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, pick-up the fudge scented key from the floor of the chamber. After picking up the fudge scented key, assure that the fudge scented safe is unlocked. Then, ensure that the fudge scented safe in the chamber is open. And then, recover the tablet from the fudge scented safe. Got that? Good!

Here is your interactions so far:
current state: You are now in the chamber.
Ah, the chamber. This is some kind of chamber, really great normal vibes in this place, a wonderful normal atmosphere. You begin to take stock of what's in the room.
You can make out a fudge scented safe. You see a locked dresser. You make out a recliner. But the thing hasn't got anything on it. It would have been so cool if there was stuff on the recliner.
You need an unblocked exit? You should try going north.
There is a fudge scented key on the floor.
You are carrying nothing.

your action:

Response: take fudge scented key<|im_end|>unlock fudge scented safe with fudge scented key<|im_end|>open fudge scented safe<|im_end|>take tablet from fudge scented 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 retrieve the keycard from the rack in the pantry. After getting the keycard, unlock the box in the pantry. And then, open the box in the pantry. And then, pick up the lampshade from the box. Got that? Good!

Here is your interactions so far:
current state: You are now in the pantry.
You've entered a pantry. You try to gain information on your surroundings by using a technique you call "looking."
Hey, want to see a box? Look over there, a box. You can see an opened locker. The locker is empty, what a horrible day! You can see a type 9 box. Hey, want to see a rack? Look over there, a rack. I guess it's true what they say, if you're looking for a rack, go to TextWorld. The rack is ordinary. On the rack you make out a keycard.
There is an unguarded exit to the west.
There is a cashew on the floor.
You are carrying: a type 9 passkey.

your action:

Response: take keycard from rack<|im_end|>unlock box with keycard<|im_end|>open box<|im_end|>take lampshade 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:
Welcome to another profound session of TextWorld! Here is your task for today. First, it would be great if you could head south. That done, ensure that the American style safe inside the parlor is open. Then, retrieve the monitor from the American style safe in the parlor. And then, place the monitor on the floor of the parlor. Alright, thanks!

Here is your interactions so far:
current state: You are now in the study.
Well I'll be, you are in the place we're calling the study.
You make out an opened standard looking cuboid safe here. The cuboid safe is empty! What a waste of a day! You see a stand. The stand is usual. On the stand you can see a legume, a cuboid passkey and a printer. Wow! Just like in the movies!
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a telephone on the floor.
You are carrying: a durian and an American style keycard.

your action:

Response: go south<|im_end|>open American style safe<|im_end|>take monitor from American style safe<|im_end|>drop monitor<|im_end|>


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

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

Here is how to win the game:
You are now playing a profound round of TextWorld! Here is how to play! Your first objective is to unlock the Henderson's safe with the Henderson's latchkey. And then, ensure that the Henderson's safe in the lounge is open. Having opened the Henderson's safe, take the shadfly from the Henderson's safe in the lounge. After taking the shadfly, place the shadfly on the mantle. Alright, thanks!

Here is your interactions so far:
current state: You are now in the lounge.
You've entered a lounge.
You can see a Henderson's safe. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a basket. Now that's what I call TextWorld! The basket is empty, what a horrible day! You can make out a mantle. I guess it's true what they say, if you're looking for a mantle, go to TextWorld. But the thing is empty. You can make out a bench. The bench is standard. Looks like someone's already been here and taken everything off it, though.
There is an exit to the north. Don't worry, it is unblocked.
You are carrying: a grape and a Henderson's latchkey.

your action:

Response: unlock Henderson's safe with Henderson's latchkey<|im_end|>open Henderson's safe<|im_end|>take shadfly from Henderson's safe<|im_end|>put shadfly on mantle<|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, you could, like, try to travel north. Okay, and then, retrieve the Henderson's style key from the counter. Then, move south. And then, look and see that the Henderson's style locker is unlocked. That's it!

Here is your interactions so far:
current state: You are now in the chamber.
You've just walked into a chamber.
You make out a Henderson's style locker. You check the price tag on the Henderson's style locker. Seventy big ones?! That's ridiculous! You know, I know a person who could get you one of those for 20 bucks! You see a locker. An open type 9 safe is here. The type 9 safe is empty, what a horrible day! You can see a locked dresser in the corner. You make out a bed stand. The bed stand is normal. Unfortunately, there isn't a thing on it. Hopefully this doesn't make you too upset.
There is an unblocked exit to the north.
You are carrying: a chocolate bar and a type 9 latchkey.

your action:

Response: go north<|im_end|>take Henderson's style key from counter<|im_end|>go south<|im_end|>unlock Henderson's style locker with Henderson's style key<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First step, make an attempt to venture east. And then, doublecheck that the type C box is ajar. And then, recover the key from the type C box in the sauna. Then, Insert the key into the chest to lock it. Got that? Good!

Here is your interactions so far:
current state: You are now in the bathroom.
You've just walked into a bathroom.
You smell an interesting smell, and follow it to a Henderson's style box. The Henderson's style box contains a vacuum.
You don't like doors? Why not try going east, that entranceway is unblocked.
There is an iron on the floor.
You are carrying: a chocolate bar, a Henderson's style latchkey and a tv.

your action:

Response: go east<|im_end|>open type C box<|im_end|>take key from type C box<|im_end|>lock chest with key<|im_end|>


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

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

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

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

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, pick up the mop from the fresh laundry scented locker. And then, make an effort to travel south. Then, open the cake scented chest. Then, you can put the mop into the cake scented chest inside the cubicle. That's it!

Here is your interactions so far:
current state: You are now in the steam room.
You arrive in a steam room. An usual one. You can barely contain your excitement.
You make out an opened fresh laundry scented locker. The fresh laundry scented locker contains a cashew, a key and a mop. You make out a locked locker here. You see a gleam over in a corner, where you can see a rack. The rack is normal. Looks like someone's already been here and taken everything off it, though.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a pear on the floor.
You are carrying: a cauliflower and a fresh laundry scented passkey.

your action:

Response: take mop from fresh laundry scented locker<|im_end|>go south<|im_end|>open cake scented chest<|im_end|>insert mop into cake 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! Here is how to play! Your first objective is to recover the key from the rack in the steam room. With the key, try to take a trip east. And then, unlock the locker. Then, open the locker. 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 have walked into a steam room. Not the steam room you'd expect. No, this is a steam room.
You hear a noise behind you and spin around, but you can't see anything other than a case. The case is empty! This is the worst thing that could possibly happen, ever! Oh, great. Here's a rack. The rack is normal. On the rack you see a key.
You need an unguarded exit? You should try going east.
There is a kiwi and a cashew on the floor.
You are carrying: an onion and a Microsoft style key.

your action:

Response: take key from rack<|im_end|>go east<|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 make an effort to venture east. Once you do that, look and see that the TextWorld limited edition safe is open. After that, retrieve the backup calendar from the TextWorld limited edition safe inside the cubicle. And then, rest the backup calendar on the shelf. That's it!

