Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, recover the American keycard from the desk inside the workshop. Then, unlock the American safe in the workshop with the American keycard. Once you have unlocked the American safe, make it so that the American safe is open. After that, retrieve the printer from the American safe inside the workshop. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the workshop.
Look at you, bigshot, walking into a workshop like it isn't some huge deal.
Oh wow! Is that what I think it is? It is! It's a American safe. You can see a desk. The desk is normal. On the desk you can see an American keycard. You hear a noise behind you and spin around, but you can't see anything other than a mantelpiece. The mantelpiece is ordinary. But the thing hasn't got anything on it. What's the point of an empty mantelpiece?
You don't like doors? Why not try going west, that entranceway is unblocked.
There is an onion and a folder on the floor.
You are carrying nothing.

your action:

Response: take American keycard from desk<|im_end|>unlock American safe with American keycard<|im_end|>open American safe<|im_end|>take printer from American safe<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! First step, retrieve the passkey from the bench. After that, make an attempt to go south. And then, unlock the chest in the restroom with the passkey. After that, make absolutely sure that the chest in the restroom is wide open. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the shower.
You find yourself in a shower. An ordinary one.
You can make out a safe. You see a bench. On the bench you can make out a passkey and a latchkey. Oh wow! Is that what I think it is? It is! It's a rack. The rack appears to be empty. What, you think everything in TextWorld should have stuff on it?
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a garlic clove on the floor.
You are carrying: a type C passkey.

your action:

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


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

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

Here is how to win the game:
You are now playing a fast paced session of TextWorld! Here is how to play! First of all, you could, like, go north. With that over with, recover the cane from the display within the spare room. After that, make an effort to head south. After that, drop the cane on the floor of 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.
You find yourself in an attic. An usual one. You begin looking for stuff.
You can make out a Henderson's limited edition box. You make out a counter. Looks like someone's already been here and taken everything off it, though. You move on, clearly done caring about TextWorld. You hear a noise behind you and spin around, but you can't see anything other than a stand. The stand is normal. However, the stand, like an empty stand, has nothing on it. It would have been so cool if there was stuff on the stand.
You need an unblocked exit? You should try going north.
You are carrying: a Henderson's limited edition latchkey.

your action:

Response: go north<|im_end|>take cane from display<|im_end|>go south<|im_end|>drop cane<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, take the latchkey from the locker within the shower. With the latchkey, move south. And then, close the box in the salon. And then, look and see that the box is locked with the latchkey. Got that? Good!

Here is your interactions so far:
current state: You are now in the shower.
You find yourself in a shower. A typical one.
You make out an opened locker. The locker contains a latchkey and a keycard. You bend down to tie your shoe. When you stand up, you notice a counter. You shudder, but continue examining the counter. The counter is typical. On the counter you can see a shirt. There's something strange about this thing being here, but you don't have time to worry about that now.
You don't like doors? Why not try going south, that entranceway is unguarded.
You are carrying: a sandwich, a lavender scented latchkey and a glove.

your action:

Response: take latchkey from locker<|im_end|>go south<|im_end|>close box<|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:
Welcome to TextWorld! Here is how to play! First stop, insert the non-euclidean passkey into the non-euclidean box in the cubicle's lock to unlock it. Then, ensure that the non-euclidean box is open. And then, take the disk from the non-euclidean box. Then, rest the disk on the desk in the cubicle. Got that? Good!

Here is your interactions so far:
current state: You are now in the cubicle.
You find yourself in a cubicle. A normal kind of place.
You make out a locked standard looking non-euclidean box close by. You can see a type B chest. You make out a desk. Now why would someone leave that there? You see a type B latchkey, a Quote of the Day Calendar and a printer on the desk.
You need an unblocked exit? You should try going west.
You are carrying: a non-euclidean passkey and a spork.

your action:

Response: unlock non-euclidean box with non-euclidean passkey<|im_end|>open non-euclidean box<|im_end|>take disk from non-euclidean box<|im_end|>put disk on desk<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! First of all, you could, like, recover the Henderson's passkey from the floor of the laundry place. After that, look and see that the Henderson's chest in the laundry place is unlocked. After that, ensure that the Henderson's chest is open. Then, pick up the fly larva from the Henderson's chest inside the laundry place. That's it!

Here is your interactions so far:
current state: You are now in the laundry place.
Well, here we are in a laundry place. You begin looking for stuff.
You can make out a locked Henderson's chest. You can make out a table! 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 legume, a Henderson's passkey and a shadfly on the floor.
You are carrying: a fondue.

your action:

Response: take Henderson's passkey<|im_end|>unlock Henderson's chest with Henderson's passkey<|im_end|>open Henderson's chest<|im_end|>take fly larva from Henderson's chest<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First of all, you could, like, pick-up the spherical passkey from the floor of the kitchen. Then, move east. Next, close the spherical box. If you have shut the spherical box, Deposit the spherical passkey into the spherical box within the garage to lock it. Got that? Good!

