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 game of TextWorld! First thing I need you to do is to move south. If you can get around to doing that, take the keycard from the stand. After that, unlock the safe within the workshop. After that, ensure that the safe inside the workshop is open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the parlor.
You find yourself in a parlor. An ordinary kind of place. You try to gain information on your surroundings by using a technique you call "looking."
You can make out a suitcase. You see a couch. The couch is standard. But the thing is empty, unfortunately.
You need an unguarded exit? You should try going south.
There is a coconut on the floor.
You are carrying: a durian and a Microsoft style keycard.

your action:

Response: go south<|im_end|>take keycard from stand<|im_end|>unlock safe with keycard<|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 step, recover the passkey from the rack. And then, unlock the box with the passkey. Once you have unlocked the box, ensure that the box inside the washroom is open. And then, retrieve the iron from the box. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the washroom.
You've entered a washroom.
You see a locked box. Look over there! a basket. Hmmm... what else, what else? You see a rack. On the rack you see a passkey and a shirt.
You need an unguarded exit? You should try going west.
You are carrying nothing.

your action:

Response: take passkey from rack<|im_end|>unlock box with passkey<|im_end|>open box<|im_end|>take iron 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to go to the north. After that, take the shadfly from the bookshelf. Then, travel south. Okay, and then, put the shadfly on the stand. Alright, thanks!

Here is your interactions so far:
current state: You are now in the salon.
You find yourself in a salon. A standard kind of place.
Hey, want to see a stand? Look over there, a stand. Why don't you take a picture of it, it'll last longer! The stand is usual. But oh no! there's nothing on this piece of junk. Hm. Oh well You can make out a recliner. The recliner is usual. But the thing is empty. It would have been so cool if there was stuff on the recliner. You smell a fine smell, and follow it to a mantelpiece. The mantelpiece is usual. However, the mantelpiece, like an empty mantelpiece, has nothing on it. Oh! Why couldn't there just be stuff on it?
There is an unblocked exit to the north.
There is a tablet and a pillow on the floor.
You are carrying: a synthesizer.

your action:

Response: go north<|im_end|>take shadfly from bookshelf<|im_end|>go south<|im_end|>put shadfly 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:
Welcome to TextWorld! Here is how to play! First step, recover the spherical latchkey from the counter inside the shower. If you have picked up the spherical latchkey, unlock the spherical locker in the shower. After that, make absolutely sure that the spherical locker inside the shower is ajar. And then, take the sponge from the spherical locker in the shower. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the shower.
Well, here we are in the shower. You start to take note of what's in the room.
You can see a locked spherical locker in the room. You can see a cabinet. I mean, just wow! Isn't TextWorld just the best? Empty! What kind of nightmare TextWorld is this? You can see a counter. The counter is normal. On the counter you can make out a spherical latchkey, a worm and a broom. You bend down to tie your shoe. When you stand up, you notice a bench. The bench is standard. But the thing is empty, unfortunately. You see a shelf. The shelf is ordinary. But there isn't a thing on it. What, you think everything in TextWorld should have stuff on it? You see a gleam over in a corner, where you can see a rack. The rack is typical. The rack appears to be empty.
There is an unguarded exit to the north.
You are carrying: a tv and a top hat.

your action:

Response: take spherical latchkey from counter<|im_end|>unlock spherical locker with spherical latchkey<|im_end|>open spherical locker<|im_end|>take sponge from spherical 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:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! Here is your task for today. First thing I need you to do is to try to venture south. With that over with, look and see that the type C locker is ajar. Then, retrieve the spherical key from the type C locker. Then, unlock the spherical locker with the spherical key. Alright, thanks!

Here is your interactions so far:
current state: You are now in the scullery.
You find yourself in a scullery. An ordinary kind of place. You begin looking for stuff.
You can make out a locked box close by. You make out a saucepan. You see a keycard and a bug on the saucepan.
There is an exit to the south. Don't worry, it is unblocked.
There is a teacup on the floor.
You are carrying nothing.

your action:

Response: go south<|im_end|>open type C locker<|im_end|>take spherical key from type C locker<|im_end|>unlock spherical locker with spherical 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, make an attempt to go to the south. And then, retrieve the type A latchkey from the floor of the canteen. Then, unlock the type A chest. After that, doublecheck that the type A chest is open. That's it!

Here is your interactions so far:
current state: You are now in the workshop.
You arrive in a workshop. A typical kind of place.
If you haven't noticed it already, there seems to be something there by the wall, it's a bookshelf. You see a fondue on the bookshelf. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting.
You need an unguarded exit? You should try going south.
There is a banana on the floor.
You are carrying: a cucumber and a gummy bear.

your action:

Response: go south<|im_end|>take type A latchkey<|im_end|>unlock type A chest with type A latchkey<|im_end|>open type A 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 fast paced round of TextWorld? You do! First off, make an attempt to travel east. Next, open the chest. After that, take the sponge from the chest. And then, place the sponge on the shelf in the shower. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the study.
You have walked into the most ordinary of all possible studys.
You can see a closed suitcase close by.
You need an unguarded exit? You should try going east.
There is a mouse and a keyboard on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>open chest<|im_end|>take sponge from chest<|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:
You are now playing a life changing round of TextWorld! Here is how to play! Your first objective is to travel west. And then, pick up the rectangular passkey from the counter in the closet. With the rectangular passkey, move east. And then, make sure that the rectangular safe within the bedchamber is unlocked with the rectangular passkey. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the bedchamber.
You've entered a bedchamber.
You can make out a locked rectangular safe. You see a shelf. The shelf is typical. 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 west.
You are carrying: a fondue, a peanut, an American keycard, a keycard and a synthesizer.

your action:

Response: go west<|im_end|>take rectangular passkey from counter<|im_end|>go east<|im_end|>unlock rectangular safe with rectangular 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, go south. If you can get through with that, ensure that the formless locker inside the studio is open. After that, recover the printer from the formless locker in the studio. If you can get your hands on the printer, you can deposit the printer inside the trunk in the studio. Alright, thanks!

Here is your interactions so far:
current state: You are now in the recreation zone.
You find yourself in a recreation zone. An ordinary one. Okay, just remember what you're here to do, and everything will go great.
As if things weren't amazing enough already, you can even see a box. 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. You scan the room, seeing a chest. The chest contains a tv. You can make out a bed. On the bed you can make out a nest of kittens.
There is an exit to the south. Don't worry, it is unguarded.
You are carrying: a legume and a keycard.

your action:

Response: go south<|im_end|>open formless locker<|im_end|>take printer from formless locker<|im_end|>insert printer 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 TextWorld! Here is how to play! First, it would be a great idea if you could doublecheck that the type E box is unlocked. Then, ensure that the type E box is open. And then, recover the Canadian style latchkey from the type E box within the lounge. And then, insert the Canadian style latchkey into the Canadian style safe within the lounge's lock to unlock it. Alright, thanks!