Here is your interactions so far:
current state: You are now in the closet.
You've entered a closet.
You can make out an opened locker, which looks usual, nearby. The locker contains a durian, a keycard and a key. The light flickers for a second, but nothing else happens. Hey, want to see a chest? Look over there, a chest.
You need an unblocked exit? You should try going east.
You are carrying: a stick of butter.

your action:

Response: go east<|im_end|>open TextWorld limited edition safe<|im_end|>take backup calendar from TextWorld limited edition safe<|im_end|>put backup calendar 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:
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, make sure that the type 0 chest is ajar. After pulling open the type 0 chest, take the gummy bear from the type 0 chest. Then, eat the gummy bear. Alright, thanks!

Here is your interactions so far:
current state: You are now in the recreation zone.
You've entered a recreation zone.
You can see a closed type 0 chest.
There is an exit to the south. Don't worry, it is unblocked.
You are carrying: a type 0 keycard and a mug.

your action:

Response: open type 0 chest<|im_end|>take gummy bear from type 0 chest<|im_end|>eat gummy bear<|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, recover the latchkey from the shelf within the bar. After that, make sure that the safe inside the bar is unlocked with the latchkey. Then, open the safe. And then, retrieve the poem from the safe. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the bar.
You make another one of your grand eccentric entrances into a bar.
You can see a safe. You can see a locker. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a shelf. On the shelf you see a latchkey and a key. Now that's what I call TextWorld! You see a recliner. Looks like someone's already been here and taken everything off it, though. Oh! Why couldn't there just be stuff on it? Look over there! a mantelpiece. The mantelpiece is standard. Unfortunately, there isn't a thing on it.
You need an unblocked exit? You should try going west.
You are carrying nothing.

your action:

Response: take latchkey from shelf<|im_end|>unlock safe with latchkey<|im_end|>open safe<|im_end|>take poem from 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:
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 step, insert the latchkey into the box inside the kitchenette's lock to unlock it. Having unlocked the box, open the box within the kitchenette. After that, recover the cauliflower from the box. With the cauliflower, eat the cauliflower. Alright, thanks!

Here is your interactions so far:
current state: You are now in the kitchenette.
You arrive in a kitchenette. An ordinary kind of place.
You can make out a box. What's that over there? It looks like it's a board. 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 latchkey, a cuboid key and a vacuum.

your action:

Response: unlock box with latchkey<|im_end|>open box<|im_end|>take cauliflower from box<|im_end|>eat cauliflower<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. First thing I need you to do is to move west. And then, lift the nest of grubs from the floor of the closet. Then, move east. Once you do that, you can deposit the nest of grubs into the box in the washroom. Got that? Good!

Here is your interactions so far:
current state: You are now in the washroom.
You find yourself in a washroom. An usual one. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You make out a box. Hmmm... what else, what else? The box contains a fondue and a loaf of bread. There's something strange about this being here, but you can't put your finger on it. You can make out a locked cabinet here. Were you looking for a counter? Because look over there, it's a counter. The counter is normal. 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 unblocked exit to the west.
There is a stick of butter and a nest of bugs on the floor.
You are carrying: a chocolate bar.

your action:

Response: go west<|im_end|>take nest of grubs<|im_end|>go east<|im_end|>insert nest of grubs 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, look and see that the locker is unlocked. And then, assure that the locker in the kitchen is wide open. Then, pick up the onion from the locker. Then, eat the onion. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the kitchen.
This is going to sound unbelievable, but you've just entered a kitchen. You begin looking for stuff.
You hear a noise behind you and spin around, but you can't see anything other than a locker! You can see a closed freezer. Look over there! a saucepan. The saucepan is normal. But oh no! there's nothing on this piece of junk. You move on, clearly angry about TextWorld. You can see a pan. The pan is ordinary. Looks like someone's already been here and taken everything off it, though.
There is an exit to the north. Don't worry, it is unguarded.
There is a cookie on the floor.
You are carrying: a keycard.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First thing I need you to do is to make an effort to head west. After that, pick up the pen from the coffer in the studio. And then, try to travel east. If you can get through with that, place the pen on the floor of the bedroom. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedroom.
You've just shown up in a bedroom. You begin looking for stuff.
A closed chest, which looks normal, is right there by you. You can make out a bookshelf. The bookshelf is typical. However, the bookshelf, like an empty bookshelf, has nothing on it. Sometimes, just sometimes, TextWorld can just be the worst.
You need an unguarded exit? You should try going west.
There is a gummy bear and a tv on the floor.
You are carrying: a loaf of bread and a passkey.

your action:

Response: go west<|im_end|>take pen from coffer<|im_end|>go east<|im_end|>drop pen<|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, make an attempt to venture east. Once you do that, open the type 4 locker inside the attic. After that, recover the nest of toads from the type 4 locker. After stealing the nest of toads, place the nest of toads on the workbench within the attic. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the dish-pit.
You find yourself in a dish-pit. A normal kind of place.
You see a gleam over in a corner, where you can see a chest.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying: a passkey.

your action:

Response: go east<|im_end|>open type 4 locker<|im_end|>take nest of toads from type 4 locker<|im_end|>put nest of toads 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 of all, make it so that the chest is unlocked with the passkey. And then, ensure that the chest is open. After pulling open the chest, pick up the Cat Calendar from the chest inside the workshop. Then, sit the Cat Calendar on the bookshelf within the workshop. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the workshop.
I am honoured to announce that you are now in the workshop.
You see a locked chest in the corner. You can see a coffer. You shudder, but continue examining the room. The coffer is empty! This is the worst thing that could possibly happen, ever! You can make out a bookshelf. Does this look like anything mentioned in the instructions? But the thing is empty. What's the point of an empty bookshelf?
There is an unblocked exit to the west.
There is a pizza on the floor.
You are carrying: an onion and a passkey.

your action:

Response: unlock chest with passkey<|im_end|>open chest<|im_end|>take Cat Calendar from chest<|im_end|>put Cat Calendar on bookshelf<|im_end|>


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

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

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

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

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First step, move east. That done, open the Canadian chest. After that, take the passkey from the Canadian chest. Then, lock the locker. That's it!