Here is your interactions so far:
current state: You are now in the kitchen.
You arrive in a kitchen. 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 rest your hand against a wall, but you miss the wall and fall onto a locker. You check the price tag that's still affixed to the locker. 30 bucks? What a deal! You'll have to ask where they got this! You can see a table. The table is normal. Looks like someone's already been here and taken everything off it, though. You see a counter. But the thing hasn't got anything on it. Aw, here you were, all excited for there to be things on it!
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a spherical passkey on the floor.
You are carrying: a keycard and a spoon.

your action:

Response: take spherical passkey<|im_end|>go east<|im_end|>close spherical box<|im_end|>lock spherical box with spherical 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! First stop, recover the key from the floor of the cellar. After that, travel south. Then, close the locker inside the lounge. After that, lock the locker with the key. Got that? Good!

Here is your interactions so far:
current state: You are now in the cellar.
You are in a cellar. An ordinary one.
Look over there! a stand. You see a coconut, a stick of butter and a loaf of bread on the stand. You see a rack! The rack is ordinary. But oh no! there's nothing on this piece of junk.
There is an unblocked exit to the south.
There is a banana and a key on the floor.
You are carrying: a sandwich and a Quote of the Day Calendar.

your action:

Response: take key<|im_end|>go south<|im_end|>close locker<|im_end|>lock locker with key<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First of all, make an effort to venture south. With that done, recover the soap scented latchkey from the workbench in the basement. And then, unlock the soap scented safe in the basement with the soap scented latchkey. And then, ensure that the soap scented safe is open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the playroom.
You've just walked into a playroom.
You make out a portmanteau. Huh, weird. The portmanteau is empty! This is the worst thing that could possibly happen, ever!
There is an unguarded exit to the south.
There is an elderberry, a tv, a shadfly and a blanket on the floor.
You are carrying: a coconut.

your action:

Response: go south<|im_end|>take soap scented latchkey from workbench<|im_end|>unlock soap scented safe with soap scented latchkey<|im_end|>open soap scented safe<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to pick up the keycard from the stand within the recreation zone. After that, doublecheck that the box within the recreation zone is unlocked. After that, look and see that the box inside the recreation zone is wide open. Then, retrieve the nest of insects from the box inside 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.
You can make out a box. Is this it? Is this what you came to TextWorld to see? a box? You can make out a stand. You see a keycard and a blanket on the stand. You make out a bookshelf. The bookshelf is typical. But the thing is empty. Hm. Oh well You can make out a bed stand. The bed stand is typical. But there isn't a thing on it.
You don't like doors? Why not try going west, that entranceway is unblocked.
You are carrying: a type N key and an iron.

your action:

Response: take keycard from stand<|im_end|>unlock box with keycard<|im_end|>open box<|im_end|>take nest of insects 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 your task for today. First of all, unlock the rectangular locker in the salon with the rectangular key. Then, ensure that the rectangular locker within the salon is open. After opening the rectangular locker, take the pillow from the rectangular locker. And then, throw the pillow on the floor of the salon. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the salon.
You are in a salon. A standard kind of place.
You can make out a locked rectangular locker, which looks usual, right there by you. You can make out a chest. Oh wow! Is that what I think it is? It is! It's a bed stand. On the bed stand you make out a latchkey and a cushion. You see a bed. I guess it's true what they say, if you're looking for a bed, go to TextWorld. Unfortunately, there isn't a thing on it.
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a novel on the floor.
You are carrying: a rectangular key and a shadfly.

your action:

Response: unlock rectangular locker with rectangular key<|im_end|>open rectangular locker<|im_end|>take pillow from rectangular locker<|im_end|>drop pillow<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to open the Microsoft style safe inside the laundromat. After that, pick up the spherical key from the Microsoft style safe. If you have got the spherical key, make sure that the spherical chest is unlocked with the spherical key. Then, open the spherical chest. Alright, thanks!

Here is your interactions so far:
current state: You are now in the laundromat.
You are in a laundromat. A typical kind of place.
A locked spherical chest is in the room. You can see a closed Microsoft style safe.
There is an exit to the west. Don't worry, it is unblocked.
There is a Microsoft style key on the floor.
You are carrying: an onion and a latchkey.

your action:

Response: open Microsoft style safe<|im_end|>take spherical key from Microsoft style safe<|im_end|>unlock spherical chest with spherical key<|im_end|>open spherical chest<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First step, make it so that the cuboid safe is unlocked. After that, open the cuboid safe within the bedroom. Then, pick up the poem from the cuboid safe. After you have got the poem, place the poem on the floor of the bedroom. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the bedroom.
You find yourself in a bedroom. A standard kind of place.
You can see a cuboid safe. You can see a bar. The bar is standard. On the bar you see a sandwich. Wow! Just like in the movies! You make out a mantle. Now why would someone leave that there? The mantle is normal. But the thing is empty. Hopefully, this discovery doesn't ruin your TextWorld experience!
You need an unguarded exit? You should try going north.
There is a laptop and a worm on the floor.
You are carrying: a cauliflower, a cuboid keycard and a teaspoon.

your action:

Response: unlock cuboid safe with cuboid keycard<|im_end|>open cuboid safe<|im_end|>take poem from cuboid safe<|im_end|>drop poem<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! Here is your task for today. First stop, go to the west. Then, retrieve the Cat Calendar from the chair. After picking up the Cat Calendar, make an attempt to go to the east. And then, sit the Cat Calendar on the shelf inside the lounge. Alright, thanks!

