Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! First of all, you could, like, move south. That done, take the cuboid keycard from the shelf in the bedroom. If you can get your hands on the cuboid keycard, make absolutely sure that the cuboid locker is unlocked with the cuboid keycard. And then, open the cuboid locker in the bedroom. Got that? Good!

Here is your interactions so far:
current state: You are now in the cubicle.
I am obligated to announce that you are now in the cubicle. You begin to take stock of what's here.
You make out a bookshelf. You see a mouse on the bookshelf. Huh, weird. You see a mantle. The mantle is typical. However, the mantle, like an empty mantle, has nothing on it. You see an armchair. The armchair is normal. Looks like someone's already been here and taken everything off it, though. You see a stand. The stand is typical. But there isn't a thing on it.
You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying: a desktop computer.

your action:

Response: go south<|im_end|>take cuboid keycard from shelf<|im_end|>unlock cuboid locker with cuboid keycard<|im_end|>open cuboid locker<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. Your first objective is to ensure that the rectangular locker is open. After that, take the key from the rectangular locker. With the key, doublecheck that the safe is unlocked. And then, ensure that the safe is open. That's it!

Here is your interactions so far:
current state: You are now in the steam room.
You are in a steam room. An usual one. Okay, just remember what you're here to do, and everything will go great.
You see a locked safe. You can see a closed rectangular locker right there by you. You can make out a spherical locker. You make out an opened standard looking drawer close by. Empty! What kind of nightmare TextWorld is this?
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a stick of butter and a rectangular passkey.

your action:

Response: open rectangular locker<|im_end|>take key from rectangular locker<|im_end|>unlock safe with key<|im_end|>open safe<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
You are now playing a profound round of TextWorld! First stop, make an effort to go north. That done, recover the stick of butter from the box. If you can get your hands on the stick of butter, eat the stick of butter. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cubicle.
You arrive in a cubicle. A standard one.
You can make out a closed typical looking display nearby. You can see a shelf. The shelf is typical. The shelf appears to be empty.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a mouse and a mug on the floor.
You are carrying: a gummy bear and a vanilla scented latchkey.

your action:

Response: go north<|im_end|>take stick of butter from box<|im_end|>eat stick of butter<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to another life changing round of TextWorld! Here is your task for today. First off, make an attempt to head north. That done, recover the broom from the floor of the shower. After picking up the broom, venture south. After that, put the broom on the stand. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the cellar.
You are in a cellar. An ordinary kind of place.
You can see a trunk. The trunk contains a peanut and a fly larva. What's that over there? It looks like it's a coffer. The coffer is empty! What a waste of a day! You see a stand. But the thing is empty, unfortunately.
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: a legume, a pizza, a mat and a Comic Strip Calendar.

your action:

Response: go north<|im_end|>take broom<|im_end|>go south<|im_end|>put broom on stand<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, take a trip south. Next, ensure that the type M locker within the cookhouse is open. And then, recover the teaspoon from the type M locker inside the cookhouse. If you can get your hands on the teaspoon, put the teaspoon into the soap scented box. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the study.
You've entered a study.
You need an unblocked exit? You should try going south.
There is a loaf of bread and a Quote of the Day Calendar on the floor.
You are carrying: a peanut and a type M latchkey.

your action:

Response: go south<|im_end|>open type M locker<|im_end|>take teaspoon from type M locker<|im_end|>insert teaspoon into soap scented box<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First off, if it's not too much trouble, I need you to go south. After that, make it so that the type 6 box inside the spare room is unlocked. Then, ensure that the type 6 box is open. And then, pick up the shoe from the type 6 box. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bedroom.
Ah, the bedroom. This is some kind of bedroom, really great ordinary vibes in this place, a wonderful ordinary atmosphere. And now, well, you're in it.
A locked spherical chest is right there by you. You can make out a dresser. You check the price tag that the dresser's owner still hasn't taken off. Three hundred big ones?! That's ridiculous! You know my pal, they work for the mayor? I'm sure my friend could get you one of those for 40 bucks! You can make out a shelf. But the thing hasn't got anything on it. You bend down to tie your shoe. When you stand up, you notice a couch. But the thing hasn't got anything on it. Hm. Oh well
There is an exit to the south. Don't worry, it is unguarded.
You are carrying: a type 6 passkey, a spherical keycard and a teaspoon.

your action:

Response: go south<|im_end|>unlock type 6 box with type 6 passkey<|im_end|>open type 6 box<|im_end|>take shoe from type 6 box<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First, it would be good if you could venture east. After that, unlock the locker within the scullery. And then, ensure that the locker is open. Then, pick up the coffee cup from the locker inside the scullery. Got that? Good!

Here is your interactions so far:
current state: You are now in the chamber.
You arrive in a chamber. A standard one. Okay, just remember what you're here to do, and everything will go great.
You hear a noise behind you and spin around, but you can't see anything other than a box. You can see a shelf. But the thing is empty, unfortunately. Hm. Oh well
There is an unblocked exit to the east.
There is a cookie on the floor.
You are carrying: a passkey, a keycard and an iron.

your action:

Response: go east<|im_end|>unlock locker with passkey<|im_end|>open locker<|im_end|>take coffee cup from locker<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First off, head west. After that, pick-up the pair of headphones from the floor of the basement. Then, take a trip east. And then, rest the pair of headphones on the desk. That's it!

Here is your interactions so far:
current state: You are now in the bedchamber.
You're now in the bedchamber. The room is well lit.
Were you looking for a type 4 safe? Because look over there, it's a type 4 safe. You see a spherical box. You scan the room, seeing a desk. The desk appears to be empty. Were you looking for a shelf? Because look over there, it's a shelf. But oh no! there's nothing on this piece of garbage. Hm. Oh well
You need an unblocked exit? You should try going west.
There is a type 4 key and a manuscript on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take pair of headphones<|im_end|>go east<|im_end|>put pair of headphones on desk<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to make an effort to head east. And then, ensure that the safe within the office is open. After that, retrieve the laptop from the safe. After taking the laptop, you can put the laptop into the trunk. Got that? Good!

Here is your interactions so far:
current state: You are now in the attic.
Well, here we are in the attic.
You need an unguarded exit? You should try going east.
There is a loaf of bread and a hat on the floor.
You are carrying: a fondue, a candy bar and a stick of butter.

your action:

Response: go east<|im_end|>open safe<|im_end|>take laptop from safe<|im_end|>insert laptop into trunk<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to another life changing round of TextWorld! Here is your task for today. First off, if it's not too much trouble, I need you to ensure that the type 8 locker within the sauna is open. And then, retrieve the sponge from the type 8 locker. Then, attempt to venture east. After that, you can place the sponge inside the chest. Alright, thanks!

