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 travel north. If you can accomplish that, recover the vacuum from the board. Then, attempt to go south. After that, deposit the vacuum on the floor of the cubicle. That's it!

Here is your interactions so far:
current state: You are now in the cubicle.
You're now in a cubicle.
You make out a American box. You look around you, at all the containers and supporters, doors and objects, and you think to yourself. Why? Why Textworld?
There is an unguarded exit to the north.
There is a stick of butter and a keyboard on the floor.
You are carrying: an American latchkey and a bug.

your action:

Response: go north<|im_end|>take vacuum from board<|im_end|>go south<|im_end|>drop vacuum<|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, attempt to travel west. With that done, recover the staple from the floor of the studio. After that, make an effort to venture east. After that, throw the staple on the floor of the scullery. Alright, thanks!

Here is your interactions so far:
current state: You are now in the scullery.
Well how about that, you are in a place we're calling a scullery. I guess you better just go and list everything you see here.
Look over there! a counter. The counter is normal. On the counter you see a mug.
There is an unguarded exit to the west.
You are carrying: a cookie, a scarf and a fly larva.

your action:

Response: go west<|im_end|>take staple<|im_end|>go east<|im_end|>drop staple<|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, look and see that the box in the washroom is wide open. And then, retrieve the shadfly from the box in the washroom. After getting the shadfly, make an attempt to take a trip south. After that, toss the shadfly on the floor of the office. Alright, thanks!

Here is your interactions so far:
current state: You are now in the washroom.
You've just walked into a washroom.
You can see a closed box in the room. You see a cabinet. The cabinet is empty! What a waste of a day! You see an opened dresser. The dresser is empty! This is the worst thing that could possibly happen, ever!
There is an exit to the south. Don't worry, it is unblocked.
You are carrying: a Canadian style passkey and a key.

your action:

Response: open box<|im_end|>take shadfly from box<|im_end|>go south<|im_end|>drop shadfly<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First stop, attempt to move east. Then, ensure that the non-euclidean chest in the workshop is open. And then, take the Cat Calendar from the non-euclidean chest. And then, put the Cat Calendar on the shelf. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cookery.
You find yourself in a cookery. A normal kind of place.
You can make out a chest. What a letdown! The chest is empty! You see a closed cabinet.
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying: an insect and a novel.

your action:

Response: go east<|im_end|>open non-euclidean chest<|im_end|>take Cat Calendar from non-euclidean chest<|im_end|>put Cat 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:
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, it would be a great idea if you could pick up the Henderson's latchkey from the coffer. And then, unlock the Henderson's safe within the chamber. After that, open the Henderson's safe. And then, retrieve the cushion from the Henderson's safe. Got that? Good!

Here is your interactions so far:
current state: You are now in the chamber.
This might come as a shock to you, but you've just stumbled into a chamber. The room is well lit.
You see a locked Henderson's safe. You rest your hand against a wall, but you miss the wall and fall onto a coffer. The coffer contains a Henderson's latchkey.
There is an exit to the west. Don't worry, it is unguarded.
There is a butterfly on the floor.
You are carrying: a non-euclidean key.

your action:

Response: take Henderson's latchkey from coffer<|im_end|>unlock Henderson's safe with Henderson's latchkey<|im_end|>open Henderson's safe<|im_end|>take cushion from Henderson's 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 travel west. And then, take the worm from the bed stand. After that, take a trip east. Following that, you can place the worm into the locker. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the chamber.
Well, here we are in a chamber.
You can make out an opened locker. The locker is empty, what a horrible day! You make out a closed typical looking spherical locker in the corner. You can make out a bed. You shudder, but continue examining the bed. The bed is ordinary. On the bed you make out a stick of butter. You can see a couch. The couch appears to be empty. You move on, clearly upset by your TextWorld experience. You can make out a stand. The stand 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 unguarded exit to the west.
You are carrying: a spherical latchkey.

your action:

Response: go west<|im_end|>take worm from bed stand<|im_end|>go east<|im_end|>insert worm 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 fast paced round of TextWorld? You do! Here is your task for today. First of all, recover the keycard from the armchair. After getting the keycard, go to the south. Then, close the box. After closing the box, make absolutely sure that the box is locked with the keycard. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the office.
Okay, so you're in an office, cool, but is it usual? You better believe it is. You try to gain information on your surroundings by using a technique you call "looking."
You can see an armchair. The armchair is ordinary. On the armchair you see a fondue and a keycard.
There is an unguarded exit to the south.
You are carrying: a grape, a type 7 keycard, a Quote of the Day Calendar and a blender.

your action:

Response: take keycard from armchair<|im_end|>go south<|im_end|>close box<|im_end|>lock box with keycard<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! Here is your task for today. First, it would be a great idea if you could unlock the TextWorld style box within the launderette. After that, make sure that the TextWorld style box inside the launderette is wide open. And then, pick up the vanilla scented passkey from the TextWorld style box within the launderette. And then, look and see that the vanilla scented safe is locked with the vanilla scented passkey. Alright, thanks!

Here is your interactions so far:
current state: You are now in the launderette.
You arrive in a launderette. A normal one. The room is well lit.
You can make out a closed vanilla scented safe. You make out a TextWorld style box. Look over there! a box. You can make out a drawer.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a broom on the floor.
You are carrying: a chocolate bar, a TextWorld style latchkey and a keycard.

your action:

Response: unlock TextWorld style box with TextWorld style latchkey<|im_end|>open TextWorld style box<|im_end|>take vanilla scented passkey from TextWorld style box<|im_end|>lock vanilla scented safe with vanilla scented passkey<|im_end|>


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

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

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

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

your action:

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


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

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

Here is how to win the game:
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. Your first objective is to ensure that the chest within the canteen is open. Then, retrieve the keycard from the chest. And then, try to go to the south. Then, assure that the box is locked with the keycard. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the canteen.
Ah, the canteen. This is some kind of canteen, really great standard vibes in this place, a wonderful standard atmosphere.
You can make out a chest. You can make out a locked ordinary looking type J locker in the corner. What's that over there? It looks like it's a saucepan. You see a type J latchkey on the saucepan.
There is an unblocked exit to the south.
There is a passkey on the floor.
You are carrying nothing.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. First stop, retrieve the insect from the cabinet within the sauna. With the insect, go south. And then, doublecheck that the American safe within the launderette is open. After opening the American safe, you can deposit the insect into the American safe. That's it!