Here is your interactions so far:
current state: You are now in the lounge.
You've just sauntered into a lounge.
You make out a suitcase. The suitcase is empty! This is the worst thing that could possibly happen, ever! Look out! It's a- oh, never mind, it's just a shelf. The shelf is normal. On the shelf you make out a pear. You can see a mantelpiece. The mantelpiece is normal. On the mantelpiece you see a plant.
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a legume and a Quote of the Day Calendar.

your action:

Response: go west<|im_end|>take Cat Calendar from chair<|im_end|>go east<|im_end|>put Cat Calendar on shelf<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First step, unlock the safe within the bedchamber. Having unlocked the safe, make absolutely sure that the safe inside the bedchamber is ajar. After that, recover the novel from the safe. If you can get your hands on the novel, place the novel on the bar. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedchamber.
You find yourself in a bedchamber.
You can see a safe. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You can make out a locked trunk. You can see a bar. On the bar you see a broccoli. It doesn't get more TextWorld than this!
There is an unguarded exit to the west.
There is a cashew on the floor.
You are carrying: a stick of butter, a loaf of bread, a key and a plant.

your action:

Response: unlock safe with key<|im_end|>open safe<|im_end|>take novel from safe<|im_end|>put novel on bar<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First thing I need you to do is to ensure that the box is open. And then, recover the insect from the box. Having picked up the insect, make an attempt to take a trip south. Next, you can insert the insect into the TextWorld chest. Got that? Good!

Here is your interactions so far:
current state: You are now in the restroom.
You've entered a restroom.
What's that over there? It looks like it's a box. There's something strange about this thing being here, but you don't have time to worry about that now.
You need an unblocked exit? You should try going south.
You are carrying: a key.

your action:

Response: open box<|im_end|>take insect from box<|im_end|>go south<|im_end|>insert insect into TextWorld 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, retrieve the key from the bench within the sauna. After that, make it so that the box is unlocked with the key. And then, make sure that the box is wide open. After you have pulled open the box, retrieve the sponge from the box. That's it!

Here is your interactions so far:
current state: You are now in the sauna.
You are in a sauna. A standard kind of place. You try to gain information on your surroundings by using a technique you call "looking."
You can make out a box. You can't wait to tell the folks at home about this! You can see an opened cabinet. Empty! What kind of nightmare TextWorld is this? You can see a bench. You wonder idly who left that here. On the bench you make out a key and a soap dispenser. Oh, great. Here's a counter. The counter is typical. However, the counter, like an empty counter, has nothing on it. What, you think everything in TextWorld should have stuff on it? You see a board. You wonder idly who left that here. The board is typical. Unfortunately, there isn't a thing on it. Aw, here you were, all excited for there to be things on it!
There is an unblocked exit to the north.
There is a cashew on the floor.
You are carrying: a shadfly.

your action:

Response: take key from bench<|im_end|>unlock box with key<|im_end|>open box<|im_end|>take sponge from box<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First thing I need you to do is to unlock the rectangular locker. Then, ensure that the rectangular locker inside the kitchen is open. Once you have pulled open the rectangular locker, retrieve the loaf of bread from the rectangular locker. And then, eat the loaf of bread. That's it!

Here is your interactions so far:
current state: You are now in the kitchen.
You make a grand eccentric entrance into a kitchen.
You can see a locked typical looking rectangular locker nearby. You can see a cabinet. You make out a rack. The rack is ordinary. However, the rack, like an empty rack, has nothing on it. If you haven't noticed it already, there seems to be something there by the wall, it's a pan. The pan is usual. The pan appears to be empty.
There is an exit to the west. Don't worry, it is unguarded.
You are carrying: a rectangular passkey, a cake scented key and a cloak.

your action:

Response: unlock rectangular locker with rectangular passkey<|im_end|>open rectangular locker<|im_end|>take loaf of bread from rectangular locker<|im_end|>eat loaf of bread<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First of all, you could, like, make an effort to venture east. If you can manage that, make sure that the formless chest within the studio is unlocked with the formless keycard. Then, assure that the formless chest is ajar. After that, recover the telephone from the formless chest within the studio. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the attic.
You find yourself in an attic.
Oh wow! Is that what I think it is? It is! It's a safe. You can see a shelf. But oh no! there's nothing on this piece of trash. It would have been so cool if there was stuff on the shelf.
There is an exit to the east. Don't worry, it is unblocked.
There is a legume and a golf ball on the floor.
You are carrying: a fondue, a candy bar, a formless keycard and a passkey.

your action:

Response: go east<|im_end|>unlock formless chest with formless keycard<|im_end|>open formless chest<|im_end|>take telephone from 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First thing I need you to do is to take a trip north. If you can get around to doing that, lift the cane from the floor of the garage. After that, try to head south. And then, put the cane into the safe inside the shower. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the shower.
You find yourself in a shower. An usual kind of place.
Look over there! a safe. You can't wait to tell the folks at home about this! The safe contains a mop. You make out a counter. The counter is normal. However, the counter, like an empty counter, has nothing on it.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a keycard and a sponge on the floor.
You are carrying: a legume, a fresh laundry scented keycard, a fly larva and a frisbee.

