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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First step, take a trip west. Then, lift the latchkey from the floor of the workshop. Then, try to take a trip east. Once you succeed at that, look and see the box is locked. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the dish-pit.
You are in a dish-pit. A 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 closed box. You can make out an opened freezer. The freezer is empty! This is the worst thing that could possibly happen, ever! Oh wow! Is that what I think it is? It is! It's a spherical box, so there's that. You can make out a closed normal looking locker close by. You hear a noise behind you and spin around, but you can't see anything other than a chair. I guess it's true what they say, if you're looking for a chair, go to TextWorld. You see a passkey and a teaspoon on the chair. Huh, weird.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a cauliflower and a spherical passkey on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take latchkey<|im_end|>go east<|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:
You are now playing a life changing episode of TextWorld! First stop, take the TextWorld style key from the safe within the attic. With the TextWorld style key, insert the TextWorld style key into the TextWorld style locker inside the attic's lock to unlock it. Having unlocked the TextWorld style locker, open the TextWorld style locker. Then, retrieve the golf club from the TextWorld style locker in the attic. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the attic.
Well, here we are in an attic.
You make out a TextWorld style locker. Oh wow! Is that what I think it is? It is! It's a safe. The safe contains a TextWorld style key, a keycard and a bug.
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a sandwich.

your action:

Response: take TextWorld style key from safe<|im_end|>unlock TextWorld style locker with TextWorld style key<|im_end|>open TextWorld style locker<|im_end|>take golf club from TextWorld style locker<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, make an attempt to take a trip south. Then, look and see that the non-euclidean box is opened. Then, take the book from the non-euclidean box within the cubicle. And then, place the book into the locker inside the cubicle. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the canteen.
You are in a canteen. An usual kind of place.
Were you looking for a Microsoft limited edition locker? Because look over there, it's a Microsoft limited edition locker. Hmmm... what else, what else? You can make out a locked fudge scented locker.
There is an exit to the south. Don't worry, it is unblocked.
There is a sandwich, a Microsoft limited edition latchkey and a teaspoon on the floor.
You are carrying: a fudge scented key and a fork.

your action:

Response: go south<|im_end|>open non-euclidean box<|im_end|>take book from non-euclidean box<|im_end|>insert book 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, retrieve the fresh laundry scented key from the floor of the recreation zone. And then, insert the fresh laundry scented key into the fresh laundry scented chest in the recreation zone's lock to unlock it. Then, open the fresh laundry scented chest in the recreation zone. After that, recover the textbook from the fresh laundry scented chest in the recreation zone. Alright, thanks!

Here is your interactions so far:
current state: You are now in the recreation zone.
You've entered a recreation zone. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You see a fresh laundry scented chest. You can see a suitcase. You can see a mantle. The mantle is standard. But the thing is empty.
There is an unguarded exit to the west.
There is a fresh laundry scented key, a monitor and a dvd on the floor.
You are carrying: a broccoli.

your action:

Response: take fresh laundry scented key<|im_end|>unlock fresh laundry scented chest with fresh laundry scented key<|im_end|>open fresh laundry scented chest<|im_end|>take textbook from fresh laundry scented chest<|im_end|>


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

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

Here is how to win the game:
Welcome to another life changing game of TextWorld! Here is how to play! First of all, venture north. And then, pick up the fly larva from the bookshelf inside the workshop. And then, go to the south. If you can do that, you can insert the fly larva into the safe. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the attic.
I am required to announce that you are now in the attic. You begin looking for stuff.
You make out an opened safe, which looks typical, here. The safe contains a passkey. You wonder idly who left that here. You make out a stand. The stand is typical. On the stand you can make out a glove.
You need an unguarded exit? You should try going north.
There is a cauliflower and a carrot on the floor.
You are carrying: a glass.

your action:

Response: go north<|im_end|>take fly larva from bookshelf<|im_end|>go south<|im_end|>insert fly larva into safe<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First of all, take the type 5 passkey from the counter. If you can get your hands on the type 5 passkey, make absolutely sure that the type 5 safe within the kitchenette is unlocked. After that, ensure that the type 5 safe inside the kitchenette is open. Then, take the teacup from the type 5 safe. Got that? Good!

Here is your interactions so far:
current state: You are now in the kitchenette.
You are in a kitchenette. It seems to be pretty ordinary here.
You can see a type 5 safe. There's something strange about this being here, but you can't put your finger on it. You make out a closed box here. You make out a locked case. You see a counter. Wow, isn't TextWorld just the best? The counter is ordinary. On the counter you can see a type 5 passkey and a latchkey.
There is an unblocked exit to the west.
You are carrying: a glass.

your action:

Response: take type 5 passkey from counter<|im_end|>unlock type 5 safe with type 5 passkey<|im_end|>open type 5 safe<|im_end|>take teacup from type 5 safe<|im_end|>


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

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

Here is how to win the game:
You are now playing a fast paced episode of TextWorld! First off, if it's not too much trouble, I need you to head south. Then, make it so that the TextWorld style safe inside the office is wide open. Then, take the passkey from the TextWorld style safe inside the office. After stealing the passkey, unlock the box. 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 shower. A standard one.
You see a table. The table appears to be empty. Hm. Oh well
There is an unblocked exit to the south.
There is a banana and a butterfly on the floor.
You are carrying: a peanut and a fly larva.

your action:

Response: go south<|im_end|>open TextWorld style safe<|im_end|>take passkey from TextWorld style 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:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! Here is your task for today. First off, retrieve the key from the rack within the cookhouse. After that, look and see that the locker in the cookhouse is unlocked. Then, ensure that the locker inside the cookhouse is open. After that, pick up the teapot from the locker. Got that? Good!

Here is your interactions so far:
current state: You are now in the cookhouse.
You are in a cookhouse. An usual kind of place. The room is well lit.
You rest your hand against a wall, but you miss the wall and fall onto a locker. Oh wow! Is that what I think it is? It is! It's a rack. The rack is usual. On the rack you see a legume and a key. You smell a hideous smell, and follow it to a pan. The pan is ordinary. But the thing is empty, unfortunately.
You don't like doors? Why not try going west, that entranceway is unblocked.
You are carrying: a fondue and a passkey.

your action:

Response: take key from rack<|im_end|>unlock locker with key<|im_end|>open locker<|im_end|>take teapot from locker<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First of all, you could, like, head east. After that, take the key from the shelf. With the key, make it so that the locker within the studio is unlocked. After unlocking the locker, make it so that the locker is open. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the shower.
You arrive in a shower. A normal one.
You can make out a closed cabinet here. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a board. Looks like someone's already been here and taken everything off it, though.
You need an unblocked exit? You should try going east.
There is a broccoli and a fly larva on the floor.
You are carrying nothing.

your action:

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


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! First thing I need you to do is to go north. Then, take the type B passkey from the stand within the salon. And then, make an effort to take a trip south. After that, unlock the type B locker within the canteen. That's it!