Here is your interactions so far:
current state: You are now in the sauna.
Of every sauna you could have walked into, you had to saunter into a standard one. You can barely contain your excitement.
You can make out a cabinet. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. The cabinet contains an insect. You can see a board. Unfortunately, there isn't a thing on it. This always happens, here in TextWorld!
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a nest of kittens on the floor.
You are carrying nothing.

your action:

Response: take insect from cabinet<|im_end|>go south<|im_end|>open American safe<|im_end|>insert insect into American safe<|im_end|>


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

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

Here is how to win the game:
Welcome to another exciting episode of TextWorld! Your first objective is to insert the key into the safe's lock to unlock it. After that, open the safe inside the steam room. After pulling open the safe, take the passkey from the safe. Then, make sure that the locker in the steam room is locked. Alright, thanks!

Here is your interactions so far:
current state: You are now in the steam room.
You've entered a steam room.
You see a closed locker. You can make out a safe. I mean, just wow! Isn't TextWorld just the best? You see a non-euclidean box. Now why would someone leave that there?
There is an exit to the west. Don't worry, it is unguarded.
There is a coconut and a non-euclidean latchkey on the floor.
You are carrying: a key.

your action:

Response: unlock safe with key<|im_end|>open safe<|im_end|>take passkey from safe<|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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First of all, take a trip west. And then, recover the keycard from the platter inside the dish-pit. After that, make an attempt to travel east. Okay, and then, unlock the chest with the keycard. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the parlor.
You've entered a parlor.
You hear a noise behind you and spin around, but you can't see anything other than a chest. You can see a type K safe.
There is an unblocked exit to the west.
There is a potato, a type K passkey and a manuscript on the floor.
You are carrying: a sponge.

your action:

Response: go west<|im_end|>take keycard from platter<|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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First of all, you could, like, head west. And then, retrieve the textbook from the shelf in the bar. And then, make an attempt to go to the east. Okay, and then, place the textbook on the floor of the workshop. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the workshop.
You arrive in a workshop. A standard kind of place.
You can see an opened usual looking case close by. Empty! What kind of nightmare TextWorld is this? You can make out an armchair. The armchair is ordinary. Unfortunately, there isn't a thing on it.
There is an unblocked exit to the west.
There is a peanut on the floor.
You are carrying: a tv.

your action:

Response: go west<|im_end|>take textbook from shelf<|im_end|>go east<|im_end|>drop textbook<|im_end|>


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

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

Here is how to win the game:
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, if it's not too much trouble, I need you to retrieve the fresh laundry scented latchkey from the floor of the cubicle. Having picked up the fresh laundry scented latchkey, move east. That done, doublecheck that the fresh laundry scented safe inside the scullery is unlocked with the fresh laundry scented latchkey. After that, make sure that the fresh laundry scented safe is ajar. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the cubicle.
You arrive in a cubicle. An ordinary kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You smell a hideous smell, and follow it to a stand. The stand is normal. But the thing is empty. What's the point of an empty stand?
There is an exit to the east. Don't worry, it is unblocked.
There is a sandwich, a fresh laundry scented latchkey, a mouse and a keyboard on the floor.
You are carrying: a pear and a cookie.

your action:

Response: take fresh laundry scented latchkey<|im_end|>go east<|im_end|>unlock fresh laundry scented safe with fresh laundry scented latchkey<|im_end|>open fresh laundry 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 thing I need you to do is to make an effort to move south. After that, open the chest. Then, take the latchkey from the chest. And then, look and see the safe inside the cubicle is locked. 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've entered a steam room. You start to take note of what's in the room.
You see a closed formless locker. Oh wow! Is that what I think it is? It is! It's a rack. You shudder, but continue examining the rack. The rack is ordinary. But oh no! there's nothing on this piece of garbage. Oh! Why couldn't there just be stuff on it?
There is an unguarded exit to the south.
There is a stick of butter and a formless key on the floor.
You are carrying: a candy bar, a keycard and a blanket.

your action:

Response: go south<|im_end|>open chest<|im_end|>take latchkey from chest<|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:
Welcome to another life changing round of TextWorld! Here is your task for today. First off, go east. Okay, and then, look and see that the Henderson's style chest is wide open. After that, pick up the soap scented key from the Henderson's style chest. After that, insert the soap scented key into the soap scented locker within the study's lock to unlock it. Got that? Good!

Here is your interactions so far:
current state: You are now in the sauna.
You arrive in a sauna. An ordinary kind of place.
You smell a terrible smell, and follow it to a board. The board is normal. But there isn't a thing on it. Hopefully this doesn't make you too upset. You can make out a bench. The bench is normal. On the bench you see a shadfly.
There is an unblocked exit to the east.
There is a nest of puppies on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>open Henderson's style chest<|im_end|>take soap scented key from Henderson's style chest<|im_end|>unlock soap scented locker with soap scented key<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First off, if it's not too much trouble, I need you to try to venture west. With that done, retrieve the Henderson's passkey from the counter. With the Henderson's passkey, travel east. Once you get through with that, unlock the Henderson's safe. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the chamber.
You've entered a chamber. You start to take note of what's in the room.
You see a locked Henderson's safe. As if things weren't amazing enough already, you can even see a American box. You can see a American style box. The American style box is empty! This is the worst thing that could possibly happen, ever! You can make out a box. Huh, weird. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a mantle. But oh no! there's nothing on this piece of garbage.
You need an unblocked exit? You should try going west.
There is an American style passkey on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take Henderson's passkey from counter<|im_end|>go east<|im_end|>unlock Henderson's safe with Henderson's passkey<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, try to move east. And then, unlock the chest in the canteen. And then, make absolutely sure that the chest is ajar. And then, pick up the napkin from the chest. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cellar.
You find yourself in a cellar. A standard kind of place. Okay, just remember what you're here to do, and everything will go great.
You scan the room, seeing a shelf. Wow, isn't TextWorld just the best? But oh no! there's nothing on this piece of garbage. You see a table. On the table you see a cashew and a peanut. You shudder, but continue examining the room.
You need an unguarded exit? You should try going east.
You are carrying: a stick of butter, a salad, a latchkey and a spork.

your action:

Response: go east<|im_end|>unlock chest with latchkey<|im_end|>open chest<|im_end|>take napkin from chest<|im_end|>


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

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

Here is how to win the game:
Welcome to another fast paced session of TextWorld! Here is your task for today. First stop, move east. That done, ensure that the American limited edition box is open. And then, recover the napkin from the American limited edition box within the scullery. After that, rest the napkin on the table. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the shower.
You've entered a shower.
You see a gleam over in a corner, where you can see a bench. I guess it's true what they say, if you're looking for a bench, go to TextWorld. On the bench you make out an iron.
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying: a blanket.

your action:

Response: go east<|im_end|>open American limited edition box<|im_end|>take napkin from American limited edition box<|im_end|>put napkin on table<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to attempt to go west. After that, take the keyboard from the type E safe. And then, take a trip east. After that, place the keyboard on the floor of the playroom. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the playroom.
You are in a playroom. A normal one.
You bend down to tie your shoe. When you stand up, you notice a bench. The bench is typical. But the thing hasn't got anything on it. You can see a stand. The stand is standard. 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 exit to the west. Don't worry, it is unguarded.
There is a pear, a burger and a textbook on the floor.
You are carrying: a carrot and a type E latchkey.

your action:

Response: go west<|im_end|>take keyboard from type E safe<|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:
It's time to explore the amazing world of TextWorld! Here is how to play! First stop, travel west. Then, recover the key from the non-euclidean locker inside the bedchamber. Then, make an effort to travel east. And then, insert the key into the safe's lock to unlock it. That's it!