Here is your interactions so far:
current state: You are now in the lounge.
Look around you. Take it all in. It's not every day someone gets to be in a lounge. You try to gain information on your surroundings by using a technique you call "looking."
You can make out a locked Canadian style safe here. You can make out a type E box. The light flickers for a second, but nothing else happens. You can see a closed vanilla scented safe.
There is an unblocked exit to the north.
There is a vanilla scented latchkey on the floor.
You are carrying: a type E latchkey.

your action:

Response: unlock type E box with type E latchkey<|im_end|>open type E box<|im_end|>take Canadian style latchkey from type E box<|im_end|>unlock Canadian style safe with Canadian style 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:
You are now playing a profound session of TextWorld! First of all, you could, like, go south. Next, ensure that the lavender scented locker is open. And then, pick up the mouse from the lavender scented locker within the studio. Then, you can deposit the mouse into the formless safe in the studio. Got that? Good!

Here is your interactions so far:
current state: You are now in the pantry.
I am stoked to announce that you are now in the pantry.
You see a box. Is this what you came to TextWorld for? This... box? You can make out a rack. The rack is usual. But oh no! there's nothing on this piece of garbage.
There is an unblocked exit to the south.
You are carrying: a legume and a latchkey.

your action:

Response: go south<|im_end|>open lavender scented locker<|im_end|>take mouse from lavender scented locker<|im_end|>insert mouse into formless 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, make an attempt to go west. After that, lift the textbook from the floor of the playroom. And then, move east. Then, place the textbook on the floor of the canteen. Got that? Good!

Here is your interactions so far:
current state: You are now in the canteen.
Well, here we are in a canteen.
You see a American style chest. Look over there! a fridge.
There is an exit to the west. Don't worry, it is unblocked.
There is an American style latchkey on the floor.
You are carrying: an insect.

your action:

Response: go west<|im_end|>take textbook<|im_end|>go east<|im_end|>drop textbook<|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! First of all, you could, like, doublecheck that the type N safe within the recreation zone is unlocked with the type N keycard. And then, open the type N safe inside the recreation zone. After that, recover the cucumber from the type N safe in the recreation zone. After that, eat the cucumber. Alright, thanks!

Here is your interactions so far:
current state: You are now in the recreation zone.
Ah, the recreation zone. This is some kind of recreation zone, really great normal vibes in this place, a wonderful normal atmosphere. And now, well, you're in it. Okay, just remember what you're here to do, and everything will go great.
Were you looking for a type N safe? Because look over there, it's a type N safe. Huh, weird. You can make out a bench. But the thing is empty, unfortunately. This always happens!
There is an unguarded exit to the west.
You are carrying: a sandwich and a type N keycard.

your action:

Response: unlock type N safe with type N keycard<|im_end|>open type N safe<|im_end|>take cucumber from type N safe<|im_end|>eat cucumber<|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 off, if it's not too much trouble, I need you to attempt to head west. And then, pick up the stick of butter from the mantelpiece within the bedchamber. After that, eat the stick of butter. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the dish-pit.
I just think it's awesome that you're in a dish-pit now.
Were you looking for a locker? Because look over there, it's a locker. You can see an opened fridge. The fridge is empty! This is the worst thing that could possibly happen, ever! Look out! It's a- oh, never mind, it's just a counter. What a great pairing of adjectives and nouns! The counter is standard. But there isn't a thing on it.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a latchkey on the floor.
You are carrying: a berry, a loaf of bread and a shadfly.

your action:

Response: go west<|im_end|>take stick of butter from mantelpiece<|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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First of all, make sure that the chest inside the basement is unlocked. Then, ensure that the chest is open. And then, recover the top hat from the chest. Then, put the top hat on the stand in the basement. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the basement.
Well, here we are in a basement. Let's see what's in here.
You see a chest. You can make out a stand. But the thing hasn't got anything on it. You swear loudly. You make out a workbench. You wonder idly who left that here. But the thing hasn't got anything on it. What, you think everything in TextWorld should have stuff on it?
You need an unguarded exit? You should try going north.
You are carrying: a key.

your action:

Response: unlock chest with key<|im_end|>open chest<|im_end|>take top hat from chest<|im_end|>put top hat 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 off, if it's not too much trouble, I need you to check that the cuboid box within the sauna is unlocked with the cuboid key. After unlocking the cuboid box, open the cuboid box inside the sauna. And then, pick up the latchkey from the cuboid box. After picking up the latchkey, unlock the locker in the sauna with the latchkey. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the sauna.
You find yourself in a sauna. A normal kind of place.
You see a locked locker. You scan the room for a cuboid box, and you find a cuboid box. You check the price tag that hangs off the cuboid box. Forty dollars?! That's ridiculous! You know, I got a friend who could get you one of those for 50 bucks! If you haven't noticed it already, there seems to be something there by the wall, it's a bench. The bench is ordinary. But the thing is empty, unfortunately. It would have been so cool if there was stuff on the bench. You see a table. The table is usual. But the thing hasn't got anything on it.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a licorice strip and a candy bar on the floor.
You are carrying: a loaf of bread, a cuboid key, a frisbee and a knife.

your action:

Response: unlock cuboid box with cuboid key<|im_end|>open cuboid box<|im_end|>take latchkey from cuboid box<|im_end|>unlock locker 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:
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 off, try to go to the east. And then, open the Microsoft locker inside the study. Then, pick up the candy bar from the Microsoft locker inside the study. With the candy bar, eat the candy bar. Alright, thanks!

Here is your interactions so far:
current state: You are now in the garage.
You are in a garage. A typical one.
You bend down to tie your shoe. When you stand up, you notice a type 7 locker.
You need an unguarded exit? You should try going east.
There is a type 7 passkey on the floor.
You are carrying: a Microsoft passkey.

your action:

Response: go east<|im_end|>open Microsoft locker<|im_end|>take candy bar from Microsoft 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:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! Here is how to play! First, it would be fantastic if you could recover the type P key from the floor of the studio. And then, attempt to go to the east. After that, close the type P chest in the laundromat. And then, lock the type P chest. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the studio.
You've just shown up in a studio. I guess you better just go and list everything you see here.
You can make out a American limited edition safe. You can make out a type 3 chest. You make out a mantelpiece. The mantelpiece is typical. However, the mantelpiece, like an empty mantelpiece, has nothing on it. You see a chair. The chair appears to be empty.
You need an unblocked exit? You should try going east.
There is a type P key and an American limited edition key on the floor.
You are carrying: a type 3 key.

your action:

Response: take type P key<|im_end|>go east<|im_end|>close type P chest<|im_end|>lock type P chest with type P 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:
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, make an effort to move east. After that, look and see that the chest inside the garage is ajar. Then, retrieve the insect from the chest in the garage. And then, ditch the insect on the floor of the garage. Got that? Good!