Here is your interactions so far:
current state: You are now in the sauna.
You've just shown up in a sauna. You start to take note of what's in the room.
You hear a noise behind you and spin around, but you can't see anything other than a type 8 locker. You see a American limited edition box. You can see a board. But the thing hasn't got anything on it. You see a bench. The bench is standard. But the thing is empty. Oh! Why couldn't there just be stuff on it?
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying: a type 8 passkey and a shadfly.

your action:

Response: open type 8 locker<|im_end|>take sponge from type 8 locker<|im_end|>go east<|im_end|>insert sponge into chest<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to another profound round of TextWorld! First of all, travel west. With that accomplished, recover the controller from the floor of the chamber. And then, venture east. With that done, you can insert the controller inside the box within the restroom. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the restroom.
You've come into a standard room. Your mind races to think of what kind of room would be standard. And then it hits you. Of course. You're in the restroom.
You can make out an opened box nearby. The box contains a keycard, a type 1 keycard and a shadfly. Wow, isn't TextWorld just the best? Look over there! a type 1 box. Huh, weird. The type 1 box is empty, what a horrible day!
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a banana, a garlic clove and a sandwich.

your action:

Response: go west<|im_end|>take controller<|im_end|>go east<|im_end|>insert controller into box<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to another exciting round of TextWorld! Your first objective is to head east. Then, ensure that the TextWorld style chest is open. After that, take the frisbee from the TextWorld style chest within the vault. After that, ditch the frisbee on the floor of the vault. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the shower.
You are in a standard kind of place. That is to say, you're in a shower. You can barely contain your excitement.
You can see a locked usual looking type 8 locker close by. You see a table. The table is normal. The table appears to be empty.
There is an unguarded exit to the east.
There is a legume and a type 8 latchkey on the floor.
You are carrying: a TextWorld style latchkey and a passkey.

your action:

Response: go east<|im_end|>open TextWorld style chest<|im_end|>take frisbee from TextWorld style chest<|im_end|>drop frisbee<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, make an effort to venture west. With that accomplished, pick up the key from the floor of the chamber. After that, make an attempt to go to the east. And then, lock the box inside the steam room. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the steam room.
Well, here we are in the steam room. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can see a box. Wow, isn't TextWorld just the best? You make out a closed American style safe. You make out a rack. However, the rack, like an empty rack, has nothing on it.
There is an exit to the west. Don't worry, it is unguarded.
There is an American style latchkey on the floor.
You are carrying: a banana, a legume and a broom.

your action:

Response: go west<|im_end|>take key<|im_end|>go east<|im_end|>lock box with key<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First step, head east. Then, look and see that the locker is unlocked. Once you have unlocked the locker, open the locker. After that, deposit the printer into the locker. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the shower.
I never took you for the sort of person who would show up in a shower, but I guess I was wrong. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can see an opened box. The box is empty! This is the worst thing that could possibly happen, ever!
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a stick of butter and a sock on the floor.
You are carrying: a burger, a legume, a gummy bear, a keycard, a printer and an iron.

your action:

Response: go east<|im_end|>unlock locker with keycard<|im_end|>open locker<|im_end|>insert printer into locker<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
You are now playing a profound game of TextWorld! Here is how to play! First off, if it's not too much trouble, I need you to make sure that the Henderson's style locker is unlocked. After that, open the Henderson's style locker. After that, recover the candy bar from the Henderson's style locker within the recreation zone. After that, eat the candy bar. Alright, thanks!

Here is your interactions so far:
current state: You are now in the recreation zone.
Well, here we are in a recreation zone. You try to gain information on your surroundings by using a technique you call "looking."
Hey, want to see a Henderson's style locker? Look over there, a Henderson's style locker. You can see a spherical safe. Classic TextWorld. Oh, great. Here's a box. You wonder idly who left that here.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a carrot and a spherical passkey on the floor.
You are carrying: a cookie, a Henderson's style keycard, a broom and a worm.

your action:

Response: unlock Henderson's style locker with Henderson's style keycard<|im_end|>open Henderson's style locker<|im_end|>take candy bar from Henderson's style locker<|im_end|>eat candy bar<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
You are now playing a profound round of TextWorld! Here is how to play! First, it would be great if you could make an effort to venture east. And then, recover the keycard from the stand. Once you have taken the keycard, unlock the locker within the study. After unlocking the locker, make it so that the locker inside the study is open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the vault.
You're now in a vault.
You see a rectangular locker. Something scurries by right in the corner of your eye. Probably nothing. You make out a cabinet. A cabinet... Is that really what you were looking for? The cabinet is empty! This is the worst thing that could possibly happen, ever! You can see a counter. But there isn't a thing on it. Aw, here you were, all excited for there to be things on it!
There is an exit to the east. Don't worry, it is unblocked.
You are carrying: a rectangular passkey.

your action:

Response: go east<|im_end|>take keycard from stand<|im_end|>unlock locker with keycard<|im_end|>open locker<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to try to go west. Okay, and then, pick up the desktop computer from the stand. And then, take a trip east. And then, ditch the desktop computer on the floor of the scullery. That's it!

Here is your interactions so far:
current state: You are now in the scullery.
You have fallen into a scullery. Not the scullery you'd expect. No, this is a scullery.
You can make out a cake scented box. You smell an awful smell, and follow it to a bowl. The bowl is standard. However, the bowl, like an empty bowl, has nothing on it. You can make out a table. Wow, isn't TextWorld just the best? The table is typical. But the thing is empty, unfortunately.
There is an exit to the west. Don't worry, it is unguarded.
You are carrying: a sandwich, a fondue and a cake scented latchkey.

your action:

Response: go west<|im_end|>take desktop computer from stand<|im_end|>go east<|im_end|>drop desktop computer<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to another profound episode of TextWorld! First off, if it's not too much trouble, I need you to insert the type V key into the type V locker inside the office's lock to unlock it. And then, doublecheck that the type V locker in the office is opened. Then, take the pencil from the type V locker. Then, throw the pencil on the floor of the office. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the office.
You've entered an office. You start to take note of what's in the room.
You can make out a locked type V locker. You hear a noise behind you and spin around, but you can't see anything other than a locker. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You can make out a safe.
You need an unguarded exit? You should try going north.
You are carrying: a peanut, a type V key, a key, a type 3 latchkey, a butterfly and a knife.

your action:

Response: unlock type V locker with type V key<|im_end|>open type V locker<|im_end|>take pencil from type V locker<|im_end|>drop pencil<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First off, if it's not too much trouble, I need you to attempt to head north. And then, recover the lamp from the bed in the bedchamber. And then, travel south. After that, drop the lamp on the floor of the dish-pit. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the dish-pit.
You find yourself in a dish-pit. An ordinary kind of place.
You can see a cabinet. You can't wait to tell the folks at home about this! The cabinet is empty! What a waste of a day! You can see an opened case. Empty! What kind of nightmare TextWorld is this?
You need an unguarded exit? You should try going north.
There is a cookie, a whisk and a bug on the floor.
You are carrying: a stick of butter, a tablet, a laptop and an insect.

your action:

Response: go north<|im_end|>take lamp from bed<|im_end|>go south<|im_end|>drop lamp<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First of all, you could, like, check that the type 1 locker inside the playroom is unlocked with the type 1 keycard. And then, ensure that the type 1 locker is open. After pulling open the type 1 locker, recover the manuscript from the type 1 locker inside the playroom. And then, place the manuscript inside the chest. Alright, thanks!