Here is your interactions so far:
current state: You are now in the spare room.
You arrive in a spare room. An ordinary kind of place.
You can see a safe. Now why would someone leave that there? You rest your hand against a wall, but you miss the wall and fall onto a case. The light flickers for a second, but nothing else happens. The case is empty, what a horrible day! You make out a workbench. On the workbench you can make out a sandwich. 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.
There is an unblocked exit to the west.
You are carrying: a peanut, a burger and a manuscript.

your action:

Response: go west<|im_end|>take key from non-euclidean locker<|im_end|>go east<|im_end|>unlock safe with key<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! Your first objective is to check that the box is unlocked with the keycard. Then, ensure that the box within the parlor is open. After that, retrieve the spherical key from the box within the parlor. After you have taken the spherical key, unlock the spherical box. Got that? Good!

Here is your interactions so far:
current state: You are now in the parlor.
You've entered a parlor. Okay, just remember what you're here to do, and everything will go great.
A locked spherical box is close by. You can make out a box. Hmm. You always thought you'd be more excited to see a box in a room. Oh wow! Is that what I think it is? It is! It's a trunk. What a letdown! The trunk is empty!
There is an exit to the west. Don't worry, it is unguarded.
You are carrying: a peanut and a keycard.

your action:

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


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First thing I need you to do is to recover the latchkey from the table. If you can get your hands on the latchkey, make an effort to travel south. And then, make sure that the safe is unlocked with the latchkey. Then, make absolutely sure that the safe inside the spare room is wide open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the closet.
You are in a closet. A normal kind of place.
You can make out a table. On the table you can make out a latchkey and a worm. You hear a noise behind you and spin around, but you can't see anything other than a shelf. The shelf is typical. Unfortunately, there isn't a thing on it. What, you think everything in TextWorld should have stuff on it? You make out a rack. The rack is standard. 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.
You are carrying: a potato, a tablet, a coffee cup and a shirt.

your action:

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


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! Here is how to play! First of all, make an effort to travel east. Following that, open the spherical box. Then, retrieve the monitor from the spherical box. And then, place the monitor on the floor of the recreation zone. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the study.
You are in a normal kind of place. That is to say, you're in a study.
Look over there! a stand. The stand is normal. On the stand you can see a cashew.
You need an unblocked exit? You should try going east.
There is a grape, a nest of earwigs, a Comic Strip Calendar and an Advent Calendar on the floor.
You are carrying: a fondue, a spherical passkey and a glove.

your action:

Response: go east<|im_end|>open spherical box<|im_end|>take monitor from spherical box<|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:
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, if it's not too much trouble, I need you to make sure that the safe in the laundromat is unlocked with the keycard. After unlocking the safe, ensure that the safe is open. After that, pick up the worm from the safe. After taking the worm, you can insert the worm inside the type R locker inside the laundromat. That's it!

Here is your interactions so far:
current state: You are now in the laundromat.
You find yourself in a laundromat. 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 type R locker. The type R locker is empty! This is the worst thing that could possibly happen, ever! You make out a safe. Classic TextWorld. You can see a cabinet.
You don't like doors? Why not try going west, that entranceway is unblocked.
You are carrying: a keycard and a type R latchkey.

your action:

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


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

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

Here is how to win the game:
Welcome to another fast paced episode of TextWorld! Here is your task for today. First off, unlock the safe. Then, look and see that the safe in the scullery is wide open. Then, recover the teapot from the safe inside the scullery. After that, deposit the teapot on the floor of the scullery. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the scullery.
I am pleased to announce that you are now in the scullery.
You see a locked safe. You can see a counter. But oh no! there's nothing on this piece of junk.
You need an unguarded exit? You should try going west.
There is an insect and a teacup on the floor.
You are carrying: a latchkey, a worm and a knife.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, pick-up the type 1 latchkey from the floor of the cookery. Then, unlock the type 1 chest inside the cookery. After unlocking the type 1 chest, ensure that the type 1 chest within the cookery is open. Then, recover the spork from the type 1 chest inside the cookery. That's it!

Here is your interactions so far:
current state: You are now in the cookery.
You arrive in a cookery. An usual one.
You see a locked type 1 chest. You bend down to tie your shoe. When you stand up, you notice a safe. You can make out a chair. You see a keycard on the chair. Something scurries by right in the corner of your eye. Probably nothing.
There is an exit to the north. Don't worry, it is unguarded.
There is a type 1 latchkey on the floor.
You are carrying: an apple.

your action:

Response: take type 1 latchkey<|im_end|>unlock type 1 chest with type 1 latchkey<|im_end|>open type 1 chest<|im_end|>take spork from type 1 chest<|im_end|>


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

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

Here is how to win the game:
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 stop, take a trip south. Following that, ensure that the safe inside the steam room is open. After that, pick up the keycard from the safe inside the steam room. With the keycard, unlock the locker within the steam room. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cellar.
You are in a cellar. A typical one.
You see a shelf. But the thing is empty, unfortunately.
You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying: a licorice strip and a ladle.

your action:

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


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

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

Here is how to win the game:
Welcome to another life changing episode of TextWorld! Here is how to play! First stop, doublecheck that the box is unlocked. Then, open the box inside the shower. After that, pick up the nest of shrimp from the box in the shower. And then, put the nest of shrimp inside the drawer. That's it!

Here is your interactions so far:
current state: You are now in the shower.
You're not going to believe this, but you've just entered a shower.
You can make out an opened drawer. Empty! What kind of nightmare TextWorld is this? You can see a locked box. You see a closed type J safe.
There is an exit to the west. Don't worry, it is unblocked.
There is a loaf of bread and a type J passkey on the floor.
You are carrying: a keycard.

your action:

Response: unlock box with keycard<|im_end|>open box<|im_end|>take nest of shrimp from box<|im_end|>insert nest of shrimp into drawer<|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, take a trip north. Next, pick up the synthesizer from the mantelpiece. After picking up the synthesizer, attempt to move south. Okay, and then, rest the synthesizer on the mantle within the study. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the study.
Well how about that, you are in the place we're calling the study. The room is well lit.
You can make out a mantle. The mantle is ordinary. The mantle appears to be empty. It would have been so cool if there was stuff on the mantle. You make out a shelf. The shelf is ordinary. Looks like someone's already been here and taken everything off it, though. Sometimes, just sometimes, TextWorld can just be the worst. You hear a noise behind you and spin around, but you can't see anything other than a bookshelf. The bookshelf is standard. Looks like someone's already been here and taken everything off it, though.
There is an unguarded exit to the north.
There is a Quote of the Day Calendar on the floor.
You are carrying nothing.

your action:

Response: go north<|im_end|>take synthesizer from mantelpiece<|im_end|>go south<|im_end|>put synthesizer 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:
It's time to explore the amazing world of TextWorld! Here is how to play! First, it would be great if you could move south. If you can get through with that, assure that the chest is ajar. And then, take the napkin from the chest. And then, throw the napkin on the floor of the kitchen. Got that? Good!