Here is your interactions so far:
current state: You are now in the office.
You arrive in an office. An usual one. You start to take note of what's in the room.
You can see a formless safe. You can make out an opened box. Empty! What kind of nightmare TextWorld is this? Oh wow! Is that what I think it is? It is! It's a locker. Oh wow! Is that what I think it is? It is! It's an armchair. The armchair is typical. On the armchair you can see a formless passkey.
There is an exit to the east. Don't worry, it is unguarded.
You are carrying: a burger and a broom.

your action:

Response: go east<|im_end|>open chest<|im_end|>take insect from chest<|im_end|>drop insect<|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! Here is how to play! First of all, try to go north. And then, recover the insect from the table. Then, head south. With that over with, you can deposit the insect into the spherical locker within the laundromat. Alright, thanks!

Here is your interactions so far:
current state: You are now in the laundromat.
You are in a laundromat. A normal kind of place.
You can make out an opened standard looking spherical locker close by. The spherical locker contains an iron. You can see a locked box. You can make out a rack. But the thing is empty, unfortunately. You swear loudly.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a legume and a stick of butter on the floor.
You are carrying: a passkey and a spherical passkey.

your action:

Response: go north<|im_end|>take insect from table<|im_end|>go south<|im_end|>insert insect into spherical 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:
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 stop, take a trip south. And then, make sure that the locker is open. And then, pick up the insect from the locker within the salon. Then, you can place the insect into the type N chest. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cubicle.
You've just sauntered into a cubicle. You begin to take stock of what's in the room.
You can make out an opened toolbox here. Empty! What kind of nightmare TextWorld is this? Look over there! a chair. You see an Advent Calendar on the chair. You make out a mantelpiece. Looks like someone's already been here and taken everything off it, though. Oh! Why couldn't there just be stuff on it?
There is an exit to the south. Don't worry, it is unblocked.
There is a sandwich on the floor.
You are carrying: a grape and a type N passkey.

your action:

Response: go south<|im_end|>open locker<|im_end|>take insect from locker<|im_end|>insert insect into type N 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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First stop, make an attempt to take a trip east. If you can accomplish that, lift the type A latchkey from the floor of the dish-pit. After that, unlock the type A safe with the type A latchkey. And then, open the type A safe in the dish-pit. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the cubicle.
You are in a cubicle. It seems to be pretty ordinary here.
You can make out a non-euclidean locker. Now why would someone leave that there? The non-euclidean locker is empty! What a waste of a day! You make out a desk. The desk is typical. However, the desk, like an empty desk, has nothing on it. Aw, here you were, all excited for there to be things on it! What's that over there? It looks like it's a mantelpiece. The mantelpiece is normal. But the thing is empty. You make a mental note to not get your hopes up the next time you see a mantelpiece in a room.
There is an exit to the east. Don't worry, it is unguarded.
There is a non-euclidean passkey on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>take type A latchkey<|im_end|>unlock type A safe with type A latchkey<|im_end|>open type A 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! First thing I need you to do is to go to the east. With that done, look and see that the TextWorld limited edition locker is opened. Then, pick up the fondue from the TextWorld limited edition locker. Then, eat the fondue. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bar.
You are in a bar. You start to take note of what's in the room.
You make out a Henderson's limited edition locker. I mean, just wow! Isn't TextWorld just the best? You see a bench. Looks like someone's already been here and taken everything off it, though. You hear a noise behind you and spin around, but you can't see anything other than a shelf. The shelf is typical. On the shelf you can see a cookie, a Henderson's limited edition key and a nest of insects. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You see a couch. The couch is typical. But the thing is empty. Oh! Why couldn't there just be stuff on it?
There is an unguarded exit to the east.
You are carrying: an insect.

your action:

Response: go east<|im_end|>open TextWorld limited edition locker<|im_end|>take fondue from TextWorld limited edition locker<|im_end|>eat fondue<|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, head south. With that accomplished, assure that the safe inside the cookery is wide open. Then, pick up the shadfly from the safe. And then, drop the shadfly on the floor of the cookery. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the washroom.
You've entered a washroom.
You see a shelf. The shelf is normal. On the shelf you can make out a mop. You make out a table. You wonder idly who left that here. The table is typical. But the thing is empty, unfortunately. Aw, here you were, all excited for there to be things on it!
You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying: a keycard and a key.

your action:

Response: go south<|im_end|>open safe<|im_end|>take shadfly from safe<|im_end|>drop shadfly<|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 stop, make an effort to move west. After that, recover the insect from the floor of the salon. And then, take a trip east. That done, toss the insect on the floor of the steam room. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the steam room.
You are in a steam room. An ordinary one. You begin looking for stuff.
You can see a closed formless safe. You can see a bench. The bench appears to be empty. You bend down to tie your shoe. When you stand up, you notice a shelf. Now why would someone leave that there? But the thing is empty, unfortunately. It would have been so cool if there was stuff on the shelf.
There is an exit to the west. Don't worry, it is unblocked.
There is a formless key on the floor.
You are carrying: a latchkey and a poem.

your action:

Response: go west<|im_end|>take insect<|im_end|>go east<|im_end|>drop insect<|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 go to the east. And then, pick up the non-euclidean key from the chair in the dish-pit. After that, make it so that the non-euclidean safe in the dish-pit is unlocked with the non-euclidean key. After that, ensure that the non-euclidean safe is open. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cookhouse.
You find yourself in a cookhouse. An usual one. You can barely contain your excitement.
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying: a Microsoft style latchkey, an insect, a book and a mug.

your action:

Response: go east<|im_end|>take non-euclidean key from chair<|im_end|>unlock non-euclidean safe with non-euclidean key<|im_end|>open non-euclidean 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, if it's not too much trouble, I need you to move west. And then, pick up the blender from the chair within the kitchenette. After that, take a trip east. With that over with, sit the blender on the saucepan. That's it!

Here is your interactions so far:
current state: You are now in the dish-pit.
You arrive in an usual kind of place. That is to say, you're in a dish-pit.
You see a locked type K box, which looks typical, right there by you. An open case is in the room. What a letdown! The case is empty! You can make out a saucepan. The saucepan is standard. On the saucepan you can make out a napkin.
You need an unguarded exit? You should try going west.
There is a type K keycard on the floor.
You are carrying: an insect.

your action:

Response: go west<|im_end|>take blender from chair<|im_end|>go east<|im_end|>put blender on saucepan<|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 of all, venture east. After that, look and see that the chest within the studio is wide open. After that, recover the passkey from the chest. And then, insert the passkey into the locker inside the studio's lock to unlock it. Got that? Good!

