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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, make an effort to go east. If you can finish that, open the locker in the launderette. And then, recover the fly larva from the locker in the launderette. Then, put the fly larva on the rack. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the vault.
You are in a vault. A normal one.
You can see a safe.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a cauliflower, a stick of butter, a key, a shoe and a glove on the floor.
You are carrying: a latchkey.

your action:

Response: go east<|im_end|>open locker<|im_end|>take fly larva from locker<|im_end|>put fly larva on rack<|im_end|>


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

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

Here is how to win the game:
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 venture west. That done, pick up the candy bar from the box. After stealing the candy bar, eat the candy bar. Alright, thanks!

Here is your interactions so far:
current state: You are now in the study.
You arrive in a study. An ordinary kind of place.
You can see a formless chest. You see a mantelpiece. Unfortunately, there isn't a thing on it. You swear loudly.
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a formless key on the floor.
You are carrying: a legume, a coconut, a Microsoft latchkey, a pillow and a bug.

your action:

Response: go west<|im_end|>take candy bar from box<|im_end|>eat candy bar<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First stop, retrieve the vacuum from the bench inside the washroom. After you have got the vacuum, make an attempt to go to the east. After that, assure that the locker inside the restroom is ajar. Then, deposit the vacuum inside the locker inside the restroom. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the washroom.
Guess what, you are in a place we're calling a washroom.
An open drawer is right there by you. Empty! What kind of nightmare TextWorld is this? You can make out a bench. On the bench you see a pizza, a vacuum and a sponge. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a shelf. On the shelf you see a salad.
There is an exit to the east. Don't worry, it is unblocked.
You are carrying: a passkey.

your action:

Response: take vacuum from bench<|im_end|>go east<|im_end|>open locker<|im_end|>insert vacuum 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Your first objective is to take the cuboid keycard from the bookshelf within the bedchamber. And then, look and see that the cuboid locker is unlocked. Then, ensure that the cuboid locker inside the bedchamber is open. Then, recover the cushion from the cuboid locker. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bedchamber.
You arrive in a bedchamber. An usual kind of place. Okay, just remember what you're here to do, and everything will go great.
Look out! It's a- oh, never mind, it's just a cuboid locker. You see a portmanteau. The portmanteau contains a chocolate bar. Hmmm... what else, what else? You make out a bookshelf. On the bookshelf you can make out a cuboid keycard. You make out a stand. Unfortunately, there isn't a thing on it.
You need an unguarded exit? You should try going west.
There is a peanut on the floor.
You are carrying nothing.

your action:

Response: take cuboid keycard from bookshelf<|im_end|>unlock cuboid locker with cuboid keycard<|im_end|>open cuboid locker<|im_end|>take cushion from cuboid locker<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Your first objective is to assure that the chest within the cubicle is ajar. Then, take the keycard from the chest inside the cubicle. And then, move east. With that over with, look and see that the box inside the chamber is locked. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cubicle.
You are in a cubicle. An usual one. You begin to take stock of what's in the room.
You can see a chest. You can see an opened TextWorld safe. Empty! What kind of nightmare TextWorld is this?
You need an unguarded exit? You should try going east.
There is a latchkey on the floor.
You are carrying: a pair of pants.

your action:

Response: open chest<|im_end|>take keycard from chest<|im_end|>go east<|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:
Welcome to TextWorld! Your first objective is to attempt to head east. Then, ensure that the locker is open. And then, retrieve the cloak from the locker. After that, throw the cloak on the floor of the spare room. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cubicle.
This is going to sound unbelievable, but you've just entered a cubicle.
You can see a cabinet. Something scurries by right in the corner of your eye. Probably nothing. What a letdown! The cabinet is empty! Hey, want to see a bookshelf? Look over there, a bookshelf. However, the bookshelf, like an empty bookshelf, has nothing on it. Hm. Oh well What's that over there? It looks like it's a mantle. But the thing hasn't got anything on it.
There is an exit to the east. Don't worry, it is unguarded.
You are carrying: a candy bar.

your action:

Response: go east<|im_end|>open locker<|im_end|>take cloak from locker<|im_end|>drop cloak<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, attempt to go to the east. If you can finish that, retrieve the key from the rack. After picking up the key, doublecheck that the chest is unlocked. Then, open the chest within the sauna. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the kitchen.
Well, here we are in a kitchen.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a fondue, a stick of butter, a teapot, a teaspoon and a kettle on the floor.
You are carrying: a pizza and a Canadian limited edition passkey.

your action:

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


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

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

Here is how to win the game:
You are now playing a profound game of TextWorld! First off, if it's not too much trouble, I need you to recover the cuboid keycard from the coffer. Then, make an effort to take a trip east. Okay, and then, make absolutely sure that the cuboid safe within the kitchenette is shut. After shutting the cuboid safe, lock the cuboid safe with the cuboid keycard. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the study.
You're now in a study. The room is well lit.
You can make out an opened ordinary looking coffer close by. The coffer contains a chocolate bar, a legume and a cuboid keycard.
There is an exit to the east. Don't worry, it is unguarded.
You are carrying: a spherical keycard and a scarf.

your action:

Response: take cuboid keycard from coffer<|im_end|>go east<|im_end|>close cuboid safe<|im_end|>lock cuboid safe with cuboid keycard<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to make an attempt to venture north. If you can accomplish that, pick up the keycard from the counter within the launderette. After that, attempt to travel south. And then, check that the locker is unlocked with the keycard. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the attic.
You have fallen into the most typical of all possible attics. You decide to start listing off everything you see in the room, as if you were in a text adventure.
Were you looking for a locker? Because look over there, it's a locker. You can make out a shelf. The shelf is standard. Looks like someone's already been here and taken everything off it, though. Hm. Oh well
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying nothing.

your action:

Response: go north<|im_end|>take keycard from counter<|im_end|>go south<|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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, pick-up the spherical latchkey from the floor of the basement. With the spherical latchkey, unlock the spherical locker with the spherical latchkey. Then, make absolutely sure that the spherical locker in the basement is wide open. If you have opened the spherical locker, pick up the fly larva from the spherical locker inside the basement. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the basement.
Ah, the basement. This is some kind of basement, really great usual vibes in this place, a wonderful usual atmosphere. And now, well, you're in it. The room is well lit.
What's that over there? It looks like it's a spherical locker. There's something strange about this thing being here, but you don't have time to worry about that now. You make out a box. You wonder idly who left that here. You rest your hand against a wall, but you miss the wall and fall onto a rack. But the thing hasn't got anything on it.
There is an exit to the north. Don't worry, it is unguarded.
There is a chocolate bar, a spherical latchkey and a keycard on the floor.
You are carrying: a sandwich, a pizza and a printer.

your action:

Response: take spherical latchkey<|im_end|>unlock spherical locker with spherical latchkey<|im_end|>open spherical locker<|im_end|>take fly larva from spherical locker<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First of all, move east. Then, lift the latchkey from the floor of the cubicle. And then, check that the locker inside the cubicle is unlocked with the latchkey. Then, open the locker. Alright, thanks!