Here is your interactions so far:
current state: You are now in the playroom.
You arrive in a playroom. A typical one.
You can make out an opened standard looking Henderson's limited edition safe nearby. The Henderson's limited edition safe contains a Henderson's limited edition passkey and a cd. You hear a noise behind you and spin around, but you can't see anything other than a bench. You see a chocolate bar on the bench. You see a mantelpiece. The mantelpiece appears to be empty. You move on, clearly upset with TextWorld.
There is an exit to the south. Don't worry, it is unblocked.
You are carrying: a gojiberry, a latchkey and a tablet.

your action:

Response: go south<|im_end|>open chest<|im_end|>take napkin from chest<|im_end|>drop napkin<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First, it would be good if you could pick up the keycard from the counter inside the cookhouse. Then, check that the locker is unlocked with the keycard. After that, assure that the locker inside the cookhouse is ajar. And then, retrieve the spoon from the locker. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cookhouse.
You're now in a cookhouse.
You can see a locker. You see a locked chest. You can see a counter. The counter is standard. On the counter you can see a stick of butter and a keycard.
There is an unguarded exit to the west.
There is a cauliflower on the floor.
You are carrying: a pizza, a latchkey and a Canadian limited edition key.

your action:

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


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

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

Here is how to win the game:
You are now playing a life changing episode of TextWorld! Here is how to play! First step, unlock the safe inside the recreation zone. After that, ensure that the safe within the recreation zone is open. And then, retrieve the American limited edition passkey from the safe within the recreation zone. After getting the American limited edition passkey, unlock the American limited edition box with the American limited edition passkey. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the recreation zone.
You've entered a recreation zone.
You hear a noise behind you and spin around, but you can't see anything other than a American limited edition box. You scan the room, seeing a safe. You scan the room for a bookshelf, and you find a bookshelf. But there isn't a thing on it.
There is an exit to the north. Don't worry, it is unguarded.
There is a lamp and a bug on the floor.
You are carrying: a loaf of bread, a passkey, a monitor, a nest of ticks and a Quote of the Day Calendar.

your action:

Response: unlock safe with passkey<|im_end|>open safe<|im_end|>take American limited edition passkey from safe<|im_end|>unlock American limited edition box with American limited edition passkey<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. Your first objective is to assure that the fresh laundry scented box is wide open. And then, retrieve the keycard from the fresh laundry scented box. After that, unlock the box with the keycard. And then, ensure that the box in the study is open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the study.
You arrive in a study. A normal kind of place. The room is well lit.
A locked box is close by. You can see a closed fresh laundry scented box in the room. You can make out a locked cuboid locker. You bend down to tie your shoe. When you stand up, you notice a TextWorld style locker.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a stick of butter on the floor.
You are carrying: a shadfly.

your action:

Response: open fresh laundry scented box<|im_end|>take keycard from fresh laundry scented box<|im_end|>unlock box with keycard<|im_end|>open box<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! First, it would be a great idea if you could take a trip north. And then, pick up the latchkey from the floor of the bedchamber. After that, try to take a trip south. Next, make absolutely sure that the locker inside the office is locked with the latchkey. That's it!

Here is your interactions so far:
current state: You are now in the office.
You arrive in an office. An usual kind of place. You try to gain information on your surroundings by using a technique you call "looking."
You see a closed locker. You make out a closed chest.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a fondue and a bug on the floor.
You are carrying: a type S key and a lampshade.

your action:

Response: go north<|im_end|>take latchkey<|im_end|>go south<|im_end|>lock locker with latchkey<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! Your first objective is to make an attempt to go to the north. After that, pick-up the desktop computer from the floor of the cubicle. Then, attempt to move south. With that over with, drop the desktop computer on the floor of the pantry. Got that? Good!

Here is your interactions so far:
current state: You are now in the pantry.
You've fallen into an usual room. Your mind races to think of what kind of room would be usual. And then it hits you. Of course. You're in the pantry. The room is well lit.
You scan the room for a trunk, and you find a trunk. You wonder idly who left that here. The trunk is empty! What a waste of a day! Oh, great. Here's a shelf. The shelf is normal. The shelf appears to be empty. Aw, here you were, all excited for there to be things on it! You make out a workbench. The workbench is typical. On the workbench you can see a golf club. You can make out a rack. But the thing is empty, unfortunately.
You need an unguarded exit? You should try going north.
You are carrying: a pillow, a bug and a Cat Calendar.

your action:

Response: go north<|im_end|>take desktop computer<|im_end|>go south<|im_end|>drop desktop computer<|im_end|>


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

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

Here is how to win the game:
Welcome to another fast paced session of TextWorld! Here is how to play! First, it would be a great idea if you could attempt to go south. Then, look and see that the locker within the studio is open. And then, take the keyboard from the locker. After that, toss the keyboard on the floor of the studio. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the vault.
Look around you. Take it all in. It's not every day someone gets to be in a vault.
You see a cabinet. The cabinet contains a golf tee! You scan the room, seeing a workbench. Looks like someone's already been here and taken everything off it, though.
You need an unguarded exit? You should try going south.
You are carrying: a stick of butter, a key and a worm.

your action:

Response: go south<|im_end|>open locker<|im_end|>take keyboard from locker<|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:
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, move west. After that, take the keycard from the rack within the pantry. After getting the keycard, make an effort to go east. With that accomplished, lock the safe within the cellar. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cellar.
You're not going to believe this, but you've just entered a cellar. You begin looking for stuff.
You hear a noise behind you and spin around, but you can't see anything other than a safe. You make out a closed rectangular locker. A closed usual looking box is in the room. You see a shelf. Unfortunately, there isn't a thing on it. Oh! Why couldn't there just be stuff on it?
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a gummy bear on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take keycard from rack<|im_end|>go east<|im_end|>lock safe with keycard<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First of all, attempt to move east. And then, open the chest. After pulling open the chest, pick up the Advent Calendar from the chest. After that, drop the Advent Calendar on the floor of the office. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the kitchen.
You're now in a kitchen.
You can make out an opened cabinet, which looks ordinary, nearby. What a letdown! The cabinet is empty! Oh wow! Is that what I think it is? It is! It's a freezer.
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying nothing.