Here is your interactions so far:
current state: You are now in the playroom.
You arrive in a playroom. A normal one. I guess you better just go and list everything you see here.
You can make out an opened chest, which looks ordinary, in the corner. What a letdown! The chest is empty! You can see a type 1 locker. You see a gleam over in a corner, where you can see a box.
There is an exit to the west. Don't worry, it is unguarded.
You are carrying: a type 1 keycard.

your action:

Response: unlock type 1 locker with type 1 keycard<|im_end|>open type 1 locker<|im_end|>take manuscript from type 1 locker<|im_end|>insert manuscript into chest<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
You are now playing a exciting round of TextWorld! Here is your task for today. Your first objective is to go to the north. And then, pick up the key from the floor of the office. After that, attempt to move south. After that, unlock the safe. Alright, thanks!

Here is your interactions so far:
current state: You are now in the study.
Well, here we are in a study.
You scan the room, seeing a safe.
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a formless passkey and a latchkey.

your action:

Response: go north<|im_end|>take key<|im_end|>go south<|im_end|>unlock safe with key<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First stop, attempt to venture south. And then, open the box inside the kitchenette. After opening the box, pick up the cookie from the box in the kitchenette. And then, eat the cookie. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the sauna.
Well, here we are in the sauna.
You see a locker.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a paper towel and a soap dispenser on the floor.
You are carrying: a cashew, a pizza and a key.

your action:

Response: go south<|im_end|>open box<|im_end|>take cookie from box<|im_end|>eat cookie<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
You are now playing a exciting round of TextWorld! Here is how to play! First off, travel south. Once you get through with that, doublecheck that the safe within the shower is ajar. Then, take the chocolate bar from the safe in the shower. And then, eat the chocolate bar. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the workshop.
You've entered a workshop.
Hey, want to see a type 2 safe? Look over there, a type 2 safe. The type 2 safe is empty! What a waste of a day! You can make out a mantle. On the mantle you can make out a type 2 key.
There is an unguarded exit to the south.
You are carrying: a sandwich, a carrot, a berry, a melon and a latchkey.

your action:

Response: go south<|im_end|>open safe<|im_end|>take chocolate bar from safe<|im_end|>eat chocolate bar<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First step, assure that the locker inside the lounge is unlocked. Then, open the locker inside the lounge. And then, retrieve the rectangular keycard from the locker in the lounge. Then, unlock the rectangular locker inside the lounge with the rectangular keycard. Alright, thanks!

Here is your interactions so far:
current state: You are now in the lounge.
Well I'll be, you are in the place we're calling the lounge. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can see a rectangular locker. There's something strange about this being here, but you can't put your finger on it. You can see a locked locker close by. You make out a mantle. The mantle is ordinary. Unfortunately, there isn't a thing on it. Hey, want to see a bookshelf? Look over there, a bookshelf. But the thing is empty. Oh! Why couldn't there just be stuff on it?
There is an unguarded exit to the north.
There is a candy bar on the floor.
You are carrying: a keycard.

your action:

Response: unlock locker with keycard<|im_end|>open locker<|im_end|>take rectangular keycard from locker<|im_end|>unlock rectangular locker with rectangular keycard<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to another profound round of TextWorld! Here is your task for today. First, it would be great if you could unlock the cuboid safe. Then, ensure that the cuboid safe is open. Then, retrieve the butterfly from the cuboid safe. If you have picked up the butterfly, deposit the butterfly on the floor of the workshop. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the workshop.
You're now in the workshop.
You can make out a cuboid safe.
You need an unblocked exit? You should try going north.
There is a Cat Calendar and a mouse on the floor.
You are carrying: a cuboid latchkey, a passkey and a pair of headphones.

your action:

Response: unlock cuboid safe with cuboid latchkey<|im_end|>open cuboid safe<|im_end|>take butterfly from cuboid safe<|im_end|>drop butterfly<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
You are now playing a life changing session of TextWorld! First step, recover the latchkey from the floor of the restroom. Then, try to go to the south. Then, unlock the box in the vault. After that, open the box within the vault. Alright, thanks!

Here is your interactions so far:
current state: You are now in the restroom.
You've just shown up in a restroom.
You see a chest. If you haven't noticed it already, there seems to be something there by the wall, it's a bench. But the thing hasn't got anything on it. Hm. Oh well Were you looking for a table? Because look over there, it's a table. Unfortunately, there isn't a thing on it.
There is an unblocked exit to the south.
There is a latchkey, a keycard and a worm on the floor.
You are carrying: an insect and a paper towel.

your action:

Response: take latchkey<|im_end|>go south<|im_end|>unlock box with latchkey<|im_end|>open box<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! First thing I need you to do is to ensure that the locker inside the sauna is open. And then, retrieve the iron from the locker. Then, move south. And then, sit the iron on the rack. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the sauna.
Well, here we are in a sauna.
You see a closed locker. You can see an opened basket. The basket contains a soap dispenser. You wonder idly who left that here.
You need an unguarded exit? You should try going south.
There is a keycard on the floor.
You are carrying: a chocolate bar, a fondue and a Canadian key.

your action:

Response: open locker<|im_end|>take iron from locker<|im_end|>go south<|im_end|>put iron on rack<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! Here is how to play! First, it would be a great idea if you could recover the latchkey from the floor of the recreation zone. Then, try to venture east. After that, unlock the safe with the latchkey. And then, assure that the safe is wide open. Got that? Good!

Here is your interactions so far:
current state: You are now in the recreation zone.
You make another one of your grand eccentric entrances into a recreation zone. The room is well lit.
You make out a suitcase. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things. What a letdown! The suitcase is empty! You see a chest. You wonder idly who left that here. You make out a bed stand. The bed stand is normal. But the thing hasn't got anything on it. Hm. Oh well
There is an exit to the east. Don't worry, it is unguarded.
There is a stick of butter and a latchkey on the floor.
You are carrying nothing.

your action:

Response: take latchkey<|im_end|>go east<|im_end|>unlock safe with latchkey<|im_end|>open safe<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First of all, venture west. After that, retrieve the passkey from the stand. Then, travel east. With that done, unlock the locker. Alright, thanks!

Here is your interactions so far:
current state: You are now in the kitchenette.
If you're wondering why everything seems so normal all of a sudden, it's because you've just shown up in the kitchenette.
You see a locker. You can't wait to tell the folks at home about this! You see a safe. Empty! What kind of nightmare TextWorld is this? What's that over there? It looks like it's a cuboid locker. The cuboid locker contains a cuboid keycard.
There is an unguarded exit to the west.
You are carrying: a keycard and a nest of grubs.

your action:

Response: go west<|im_end|>take passkey from stand<|im_end|>go east<|im_end|>unlock locker with passkey<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, try to take a trip east. With that accomplished, pick up the type V keycard from the floor of the kitchen. And then, look and see that the type V box is unlocked. Once you have unlocked the type V box, doublecheck that the type V box is open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the study.
Well I'll be, you are in a place we're calling a study.
You can see a mantle. The mantle is typical. But oh no! there's nothing on this piece of garbage. You see a desk. The desk is ordinary. On the desk you can see a fondue. I mean, just wow! Isn't TextWorld just the best? You can make out a stand. The stand is ordinary. But oh no! there's nothing on this piece of junk. Hopefully, this discovery doesn't ruin your TextWorld experience!
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a candy bar on the floor.
You are carrying: a licorice strip and a worm.

your action:

Response: go east<|im_end|>take type V keycard<|im_end|>unlock type V box with type V keycard<|im_end|>open type V box<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to another profound session of TextWorld! Here is how to play! Your first objective is to make an attempt to head south. If you can get through with that, open the cuboid chest inside the shower. And then, take the passkey from the cuboid chest. If you can get your hands on the passkey, unlock the locker within the shower. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bar.
You are in a bar. A standard one.
You need an unguarded exit? You should try going south.
You are carrying: a shoe.

your action:

Response: go south<|im_end|>open cuboid chest<|im_end|>take passkey from cuboid chest<|im_end|>unlock locker with passkey<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First thing I need you to do is to make it so that the American locker is ajar. Once you have pulled open the American locker, take the folder from the American locker. Then, attempt to go east. Next, put the folder on the shelf inside the shower. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cubicle.
You arrive in a cubicle. An ordinary kind of place.
You make out a closed American locker. You can make out an opened cabinet in the corner. The cabinet is empty! This is the worst thing that could possibly happen, ever! You see a display. Make a note of this, you might have to put stuff on or in it later on. You see an armchair. But the thing is empty, unfortunately. Hm. Oh well You make out a table. However, the table, like an empty table, has nothing on it. You move on, clearly upset by your TextWorld experience. Oh, great. Here's a mantelpiece. The mantelpiece is standard. However, the mantelpiece, like an empty mantelpiece, has nothing on it.
You don't like doors? Why not try going east, that entranceway is unblocked.
There is an American key on the floor.
You are carrying: a cauliflower.

your action:

Response: open American locker<|im_end|>take folder from American locker<|im_end|>go east<|im_end|>put folder on shelf<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to make an effort to venture east. Then, recover the passkey from the recliner. And then, insert the passkey into the box within the salon's lock to unlock it. After that, make absolutely sure that the box is ajar. Got that? Good!

Here is your interactions so far:
current state: You are now in the study.
You find yourself in a study. A standard one.
You see a stand. On the stand you can make out a staple and a binder. You see an armchair. However, the armchair, like an empty armchair, has nothing on it.
There is an unblocked exit to the east.
You are carrying: a stick of butter.

your action:

Response: go east<|im_end|>take passkey from recliner<|im_end|>unlock box with passkey<|im_end|>open box<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, open the type O box inside the office. After that, recover the mug from the type O box. And then, make an attempt to venture south. With that accomplished, rest the mug on the counter inside the canteen. Alright, thanks!

Here is your interactions so far:
current state: You are now in the office.
I am sorry to announce that you are now in the office.
You see a closed type O box in the corner. You scan the room for a toolbox, and you find a toolbox. Classic TextWorld. The toolbox is empty, what a horrible day! You can see a chair. The chair is usual. Unfortunately, there isn't a thing on it. Aw, here you were, all excited for there to be things on it!
There is an unblocked exit to the south.
You are carrying: a type O keycard.

your action:

Response: open type O box<|im_end|>take mug from type O box<|im_end|>go south<|im_end|>put mug on counter<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
You are now playing a profound game of TextWorld! Here is your task for today. First thing I need you to do is to take a trip south. And then, pick up the latchkey from the table within the scullery. Then, look and see that the chest inside the scullery is unlocked with the latchkey. After that, ensure that the chest is open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the study.
Ah, the study. This is some kind of study, really great normal vibes in this place, a wonderful normal atmosphere. And now, well, you're in it.
You make out an opened toolbox. What a letdown! The toolbox is empty! You scan the room for a stand, and you find a stand. The stand is standard. Unfortunately, there isn't a thing on it. Oh! Why couldn't there just be stuff on it?
There is an unguarded exit to the south.
There is a licorice strip and a printer on the floor.
You are carrying: a golf ball, a sock and a poem.

your action:

Response: go south<|im_end|>take latchkey from table<|im_end|>unlock chest with latchkey<|im_end|>open chest<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
You are now playing a fast paced session of TextWorld! First of all, you could, like, attempt to head north. And then, lift the keycard from the floor of the workshop. After you have got the keycard, head south. Then, lock the safe with the keycard. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the kitchenette.
You've entered a kitchenette.
Oh, great. Here's a safe. You see a cabinet. Empty! What kind of nightmare TextWorld is this? If you haven't noticed it already, there seems to be something there by the wall, it's a platter. Why don't you take a picture of it, it'll last longer! The platter is standard. On the platter you make out a teapot.
There is an unblocked exit to the north.
There is a licorice strip and a fondue on the floor.
You are carrying: a worm.

your action:

Response: go north<|im_end|>take keycard<|im_end|>go south<|im_end|>lock safe with keycard<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to make sure that the soap scented chest is wide open. Having opened the soap scented chest, recover the keycard from the soap scented chest in the study. And then, try to move south. Okay, and then, make it so that the chest in the garage is unlocked. Alright, thanks!

Here is your interactions so far:
current state: You are now in the study.
You have fallen into the most normal of all possible studys.
You make out a closed soap scented chest here. You see a formless safe. Something scurries by right in the corner of your eye. Probably nothing.
There is an unblocked exit to the south.
You are carrying: a soap scented latchkey and a formless passkey.

your action:

Response: open soap scented chest<|im_end|>take keycard from soap scented chest<|im_end|>go south<|im_end|>unlock chest with keycard<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! Here is how to play! First of all, make an effort to head east. With that over with, unlock the locker. Then, doublecheck that the locker inside the scullery is open. After that, insert the tablet inside the locker inside the scullery. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the study.
You arrive in a study. An usual one. You begin to take stock of what's in the room.
You see an armchair. Make a note of this, you might have to put stuff on or in it later on. The armchair is typical. On the armchair you can make out a butterfly. Look out! It's a- oh, never mind, it's just a desk. But oh no! there's nothing on this piece of trash.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a mouse on the floor.
You are carrying: a sandwich, a loaf of bread, a stick of butter, a keycard, a tablet and a Cat Calendar.

your action:

Response: go east<|im_end|>unlock locker with keycard<|im_end|>open locker<|im_end|>insert tablet into locker<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to TextWorld! First of all, make an attempt to move east. And then, unlock the type J safe in the shower with the type J keycard. And then, ensure that the type J safe in the shower is open. Once you have opened the type J safe, take the butterfly from the type J safe inside the shower. That's it!

Here is your interactions so far:
current state: You are now in the launderette.
I am so happy to announce that you are now in the launderette.
You can make out a locker. You can see an opened cabinet. What a letdown! The cabinet is empty! You can make out a drawer. The drawer is empty, what a horrible day!
There is an unguarded exit to the east.
There is a passkey and a sponge on the floor.
You are carrying: a type J keycard and a cane.

your action:

Response: go east<|im_end|>unlock type J safe with type J keycard<|im_end|>open type J safe<|im_end|>take butterfly from type J safe<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, pick up the poem from the locker. And then, make an attempt to take a trip east. With that over with, open the chest in the lounge. After that, insert the poem inside the chest. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the playroom.
You find yourself in a playroom. You begin to take stock of what's in the room.
You make out a locker. There's something strange about this being here, but you can't put your finger on it. The locker contains a passkey, a latchkey and a poem. There's something strange about this thing being here, but you don't have time to worry about that now. You can see a safe. You check the price tag glued to the safe. 10 bucks? What a deal! You'll have to ask where they got this!
You need an unguarded exit? You should try going east.
There is a lamp on the floor.
You are carrying: a key and a butterfly.

your action:

Response: take poem from locker<|im_end|>go east<|im_end|>open chest<|im_end|>insert poem into chest<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! Here is your task for today. First, it would be good if you could pick up the fudge scented passkey from the floor of the closet. Then, try to travel east. Then, assure that the fudge scented safe is closed. And then, make it so the fudge scented safe inside the laundry place is locked. Got that? Good!