Here is your interactions so far:
current state: You are now in the steam room.
You find yourself in a normal kind of place. That is to say, you're in a steam room. You begin to take stock of what's here.
Oh wow! Is that what I think it is? It is! It's a shelf. But there isn't a thing on it. As if things weren't amazing enough already, you can even see a table. However, the table, like an empty table, has nothing on it. You swear loudly.
There is an exit to the east. Don't worry, it is unguarded.
There is a sandwich on the floor.
You are carrying: a Microsoft key, a key, a bug and a spoon.

your action:

Response: go east<|im_end|>take latchkey<|im_end|>unlock locker with latchkey<|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 off, try to take a trip north. Following that, lift the butterfly from the floor of the kitchen. After you have got the butterfly, venture south. Once you accomplish that, you can insert the butterfly into the suitcase. And if you do that, you're the winner!

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

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First, it would be fantastic if you could retrieve the fresh laundry scented key from the stand in the workshop. And then, travel east. If you can manage that, unlock the fresh laundry scented safe in the dish-pit. After unlocking the fresh laundry scented safe, ensure that the fresh laundry scented safe is open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the workshop.
I am sorry to announce that you are now in the workshop.
You can make out a locked safe in the corner. You see a locked box. You see a stand. You wonder idly who left that here. You see a fresh laundry scented key on the stand. You hear a noise behind you and spin around, but you can't see anything other than an armchair. The armchair is typical. The armchair appears to be empty. You bend down to tie your shoe. When you stand up, you notice a chair. The chair is usual. But oh no! there's nothing on this piece of trash. It would have been so cool if there was stuff on the chair.
You need an unblocked exit? You should try going east.
There is a passkey and a keycard on the floor.
You are carrying nothing.

your action:

Response: take fresh laundry scented key from stand<|im_end|>go east<|im_end|>unlock fresh laundry scented safe with fresh laundry scented key<|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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First thing I need you to do is to open the safe inside the study. And then, pick up the peanut from the safe in the study. After that, eat the peanut. Got that? Good!

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

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, pick up the key from the floor of the dish-pit. And then, assure that the safe is unlocked. And then, make sure that the safe is opened. Then, pick up the mug from the safe in the dish-pit. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the dish-pit.
You've just sauntered into a dish-pit. You try to gain information on your surroundings by using a technique you call "looking."
You can see a locked safe right there by you. You can see a closed spherical chest. You make out a closed fresh laundry scented chest in the room. You rest your hand against a wall, but you miss the wall and fall onto a type 9 box. You hear a noise behind you and spin around, but you can't see anything other than a chair. The chair is usual. On the chair you make out a fresh laundry scented key.
You need an unblocked exit? You should try going west.
There is a key on the floor.
You are carrying nothing.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First stop, head east. Next, make absolutely sure that the formless chest is wide open. After that, retrieve the passkey from the formless chest in the attic. Then, make sure the safe is locked. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the office.
You arrive in an office. A standard one. Let's see what's in here.
Look out! It's a- oh, never mind, it's just a mantelpiece. The mantelpiece is ordinary. However, the mantelpiece, like an empty mantelpiece, has nothing on it.
There is an unguarded exit to the east.
There is a sandwich on the floor.
You are carrying: a mop.

your action:

Response: go east<|im_end|>open formless chest<|im_end|>take passkey from formless chest<|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:
It's time to explore the amazing world of TextWorld! Here is how to play! First step, ensure that the safe is open. And then, pick up the passkey from the safe. After that, travel east. With that accomplished, assure the box is locked. Alright, thanks!

Here is your interactions so far:
current state: You are now in the office.
You find yourself in an office. A standard kind of place.
You make out a closed safe in the corner. Were you looking for a cake scented locker? Because look over there, it's a cake scented locker. You can't wait to tell the folks at home about this! You make out a cabinet.
You need an unblocked exit? You should try going east.
There is a sandwich, a latchkey and a cake scented passkey on the floor.
You are carrying: a controller.

your action:

Response: open safe<|im_end|>take passkey from safe<|im_end|>go east<|im_end|>lock box with passkey<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First stop, retrieve the key from the floor of the bedroom. After that, unlock the safe in the bedroom. And then, ensure that the safe within the bedroom is open. And then, recover the book from the safe. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bedroom.
A laminated sign tells you that you are now in the bedroom. You begin looking for stuff.
You can make out a safe. Wow, check out the price tag on the safe! Thirty dollars!
You need an unguarded exit? You should try going west.
There is a key and a novel on the floor.
You are carrying: a spork.

your action:

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


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First, it would be fantastic if you could move south. After that, recover the latchkey from the suitcase. With the latchkey, unlock the chest. After unlocking the chest, make it so that the chest is open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the spare room.
You are in a spare room. A standard one. The room is well lit.
If you haven't noticed it already, there seems to be something there by the wall, it's a type 6 safe. You see a counter. You shudder, but continue examining the counter. On the counter you see a type 6 key. You see a rack. I guess it's true what they say, if you're looking for a rack, go to TextWorld. But the thing hasn't got anything on it.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a cashew on the floor.
You are carrying: a coconut, a berry and a peanut.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First thing I need you to do is to venture south. And then, ensure that the locker within the basement is open. And then, take the passkey from the locker in the basement. After that, check that the chest is unlocked with the passkey. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cellar.
You arrive in a cellar. An usual kind of place.
A locked type H chest is nearby. You see a gleam over in a corner, where you can see a trunk. Hmmm... what else, what else? You can see a rack. Looks like someone's already been here and taken everything off it, though. You can make out a stand. The stand is normal. But there isn't a thing on it.
There is an unguarded exit to the south.
You are carrying: an onion, a keycard, a latchkey and a type H keycard.

your action:

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


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

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

Here is how to win the game:
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 thing I need you to do is to go south. With that accomplished, unlock the box. After unlocking the box, doublecheck that the box is opened. Then, recover the poem from the box. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the dish-pit.
You've entered a dish-pit. I guess you better just go and list everything you see here.
You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a locker. You can make out a chest. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. If you haven't noticed it already, there seems to be something there by the wall, it's a pan. The pan appears to be empty. What, you think everything in TextWorld should have stuff on it?
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a key on the floor.
You are carrying: a sandwich, a legume, a latchkey and a keycard.

your action:

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


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First, it would be fantastic if you could unlock the type C chest within the washroom. After unlocking the type C chest, ensure that the type C chest is open. And then, pick up the pear from the type C chest. And then, eat the pear. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the washroom.
You've just walked into a washroom.
You make out a type C chest. You can make out an opened dresser. Empty! What kind of nightmare TextWorld is this? You make out a locked American style chest close by. You make out a counter. I guess it's true what they say, if you're looking for a counter, go to TextWorld. But the thing hasn't got anything on it.
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: a potato, a type C latchkey, an American style key and a sponge.

your action:

Response: unlock type C chest with type C latchkey<|im_end|>open type C chest<|im_end|>take pear from type C chest<|im_end|>eat pear<|im_end|>


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

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

Here is how to win the game:
Welcome to another exciting round of TextWorld! Here is your task for today. First, it would be great if you could attempt to head east. Next, ensure that the box is open. After that, recover the glass from the box. Then, put the glass inside the type 2 locker inside the dish-pit. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the shower.
You find yourself in a typical kind of place. That is to say, you're in a shower. The room is well lit.
A locked locker is in the corner. You see a gleam over in a corner, where you can see a bench. The bench is usual. On the bench you can make out a key.
You need an unguarded exit? You should try going east.
You are carrying: a Henderson's style key.

your action:

Response: go east<|im_end|>open box<|im_end|>take glass from box<|im_end|>insert glass into type 2 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! Your first objective is to recover the key from the saucepan in the canteen. And then, unlock the chest within the canteen. After unlocking the chest, ensure that the chest inside the canteen is open. Then, retrieve the spork from the chest inside the canteen. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the canteen.
You are in a canteen. A typical one.
You can make out a locked chest. You hear a noise behind you and spin around, but you can't see anything other than a spherical locker. You see a saucepan. You see a key on the saucepan. You see a bowl. You see a spherical key on the bowl. You can see a platter. 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.
There is a fondue on the floor.
You are carrying: a latchkey.

your action:

Response: take key from saucepan<|im_end|>unlock chest with key<|im_end|>open chest<|im_end|>take spork 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:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! Here is your task for today. First of all, make an effort to take a trip north. Then, retrieve the American keycard from the box. And then, take a trip south. With that done, make absolutely sure that the American safe inside the kitchen is unlocked. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the kitchen.
You are in a kitchen. An ordinary one.
As if things weren't amazing enough already, you can even see a American safe. You see a closed Canadian limited edition locker.
There is an unguarded exit to the north.
You are carrying: a fly larva.

your action:

Response: go north<|im_end|>take American keycard from box<|im_end|>go south<|im_end|>unlock American safe with American keycard<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First, it would be good if you could make an attempt to go to the south. And then, doublecheck that the locker within the kitchen is open. After you have pulled open the locker, retrieve the formless keycard from the locker. Then, lock the formless locker with the formless keycard. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the workshop.
Well, here we are in a workshop. You begin to take stock of what's in the room.
You can see a Canadian style box. You can see an armchair. The armchair is usual. Looks like someone's already been here and taken everything off it, though. Oh! Why couldn't there just be stuff on it? You scan the room, seeing a desk. But the thing hasn't got anything on it. You move on, clearly depressed by TextWorld.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a cookie and a Canadian style latchkey on the floor.
You are carrying: a passkey.

your action:

Response: go south<|im_end|>open locker<|im_end|>take formless keycard from locker<|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:
Welcome to another life changing session of TextWorld! Here is how to play! First of all, try to head east. And then, open the locker. And then, pick up the book from the locker. If you can get your hands on the book, you can deposit the book into the trunk. That's it!

Here is your interactions so far:
current state: You are now in the vault.
Of every vault you could have shown up in, you had to walk into an usual one.
You can make out an opened display in the corner. The display contains a keycard. You can see a closed box right there by you. You rest your hand against a wall, but you miss the wall and fall onto a stand. The stand is normal. On the stand you make out a bug. Something scurries by right in the corner of your eye. Probably nothing.
There is an exit to the east. Don't worry, it is unblocked.
There is a grape and a cashew on the floor.
You are carrying: a passkey.

your action:

Response: go east<|im_end|>open locker<|im_end|>take book from locker<|im_end|>insert book into trunk<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First of all, try to go to the north. Then, take the hat from the shelf. And then, make an effort to move south. Okay, and then, sit the hat on the bowl in the scullery. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the scullery.
You are in a scullery. A typical kind of place.
What's that over there? It looks like it's a bowl. The bowl is normal. But the thing hasn't got anything on it. You make a mental note to not get your hopes up the next time you see a bowl in a room. You see a plate. The plate appears to be empty. Hm. Oh well You see a chair. But oh no! there's nothing on this piece of garbage. Hm. Oh well You can make out a rack. The rack is normal. But there isn't a thing on it. You make a mental note to not get your hopes up the next time you see a rack in a room.
You need an unblocked exit? You should try going north.
There is a spork on the floor.
You are carrying: a stapler.

your action:

Response: go north<|im_end|>take hat from shelf<|im_end|>go south<|im_end|>put hat 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:
It's time to explore the amazing world of TextWorld! First off, if it's not too much trouble, I need you to pick up the type H passkey from the locker. And then, assure that the type H chest inside the bar is unlocked. After that, ensure that the type H chest in the bar is open. After opening the type H chest, retrieve the worm from the type H chest. Got that? Good!

Here is your interactions so far:
current state: You are now in the bar.
You're now in the bar. The room is well lit.
You can make out a locked type H chest. You make out a locker. The locker contains a type H passkey and a key. You see a gleam over in a corner, where you can see a safe. You smell a fine smell, and follow it to a suitcase. What a letdown! The suitcase is empty!
You need an unguarded exit? You should try going west.
You are carrying: a non-euclidean key.

your action:

Response: take type H passkey from locker<|im_end|>unlock type H chest with type H passkey<|im_end|>open type H chest<|im_end|>take worm from type H chest<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. First, it would be fantastic if you could make absolutely sure that the type 1 chest in the salon is unlocked. Then, open the type 1 chest within the salon. And then, take the tv from the type 1 chest. And then, you can deposit the tv into the portmanteau. Got that? Good!