Here is your interactions so far:
current state: You are now in the canteen.
You've just shown up in a canteen.
You see a locked type B locker. You can see a counter. The counter is typical. But the thing hasn't got anything on it. You can make out a chair. The chair is normal. However, the chair, like an empty chair, has nothing on it. You see a table. However, the table, like an empty table, has nothing on it. You swear loudly.
You need an unguarded exit? You should try going north.
There is a legume on the floor.
You are carrying: a tablet.

your action:

Response: go north<|im_end|>take type B passkey from stand<|im_end|>go south<|im_end|>unlock type B locker with type B passkey<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Your first objective is to travel west. Then, take the latchkey from the bowl inside the cookery. And then, travel east. Next, lock the locker inside the cubicle. Got that? Good!

Here is your interactions so far:
current state: You are now in the cubicle.
You've entered a cubicle.
You can make out a closed locker here. You make out a closed toolbox.
You need an unguarded exit? You should try going west.
There is a pen on the floor.
You are carrying: a rectangular keycard and a nest of insects.

your action:

Response: go west<|im_end|>take latchkey from bowl<|im_end|>go east<|im_end|>lock locker with latchkey<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, recover the latchkey from the floor of the garage. With the latchkey, make it so that the box is unlocked with the latchkey. After that, look and see that the box inside the garage is ajar. And then, take the bug from the box. That's it!

Here is your interactions so far:
current state: You are now in the garage.
You arrive in a garage.
You can make out a box. You can see a chest. You make out a rack. Wow, isn't TextWorld just the best? The rack is typical. On the rack you can make out a loaf of bread. You can make out a stand. The stand is typical. On the stand you make out a legume.
There is an unblocked exit to the west.
There is a gummy bear and a latchkey on the floor.
You are carrying: a worm and a sponge.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, try to travel west. Okay, and then, lift the fudge scented latchkey from the floor of the pantry. After that, attempt to travel east. Then, assure that the fudge scented box inside the cubicle is locked with the fudge scented latchkey. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cubicle.
You find yourself in a cubicle. An ordinary one. You can barely contain your excitement.
You can make out a fudge scented box. Look out! It's a- oh, never mind, it's just a non-euclidean locker. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things. You can see a case. The case is empty, what a horrible day! You can see a mantle. The mantle is standard. The mantle appears to be empty. Look out! It's a- oh, never mind, it's just a stand. The stand is ordinary. However, the stand, like an empty stand, has nothing on it. You swear loudly.
You need an unguarded exit? You should try going west.
You are carrying nothing.

your action:

Response: go west<|im_end|>take fudge scented latchkey<|im_end|>go east<|im_end|>lock fudge scented box with fudge scented latchkey<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First, it would be great if you could attempt to move east. Then, look and see that the non-euclidean box within the steam room is open. And then, recover the paper towel from the non-euclidean box. If you can get your hands on the paper towel, place the paper towel on the rack inside the steam room. Alright, thanks!

Here is your interactions so far:
current state: You are now in the canteen.
Well, here we are in a canteen.
You make out a closed TextWorld style box. Hey, want to see a pan? Look over there, a pan. I guess it's true what they say, if you're looking for a pan, go to TextWorld. The pan is usual. But oh no! there's nothing on this piece of garbage.
There is an unguarded exit to the east.
There is a gummy bear and a TextWorld style keycard on the floor.
You are carrying: a cabbage and a non-euclidean keycard.

your action:

Response: go east<|im_end|>open non-euclidean box<|im_end|>take paper towel from non-euclidean box<|im_end|>put paper towel 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:
Welcome to TextWorld! First of all, you could, like, retrieve the type V passkey from the floor of the laundry place. And then, unlock the type V locker. After that, open the type V locker. After that, pick up the insect from the type V locker in the laundry place. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the laundry place.
You're now in the laundry place.
You see a locked type V locker right there by you. You see a locked safe close by. You can make out a shelf. Wow, isn't TextWorld just the best? On the shelf you can see a passkey. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things. You can see a board. The board is ordinary. But the thing hasn't got anything on it.
You need an unguarded exit? You should try going west.
There is a type V passkey on the floor.
You are carrying nothing.

your action:

Response: take type V passkey<|im_end|>unlock type V locker with type V passkey<|im_end|>open type V locker<|im_end|>take insect from type V 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 exciting round of TextWorld! First step, go east. After that, open the safe in the cellar. And then, take the keycard from the safe within the cellar. Then, make absolutely sure that the locker is unlocked with the keycard. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the chamber.
You make a grand eccentric entrance into a chamber.
Hey, want to see a type 7 safe? Look over there, a type 7 safe. Something scurries by right in the corner of your eye. Probably nothing. The type 7 safe is empty! What a waste of a day! Were you looking for a bench? Because look over there, it's a bench. The bench is standard. On the bench you can make out a peanut.
You need an unblocked exit? You should try going east.
There is a worm on the floor.
You are carrying: a type 7 keycard and a tv.

your action:

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


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

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

Here is how to win the game:
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, head west. Following that, pick-up the disk from the floor of the studio. Then, head east. Next, rest the disk on the platter inside the kitchen. That's it!

Here is your interactions so far:
current state: You are now in the kitchen.
You've just shown up in a kitchen. You begin to take stock of what's here.
You make out a cuboid box. The cuboid box is empty! This is the worst thing that could possibly happen, ever! You can make out an opened case in the corner. The case is empty, what a horrible day! You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a platter. Now why would someone leave that there? But there isn't a thing on it. You see a counter. I guess it's true what they say, if you're looking for a counter, go to TextWorld. The counter is usual. But the thing is empty. Aw, here you were, all excited for there to be things on it!
There is an unblocked exit to the west.
There is a cuboid passkey and a worm on the floor.
You are carrying: an American style keycard, a napkin and a laptop.

your action:

Response: go west<|im_end|>take disk<|im_end|>go east<|im_end|>put disk on platter<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, try to head west. And then, pick up the berry from the counter. Then, eat the berry. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the basement.
You arrive in a basement. A typical kind of place.
You make out a locker. The light flickers for a second, but nothing else happens. You bend down to tie your shoe. When you stand up, you notice a stand. The stand appears to be empty.
There is an unguarded exit to the west.
There is a cashew on the floor.
You are carrying: a gummy bear, a latchkey and a worm.

your action:

Response: go west<|im_end|>take berry from counter<|im_end|>eat berry<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Your first objective is to travel east. Following that, unlock the type 7 safe within the attic. Then, assure that the type 7 safe inside the attic is wide open. After that, take the scarf from the type 7 safe inside the attic. Alright, thanks!