Here is your interactions so far:
current state: You are now in the launderette.
You've stumbled 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 launderette.
You can make out a shelf. Why don't you take a picture of it, it'll last longer! The shelf is normal. But the thing hasn't got anything on it. It would have been so cool if there was stuff on the shelf.
There is an unblocked exit to the east.
There is a paper towel on the floor.
You are carrying: a gummy bear, a key and a fly larva.

your action:

Response: go east<|im_end|>open chest<|im_end|>take passkey from 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:
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 another profound game of TextWorld! First of all, recover the Microsoft limited edition key from the counter within the closet. With the Microsoft limited edition key, try to travel east. Then, make absolutely sure that the Microsoft limited edition locker within the study is shut. And then, Deposit the Microsoft limited edition key into the Microsoft limited edition locker to lock it. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the closet.
You are in a closet. A standard kind of place.
You can see a non-euclidean chest. You see a closed type D box in the room. You hear a noise behind you and spin around, but you can't see anything other than a counter. You see a Microsoft limited edition key, a non-euclidean key and a type D latchkey on the counter.
There is an unblocked exit to the east.
You are carrying: a stick of butter.

your action:

Response: take Microsoft limited edition key from counter<|im_end|>go east<|im_end|>close Microsoft limited edition locker<|im_end|>lock Microsoft limited edition locker with Microsoft limited edition 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 your task for today. First of all, ensure that the Canadian locker is open. After pulling open the Canadian locker, take the cd from the Canadian locker. Then, go south. Once you get through with that, place the cd on the floor of the kitchenette. Got that? Good!

Here is your interactions so far:
current state: You are now in the chamber.
You arrive in a chamber. A typical kind of place.
If you haven't noticed it already, there seems to be something there by the wall, it's a Canadian locker. The light flickers for a second, but nothing else happens. You see a bookshelf. But the thing is empty. You make out a bar. But the thing hasn't got anything on it.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a Canadian passkey on the floor.
You are carrying: a gummy bear.

your action:

Response: open Canadian locker<|im_end|>take cd from Canadian locker<|im_end|>go south<|im_end|>drop cd<|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 attempt to take a trip east. That done, ensure that the safe is open. After that, retrieve the rectangular latchkey from the safe in the cubicle. If you can get your hands on the rectangular latchkey, lock the rectangular chest with the rectangular latchkey. That's it!

Here is your interactions so far:
current state: You are now in the study.
You've walked 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 study. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can make out a Canadian chest.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying: a Canadian passkey.

your action:

Response: go east<|im_end|>open safe<|im_end|>take rectangular latchkey from safe<|im_end|>lock rectangular chest with rectangular 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:
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 recover the soap dispenser from the chest in the launderette. Then, venture east. After that, open the type G safe within the steam room. After that, put the soap dispenser inside the type G safe. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the launderette.
You've entered a launderette.
You scan the room for a chest, and you find a chest. The chest contains a stick of butter and a soap dispenser. You scan the room for a fudge scented chest, and you find a fudge scented chest. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a board. But the thing is empty.
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a salad and a fudge scented keycard on the floor.
You are carrying: a passkey.

your action:

Response: take soap dispenser from chest<|im_end|>go east<|im_end|>open type G safe<|im_end|>insert soap dispenser into type G 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 life changing session of TextWorld! Here is how to play! First of all, you could, like, try to move south. If you can manage that, open the spherical chest. And then, pick up the scarf from the spherical chest within the vault. After that, place the scarf on the rack in the vault. That's it!

Here is your interactions so far:
current state: You are now in the cubicle.
Guess what, you are in a place we're calling a cubicle.
You can make out an opened display in the corner. The display is empty, what a horrible day!
You need an unguarded exit? You should try going south.
There is a butterfly on the floor.
You are carrying: a burger.

your action:

Response: go south<|im_end|>open spherical chest<|im_end|>take scarf from spherical chest<|im_end|>put scarf 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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First step, move south. Once you finish that, take the American style latchkey from the plate. Then, unlock the American style safe in the cookery with the American style latchkey. And then, make sure that the American style safe inside the cookery is wide open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the parlor.
You've walked into an ordinary room. Your mind races to think of what kind of room would be ordinary. And then it hits you. Of course. You're in the parlor. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You can make out a mantle. But there isn't a thing on it. Oh! Why couldn't there just be stuff on it?
There is an exit to the south. Don't worry, it is unguarded.
There is a stick of butter on the floor.
You are carrying: a fondue and a synthesizer.

your action:

Response: go south<|im_end|>take American style latchkey from plate<|im_end|>unlock American style safe with American style latchkey<|im_end|>open American style 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! First of all, you could, like, make an effort to move east. And then, open the type 5 locker. And then, retrieve the salad from the type 5 locker. And then, eat the salad. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cubicle.
Okay, so you're in a cubicle, cool, but is it usual? You better believe it is.
You need an unblocked exit? You should try going east.
There is a bug on the floor.
You are carrying: a stick of butter, a chocolate bar, a type 5 key, a Henderson's style keycard, a butterfly and a printer.

your action:

Response: go east<|im_end|>open type 5 locker<|im_end|>take salad from type 5 locker<|im_end|>eat salad<|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 of all, you could, like, pick-up the type G key from the floor of the chamber. Then, assure that the type G box is unlocked. After unlocking the type G box, open the type G box. And then, recover the lamp from the type G box in the chamber. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the chamber.
You have entered a chamber. Not the chamber you'd expect. No, this is a chamber. You can barely contain your excitement.
You can see a type G box. You hear a noise behind you and spin around, but you can't see anything other than a bed stand! The bed stand is typical. Unfortunately, there isn't a thing on it.
There is an unblocked exit to the north.
There is a type G key on the floor.
You are carrying: a legume.

your action:

Response: take type G key<|im_end|>unlock type G box with type G key<|im_end|>open type G box<|im_end|>take lamp from type G 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:
You are now playing a profound round of TextWorld! First thing I need you to do is to recover the type 5 latchkey from the bench in the bedchamber. After that, unlock the type 5 chest in the bedchamber. Then, ensure that the type 5 chest is open. Then, recover the tv from the type 5 chest. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the bedchamber.
You've entered a bedchamber. Let's see what's in here.
You make out a locked type 5 chest close by. Look out! It's a- oh, never mind, it's just a bench. What a coincidence, weren't you just thinking about a bench? The bench is standard. On the bench you see a type 5 latchkey. As if things weren't amazing enough already, you can even see a shelf. The shelf appears to be empty. It would have been so cool if there was stuff on the shelf. You can make out a mantelpiece. The mantelpiece is normal. Unfortunately, there isn't a thing on it. Oh! Why couldn't there just be stuff on it?
You need an unguarded exit? You should try going north.
You are carrying: a candy bar and a sock.

your action:

Response: take type 5 latchkey from bench<|im_end|>unlock type 5 chest with type 5 latchkey<|im_end|>open type 5 chest<|im_end|>take tv from type 5 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 life changing round of TextWorld? You do! First of all, you could, like, take the soap scented key from the cabinet. And then, try to travel east. After that, make sure that the soap scented locker within the canteen is closed. After that, lock the soap scented locker with the soap scented key. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the workshop.
You are in a workshop. An usual kind of place.
You can make out a cabinet. 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. The cabinet contains a soap scented key. You make out a closed typical looking display nearby.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a Quote of the Day Calendar on the floor.
You are carrying: a Cat Calendar.

your action:

Response: take soap scented key from cabinet<|im_end|>go east<|im_end|>close soap scented locker<|im_end|>lock soap scented locker with soap scented 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:
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 of all, you could, like, take a trip east. And then, pick-up the latchkey from the floor of the shower. Once you have taken the latchkey, assure that the safe is unlocked. After that, open the safe within the shower. Alright, thanks!