your action:

Response: go north<|im_end|>take cane<|im_end|>go south<|im_end|>insert cane 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:
Welcome to another fast paced session of TextWorld! Here is how to play! First stop, make an attempt to go to the east. Following that, look and see that the cuboid chest is opened. After that, retrieve the loaf of bread from the cuboid chest. With the loaf of bread, eat the loaf of bread. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the chamber.
You have fallen into the most typical of all possible chambers. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You make out a Microsoft chest. You make out a closed portmanteau.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a cashew, a Microsoft key, a novel and a manuscript on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>open cuboid chest<|im_end|>take loaf of bread from cuboid chest<|im_end|>eat loaf of bread<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 venture south. And then, pick up the formless keycard from the floor of the studio. Then, make sure that the formless chest inside the studio is unlocked. After unlocking the formless chest, ensure that the formless chest is open. Got that? Good!

Here is your interactions so far:
current state: You are now in the bedchamber.
You've just sauntered into a bedchamber.
You make out an opened box. The box contains a cashew and a latchkey.
There is an exit to the south. Don't worry, it is unblocked.
You are carrying: a textbook and a paper towel.

your action:

Response: go south<|im_end|>take formless keycard<|im_end|>unlock formless chest with formless keycard<|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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First of all, you could, like, go to the east. If you can succeed at that, unlock the chest. After that, open the chest. After pulling open the chest, take the soap dispenser from the chest. Got that? Good!

Here is your interactions so far:
current state: You are now in the studio.
Well, here we are in the studio.
You see an opened locker in the room. The locker contains a cucumber and a keyboard. Classic TextWorld.
You don't like doors? Why not try going east, that entranceway is unblocked.
There is an Advent Calendar on the floor.
You are carrying: a key and a kettle.

your action:

Response: go east<|im_end|>unlock chest with key<|im_end|>open chest<|im_end|>take soap dispenser 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, venture north. And then, pick up the pair of pants from the cabinet. Then, take a trip south. Then, place the pair of pants on the counter inside the washroom. Alright, thanks!

Here is your interactions so far:
current state: You are now in the washroom.
Ah, the washroom. This is some kind of washroom, really great typical vibes in this place, a wonderful typical atmosphere. And now, well, you're in it. Let's see what's in here.
You scan the room for a counter, and you find a counter. But the thing is empty, unfortunately. Hm. Oh well You make out a shelf. Now why would someone leave that there? Looks like someone's already been here and taken everything off it, though. You swear loudly. You can make out a bench! The bench is standard. On the bench you make out a garlic clove.
There is an unguarded exit to the north.
You are carrying: a butterfly.

your action:

Response: go north<|im_end|>take pair of pants from cabinet<|im_end|>go south<|im_end|>put pair of pants on counter<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to look and see that the locker is unlocked with the key. Then, ensure that the locker in the office is open. Once you have pulled open the locker, pick up the keyboard from the locker within the office. Then, place the keyboard on the table in the office. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the office.
You find yourself in an office. A standard one.
You see a locker. You see a table. The table is standard. On the table you can see a printer. You scan the room, seeing an armchair. The armchair is normal. But the thing is empty.
There is an unblocked exit to the north.
You are carrying: a key and a glass.

your action:

Response: unlock locker with key<|im_end|>open locker<|im_end|>take keyboard from locker<|im_end|>put keyboard on table<|im_end|>


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

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

Here is how to win the game:
Welcome to another life changing game of TextWorld! First off, venture north. Then, take the folder from the stand inside the studio. After getting the folder, make an effort to take a trip south. After that, throw the folder on the floor of the chamber. That's it!

Here is your interactions so far:
current state: You are now in the chamber.
You arrive in a chamber. A normal one.
You can make out a bookshelf. The bookshelf appears to be empty. What, you think everything in TextWorld should have stuff on it? If you haven't noticed it already, there seems to be something there by the wall, it's a couch. The couch is usual. But oh no! there's nothing on this piece of garbage.
There is an unguarded exit to the north.
There is a potato and a pizza on the floor.
You are carrying: a blanket, a sponge and a kettle.

your action:

Response: go north<|im_end|>take folder from stand<|im_end|>go south<|im_end|>drop folder<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 recover the fresh laundry scented latchkey from the display. After that, try to venture south. Next, close the fresh laundry scented safe. If you have closed the fresh laundry scented safe, assure the fresh laundry scented safe inside the study is locked. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the workshop.
Okay, so you're in a workshop, cool, but is it ordinary? You better believe it is.
You can see a display. The display contains a fresh laundry scented latchkey. There's something strange about this thing being here, but you don't have time to worry about that now. You can see an opened toolbox. The toolbox is empty! This is the worst thing that could possibly happen, ever! You can see a mantle. 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 scan the room for a stand, and you find a stand. But oh no! there's nothing on this piece of garbage. Oh! Why couldn't there just be stuff on it? You see a bookshelf. The bookshelf is standard. However, the bookshelf, like an empty bookshelf, has nothing on it.
There is an exit to the south. Don't worry, it is unblocked.
There is a stick of butter on the floor.
You are carrying: a durian.