Here is your interactions so far:
current state: You are now in the office.
You are in an office. A standard one. You start to take note of what's in the room.
You can see a type A safe. You see a mantle. The mantle is ordinary. But the thing is empty. Aw, here you were, all excited for there to be things on it!
You need an unblocked exit? You should try going east.
There is a chocolate bar and a type A keycard on the floor.
You are carrying: a type 7 keycard and a teaspoon.

your action:

Response: go east<|im_end|>unlock type 7 safe with type 7 keycard<|im_end|>open type 7 safe<|im_end|>take scarf from type 7 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 off, if it's not too much trouble, I need you to attempt to move south. And then, assure that the box is opened. Then, take the gummy bear from the box. After that, eat the gummy bear. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bedroom.
You find yourself in a bedroom. A normal kind of place.
You can see a rectangular safe. You make out a TextWorld limited edition box.
There is an unguarded exit to the south.
There is a rectangular key and a TextWorld limited edition latchkey on the floor.
You are carrying: a legume and a key.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First off, if it's not too much trouble, I need you to retrieve the Microsoft limited edition keycard from the rack within the restroom. Then, unlock the Microsoft limited edition locker in the restroom. And then, ensure that the Microsoft limited edition locker inside the restroom is open. If you have pulled open the Microsoft limited edition locker, take the butterfly from the Microsoft limited edition locker. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the restroom.
You're not going to believe this, but you've just entered a restroom. You start to take note of what's in the room.
You make out a locked Microsoft limited edition locker here. You can see a rack. The rack is typical. On the rack you see a Microsoft limited edition keycard. Hey, want to see a counter? Look over there, a counter. The counter is typical. Unfortunately, there isn't a thing on it.
There is an unblocked exit to the west.
You are carrying nothing.

your action:

Response: take Microsoft limited edition keycard from rack<|im_end|>unlock Microsoft limited edition locker with Microsoft limited edition keycard<|im_end|>open Microsoft limited edition locker<|im_end|>take butterfly from Microsoft limited edition locker<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First thing I need you to do is to make an attempt to move west. If you can manage that, lift the broom from the floor of the sauna. And then, take a trip east. After that, rest the broom on the counter. That's it!

Here is your interactions so far:
current state: You are now in the attic.
You've just walked into an attic.
If you haven't noticed it already, there seems to be something there by the wall, it's a cabinet. The cabinet is empty, what a horrible day! You smell an interesting smell, and follow it to a counter. The counter is standard. On the counter you see a loaf of bread. Hey, want to see a rack? Look over there, a rack. The rack is normal. But the thing is empty, unfortunately. Hm. Oh well You scan the room for a table, and you find a table. You see a legume on the table. Hey, want to see a workbench? Look over there, a workbench. Unfortunately, there isn't a thing on it. You swear loudly.
There is an unblocked exit to the west.
You are carrying nothing.

your action:

Response: go west<|im_end|>take broom<|im_end|>go east<|im_end|>put broom 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:
It's time to explore the amazing world of TextWorld! First off, head south. And then, open the type 8 locker inside the kitchenette. And then, pick up the butterfly from the type 8 locker in the kitchenette. And then, place the butterfly on the table within the kitchenette. Got that? Good!

Here is your interactions so far:
current state: You are now in the chamber.
You find yourself in a chamber. A standard kind of place.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a cd on the floor.
You are carrying: a type 8 key, a nest of caterpillars, a pair of headphones, a mug and a spork.

your action:

Response: go south<|im_end|>open type 8 locker<|im_end|>take butterfly from type 8 locker<|im_end|>put butterfly 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 profound session of TextWorld! Here is your task for today. Your first objective is to move west. Then, pick-up the keycard from the floor of the workshop. And then, make an attempt to go to the east. Then, check that the safe inside the cubicle is unlocked with the keycard. That's it!

Here is your interactions so far:
current state: You are now in the cubicle.
You arrive in a cubicle. An ordinary kind of place. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You make out a safe. Now why would someone leave that there? You can make out a desk. The desk is ordinary. But the thing is empty, unfortunately. You scan the room for a stand, and you find a stand! But the thing is empty. You swear loudly. You can see a bookshelf. Make a note of this, you might have to put stuff on or in it later on. The bookshelf is normal. But the thing is empty. You make out a mantelpiece. But there isn't a thing on it. Aw, here you were, all excited for there to be things on it!
You need an unblocked exit? You should try going west.
You are carrying: a nest of bats, a whisk and a nest of toads.

your action:

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


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

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

Here is how to win the game:
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 head east. Then, ensure that the cuboid safe within the shower is open. Then, retrieve the shirt from the cuboid safe. If you can get your hands on the shirt, throw the shirt on the floor of the shower. Alright, thanks!

Here is your interactions so far:
current state: You are now in the study.
You are in a study. An ordinary one.
You can make out a stand. The stand is standard. But the thing hasn't got anything on it. It would have been so cool if there was stuff on the stand! oh well.
You need an unblocked exit? You should try going east.
There is a sandwich on the floor.
You are carrying: a cuboid keycard.

your action:

Response: go east<|im_end|>open cuboid safe<|im_end|>take shirt from cuboid safe<|im_end|>drop shirt<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, you could, like, take a trip west. Okay, and then, pick up the huckleberry from the desk. After that, eat the huckleberry. That's it!

Here is your interactions so far:
current state: You are now in the cookhouse.
You find yourself in a cookhouse. A normal kind of place.
You scan the room for a chest, and you find a chest. Empty! What kind of nightmare TextWorld is this?
There is an exit to the west. Don't worry, it is unguarded.
There is a burger and a bowl on the floor.
You are carrying: a gummy bear, a passkey, a fly larva and a broom.

your action:

Response: go west<|im_end|>take huckleberry from desk<|im_end|>eat huckleberry<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, make an attempt to go north. Then, pick up the cabbage from the bed within the bedroom. After picking up the cabbage, eat the cabbage. That's it!

Here is your interactions so far:
current state: You are now in the shower.
You're now in a shower.
You can see a closed rectangular locker right there by you. You make out a table. The table is typical. Looks like someone's already been here and taken everything off it, though. You see a gleam over in a corner, where you can see a counter. The counter is normal. Looks like someone's already been here and taken everything off it, though.
There is an unguarded exit to the north.
There is a rectangular keycard and a broom on the floor.
You are carrying: an onion.

your action:

Response: go north<|im_end|>take cabbage from bed<|im_end|>eat cabbage<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to venture west. And then, pick up the lampshade from the floor of the basement. And then, move east. With that accomplished, insert the lampshade into the chest. Alright, thanks!

Here is your interactions so far:
current state: You are now in the vault.
You're now in a vault.
Look out! It's a- oh, never mind, it's just a chest. Empty! What kind of nightmare TextWorld is this? You see a trunk. What a letdown! The trunk is empty! You make out a closed box here. You can see a counter. Wow, isn't TextWorld just the best? But the thing is empty.
There is an exit to the west. Don't worry, it is unblocked.
There is a keycard on the floor.
You are carrying: a key.

your action:

Response: go west<|im_end|>take lampshade<|im_end|>go east<|im_end|>insert lampshade into chest<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First step, head south. After that, pick-up the formless passkey from the floor of the cookery. If you can get your hands on the formless passkey, unlock the formless chest. After that, make sure that the formless chest inside the cookery is ajar. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the basement.
You are in a basement. An ordinary kind of place.
As if things weren't amazing enough already, you can even see a suitcase. I mean, just wow! Isn't TextWorld just the best? The suitcase contains a scarf. Something scurries by right in the corner of your eye. Probably nothing. What's that over there? It looks like it's a workbench. On the workbench you can see a butterfly.
There is an exit to the south. Don't worry, it is unblocked.
You are carrying: a lampshade.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First of all, you could, like, attempt to go north. If you can succeed at that, pick-up the legume from the floor of the steam room. Then, eat the legume. That's it!