your action:

Response: go east<|im_end|>open chest<|im_end|>take Advent Calendar from chest<|im_end|>drop Advent Calendar<|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 episode of TextWorld! First off, pick up the keycard from the floor of the cellar. Then, unlock the locker in the cellar with the keycard. Then, ensure that the locker is open. After that, retrieve the top hat from the locker. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cellar.
This cellar you have just entered is definitely ordinary.
You make out a locked locker. You see a crate.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a keycard on the floor.
You are carrying: a rectangular passkey and a cloak.

your action:

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


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

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

Here is how to win the game:
Welcome to another fast paced episode of TextWorld! First off, if it's not too much trouble, I need you to go to the south. After that, pick-up the keycard from the floor of the basement. If you have picked up the keycard, insert the keycard into the box within the basement's lock to unlock it. Then, open the box in the basement. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the parlor.
You find yourself in a parlor. A typical one.
You smell an intriguing smell, and follow it to a chest.
There is an unblocked exit to the south.
There is a tablet on the floor.
You are carrying: a type C latchkey and a passkey.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to take a trip south. With that accomplished, doublecheck that the chest is wide open. And then, retrieve the telephone from the chest inside the studio. And then, sit the telephone on the armchair within the studio. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the shower.
You've entered a shower.
You can see a locked cuboid box. You can make out a bench. The bench is usual. Unfortunately, there isn't a thing on it.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a cuboid passkey on the floor.
You are carrying nothing.

your action:

Response: go south<|im_end|>open chest<|im_end|>take telephone from chest<|im_end|>put telephone on armchair<|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, it would be a great idea if you could take the passkey from the trunk inside the basement. And then, assure that the locker inside the basement is unlocked with the passkey. After you have unlocked the locker, make sure that the locker within the basement is ajar. After opening the locker, retrieve the shirt from the locker. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the basement.
I am pleased to announce that you are now in the basement.
You make out a locked locker here. You can see an opened trunk. The trunk contains a passkey. There's something strange about this being here, but you can't put your finger on it. You can make out an opened toolbox, which looks standard, nearby. The toolbox is empty! What a waste of a day! You make out a closed display.
You need an unguarded exit? You should try going north.
You are carrying: a frisbee.

your action:

Response: take passkey from trunk<|im_end|>unlock locker with passkey<|im_end|>open locker<|im_end|>take shirt from locker<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. Your first objective is to move north. Then, take the TextWorld limited edition passkey from the bed within the bedchamber. If you can get your hands on the TextWorld limited edition passkey, venture south. Then, make absolutely sure that the TextWorld limited edition box within the cookhouse is unlocked. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cookhouse.
You arrive in a cookhouse. A typical one. You decide to just list off a complete list of everything you see in the room, because hey, why not?
A locked TextWorld limited edition box is nearby. You see a refrigerator. You can't wait to tell the folks at home about this! The refrigerator is empty! What a waste of a day! You smell an awful smell, and follow it to a chair. You see a kettle on the chair. You see a platter. But the thing is empty, unfortunately.
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: a blanket.

your action:

Response: go north<|im_end|>take TextWorld limited edition passkey from bed<|im_end|>go south<|im_end|>unlock TextWorld limited edition box with TextWorld limited edition passkey<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First step, recover the passkey from the shelf inside the chamber. After taking the passkey, attempt to take a trip east. With that over with, close the locker. After that, make sure that the locker inside the bedchamber is locked with the passkey. Got that? Good!

Here is your interactions so far:
current state: You are now in the chamber.
You find yourself in a chamber. An ordinary kind of place. You begin looking for stuff.
You can see a closed type O chest right there by you. You see a box. I mean, just wow! Isn't TextWorld just the best? The box is empty! What a waste of a day! You can see a shelf. The shelf is normal. On the shelf you can make out a passkey and a type O keycard.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is an onion on the floor.
You are carrying: a gummy bear.

your action:

Response: take passkey from shelf<|im_end|>go east<|im_end|>close locker<|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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First stop, attempt to venture south. And then, assure that the safe is unlocked. And then, open the safe. Then, insert the iron into the safe within the cellar. Got that? Good!

Here is your interactions so far:
current state: You are now in the steam room.
You arrive in a steam room. A typical kind of place.
You can make out a counter. On the counter you can make out a broom. I mean, just wow! Isn't TextWorld just the best?
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a paper towel on the floor.
You are carrying: a coconut, a keycard, an iron and a Quote of the Day Calendar.

your action:

Response: go south<|im_end|>unlock safe with keycard<|im_end|>open safe<|im_end|>insert iron into safe<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! Here is how to play! Your first objective is to go south. Following that, unlock the safe with the passkey. Then, assure that the safe is ajar. And then, you can deposit the printer into the safe inside the bedroom. That's it!

Here is your interactions so far:
current state: You are now in the steam room.
You are in a steam room. A typical one.
Look out! It's a- oh, never mind, it's just a counter! You see a cabbage on the counter.
You need an unblocked exit? You should try going south.
You are carrying: a sandwich, a passkey, a printer and a cloak.

your action:

Response: go south<|im_end|>unlock safe with passkey<|im_end|>open safe<|im_end|>insert printer into safe<|im_end|>


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

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

Here is how to win the game:
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, make an attempt to go west. After that, take the mug from the shelf. After that, attempt to go to the east. And then, deposit the mug on the floor of the cookery. Got that? Good!

Here is your interactions so far:
current state: You are now in the cookery.
Of every cookery you could have shown up in, you had to saunter into an usual one.
You see a closed rectangular safe. You see a gleam over in a corner, where you can see a chair. The chair is normal. But the thing hasn't got anything on it. You can make out a pan. The pan appears to be empty.
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a stick of butter and a rectangular keycard on the floor.
You are carrying: a loaf of bread.

your action:

Response: go west<|im_end|>take mug from shelf<|im_end|>go east<|im_end|>drop mug<|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 off, lift the rectangular key from the floor of the cookhouse. And then, move east. After that, unlock the rectangular locker. After unlocking the rectangular locker, ensure that the rectangular locker is open. That's it!

Here is your interactions so far:
current state: You are now in the cookhouse.
Ah, the cookhouse. This is some kind of cookhouse, really great usual vibes in this place, a wonderful usual atmosphere. And now, well, you're in it.
Oh wow! Is that what I think it is? It is! It's a plate! However, the plate, like an empty plate, has nothing on it.
You need an unblocked exit? You should try going east.
There is a rectangular key, a napkin and an insect on the floor.
You are carrying: a cashew and a mop.

your action:

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


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! Here is how to play! First stop, insert the passkey into the chest's lock to unlock it. And then, open the chest. After that, recover the formless keycard from the chest inside the restroom. After that, lock the formless locker in the restroom. Got that? Good!