Here is your interactions so far:
current state: You are now in the salon.
You're now in a salon. You try to gain information on your surroundings by using a technique you call "looking."
You scan the room, seeing a portmanteau. What a letdown! The portmanteau is empty! You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a type 1 chest. You rest your hand against a wall, but you miss the wall and fall onto a safe. Now why would someone leave that there? You can see a mantelpiece. The mantelpiece is normal. But oh no! there's nothing on this piece of junk.
You need an unblocked exit? You should try going north.
You are carrying: a type 1 keycard, a passkey, a Canadian limited edition key, a blanket and a worm.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. First thing I need you to do is to venture east. Then, open the type 7 box. And then, recover the glass from the type 7 box inside the cookery. With the glass, rest the glass on the shelf within the cookery. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the washroom.
You've just walked into a washroom.
You can make out a spherical safe.
There is an exit to the east. Don't worry, it is unblocked.
There is a spherical latchkey on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>open type 7 box<|im_end|>take glass from type 7 box<|im_end|>put glass on shelf<|im_end|>


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

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

Here is how to win the game:
You are now playing a life changing session of TextWorld! Here is how to play! First, it would be fantastic if you could make an effort to go north. And then, pick up the insect from the floor of the shower. After that, attempt to go to the south. Following that, rest the insect on the stand in the garage. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the garage.
Look at that signboard! What does it say? It says Welcome to the garage? Well that's cool.
You make out a locked type 8 safe nearby. You see a gleam over in a corner, where you can see a cabinet. You scan the room for a stand, and you find a stand. The stand is usual. But the thing is empty. It would have been so cool if there was stuff on the stand. You can make out a rack. Looks like someone's already been here and taken everything off it, though. It would have been so cool if there was stuff on the rack.
You need an unguarded exit? You should try going north.
There is a type 8 key on the floor.
You are carrying: a formless passkey and a laptop.

your action:

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


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First stop, ensure that the safe within the kitchen is open. After you have pulled open the safe, retrieve the stick of butter from the safe inside the kitchen. Then, eat the stick of butter. Got that? Good!

Here is your interactions so far:
current state: You are now in the kitchen.
You are in a kitchen. A typical kind of place.
You can make out a closed safe in the room. Look over there! a case. Empty! What kind of nightmare TextWorld is this? You see a locked fridge. You see a rack. The rack is normal. On the rack you see a spork.
You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying: a sandwich and a passkey.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First thing I need you to do is to pick up the latchkey from the floor of the cubicle. And then, make an attempt to head east. With that done, make it so that the safe in the cellar is shut. And then, lock the safe inside the cellar. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the cubicle.
You are in a cubicle. A normal kind of place.
You make out a desk. The desk is normal. Looks like someone's already been here and taken everything off it, though. Look over there! a chair. The chair is usual. However, the chair, like an empty chair, has nothing on it.
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a cucumber, a latchkey and a mouse on the floor.
You are carrying: a kettle and a spoon.

your action:

Response: take latchkey<|im_end|>go east<|im_end|>close safe<|im_end|>lock safe with latchkey<|im_end|>


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

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

Here is how to win the game:
You are now playing a fast paced game of TextWorld! Here is your task for today. First, it would be great if you could pick up the non-euclidean key from the stand. And then, doublecheck that the non-euclidean safe is unlocked. After that, ensure that the non-euclidean safe in the pantry is open. And then, pick up the cloak from the non-euclidean safe in the pantry. That's it!

Here is your interactions so far:
current state: You are now in the pantry.
You're now in a pantry.
You hear a noise behind you and spin around, but you can't see anything other than a non-euclidean safe. You can make out a display. You can't wait to tell the folks at home about this! The display contains a pair of pants. You wonder idly who left that here. You make out a stand. The stand is standard. On the stand you make out a berry and a non-euclidean key.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a sandwich and a durian on the floor.
You are carrying: a cashew and a burger.

your action:

Response: take non-euclidean key from stand<|im_end|>unlock non-euclidean safe with non-euclidean key<|im_end|>open non-euclidean safe<|im_end|>take cloak from non-euclidean safe<|im_end|>


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

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

Here is how to win the game:
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 thing I need you to do is to go north. After that, recover the passkey from the workbench in the garage. After that, move south. Then, make absolutely sure that the locker is locked with the passkey. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the shower.
You are in a shower. An ordinary kind of place.
You can see a locker. You make out a chest. You rest your hand against a wall, but you miss the wall and fall onto a table. The table is ordinary. However, the table, like an empty table, has nothing on it. Oh! Why couldn't there just be stuff on it?
You need an unguarded exit? You should try going north.
There is a chocolate bar and a sandwich on the floor.
You are carrying nothing.

your action:

Response: go north<|im_end|>take passkey from workbench<|im_end|>go south<|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:
Welcome to another life changing episode of TextWorld! Your first objective is to unlock the chest. Then, look and see that the chest within the bathroom is open. Then, pick up the insect from the chest within the bathroom. After that, place the insect on the table in the bathroom. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bathroom.
Well, here we are in a bathroom. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can see a locked chest, which looks standard, in the room. You make out a locker. There's something strange about this thing being here, but you don't have time to worry about that now. You can make out a table. You shudder, but continue examining the table. But the thing is empty, unfortunately. You can see a counter. On the counter you see a fondue. You can make out a shelf. Now why would someone leave that there? But oh no! there's nothing on this piece of trash.
There is an exit to the west. Don't worry, it is unblocked.
You are carrying: a keycard, a key and a top hat.

your action:

Response: unlock chest with keycard<|im_end|>open chest<|im_end|>take insect from chest<|im_end|>put insect 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:
Welcome to another life changing round of TextWorld! Here is your task for today. First of all, you could, like, go to the east. With that done, assure that the type E chest inside the lounge is open. And then, recover the latchkey from the type E chest. If you can get your hands on the latchkey, unlock the locker with the latchkey. Alright, thanks!

Here is your interactions so far:
current state: You are now in the workshop.
Look around you. Take it all in. It's not every day someone gets to be in a workshop. The room is well lit.
You scan the room for a chair, and you find a chair. But oh no! there's nothing on this piece of trash. Silly chair, silly, empty, good for nothing chair. You make out a mantle. The mantle appears to be empty. This always happens, here in TextWorld!
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a shadfly on the floor.
You are carrying: a pizza.

your action:

Response: go east<|im_end|>open type E chest<|im_end|>take latchkey from type E chest<|im_end|>unlock locker with latchkey<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, move south. If you can finish that, pick up the passkey from the floor of the office. After getting the passkey, unlock the safe within the office. And then, make it so that the safe is open. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the bedchamber.
You arrive in a bedchamber. A normal one. You try to gain information on your surroundings by using a technique you call "looking."
You see a bookshelf. What a coincidence, weren't you just thinking about a bookshelf? The bookshelf is usual. However, the bookshelf, like an empty bookshelf, has nothing on it. Sometimes, just sometimes, TextWorld can just be the worst.
There is an exit to the south. Don't worry, it is unguarded.
There is a stick of butter and a lamp on the floor.
You are carrying: a cookie, a burger, an iron and a disk.

your action:

Response: go south<|im_end|>take passkey<|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:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! First off, look and see that the safe is unlocked with the key. After that, ensure that the safe is open. And then, recover the non-euclidean key from the safe within the study. After that, lock the non-euclidean box. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the study.
You arrive in a study. The room is well lit.
You make out a non-euclidean box. You can see a safe. You wonder idly who left that here.
There is an exit to the west. Don't worry, it is unguarded.
There is a nest of beetles on the floor.
You are carrying: a key, a TextWorld latchkey, a latchkey, a knife and a blanket.

your action:

Response: unlock safe with key<|im_end|>open safe<|im_end|>take non-euclidean key from safe<|im_end|>lock non-euclidean box with non-euclidean key<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to try to head west. With that over with, take the towel from the Microsoft style locker. With the towel, try to head east. With that over with, sit the towel on the desk within the studio. Got that? Good!