Here is your interactions so far:
current state: You are now in the closet.
Well I'll be, you are in the place we're calling the closet.
You rest your hand against a wall, but you miss the wall and fall onto a stand. The stand is usual. However, the stand, like an empty stand, has nothing on it.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a fudge scented passkey and a hat on the floor.
You are carrying: a rectangular passkey and a sponge.

your action:

Response: take fudge scented passkey<|im_end|>go east<|im_end|>close fudge scented safe<|im_end|>lock fudge scented safe with fudge scented passkey<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
You are now playing a exciting round of TextWorld! Here is your task for today. First stop, unlock the non-euclidean box with the non-euclidean passkey. And then, ensure that the non-euclidean box inside the vault is open. Then, retrieve the Henderson's limited edition latchkey from the non-euclidean box in the vault. After that, unlock the Henderson's limited edition chest with the Henderson's limited edition latchkey. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the vault.
You've entered a vault. Okay, just remember what you're here to do, and everything will go great.
Oh, great. Here's a Henderson's limited edition chest. You shudder, but continue examining the room. You can see a non-euclidean box. You can see a closed toolbox. You can see a table. However, the table, like an empty table, has nothing on it. You see a shelf. The shelf is normal. The shelf appears to be empty. What, you think everything in TextWorld should have stuff on it?
You need an unguarded exit? You should try going west.
You are carrying: a licorice strip and a non-euclidean passkey.

your action:

Response: unlock non-euclidean box with non-euclidean passkey<|im_end|>open non-euclidean box<|im_end|>take Henderson's limited edition latchkey from non-euclidean box<|im_end|>unlock Henderson's limited edition chest with Henderson's limited edition latchkey<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, unlock the locker inside the attic. Then, open the locker. After you have opened the locker, pick up the type R keycard from the locker. After taking the type R keycard, unlock the type R safe. That's it!

Here is your interactions so far:
current state: You are now in the attic.
Ah, the attic. This is some kind of attic, really great usual vibes in this place, a wonderful usual atmosphere. And now, well, you're in it.
You can make out a locked type R safe close by. You can make out a locked locker. You see an opened trunk. The trunk is empty, what a horrible day! You see a stand. The stand is ordinary. But oh no! there's nothing on this piece of junk.
There is an exit to the north. Don't worry, it is unblocked.
You are carrying: a latchkey and a soap scented keycard.

your action:

Response: unlock locker with latchkey<|im_end|>open locker<|im_end|>take type R keycard from locker<|im_end|>unlock type R safe with type R keycard<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to another fast paced round of TextWorld! First off, if it's not too much trouble, I need you to take a trip east. After that, look and see that the chest in the sauna is unlocked with the passkey. Then, make absolutely sure that the chest within the sauna is wide open. And then, pick up the paper towel from the chest. That's it!

Here is your interactions so far:
current state: You are now in the basement.
You find yourself in a basement. A normal one. The room is well lit.
You can see a workbench. What a coincidence, weren't you just thinking about a workbench? The workbench is usual. On the workbench you can make out a candy bar. You see a stand. The stand is standard. Looks like someone's already been here and taken everything off it, though. Hm. Oh well You can see a shelf. Now why would someone leave that there? The shelf is ordinary. But there isn't a thing on it.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a licorice strip on the floor.
You are carrying: a passkey.

your action:

Response: go east<|im_end|>unlock chest with passkey<|im_end|>open chest<|im_end|>take paper towel from chest<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
You are now playing a life changing episode of TextWorld! Here is your task for today. First of all, recover the type V keycard from the locker. After taking the type V keycard, attempt to move south. Then, make absolutely sure that the type V chest in the lounge is closed. And then, make sure that the type V chest inside the lounge is locked with the type V keycard. That's it!

Here is your interactions so far:
current state: You are now in the playroom.
Look at you, bigshot, walking into a playroom like it isn't some huge deal.
Hey, want to see a locker? Look over there, a locker. The locker contains a type V keycard, so there's that. Oh wow! Is that what I think it is? It is! It's a bookshelf. The bookshelf is usual. Looks like someone's already been here and taken everything off it, though. You make out a bar. Now why would someone leave that there? The bar is typical. On the bar you make out a fly larva.
There is an exit to the south. Don't worry, it is unguarded.
You are carrying: a passkey and a nest of ticks.

your action:

Response: take type V keycard from locker<|im_end|>go south<|im_end|>close type V chest<|im_end|>lock type V chest with type V keycard<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First thing I need you to do is to open the safe inside the study. And then, pick up the peanut from the safe in the study. After that, eat the peanut. Got that? Good!

Here is your interactions so far:
current state: You are now in the study.
You've entered a study.
You scan the room for a safe, and you find a safe. You can see a formless chest. You can see a stand. The stand is standard. But the thing is empty. Sometimes, just sometimes, TextWorld can just be the worst. You scan the room for a mantle, and you find a mantle. The mantle is typical. However, the mantle, like an empty mantle, has nothing on it.
There is an exit to the south. Don't worry, it is unblocked.
There is a key on the floor.
You are carrying: a formless latchkey and a glove.

your action:

Response: open safe<|im_end|>take peanut from safe<|im_end|>eat peanut<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First stop, recover the type K latchkey from the display within the workshop. And then, head south. After that, close the type K chest. After that, lock the type K chest within the kitchen. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the workshop.
Well, here we are in the workshop. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You make out an opened display. The display contains a type K latchkey. The light flickers for a second, but nothing else happens. Look over there! a mantelpiece. But there isn't a thing on it. What, you think everything in TextWorld should have stuff on it?
You need an unguarded exit? You should try going south.
There is a gummy bear on the floor.
You are carrying: a licorice strip and a Microsoft style latchkey.

your action:

Response: take type K latchkey from display<|im_end|>go south<|im_end|>close type K chest<|im_end|>lock type K chest with type K latchkey<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to travel east. Then, open the safe. Then, recover the monitor from the safe. And then, you can deposit the monitor into the non-euclidean box inside the playroom. That's it!