Here is your interactions so far:
current state: You are now in the restroom.
You've entered a restroom. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can make out a closed formless locker. You can make out a chest. You smell an intriguing smell, and follow it to a safe.
There is an unblocked exit to the north.
You are carrying: a grape, a sandwich, a passkey, a fly larva and a bowl.

your action:

Response: unlock chest with passkey<|im_end|>open chest<|im_end|>take formless keycard from chest<|im_end|>lock formless locker with formless 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:
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 move south. Once you manage that, take the passkey from the board in the cookhouse. After taking the passkey, unlock the safe within the cookhouse with the passkey. And then, ensure that the safe is open. That's it!

Here is your interactions so far:
current state: You are now in the bedroom.
You find yourself in a bedroom. A standard one. You begin to take stock of what's here.
An open locker is in the room. The locker is empty, what a horrible day! You make out a recliner. The recliner is standard. On the recliner you can make out a peanut.
You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying: a gummy bear and a licorice strip.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to go north. If you can manage that, pick up the potato from the floor of the playroom. If you can get your hands on the potato, eat the potato. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bedchamber.
You've entered a bedchamber. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You smell an intriguing smell, and follow it to a Canadian locker. You see an opened fresh laundry scented locker close by. The fresh laundry scented locker contains a legume. You can see a mantle. The mantle appears to be empty. It would have been so cool if there was stuff on the mantle.
You need an unblocked exit? You should try going north.
You are carrying: a Canadian key, a fresh laundry scented latchkey, a knife and a plant.

your action:

Response: go north<|im_end|>take potato<|im_end|>eat potato<|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 game of TextWorld! First step, pick up the passkey from the type R safe. After taking the passkey, try to venture east. And then, make sure that the safe is closed. And then, lock the safe in the attic. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the kitchen.
You've entered a kitchen. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You can see an opened type R safe. The type R safe contains a passkey. You see a locked rectangular chest.
There is an unguarded exit to the east.
There is a pear and a garlic clove on the floor.
You are carrying: a carrot, a strawberry, a type R key, a rectangular keycard and a butterfly.

your action:

Response: take passkey from type R safe<|im_end|>go east<|im_end|>close safe<|im_end|>lock safe with passkey<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First of all, you could, like, go to the north. And then, pick up the soap dispenser from the chest inside the launderette. After that, travel south. And then, drop the soap dispenser on the floor of the closet. Got that? Good!

Here is your interactions so far:
current state: You are now in the closet.
You've just sauntered into a closet.
You make out a closed locker in the corner. You bend down to tie your shoe. When you stand up, you notice a counter. The counter is ordinary. But the thing hasn't got anything on it. You can see a table. Wow, isn't TextWorld just the best? You see a keycard on the table.
You need an unblocked exit? You should try going north.
You are carrying nothing.

your action:

Response: go north<|im_end|>take soap dispenser from chest<|im_end|>go south<|im_end|>drop soap dispenser<|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, ensure that the Henderson's style safe in the shower is open. And then, recover the TextWorld style keycard from the Henderson's style safe inside the shower. And then, move east. And then, make absolutely sure that the TextWorld style box in the lounge is unlocked with the TextWorld style keycard. Got that? Good!

Here is your interactions so far:
current state: You are now in the shower.
You arrive in a shower. An ordinary one. You begin to take stock of what's here.
You see a closed Henderson's style safe. You can make out an opened dresser here. The dresser is empty! This is the worst thing that could possibly happen, ever! You can make out a counter. Unfortunately, there isn't a thing on it. You smell a lovely smell, and follow it to a table. The table is ordinary. But the thing is empty, unfortunately. Oh! Why couldn't there just be stuff on it?
There is an exit to the east. Don't worry, it is unblocked.
There is a Henderson's style key on the floor.
You are carrying: a pear and a nest of kittens.

your action:

Response: open Henderson's style safe<|im_end|>take TextWorld style keycard from Henderson's style safe<|im_end|>go east<|im_end|>unlock TextWorld style box with TextWorld style keycard<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First of all, make an attempt to head north. Next, take the type T passkey from the locker. Then, try to take a trip south. Then, make it so the type T safe within the office is locked. That's it!

Here is your interactions so far:
current state: You are now in the office.
You are in an office. A typical one.
You can see a closed type T safe. You can make out a closed box. Were you looking for a stand? Because look over there, it's a stand. Now why would someone leave that there? The stand is normal. But the thing is empty. You make out a shelf. The shelf appears to be empty.
There is an exit to the north. Don't worry, it is unblocked.
You are carrying: a passkey and a key.

your action:

Response: go north<|im_end|>take type T passkey from locker<|im_end|>go south<|im_end|>lock type T safe with type T 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 session of TextWorld! First stop, assure that the box inside the cubicle is ajar. And then, pick up the cookie from the box in the cubicle. After that, eat the cookie. Got that? Good!

Here is your interactions so far:
current state: You are now in the cubicle.
Well, here we are in the cubicle.
You can see a closed box. You can make out a non-euclidean safe. Look out! It's a- oh, never mind, it's just a toolbox.
You need an unguarded exit? You should try going south.
There is a key on the floor.
You are carrying nothing.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, doublecheck that the spherical box in the bathroom is ajar. After that, retrieve the mat from the spherical box inside the bathroom. Having taken the mat, travel east. And then, rest the mat on the mantle. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bathroom.
I never took you for the sort of person who would show up in a bathroom, but I guess I was wrong.
You can see a spherical box. Huh, weird.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a worm on the floor.
You are carrying: a spherical keycard and a staple.

your action:

Response: open spherical box<|im_end|>take mat from spherical box<|im_end|>go east<|im_end|>put mat 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 step, venture east. Then, ensure that the locker in the cookhouse is open. And then, take the coffee cup from the locker. Once you have taken the coffee cup, rest the coffee cup on the bowl. Got that? Good!

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 can see an opened refrigerator. The refrigerator is empty, what a horrible day! You make out a shelf. The shelf appears to be empty. Oh! Why couldn't there just be stuff on it?
There is an unguarded exit to the east.
There is a sandwich and a knife on the floor.
You are carrying: a passkey and a printer.

your action:

Response: go east<|im_end|>open locker<|im_end|>take coffee cup from locker<|im_end|>put coffee cup on bowl<|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, if it's not too much trouble, I need you to try to venture south. If you can manage that, open the Microsoft limited edition safe. And then, take the sandwich from the Microsoft limited edition safe. With the sandwich, eat the sandwich. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the closet.
You find yourself in a closet. A standard one. Let's see what's in here.
You see a workbench. The workbench is typical. But oh no! there's nothing on this piece of junk. You rest your hand against a wall, but you miss the wall and fall onto a shelf. The shelf is usual. On the shelf you can make out a nest of puppies. Classic TextWorld. You can see a counter. The counter is usual. But the thing hasn't got anything on it.
You don't like doors? Why not try going south, that entranceway is unguarded.
You are carrying: an onion, a Microsoft limited edition latchkey and a towel.

your action:

Response: go south<|im_end|>open Microsoft limited edition safe<|im_end|>take sandwich from Microsoft limited edition safe<|im_end|>eat sandwich<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First thing I need you to do is to make sure that the Henderson's locker is unlocked. After that, ensure that the Henderson's locker is open. After that, retrieve the insect from the Henderson's locker in the shower. After that, place the insect on the shelf. Alright, thanks!