Here is your interactions so far:
current state: You are now in the studio.
Well how about that, you are in a place we're calling a studio.
As if things weren't amazing enough already, you can even see a suitcase. The suitcase contains an insect. You see a Microsoft chest. You wonder idly who left that here. You see a desk. The desk is standard. But oh no! there's nothing on this piece of junk. You can make out a stand. But the thing hasn't got anything on it. Hm. Oh well Look over there! a bookshelf. You see a Microsoft latchkey on the bookshelf.
You need an unblocked exit? You should try going west.
You are carrying: a shadfly.

your action:

Response: go west<|im_end|>take towel from Microsoft style locker<|im_end|>go east<|im_end|>put towel on desk<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First of all, make an effort to go to the south. Then, lift the Microsoft style passkey from the floor of the scullery. And then, make absolutely sure that the Microsoft style box within the scullery is unlocked with the Microsoft style passkey. Then, ensure that the Microsoft style box is open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the garage.
You're now in the garage. You begin to take stock of what's in the room.
You can see a coffer. Now that's what I call TextWorld! What a letdown! The coffer is empty! You can make out an opened locker. The locker contains a latchkey. You see a closed safe.
You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying: a chocolate bar, a legume and a glass.

your action:

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


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

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

Here is how to win the game:
You are now playing a profound session of TextWorld! Here is how to play! First off, if it's not too much trouble, I need you to doublecheck that the TextWorld chest is unlocked. After that, make sure that the TextWorld chest is opened. And then, recover the worm from the TextWorld chest within the sauna. And then, rest the worm on the table. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the sauna.
I just think it's awesome that you're in a sauna now. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can see a locked standard looking TextWorld chest close by. You can see a closed box, which looks usual, right there by you. You make out a Henderson's limited edition locker. You can make out a table! The table is usual. The table appears to be empty. You see a rack. The rack is normal. Unfortunately, there isn't a thing on it. Oh! Why couldn't there just be stuff on it?
There is an unguarded exit to the north.
You are carrying: a TextWorld key and a Henderson's limited edition passkey.

your action:

Response: unlock TextWorld chest with TextWorld key<|im_end|>open TextWorld chest<|im_end|>take worm from TextWorld chest<|im_end|>put worm 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:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! Here is your task for today. First of all, you could, like, try to head east. Then, look and see that the box is opened. After opening the box, recover the non-euclidean latchkey from the box inside the pantry. Then, unlock the non-euclidean chest with the non-euclidean latchkey. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the chamber.
You are in a chamber. An ordinary kind of place. Let's see what's in here.
You can see an opened normal looking locker here. The locker is empty! What a waste of a day! You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a bench. You wonder idly who left that here. The bench is standard. On the bench you can see a legume.
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a monitor on the floor.
You are carrying: a melon.

your action:

Response: go east<|im_end|>open box<|im_end|>take non-euclidean latchkey from box<|im_end|>unlock non-euclidean chest with non-euclidean latchkey<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, venture south. And then, pick-up the rectangular keycard from the floor of the lounge. Then, doublecheck that the rectangular box in the lounge is unlocked. After that, open the rectangular box. 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. An ordinary kind of place.
You can see a locker. You can make out a chair. Now why would someone leave that there? The chair is ordinary. On the chair you make out a cd.
You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying: a latchkey and a vacuum.

your action:

Response: go south<|im_end|>take rectangular keycard<|im_end|>unlock rectangular box with rectangular keycard<|im_end|>open rectangular 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! Here is how to play! First of all, you could, like, make an attempt to head west. Following that, retrieve the legume from the board in the shower. And then, eat the legume. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the cubicle.
Guess what, you are in the place we're calling the cubicle. Okay, just remember what you're here to do, and everything will go great.
You see a safe. You make out a Henderson's style chest. Is this what you came to TextWorld for? This... Henderson's style chest?
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a cd on the floor.
You are carrying: a keycard and a Henderson's style key.

your action:

Response: go west<|im_end|>take legume from board<|im_end|>eat legume<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, ensure that the cuboid box is open. Then, pick up the latchkey from the cuboid box within the office. If you can get your hands on the latchkey, venture south. And then, lock the box inside the cookery. That's it!

Here is your interactions so far:
current state: You are now in the office.
You've seen better offices, but at least this one seems pretty standard.
You see a cuboid box.
You need an unblocked exit? You should try going south.
You are carrying: a burger, a sandwich and a cuboid latchkey.

your action:

Response: open cuboid box<|im_end|>take latchkey from cuboid box<|im_end|>go south<|im_end|>lock box with latchkey<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First, it would be great if you could make an attempt to move north. If you can succeed at that, pick-up the Quote of the Day Calendar from the floor of the studio. And then, attempt to head south. If you can finish that, place the Quote of the Day Calendar inside the box. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cookery.
You arrive in a cookery. An ordinary one.
You can make out a box. The box contains a cucumber and a key. I mean, just wow! Isn't TextWorld just the best? You can see a chest. What a letdown! The chest is empty! You make out an opened fridge close by. The fridge is empty! What a waste of a day! You make out a bowl. The bowl is typical. But the thing hasn't got anything on it. Silly bowl, silly, empty, good for nothing bowl.
There is an unguarded exit to the north.
There is a teapot on the floor.
You are carrying: a stapler.

your action:

Response: go north<|im_end|>take Quote of the Day Calendar<|im_end|>go south<|im_end|>insert Quote of the Day Calendar into box<|im_end|>


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

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

Here is how to win the game:
Welcome to another exciting episode of TextWorld! Here is how to play! Your first objective is to venture south. With that done, open the box within the launderette. After that, pick up the sponge from the box in the launderette. And then, put the sponge into the TextWorld limited edition box in the launderette. That's it!

Here is your interactions so far:
current state: You are now in the shower.
You've just sauntered into a shower.
A locked American chest is in the room. You can see a locked rectangular safe close by.
There is an unblocked exit to the south.
There is a rectangular keycard on the floor.
You are carrying: a gummy bear, an American passkey, an insect and a broom.

your action:

Response: go south<|im_end|>open box<|im_end|>take sponge from box<|im_end|>insert sponge into TextWorld limited edition 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 life changing game of TextWorld! First step, make an attempt to travel east. And then, pick up the keycard from the trunk. After that, unlock the box with the keycard. After that, look and see that the box inside the shower is opened. That's it!