your action:

Response: take fresh laundry scented latchkey from display<|im_end|>go south<|im_end|>close fresh laundry scented safe<|im_end|>lock fresh laundry scented safe with fresh laundry 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 off, make an effort to move east. Then, retrieve the American key from the table. And then, unlock the American safe within the closet. After unlocking the American safe, make it so that the American safe is ajar. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cubicle.
You arrive in a cubicle. A normal kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
A closed case, which looks standard, is close by. Hey, want to see a mantle? Look over there, a mantle. On the mantle you make out a Quote of the Day Calendar. Wow! Just like in the movies!
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a bug on the floor.
You are carrying: a legume.

your action:

Response: go east<|im_end|>take American key from table<|im_end|>unlock American safe with American key<|im_end|>open American safe<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First thing I need you to do is to try to go to the east. After that, make sure that the Canadian limited edition locker in the cubicle is wide open. After that, take the formless passkey from the Canadian limited edition locker in the cubicle. After that, check that the formless safe within the cubicle is unlocked with the formless passkey. Got that? Good!

Here is your interactions so far:
current state: You are now in the spare room.
You find yourself in a standard kind of place. That is to say, you're in a spare room. Okay, just remember what you're here to do, and everything will go great.
You see a gleam over in a corner, where you can see a type X locker. You can see an opened type N locker. What a letdown! The type N locker is empty! You can see a locked display in the room.
There is an unblocked exit to the east.
There is a type X passkey on the floor.
You are carrying: a Canadian limited edition key and a shirt.

your action:

Response: go east<|im_end|>open Canadian limited edition locker<|im_end|>take formless passkey from Canadian limited edition locker<|im_end|>unlock formless safe with formless passkey<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First of all, you could, like, venture north. Once you do that, lift the non-euclidean keycard from the floor of the study. After taking the non-euclidean keycard, make an attempt to take a trip south. With that over with, make it so the non-euclidean box is locked. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the launderette.
You arrive in an usual kind of place. That is to say, you're in a launderette. Okay, just remember what you're here to do, and everything will go great.
You make out a closed non-euclidean box. You see an opened locker in the room. Empty! What kind of nightmare TextWorld is this? You can make out a shelf. The shelf is ordinary. But the thing is empty. You swear loudly. You see a rack. The rack is normal. But there isn't a thing on it.
There is an exit to the north. Don't worry, it is unblocked.
There is a loaf of bread and a passkey on the floor.
You are carrying: a stick of butter, a candy bar and a keycard.

your action:

Response: go north<|im_end|>take non-euclidean keycard<|im_end|>go south<|im_end|>lock non-euclidean box with non-euclidean keycard<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First thing I need you to do is to insert the latchkey into the chest's lock to unlock it. After that, ensure that the chest is open. After pulling open the chest, retrieve the cushion from the chest. If you can get your hands on the cushion, throw the cushion on the floor of the recreation zone. Got that? Good!

Here is your interactions so far:
current state: You are now in the recreation zone.
I never took you for the sort of person who would show up in a recreation zone, but I guess I was wrong.
You can make out a locked chest. You see a bookshelf. However, the bookshelf, like an empty bookshelf, has nothing on it.
There is an exit to the north. Don't worry, it is unguarded.
There is a licorice strip and a cauliflower on the floor.
You are carrying: a coconut and a latchkey.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, make an effort to go east. And then, open the locker in the cubicle. And then, take the gummy bear from the locker. And then, eat the gummy bear. Got that? Good!

Here is your interactions so far:
current state: You are now in the cookhouse.
Well, here we are in the cookhouse.
Hey, want to see a saucepan? Look over there, a saucepan. On the saucepan you can see a teacup. You scan the room, seeing a pan. But there isn't a thing on it.
There is an exit to the east. Don't worry, it is unguarded.
You are carrying: a latchkey.

your action:

Response: go east<|im_end|>open locker<|im_end|>take gummy bear from locker<|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:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! Here is how to play! First off, go to the south. With that over with, open the locker in the dish-pit. And then, take the spork from the locker. After that, put the spork on the shelf. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedchamber.
Of every bedchamber you could have sauntered into, you had to show up in an usual one. You can barely contain your excitement.
There is an unblocked exit to the south.
There is a banana on the floor.
You are carrying: a butterfly and a golf tee.

your action:

Response: go south<|im_end|>open locker<|im_end|>take spork from locker<|im_end|>put spork on shelf<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First off, make absolutely sure that the non-euclidean safe is unlocked. And then, open the non-euclidean safe in the chamber. Then, retrieve the cashew from the non-euclidean safe. And then, eat the cashew. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the chamber.
You've seen better chambers, but at least this one seems pretty typical.
You can see a locked non-euclidean safe in the corner. You can make out a safe. The safe is empty! This is the worst thing that could possibly happen, ever! You see a bar. But the thing hasn't got anything on it.
There is an unblocked exit to the north.
There is a loaf of bread and a butterfly on the floor.
You are carrying: a non-euclidean passkey, a sponge, a mat and a monitor.

