text-adventure-agent / mcp_server.py
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"""
Student MCP Server for Text Adventure Games
This is your MCP server submission. Implement the tools that your agent
will use to play text adventure games.
Required tool:
play_action(action: str) -> str
Execute a game command and return the result.
Recommended tools:
memory() -> str
Return current game state, score, and recent history.
inventory() -> str
Return the player's current inventory.
get_map() -> str
Return a map of explored locations.
Test your server with:
fastmcp dev submission_template/mcp_server.py
Then open the MCP Inspector in your browser to test the tools interactively.
"""
import sys
import os
# Add parent directory to path to import games module
sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
from fastmcp import FastMCP
from games.zork_env import TextAdventureEnv
# =============================================================================
# Create the MCP Server
# =============================================================================
mcp = FastMCP("Student Text Adventure Server")
# =============================================================================
# Game State Management
# =============================================================================
class GameManager:
"""
Manages the text adventure game state.
TODO: Extend this class to track:
- Action history (for memory tool)
- Explored locations (for mapping)
- Current score and moves
"""
def __init__(self):
self.env: TextAdventureEnv = None
self.state = None
self.game_name: str = ""
# TODO: Add more state tracking
self.history: list[tuple[str, str]] = []
self.explored_locations: dict[str, set[str]] = {}
self.current_location: str = ""
self.map: dict[str, dict[str, str]] = {}
self.inventory: list[str] = []
def initialize(self, game: str = "zork1"):
"""Initialize or reset the game."""
self.game_name = game
self.env = TextAdventureEnv(game)
self.state = self.env.reset()
# TODO: Reset your state tracking here
self.history = []
self.explored_locations = {}
self.map = {}
self.current_location = self.get_current_location()
self.inventory = self.get_inventory()
return self.state.observation
def get_current_location(self) -> str:
"""Get the current location name."""
return self.env.env.get_player_location().name
def get_inventory(self) -> str:
"""Get the current inventory as a string."""
list_objects = self.env.env.get_inventory()
return [obj.name for obj in list_objects]
def step(self, action: str) -> str:
"""Execute an action and return the result."""
if self.env is None:
self.initialize()
self.state = self.env.step(action)
# TODO: Update your state tracking here
self.history.append((action, self.state.observation))
if len(self.history) > 50:
self.history = self.history[-50:]
action_inverse = {
"north": "south",
"south": "north",
"east": "west",
"west": "east",
"up": "down",
"down": "up",
"enter": "exit",
"exit": "enter",
"northeast": "southwest",
"northwest": "southeast",
"southeast": "northwest",
"southwest": "northeast",
}
if action in ["north", "south", "east", "west", "up", "down",
"enter", "exit"]:
if self.current_location not in self.explored_locations:
self.explored_locations[self.current_location] = set()
new_location = self.get_current_location()
if new_location != self.current_location:
self.explored_locations[self.current_location].add(f"{action} -> {new_location}")
if new_location not in self.explored_locations:
self.explored_locations[new_location] = set()
self.explored_locations[new_location].add(f"{action_inverse.get(action,'Unknown')} -> {self.current_location}")
else :
self.explored_locations[self.current_location].add(f"{action} -> 'No movement'")
self.current_location = self.get_current_location()
if "take" in action or "drop" in action:
self.inventory = self.get_inventory()
return self.state.observation
def get_score(self) -> int:
"""Get current score."""
return self.state.score if self.state else 0
def get_moves(self) -> int:
"""Get number of moves taken."""
return self.state.moves if self.state else 0
# Global game manager
_game = GameManager()
def get_game() -> GameManager:
"""Get or initialize the game manager."""
global _game
if _game.env is None:
# Get game from environment variable (set by evaluator)
game = os.environ.get("GAME", "zork1")
_game.initialize(game)
return _game
# =============================================================================
# MCP Tools - IMPLEMENT THESE
# =============================================================================
@mcp.tool()
def play_action(action: str) -> str:
"""
Execute a game command and return the result.
This is the main tool for interacting with the game.
Args:
action: The command to execute (e.g., "north", "take lamp", "open mailbox")
Returns:
The game's response to the action
Valid commands include:
- Movement: north, south, east, west, up, down, enter, exit
- Objects: take <item>, drop <item>, open <thing>, examine <thing>
- Other: look, inventory, read <thing>, turn on lamp
"""
game = get_game()
# TODO: You might want to add action validation here
''' valid_action = False
if action in ["north", "south", "east", "west", "up", "down",
"enter", "exit", "n", "s", "e", "w", "u", "d", "look", "inventory", "memory", "get_map"]:
valid_action = True
elif action.startswith(("take ", "drop ", "open ", "examine ", "read ", "turn on ", "turn off ")):
valid_action = True
if not valid_action:
return f"Action '{action}' may not be valid here. Changed actions may lead to better results."'''
# TODO: You might want to include score changes in the response
result = f"Current Location: {game.current_location}\n"
#result += f"Walkthrough of action: {game.env.env.get_walkthrough()}\n\n"
result += game.step(action)
# Add score info
score_info = f"\n\n[Score: {game.state.score} | Moves: {game.state.moves}]"
if game.state.reward > 0:
score_info = f"\n\n+{game.state.reward} points! (Total: {game.state.score})"
done_info = ""
if game.state.done:
done_info = "\n\nGAME OVER"
# Optional: Append score info
result += score_info + done_info
return result
# TODO: Implement additional tools to help your agent
@mcp.tool()
def memory() -> str:
"""
Get the current game state summary.
Returns:
A summary including current location, score, moves, and recent history
"""
game = get_game()
# TODO: Return useful state information
location = game.current_location
score = game.get_score()
moves = game.get_moves()
recent_history = "\n".join([f"> {a} -> <{r}>" for a, r in game.history[-10:]])
return (f"Location: {location}\n"
f"Score: {score}\n"
f"Moves: {moves}\n"
f"10 Last Actions:\n{recent_history}")
@mcp.tool()
def inventory() -> str:
"""
Check what the player is carrying.
Returns:
List of items in the player's inventory
"""
game = get_game()
result = "Inventory: " + ", ".join(game.inventory) if game.inventory else "Inventory is empty."
return result
@mcp.tool()
def get_map() -> str:
"""
Get a map of explored locations.
Returns:
A text representation of explored locations and connections
"""
game = get_game()
# TODO: Return map of explored locations
map_str = "Explored Locations:\n"
for loc, exits in game.explored_locations.items():
map_str += f"-{loc}:\n"
for exit_info in exits:
map_str += f" - {exit_info}\n"
return map_str if game.explored_locations else "No locations explored yet."
pass
@mcp.tool()
def get_valid_actions() -> str:
"""
Get a list of likely valid actions from the current location.
Returns:
List of actions that might work here
"""
# This is a hint: Jericho provides get_valid_actions()
game = get_game()
if game.env and game.env.env:
valid = game.get_valid_actions()
return "Valid actions: " + ", ".join(valid[:20])
return "Could not determine valid actions"
# =============================================================================
# Run the server
# =============================================================================
if __name__ == "__main__":
# This runs the server with stdio transport (for MCP clients)
mcp.run()