""" Student Agent for Text Adventure Games This is your submission file. Implement the StudentAgent class to play text adventure games using the MCP server you also implement. Your agent should: 1. Connect to the MCP server via the provided client 2. Use the ReAct pattern (Thought -> Action -> Observation) 3. Call MCP tools to interact with the game 4. Maximize the game score within the step limit Required method: async def run(self, client, game, max_steps, seed, verbose) -> RunResult The 'client' is a FastMCP Client already connected to your MCP server. Use it to call tools like: await client.call_tool("play_action", {"action": "look"}) Tips: - Start by looking around and understanding your environment - Keep track of visited locations to avoid loops - Pick up useful items (lamp, sword, etc.) - The seed parameter should be used to set your LLM's seed for reproducibility """ import json import os import re from dataclasses import dataclass, field from typing import Optional from dotenv import load_dotenv from huggingface_hub import InferenceClient # Load environment variables load_dotenv() # ============================================================================= # LLM Configuration - DO NOT MODIFY # ============================================================================= # Model to use (fixed for fair evaluation) LLM_MODEL = "Qwen/Qwen2.5-72B-Instruct" # Initialize the LLM client (uses HF_TOKEN from environment) _hf_token = os.getenv("HF_TOKEN") if not _hf_token: raise ValueError("HF_TOKEN not found. Set it in your .env file.") LLM_CLIENT = InferenceClient(token=_hf_token) def call_llm(prompt: str, system_prompt: str, seed: int, max_tokens: int = 300) -> str: """ Call the LLM with the given prompt. Use this function in your agent. Args: prompt: The user prompt (current game state, history, etc.) system_prompt: The system prompt (instructions for the agent) seed: Random seed for reproducibility max_tokens: Maximum tokens in response (default: 300) Returns: The LLM's response text Example: response = call_llm( prompt="You are in a forest. What do you do?", system_prompt=SYSTEM_PROMPT, seed=42, ) """ messages = [ {"role": "system", "content": system_prompt}, {"role": "user", "content": prompt}, ] response = LLM_CLIENT.chat.completions.create( model=LLM_MODEL, messages=messages, temperature=0.0, # Deterministic for reproducibility max_tokens=max_tokens, seed=seed, ) return response.choices[0].message.content @dataclass class RunResult: """Result of running the agent. Do not modify this class.""" final_score: int max_score: int moves: int locations_visited: set[str] game_completed: bool error: Optional[str] = None history: list[tuple[str, str, str]] = field(default_factory=list) # ============================================================================= # System Prompt - Customize this for your agent # ============================================================================= SYSTEM_PROMPT = """You are an expert text adventure game player. Maximize your score. TOOLS (only two): 1. play_action(action) — Execute ANY game command. 2. memory() — See full context. Use sparingly, never twice in a row. VALID GAME COMMANDS — use ONLY these patterns: Directions: north, south, east, west, up, down, northeast, northwest, southeast, southwest, enter, exit, in, out, Movement: , climb , descend , jump, jump over , swim, climb stairs Take/Drop: take , drop Examine: examine , read , look in/under/behind , search Open/Close: open , close , unlock with Manipulate: push , pull , move , turn , light with Social: ask about , give to , show to Senses: look, listen, smell, wait Other: inventory Keep commands to 2-3 words maximum. HOW TO PLAY WELL: 1. WHEN YOU ENTER A NEW ROOM: a) Take any items on the ground immediately. b) Try each exit that the prompt tells you is UNEXPLORED (don't guess exits from room text yourself). c) Do NOT go back the way you came until you've tried all other exits. d) If something interesting happened (sound, event), react to it before moving on: listen, search, examine. 