your action:

Response: unlock non-euclidean safe with non-euclidean passkey<|im_end|>open non-euclidean safe<|im_end|>take cashew from non-euclidean 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:
Welcome to another fast paced round of TextWorld! First of all, go north. And then, retrieve the whisk from the floor of the scullery. And then, attempt to go south. After that, you can insert the whisk inside the cuboid locker. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the dish-pit.
You arrive in a dish-pit. A normal one. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You see an opened cuboid locker. The cuboid locker contains a teapot. Huh, weird.
There is an unblocked exit to the north.
There is a cuboid key on the floor.
You are carrying: a banana, a passkey and an American key.

your action:

Response: go north<|im_end|>take whisk<|im_end|>go south<|im_end|>insert whisk into cuboid locker<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! First step, make an attempt to head north. And then, pick-up the type O key from the floor of the spare room. Then, try to venture south. After that, unlock the type O chest with the type O key. Got that? Good!

Here is your interactions so far:
current state: You are now in the canteen.
You are in a standard kind of place. That is to say, you're in a canteen. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You make out a locked type O chest. You can see a case.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a teacup on the floor.
You are carrying nothing.

your action:

Response: go north<|im_end|>take type O key<|im_end|>go south<|im_end|>unlock type O chest with type O key<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! Here is your task for today. First thing I need you to do is to make sure that the chest is wide open. After that, take the pair of pants from the chest. After that, head east. With that accomplished, rest the pair of pants on the plate. Got that? Good!

Here is your interactions so far:
current state: You are now in the basement.
You're now in a basement.
What's that over there? It looks like it's a chest. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You can make out a shelf. Wow, isn't TextWorld just the best? But the thing is empty, unfortunately. Hm. Oh well You make out a rack. But there isn't a thing on it. It would have been so cool if there was stuff on the rack.
You need an unblocked exit? You should try going east.
There is a key and a lightbulb on the floor.
You are carrying nothing.

your action:

Response: open chest<|im_end|>take pair of pants from chest<|im_end|>go east<|im_end|>put pair of pants on plate<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! Here is how to play! First, it would be good if you could take the type 5 keycard from the bench within the sauna. And then, make sure that the type 5 locker in the sauna is unlocked with the type 5 keycard. And then, assure that the type 5 locker within the sauna is open. After that, take the vacuum from the type 5 locker. That's it!

Here is your interactions so far:
current state: You are now in the sauna.
You find yourself in a sauna. A typical one.
You can make out a locked type 5 locker. You can make out a safe. You make out an opened cabinet. The cabinet contains a cookie. You make out a bench. Now why would someone leave that there? On the bench you make out a candy bar, a type 5 keycard and a passkey.
You need an unguarded exit? You should try going north.
You are carrying: a broom, a pair of pants and a laptop.

your action:

Response: take type 5 keycard from bench<|im_end|>unlock type 5 locker with type 5 keycard<|im_end|>open type 5 locker<|im_end|>take vacuum from type 5 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 round of TextWorld! Here is your task for today. First of all, you could, like, try to go to the east. After that, make it so that the non-euclidean locker is opened. Then, take the mat from the non-euclidean locker in the laundromat. Then, sit the mat on the bench. That's it!

Here is your interactions so far:
current state: You are now in the laundry place.
You've just walked into a laundry place. You start to take note of what's in the room.
You make out a case. The case is empty! This is the worst thing that could possibly happen, ever! You rest your hand against a wall, but you miss the wall and fall onto a counter. The counter is ordinary. But the thing is empty, unfortunately. Oh! Why couldn't there just be stuff on it?
There is an unguarded exit to the east.
There is a sponge on the floor.
You are carrying: an insect, a worm and a mug.

your action:

Response: go east<|im_end|>open non-euclidean locker<|im_end|>take mat from non-euclidean locker<|im_end|>put mat 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:
You are now playing a fast paced round of TextWorld! First off, if it's not too much trouble, I need you to make an attempt to travel east. With that over with, ensure that the chest is open. After that, recover the synthesizer from the chest inside the bedchamber. If you can get your hands on the synthesizer, sit the synthesizer on the stand inside the bedchamber. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cellar.
You've just walked into a cellar.
You can make out a closed type 2 box nearby. You can make out a counter. The counter is usual. On the counter you make out a type 2 passkey.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying: a latchkey.

your action:

Response: go east<|im_end|>open chest<|im_end|>take synthesizer from chest<|im_end|>put synthesizer on stand<|im_end|>


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

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

Here is how to win the game:
You are now playing a life changing round of TextWorld! Here is your task for today. First off, attempt to take a trip north. And then, recover the mug from the floor of the kitchen. After that, move south. Following that, drop the mug on the floor of the dish-pit. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the dish-pit.
You arrive in a dish-pit. A standard kind of place.
You make out a cabinet. The cabinet is empty, what a horrible day! You make out a plate. Looks like someone's already been here and taken everything off it, though. Oh, great. Here's a board. The board is usual. The board appears to be empty. You can make out a rack. I guess it's true what they say, if you're looking for a rack, go to TextWorld. The rack appears to be empty. What, you think everything in TextWorld should have stuff on it?
There is an unblocked exit to the north.
You are carrying: a rectangular latchkey, a ladle and a nest of ticks.

