey and a sponge.

action:

Response: unlock safe 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 washroom.
You are in a washroom. A standard kind of place.
As if things weren't amazing enough already, you can even see a Henderson's locker. You can make out a safe. You check the price tag glued to the safe. A hundred dollars?! That's ridiculous! I got this person, they work out of the big city, who could get you one of those for 70 bucks!
There is a closed hatch leading west. There is an unguarded exit to the east.
You are carrying: a sponge.

action: go east

state: You are now in the chamber.
You've entered a chamber.
You make out a coffer.
You need an unblocked exit? You should try going west.
You are carrying: a sponge.

action: open coffer

state: You are now in the chamber.
You open the coffer, revealing a passkey.
You are carrying: a sponge.

action: take passkey from coffer

state: You are now in the chamber.
You take the passkey from the coffer.
You are carrying: a passkey and a sponge.

action: go west

state: You are now in the washroom.
You are in a washroom. A standard kind of place.
As if things weren't amazing enough already, you can even see a Henderson's locker. You can make out a safe. You check the price tag glued to the safe. A hundred dollars?! That's ridiculous! I got this person, they work out of the big city, who could get you one of those for 70 bucks!
There is a closed hatch leading west. There is an unguarded exit to the east.
You are carrying: a passkey and a sponge.

action: unlock safe with passkey

state: You are now in the washroom.
You unlock the safe.
You are carrying: a passkey and a sponge.

action:

Response: open 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 washroom.
You are in a washroom. A standard kind of place.
As if things weren't amazing enough already, you can even see a Henderson's locker. You can make out a safe. You check the price tag glued to the safe. A hundred dollars?! That's ridiculous! I got this person, they work out of the big city, who could get you one of those for 70 bucks!
There is a closed hatch leading west. There is an unguarded exit to the east.
You are carrying: a sponge.

action: go east

state: You are now in the chamber.
You've entered a chamber.
You make out a coffer.
You need an unblocked exit? You should try going west.
You are carrying: a sponge.

action: open coffer

state: You are now in the chamber.
You open the coffer, revealing a passkey.
You are carrying: a sponge.

action: take passkey from coffer

state: You are now in the chamber.
You take the passkey from the coffer.
You are carrying: a passkey and a sponge.

action: go west

state: You are now in the washroom.
You are in a washroom. A standard kind of place.
As if things weren't amazing enough already, you can even see a Henderson's locker. You can make out a safe. You check the price tag glued to the safe. A hundred dollars?! That's ridiculous! I got this person, they work out of the big city, who could get you one of those for 70 bucks!
There is a closed hatch leading west. There is an unguarded exit to the east.
You are carrying: a passkey and a sponge.

action: unlock safe with passkey

state: You are now in the washroom.
You unlock the safe.
You are carrying: a passkey and a sponge.

action: open safe

state: You are now in the washroom.
You open the safe, revealing a Henderson's key.
You are carrying: a passkey and a sponge.

action:

Response: take Henderson's 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 washroom.
You are in a washroom. A standard kind of place.
As if things weren't amazing enough already, you can even see a Henderson's locker. You can make out a safe. You check the price tag glued to the safe. A hundred dollars?! That's ridiculous! I got this person, they work out of the big city, who could get you one of those for 70 bucks!
There is a closed hatch leading west. There is an unguarded exit to the east.
You are carrying: a sponge.

action: go east

state: You are now in the chamber.
You've entered a chamber.
You make out a coffer.
You need an unblocked exit? You should try going west.
You are carrying: a sponge.

action: open coffer

state: You are now in the chamber.
You open the coffer, revealing a passkey.
You are carrying: a sponge.

action: take passkey from coffer

state: You are now in the chamber.
You take the passkey from the coffer.
You are carrying: a passkey and a sponge.

action: go west

state: You are now in the washroom.
You are in a washroom. A standard kind of place.
As if things weren't amazing enough already, you can even see a Henderson's locker. You can make out a safe. You check the price tag glued to the safe. A hundred dollars?! That's ridiculous! I got this person, they work out of the big city, who could get you one of those for 70 bucks!
There is a closed hatch leading west. There is an unguarded exit to the east.
You are carrying: a passkey and a sponge.

action: unlock safe with passkey

state: You are now in the washroom.
You unlock the safe.
You are carrying: a passkey and a sponge.

action: open safe

state: You are now in the washroom.
You open the safe, revealing a Henderson's key.
You are carrying: a passkey and a sponge.

action: take Henderson's key from safe

state: You are now in the washroom.
You take the Henderson's key from the safe.
You are carrying: a Henderson's key, a passkey and a sponge.

action:

Response: unlock Henderson's locker with Henderson's 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 attic.
You're now in an attic.
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: a worm.