Here is your interactions so far:
current state: You are now in the studio.
You've just sauntered into a studio.
What's that over there? It looks like it's a chest. There's something strange about this thing being here, but you don't have time to worry about that now. You can make out a bookshelf. On the bookshelf you can make out a key.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying nothing.

your action:

Response: go east<|im_end|>take latchkey<|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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to try to go to the east. With that done, ensure that the box is open. After that, retrieve the type G latchkey from the box inside the study. After that, unlock the type G locker. Got that? Good!

Here is your interactions so far:
current state: You are now in the washroom.
You're now in a washroom.
If you haven't noticed it already, there seems to be something there by the wall, it's a dresser. The dresser is empty! This is the worst thing that could possibly happen, ever! You see a table. The table is standard. However, the table, like an empty table, has nothing on it.
There is an exit to the east. Don't worry, it is unguarded.
There is a paper towel on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>open box<|im_end|>take type G latchkey from box<|im_end|>unlock type G locker with type G 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:
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 try to take a trip east. Then, open the Microsoft style safe. After that, pick up the American style latchkey from the Microsoft style safe. And then, lock the American style locker within the garage. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the dish-pit.
Well how about that, you are in the place we're calling the dish-pit.
You see a locked Microsoft chest. You smell an awful smell, and follow it to a chest.
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a Microsoft key on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>open Microsoft style safe<|im_end|>take American style latchkey from Microsoft style safe<|im_end|>lock American style locker with American style 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:
You are now playing a fast paced episode of TextWorld! First off, move west. Then, retrieve the backup calendar from the toolbox within the cubicle. And then, attempt to take a trip east. With that accomplished, sit the backup calendar on the bar within the bedroom. Got that? Good!

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 typical vibes in this place, a wonderful typical atmosphere. And now, well, you're in it.
You make out a locker. Huh, weird. What's that over there? It looks like it's a rectangular chest. The rectangular chest contains a novel. If you haven't noticed it already, there seems to be something there by the wall, it's a bar. The bar is normal. Unfortunately, there isn't a thing on it.
There is an exit to the west. Don't worry, it is unblocked.
You are carrying: a potato, a latchkey, a rectangular key and a cloak.

your action:

Response: go west<|im_end|>take backup calendar from toolbox<|im_end|>go east<|im_end|>put backup calendar on 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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Your first objective is to make sure that the safe is unlocked. Then, open the safe in the cubicle. Having opened the safe, take the insect from the safe inside the cubicle. After you have taken the insect, put the insect on the stand. That's it!

Here is your interactions so far:
current state: You are now in the cubicle.
You've entered a cubicle.
You see a safe. You can make out a chest. You make out a stand. Looks like someone's already been here and taken everything off it, though.
You need an unblocked exit? You should try going north.
There is a key on the floor.
You are carrying: a cashew and a latchkey.

your action:

Response: unlock safe with latchkey<|im_end|>open safe<|im_end|>take insect from safe<|im_end|>put insect 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:
You are now playing a profound episode of TextWorld! Here is how to play! First stop, go to the east. Then, unlock the American limited edition safe. And then, open the American limited edition safe within the workshop. After opening the American limited edition safe, retrieve the Cat Calendar from the American limited edition safe in the workshop. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the pantry.
You arrive in a pantry. An usual kind of place.
You can see an opened locker. The locker contains a legume. You can see a rack. The rack is normal. The rack appears to be empty. Aw, here you were, all excited for there to be things on it!
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying: an American limited edition passkey and a keycard.

your action:

Response: go east<|im_end|>unlock American limited edition safe with American limited edition passkey<|im_end|>open American limited edition safe<|im_end|>take Cat Calendar from American limited edition 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 exciting session of TextWorld! First off, pick-up the type C latchkey from the floor of the launderette. And then, attempt to go to the east. With that done, unlock the type C safe in the playroom with the type C latchkey. Having unlocked the type C safe, open the type C safe in the playroom. Alright, thanks!

Here is your interactions so far:
current state: You are now in the launderette.
You are in a launderette. An ordinary kind of place.
You can see a closed rectangular chest here. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a counter. The counter is normal. On the counter you see a rectangular keycard. You can see a table. The table is ordinary. Looks like someone's already been here and taken everything off it, though. Aw, here you were, all excited for there to be things on it! Oh, great. Here's a rack. But oh no! there's nothing on this piece of trash. You make out a board. Unfortunately, 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 east.
There is a type C latchkey on the floor.
You are carrying: a TextWorld limited edition key and a golf club.

your action:

Response: take type C latchkey<|im_end|>go east<|im_end|>unlock type C safe with type C latchkey<|im_end|>open type C 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 thing I need you to do is to pick up the latchkey from the floor of the study. And then, check that the chest is unlocked with the latchkey. Once you have unlocked the chest, make absolutely sure that the chest is open. And then, retrieve the cd from the chest. Alright, thanks!

Here is your interactions so far:
current state: You are now in the study.
You are in a study. An usual kind of place. I guess you better just go and list everything you see here.
You can make out a chest. You rest your hand against a wall, but you miss the wall and fall onto a formless chest. You see a locked Canadian style locker.
There is an unguarded exit to the north.
There is a banana, a peanut and a latchkey on the floor.
You are carrying: a candy bar, a formless passkey and a spherical keycard.

your action:

Response: take latchkey<|im_end|>unlock chest with latchkey<|im_end|>open chest<|im_end|>take cd 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 profound session of TextWorld! First of all, recover the fudge scented keycard from the board in the steam room. After that, unlock the fudge scented chest. And then, open the fudge scented chest. After that, pick up the sponge from the fudge scented chest in the steam room. That's it!