Here is your interactions so far:
current state: You are now in the bathroom.
You find yourself in a bathroom. An ordinary kind of place.
If you haven't noticed it already, there seems to be something there by the wall, it's a chest. Look over there! a board. You see a sandwich on the board. I mean, just wow! Isn't TextWorld just the best? You can see a table. However, the table, like an empty table, has nothing on it. What, you think everything in TextWorld should have stuff on it?
There is an unblocked exit to the north.
There is a key on the floor.
You are carrying: a grape, a lavender scented key, a tv and a blender.

your action:

Response: go north<|im_end|>take legume<|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, it would be fantastic if you could head east. After that, ensure that the Canadian chest is open. And then, pick up the legume from the Canadian chest in the sauna. After that, eat the legume. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the chamber.
Well, here we are in the chamber. You start to take note of what's in the room.
You can make out a safe. You can make out a bookshelf. On the bookshelf you can see an insect. Hmmm... what else, what else?
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a burger and a peanut on the floor.
You are carrying: a coconut, a cucumber, a Canadian latchkey and a cane.

your action:

Response: go east<|im_end|>open Canadian chest<|im_end|>take legume from Canadian chest<|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:
Welcome to TextWorld! Here is your task for today. First off, pick up the keycard from the bowl in the dish-pit. Then, move south. And then, unlock the box. Then, ensure that the box in the pantry is open. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the dish-pit.
You've just shown up in a dish-pit. The room is well lit.
You can make out an opened fridge. Empty! What kind of nightmare TextWorld is this? You smell a terrible smell, and follow it to a bowl. On the bowl you make out a keycard. You scan the room, seeing a saucepan. On the saucepan you see a broccoli.
There is an exit to the south. Don't worry, it is unguarded.
You are carrying: a bug and a nest of earwigs.

your action:

Response: take keycard from bowl<|im_end|>go south<|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! First stop, take the cuboid key from the platter within the kitchen. After that, make an attempt to head south. And then, make it so that the cuboid safe is unlocked. Then, make absolutely sure that the cuboid safe within the cookery is ajar. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the kitchen.
You've entered a kitchen. You begin to take stock of what's in the room.
You rest your hand against a wall, but you miss the wall and fall onto a case. What a letdown! The case is empty! You can make out a platter. You see a fondue and a cuboid key on the platter. You see a rack. On the rack you see a blender. You make out a counter. Now why would someone leave that there? The counter is normal. But the thing is empty. What, you think everything in TextWorld should have stuff on it?
There is an unguarded exit to the south.
You are carrying: a cashew.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, move north. After that, retrieve the paper towel from the rack inside the washroom. After that, take a trip south. If you can succeed at that, deposit the paper towel on the floor of the workshop. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the workshop.
You've entered a workshop. Okay, just remember what you're here to do, and everything will go great.
You see a locked bureau. You make out a mantle. Looks like someone's already been here and taken everything off it, though. You can see an armchair. However, the armchair, like an empty armchair, has nothing on it. You see a chair. The chair is typical. But oh no! there's nothing on this piece of garbage. Oh! Why couldn't there just be stuff on it?
There is an exit to the north. Don't worry, it is unguarded.
There is a stick of butter on the floor.
You are carrying: a cuboid passkey.

your action:

Response: go north<|im_end|>take paper towel from rack<|im_end|>go south<|im_end|>drop paper towel<|im_end|>


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

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

Here is how to win the game:
You are now playing a fast paced episode of TextWorld! Here is how to play! First stop, look and see that the box is unlocked. And then, ensure that the box within the chamber is open. And then, recover the cushion from the box. And then, rest the cushion on the shelf within the chamber. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the chamber.
You arrive in a chamber. A typical kind of place.
You can see a locked box. You can see an opened suitcase. What a letdown! The suitcase is empty! You bend down to tie your shoe. When you stand up, you notice a shelf. You wonder idly who left that here. The shelf is normal. The shelf appears to be empty. You see a mantelpiece. Unfortunately, there isn't a thing on it.
There is an exit to the west. Don't worry, it is unguarded.
There is a loaf of bread on the floor.
You are carrying: a fondue, a candy bar, a keycard, a vacuum and a staple.

your action:

Response: unlock box with keycard<|im_end|>open box<|im_end|>take cushion from box<|im_end|>put cushion 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First, it would be good if you could retrieve the type 0 key from the floor of the workshop. If you can get your hands on the type 0 key, head south. Once you finish that, unlock the type 0 locker within the launderette. After unlocking the type 0 locker, ensure that the type 0 locker inside the launderette is open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the workshop.
You find yourself in a workshop. A typical kind of place.
Look over there! a locker. The locker contains a desktop computer.
There is an exit to the south. Don't worry, it is unblocked.
There is a type 0 key, a fly larva and an insect on the floor.
You are carrying: a nest of puppies.

your action:

Response: take type 0 key<|im_end|>go south<|im_end|>unlock type 0 locker with type 0 key<|im_end|>open type 0 locker<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First off, take the TextWorld passkey from the case. Then, unlock the TextWorld safe with the TextWorld passkey. And then, ensure that the TextWorld safe in the washroom is open. After that, you can deposit the desktop computer into the TextWorld safe. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the washroom.
You are in a washroom. An ordinary kind of place.
You can make out a locked TextWorld safe. You make out a case. Make a note of this, you might have to put stuff on or in it later on. The case contains a cashew, a TextWorld passkey, a sponge and a bug.
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a Henderson's style latchkey and a desktop computer.

your action:

Response: take TextWorld passkey from case<|im_end|>unlock TextWorld safe with TextWorld passkey<|im_end|>open TextWorld safe<|im_end|>insert desktop computer into TextWorld safe<|im_end|>


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

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

Here is how to win the game:
You are now playing a profound round of TextWorld! Here is how to play! First, it would be good if you could travel north. And then, pick up the backup calendar from the desk. Once you have got the backup calendar, venture south. And then, place the backup calendar on the floor of the study. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the study.
You've moved 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 study.
You see an opened safe, which looks standard, in the room. The safe contains an Advent Calendar. You see a chest.
There is an unblocked exit to the north.
You are carrying: a latchkey, a keycard and a laptop.

your action:

Response: go north<|im_end|>take backup calendar from desk<|im_end|>go south<|im_end|>drop backup calendar<|im_end|>


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

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

Here is how to win the game:
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 pick up the TextWorld style passkey from the floor of the bedroom. Then, look and see that the TextWorld style locker inside the bedroom is unlocked. Then, doublecheck that the TextWorld style locker is opened. Then, pick up the blanket from the TextWorld style locker in the bedroom. Got that? Good!