your action:

Response: go north<|im_end|>take mug<|im_end|>go south<|im_end|>drop mug<|im_end|>


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

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

Here is how to win the game:
Welcome to another profound game of TextWorld! First, it would be great if you could make it so that the locker inside the bedroom is wide open. Then, retrieve the type U passkey from the locker within the bedroom. And then, make an effort to travel south. That done, assure the type U locker in the kitchen is locked. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bedroom.
You are in a bedroom. An usual kind of place.
You see a closed locker. An open portmanteau is in the room. The portmanteau is empty! This is the worst thing that could possibly happen, ever!
There is an unguarded exit to the south.
There is a laptop on the floor.
You are carrying: a cuboid passkey and a keycard.

your action:

Response: open locker<|im_end|>take type U passkey from locker<|im_end|>go south<|im_end|>lock type U locker with type U passkey<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to go to the north. If you can succeed at that, pick up the keycard from the table within the shower. Then, take a trip south. Following that, assure that the box is locked with the keycard. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the workshop.
You find yourself in a workshop. An ordinary kind of place. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
What's that over there? It looks like it's a box. You can see a closed rectangular locker here. You make out a stand. The stand is standard. On the stand you make out a Cat Calendar. I mean, just wow! Isn't TextWorld just the best? You make out a mantle. The mantle is standard. However, the mantle, like an empty mantle, has nothing on it.
You need an unguarded exit? You should try going north.
There is a nest of bugs on the floor.
You are carrying: a rectangular passkey and a mug.

your action:

Response: go north<|im_end|>take keycard from table<|im_end|>go south<|im_end|>lock box with keycard<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First, it would be a great idea if you could ensure that the type 1 safe in the dish-pit is open. After that, recover the vanilla scented key from the type 1 safe in the dish-pit. After getting the vanilla scented key, make an effort to go south. Next, unlock the vanilla scented chest inside the kitchenette. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the dish-pit.
Well I'll be, you are in a place we're calling a dish-pit.
You hear a noise behind you and spin around, but you can't see anything other than a type 1 safe. There's something strange about this being here, but you can't put your finger on it. You scan the room for a case, and you find a case.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a type 1 passkey on the floor.
You are carrying: a fondue.

your action:

Response: open type 1 safe<|im_end|>take vanilla scented key from type 1 safe<|im_end|>go south<|im_end|>unlock vanilla scented chest with vanilla scented key<|im_end|>


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

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

Here is how to win the game:
You are now playing a fast paced session of TextWorld! Here is your task for today. First of all, you could, like, make an effort to travel east. And then, open the type T box. After pulling open the type T box, pick up the shadfly from the type T box within the garage. And then, sit the shadfly on the stand. Got that? Good!

Here is your interactions so far:
current state: You are now in the cookery.
You find yourself in a cookery. A typical kind of place.
As if things weren't amazing enough already, you can even see a safe. As if things weren't amazing enough already, you can even see a fridge. You see a board. The board is typical. But the thing is empty.
There is an unblocked exit to the east.
There is a keycard on the floor.
You are carrying: a type T keycard, a printer and a nest of insects.

your action:

Response: go east<|im_end|>open type T box<|im_end|>take shadfly from type T box<|im_end|>put shadfly on stand<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Your first objective is to go east. And then, open the chest. After that, take the non-euclidean latchkey from the chest. Then, unlock the non-euclidean safe. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cubicle.
You are in a cubicle. A typical kind of place. You begin looking for stuff.
You can see a toolbox. You can make out a stand. You see a folder on the stand. Look over there! a shelf. But the thing is empty.
There is an exit to the east. Don't worry, it is unguarded.
There is a cookie on the floor.
You are carrying: a keycard.

your action:

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


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

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

Here is how to win the game:
You are now playing a life changing episode of TextWorld! Here is your task for today. First of all, you could, like, make an effort to head east. Then, retrieve the passkey from the shelf in the bedchamber. And then, make absolutely sure that the chest is unlocked. Then, ensure that the chest inside the bedchamber is open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the scullery.
You are in a scullery. A normal kind of place.
You can see a chair. The chair appears to be empty. If you haven't noticed it already, there seems to be something there by the wall, it's a board. The board is ordinary. Looks like someone's already been here and taken everything off it, though. You swear loudly.
There is an exit to the east. Don't worry, it is unguarded.
There is a fondue and a napkin on the floor.
You are carrying: a loaf of bread and a scarf.

your action:

Response: go east<|im_end|>take passkey from shelf<|im_end|>unlock chest with passkey<|im_end|>open chest<|im_end|>


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

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

Here is how to win the game:
You are now playing a fast paced episode of TextWorld! Here is how to play! First off, pick up the type E keycard from the stand. If you have picked up the type E keycard, go south. Next, make absolutely sure that the type E chest is unlocked. Then, open the type E chest. Alright, thanks!