Here is your interactions so far:
current state: You are now in the restroom.
Ah, the restroom. This is some kind of restroom, really great standard vibes in this place, a wonderful standard atmosphere.
There is an unguarded exit to the east.
You are carrying: a strawberry, a cashew, a Canadian passkey, a synthesizer and a teapot.

your action:

Response: go east<|im_end|>open Canadian chest<|im_end|>take passkey from Canadian chest<|im_end|>lock 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! First off, if it's not too much trouble, I need you to attempt to move south. With that done, unlock the Henderson's chest inside the study with the Henderson's latchkey. After that, ensure that the Henderson's chest is open. And then, retrieve the Quote of the Day Calendar from the Henderson's chest. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the studio.
You arrive in a studio.
You smell an intriguing smell, and follow it to a trunk. 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 trunk is empty, what a horrible day! You make out a locked coffer, which looks usual, close by. You smell a great smell, and follow it to an armchair. The armchair is typical. Unfortunately, there isn't a thing on it. What, you think everything in TextWorld should have stuff on it?
There is an unblocked exit to the south.
You are carrying: a cookie, a Henderson's latchkey and a pillow.

your action:

Response: go south<|im_end|>unlock Henderson's chest with Henderson's latchkey<|im_end|>open Henderson's chest<|im_end|>take Quote of the Day Calendar 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:
It's time to explore the amazing world of TextWorld! First of all, recover the TextWorld passkey from the Microsoft safe. After that, check that the TextWorld box within the attic is unlocked with the TextWorld passkey. After that, make absolutely sure that the TextWorld box in the attic is wide open. Then, deposit the laptop into the TextWorld box. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the attic.
You arrive in an attic. A standard kind of place.
You see a TextWorld box. You can see an opened Microsoft safe. The Microsoft safe contains a TextWorld passkey. There's something strange about this thing being here, but you don't have time to worry about that now. You see a trunk. Wow, isn't TextWorld just the best? The trunk contains a berry. If you haven't noticed it already, there seems to be something there by the wall, it's a table. On the table you make out a pair of headphones. You scan the room for a rack, and you find a rack. The rack is ordinary. Looks like someone's already been here and taken everything off it, though.
There is an unblocked exit to the west.
You are carrying: a Microsoft keycard, a type S keycard and a laptop.

your action:

Response: take TextWorld passkey from Microsoft safe<|im_end|>unlock TextWorld box with TextWorld passkey<|im_end|>open TextWorld box<|im_end|>insert laptop into TextWorld 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 exciting round of TextWorld? You do! First thing I need you to do is to go south. Then, retrieve the cuboid latchkey from the safe. And then, look and see that the cuboid box inside the studio is unlocked. And then, ensure that the cuboid box is open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the cookhouse.
You are in a cookhouse. An ordinary one.
There is an exit to the south. Don't worry, it is unblocked.
There is a spoon on the floor.
You are carrying: a type C keycard, a blanket, a mouse and a bug.

your action:

Response: go south<|im_end|>take cuboid latchkey from safe<|im_end|>unlock cuboid box with cuboid latchkey<|im_end|>open cuboid 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 exciting round of TextWorld? You do! Here is your task for today. First step, make sure that the locker in the laundromat is unlocked. Then, make it so that the locker is opened. After opening the locker, take the mop from the locker within the laundromat. And then, you can put the mop into the cabinet. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the laundromat.
You are in a laundromat. An ordinary kind of place. Let's see what's in here.
You see a gleam over in a corner, where you can see a cabinet. The cabinet contains a loaf of bread. You make out a locked locker. You can make out a case. You wonder idly who left that here. Empty! What kind of nightmare TextWorld is this?
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a vacuum on the floor.
You are carrying: a cucumber and a passkey.

your action:

Response: unlock locker with passkey<|im_end|>open locker<|im_end|>take mop from locker<|im_end|>insert mop into cabinet<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First step, take a trip west. Following that, retrieve the keyboard from the display in the office. Then, head east. If you can succeed at that, place the keyboard on the floor of the studio. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the studio.
You arrive in a studio. An ordinary kind of place. You try to gain information on your surroundings by using a technique you call "looking."
You see a American chest. What's that over there? It looks like it's an armchair. The armchair is standard. However, the armchair, like an empty armchair, has nothing on it.
There is an unblocked exit to the west.
There is a stick of butter on the floor.
You are carrying: an American key and a mouse.

your action:

Response: go west<|im_end|>take keyboard from display<|im_end|>go east<|im_end|>drop keyboard<|im_end|>


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

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

Here is how to win the game:
Welcome to another profound session of TextWorld! Here is how to play! First, it would be fantastic if you could open the box. Then, retrieve the keycard from the box. And then, make an effort to take a trip south. After that, check that the chest is unlocked with the keycard. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the workshop.
You've entered a workshop.
You see a box. You can make out a locked typical looking safe in the room.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a latchkey on the floor.
You are carrying: a passkey.

your action:

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


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! Here is how to play! First thing I need you to do is to unlock the cake scented safe. After you have unlocked the cake scented safe, ensure that the cake scented safe in the scullery is open. And then, pick up the whisk from the cake scented safe inside the scullery. Then, rest the whisk on the rack. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the scullery.
You are in a scullery. A normal one.
You see a locked cake scented safe. You see a chest. If you haven't noticed it already, there seems to be something there by the wall, it's a rack. Unfortunately, there isn't a thing on it.
You don't like doors? Why not try going west, that entranceway is unblocked.
You are carrying: a coconut, a cake scented keycard, a sock and a bowl.

your action:

Response: unlock cake scented safe with cake scented keycard<|im_end|>open cake scented safe<|im_end|>take whisk from cake scented safe<|im_end|>put whisk 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! Here is how to play! First off, check that the Microsoft limited edition locker in the studio is unlocked with the Microsoft limited edition latchkey. After that, assure that the Microsoft limited edition locker inside the studio is open. And then, take the latchkey from the Microsoft limited edition locker. And then, check that the chest is unlocked with the latchkey. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the studio.
You arrive in a studio. A typical one. You try to gain information on your surroundings by using a technique you call "looking."
Hey, want to see a chest? Look over there, a chest. You see a locked Microsoft limited edition locker. You can make out a type V chest.
There is an unblocked exit to the west.
There is a telephone on the floor.
You are carrying: a Microsoft limited edition latchkey, a type V passkey, a sponge and a whisk.

your action:

Response: unlock Microsoft limited edition locker with Microsoft limited edition latchkey<|im_end|>open Microsoft limited edition locker<|im_end|>take latchkey from Microsoft limited edition locker<|im_end|>unlock chest 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! First off, assure that the Henderson's limited edition chest is wide open. Then, pick up the gummy bear from the Henderson's limited edition chest inside the cookhouse. With the gummy bear, eat the gummy bear. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cookhouse.
You are in a cookhouse. A typical kind of place.
You scan the room, seeing a Henderson's limited edition chest. Were you looking for a plate? Because look over there, it's a plate. The plate is usual. However, the plate, like an empty plate, has nothing on it. You can see a bowl. But there isn't a thing on it.
You need an unguarded exit? You should try going east.
There is a Henderson's limited edition latchkey on the floor.
You are carrying: a poem.

your action:

Response: open Henderson's limited edition chest<|im_end|>take gummy bear from Henderson's limited edition chest<|im_end|>eat gummy bear<|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, travel west. And then, recover the mug from the stand. Then, make an attempt to venture east. Okay, and then, place the mug into the locker. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the office.
You've moved 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 office. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can see an opened locker right there by you. The locker contains a keycard. What's that over there? It looks like it's a case. The case is empty, what a horrible day! What's that over there? It looks like it's a American safe.
There is an unblocked exit to the west.
There is a cucumber on the floor.
You are carrying: an American passkey and a nest of bats.

your action:

Response: go west<|im_end|>take mug from stand<|im_end|>go east<|im_end|>insert mug 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:
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 off, make an effort to travel east. And then, ensure that the cuboid box is open. And then, recover the watermelon from the cuboid box. And then, eat the watermelon. 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. You decide to start listing off everything you see in the room, as if you were in a text adventure.
Hey, want to see a Microsoft safe? Look over there, a Microsoft safe!
You need an unblocked exit? You should try going east.
You are carrying: a cuboid keycard and a Microsoft latchkey.

your action:

Response: go east<|im_end|>open cuboid box<|im_end|>take watermelon from cuboid box<|im_end|>eat watermelon<|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, move north. If you can manage that, retrieve the fondue from the floor of the cubicle. And then, eat the fondue. That's it!