Here is your interactions so far:
current state: You are now in the bedroom.
You've entered a bedroom.
You make out a TextWorld style locker. Hmm. You always thought you'd be more excited to see a TextWorld style locker in a room. You bend down to tie your shoe. When you stand up, you notice a bench. The bench is typical. But the thing is empty. Look over there! a stand. But the thing is empty, unfortunately. You can see a mantelpiece. However, the mantelpiece, like an empty mantelpiece, has nothing on it.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a TextWorld style passkey on the floor.
You are carrying: a passkey.

your action:

Response: take TextWorld style passkey<|im_end|>unlock TextWorld style locker with TextWorld style passkey<|im_end|>open TextWorld style locker<|im_end|>take blanket from TextWorld style locker<|im_end|>


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

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

Here is how to win the game:
Welcome to another life changing episode of TextWorld! First, it would be great if you could attempt to venture north. Following that, take the formless latchkey from the box inside the chamber. After that, attempt to move south. And then, look and see that the formless chest within the garage is unlocked. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the garage.
You find yourself in a garage. An usual one. You try to gain information on your surroundings by using a technique you call "looking."
You make out a locked formless chest right there by you. You see a non-euclidean safe.
There is an exit to the north. Don't worry, it is unguarded.
You are carrying: a keycard.

your action:

Response: go north<|im_end|>take formless latchkey from box<|im_end|>go south<|im_end|>unlock formless chest with formless latchkey<|im_end|>


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

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

Here is how to win the game:
Welcome to another profound session of TextWorld! Here is how to play! First, it would be great if you could doublecheck that the American box is ajar. If you have opened the American box, take the keycard from the American box within the study. After that, make an effort to travel east. And then, lock the box within the kitchen. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the study.
You find yourself in a study. An ordinary kind of place.
You make out a closed American box, which looks usual, in the room. You make out a shelf. Looks like someone's already been here and taken everything off it, though. What, you think everything in TextWorld should have stuff on it?
You don't like doors? Why not try going east, that entranceway is unblocked.
There is an American passkey and a pencil on the floor.
You are carrying: a sandwich, a knife and a cane.

your action:

Response: open American box<|im_end|>take keycard from American box<|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:
You are now playing a life changing episode of TextWorld! First step, make an attempt to take a trip south. Once you do that, doublecheck that the Henderson's style box is wide open. Then, retrieve the fork from the Henderson's style box. And then, deposit the fork on the floor of the canteen. That's it!

Here is your interactions so far:
current state: You are now in the cubicle.
You arrive in a cubicle. A normal kind of place.
You see a box. The light flickers for a second, but nothing else happens. You can make out a mantle. But the thing is empty, unfortunately.
You don't like doors? Why not try going south, that entranceway is unguarded.
You are carrying: a keycard and a fly larva.

your action:

Response: go south<|im_end|>open Henderson's style box<|im_end|>take fork from Henderson's style box<|im_end|>drop fork<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 north. And then, recover the bug from the mantle in the playroom. If you can get your hands on the bug, attempt to go to the south. Okay, and then, you can place the bug inside the safe. That's it!

Here is your interactions so far:
current state: You are now in the bedchamber.
You are in a bedchamber. A typical one. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can see an opened safe. The safe is empty! What a waste of a day! You make out a basket. The basket is empty! This is the worst thing that could possibly happen, ever! Hey, want to see a mantelpiece? Look over there, a mantelpiece. On the mantelpiece you can see a worm. You bend down to tie your shoe. When you stand up, you notice a shelf. The shelf is ordinary. However, the shelf, like an empty shelf, has nothing on it. Look out! It's a- oh, never mind, it's just a couch. But the thing hasn't got anything on it. What, you think everything in TextWorld should have stuff on it?
You need an unblocked exit? You should try going north.
You are carrying: a latchkey.

your action:

Response: go north<|im_end|>take bug from mantle<|im_end|>go south<|im_end|>insert bug into safe<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First thing I need you to do is to go west. And then, take the stapler from the mantelpiece. And then, head east. And then, put the stapler on the bench inside the bedchamber. That's it!

Here is your interactions so far:
current state: You are now in the bedchamber.
I am sorry to announce that you are now in the bedchamber.
You can make out a closed soap scented box. You bend down to tie your shoe. When you stand up, you notice a bench. The bench is typical. On the bench you can make out a tablet. You can see a desk. You see a soap scented latchkey on the desk.
There is an exit to the west. Don't worry, it is unguarded.
There is a carrot and a garlic clove on the floor.
You are carrying: a type 8 latchkey.

your action:

Response: go west<|im_end|>take stapler from mantelpiece<|im_end|>go east<|im_end|>put stapler on bench<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 recover the rectangular keycard from the floor of the basement. And then, insert the rectangular keycard into the rectangular safe's lock to unlock it. And then, make absolutely sure that the rectangular safe is opened. After that, you can put the book into the rectangular safe. Got that? Good!

Here is your interactions so far:
current state: You are now in the basement.
You're now in a basement.
If you haven't noticed it already, there seems to be something there by the wall, it's a rectangular safe. If you haven't noticed it already, there seems to be something there by the wall, it's a cake scented chest. The light flickers for a second, but nothing else happens. You make out a shelf. But the thing is empty, unfortunately. Hopefully this doesn't make you too upset.
There is an unblocked exit to the north.
There is a rectangular keycard on the floor.
You are carrying: a book and a pair of pants.

your action:

Response: take rectangular keycard<|im_end|>unlock rectangular safe with rectangular keycard<|im_end|>open rectangular safe<|im_end|>insert book into rectangular safe<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First off, if it's not too much trouble, I need you to go to the west. Then, pick up the sock from the spherical chest in the shower. Once you have taken the sock, attempt to head east. After that, place the sock on the stand in the closet. Got that? Good!

Here is your interactions so far:
current state: You are now in the closet.
You've just sauntered into a closet. Let's see what's in here.
You bend down to tie your shoe. When you stand up, you notice a stand. But the thing hasn't got anything on it. Aw, here you were, all excited for there to be things on it! You make out a counter. You see a candy bar on the counter.
You need an unguarded exit? You should try going west.
There is a broom on the floor.
You are carrying: a loaf of bread and a spherical key.

your action:

Response: go west<|im_end|>take sock from spherical chest<|im_end|>go east<|im_end|>put sock on stand<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First off, travel north. Okay, and then, take the passkey from the rack. And then, go south. After that, insert the passkey into the locker's lock to unlock it. Got that? Good!

Here is your interactions so far:
current state: You are now in the workshop.
You find yourself in a workshop. A typical one.
You see a locked locker, which looks ordinary, here. You make out a bookshelf. 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 bookshelf. You see a stand. But there isn't a thing on it.
You need an unblocked exit? You should try going north.
There is a kiwi on the floor.
You are carrying: a cucumber and a garlic clove.

your action:

Response: go north<|im_end|>take passkey from rack<|im_end|>go south<|im_end|>unlock locker with passkey<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First off, go to the south. Okay, and then, ensure that the TextWorld style chest in the bedchamber is open. Then, pick up the passkey from the TextWorld style chest in the bedchamber. Then, lock the safe. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the parlor.
You're now in the parlor. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You see an opened box. The box is empty! This is the worst thing that could possibly happen, ever! An open basket is close by. The basket is empty! This is the worst thing that could possibly happen, ever!
There is an unguarded exit to the south.
There is a manuscript on the floor.
You are carrying: a broom and an insect.

your action:

Response: go south<|im_end|>open TextWorld style chest<|im_end|>take passkey from TextWorld style 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:
Welcome to another profound episode of TextWorld! First of all, you could, like, pick-up the type V latchkey from the floor of the vault. Then, unlock the type V chest. Once you have unlocked the type V chest, open the type V chest in the vault. After that, pick up the worm from the type V chest inside the vault. Got that? Good!