Here is your interactions so far:
current state: You are now in the restroom.
You've entered a restroom. The room is well lit.
You make out an opened drawer. Empty! What kind of nightmare TextWorld is this?
There is an exit to the east. Don't worry, it is unblocked.
There is a grape and a peanut on the floor.
You are carrying: a cucumber, a pear and a fly larva.

your action:

Response: go east<|im_end|>take keycard from trunk<|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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! Your first objective is to attempt to venture west. With that done, recover the pillow from the mantle inside the chamber. Then, make an effort to go east. And then, place the pillow on the floor of the salon. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the salon.
You arrive in a salon. An usual kind of place. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You see a gleam over in a corner, where you can see a locker. You see a bench. The bench is typical. However, the bench, like an empty bench, has nothing on it.
You need an unblocked exit? You should try going west.
There is a latchkey on the floor.
You are carrying: an onion.

your action:

Response: go west<|im_end|>take pillow from mantle<|im_end|>go east<|im_end|>drop pillow<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, make it so that the locker in the cellar is opened. And then, recover the top hat from the locker. After that, make an attempt to move south. And then, deposit the top hat on the floor of the kitchen. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cellar.
You've walked into a normal room. Your mind races to think of what kind of room would be normal. And then it hits you. Of course. You're in the cellar.
You can make out a closed locker. You can see a locked trunk here. Look out! It's a- oh, never mind, it's just a table. The table is ordinary. Unfortunately, there isn't a thing on it. You see a shelf. You shudder, but continue examining the shelf. The shelf is normal. But oh no! there's nothing on this piece of garbage. As if things weren't amazing enough already, you can even see a counter. But the thing is empty. Hm. Oh well
You don't like doors? Why not try going south, that entranceway is unguarded.
You are carrying: a latchkey, a key and a synthesizer.

your action:

Response: open locker<|im_end|>take top hat from locker<|im_end|>go south<|im_end|>drop top hat<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 head east. After that, make sure that the type U chest is ajar. Then, pick up the cuboid passkey from the type U chest. If you can get your hands on the cuboid passkey, unlock the cuboid chest in the bedchamber. That's it!

Here is your interactions so far:
current state: You are now in the parlor.
You're now in a parlor.
You scan the room for a bed stand, and you find a bed stand. The bed stand is typical. Unfortunately, there isn't a thing on it. Oh! Why couldn't there just be stuff on it?
There is an unguarded exit to the east.
You are carrying: a type U keycard, a key and a butterfly.

your action:

Response: go east<|im_end|>open type U chest<|im_end|>take cuboid passkey from type U chest<|im_end|>unlock cuboid chest with cuboid passkey<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to look and see that the cuboid chest is unlocked with the cuboid passkey. Then, ensure that the cuboid chest is open. After that, pick up the fly larva from the cuboid chest inside the attic. And then, you can place the fly larva inside the Microsoft chest in the attic. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the attic.
You've entered an attic.
You see a Microsoft chest. Empty! What kind of nightmare TextWorld is this? You bend down to tie your shoe. When you stand up, you notice a cuboid chest. You can make out a safe. You shudder, but continue examining the room. You can see a stand. Wow, isn't TextWorld just the best? But oh no! there's nothing on this piece of trash. You see a rack. The rack appears to be empty.
You need an unblocked exit? You should try going north.
There is a cabbage on the floor.
You are carrying: a cuboid passkey and a Microsoft passkey.

your action:

Response: unlock cuboid chest with cuboid passkey<|im_end|>open cuboid chest<|im_end|>take fly larva from cuboid chest<|im_end|>insert fly larva into Microsoft 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 TextWorld! First thing I need you to do is to open the safe within the bar. Then, recover the passkey from the safe. And then, move east. Then, check that the box is unlocked with the passkey. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bar.
You're now in a bar.
Were you looking for a safe? Because look over there, it's a safe. You see a chest. Make a note of this, you might have to put stuff on or in it later on. The chest is empty, what a horrible day! You see a gleam over in a corner, where you can see a soap scented box. Were you looking for a bed stand? Because look over there, it's a bed stand. The bed stand is typical. Unfortunately, there isn't a thing on it. What, you think everything in TextWorld should have stuff on it?
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a loaf of bread and a key on the floor.
You are carrying nothing.

your action:

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


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

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

Here is how to win the game:
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 of all, pick up the key from the shelf. And then, unlock the chest within the laundry place. After that, ensure that the chest is open. And then, recover the broom from the chest within the laundry place. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the laundry place.
You are in a laundry place. A standard kind of place.
You bend down to tie your shoe. When you stand up, you notice a chest. You can make out a shelf. You see a key and a nest of bats on the shelf.
You need an unblocked exit? You should try going north.
There is a shirt and a worm on the floor.
You are carrying: a mouse.

your action:

Response: take key from shelf<|im_end|>unlock chest with key<|im_end|>open chest<|im_end|>take broom from chest<|im_end|>


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

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

Here is how to win the game:
You are now playing a life changing round of TextWorld! First thing I need you to do is to venture south. With that done, open the box. And then, recover the worm from the box in the closet. And then, rest the worm on the table within the closet. Alright, thanks!

Here is your interactions so far:
current state: You are now in the kitchenette.
You find yourself in a kitchenette. A typical one. I guess you better just go and list everything you see here.
You can make out a closed chest in the room.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a coffee cup, a glass and a kettle on the floor.
You are carrying: a key and a printer.

your action:

Response: go south<|im_end|>open box<|im_end|>take worm from box<|im_end|>put worm 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First, it would be fantastic if you could retrieve the passkey from the chest. After that, unlock the box. And then, open the box within the kitchen. After pulling open the box, deposit the spoon inside the box. Alright, thanks!

Here is your interactions so far:
current state: You are now in the kitchen.
You arrive in a kitchen. A standard one.
You see a locked box in the room. If you haven't noticed it already, there seems to be something there by the wall, it's a chest. The chest contains a passkey. You make out a closed safe. You see a locked fridge in the corner. You can see a saucepan. I guess it's true what they say, if you're looking for a saucepan, go to TextWorld. The saucepan is usual. But there isn't a thing on it.
There is an unguarded exit to the west.
You are carrying: a latchkey and a spoon.

your action:

Response: take passkey from chest<|im_end|>unlock box with passkey<|im_end|>open box<|im_end|>insert spoon into box<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, open the cuboid chest within the workshop. Then, retrieve the fresh laundry scented keycard from the cuboid chest. After that, travel east. Once you finish that, unlock the fresh laundry scented box with the fresh laundry scented keycard. That's it!