Here is your interactions so far:
current state: You are now in the steam room.
You arrive in a steam room. A normal one. You try to gain information on your surroundings by using a technique you call "looking."
You see a fudge scented chest. You see a non-euclidean box. You can see a board. The board is normal. On the board you see a fudge scented keycard. I mean, just wow! Isn't TextWorld just the best?
You need an unblocked exit? You should try going north.
There is a non-euclidean key on the floor.
You are carrying: a shadfly, a mouse and a bug.

your action:

Response: take fudge scented keycard from board<|im_end|>unlock fudge scented chest with fudge scented keycard<|im_end|>open fudge scented chest<|im_end|>take sponge from fudge scented 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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First off, go west. Then, retrieve the lavender scented latchkey from the stand. And then, take a trip east. With that done, lock the lavender scented chest. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the attic.
This might come as a shock to you, but you've just fallen into an attic.
You can make out a closed lavender scented chest nearby. You bend down to tie your shoe. When you stand up, you notice a TextWorld style box. Now that's what I call TextWorld! You see a table. The table is typical. However, the table, like an empty table, has nothing on it.
There is an exit to the west. Don't worry, it is unblocked.
There is a TextWorld style keycard and a nest of spiders on the floor.
You are carrying: a loaf of bread.

your action:

Response: go west<|im_end|>take lavender scented latchkey from stand<|im_end|>go east<|im_end|>lock lavender scented chest with lavender scented 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:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! Here is your task for today. Your first objective is to head west. Okay, and then, pick up the worm from the floor of the workshop. If you can get your hands on the worm, make an attempt to venture east. Then, ditch the worm on the floor of the scullery. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the scullery.
This might come as a shock to you, but you've just come into a scullery.
You can make out a closed safe nearby.
You need an unblocked exit? You should try going west.
There is a shadfly on the floor.
You are carrying: a durian, a keycard, a passkey and a type J key.

your action:

Response: go west<|im_end|>take worm<|im_end|>go east<|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:
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, insert the keycard into the box inside the study's lock to unlock it. Then, make absolutely sure that the box is opened. After that, retrieve the passkey from the box. If you can get your hands on the passkey, look and see that the safe is unlocked. That's it!

Here is your interactions so far:
current state: You are now in the study.
You find yourself in a study. A normal kind of place.
You can make out a safe. You can't wait to tell the folks at home about this! You see a locked box. You can make out a stand. The stand is standard. The stand appears to be empty. You can make out a mantelpiece. Unfortunately, there isn't a thing on it.
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: a cookie, a sandwich, a keycard and a rectangular latchkey.

your action:

Response: unlock box with keycard<|im_end|>open box<|im_end|>take passkey from box<|im_end|>unlock safe 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:
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 try to head north. Following that, retrieve the paper towel from the floor of the laundry place. After getting the paper towel, make an effort to go to the south. After that, toss the paper towel on the floor of the closet. Got that? Good!

Here is your interactions so far:
current state: You are now in the closet.
You find yourself in a closet. A standard kind of place.
You make out a locker. You can see a rack. But the thing hasn't got anything on it.
There is an unguarded exit to the north.
There is a latchkey and a pair of pants on the floor.
You are carrying: a salad, a legume, an American limited edition key and a bug.

your action:

Response: go north<|im_end|>take paper towel<|im_end|>go south<|im_end|>drop paper towel<|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 fantastic if you could attempt to go to the east. And then, recover the key from the pan. And then, unlock the locker inside the scullery. If you have unlocked the locker, open the locker inside the scullery. Got that? Good!

Here is your interactions so far:
current state: You are now in the vault.
You arrive in a vault. An ordinary kind of place.
You can see a closed formless safe close by. You make out a closed trunk.
You need an unguarded exit? You should try going east.
There is a formless passkey on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>take key from pan<|im_end|>unlock locker with key<|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:
You are now playing a profound round of TextWorld! Here is your task for today. First, it would be a great idea if you could try to head east. Once you accomplish that, make it so that the rectangular chest is opened. After that, pick up the passkey from the rectangular chest. If you can get your hands on the passkey, Insert the passkey into the box in the bedroom to lock it. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the closet.
You've just sauntered into a closet. The room is well lit.
You can see an opened suitcase, which looks normal, right there by you. The suitcase is empty! This is the worst thing that could possibly happen, ever! You can make out a counter. The counter is normal. But there isn't a thing on it.
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a fondue and a garlic clove on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>open rectangular chest<|im_end|>take passkey from rectangular chest<|im_end|>lock box 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 life changing round of TextWorld! Here is how to play! First stop, attempt to venture south. And then, open the locker. After you have pulled open the locker, take the staple from the locker. And then, place the staple on the chair. 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.
Hey, want to see a mantle? Look over there, a mantle. You wonder idly who left that here. The mantle is standard. However, the mantle, like an empty mantle, has nothing on it. You can make out an armchair. The armchair is normal. But the thing is empty, unfortunately. You move on, clearly infuriated by TextWorld. What's that over there? It looks like it's a stand. Unfortunately, there isn't a thing on it.
There is an exit to the south. Don't worry, it is unguarded.
There is a fondue, a keyboard and a butterfly on the floor.
You are carrying: a bug.

your action:

Response: go south<|im_end|>open locker<|im_end|>take staple from locker<|im_end|>put staple on chair<|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, open the box. Then, pick up the fudge scented latchkey from the box. After that, go to the south. With that over with, check that the fudge scented safe is unlocked with the fudge scented latchkey. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cookhouse.
Fancy seeing you here. Here, by the way, being the cookhouse.
You smell a wretched smell, and follow it to a box.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a passkey and a fork on the floor.
You are carrying: a teaspoon.

your action:

Response: open box<|im_end|>take fudge scented latchkey from box<|im_end|>go south<|im_end|>unlock fudge scented safe with fudge scented 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, it would be good if you could pick-up the Henderson's key from the floor of the office. And then, make absolutely sure that the Henderson's chest inside the office is unlocked with the Henderson's key. After unlocking the Henderson's chest, ensure that the Henderson's chest is open. Then, take the shadfly from the Henderson's chest. Got that? Good!

Here is your interactions so far:
current state: You are now in the office.
You arrive in an office. A normal one.
You rest your hand against a wall, but you miss the wall and fall onto a Henderson's chest. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You make out a locked type 7 safe.
There is an unguarded exit to the north.
There is a stick of butter and a Henderson's key on the floor.
You are carrying: a type 7 passkey and a vanilla scented latchkey.

your action:

Response: take Henderson's key<|im_end|>unlock Henderson's chest with Henderson's key<|im_end|>open Henderson's chest<|im_end|>take shadfly from Henderson's 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, attempt to travel south. After that, open the locker. Then, pick up the mouse from the locker within the cubicle. With the mouse, deposit the mouse on the floor of the cubicle. Alright, thanks!