Here is your interactions so far:
current state: You are now in the shower.
You find yourself in a shower.
You can make out a Henderson's locker. You shudder, but continue examining the room. You can make out a trunk. Something scurries by right in the corner of your eye. Probably nothing. Oh wow! Is that what I think it is? It is! It's a shelf. Now why would someone leave that there? The shelf is usual. But the thing hasn't got anything on it. Oh! Why couldn't there just be stuff on it? You make out a board. The board is normal. Looks like someone's already been here and taken everything off it, though. 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 north, that entranceway is unguarded.
You are carrying: a sandwich, a carrot and a Henderson's keycard.

your action:

Response: unlock Henderson's locker with Henderson's keycard<|im_end|>open Henderson's locker<|im_end|>take insect from Henderson's locker<|im_end|>put insect on shelf<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First of all, you could, like, pick up the type 1 latchkey from the box in the study. And then, assure that the type 1 box is unlocked. And then, ensure that the type 1 box is open. And then, take the disk from the type 1 box inside the study. Got that? Good!

Here is your interactions so far:
current state: You are now in the study.
Guess what, you are in a place we're calling a study.
Were you looking for a type 1 box? Because look over there, it's a type 1 box. You see a gleam over in a corner, where you can see a box. The light flickers for a second, but nothing else happens. The box contains a type 1 latchkey. You see a gleam over in a corner, where you can see a mantelpiece. The mantelpiece is ordinary. On the mantelpiece you make out a key.
There is an exit to the west. Don't worry, it is unguarded.
You are carrying: a berry, a licorice strip, a passkey and a stapler.

your action:

Response: take type 1 latchkey from box<|im_end|>unlock type 1 box with type 1 latchkey<|im_end|>open type 1 box<|im_end|>take disk from type 1 box<|im_end|>


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

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

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

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

your action:

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


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First stop, unlock the lavender scented chest inside the basement. After unlocking the lavender scented chest, ensure that the lavender scented chest is open. If you have pulled open the lavender scented chest, take the peanut from the lavender scented chest within the basement. And then, eat the peanut. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the basement.
Here we are in the basement.
You can make out a locked lavender scented chest nearby. You make out a stand. Unfortunately, there isn't a thing on it. You can see a counter. The counter is typical. The counter appears to be empty. Hm. Oh well You see a rack. I guess it's true what they say, if you're looking for a rack, go to TextWorld. The rack appears to be empty.
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a lavender scented key.

your action:

Response: unlock lavender scented chest with lavender scented key<|im_end|>open lavender scented chest<|im_end|>take peanut from lavender scented chest<|im_end|>eat peanut<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First, it would be a great idea if you could try to travel west. Then, pick up the shadfly from the bar in the chamber. And then, head east. And then, put the shadfly inside the toolbox. Got that? Good!

Here is your interactions so far:
current state: You are now in the closet.
A laminated notice tells you that you are now in the closet. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can see an opened toolbox. The toolbox contains a coconut. There's something strange about this being here, but you can't put your finger on it. You can see an opened display, which looks standard, here. The display is empty, what a horrible day! You can make out a stand. The stand is typical. On the stand you make out a golf tee.
There is an exit to the west. Don't worry, it is unblocked.
You are carrying: a pizza, a burger and a fly larva.

your action:

Response: go west<|im_end|>take shadfly from bar<|im_end|>go east<|im_end|>insert shadfly into toolbox<|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 stop, unlock the safe inside the cubicle with the passkey. And then, ensure that the safe is open. After that, take the peanut from the safe in the cubicle. After picking up the peanut, eat the peanut. That's it!

Here is your interactions so far:
current state: You are now in the cubicle.
Ah, the cubicle. This is some kind of cubicle, really great typical vibes in this place, a wonderful typical atmosphere. And now, well, you're in it.
You see a safe! Were you looking for a cabinet? Because look over there, it's a cabinet. Oh wow! Is that what I think it is? It is! It's an armchair. Unfortunately, there isn't a thing on it. You can make out a desk. Make a note of this, you might have to put stuff on or in it later on. The desk is typical. But the thing hasn't got anything on it. Sometimes, just sometimes, TextWorld can just be the worst.
There is an unguarded exit to the west.
You are carrying: a cashew and a passkey.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First of all, try to go to the east. After that, open the cake scented safe in the parlor. After that, take the shadfly from the cake scented safe in the parlor. After picking up the shadfly, sit the shadfly on the bar within the parlor. Got that? Good!

Here is your interactions so far:
current state: You are now in the cookery.
You find yourself in a cookery.
You make out a type T chest.
There is an unguarded exit to the east.
There is a type T latchkey on the floor.
You are carrying: a banana, a fondue and a cake scented keycard.

your action:

Response: go east<|im_end|>open cake scented safe<|im_end|>take shadfly from cake scented safe<|im_end|>put shadfly on bar<|im_end|>


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

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

Here is how to win the game:
Welcome to another exciting session of TextWorld! Here is your task for today. First stop, try to venture east. Once you do that, make absolutely sure that the box is ajar. After that, recover the insect from the box. After you have got the insect, you can place the insect inside the cuboid chest in the lounge. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the steam room.
You've just walked into a steam room.
You make out a shelf. The shelf is usual. But oh no! there's nothing on this piece of trash. You can see a board. On the board you see an iron.
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying: a fondue and a latchkey.

your action:

Response: go east<|im_end|>open box<|im_end|>take insect from box<|im_end|>insert insect into cuboid chest<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! Here is your task for today. First step, try to travel south. Then, ensure that the locker is open. And then, recover the sandwich from the locker inside the salon. And then, eat the sandwich. That's it!