Here is your interactions so far:
current state: You are now in the playroom.
You've entered a playroom. You decide to just list off a complete list of everything you see in the room, because hey, why not?
As if things weren't amazing enough already, you can even see a box. Look out! It's a- oh, never mind, it's just a stand. You see a durian and a legume on the stand.
There is an unguarded exit to the north.
You are carrying nothing.

your action:

Response: go north<|im_end|>take fondue<|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:
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. Once you get through with that, pick-up the American limited edition passkey from the floor of the studio. If you have got the American limited edition passkey, look and see that the American limited edition locker is unlocked. Then, ensure that the American limited edition locker is open. That's it!

Here is your interactions so far:
current state: You are now in the cellar.
You arrive in a cellar. An usual one.
Look over there! a suitcase. The suitcase is empty! What a waste of a day! You see a closed trunk. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a table. The table is normal. On the table you make out a banana. Oh wow! Is that what I think it is? It is! It's a shelf. Unfortunately, there isn't a thing on it.
There is an exit to the south. Don't worry, it is unblocked.
There is a legume on the floor.
You are carrying: a sandwich and a stick of butter.

your action:

Response: go south<|im_end|>take American limited edition passkey<|im_end|>unlock American limited edition locker with American limited edition passkey<|im_end|>open American limited edition 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 stop, go north. Once you get around to doing that, pick up the bug from the Canadian safe within the garage. If you can get your hands on the bug, head south. With that accomplished, place the bug on the table. That's it!

Here is your interactions so far:
current state: You are now in the kitchen.
Well, here we are in the kitchen.
You can make out a table. The table is normal. On the table you can make out a candy bar, a fondue and a sandwich.
You need an unguarded exit? You should try going north.
There is a fork and an insect on the floor.
You are carrying: a licorice strip and a Canadian keycard.

your action:

Response: go north<|im_end|>take bug from Canadian safe<|im_end|>go south<|im_end|>put bug on table<|im_end|>


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

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

Here is how to win the game:
You are now playing a fast paced game of TextWorld! Here is how to play! First, it would be fantastic if you could take the TextWorld keycard from the bench in the steam room. Then, unlock the TextWorld safe. After you have unlocked the TextWorld safe, look and see that the TextWorld safe is open. After that, pick up the insect from the TextWorld safe inside the steam room. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the steam room.
You find yourself in a steam room. You begin looking for stuff.
You can make out a TextWorld safe! You scan the room, seeing a bench. The bench is standard. On the bench you can see a TextWorld keycard. You rest your hand against a wall, but you miss the wall and fall onto a table. The table is standard. But the thing is empty.
There is an unblocked exit to the west.
There is a pear on the floor.
You are carrying: a fondue and a latchkey.

your action:

Response: take TextWorld keycard from bench<|im_end|>unlock TextWorld safe with TextWorld keycard<|im_end|>open TextWorld safe<|im_end|>take insect from TextWorld 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:
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 step, recover the American limited edition key from the safe. And then, unlock the American limited edition chest inside the spare room with the American limited edition key. After that, look and see that the American limited edition chest is wide open. And then, take the glove from the American limited edition chest. Got that? Good!

Here is your interactions so far:
current state: You are now in the spare room.
You've just sauntered into a spare room.
You rest your hand against a wall, but you miss the wall and fall onto a American limited edition chest. You make out an opened safe. The safe contains an American limited edition key. You check the price tag that the safe's owner still hasn't taken off. Two hundred dollars?! That's ridiculous! I have a friend who could get you one of those for 25 bucks! You can make out a suitcase. Empty! What kind of nightmare TextWorld is this?
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a key and a hat.

your action:

Response: take American limited edition key from safe<|im_end|>unlock American limited edition chest with American limited edition key<|im_end|>open American limited edition chest<|im_end|>take glove from American 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to venture east. After that, ensure that the locker is open. And then, pick up the rectangular latchkey from the locker in the bedchamber. And then, assure that the rectangular safe inside the bedchamber is unlocked. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the pantry.
You arrive in a pantry. A standard kind of place.
You bend down to tie your shoe. When you stand up, you notice a safe. I mean, just wow! Isn't TextWorld just the best? What a letdown! The safe is empty!
There is an exit to the east. Don't worry, it is unguarded.
There is a bug and a sock on the floor.
You are carrying: a paper towel.

your action:

Response: go east<|im_end|>open locker<|im_end|>take rectangular latchkey from locker<|im_end|>unlock rectangular safe 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, make an effort to venture north. Then, pick-up the pair of headphones from the floor of the pantry. And then, go south. Then, you can insert the pair of headphones inside the crate within the basement. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the basement.
I am sorry to announce that you are now in the basement. The room is well lit.
You can make out a crate. The crate contains a stick of butter and a cookie. You can make out a locked typical looking type 5 safe nearby. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a rack. The rack is ordinary. On the rack you can see a chocolate bar.
There is an unguarded exit to the north.
You are carrying: a peanut, a type 5 keycard, a paper towel and a teacup.

your action:

Response: go north<|im_end|>take pair of headphones<|im_end|>go south<|im_end|>insert pair of headphones into crate<|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 look and see that the type 0 box within the scullery is unlocked. Then, ensure that the type 0 box is open. And then, pick up the non-euclidean latchkey from the type 0 box in the scullery. Then, look and see that the non-euclidean locker is locked. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the scullery.
You've entered a scullery.
Look out! It's a- oh, never mind, it's just a non-euclidean locker. Classic TextWorld. A locked type 0 box is close by. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a chest. There's something strange about this thing being here, but you don't have time to worry about that now. The chest contains a key and a teapot. There's something strange about this thing being here, but you don't have time to worry about that now. You see a board. But the thing is empty, unfortunately.
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a salad and a type 0 latchkey.

your action:

Response: unlock type 0 box with type 0 latchkey<|im_end|>open type 0 box<|im_end|>take non-euclidean latchkey from type 0 box<|im_end|>lock non-euclidean locker with non-euclidean latchkey<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, take the passkey from the table inside the cubicle. And then, make an attempt to go to the south. And then, close the box inside the workshop. And then, Put the passkey into the box to lock it. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cubicle.
You've entered a cubicle.
You can see an opened locker. The locker is empty, what a horrible day! You make out a closed non-euclidean safe in the room. You smell an interesting smell, and follow it to a table. You see a passkey and a folder on the table. I mean, just wow! Isn't TextWorld just the best?
You need an unblocked exit? You should try going south.
There is a mouse on the floor.
You are carrying: a lingonberry, a stick of butter, a type A key and a non-euclidean latchkey.

your action:

Response: take passkey from table<|im_end|>go south<|im_end|>close box<|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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to ensure that the type L box in the bedroom is open. After that, pick up the Microsoft latchkey from the type L box. After that, try to head south. Following that, unlock the Microsoft safe in the pantry with the Microsoft latchkey. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bedroom.
You've just walked into a bedroom.
You see a closed type L box. You see a stand. But the thing is empty, unfortunately.
There is an unblocked exit to the south.
You are carrying: a type L latchkey and a butterfly.

your action:

Response: open type L box<|im_end|>take Microsoft latchkey from type L box<|im_end|>go south<|im_end|>unlock Microsoft safe with Microsoft 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. Your first objective is to take the passkey from the board in the shower. After getting the passkey, make an attempt to head south. Then, doublecheck that the box inside the workshop is shut. After that, make sure the box in the workshop is locked. That's it!

Here is your interactions so far:
current state: You are now in the shower.
You've entered a shower.
You can see a American limited edition box. You see a board. The board is standard. On the board you see a passkey. You can make out a counter. However, the counter, like an empty counter, has nothing on it.
You need an unguarded exit? You should try going south.
There is an American limited edition latchkey on the floor.
You are carrying nothing.

your action:

Response: take passkey from board<|im_end|>go south<|im_end|>close box<|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 exciting episode of TextWorld! Your first objective is to make absolutely sure that the spherical locker is unlocked with the spherical passkey. Then, open the spherical locker. Once you have opened the spherical locker, take the monitor from the spherical locker. And then, drop the monitor on the floor of the playroom. Alright, thanks!

Here is your interactions so far:
current state: You are now in the playroom.
You've just sauntered into a playroom. You start to take note of what's in the room.
You scan the room, seeing a spherical locker. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You can make out a trunk. The trunk is empty! What a waste of a day! You make out a bar. The bar is usual. But the thing hasn't got anything on it. It would have been so cool if there was stuff on the bar.
You don't like doors? Why not try going west, that entranceway is unblocked.
You are carrying: a sandwich, a salad, a spherical passkey and an iron.

your action:

Response: unlock spherical locker with spherical passkey<|im_end|>open spherical locker<|im_end|>take monitor from spherical locker<|im_end|>drop monitor<|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, travel north. Next, pick up the stick of butter from the armchair inside the workshop. With the stick of butter, 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 bar.
Wow! You're in a bar. Let's see what's in here.
You can make out a locker. The locker contains a latchkey. Look over there! a bookshelf! The bookshelf is normal. On the bookshelf you see a sandwich. You can make out a couch. The couch is standard. The couch appears to be empty.
There is an exit to the north. Don't worry, it is unguarded.
There is a tablet on the floor.
You are carrying: a teaspoon.

your action:

Response: go north<|im_end|>take stick of butter from armchair<|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:
You are now playing a exciting session of TextWorld! Here is how to play! First of all, lift the keycard from the floor of the kitchenette. With the keycard, doublecheck that the box is unlocked. Then, ensure that the box within the kitchenette is open. Then, recover the fly larva from the box. Alright, thanks!

Here is your interactions so far:
current state: You are now in the kitchenette.
You've just sauntered into a kitchenette.
You make out a box. Huh, weird. You scan the room for a rectangular safe, and you find a rectangular safe. Were you looking for a refrigerator? Because look over there, it's a refrigerator. The refrigerator is empty! What a waste of a day!
You need an unguarded exit? You should try going north.
There is a burger and a keycard on the floor.
You are carrying: a stick of butter, a durian, a sandwich and a rectangular passkey.

your action:

Response: take keycard<|im_end|>unlock box with keycard<|im_end|>open box<|im_end|>take fly larva 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:
You are now playing a profound game of TextWorld! First of all, you could, like, doublecheck that the locker is unlocked with the key. Then, make absolutely sure that the locker within the washroom is wide open. And then, recover the latchkey from the locker within the washroom. And then, lock the safe within the washroom. Alright, thanks!

Here is your interactions so far:
current state: You are now in the washroom.
You've just walked into a washroom. I guess you better just go and list everything you see here.
You make out a safe. You make out a locker. You can see a locked chest. You can make out an opened trunk close by. The trunk is empty, what a horrible day!
There is an unguarded exit to the north.
There is a pizza on the floor.
You are carrying: a key and a ladle.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to make it so that the box is unlocked. After unlocking the box, ensure that the box within the bar is open. After opening the box, retrieve the pillow from the box. And then, toss the pillow on the floor of the bar. Got that? Good!

Here is your interactions so far:
current state: You are now in the bar.
Well how about that, you are in the place we're calling the bar.
You can make out a box. I mean, just wow! Isn't TextWorld just the best? You can see a TextWorld limited edition box. You see a gleam over in a corner, where you can see a dresser. You see a couch. 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 key and a textbook.

your action:

Response: unlock box with key<|im_end|>open box<|im_end|>take pillow from box<|im_end|>drop pillow<|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! Your first objective is to open the safe inside the washroom. Then, retrieve the formless passkey from the safe in the washroom. And then, make an effort to go south. With that done, check that the formless box is unlocked with the formless passkey. Alright, thanks!

Here is your interactions so far:
current state: You are now in the washroom.
Look at that signboard! What does it say? It says Welcome to the washroom? Well that's cool. You can barely contain your excitement.
You can see a closed safe here.
You don't like doors? Why not try going south, that entranceway is unguarded.
You are carrying: a burger and a key.

your action:

Response: open safe<|im_end|>take formless passkey from safe<|im_end|>go south<|im_end|>unlock formless box with formless passkey<|im_end|>


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

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

Here is how to win the game:
Welcome to another exciting episode of TextWorld! Here is how to play! First off, travel east. With that over with, open the type V box. Then, recover the durian from the type V box in the study. And then, eat the durian. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the shower.
You find yourself in a typical kind of place. That is to say, you're in a shower.
You make out an opened drawer, which looks ordinary, here. What a letdown! The drawer is empty! You see a locked safe. Look over there! a bench. But the thing hasn't got anything on it. What's the point of an empty bench?
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a cauliflower on the floor.
You are carrying: a cashew and a tablet.

your action:

Response: go east<|im_end|>open type V box<|im_end|>take durian from type V box<|im_end|>eat durian<|im_end|>


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

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

Here is how to win the game:
You are now playing a exciting session of TextWorld! Here is your task for today. First off, make an attempt to venture north. That done, retrieve the pencil from the suitcase. If you can get your hands on the pencil, try to go south. And then, drop the pencil on the floor of the workshop. That's it!