Here is your interactions so far:
current state: You are now in the lounge.
You've just walked into a lounge. You try to gain information on your surroundings by using a technique you call "looking."
There is an unguarded exit to the south.
There is a banana, a stick of butter and a shadfly on the floor.
You are carrying: a loaf of bread and a key.

your action:

Response: go south<|im_end|>open locker<|im_end|>take mouse from locker<|im_end|>drop mouse<|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 type K safe is ajar. And then, recover the type 1 passkey from the type K safe inside the canteen. With the type 1 passkey, make absolutely sure that the type 1 chest is unlocked. And then, open the type 1 chest within the canteen. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the canteen.
If you're wondering why everything seems so normal all of a sudden, it's because you've just shown up in the canteen.
You can make out a locked type 1 chest. You can make out a closed type K safe here. You see a gleam over in a corner, where you can see a plate. Looks like someone's already been here and taken everything off it, though. You move on, clearly angry about your TextWorld experience.
There is an unblocked exit to the west.
You are carrying: a type K latchkey and a soap scented passkey.

your action:

Response: open type K safe<|im_end|>take type 1 passkey from type K safe<|im_end|>unlock type 1 chest with type 1 passkey<|im_end|>open type 1 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 exciting game of TextWorld! First off, attempt to move west. Once you succeed at that, retrieve the cuboid passkey from the shelf inside the parlor. With the cuboid passkey, move east. With that done, Put the cuboid passkey into the cuboid safe to lock it. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the bedchamber.
You arrive in a bedchamber. An ordinary kind of place.
You scan the room for a cuboid safe, and you find a cuboid safe. Wow, check out the price tag glued to the cuboid safe! Fifty big ones! You make out a closed type 0 box, which looks usual, close by.
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a type 0 key on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take cuboid passkey from shelf<|im_end|>go east<|im_end|>lock cuboid safe with cuboid 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First step, lift the key from the floor of the steam room. After that, make an attempt to head south. After that, insert the key into the box's lock to unlock it. And then, make absolutely sure that the box is open. 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 make out a table. On the table you can make out a burger and an insect. I mean, just wow! Isn't TextWorld just the best?
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a key and a sponge on the floor.
You are carrying: a gummy bear.

your action:

Response: take key<|im_end|>go south<|im_end|>unlock box with key<|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:
Welcome to TextWorld! Here is how to play! First off, if it's not too much trouble, I need you to try to head north. After that, take the spoon from the rack. And then, venture south. Then, ditch the spoon on the floor of the garage. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the garage.
Look at you, bigshot, walking into a garage like it isn't some huge deal. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You rest your hand against a wall, but you miss the wall and fall onto a chest. You make out a table. You shudder, but continue examining the table. However, the table, like an empty table, has nothing on it.
There is an exit to the north. Don't worry, it is unblocked.
There is a keycard and a hat on the floor.
You are carrying: a peanut, a paper towel, a kettle and a mat.

your action:

Response: go north<|im_end|>take spoon from rack<|im_end|>go south<|im_end|>drop spoon<|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 how to play! First stop, move east. With that done, open the American limited edition box. And then, take the passkey from the American limited edition box inside the closet. And then, lock the chest within the closet. Alright, thanks!

Here is your interactions so far:
current state: You are now in the launderette.
You arrive in a launderette. An ordinary kind of place.
You see a safe, so there's that. The safe is empty, what a horrible day! You see a closed Henderson's limited edition chest. You can make out a table. But oh no! there's nothing on this piece of junk.
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a gummy bear and a Henderson's limited edition latchkey on the floor.
You are carrying: a sponge.

your action:

Response: go east<|im_end|>open American limited edition box<|im_end|>take passkey from American limited edition box<|im_end|>lock 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:
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 open the non-euclidean safe within the bedroom. After that, recover the textbook from the non-euclidean safe in the bedroom. If you can get your hands on the textbook, venture south. After that, place the textbook inside the type W box in the pantry. That's it!

Here is your interactions so far:
current state: You are now in the bedroom.
Guess what, you are in a place we're calling a bedroom.
You make out a non-euclidean safe. You see a stand. The stand is typical. But the thing hasn't got anything on it.
There is an exit to the south. Don't worry, it is unblocked.
You are carrying: a type W passkey, a key, a non-euclidean keycard and a butterfly.

your action:

Response: open non-euclidean safe<|im_end|>take textbook from non-euclidean safe<|im_end|>go south<|im_end|>insert textbook into type W 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! Here is how to play! First thing I need you to do is to make absolutely sure that the safe in the closet is unlocked. And then, ensure that the safe inside the closet is open. Then, take the lampshade from the safe. Then, sit the lampshade on the workbench. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the closet.
You've just sauntered into a closet.
You smell a pungent smell, and follow it to a safe. You can see a trunk. The trunk is empty! What a waste of a day! What's that over there? It looks like it's a workbench. But the thing is empty, unfortunately. What, you think everything in TextWorld should have stuff on it? Oh, great. Here's a stand. But the thing is empty.
You need an unblocked exit? You should try going west.
You are carrying: a latchkey, a Microsoft limited edition key and a pillow.

your action:

Response: unlock safe with latchkey<|im_end|>open safe<|im_end|>take lampshade from safe<|im_end|>put lampshade on workbench<|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 venture east. And then, open the locker. Then, take the pillow from the locker. If you can get your hands on the pillow, you can insert the pillow into the chest within the lounge. Got that? Good!

Here is your interactions so far:
current state: You are now in the office.
You arrive in an office. A standard kind of place. The room is well lit.
You see a locked type L safe. You can make out a locked American safe. What's that over there? It looks like it's a bookshelf. The bookshelf is typical. Unfortunately, there isn't a thing on it. What, you think everything in TextWorld should have stuff on it?
There is an exit to the east. Don't worry, it is unguarded.
You are carrying: a keycard, a key and a type L key.

your action:

Response: go east<|im_end|>open locker<|im_end|>take pillow from locker<|im_end|>insert pillow 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:
It's time to explore the amazing world of TextWorld! Here is how to play! First off, make an attempt to go to the west. Then, pick up the peanut from the chest. After stealing the peanut, eat the peanut. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the scullery.
You've entered a scullery.
You make out an opened case. The case is empty! What a waste of a day! You see a closed box close by. You make out a closed American style safe, which looks normal, in the corner.
You need an unguarded exit? You should try going west.
There is a latchkey and an American style keycard on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take peanut from chest<|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:
It's time to explore the amazing world of TextWorld! Here is how to play! First stop, make an attempt to go to the east. With that accomplished, retrieve the type G keycard from the safe. After you have picked up the type G keycard, insert the type G keycard into the type G locker in the cookhouse's lock to unlock it. Then, open the type G locker. That's it!

Here is your interactions so far:
current state: You are now in the scullery.
You arrive in a scullery. An usual one.
You hear a noise behind you and spin around, but you can't see anything other than a Microsoft limited edition box. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a carrot on the floor.
You are carrying: a stick of butter, a Microsoft limited edition keycard and a poem.

your action:

Response: go east<|im_end|>take type G keycard from safe<|im_end|>unlock type G locker with type G keycard<|im_end|>open type G 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 off, if it's not too much trouble, I need you to pick up the passkey from the non-euclidean chest in the cubicle. After that, assure that the chest is unlocked. After that, open the chest within the cubicle. And then, recover the keyboard from the chest. Got that? Good!

Here is your interactions so far:
current state: You are now in the cubicle.
I am stoked to announce that you are now in the cubicle.
You make out a locked chest. You hear a noise behind you and spin around, but you can't see anything other than a non-euclidean chest. The non-euclidean chest contains a passkey. Now that's what I call TextWorld! You can see a type J locker. The type J locker contains a type J keycard. You see a chair. The chair is ordinary. However, the chair, like an empty chair, has nothing on it. Hm. Oh well
You need an unguarded exit? You should try going west.
There is a cauliflower and a non-euclidean key on the floor.
You are carrying nothing.

your action:

Response: take passkey from non-euclidean chest<|im_end|>unlock chest with passkey<|im_end|>open chest<|im_end|>take keyboard 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First step, recover the Canadian limited edition key from the floor of the kitchen. Then, make it so that the Canadian limited edition chest is unlocked. After that, make it so that the Canadian limited edition chest is open. And then, recover the fork from the Canadian limited edition chest. Got that? Good!

