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title: Text Adventure Agent Submission
emoji: "\U0001F5FA"
colorFrom: green
colorTo: blue
sdk: gradio
sdk_version: "5.12.0"
app_file: app.py
pinned: false
license: mit
---
# Text Adventure Agent Submission
## Overview
This is my submission for the Text Adventure Agent assignment. My agent uses the ReAct pattern to play text adventure games via MCP.
## Approach
<!-- Describe your approach here -->
- What strategy does your agent use?
- What tools did you implement in your MCP server?
- Any interesting techniques or optimizations?
## Files
| File | Description |
|------|-------------|
| `agent.py` | ReAct agent with `StudentAgent` class |
| `mcp_server.py` | MCP server with game interaction tools |
| `app.py` | Gradio interface for HF Space |
| `requirements.txt` | Additional dependencies |
## How to Submit
1. Fork the template Space: `https://huggingface.co/spaces/LLM-course/text-adventure-template`
2. Clone your fork locally
3. Implement your agent in `agent.py` and `mcp_server.py`
4. Test locally (see below)
5. Push your changes to your Space
6. Submit your Space URL on the course platform
## Local Testing
```bash
# Install dependencies
pip install -r requirements.txt
# Test the MCP server interactively
fastmcp dev mcp_server.py
# Run your agent on a game
python run_agent.py --agent . --game lostpig -v -n 20
# Run evaluation
python -m evaluation.evaluate -s . -g lostpig -t 3
```
---
# 🧠 MCP ReAct Agent for Text Adventure Games
This project implements a complete **MCP-based ReAct agent** that plays classic text adventure games (e.g., `zork1`) using a tool-driven architecture.
It consists of:
* An **MCP server** exposing the game environment as structured tools
* A **ReAct-style LLM agent** that reasons and acts via those tools
* Loop detection, score tracking, and structured parsing
* Experimental improvements and debugging attempts
---
# 📦 Project Structure
## 1️⃣ MCP Server (`mcp_server.py`)
Built using `FastMCP`, this server wraps a `TextAdventureEnv` and exposes game functionality as callable tools.
### Core Features
#### 🎮 Game State Management
The `GameState` class manages:
* Current environment state
* Score and move tracking
* Action history (last 50 steps)
* Explored locations (map tracking)
* Inventory parsing
* Location extraction from observations
---
## 🛠️ Exposed MCP Tools
The server provides the following tools:
### `play_action`
Executes a game command (e.g., `north`, `take lamp`, `open mailbox`).
Returns:
* Game observation
* Score updates
* Move count
* Game over notice
---
### `memory`
Returns a structured summary of:
* Current location
* Score
* Moves
* Recent actions
* Current observation
This helps the agent reason about the current state.
---
### `get_map`
Displays explored locations and directional transitions discovered so far.
---
### `inventory`
Returns cleaned inventory information, parsing object strings from Jericho.
---
### `get_valid_actions`
A fallback tool that returns a **fixed list of possible actions** plus context-aware object interactions based on keywords in the observation.
Note:
* `env.get_valid_actions()` was tested and debugged.
* It **did not work reliably** in this setup.
* Therefore, I implemented a **manually defined valid action set**.
* However, using fixed valid actions **did not improve the score**.
---
### `get_walkthrough`
Returns the official Jericho walkthrough (not used in `agent.py`).
---
### `get_world_objects`
Returns all known world objects from Jericho.
---
# 🤖 ReAct Agent (`agent.py`)
The agent is a complete ReAct implementation using:
* Thought → Tool → Observation loop
* Structured output parsing
* Loop detection
* Score extraction
* Action validation
It uses:
```
Qwen/Qwen2.5-72B-Instruct
```
via HuggingFace Inference API.
---
# Agent Architecture
## ReAct Loop
At each step:
1. Build prompt with:
* Current score
* Recent actions
* Current observation
2. Call LLM
3. Parse structured response:
```
THOUGHT:
TOOL:
ARGS:
```
4. Validate tool call
5. Execute tool via MCP
6. Update:
* Score
* History
* Visited locations
7. Detect loops
---
## Loop Detection
If the agent repeats the same action 3 times:
* It automatically forces a `"look"` action.
* A warning is injected into the prompt.
---
## Tool Validation & Auto-Fixes
The agent corrects:
* Invalid tool names
* Unsupported verbs (e.g., `inspect → examine`)
* Markdown artifacts in responses
* JSON formatting errors
---
## Score Tracking
Score is extracted from:
* `Score: X`
* `[Score: X | Moves: Y]`
* Case-insensitive regex matching
The agent keeps the maximum observed score.
---
# 🔬 Experiments & Debugging Attempts
## 1️⃣ Fixed Valid Actions
I replaced `env.get_valid_actions()` with a manually defined action set.
* Added movement commands
* Basic verbs
* Context-aware object interactions (lamp, key, mailbox, etc.)
**Result:**
* Did not improve score (in contrary it became worse)
* Agent still plateaued
---
## 2️⃣ Debugging `env.get_valid_actions()`
I attempted to use and debug:
```python
env.get_valid_actions()
```
However:
* It consistently failed or returned unusable results
* Therefore, it was not used in the final setup
---
## 3️⃣ Prompt Enrichment with Memory + History
I experimented with:
* Injecting full memory output into the prompt
* Including longer history traces
* Combining map information + memory + past actions
**Issue:**
* Prompt grew very large quickly
* Context length became inefficient
* No noticeable improvement in performance
* Slower inference due to longer inputs
Therefore, I reverted to a **lightweight context strategy**:
* Last 3 actions
* Current observation
* Current score
* Loop warning if necessary
---
# 📊 Current Performance Characteristics
* The agent explores systematically
* Picks up obvious items (lamp, mailbox interactions, etc.)
* Avoids simple loops
* Tracks visited locations
* Maintains structured reasoning
However:
* No planning memory across long horizons
* No true valid action constraint from the environment |