Here is your interactions so far:
current state: You are now in the lounge.
Well I'll be, you are in a place we're calling a lounge.
You make out a locked Henderson's style chest in the room.
There is an unguarded exit to the south.
There is a Henderson's style latchkey and a tv on the floor.
You are carrying: a key and an insect.

your action:

Response: go south<|im_end|>open locker<|im_end|>take sandwich from locker<|im_end|>eat sandwich<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to make an effort to go to the east. Following that, unlock the spherical box. Then, ensure that the spherical box is open. After that, retrieve the shirt from the spherical box. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cookhouse.
You're now in the cookhouse.
You hear a noise behind you and spin around, but you can't see anything other than a soap scented chest. You can make out a saucepan. On the saucepan you make out a soap scented latchkey.
There is an exit to the east. Don't worry, it is unguarded.
There is a kettle on the floor.
You are carrying: a coconut and a spherical key.

your action:

Response: go east<|im_end|>unlock spherical box with spherical key<|im_end|>open spherical box<|im_end|>take shirt from spherical box<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First stop, go to the west. With that done, retrieve the teapot from the floor of the kitchenette. With the teapot, travel east. And then, insert the teapot inside the box in the study. Alright, thanks!

Here is your interactions so far:
current state: You are now in the study.
You've entered a study.
You make out a box. Now that's what I call TextWorld! The box contains a peanut, a passkey and a telephone. You can see a locked trunk in the room.
There is an exit to the west. Don't worry, it is unblocked.
There is a candy bar on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take teapot<|im_end|>go east<|im_end|>insert teapot 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:
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 go east. And then, retrieve the passkey from the counter. And then, check that the locker in the bathroom is unlocked with the passkey. And then, open the locker within the bathroom. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the studio.
This might come as a shock to you, but you've just stumbled into a studio.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a stick of butter on the floor.
You are carrying: a bug, a teaspoon, a glove and a keyboard.

your action:

Response: go east<|im_end|>take passkey from counter<|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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, take a trip north. Okay, and then, take the cabbage from the bed. Then, eat the cabbage. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the studio.
You are in a studio. An usual kind of place.
You can see an opened case close by. The case is empty! This is the worst thing that could possibly happen, ever! You make out a TextWorld limited edition chest. Look out! It's a- oh, never mind, it's just an armchair. But oh no! there's nothing on this piece of garbage.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a loaf of bread, a TextWorld limited edition latchkey and a Comic Strip Calendar on the floor.
You are carrying: a monitor and a worm.

your action:

Response: go north<|im_end|>take cabbage from bed<|im_end|>eat cabbage<|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, take a trip north. After that, take the glass from the chair in the kitchenette. And then, try to venture south. And then, toss the glass on the floor of the closet. That's it!

Here is your interactions so far:
current state: You are now in the closet.
You've entered a closet. The room is well lit.
You make out a counter. The counter is ordinary. But the thing is empty. Hm. Oh well
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a legume on the floor.
You are carrying: a worm and a pair of headphones.

your action:

Response: go north<|im_end|>take glass from chair<|im_end|>go south<|im_end|>drop glass<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First thing I need you to do is to make it so that the box is wide open. And then, retrieve the stick of butter from the box inside the bathroom. Once you have got the stick of butter, 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 bathroom.
You arrive in a bathroom. An usual one. Let's see what's in here.
You see a closed box nearby. You can make out an opened basket in the corner. What a letdown! The basket is empty!
There is an exit to the east. Don't worry, it is unguarded.
There is a keycard on the floor.
You are carrying: a cookie and a golf tee.

your action:

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


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

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

Here is how to win the game:
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 off, if it's not too much trouble, I need you to try to venture south. After that, pick up the keycard from the floor of the sauna. With the keycard, insert the keycard into the safe in the sauna's lock to unlock it. And then, ensure that the safe in the sauna is open. 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. An ordinary kind of place.
A locked non-euclidean box, which looks usual, is in the room. You can make out a coffer. You make out a counter. But the thing is empty, unfortunately.
There is an unblocked exit to the south.
There is a non-euclidean passkey on the floor.
You are carrying: a shirt and a lampshade.

your action:

Response: go south<|im_end|>take keycard<|im_end|>unlock safe with keycard<|im_end|>open safe<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Your first objective is to go north. Then, lift the chocolate bar from the floor of the kitchenette. With the chocolate bar, eat the chocolate bar. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cubicle.
You arrive in a cubicle. A standard kind of place.
You make out an armchair. The armchair is usual. But oh no! there's nothing on this piece of trash.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a fondue and a sandwich on the floor.
You are carrying: a licorice strip, a formless key, a sock and a scarf.

your action:

Response: go north<|im_end|>take chocolate bar<|im_end|>eat chocolate bar<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First, it would be great if you could pick up the Microsoft limited edition keycard from the bar. After that, make it so that the Microsoft limited edition safe is unlocked. After you have unlocked the Microsoft limited edition safe, ensure that the Microsoft limited edition safe within the chamber is open. And then, pick up the tablet from the Microsoft limited edition safe in the chamber. Got that? Good!

Here is your interactions so far:
current state: You are now in the chamber.
You find yourself in a chamber. A standard kind of place.
You scan the room for a Microsoft limited edition safe, and you find a Microsoft limited edition safe. You see an opened locker. The locker is empty! This is the worst thing that could possibly happen, ever! You can make out a bar. Make a note of this, you might have to put stuff on or in it later on. The bar is usual. On the bar you make out a Microsoft limited edition keycard. Look over there! a bed. The bed is ordinary. Looks like someone's already been here and taken everything off it, though. Oh! Why couldn't there just be stuff on it?
There is an exit to the west. Don't worry, it is unguarded.
You are carrying: a keycard.

your action:

Response: take Microsoft limited edition keycard from bar<|im_end|>unlock Microsoft limited edition safe with Microsoft limited edition keycard<|im_end|>open Microsoft limited edition safe<|im_end|>take tablet from Microsoft limited edition safe<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First off, head north. And then, pick up the teaspoon from the floor of the kitchen. And then, go south. And then, place the teaspoon on the bookshelf within the cubicle. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cubicle.
You find yourself in a cubicle. A typical kind of place. The room is well lit.
You can see a closed chest. You can make out a bookshelf. The bookshelf is typical. On the bookshelf you see a keycard. You can see a desk. But the thing is empty, unfortunately.
You need an unblocked exit? You should try going north.
You are carrying: a legume and a formless latchkey.

your action:

Response: go north<|im_end|>take teaspoon<|im_end|>go south<|im_end|>put teaspoon 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:
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, try to go south. After that, check that the type T chest is unlocked with the type T passkey. And then, assure that the type T chest inside the kitchenette is open. And then, you can put the desktop computer into the type T chest inside the kitchenette. Got that? Good!

Here is your interactions so far:
current state: You are now in the garage.
You find yourself in a garage. An usual one. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can make out a cuboid locker.
There is an unguarded exit to the south.
There is a cuboid key, a nest of caterpillars and a bug on the floor.
You are carrying: a type T passkey, a desktop computer, a keyboard and a pen.

your action:

Response: go south<|im_end|>unlock type T chest with type T passkey<|im_end|>open type T chest<|im_end|>insert desktop computer into type T chest<|im_end|>