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README.md
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# Autonomous Text Adventure Agent
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## Abstract
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This project implements an autonomous agent
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Unlike naive LLM bots that directly generate actions, this agent introduces a structured planning architecture combining:
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* ReAct-style reasoning loops
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* Incremental world-state memory
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* Dual-layer action proposal system
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* Hallucination-resistant decision filtering
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* Exploration efficiency bias
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The primary objective is to maximize game progress while minimizing redundant interactions and logical inconsistencies.
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## Design Philosophy
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The agent is built around three core principles:
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### 1. State-Aware Reasoning
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The agent maintains a persistent cognitive model
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Memory
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* If a door is described as "open", previous "closed" state is removed.
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* If an object is taken, it is removed from room inventory.
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* If an object is dropped, it is added to room inventory.
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### 2. Dual-Level Action Planning
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The agent uses two complementary action suggestion mechanisms.
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**Valid Action Filtering**
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The MCP server exposes environment-provided action constraints through:
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`get_valid_actions()`
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This serves as a hallucination safety layer.
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However, parser-based adventure games often have incomplete action listings.
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*Example:* In some Zork environments, `open window` may succeed. But `enter house` may also be logically valid even if not explicitly listed.
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**Promising Hint Generation**
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To address action space incompleteness, the planner LLM generates promising strategic hints.
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Promising hints are:
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* Contextually grounded in observation
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* Semantically plausible
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* Non-hallucinatory with respect to objects and environment
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* Designed to reveal hidden interaction opportunities
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Hints are not direct executable commands but guide downstream action selection.
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## Memory Architecture
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The agent maintains location-scoped structured memory. Each location stores:
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* Cumulative environmental description
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* Objects discovered
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* Actions attempted
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* Observation history
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* Exploration directions
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**Memory update policy follows a conservative overwrite strategy:**
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* Preserve stable facts
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* Remove only explicitly contradicted information
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* Avoid stylistic rewriting
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* Track current object states only
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This enables long-horizon reasoning across revisits.
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## Loop Prevention Strategy
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Repetition traps are a major failure mode in LLM agents. This system introduces multi-layer anti-loop mechanisms.
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### Tool Oscillation Control
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The agent enforces: No non-action tool can be used more than twice consecutively.
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### Action Blacklisting
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The agent tracks all actions attempted in the current location.
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**Policy:** Never repeat failed or ineffective actions unless environment state changes.
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### Stagnation Escape Rule
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If progress is not detected after several attempts:
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* Change interaction verb.
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* Prioritize alternative object manipulation.
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* Explore least recently visited directions.
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## Exploration Policy
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The agent maintains a balanced exploration strategy.
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**Priority order:**
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1. High-value puzzle-solving interactions
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2. Object manipulation actions
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3. Environment transition actions
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4. Systematic exploration of unexplored space
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Random movement is strictly forbidden. Movement is suggested only when local interactions are exhausted or puzzle progression is unlikely.
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## Hallucination Control
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The planner LLM is constrained by grounding rules.
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**Forbidden behaviors include:**
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* Introducing objects not mentioned in observation
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* Suggesting impossible actions
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* Generating vague hints
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## Valid Action vs Hint Separation
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| **Promising Hints** | Strategic reasoning suggestions |
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| **Planner Memory** | Long-term state tracking |
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*
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* Attempted actions and outcomes
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* Generated hints
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* Observation sequences
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When re-entering a location, cumulative memory is used.
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## Performance Objective
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The agent optimizes the following metric:
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$$Efficiency = \frac{Score}{\max(1, Number\ of\ Moves)}$$
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**Secondary objectives include:**
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* Map coverage maximization
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* Puzzle completion rate
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* Unique object discovery
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## Evaluation Strategy
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The agent is evaluated based on:
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* Final game score
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* Exploration completeness
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* Move efficiency
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* Loop avoidance rate
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* Puzzle solving success
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## Summary
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This project demonstrates that
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---
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## Files
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# Autonomous Text Adventure Agent
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## Abstract
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This project implements an autonomous agent for parser-based games (e.g., Zork) using a structured planning architecture. Unlike naive LLM bots, it combines ReAct reasoning loops with incremental world-state memory and a dual-layer action proposal system to maximize progress while minimizing redundancy.
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## Design Philosophy
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### 1. State-Aware Reasoning
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The agent maintains a persistent cognitive model per location. Memory is updated incrementally:
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* **Invariant:** Memory reflects the best known approximation of the environment.
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* **Transitions:** Facts are updated only when observations contradict previous knowledge (e.g., updating a door from "closed" to "open" or tracking inventory movement). This prevents semantic drift.
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### 2. Dual-Level Action Planning
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* **Valid Action Filtering:** Uses `get_valid_actions()` via MCP as a hallucination safety layer.
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* **Promising Hint Generation:** The LLM generates grounded strategic hints for logically valid but unlisted actions (e.g., "enter house"). These guide selection without bypassing environment constraints.
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## Memory & Exploration
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### Memory Architecture
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Each location-scoped entry stores: cumulative descriptions, discovered objects, attempted actions, and exploration history. A **conservative overwrite strategy** preserves stable facts and tracks object states across revisits.
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### Loop Prevention & Stagnation
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To avoid LLM "repetition traps," the agent enforces:
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* **Tool Oscillation Control:** Limits consecutive non-action tool use.
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* **Action Blacklisting:** Never repeats failed actions unless the state changes.
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* **Stagnation Escape:** If progress halts, the agent switches interaction verbs or moves to the least recently visited area.
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### Exploration Policy
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Priority: Puzzle-solving > Object manipulation > Transitions > Systematic exploration. Movement is only suggested when local interactions are exhausted; random movement is forbidden.
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## Hallucination Control
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The planner is strictly grounded. It cannot invent objects, suggest impossible transitions, or generate vague hints. All proposals must be supported by observation and compatible with game physics.
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## Valid Action vs Hint Separation
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| **Promising Hints** | Strategic reasoning suggestions |
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| **Planner Memory** | Long-term state tracking |
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## Evaluation
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Success is measured by:
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* **Efficiency:** $Score / \max(1, Moves)$
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* **Completeness:** Map coverage and puzzle success rate.
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* **Robustness:** Unique object discovery and loop avoidance.
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## Summary
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This project demonstrates that structured memory and rule-based safety filtering significantly improve autonomous performance in partially observable text environments.
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## Files
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