Here is your interactions so far:
current state: You are now in the workshop.
Of every workshop you could have shown up in, you had to show up in a typical one. Okay, just remember what you're here to do, and everything will go great.
You see a non-euclidean locker. You wonder idly who left that here. You make out a stand. The stand is usual. But there isn't a thing on it. Oh wow! Is that what I think it is? It is! It's a desk. But the thing is empty. What, you think everything in TextWorld should have stuff on it? You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal an armchair. But oh no! there's nothing on this piece of garbage. You swear loudly.
There is an unblocked exit to the north.
There is a non-euclidean keycard on the floor.
You are carrying: a stick of butter and a candy bar.

your action:

Response: go north<|im_end|>take pencil from suitcase<|im_end|>go south<|im_end|>drop pencil<|im_end|>


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

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

Here is how to win the game:
You are now playing a fast paced game of TextWorld! Here is how to play! First off, ensure that the chest within the spare room is open. And then, recover the key from the chest. And then, make an effort to move south. With that done, doublecheck that the locker within the shower is unlocked. That's it!

Here is your interactions so far:
current state: You are now in the spare room.
Fancy seeing you here. Here, by the way, being the spare room.
Oh, great. Here's a chest. You can see a stand. On the stand you see an insect.
You don't like doors? Why not try going south, that entranceway is unguarded.
You are carrying: a keycard and a poem.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, retrieve the passkey from the saucepan. After that, travel east. Then, unlock the locker with the passkey. And then, ensure that the locker is open. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the dish-pit.
You arrive in a dish-pit. A standard kind of place.
You can see a TextWorld style chest. Now that's what I call TextWorld! You can make out a saucepan. The saucepan is ordinary. On the saucepan you see a passkey, so there's that.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a TextWorld style passkey on the floor.
You are carrying nothing.

your action:

Response: take passkey from saucepan<|im_end|>go east<|im_end|>unlock locker with passkey<|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:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! First of all, make an attempt to take a trip east. Then, unlock the safe inside the scullery. And then, open the safe in the scullery. Then, pick up the teapot from the safe within the scullery. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the dish-pit.
You are in a dish-pit. A normal one.
You can see a saucepan. Unfortunately, there isn't a thing on it. Were you looking for a shelf? Because look over there, it's a shelf. But oh no! there's nothing on this piece of garbage. Hm. Oh well You can make out a pan. The pan is standard. But there isn't a thing on it.
There is an unguarded exit to the east.
There is a glass on the floor.
You are carrying: a key, a Canadian passkey and a nest of grubs.

your action:

Response: go east<|im_end|>unlock safe with key<|im_end|>open safe<|im_end|>take teapot from 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! First stop, retrieve the keycard from the chest in the canteen. Then, unlock the box. After that, open the box. And then, pick up the mug from the box within the canteen. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the canteen.
You've just sauntered into a canteen.
You see a box. You scan the room, seeing a chest. Is this what you came to TextWorld for? This... chest? The chest contains a keycard. Is this what you came to TextWorld for? This... chest? You make out a locked TextWorld style chest, which looks standard, close by. You can see a table. Looks like someone's already been here and taken everything off it, though.
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying nothing.

your action:

Response: take keycard from chest<|im_end|>unlock box with keycard<|im_end|>open box<|im_end|>take mug 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Your first objective is to make an effort to head west. And then, pick up the broom from the board. After taking the broom, attempt to venture east. With that done, sit the broom on the shelf within the launderette. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the launderette.
Well, here we are in the launderette. I guess you better just go and list everything you see here.
You can see a fudge scented box. Classic TextWorld. The fudge scented box contains a shirt. You can make out a trunk. The trunk contains a fly larva. You see a shelf. The shelf is standard. On the shelf you see a fudge scented key. It doesn't get more TextWorld than this!
You don't like doors? Why not try going west, that entranceway is unblocked.
You are carrying: a sandwich and a Henderson's key.

your action:

Response: go west<|im_end|>take broom from board<|im_end|>go east<|im_end|>put broom 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 game of TextWorld! Here is how to play! First thing I need you to do is to take the mop from the bench. And then, travel south. Then, open the Canadian locker in the kitchen. And then, put the mop into the Canadian locker in the kitchen. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the laundry place.
You are in a laundry place. An ordinary kind of place. I guess you better just go and list everything you see here.
You see a closed normal looking non-euclidean box in the room. You can see a bench. The bench is normal. On the bench you make out a legume, a non-euclidean keycard and a mop. There's something strange about this being here, but you can't put your finger on it.
There is an exit to the south. Don't worry, it is unguarded.
You are carrying: a Canadian keycard.

your action:

Response: take mop from bench<|im_end|>go south<|im_end|>open Canadian locker<|im_end|>insert mop into Canadian locker<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, venture east. And then, ensure that the box in the sauna is open. After opening the box, recover the paper towel from the box within the sauna. If you can get your hands on the paper towel, drop the paper towel on the floor of the sauna. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the kitchen.
Look around you. Take it all in. It's not every day someone gets to be in a kitchen. Okay, just remember what you're here to do, and everything will go great.
You can make out a locked chest. You make out a cabinet. You can see a pan. But oh no! there's nothing on this piece of trash.
There is an unguarded exit to the east.
There is a sandwich, a latchkey, a fly larva and a teacup on the floor.
You are carrying: a passkey and a soap dispenser.

your action:

Response: go east<|im_end|>open box<|im_end|>take paper towel from box<|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:
You are now playing a profound game of TextWorld! Here is your task for today. First of all, unlock the Henderson's style locker. And then, open the Henderson's style locker in the kitchenette. After pulling open the Henderson's style locker, recover the berry from the Henderson's style locker within the kitchenette. If you can get your hands on the berry, eat the berry. Alright, thanks!

Here is your interactions so far:
current state: You are now in the kitchenette.
Of every kitchenette you could have walked into, you had to come round an ordinary one.
You make out a locked Henderson's style locker. You see a plate. But there isn't a thing on it. You make out a table. The table appears to be empty.
You don't like doors? Why not try going west, that entranceway is unblocked.
You are carrying: a Henderson's style latchkey.

your action:

Response: unlock Henderson's style locker with Henderson's style latchkey<|im_end|>open Henderson's style locker<|im_end|>take berry from Henderson's style locker<|im_end|>eat berry<|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! Your first objective is to make an attempt to venture west. Then, take the keycard from the safe within the chamber. Then, venture east. And then, doublecheck that the chest is unlocked with the keycard. That's it!