Here is your interactions so far:
current state: You are now in the kitchen.
You arrive in a kitchen. A typical one.
You see a gleam over in a corner, where you can see a Canadian limited edition chest. You make out a chest. Now that's what I call TextWorld! You see a locked freezer right there by you. Oh, great. Here's a shelf. The shelf is ordinary. But the thing is empty, unfortunately.
There is an exit to the west. Don't worry, it is unblocked.
There is a Canadian limited edition key on the floor.
You are carrying: a stick of butter, a passkey, a frisbee and a Comic Strip Calendar.

your action:

Response: take Canadian limited edition key<|im_end|>unlock Canadian limited edition chest with Canadian limited edition key<|im_end|>open Canadian limited edition chest<|im_end|>take fork from Canadian limited edition 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 session of TextWorld! First thing I need you to do is to recover the key from the saucepan. After that, take a trip south. Then, insert the key into the locker's lock to unlock it. And then, open the locker. Alright, thanks!

Here is your interactions so far:
current state: You are now in the dish-pit.
You find yourself in a dish-pit. An usual kind of place.
You can make out a saucepan. On the saucepan you see a key. You smell an interesting smell, and follow it to a plate. But oh no! there's nothing on this piece of trash. Oh! Why couldn't there just be stuff on it?
There is an exit to the south. Don't worry, it is unblocked.
There is a peanut on the floor.
You are carrying: a passkey and a shadfly.

your action:

Response: take key from saucepan<|im_end|>go south<|im_end|>unlock locker with key<|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. Your first objective is to go to the south. With that done, open the Henderson's style chest. After opening the Henderson's style chest, pick up the keycard from the Henderson's style chest. After that, unlock the box in the attic with the keycard. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the studio.
You've just walked into a studio.
As if things weren't amazing enough already, you can even see a locker. Wow, isn't TextWorld just the best?
There is an exit to the south. Don't worry, it is unguarded.
There is a loaf of bread on the floor.
You are carrying: a berry, a stick of butter, a legume, a garlic clove and a latchkey.

your action:

Response: go south<|im_end|>open Henderson's style chest<|im_end|>take keycard from Henderson's style chest<|im_end|>unlock box 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! First of all, you could, like, insert the type 8 key into the type 8 safe's lock to unlock it. After that, open the type 8 safe inside the vault. After you have opened the type 8 safe, recover the lampshade from the type 8 safe inside the vault. After that, you can deposit the lampshade inside the box in the vault. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the vault.
Well I'll be, you are in the place we're calling the vault.
You can see an opened box. The box contains a legume and a key. You make out a locked type 8 safe in the corner. You can make out a closed locker, which looks usual, close by. You can make out a toolbox.
There is an unguarded exit to the north.
You are carrying: a coconut and a type 8 key.

your action:

Response: unlock type 8 safe with type 8 key<|im_end|>open type 8 safe<|im_end|>take lampshade from type 8 safe<|im_end|>insert lampshade 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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First step, insert the Microsoft style keycard into the Microsoft style box's lock to unlock it. And then, open the Microsoft style box. After that, recover the burger from the Microsoft style box. If you have got the burger, eat the burger. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the study.
You are in a study. An usual kind of place.
You can see a Microsoft style box. You can make out a locked Henderson's limited edition locker.
There is an exit to the north. Don't worry, it is unguarded.
There is a Henderson's limited edition key on the floor.
You are carrying: a Microsoft style keycard and a dvd.

your action:

Response: unlock Microsoft style box with Microsoft style keycard<|im_end|>open Microsoft style box<|im_end|>take burger from Microsoft style box<|im_end|>eat burger<|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 off, if it's not too much trouble, I need you to travel west. And then, take the type 7 keycard from the safe. After that, head east. After that, insert the type 7 keycard into the type 7 box's lock to unlock it. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cellar.
You've entered a cellar. You try to gain information on your surroundings by using a technique you call "looking."
You see a type 7 box. Oh wow! Is that what I think it is? It is! It's a Henderson's style safe. You can make out a closed locker. You can see a workbench. The workbench is ordinary. But there isn't a thing on it. What, you think everything in TextWorld should have stuff on it?
There is an unguarded exit to the west.
You are carrying: a keycard and a worm.

your action:

Response: go west<|im_end|>take type 7 keycard from safe<|im_end|>go east<|im_end|>unlock type 7 box with type 7 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! Here is your task for today. First, it would be great if you could make an attempt to travel north. After that, pick up the vanilla scented key from the floor of the bedchamber. And then, take a trip south. Okay, and then, assure that the vanilla scented chest inside the cubicle is unlocked with the vanilla scented key. Got that? Good!

Here is your interactions so far:
current state: You are now in the cubicle.
You've just sauntered into a cubicle.
You scan the room, seeing a vanilla scented chest. You can see a box.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a keycard on the floor.
You are carrying: a nest of ticks.

your action:

Response: go north<|im_end|>take vanilla scented key<|im_end|>go south<|im_end|>unlock vanilla scented chest with vanilla scented 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 session of TextWorld! Here is your task for today. First, it would be good if you could go to the east. Then, open the safe inside the spare room. After that, retrieve the broom from the safe. After that, drop the broom on the floor of the spare room. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the kitchen.
You've just shown up in a kitchen. The room is well lit.
You need an unblocked exit? You should try going east.
There is a fork and a teapot on the floor.
You are carrying: a stick of butter, a keycard and a dvd.

your action:

Response: go east<|im_end|>open safe<|im_end|>take broom from safe<|im_end|>drop broom<|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 off, if it's not too much trouble, I need you to doublecheck that the cuboid safe is unlocked. After that, open the cuboid safe in the kitchenette. And then, recover the bowl from the cuboid safe within the kitchenette. And then, you can deposit the bowl into the freezer. That's it!

Here is your interactions so far:
current state: You are now in the kitchenette.
You find yourself in a kitchenette. An usual one. You begin to take stock of what's in the room.
An open ordinary looking freezer is in the room. What a letdown! The freezer is empty! You can make out a locked cuboid safe, which looks standard, right there by you. What's that over there? It looks like it's a cabinet. The cabinet is empty! This is the worst thing that could possibly happen, ever! You see a platter. The platter is ordinary. The platter appears to be empty.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a nest of caterpillars on the floor.
You are carrying: a grape and a cuboid passkey.

your action:

Response: unlock cuboid safe with cuboid passkey<|im_end|>open cuboid safe<|im_end|>take bowl from cuboid safe<|im_end|>insert bowl into freezer<|im_end|>