Here is your interactions so far:
current state: You are now in the vault.
You arrive in a vault. An ordinary kind of place. You begin to take stock of what's here.
You smell a lovely smell, and follow it to a type V chest. You see an opened safe. The safe contains a passkey. You can see an opened chest right there by you. The chest contains a keycard. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things. You can make out a closed cabinet, which looks typical, right there by you. You can see a stand. Looks like someone's already been here and taken everything off it, though.
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a type V latchkey on the floor.
You are carrying: a berry.

your action:

Response: take type V latchkey<|im_end|>unlock type V chest with type V latchkey<|im_end|>open type V chest<|im_end|>take worm from type V chest<|im_end|>


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

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

Here is how to win the game:
You are now playing a exciting episode of TextWorld! First, it would be fantastic if you could lift the Canadian limited edition latchkey from the floor of the launderette. If you can get your hands on the Canadian limited edition latchkey, take a trip east. That done, unlock the Canadian limited edition chest. Then, open the Canadian limited edition chest in the recreation zone. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the launderette.
You are in a launderette. An usual one.
You can make out a American style locker. Huh, weird. You scan the room, seeing a rack. But there isn't a thing on it. Hm. Oh well
There is an unblocked exit to the east.
There is a coconut, a berry, a Canadian limited edition latchkey and an American style keycard on the floor.
You are carrying: a stick of butter.

your action:

Response: take Canadian limited edition latchkey<|im_end|>go east<|im_end|>unlock Canadian limited edition chest with Canadian limited edition latchkey<|im_end|>open Canadian limited edition chest<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, make an effort to move south. Okay, and then, ensure that the safe is open. And then, take the soap dispenser from the safe in the restroom. Then, throw the soap dispenser on the floor of the restroom. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bedchamber.
If you're wondering why everything seems so standard all of a sudden, it's because you've just shown up in the bedchamber. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You see a locked rectangular chest in the room. You see a closed chest close by. Were you looking for a desk? Because look over there, it's a desk. On the desk you make out a rectangular keycard.
There is an exit to the south. Don't worry, it is unblocked.
You are carrying: a keycard.

your action:

Response: go south<|im_end|>open safe<|im_end|>take soap dispenser from safe<|im_end|>drop soap dispenser<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First of all, make an effort to move west. And then, lift the insect from the floor of the office. And then, take a trip east. Then, put the insect inside the suitcase in the study. 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. An usual one.
You can see a suitcase. The suitcase contains a sandwich. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a safe. The light flickers for a second, but nothing else happens. Hey, want to see a Microsoft style safe? Look over there, a Microsoft style safe. The light flickers for a second, but nothing else happens. You can make out a bureau.
There is an unguarded exit to the west.
You are carrying: a key and a worm.

your action:

Response: go west<|im_end|>take insect<|im_end|>go east<|im_end|>insert insect 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:
Welcome to another fast paced episode of TextWorld! Here is how to play! Your first objective is to make an effort to move north. Then, pick up the latchkey from the floor of the shower. After picking up the latchkey, make an attempt to venture south. Then, unlock the chest in the spare room. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the spare room.
You are in a spare room. An usual kind of place.
You can make out a chest. You see a case. There's something strange about this being here, but you can't put your finger on it. As if things weren't amazing enough already, you can even see a shelf. What a coincidence, weren't you just thinking about a shelf? But there isn't a thing on it. You see a workbench. The workbench is normal. But the thing hasn't got anything on it. Oh! Why couldn't there just be stuff on it? You see a rack. However, the rack, like an empty rack, has nothing on it.
You need an unguarded exit? You should try going north.
You are carrying: a licorice strip.

your action:

Response: go north<|im_end|>take latchkey<|im_end|>go south<|im_end|>unlock chest with latchkey<|im_end|>


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

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

Here is how to win the game:
Welcome to another life changing episode of TextWorld! Here is your task for today. First, it would be fantastic if you could go to the south. And then, assure that the fresh laundry scented box is open. Then, retrieve the plant from the fresh laundry scented box within the bedchamber. And then, put the plant inside the portmanteau. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the vault.
Well, here we are in the vault.
You see a safe. You make out an opened chest nearby. Empty! What kind of nightmare TextWorld is this? You see a toolbox. You check the price tag glued to the toolbox. 70 bucks? What a deal! You'll have to ask where they got this! Look over there! a counter. But there isn't a thing on it. Aw, and here you were, all excited for there to be things on it!
You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying: a fresh laundry scented keycard and a passkey.

your action:

Response: go south<|im_end|>open fresh laundry scented box<|im_end|>take plant from fresh laundry scented box<|im_end|>insert plant 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:
Welcome to another fast paced episode of TextWorld! Here is how to play! First off, travel north. After that, recover the monitor from the mantle. And then, go south. After that, place the monitor on the floor of the bedchamber. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bedchamber.
Well I'll be, you are in the place we're calling the bedchamber.
You see a gleam over in a corner, where you can see a bench. The bench is ordinary. On the bench you can make out a loaf of bread. You can see a stand. The stand is standard. On the stand you can see a blackberry, so there's that.
There is an unblocked exit to the north.
There is a grape on the floor.
You are carrying: a cookie and a lampshade.

your action:

Response: go north<|im_end|>take monitor from mantle<|im_end|>go south<|im_end|>drop monitor<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First thing I need you to do is to pick-up the key from the floor of the dish-pit. If you have got the key, make it so that the chest in the dish-pit is unlocked. And then, assure that the chest is open. And then, pick up the spoon from the chest in the dish-pit. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the dish-pit.
You've moved into an ordinary room. Your mind races to think of what kind of room would be ordinary. And then it hits you. Of course. You're in the dish-pit.
A locked chest is right there by you. You can make out a closed spherical chest here. You make out an opened fridge. The fridge contains a glass. You see a pan. Make a note of this, you might have to put stuff on or in it later on. But the thing is empty. Aw, here you were, all excited for there to be things on it!
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a key and a spherical key on the floor.
You are carrying: a candy bar.

your action:

Response: take key<|im_end|>unlock chest with key<|im_end|>open chest<|im_end|>take spoon 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:
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, pick-up the type 9 keycard from the floor of the office. If you have got the type 9 keycard, head south. Then, close the type 9 locker in the cookhouse. Then, look and see the type 9 locker within the cookhouse is locked. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the office.
Well, here we are in the office.
You can make out a trunk. You can make out a mantelpiece. Looks like someone's already been here and taken everything off it, though. 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 type 9 keycard on the floor.
You are carrying: a burger and a keyboard.

your action:

Response: take type 9 keycard<|im_end|>go south<|im_end|>close type 9 locker<|im_end|>lock type 9 locker with type 9 keycard<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! Here is your task for today. First of all, you could, like, make sure that the Canadian safe within the cookhouse is unlocked. And then, open the Canadian safe. After pulling open the Canadian safe, pick up the burger from the Canadian safe inside the cookhouse. And then, eat the burger. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cookhouse.
You find yourself in a cookhouse. A normal one.
You can see a locked Canadian safe, which looks standard, right there by you. You can make out an opened case here. The case is empty, what a horrible day! You make out a Henderson's limited edition box. You see a platter. The platter is usual. Unfortunately, there isn't a thing on it. Hm. Oh well You make out a plate. You see a whisk on the plate.
There is an exit to the west. Don't worry, it is unguarded.
You are carrying: a Canadian passkey.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First, it would be fantastic if you could lift the rectangular passkey from the floor of the restroom. If you can get your hands on the rectangular passkey, check that the rectangular safe within the restroom is unlocked with the rectangular passkey. And then, open the rectangular safe. And then, recover the mop from the rectangular safe within the restroom. That's it!