2. WHEN A ROOM IS FULLY EXPLORED (no unexplored exits left): Search interesting objects (search fountain, search chest, look in/under things). Then navigate toward a FRONTIER room — one with unexplored exits. 3. WHEN YOU ARE STUCK: a) Check the FRONTIER section — go to a room that still has unexplored exits. b) Try: listen, wait, search , look under/behind . c) Try different verb forms for the same idea: push/pull/move/turn, put X on Y, light X with Y. d) Re-read the game text for clues you missed. 4. ANSWER DISAMBIGUATION QUESTIONS DIRECTLY. If game asks "X or Y?" → respond with just "X" or "Y". 5. ONE EXAMINE PER OBJECT IS ENOUGH — same text every time. Use search/open/look in next. 6. READ THE GAME TEXT. Every sentence is a clue. Follow sounds, take objects, try described exits or mentioned directions. The [Location:X] tag tells you where you are. If you try a direction and Location stays the same, it didn't work. OUTPUT FORMAT (no markdown): THOUGHT: TOOL: ARGS: """ # ============================================================================= # Student Agent - IMPLEMENT THIS CLASS # ============================================================================= ALL_DIRECTIONS = [ "north", "south", "east", "west", "up", "down", "northeast", "northwest", "southeast", "southwest", "enter", "exit", "in", "out", ] DIRECTION_SET = set(ALL_DIRECTIONS) | { "n", "s", "e", "w", "ne", "nw", "se", "sw", "u", "d", } DISAMBIGUATION_PATTERNS = [ r"which do you mean", r"what that mean,?\s+.+\sor\s", r"do you mean .+ or", r"did you mean", ] REVERSE_DIR = { "north": "south", "south": "north", "east": "west", "west": "east", "up": "down", "down": "up", "northeast": "southwest", "southwest": "northeast", "northwest": "southeast", "southeast": "northwest", "enter": "exit", "exit": "enter", "in": "out", "out": "in", } class StudentAgent: def __init__(self): self.history = [] self.current_location = "Unknown" self.visited_locations = set() self.tried_actions = {} self.world_map = {} self.inventory = set() self.location_notes = {} self.global_summary = "" self.step_counter = 0 self.consecutive_same_loc = 0 self.last_location = "" self.consecutive_memory = 0 self.room_descriptions = {} self.exits_taken = {} self.exits_failed = {} self.arrived_via = {} self.just_entered_new_room = False self.room_exits = {} def _extract_location(self, observation: str) -> Optional[str]: m = re.search(r'\[.*?Location:\s*(.+?)\]', observation) if m: return m.group(1).strip() m = re.search(r'\[Moved from .+? to (.+?)\]', observation) if m: return m.group(1).strip() return None def _norm(self, action: str) -> str: return action.lower().strip() def _is_direction(self, action: str) -> bool: return self._norm(action) in DIRECTION_SET def _record_action(self, location: str, action: str, observation: str): key = (location, self._norm(action)) snippet = observation[:150].replace("\n", " ") if key not in self.tried_actions: self.tried_actions[key] = [] self.tried_actions[key].append(snippet) def _action_count_here(self, action: str) -> int: key = (self.current_location, self._norm(action)) return len(self.tried_actions.get(key, [])) def _get_recent_actions_at(self, location: str, n: int = 20) -> list[str]: results = [] for (loc, act), obs_list in self.tried_actions.items(): if loc == location: last_obs = obs_list[-1][:80] results.append(f'"{act}" x{len(obs_list)} → {last_obs}') return results[-n:] def _extract_exits_with_llm(self, observation: str) -> list[str]: """Use the LLM to extract ACTUAL exits from room description.""" prompt = f"""From the following room description, list ONLY the directions the player can actually move/walk through. Only include directions that are described as exits, doorways, tunnels, paths, or passages the player can go through. Do NOT include directions that just describe walls, pictures, or objects. Room description: {observation} Reply with ONLY a comma-separated list of directions (e.g. "north, southeast, west") or "none" if no exits are mentioned. Use only these words: north, south, east, west, up, down, northeast, northwest, southeast, southwest, enter, exit, in, out""" result = call_llm(prompt, "You extract movement exits from text adventure room descriptions. Be precise.", seed=99) result = result.lower().strip().strip(".") if result == "none" or not result: return [] exits = [] for word in re.split(r'[,\s]+', result): word = word.strip() if word in DIRECTION_SET: exits.append(word) return exits def _get_unexplored_exits(self, location: str) -> list[str]: """Exits extracted by LLM minus exits already taken or failed.""" known_exits = self.room_exits.get(location, []) taken = self.exits_taken.get(location, set()) failed = self.exits_failed.get(location, set()) return [d for d in known_exits if d not in taken and d not in failed] def _get_arrival_direction(self, location: str) -> Optional[str]: info = self.arrived_via.get(location) if info: return info[0] return None def _get_frontier(self) -> list[tuple[str, list[str]]]: frontier = [] for loc in self.visited_locations: unexplored = self._get_unexplored_exits(loc) if unexplored: frontier.append((loc, unexplored)) return frontier def _is_disambiguation(self, observation: str) -> bool: obs_lower = observation.lower() for pattern in DISAMBIGUATION_PATTERNS: if re.search(pattern, obs_lower): return True return False async def _update_inventory(self, client): result = await client.call_tool("inventory", {}) if result: inv_text = result.content[0].text.lower() items = re.findall(r'\b[a-zA-Z]+\b', inv_text) self.inventory = set(items) async def _update_room_summary(self, client, observation): prompt = f"""Summarize this room in 2 lines. Focus on: takeable items, creatures, sounds, puzzles, interactive objects. TEXT: {observation}""" summary = call_llm(prompt, "You summarize game rooms precisely.", seed=42) self.location_notes[self.current_location] = summary.strip() async def _update_global_summary(self): text = "" for loc, note in self.location_notes.items(): text += f"{loc}: {note}\n" prompt = f"""Summarize game progress in 4 lines. Focus on: rooms with unexplored exits, unsolved puzzles, key items, objectives. TEXT: {text}""" self.global_summary = call_llm( prompt, "You are an expert adventure strategist.", seed=123 ).strip() async def run(self, client, game, max_steps, seed, verbose=False): self.__init__() moves = 0 game_completed = False # Initial look result = await client.call_tool("play_action", {"action": "look"}) observation = result.content[0].text moves += 1 loc = self._extract_location(observation) if loc: self.current_location = loc self.visited_locations.add(loc) self.room_descriptions[loc] = observation self.exits_taken[loc] = set() self.exits_failed[loc] = set() self.room_exits[loc] = self._extract_exits_with_llm(observation) self.just_entered_new_room = True await self._update_inventory(client) await self._update_room_summary(client, observation) if verbose: print(f"{'=' * 20} Starting {game} {'=' * 20}") print(f"[OBSERVATION]: {observation}") for step in range(max_steps): if verbose: print(f"\n----- Step {step + 1} / {max_steps} -----") self.step_counter += 1 if self.current_location == self.last_location: self.consecutive_same_loc += 1 else: self.consecutive_same_loc = 0 self.last_location = self.current_location if step > 0 and step % 12 == 0: await self._update_global_summary() prompt = self._build_prompt(observation) effective_seed = seed + step if self.consecutive_same_loc > 8: effective_seed += self.consecutive_same_loc * 13 response = call_llm(prompt, SYSTEM_PROMPT, effective_seed) thought, tool_name, args = self._parse_response(response) if tool_name not in ("play_action", "memory"): tool_name = "play_action" args = {"action": "look"} # Avoid using memory twice in a row if tool_name == "memory": self.consecutive_memory += 1 if self.consecutive_memory >= 2: nudge_prompt = prompt + ( "\n\nYou already checked memory. You MUST now play_action. " "Try an unexplored exit, take an item, search something, or listen." ) response = call_llm(nudge_prompt, SYSTEM_PROMPT, effective_seed + 77) thought, tool_name, args = self._parse_response(response) if tool_name != "play_action": tool_name = "play_action" args = {"action": "listen"} self.consecutive_memory = 0 else: self.consecutive_memory = 0 # Avoid repeating the same failed action at the same location more than 3 times in a row if tool_name == "play_action": action = args.get("action", "look") count = self._action_count_here(action) if count >= 3: unexplored = self._get_unexplored_exits(self.current_location) retry_prompt = prompt + ( f'\n\nYou tried "{action}" here {count} times. Choose something DIFFERENT.' ) if unexplored: retry_prompt += f' Unexplored exits: {", ".join(unexplored)}.' response = call_llm(retry_prompt, SYSTEM_PROMPT, effective_seed + 53) thought, tool_name, args = self._parse_response(response) if tool_name not in ("play_action", "memory"): tool_name = "play_action" args = {"action": "listen"} if verbose: print(f"[THOUGHT]: {thought}") print(f"[TOOL]: {tool_name}") print(f"[ARGS]: {json.dumps(args)}") result = await client.call_tool(tool_name, args) observation = result.content[0].text self.history.append((thought, tool_name, args, observation)) if verbose: print(f"[OBSERVATION]: {observation}") if tool_name == "play_action": moves += 1 action_str = args.get("action", "look") action_norm = self._norm(action_str) old_loc = self.current_location self._record_action(old_loc, action_str, observation) new_loc = self._extract_location(observation) moved = new_loc is not None and new_loc != old_loc if moved: self.current_location = new_loc self.visited_locations.add(new_loc) if old_loc not in self.world_map: self.world_map[old_loc] = {} self.world_map[old_loc][action_norm] = new_loc if old_loc not in self.exits_taken: self.exits_taken[old_loc] = set() self.exits_taken[old_loc].add(action_norm) self.arrived_via[new_loc] = (action_norm, old_loc) if new_loc not in self.room_descriptions: self.room_descriptions[new_loc] = observation self.exits_taken[new_loc] = set() self.exits_failed[new_loc] = set() self.room_exits[new_loc] = self._extract_exits_with_llm(observation) self.just_entered_new_room = True await self._update_room_summary(client, observation) else: self.just_entered_new_room = False reverse = REVERSE_DIR.get(action_norm) if reverse: if new_loc not in self.world_map: self.world_map[new_loc] = {} self.world_map[new_loc][reverse] = old_loc if new_loc not in self.exits_taken: self.exits_taken[new_loc] = set() self.exits_taken[new_loc].add(reverse) else: self.just_entered_new_room = False if self._is_direction(action_str): if old_loc not in self.exits_failed: self.exits_failed[old_loc] = set() self.exits_failed[old_loc].add(action_norm) await self._update_inventory(client) obs_lower = observation.lower() if any(w in obs_lower for w in ["you have won", "victory", "you win"]): game_completed = True break if any(w in obs_lower for w in ["you have died", "game over"]): break score_result = await client.call_tool("get_score", {}) final_score = int(score_result.content[0].text) if score_result else 0 return RunResult( final_score=final_score, max_score=350, moves=moves, locations_visited=self.visited_locations, game_completed=game_completed, history=[(th, t, o) for th, t, a, o in self.history], ) def _build_prompt(self, last_observation): parts = [] # Disambiguation warning if self._is_disambiguation(last_observation): parts.append("THE GAME IS ASKING YOU A QUESTION. Answer it directly.\n") # Last observation and current location parts.append("=== LAST OBSERVATION ===") parts.append(last_observation) parts.append(f"\nYou are at: {self.current_location}") # Guide for new rooms if self.just_entered_new_room: unexplored = self._get_unexplored_exits(self.current_location) arrival_dir = self._get_arrival_direction(self.current_location) back_dir = REVERSE_DIR.get(arrival_dir) if arrival_dir else None parts.append(f"\nYOU JUST ENTERED A NEW ROOM!") parts.append("Priority: 1) Take items on the ground. 2) React to sounds/events. 