Here is your interactions so far:
current state: You are now in the office.
You arrive in an office. A typical kind of place. Okay, just remember what you're here to do, and everything will go great.
You see a locked chest. If you haven't noticed it already, there seems to be something there by the wall, it's a desk. You see a potato on the desk. You make out a stand. But there isn't a thing on it.
There is an unguarded exit to the west.
There is a keyboard on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take keycard from safe<|im_end|>go east<|im_end|>unlock chest with keycard<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First thing I need you to do is to unlock the rectangular safe with the rectangular passkey. After unlocking the rectangular safe, assure that the rectangular safe inside the canteen is ajar. And then, take the knife from the rectangular safe. After that, place the knife into the cabinet in the canteen. Alright, thanks!

Here is your interactions so far:
current state: You are now in the canteen.
You've seen better canteens, but at least this one seems pretty standard. Let's see what's in here.
You see an opened cabinet here. The cabinet contains a latchkey. A locked normal looking rectangular safe is nearby. Oh, great. Here's a chest. You can see a closed freezer. Oh, great. Here's a counter. You shudder, but continue examining the counter. The counter is usual. Unfortunately, there isn't a thing on it. Hm. Oh well
You need an unblocked exit? You should try going west.
You are carrying: a rectangular passkey.

your action:

Response: unlock rectangular safe with rectangular passkey<|im_end|>open rectangular safe<|im_end|>take knife from rectangular safe<|im_end|>insert knife into cabinet<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First off, if it's not too much trouble, I need you to travel north. With that done, take the mat from the Canadian limited edition safe. After that, take a trip south. And then, ditch the mat on the floor of the cubicle. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cubicle.
Well how about that, you are in the place we're calling the cubicle. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You make out a locked cuboid box. You make out a table. You wonder idly who left that here. Looks like someone's already been here and taken everything off it, though. It would have been so cool if there was stuff on the table! oh well. You see a gleam over in a corner, where you can see a stand. Now why would someone leave that there? The stand is usual. The stand appears to be empty. Hm. Oh well
There is an exit to the north. Don't worry, it is unguarded.
You are carrying: a peanut and a cuboid latchkey.

your action:

Response: go north<|im_end|>take mat from Canadian limited edition safe<|im_end|>go south<|im_end|>drop mat<|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, you could, like, go south. With that done, make it so that the type I box is wide open. And then, recover the stick of butter from the type I box in the recreation zone. And then, eat the stick of butter. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the shower.
I just think it's great that you've just entered a shower.
You can make out a table. But there isn't a thing on it. You make out a board. Unfortunately, there isn't a thing on it.
You need an unblocked exit? You should try going south.
There is an iron on the floor.
You are carrying: a pizza and a chocolate bar.

your action:

Response: go south<|im_end|>open type I box<|im_end|>take stick of butter from type I box<|im_end|>eat stick of butter<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, head west. That done, pick up the fly larva from the TextWorld style chest. Then, attempt to venture east. After that, insert the fly larva into the cabinet. Alright, thanks!

Here is your interactions so far:
current state: You are now in the restroom.
You arrive in a restroom. 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 cabinet. The cabinet contains a cookie and a paper towel.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a sponge on the floor.
You are carrying: a key and a laptop.

your action:

Response: go west<|im_end|>take fly larva from TextWorld style chest<|im_end|>go east<|im_end|>insert fly larva into cabinet<|im_end|>


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

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

Here is how to win the game:
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 thing I need you to do is to make an effort to head west. Following that, pick up the American keycard from the floor of the kitchenette. After that, venture east. With that done, make sure that the American chest inside the dish-pit is locked with the American keycard. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the dish-pit.
You've entered a dish-pit.
You can see a closed American chest here. You scan the room for a type 0 box, and you find a type 0 box.
There is an unblocked exit to the west.
There is a type 0 key on the floor.
You are carrying: a teaspoon and a whisk.

your action:

Response: go west<|im_end|>take American keycard<|im_end|>go east<|im_end|>lock American chest with American keycard<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First, it would be fantastic if you could take the formless latchkey from the mantelpiece inside the playroom. With the formless latchkey, make sure that the formless locker inside the playroom is unlocked with the formless latchkey. Then, open the formless locker. And then, recover the nest of bats from the formless locker in the playroom. Got that? Good!

Here is your interactions so far:
current state: You are now in the playroom.
You arrive in a playroom. An usual one.
You can see a formless locker. Oh wow! Is that what I think it is? It is! It's a chest! You can see a mantelpiece. On the mantelpiece you can see a formless latchkey and a passkey.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a legume and a plant on the floor.
You are carrying: a shirt.

your action:

Response: take formless latchkey from mantelpiece<|im_end|>unlock formless locker with formless latchkey<|im_end|>open formless locker<|im_end|>take nest of bats from formless locker<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First of all, you could, like, attempt to venture south. And then, take the key from the mantelpiece within the bedroom. If you have got the key, make sure that the safe is unlocked. Then, look and see that the safe is wide open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedchamber.
Well I'll be, you are in a place we're calling a bedchamber.
You see a trunk. Empty! What kind of nightmare TextWorld is this? You scan the room for a couch, and you find a couch. The couch is typical. But oh no! there's nothing on this piece of garbage. You hear a noise behind you and spin around, but you can't see anything other than a mantle. But the thing is empty, unfortunately. Oh! Why couldn't there just be stuff on it?
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a carrot and a dvd on the floor.
You are carrying: a pizza, a gummy bear and a keycard.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, try to go west. Following that, recover the licorice strip from the table within the basement. After that, eat the licorice strip. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the spare room.
You've just sauntered into a spare room.
You can make out a locked display. You can make out a counter. Looks like someone's already been here and taken everything off it, though. What, you think everything in TextWorld should have stuff on it?
There is an unblocked exit to the west.
You are carrying: a soap scented latchkey, a printer and a sponge.

your action:

Response: go west<|im_end|>take licorice strip from table<|im_end|>eat licorice strip<|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! Here is your task for today. First off, make an attempt to go west. After that, retrieve the keycard from the board. If you can get your hands on the keycard, make an attempt to go east. Okay, and then, unlock the chest with the keycard. That's it!

Here is your interactions so far:
current state: You are now in the office.
You've just walked into an office.
You see a locked chest. You can see a locked locker. Hey, want to see a mantle? Look over there, a mantle! The mantle appears to be empty.
There is an exit to the west. Don't worry, it is unguarded.
There is a mouse on the floor.
You are carrying: a glove.

your action:

Response: go west<|im_end|>take keycard from board<|im_end|>go east<|im_end|>unlock chest with keycard<|im_end|>


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

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

Here is how to win the game:
Welcome to another life changing episode of TextWorld! Here is how to play! First stop, recover the passkey from the Microsoft box. And then, go to the south. That done, unlock the chest in the salon with the passkey. After you have unlocked the chest, open the chest. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the laundromat.
You've just walked into a laundromat.
You hear a noise behind you and spin around, but you can't see anything other than a Microsoft box. The Microsoft box contains a passkey. You can make out a locked rectangular box.
You need an unblocked exit? You should try going south.
There is a sandwich and a Microsoft latchkey on the floor.
You are carrying: a banana, a stick of butter, a rectangular key and a mop.

your action:

Response: take passkey from Microsoft box<|im_end|>go south<|im_end|>unlock chest with passkey<|im_end|>open chest<|im_end|>


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

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

Here is how to win the game:
Welcome to another exciting session of TextWorld! Here is your task for today. First of all, retrieve the American style keycard from the mantelpiece. After that, unlock the American style locker within the cubicle. And then, ensure that the American style locker is open. After that, pick up the laptop from the American style locker within the cubicle. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cubicle.
I am sorry to announce that you are now in the cubicle.
You can make out a locked American style locker. You make out an opened ordinary looking Canadian style safe here. Empty! What kind of nightmare TextWorld is this? You see a mantelpiece. Wow, isn't TextWorld just the best? On the mantelpiece you see an American style keycard and a Canadian style passkey.
You don't like doors? Why not try going west, that entranceway is unblocked.
You are carrying: a cookie, a berry and a mop.

your action:

Response: take American style keycard from mantelpiece<|im_end|>unlock American style locker with American style keycard<|im_end|>open American style locker<|im_end|>take laptop from American style 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 round of TextWorld! Here is your task for today. Your first objective is to take a trip east. Next, pick up the non-euclidean latchkey from the floor of the parlor. With the non-euclidean latchkey, unlock the non-euclidean locker. Then, look and see that the non-euclidean locker is opened. That's it!

Here is your interactions so far:
current state: You are now in the restroom.
You've just shown up in a restroom. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You see a locked Henderson's limited edition box. You see a bench. Looks like someone's already been here and taken everything off it, though. You make out a rack. The rack is standard. The rack appears to be empty. You move on, clearly angry about TextWorld.
There is an unblocked exit to the east.
There is a chocolate bar on the floor.
You are carrying: a Henderson's limited edition latchkey.

your action:

Response: go east<|im_end|>take non-euclidean latchkey<|im_end|>unlock non-euclidean locker with non-euclidean latchkey<|im_end|>open non-euclidean 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 your task for today. First off, if it's not too much trouble, I need you to make an effort to go south. After that, open the chest in the canteen. Then, recover the fondue from the chest inside the canteen. After you have picked up the fondue, eat the fondue. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the spare room.
You've just shown up in a spare room.
You can make out a locked vanilla scented safe.
You need an unguarded exit? You should try going south.
There is a vanilla scented latchkey and a pair of headphones on the floor.
You are carrying: a key.

your action:

Response: go south<|im_end|>open chest<|im_end|>take fondue from chest<|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:
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 make an effort to head north. After that, take the cookie from the box inside the lounge. If you can get your hands on the cookie, eat the cookie. Got that? Good!

Here is your interactions so far:
current state: You are now in the laundry place.
You've entered a laundry place. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
There is an unguarded exit to the north.
There is a broccoli on the floor.
You are carrying: an onion.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, ensure that the formless box is open. And then, take the Microsoft style passkey from the formless box in the sauna. If you can get your hands on the Microsoft style passkey, attempt to take a trip south. And then, unlock the Microsoft style safe. Got that? Good!

Here is your interactions so far:
current state: You are now in the sauna.
You arrive in a sauna. A typical kind of place.
You can make out a closed formless box here. You can see an opened standard looking cabinet in the corner. Empty! What kind of nightmare TextWorld is this? You can see a counter. Unfortunately, there isn't a thing on it. It would have been so cool if there was stuff on the counter.
There is an exit to the south. Don't worry, it is unguarded.
There is a formless key on the floor.
You are carrying: a cashew, a Microsoft passkey and a sock.

your action:

Response: open formless box<|im_end|>take Microsoft style passkey from formless box<|im_end|>go south<|im_end|>unlock Microsoft style safe with Microsoft style 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 profound round of TextWorld! Here is how to play! First of all, you could, like, move east. After that, ensure that the safe is open. After that, retrieve the pair of pants from the safe. Then, place the pair of pants on the floor of the vault. Alright, thanks!

Here is your interactions so far:
current state: You are now in the steam room.
You find yourself in a steam room. An usual one. You begin to take stock of what's here.
You can see a table. I guess it's true what they say, if you're looking for a table, go to TextWorld. Unfortunately, there isn't a thing on it. Aw, here you were, all excited for there to be things on it!
There is an exit to the east. Don't worry, it is unguarded.
There is a stick of butter and a paper towel on the floor.
You are carrying: a key, a shadfly and a sock.

your action:

Response: go east<|im_end|>open safe<|im_end|>take pair of pants from safe<|im_end|>drop pair of pants<|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, doublecheck that the box is unlocked. Then, open the box. Then, recover the keycard from the box in the launderette. And then, unlock the safe. Got that? Good!

Here is your interactions so far:
current state: You are now in the launderette.
You arrive in a launderette. A normal kind of place.
You see a safe. You make out a box. You can see a bench. The bench is typical. But the thing is empty, unfortunately. What, you think everything in TextWorld should have stuff on it?
You need an unblocked exit? You should try going north.
There is a broom on the floor.
You are carrying: a berry and a key.

your action:

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


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

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

Here is how to win the game:
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! Your first objective is to try to head west. Then, pick-up the teaspoon from the floor of the cookery. After taking the teaspoon, go to the east. Once you do that, sit the teaspoon on the shelf inside the bar. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bar.
I am honoured to announce that you are now in the bar.
Oh, great. Here's a rectangular box. You can see a shelf. You see a textbook on the shelf. You see a recliner. The recliner is usual. On the recliner you can see a pear and a pillow. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. Look out! It's a- oh, never mind, it's just a bookshelf. The bookshelf is typical. But the thing is empty.
There is an exit to the west. Don't worry, it is unguarded.
There is a rectangular key on the floor.
You are carrying: a legume and a worm.

your action:

Response: go west<|im_end|>take teaspoon<|im_end|>go east<|im_end|>put teaspoon 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 your task for today. First stop, pick up the keycard from the locker in the bedroom. Then, head east. After that, close the chest. Then, lock the chest in the spare room. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bedroom.
You arrive in a bedroom. An ordinary kind of place.
You make out an opened locker, which looks standard, in the corner. The locker contains a keycard. I mean, just wow! Isn't TextWorld just the best? You can see a locked box in the corner.
There is an unguarded exit to the east.
There is a poem on the floor.
You are carrying: a type 4 key, a passkey and a pen.

your action:

Response: take keycard from locker<|im_end|>go east<|im_end|>close chest<|im_end|>lock chest with keycard<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, go east. Then, ensure that the locker inside the office is open. Having opened the locker, pick up the key from the locker inside the office. And then, make it so that the chest is unlocked. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bathroom.
You've entered a bathroom.
You can see a shelf. The shelf is ordinary. On the shelf you can make out a chocolate bar.
There is an unguarded exit to the east.
There is a salad on the floor.
You are carrying: a burger, a peanut, a cashew and a latchkey.

your action:

Response: go east<|im_end|>open locker<|im_end|>take key from locker<|im_end|>unlock chest with key<|im_end|>