Here is your interactions so far:
current state: You are now in the restroom.
You arrive in a restroom. A typical kind of place.
Look over there! a rectangular safe. You see an opened safe. What a letdown! The safe is empty! An open trunk is here. What a letdown! The trunk is empty! What's that over there? It looks like it's a rack. The rack is typical. On the rack you see a shadfly.
There is an unguarded exit to the north.
There is a rectangular passkey on the floor.
You are carrying: a stick of butter.

your action:

Response: take rectangular passkey<|im_end|>unlock rectangular safe with rectangular passkey<|im_end|>open rectangular safe<|im_end|>take mop from rectangular safe<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First, it would be fantastic if you could make an attempt to go east. With that done, make sure that the chest is wide open. And then, pick up the worm from the chest. And then, insert the worm into the coffer inside the cellar. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the dish-pit.
You've entered a dish-pit.
You can make out a locked Canadian limited edition chest.
You need an unblocked exit? You should try going east.
There is a fondue and a shadfly on the floor.
You are carrying: a sandwich, a latchkey, a Canadian limited edition latchkey and an insect.

your action:

Response: go east<|im_end|>open chest<|im_end|>take worm from chest<|im_end|>insert worm into coffer<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, it would be fantastic if you could head north. With that done, recover the key from the floor of the scullery. And then, make an attempt to go south. With that over with, doublecheck the safe within the cubicle is locked. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cubicle.
You are in a cubicle. 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 can see a safe. You can make out an opened cabinet, which looks typical, close by. The cabinet contains a gummy bear. You can make out a type O chest.
There is an exit to the north. Don't worry, it is unguarded.
You are carrying: a salad.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, retrieve the type J key from the type 3 chest within the playroom. And then, make it so that the type J box is unlocked with the type J key. Then, open the type J box in the playroom. Then, pick up the insect from the type J box. Alright, thanks!

Here is your interactions so far:
current state: You are now in the playroom.
You arrive in a playroom. An ordinary one.
You see a locked standard looking type J box close by. You see a type 3 chest. The type 3 chest contains a type J key. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You can see a box. What a letdown! The box is empty! You can see a locked normal looking locker nearby.
There is an unguarded exit to the west.
There is a keycard and a synthesizer on the floor.
You are carrying nothing.

your action:

Response: take type J key from type 3 chest<|im_end|>unlock type J box with type J key<|im_end|>open type J box<|im_end|>take insect from type J 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, take a trip east. After that, doublecheck that the box in the spare room is wide open. Then, recover the lightbulb from the box in the spare room. And then, deposit the lightbulb on the floor of the spare room. Got that? Good!

Here is your interactions so far:
current state: You are now in the dish-pit.
You find yourself in a dish-pit.
You see a spherical locker. As if things weren't amazing enough already, you can even see a rack. Why don't you take a picture of it, it'll last longer! You see a stick of butter on the rack. There's something strange about this being here, but you can't put your finger on it. You can see a platter. But the thing is empty, unfortunately.
There is an unguarded exit to the east.
There is a nest of puppies on the floor.
You are carrying: a key, a type Y key, a spherical latchkey and a broom.

your action:

Response: go east<|im_end|>open box<|im_end|>take lightbulb from box<|im_end|>drop lightbulb<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! Here is your task for today. First thing I need you to do is to take a trip south. Then, pick up the keycard from the floor of the study. If you have taken the keycard, unlock the box in the study. Then, ensure that the box is open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cookhouse.
You find yourself in a cookhouse. An ordinary one.
You can see a saucepan. You shudder, but continue examining the saucepan. The saucepan is standard. The saucepan appears to be empty. Aw, here you were, all excited for there to be things on it! You can make out a shelf. Make a note of this, you might have to put stuff on or in it later on. However, the shelf, like an empty shelf, has nothing on it.
You need an unblocked exit? You should try going south.
You are carrying: a berry and a passkey.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First stop, pick-up the keycard from the floor of the canteen. Then, venture east. After that, close the safe inside the launderette. And then, Place the keycard into the safe to lock it. Got that? Good!

Here is your interactions so far:
current state: You are now in the canteen.
You arrive in a canteen. An ordinary one. You can barely contain your excitement.
If you haven't noticed it already, there seems to be something there by the wall, it's a box. Empty! What kind of nightmare TextWorld is this? You make out a non-euclidean locker. A non-euclidean locker... Is that really what you were looking for? You make out a rack. However, the rack, like an empty rack, has nothing on it. Oh! Why couldn't there just be stuff on it? Hey, want to see a shelf? Look over there, a shelf. The shelf is normal. But the thing is empty, unfortunately. This always happens!
You need an unblocked exit? You should try going east.
There is a keycard on the floor.
You are carrying: a legume, a sandwich, a passkey and a non-euclidean passkey.

your action:

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


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First step, make an effort to venture west. Okay, and then, retrieve the peanut from the floor of the playroom. After taking the peanut, eat the peanut. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the office.
You've moved into a standard room. Your mind races to think of what kind of room would be standard. And then it hits you. Of course. You're in the office. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You see a mantelpiece. The mantelpiece is typical. But the thing is empty, unfortunately. You can see a mantle. The mantle is typical. But the thing is empty. You think about smashing the mantle to bits, throwing the bits in a fire, etc, until you get bored.
There is an exit to the west. Don't worry, it is unblocked.
There is a carrot on the floor.
You are carrying: a gummy bear, a sandwich, a legume and a loaf of bread.

your action:

Response: go west<|im_end|>take peanut<|im_end|>eat peanut<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First step, lift the latchkey from the floor of the bedroom. Then, check that the chest is unlocked with the latchkey. After that, open the chest. And then, pick up the dvd from the chest. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedroom.
You are in a bedroom. A standard one. You try to gain information on your surroundings by using a technique you call "looking."
You can make out a locked chest. Hey, want to see a box? Look over there, a box. The box contains a book. You wonder idly who left that here. You see a closed type Z safe.
There is an exit to the north. Don't worry, it is unguarded.
There is a latchkey and a passkey on the floor.
You are carrying: a burger, a type Z passkey and a frisbee.

your action:

Response: take latchkey<|im_end|>unlock chest with latchkey<|im_end|>open chest<|im_end|>take dvd from chest<|im_end|>


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

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

Here is how to win the game:
Welcome to another exciting session of TextWorld! Here is how to play! First thing I need you to do is to travel north. Okay, and then, retrieve the spork from the chest inside the kitchen. Then, move south. And then, you can deposit the spork inside the locker within 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 have fallen into a scullery. Not the scullery you'd expect. No, this is a scullery.
You can see an opened standard looking locker in the room. The locker is empty, what a horrible day! You can see a closed American style locker, which looks normal, close by. You can see a plate. You see a latchkey on the plate. You see a pan. The pan is usual. But oh no! there's nothing on this piece of garbage. You see a table. You see an American style keycard on the table.
There is an exit to the north. Don't worry, it is unblocked.
You are carrying: a candy bar.

your action:

Response: go north<|im_end|>take spork from chest<|im_end|>go south<|im_end|>insert spork 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:
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, move north. With that accomplished, pick up the pear from the counter in the spare room. 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 cookhouse.
If you're wondering why everything seems so ordinary all of a sudden, it's because you've just sauntered into the cookhouse. I guess you better just go and list everything you see here.
What's that over there? It looks like it's a locker. The locker contains a key.
You need an unguarded exit? You should try going north.
You are carrying: a peanut, a backup calendar, a monitor and a glove.

your action:

Response: go north<|im_end|>take pear from counter<|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 TextWorld! Here is how to play! First step, take a trip north. Then, retrieve the fly larva from the floor of the chamber. Then, venture south. And then, put the fly larva inside the safe. That's it!