Here is your interactions so far:
current state: You are now in the cookhouse.
You arrive in a cookhouse. An usual kind of place.
You can see a closed chest nearby. You can see a board. However, the board, like an empty board, has nothing on it. Oh! Why couldn't there just be stuff on it? You make out a shelf. But the thing is empty.
There is an unblocked exit to the east.
You are carrying: a keycard.

your action:

Response: go east<|im_end|>open safe<|im_end|>take monitor from safe<|im_end|>insert monitor into non-euclidean box<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First, it would be a great idea if you could look and see that the locker in the bedchamber is unlocked with the keycard. And then, ensure that the locker is open. After that, recover the worm from the locker in the bedchamber. If you can get your hands on the worm, put the worm on the couch inside the bedchamber. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bedchamber.
Wow! You're in a bedchamber.
You see a locked locker, which looks normal, in the corner. Oh wow! Is that what I think it is? It is! It's a dresser. You make out a couch. The couch is standard. On the couch you make out a gojiberry and a salad.
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a keycard, a teapot and a book.

your action:

Response: unlock locker with keycard<|im_end|>open locker<|im_end|>take worm from locker<|im_end|>put worm on couch<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First off, if it's not too much trouble, I need you to go east. Then, open the Canadian box. After that, recover the teaspoon from the Canadian box within the cookery. If you can get your hands on the teaspoon, you can deposit the teaspoon inside the case in the cookery. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the studio.
You are in a studio. A normal one.
You can see a stand. You see a desktop computer on the stand. You rest your hand against a wall, but you miss the wall and fall onto a desk. The desk is ordinary. But oh no! there's nothing on this piece of garbage. You make out a shelf. The shelf is usual. However, the shelf, like an empty shelf, has nothing on it. What, you think everything in TextWorld should have stuff on it?
There is an unguarded exit to the east.
You are carrying: a Canadian latchkey.

your action:

Response: go east<|im_end|>open Canadian box<|im_end|>take teaspoon from Canadian box<|im_end|>insert teaspoon into case<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First thing I need you to do is to retrieve the cuboid keycard from the counter in the closet. With the cuboid keycard, unlock the cuboid safe. And then, make it so that the cuboid safe in the closet is wide open. And then, take the lightbulb from the cuboid safe in the closet. Got that? Good!

Here is your interactions so far:
current state: You are now in the closet.
You are in a closet. A normal kind of place. You start to take note of what's in the room.
You make out a cuboid safe. You can see an opened safe. The safe contains a shirt. You can see a counter. You see a cuboid keycard, a fly larva and a nest of bats on the counter. You make out a shelf. Wow, isn't TextWorld just the best? But there isn't a thing on it.
There is an unblocked exit to the north.
You are carrying: a cashew.

your action:

Response: take cuboid keycard from counter<|im_end|>unlock cuboid safe with cuboid keycard<|im_end|>open cuboid safe<|im_end|>take lightbulb from cuboid safe<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First thing I need you to do is to unlock the Microsoft limited edition chest. After that, ensure that the Microsoft limited edition chest is open. Then, recover the frisbee from the Microsoft limited edition chest. Then, place the frisbee inside the safe. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the closet.
You are in a closet. An usual kind of place.
You bend down to tie your shoe. When you stand up, you notice a safe. Empty! What kind of nightmare TextWorld is this? You can see a locked Microsoft limited edition chest, which looks ordinary, in the room.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a keycard on the floor.
You are carrying: a Microsoft limited edition key, an Advent Calendar and a folder.

your action:

Response: unlock Microsoft limited edition chest with Microsoft limited edition key<|im_end|>open Microsoft limited edition chest<|im_end|>take frisbee from Microsoft limited edition chest<|im_end|>insert frisbee into safe<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First step, travel west. That done, retrieve the laptop from the bar inside the bedroom. And then, travel east. Once you finish that, rest the laptop on the pan inside the dish-pit. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the dish-pit.
You're now in the dish-pit.
You can make out a locker. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a pan. The pan is typical. On the pan you can see a keycard. You can see a saucepan. However, the saucepan, like an empty saucepan, has nothing on it.
There is an exit to the west. Don't worry, it is unguarded.
You are carrying nothing.

your action:

Response: go west<|im_end|>take laptop from bar<|im_end|>go east<|im_end|>put laptop on pan<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First step, make an effort to move west. And then, retrieve the type 2 keycard from the floor of the closet. After that, take a trip east. Okay, and then, doublecheck that the type 2 safe within the lounge is unlocked. Got that? Good!

Here is your interactions so far:
current state: You are now in the lounge.
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 lounge. You begin to take stock of what's in the room.
You can make out a locked type 2 safe. You can see a closed cuboid box.
There is an unguarded exit to the west.
There is a cuboid key and a bug on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take type 2 keycard<|im_end|>go east<|im_end|>unlock type 2 safe with type 2 keycard<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to another profound session of TextWorld! Here is your task for today. First, it would be great if you could unlock the box. And then, ensure that the box is open. And then, recover the worm from the box. After that, drop the worm on the floor of the garage. Got that? Good!

Here is your interactions so far:
current state: You are now in the garage.
You find yourself in a garage. An ordinary kind of place. You begin to take stock of what's here.
You see a locked box. As if things weren't amazing enough already, you can even see a type 8 safe. You can see a closed type 1 box close by. If you haven't noticed it already, there seems to be something there by the wall, it's a table. You shudder, but continue examining the table. But there isn't a thing on it. Oh, great. Here's a stand. The stand is normal. But the thing is empty, unfortunately.
You need an unblocked exit? You should try going north.
There is a type 1 latchkey and a pair of pants on the floor.
You are carrying: a passkey and a type 8 passkey.

your action:

Response: unlock box with passkey<|im_end|>open box<|im_end|>take worm from box<|im_end|>drop worm<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
You are now playing a life changing round of TextWorld! Here is your task for today. First stop, go west. And then, recover the book from the couch. And then, make an attempt to venture east. And then, deposit the book on the floor of the workshop. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the workshop.
You're now in the workshop.
You can see a stand. The stand is ordinary. But there isn't a thing on it.
There is an exit to the west. Don't worry, it is unblocked.
There is a stick of butter and a stapler on the floor.
You are carrying: a teaspoon and a synthesizer.

your action:

Response: go west<|im_end|>take book from couch<|im_end|>go east<|im_end|>drop book<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. Your first objective is to move south. Once you finish that, recover the key from the fridge in the kitchenette. And then, make sure that the safe inside the kitchenette is unlocked. After unlocking the safe, ensure that the safe is open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bathroom.
You've just sauntered into a bathroom.
Hey, want to see a counter? Look over there, a counter. The counter is ordinary. On the counter you see a butterfly.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a stick of butter and a shirt on the floor.
You are carrying: a coconut.

your action:

Response: go south<|im_end|>take key from fridge<|im_end|>unlock safe with key<|im_end|>open safe<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First, it would be great if you could recover the glass from the floor of the dish-pit. After that, try to head east. And then, make it so that the Microsoft style box is opened. Then, put the glass inside the Microsoft style box inside the closet. Got that? Good!