3) Try unexplored exits (not the way you came).") if unexplored: forward_exits = [d for d in unexplored if d != back_dir] if forward_exits: parts.append(f"Exits to explore: {', '.join(forward_exits)}") if back_dir: parts.append(f"(You came from {back_dir} — explore other exits first)") # Inventory parts.append(f"\n=== INVENTORY ===") parts.append(", ".join(sorted(self.inventory)) or "Empty") # Unexplored exits at current location unexplored = self._get_unexplored_exits(self.current_location) taken = self.exits_taken.get(self.current_location, set()) failed = self.exits_failed.get(self.current_location, set()) if taken or failed or unexplored: parts.append(f"\n=== EXITS AT '{self.current_location}' ===") if unexplored: parts.append(f"⚡ UNEXPLORED: {', '.join(unexplored)}") if taken: details = [] for d in sorted(taken): dest = self.world_map.get(self.current_location, {}).get(d, "?") details.append(f"{d}→{dest}") parts.append(f"Working: {', '.join(details)}") if failed: parts.append(f"Blocked: {', '.join(sorted(failed))}") if not unexplored: parts.append("All exits explored. Now interact with objects: search, open, examine, push, pull.") # Build and exploit frontier frontier = self._get_frontier() frontier_other = [(loc, exits) for loc, exits in frontier if loc != self.current_location] if frontier_other and not unexplored: parts.append(f"\n=== FRONTIER: rooms with unexplored exits ===") for loc, exits in frontier_other: # Find path hint path_hint = "" for this_dir, dest in self.world_map.get(self.current_location, {}).items(): if dest == loc: path_hint = f" (go {this_dir} from here)" break parts.append(f" {loc}: unexplored = {', '.join(exits)}{path_hint}") parts.append("→ Navigate to one of these rooms to continue exploring.") # Actions tried at current location tried_here = self._get_recent_actions_at(self.current_location) if tried_here: parts.append(f"\n=== ACTIONS TRIED AT '{self.current_location}' ===") for a in tried_here: parts.append(f" {a}") # Map of visited locations if len(self.visited_locations) > 1: parts.append(f"\n=== MAP ({len(self.visited_locations)} rooms) ===") for loc in sorted(self.visited_locations): marker = " [HERE]" if loc == self.current_location else "" conns = self.world_map.get(loc, {}) conn_str = ", ".join(f"{d}→{dest}" for d, dest in conns.items()) if conns else "?" unexpl = self._get_unexplored_exits(loc) status = f" | unexplored: {', '.join(unexpl)}" if unexpl else " | explored" parts.append(f" {loc}{marker}: {conn_str}{status}") # Room notes other_notes = {loc: note for loc, note in self.location_notes.items() if loc != self.current_location} if other_notes: parts.append(f"\n=== ROOM NOTES ===") for loc, note in other_notes.items(): parts.append(f" {loc}: {note}") # Global summary if self.global_summary: parts.append(f"\n=== STRATEGY ===") parts.append(self.global_summary) # Recent history if self.history: recent = self.history[-8:] parts.append(f"\n=== RECENT ACTIONS ===") for th, tool, args, obs in recent: if tool == "play_action": act = args.get("action", "?") obs_short = obs[:120].replace("\n", " ") parts.append(f" > {act} => {obs_short}") else: parts.append(f" > [memory]") if self.consecutive_same_loc >= 6 and not self.just_entered_new_room: parts.append(f""" You've been at '{self.current_location}' for {self.consecutive_same_loc} turns. Try: listen, search , look in/under/behind , push/pull/move , wait. Or navigate to a frontier room with unexplored exits. Remember: "use X" is NOT valid — use specific verbs like put, push, pull, light, give.""") return "\n".join(parts) def _parse_response(self, response): thought_m = re.search(r"THOUGHT:\s*(.*?)(?=\nTOOL:|\Z)", response, re.DOTALL) tool_m = re.search(r"TOOL:\s*(\S+)", response) args_m = re.search(r"ARGS:\s*(\{.*?\})", response, re.DOTALL) thought = thought_m.group(1).strip() if thought_m else "" tool = tool_m.group(1).strip() if tool_m else "" try: args = json.loads(args_m.group(1)) if args_m else {} except Exception: args = {} return thought, tool, args # ============================================================================= # For local testing # ============================================================================= async def test_agent(): """Test the agent locally.""" from fastmcp import Client # Path to your MCP server server_path = "mcp_server.py" agent = StudentAgent() async with Client(server_path) as client: result = await agent.run( client=client, game="zork1", max_steps=10, seed=42, verbose=True, ) print(f"\nFinal Score: {result.final_score}") print(f"Moves: {result.moves}") print(f"Locations: {result.locations_visited}") if __name__ == "__main__": import asyncio asyncio.run(test_agent())