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 make out an opened standard looking safe here. The safe contains a legume and a key.
There is an exit to the north. Don't worry, it is unblocked.
You are carrying: a sandwich, an onion and a fresh laundry scented latchkey.

your action:

Response: go north<|im_end|>take fly larva<|im_end|>go south<|im_end|>insert fly larva into safe<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First off, if it's not too much trouble, I need you to take a trip east. With that over with, check that the type C chest within the shower is unlocked with the type C passkey. After you have unlocked the type C chest, assure that the type C chest within the shower is wide open. And then, recover the towel from the type C chest. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the study.
You make another one of your grand eccentric entrances into a study.
You see a locker. You see a chair. Looks like someone's already been here and taken everything off it, though.
You need an unblocked exit? You should try going east.
You are carrying: a type C passkey, a latchkey and a monitor.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First of all, you could, like, try to head north. And then, take the cd from the stand. And then, attempt to go to the south. And then, rest the cd on the workbench in the garage. Got that? Good!

Here is your interactions so far:
current state: You are now in the garage.
You are in a garage. A standard kind of place.
You can make out a workbench. Make a note of this, you might have to put stuff on or in it later on. You see a loaf of bread on the workbench. You can see a table. Make a note of this, you might have to put stuff on or in it later on. The table is typical. But the thing is empty, unfortunately.
There is an unblocked exit to the north.
There is a shadfly on the floor.
You are carrying nothing.

your action:

Response: go north<|im_end|>take cd from stand<|im_end|>go south<|im_end|>put cd on workbench<|im_end|>


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

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

Here is how to win the game:
You are now playing a fast paced session of TextWorld! Here is how to play! First of all, travel south. That done, ensure that the chest in the workshop is open. After pulling open the chest, recover the candy bar from the chest within the workshop. And then, eat the candy bar. Got that? Good!

Here is your interactions so far:
current state: You are now in the study.
You arrive in a study. A normal one. You try to gain information on your surroundings by using a technique you call "looking."
You make out a locked box nearby. You make out an armchair. But the thing is empty. Oh! Why couldn't there just be stuff on it? You make out a desk. The desk is usual. But the thing is empty, unfortunately. You see a stand. The stand is normal. But the thing hasn't got anything on it. You see a table. The table is normal. Looks like someone's already been here and taken everything off it, though.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a potato on the floor.
You are carrying: a latchkey and a key.

your action:

Response: go south<|im_end|>open chest<|im_end|>take candy bar from chest<|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:
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, retrieve the TextWorld limited edition passkey from the counter inside the dish-pit. Having taken the TextWorld limited edition passkey, insert the TextWorld limited edition passkey into the TextWorld limited edition safe's lock to unlock it. After unlocking the TextWorld limited edition safe, ensure that the TextWorld limited edition safe in the dish-pit is open. And then, take the kettle from the TextWorld limited edition safe. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the dish-pit.
Guess what, you are in a place we're calling a dish-pit.
You can make out a TextWorld limited edition safe. You see an opened type P box in the room. The type P box contains a type P key. You rest your hand against a wall, but you miss the wall and fall onto a counter. The counter is usual. On the counter you see a TextWorld limited edition passkey. It doesn't get more TextWorld than this! You hear a noise behind you and spin around, but you can't see anything other than a pan. You see a peanut on the pan.
You need an unguarded exit? You should try going north.
You are carrying: a loaf of bread and a soap dispenser.

your action:

Response: take TextWorld limited edition passkey from counter<|im_end|>unlock TextWorld limited edition safe with TextWorld limited edition passkey<|im_end|>open TextWorld limited edition safe<|im_end|>take kettle from TextWorld 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:
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 pick up the passkey from the bar in the recreation zone. After that, look and see that the box within the recreation zone is unlocked. After that, open the box in the recreation zone. After that, take the dvd from the box in the recreation zone. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the recreation zone.
You have stumbled into the most standard of all possible recreation zones.
You see a box. You can make out a safe. The safe is empty, what a horrible day! You can see a bar. The bar is ordinary. On the bar you see a passkey. If you haven't noticed it already, there seems to be something there by the wall, it's a stand. But there isn't a thing on it. It would have been so cool if there was stuff on the stand. You can make out a bookshelf. But the thing hasn't got anything on it.
There is an exit to the north. Don't worry, it is unguarded.
You are carrying: a sponge and a lampshade.

your action:

Response: take passkey from bar<|im_end|>unlock box with passkey<|im_end|>open box<|im_end|>take dvd 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:
It's time to explore the amazing world of TextWorld! Here is how to play! First of all, you could, like, make sure that the safe is unlocked. After that, ensure that the safe is open. Then, take the licorice strip from the safe. And then, eat the licorice strip. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the office.
Well, here we are in an office. You can barely contain your excitement.
You can make out a locked safe.
There is an unguarded exit to the west.
There is a coconut on the floor.
You are carrying: an onion, a keycard and a vanilla scented latchkey.

your action:

Response: unlock safe with keycard<|im_end|>open safe<|im_end|>take licorice strip from safe<|im_end|>eat licorice strip<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First off, make an effort to go east. And then, ensure that the safe is open. After that, pick up the cashew from the safe in the sauna. If you can get your hands on the cashew, eat the cashew. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the basement.
You are in a basement. An ordinary kind of place. You begin to take stock of what's in the room.
Look out! It's a- oh, never mind, it's just a cuboid box. You make out a display. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things.
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a cuboid keycard and a golf club on the floor.
You are carrying: a latchkey.

your action:

Response: go east<|im_end|>open safe<|im_end|>take cashew from safe<|im_end|>eat cashew<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, head west. Next, pick up the Canadian limited edition latchkey from the floor of the pantry. After that, attempt to move east. With that over with, doublecheck that the Canadian limited edition safe in the dish-pit is locked with the Canadian limited edition latchkey. Alright, thanks!

Here is your interactions so far:
current state: You are now in the dish-pit.
You've entered a dish-pit.
You see a gleam over in a corner, where you can see a Canadian limited edition safe. Oh, great. Here's a chest.
There is an exit to the west. Don't worry, it is unguarded.
There is a cashew on the floor.
You are carrying: a sandwich, a synthesizer, a worm and a fly larva.

your action:

Response: go west<|im_end|>take Canadian limited edition latchkey<|im_end|>go east<|im_end|>lock Canadian limited edition safe with Canadian limited edition latchkey<|im_end|>