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 attic.
You're now in an attic.
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: a worm.

action: go north

state: You are now in the bedchamber.
You've entered a bedchamber. You begin to take stock of what's in the room.
There is a closed door leading east. There is an exit to the south. Don't worry, it is unblocked.
There is a key on the floor.
You are carrying: a worm.

action:

Response: take 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 attic.
You're now in an attic.
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: a worm.

action: go north

state: You are now in the bedchamber.
You've entered a bedchamber. You begin to take stock of what's in the room.
There is a closed door leading east. There is an exit to the south. Don't worry, it is unblocked.
There is a key on the floor.
You are carrying: a worm.

action: take key

state: You are now in the bedchamber.
You pick up the key from the ground.
You are carrying: a key and a worm.

action:

Response: unlock door 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 attic.
You're now in an attic.
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: a worm.

action: go north

state: You are now in the bedchamber.
You've entered a bedchamber. You begin to take stock of what's in the room.
There is a closed door leading east. There is an exit to the south. Don't worry, it is unblocked.
There is a key on the floor.
You are carrying: a worm.

action: take key

state: You are now in the bedchamber.
You pick up the key from the ground.
You are carrying: a key and a worm.

action: unlock door with key

state: You are now in the bedchamber.
You unlock door.
You are carrying: a key and a worm.

action:

Response: open door<|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're now in an attic.
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: a worm.

action: go north

state: You are now in the bedchamber.
You've entered a bedchamber. You begin to take stock of what's in the room.
There is a closed door leading east. There is an exit to the south. Don't worry, it is unblocked.
There is a key on the floor.
You are carrying: a worm.

action: take key

state: You are now in the bedchamber.
You pick up the key from the ground.
You are carrying: a key and a worm.

action: unlock door with key

state: You are now in the bedchamber.
You unlock door.
You are carrying: a key and a worm.

action: open door

state: You are now in the bedchamber.
You open door.
You are carrying: a key and a worm.

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're now in an attic.
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: a worm.

action: go north

state: You are now in the bedchamber.
You've entered a bedchamber. You begin to take stock of what's in the room.
There is a closed door leading east. There is an exit to the south. Don't worry, it is unblocked.
There is a key on the floor.
You are carrying: a worm.

action: take key

state: You are now in the bedchamber.
You pick up the key from the ground.
You are carrying: a key and a worm.

action: unlock door with key

state: You are now in the bedchamber.
You unlock door.
You are carrying: a key and a worm.

action: open door

state: You are now in the bedchamber.
You open door.
You are carrying: a key and a worm.

action: go east

state: You are now in the scullery.
I am honoured to announce that you are now in the scullery.
You see a formless box. You see a closed normal looking cabinet right there by you.
There is an open door leading west. You need an unblocked exit? You should try going north.
You are carrying: a key and a worm.

action:

Response: open cabinet<|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're now in an attic.
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: a worm.

action: go north

state: You are now in the bedchamber.
You've entered a bedchamber. You begin to take stock of what's in the room.
There is a closed door leading east. There is an exit to the south. Don't worry, it is unblocked.
There is a key on the floor.
You are carrying: a worm.

action: take key

state: You are now in the bedchamber.
You pick up the key from the ground.
You are carrying: a key and a worm.

action: unlock door with key

state: You are now in the bedchamber.
You unlock door.
You are carrying: a key and a worm.

action: open door

state: You are now in the bedchamber.
You open door.
You are carrying: a key and a worm.

action: go east

state: You are now in the scullery.
I am honoured to announce that you are now in the scullery.
You see a formless box. You see a closed normal looking cabinet right there by you.
There is an open door leading west. You need an unblocked exit? You should try going north.
You are carrying: a key and a worm.

action: open cabinet

state: You are now in the scullery.
You open the cabinet, revealing a formless keycard.
You are carrying: a key and a worm.

action:

Response: take formless keycard from cabinet<|spec|>