Here is your interactions so far:
current state: You are now in the dish-pit.
You are in a dish-pit. A normal kind of place. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You make out a American chest. Make a note of this, you might have to put stuff on or in it later on. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a chair. What a coincidence, weren't you just thinking about a chair? But the thing hasn't got anything on it. Oh! Why couldn't there just be stuff on it? Hey, want to see a saucepan? Look over there, a saucepan. The saucepan is ordinary. The saucepan appears to be empty.
There is an unguarded exit to the east.
There is an American passkey and a glass on the floor.
You are carrying: a Microsoft style key, a bug and a folder.

your action:

Response: take glass<|im_end|>go east<|im_end|>open Microsoft style box<|im_end|>insert glass into Microsoft style box<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First, it would be fantastic if you could move west. With that accomplished, lift the poem from the floor of the chamber. If you can get your hands on the poem, head east. That done, place the poem on the shelf. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the garage.
You are in a garage. A standard one. The room is well lit.
You see a shelf. You see a hat and a scarf on the shelf. You can make out a stand. The stand is usual. But the thing is empty. Hm. Oh well You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a table. The table is ordinary. Looks like someone's already been here and taken everything off it, though.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a carrot on the floor.
You are carrying: a type 2 key, a broom and a synthesizer.

your action:

Response: go west<|im_end|>take poem<|im_end|>go east<|im_end|>put poem on shelf<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, try to move south. Then, ensure that the type L box is open. And then, retrieve the key from the type L box within the salon. And then, make it so that the locker within the salon is unlocked. That's it!

Here is your interactions so far:
current state: You are now in the laundry place.
You arrive in a laundry place. A standard kind of place.
You see a locked spherical box in the corner.
There is an exit to the south. Don't worry, it is unblocked.
There is a broom on the floor.
You are carrying: a fondue, a type L latchkey, a keycard and a spherical latchkey.

your action:

Response: go south<|im_end|>open type L box<|im_end|>take key from type L box<|im_end|>unlock locker with key<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
You are now playing a fast paced round of TextWorld! Here is your task for today. First off, make an effort to head west. Following that, recover the nest of earwigs from the desk. If you can get your hands on the nest of earwigs, make an effort to head east. Next, you can put the nest of earwigs into the cabinet within the washroom. Alright, thanks!

Here is your interactions so far:
current state: You are now in the washroom.
You are in a washroom. A typical one.
You can see an opened cabinet. The cabinet contains a legume. A cabinet... Is that really what you were looking for? You can see a rack. But oh no! there's nothing on this piece of trash.
You don't like doors? Why not try going west, that entranceway is unguarded.
There is an iron on the floor.
You are carrying: a sandwich and a cashew.

your action:

Response: go west<|im_end|>take nest of earwigs from desk<|im_end|>go east<|im_end|>insert nest of earwigs into cabinet<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First, it would be a great idea if you could go to the south. And then, make sure that the locker inside the cookery is unlocked. And then, ensure that the locker is open. And then, pick up the whisk from the locker. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the basement.
You are in a basement. It seems to be pretty standard here. You begin to take stock of what's in the room.
You see a gleam over in a corner, where you can see a shelf. The shelf is standard. But the thing is empty, unfortunately. It would have been so cool if there was stuff on the shelf.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a chocolate bar on the floor.
You are carrying: a latchkey.

your action:

Response: go south<|im_end|>unlock locker with latchkey<|im_end|>open locker<|im_end|>take whisk from locker<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to another fast paced round of TextWorld! First thing I need you to do is to travel south. After that, open the box. After that, recover the poem from the box. Then, place the poem on the bed in the parlor. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bathroom.
You find yourself in a bathroom. A normal kind of place.
You see a locked lavender scented box. You can see a closed rectangular chest. You bend down to tie your shoe. When you stand up, you notice a table. But the thing is empty, unfortunately. Aw, and here you were, all excited for there to be things on it!
You need an unguarded exit? You should try going south.
There is a lavender scented latchkey on the floor.
You are carrying: a latchkey and a rectangular key.

your action:

Response: go south<|im_end|>open box<|im_end|>take poem from box<|im_end|>put poem on bed<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to TextWorld! First stop, head east. Okay, and then, open the locker. And then, recover the sponge from the locker within the bathroom. After that, rest the sponge on the shelf inside the bathroom. Got that? Good!

Here is your interactions so far:
current state: You are now in the garage.
You've just sauntered into a garage. You begin to take stock of what's in the room.
You see a crate. You shudder, but continue examining the room.
There is an exit to the east. Don't worry, it is unguarded.
You are carrying: a banana, a key and a frisbee.

your action:

Response: go east<|im_end|>open locker<|im_end|>take sponge from locker<|im_end|>put sponge on shelf<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to another exciting session of TextWorld! First thing I need you to do is to unlock the type 8 locker in the closet with the type 8 keycard. After unlocking the type 8 locker, make sure that the type 8 locker is wide open. After pulling open the type 8 locker, pick up the onion from the type 8 locker in the closet. After picking up the onion, eat the onion. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the closet.
Okay, so you're in a closet, cool, but is it normal? You better believe it is. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You can see a type 8 locker. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a locker. The locker contains a licorice strip. A locker... Is that really what you were looking for? You see a gleam over in a corner, where you can see a counter. But the thing is empty.
There is an exit to the north. Don't worry, it is unblocked.
There is a worm on the floor.
You are carrying: a broccoli, a type 8 keycard and a whisk.

your action:

Response: unlock type 8 locker with type 8 keycard<|im_end|>open type 8 locker<|im_end|>take onion from type 8 locker<|im_end|>eat onion<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, make an effort to go west. Once you finish that, retrieve the sponge from the type 8 locker in the bathroom. And then, go east. And then, place the sponge on the mantelpiece within the office. Got that? Good!

Here is your interactions so far:
current state: You are now in the office.
You have moved into the most standard of all possible offices. You begin looking for stuff.
You see a soap scented safe. You see a locked usual looking TextWorld chest nearby. You see a mantelpiece. The mantelpiece is usual. On the mantelpiece you see a TextWorld keycard.
There is an exit to the west. Don't worry, it is unguarded.
You are carrying: a soap scented keycard.

your action:

Response: go west<|im_end|>take sponge from type 8 locker<|im_end|>go east<|im_end|>put sponge on mantelpiece<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. First step, go west. And then, retrieve the passkey from the pan inside the cookery. Then, make an attempt to take a trip east. With that done, unlock the chest. That's it!

Here is your interactions so far:
current state: You are now in the studio.
You arrive in a studio. A normal kind of place.
As if things weren't amazing enough already, you can even see a chest. You can make out a mantelpiece. You see an apple and a Cat Calendar on the mantelpiece.
There is an exit to the west. Don't worry, it is unblocked.
You are carrying: a stick of butter and a sandwich.

your action:

Response: go west<|im_end|>take passkey from pan<|im_end|>go east<|im_end|>unlock chest with passkey<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to another exciting round of TextWorld! Here is how to play! First of all, you could, like, take the mug from the fridge. And then, travel south. After that, make sure that the box in the spare room is opened. Then, you can insert the mug inside the box. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cookhouse.
You find yourself in a cookhouse. A standard one. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You scan the room, seeing a fridge. The fridge contains a stick of butter, a latchkey and a mug. You can see a safe. Huh, weird. You can make out a bowl. But there isn't a thing on it. It would have been so cool if there was stuff on the bowl.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a blender on the floor.
You are carrying: a sandwich.

your action:

Response: take mug from fridge<|im_end|>go south<|im_end|>open box<|im_end|>insert mug into box<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First, it would be good if you could try to go west. With that done, take the keycard from the counter within the attic. And then, take a trip east. And then, unlock the locker with the keycard. Alright, thanks!