Here is your interactions so far:
current state: You are now in the workshop.
You are in an usual kind of place. That is to say, you're in a workshop.
You make out a cuboid chest. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a bookshelf. Now why would someone leave that there? But the thing is empty, unfortunately. It would have been so cool if there was stuff on the bookshelf! oh well.
There is an exit to the east. Don't worry, it is unblocked.
There is a cuboid keycard on the floor.
You are carrying: a legume.

your action:

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


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

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

Here is how to win the game:
Welcome to another fast paced episode of TextWorld! Here is your task for today. First off, attempt to head west. With that accomplished, take the fly larva from the desk inside the cubicle. After that, make an effort to travel east. And then, deposit the fly larva on the floor of the lounge. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the lounge.
You arrive in a lounge. An usual one.
There is an unblocked exit to the west.
There is a burger, a stick of butter and a monitor on the floor.
You are carrying: a butterfly and a broom.

your action:

Response: go west<|im_end|>take fly larva from desk<|im_end|>go east<|im_end|>drop fly larva<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 unlock the type 1 box. Then, make it so that the type 1 box is wide open. And then, retrieve the insect from the type 1 box in the cubicle. After that, toss the insect on the floor of the cubicle. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cubicle.
You've entered a cubicle. You try to gain information on your surroundings by using a technique you call "looking."
You make out a type 1 box. You make out an opened spherical locker in the corner. The spherical locker contains a loaf of bread. You see a closed suitcase, which looks normal, right there by you.
You need an unguarded exit? You should try going north.
You are carrying: a type 1 latchkey, a monitor and a sock.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to make an attempt to venture north. And then, pick up the keycard from the type A box. Having taken the keycard, try to venture south. And then, lock the chest inside the canteen. That's it!

Here is your interactions so far:
current state: You are now in the canteen.
You've entered a canteen.
You can see a closed chest. You make out a plate. The plate is usual. But the thing hasn't got anything on it. You make out a chair. The chair is standard. But the thing is empty.
There is an exit to the north. Don't worry, it is unblocked.
There is a teaspoon on the floor.
You are carrying: a sandwich and a type A keycard.

your action:

Response: go north<|im_end|>take keycard from type A box<|im_end|>go south<|im_end|>lock chest with keycard<|im_end|>


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

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

Here is how to win the game:
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, ensure that the safe is open. Then, recover the cauliflower from the safe. Then, eat the cauliflower. That's it!

Here is your interactions so far:
current state: You are now in the launderette.
You're now in a launderette. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can make out a closed safe. Look over there! a bench. The bench is normal. But the thing hasn't got anything on it. This always happens!
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying: a passkey, a kettle, a towel, a fly larva and a soap dispenser.

your action:

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


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

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

Here is how to win the game:
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 go east. And then, recover the type 2 passkey from the floor of the dish-pit. With the type 2 passkey, make sure that the type 2 chest is unlocked. And then, ensure that the type 2 chest is open. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the bedchamber.
You find yourself in a bedchamber. An usual one. Okay, just remember what you're here to do, and everything will go great.
Look out! It's a- oh, never mind, it's just a bed stand. Looks like someone's already been here and taken everything off it, though. You make out a bar. Make a note of this, you might have to put stuff on or in it later on. The bar is standard. The bar appears to be empty.
You need an unblocked exit? You should try going east.
You are carrying: a cd.

your action:

Response: go east<|im_end|>take type 2 passkey<|im_end|>unlock type 2 chest with type 2 passkey<|im_end|>open type 2 chest<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First, it would be great if you could attempt to take a trip south. If you can get through with that, pick up the Canadian limited edition key from the dresser within the restroom. With the Canadian limited edition key, unlock the Canadian limited edition safe. After unlocking the Canadian limited edition safe, open the Canadian limited edition safe. Got that? Good!

Here is your interactions so far:
current state: You are now in the recreation zone.
You are in an usual kind of place. That is to say, you're in a recreation zone.
You can make out a closed Canadian chest.
You need an unguarded exit? You should try going south.
There is a Canadian latchkey on the floor.
You are carrying: a cashew.

your action:

Response: go south<|im_end|>take Canadian limited edition key from dresser<|im_end|>unlock Canadian limited edition safe with Canadian limited edition key<|im_end|>open Canadian 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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. Your first objective is to move north. And then, take the dvd from the recliner. And then, make an effort to head south. After that, rest the dvd on the stand in the spare room. That's it!

Here is your interactions so far:
current state: You are now in the spare room.
You are in a spare room. A normal kind of place.
You can see a closed box in the corner. You can see a stand. The stand is ordinary. On the stand you see a key. What's that over there? It looks like it's a workbench. But the thing is empty, unfortunately.
You need an unblocked exit? You should try going north.
You are carrying: a legume.

your action:

Response: go north<|im_end|>take dvd from recliner<|im_end|>go south<|im_end|>put dvd on stand<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to make an attempt to venture south. And then, open the Microsoft limited edition chest. After that, take the passkey from the Microsoft limited edition chest inside the bedroom. After getting the passkey, unlock the chest. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the sauna.
You find yourself in a sauna. A normal kind of place. The room is well lit.
You can see an opened drawer. What a letdown! The drawer is empty! You can see a bench. Unfortunately, there isn't a thing on it. Hm. Oh well You can see a shelf. What a coincidence, weren't you just thinking about a shelf? The shelf is typical. The shelf appears to be empty. It would have been so cool if there was stuff on the shelf.
There is an unblocked exit to the south.
You are carrying: an insect.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, take the non-euclidean passkey from the rack. With the non-euclidean passkey, unlock the non-euclidean chest in the bathroom. Then, ensure that the non-euclidean chest in the bathroom is open. And then, take the butterfly from the non-euclidean chest in the bathroom. That's it!

Here is your interactions so far:
current state: You are now in the bathroom.
Okay, so you're in a bathroom, cool, but is it usual? You better believe it is.
You see a locked non-euclidean chest in the corner. You see a gleam over in a corner, where you can see a non-euclidean box. You can make out a rack. You see a non-euclidean passkey on the rack. You can make out a counter. The counter is normal. But there isn't a thing on it. You make out a board. Unfortunately, there isn't a thing on it.
There is an exit to the west. Don't worry, it is unguarded.
You are carrying: a fly larva.

your action:

Response: take non-euclidean passkey from rack<|im_end|>unlock non-euclidean chest with non-euclidean passkey<|im_end|>open non-euclidean chest<|im_end|>take butterfly from non-euclidean 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 how to play! First of all, venture south. Then, open the chest within the garage. Then, pick up the fly larva from the chest in the garage. After stealing the fly larva, place the fly larva inside the case in the garage. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the salon.
You've just shown up in a salon. You begin to take stock of what's in the room.
Hey, want to see a mantle? Look over there, a mantle. The mantle is standard. On the mantle you make out a pear.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a fondue on the floor.
You are carrying: a key, a sponge and an insect.

your action:

Response: go south<|im_end|>open chest<|im_end|>take fly larva from chest<|im_end|>insert fly larva into case<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, make sure that the American style locker is unlocked. And then, ensure that the American style locker is open. And then, retrieve the keycard from the American style locker within the study. After that, assure that the chest is unlocked. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the study.
You find yourself in a study. A standard one.
You can see a chest. A locked typical looking American style locker is close by. You make out an opened safe nearby. What a letdown! The safe is empty! Oh, great. Here's a formless locker. You can make out a desk. But the thing is empty.
You need an unblocked exit? You should try going north.
You are carrying: an American style passkey, a dvd and a bug.

your action:

Response: unlock American style locker with American style passkey<|im_end|>open American style locker<|im_end|>take keycard from American style locker<|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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, doublecheck that the locker inside the study is open. And then, pick up the keyboard from the locker inside the study. Then, go east. Okay, and then, you can deposit the keyboard inside the dresser. That's it!