Here is your interactions so far:
current state: You are now in the steam room.
I never took you for the sort of person who would show up in a steam room, but I guess I was wrong.
You see a locked locker right there by you. You make out a rack. The rack is usual. But the thing hasn't got anything on it.
There is an exit to the west. Don't worry, it is unguarded.
There is a broom, a mop and a sponge on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take keycard from counter<|im_end|>go east<|im_end|>unlock locker with keycard<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First thing I need you to do is to recover the latchkey from the counter in the washroom. And then, go to the south. Once you get around to doing that, make it so that the safe is closed. If you have shut the safe, look and see the safe in the steam room is locked. Got that? Good!

Here is your interactions so far:
current state: You are now in the washroom.
You've entered a washroom. Okay, just remember what you're here to do, and everything will go great.
You can make out a locked cake scented chest. As if things weren't amazing enough already, you can even see a trunk. The light flickers for a second, but nothing else happens. What a letdown! The trunk is empty! You make out a counter. You see a latchkey on the counter. You can make out a shelf. The shelf appears to be empty.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a cake scented key on the floor.
You are carrying: a pizza and a teaspoon.

your action:

Response: take latchkey from counter<|im_end|>go south<|im_end|>close safe<|im_end|>lock safe with latchkey<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, attempt to take a trip north. And then, pick-up the Comic Strip Calendar from the floor of the study. And then, travel south. And then, rest the Comic Strip Calendar on the table. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the studio.
Look at you, bigshot, walking into a studio like it isn't some huge deal.
You make out a box. You rest your hand against a wall, but you miss the wall and fall onto a formless box. Hmmm... what else, what else? You scan the room, seeing a table. On the table you see a keycard. You see a desk. Looks like someone's already been here and taken everything off it, though.
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: a cookie and a keyboard.

your action:

Response: go north<|im_end|>take Comic Strip Calendar<|im_end|>go south<|im_end|>put Comic Strip Calendar on table<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, try to take a trip north. Following that, lift the butterfly from the floor of the kitchen. After you have got the butterfly, venture south. Once you accomplish that, you can insert the butterfly into the suitcase. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the pantry.
You're now in a pantry. You begin to take stock of what's in the room.
You make out an opened suitcase. The suitcase contains an American style key! You make out a American style locker. You make out a stand. The stand is typical. On the stand you can make out a cane. You can make out a workbench. But the thing is empty, unfortunately. What, you think everything in TextWorld should have stuff on it?
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a cookie.

your action:

Response: go north<|im_end|>take butterfly<|im_end|>go south<|im_end|>insert butterfly into suitcase<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, recover the type B passkey from the rectangular box in the bathroom. With the type B passkey, travel south. After that, make sure that the type B safe is shut. Then, Place the type B passkey into the type B safe to lock it. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bathroom.
You arrive in a bathroom. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a rectangular box. The rectangular box contains a type B passkey.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a shirt on the floor.
You are carrying: a fondue, a loaf of bread and a rectangular keycard.

your action:

Response: take type B passkey from rectangular box<|im_end|>go south<|im_end|>close type B safe<|im_end|>lock type B safe with type B passkey<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, unlock the box. And then, make sure that the box in the salon is open. And then, pick up the keycard from the box. And then, assure the safe is locked. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the salon.
Well how about that, you are in the place we're calling the salon.
You can see a closed safe. You see a locked box here.
You need an unguarded exit? You should try going west.
You are carrying: a fondue, a coconut, a passkey and a keyboard.

your action:

Response: unlock box with passkey<|im_end|>open box<|im_end|>take keycard from box<|im_end|>lock safe with keycard<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, make an effort to travel south. With that done, assure that the type 1 safe is unlocked with the type 1 passkey. After unlocking the type 1 safe, open the type 1 safe inside the steam room. And then, recover the shadfly from the type 1 safe inside the steam room. That's it!

Here is your interactions so far:
current state: You are now in the basement.
You arrive in a basement. An ordinary kind of place.
You can see a vanilla scented locker. There's something strange about this thing being here, but you don't have time to worry about that now.
You need an unblocked exit? You should try going south.
There is a cane and a sock on the floor.
You are carrying: a type 1 passkey, a vanilla scented keycard and a glove.

your action:

Response: go south<|im_end|>unlock type 1 safe with type 1 passkey<|im_end|>open type 1 safe<|im_end|>take shadfly from type 1 safe<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. Your first objective is to take the cuboid latchkey from the mantle. And then, unlock the cuboid locker in the office. After you have unlocked the cuboid locker, open the cuboid locker within the office. Then, recover the shadfly from the cuboid locker in the office. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the office.
You're now in an office.
If you haven't noticed it already, there seems to be something there by the wall, it's a cuboid locker. You can see a bureau. The bureau is empty, what a horrible day! You make out a mantle. On the mantle you can see a cuboid latchkey. Were you looking for a stand? Because look over there, it's a stand. But oh no! there's nothing on this piece of garbage.
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a fondue.

your action:

Response: take cuboid latchkey from mantle<|im_end|>unlock cuboid locker with cuboid latchkey<|im_end|>open cuboid locker<|im_end|>take shadfly from cuboid locker<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First of all, take a trip east. And then, ensure that the non-euclidean chest inside the spare room is open. Then, pick up the durian from the non-euclidean chest within the spare room. After taking the durian, eat the durian. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the kitchen.
You are in a kitchen. A normal one.
You can see a locker. You can make out a refrigerator. You bend down to tie your shoe. When you stand up, you notice a counter. Why don't you take a picture of it, it'll last longer! The counter is normal. The counter appears to be empty.
There is an exit to the east. Don't worry, it is unblocked.
You are carrying: a non-euclidean keycard and a latchkey.

your action:

Response: go east<|im_end|>open non-euclidean chest<|im_end|>take durian from non-euclidean chest<|im_end|>eat durian<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
You are now playing a profound episode of TextWorld! Here is how to play! Your first objective is to take the keycard from the type 2 safe. And then, unlock the box. Then, open the box. After pulling open the box, pick up the glass from the box inside the cookhouse. Got that? Good!

Here is your interactions so far:
current state: You are now in the cookhouse.
You find yourself in a cookhouse. A typical kind of place.
You can see a box. An open type 2 safe is in the corner. The type 2 safe contains a keycard and a butterfly. You make out a chest. You see a table. But the thing is empty.
There is an exit to the north. Don't worry, it is unguarded.
There is a type 2 key on the floor.
You are carrying: a latchkey.

your action:

Response: take keycard from type 2 safe<|im_end|>unlock box with keycard<|im_end|>open box<|im_end|>take glass from box<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! First, it would be good if you could pick up the latchkey from the case. After that, check that the safe within the laundromat is unlocked with the latchkey. After that, open the safe inside the laundromat. After that, take the sock from the safe. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the laundromat.
Guess what, you are in the place we're calling the laundromat.
You can make out a locked safe. An open case is right there by you. The case contains a latchkey. You see a gleam over in a corner, where you can see a shelf. But the thing is empty, unfortunately. You make out a table. The table is standard. However, the table, like an empty table, has nothing on it. This always happens!
There is an unguarded exit to the north.
You are carrying: a loaf of bread, a burger and a cuboid key.

your action:

Response: take latchkey from case<|im_end|>unlock safe with latchkey<|im_end|>open safe<|im_end|>take sock from safe<|im_end|>