Here is your interactions so far:
current state: You are now in the study.
I am sorry to announce that you are now in the study.
Were you looking for a locker? Because look over there, it's a locker. I mean, just wow! Isn't TextWorld just the best? You scan the room for a box, and you find a box. Empty! What kind of nightmare TextWorld is this? Look out! It's a- oh, never mind, it's just a stand. The stand is usual. However, the stand, like an empty stand, has nothing on it.
You need an unblocked exit? You should try going east.
There is a licorice strip and a legume on the floor.
You are carrying: a peanut, a latchkey and a golf tee.

your action:

Response: open locker<|im_end|>take keyboard from locker<|im_end|>go east<|im_end|>insert keyboard into dresser<|im_end|>


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

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

Here is how to win the game:
You are now playing a exciting session of TextWorld! Here is your task for today. First stop, check that the non-euclidean locker is unlocked with the non-euclidean latchkey. After that, doublecheck that the non-euclidean locker is wide open. After pulling open the non-euclidean locker, pick up the latchkey from the non-euclidean locker in the pantry. If you have got the latchkey, look and see that the locker is unlocked. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the pantry.
Well, here we are in a pantry.
You make out a locked locker. You can see a non-euclidean locker. Were you looking for a workbench? Because look over there, it's a workbench. The workbench is standard. But the thing is empty.
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a peanut and a non-euclidean latchkey.

your action:

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


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! Your first objective is to take a trip north. Once you accomplish that, recover the dvd from the mantelpiece in the salon. If you can get your hands on the dvd, try to travel south. With that done, rest the dvd on the counter. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the dish-pit.
You arrive in a dish-pit. A typical kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You see a counter. The counter is ordinary. The counter appears to be empty. You make out a rack. The rack is standard. Looks like someone's already been here and taken everything off it, though. It would have been so cool if there was stuff on the rack! oh well. If you haven't noticed it already, there seems to be something there by the wall, it's a chair. Unfortunately, there isn't a thing on it.
There is an exit to the north. Don't worry, it is unguarded.
There is a licorice strip on the floor.
You are carrying: a carrot and a nest of shrimp.

your action:

Response: go north<|im_end|>take dvd from mantelpiece<|im_end|>go south<|im_end|>put dvd on counter<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, make absolutely sure that the type U box in the playroom is wide open. And then, recover the cuboid key from the type U box inside the playroom. And then, try to go to the east. And then, look and see the cuboid chest is locked. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the playroom.
Well, here we are in a playroom. You begin to take stock of what's here.
Look out! It's a- oh, never mind, it's just a type U box. You can make out a non-euclidean locker. You make out an opened dresser close by. The dresser is empty, what a horrible day! You make out a bar. The bar appears to be empty. This always happens, here in TextWorld!
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a loaf of bread, a non-euclidean keycard and a pillow on the floor.
You are carrying: a type U passkey.

your action:

Response: open type U box<|im_end|>take cuboid key from type U box<|im_end|>go east<|im_end|>lock cuboid chest with cuboid 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 attempt to travel south. Then, ensure that the safe within the shower is open. If you have opened the safe, recover the passkey from the safe. And then, unlock the box in the shower. Alright, thanks!

Here is your interactions so far:
current state: You are now in the steam room.
You've just walked into a steam room.
You can see a Henderson's limited edition locker. You see a closed case. You can make out a board. The board is usual. However, the board, like an empty board, has nothing on it.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a Henderson's limited edition keycard and a mop on the floor.
You are carrying nothing.

your action:

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


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

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

Here is how to win the game:
Welcome to another exciting game of TextWorld! First, it would be fantastic if you could unlock the safe. After that, open the safe inside the studio. Then, recover the TextWorld keycard from the safe in the studio. After taking the TextWorld keycard, make absolutely sure the TextWorld chest is locked. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the studio.
You've entered a studio.
A closed TextWorld chest is in the corner. A locked safe, which looks typical, is in the room. You can see a mantle. But the thing is empty, unfortunately. What, you think everything in TextWorld should have stuff on it? You can make out a shelf. The shelf is standard. Looks like someone's already been here and taken everything off it, though. This always happens, here in TextWorld!
There is an unguarded exit to the west.
You are carrying: a latchkey.

your action:

Response: unlock safe with latchkey<|im_end|>open safe<|im_end|>take TextWorld keycard from safe<|im_end|>lock TextWorld chest with TextWorld 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 thing I need you to do is to unlock the locker with the key. And then, doublecheck that the locker inside the bedroom is wide open. After that, pick up the passkey from the locker within the bedroom. With the passkey, lock the chest inside the bedroom. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the bedroom.
You've just walked into a bedroom. You start to take note of what's in the room.
You see a closed chest right there by you. You make out a locked locker right there by you. You make out a safe. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a mantle. But the thing is empty. What's that over there? It looks like it's a bed stand. The bed stand is normal. But the thing is empty, unfortunately. It would have been so cool if there was stuff on the bed stand.
There is an exit to the west. Don't worry, it is unguarded.
There is a keycard on the floor.
You are carrying: a key, a keyboard and a scarf.

your action:

Response: unlock locker with key<|im_end|>open locker<|im_end|>take passkey from locker<|im_end|>lock chest with passkey<|im_end|>


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

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

Here is how to win the game:
You are now playing a profound round of TextWorld! First step, venture south. Then, look and see that the type 7 locker is unlocked with the type 7 key. After unlocking the type 7 locker, open the type 7 locker within the laundromat. Then, retrieve the paper towel from the type 7 locker. Alright, thanks!

Here is your interactions so far:
current state: You are now in the launderette.
You are in a launderette. A standard kind of place.
There is an exit to the south. Don't worry, it is unblocked.
There is a legume, a bug and a butterfly on the floor.
You are carrying: a type 7 key and a type 2 key.

your action:

Response: go south<|im_end|>unlock type 7 locker with type 7 key<|im_end|>open type 7 locker<|im_end|>take paper towel from type 7 locker<|im_end|>