Here is your interactions so far:
current state: You are now in the study.
You've come into a typical room. Your mind races to think of what kind of room would be typical. And then it hits you. Of course. You're in the study.
You can make out a stand. The stand is ordinary. On the stand you can make out a type E keycard. Now that's what I call TextWorld! You can see a chair. Make a note of this, you might have to put stuff on or in it later on. On the chair you can see a backup calendar. Wow! Just like in the movies! You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal an armchair. But there isn't a thing on it. Aw, and here you were, all excited for there to be things on it! If you haven't noticed it already, there seems to be something there by the wall, it's a bookshelf. The bookshelf is usual. But there isn't a thing on it.
There is an unguarded exit to the south.
There is a keyboard on the floor.
You are carrying: a butterfly.

your action:

Response: take type E keycard from stand<|im_end|>go south<|im_end|>unlock type E chest with type E keycard<|im_end|>open type E chest<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First of all, you could, like, move west. With that accomplished, take the fly larva from the rack within the closet. If you can get your hands on the fly larva, try to head east. Once you do that, toss the fly larva on the floor of the workshop. Got that? Good!

Here is your interactions so far:
current state: You are now in the workshop.
You've just sauntered into a workshop.
You can see a locked chest. You make out a locked ordinary looking trunk nearby. Hey, want to see a mantelpiece? Look over there, a mantelpiece. The mantelpiece is normal. However, the mantelpiece, like an empty mantelpiece, has nothing on it.
There is an unguarded exit to the west.
There is a pear and a key on the floor.
You are carrying: a chocolate bar and a coffee cup.

your action:

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


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Your first objective is to retrieve the latchkey from the board in the sauna. Then, head east. After that, close the locker inside the steam room. Having shut the locker, lock the locker in the steam room with the latchkey. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the sauna.
You've come 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 sauna.
You can make out a drawer. The drawer is empty! What a waste of a day! You can see a cabinet. You can see a board. The board is ordinary. On the board you can make out a latchkey and a broom.
You need an unguarded exit? You should try going east.
You are carrying: a worm.

your action:

Response: take latchkey from board<|im_end|>go east<|im_end|>close locker<|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:
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 of all, try to venture east. Then, make it so that the soap scented safe is opened. And then, recover the cashew from the soap scented safe. Then, eat the cashew. That's it!

Here is your interactions so far:
current state: You are now in the bedroom.
You find yourself in a bedroom. 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 box. You can't wait to tell the folks at home about this! You rest your hand against a wall, but you miss the wall and fall onto a mantle. On the mantle you make out a legume.
There is an unblocked exit to the east.
You are carrying: a stick of butter and a bug.

your action:

Response: go east<|im_end|>open soap scented safe<|im_end|>take cashew from soap scented 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. Your first objective is to attempt to venture west. After that, recover the hat from the stand. And then, venture east. After that, insert the hat into the safe inside the scullery. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the scullery.
Well, here we are in the scullery.
What's that over there? It looks like it's a safe, so there's that. The safe contains a latchkey. Make a note of this, you might have to put stuff on or in it later on. As if things weren't amazing enough already, you can even see a chair. The chair is usual. But the thing is empty. You can make out a board. Unfortunately, there isn't a thing on it. It would have been so cool if there was stuff on the board.
There is an unblocked exit to the west.
You are carrying: a fondue and a stick of butter.

your action:

Response: go west<|im_end|>take hat from stand<|im_end|>go east<|im_end|>insert hat into safe<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First off, head north. With that accomplished, pick up the paper towel from the type 9 safe. Then, try to go to the south. With that over with, drop the paper towel on the floor of the washroom. Got that? Good!

Here is your interactions so far:
current state: You are now in the washroom.
Ah, the washroom. This is some kind of washroom, really great ordinary vibes in this place, a wonderful ordinary atmosphere. You try to gain information on your surroundings by using a technique you call "looking."
You scan the room, seeing a bench. The bench is ordinary. On the bench you make out a broom.
There is an exit to the north. Don't worry, it is unguarded.
You are carrying: a type 9 latchkey and a type V key.

your action:

Response: go north<|im_end|>take paper towel from type 9 safe<|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:
Welcome to TextWorld! Here is your task for today. First off, if it's not too much trouble, I need you to move south. And then, pick up the latchkey from the shelf. If you can get your hands on the latchkey, assure that the chest is unlocked. Then, ensure that the chest inside the cubicle is open. Got that? Good!

Here is your interactions so far:
current state: You are now in the kitchen.
You've entered a kitchen.
You can make out a type S box. Hmmm... what else, what else? An open TextWorld limited edition safe is right there by you. The TextWorld limited edition safe is empty, what a horrible day! You make out a saucepan. Unfortunately, there isn't a thing on it. You make out a counter. However, the counter, like an empty counter, has nothing on it. You swear loudly.
There is an exit to the south. Don't worry, it is unguarded.
There is a type S passkey on the floor.
You are carrying: a Cat Calendar.

your action:

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


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

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

Here is how to win the game:
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 open the American style locker. After pulling open the American style locker, retrieve the mouse from the American style locker. After picking up the mouse, go to the east. Then, drop the mouse on the floor of the washroom. That's it!

Here is your interactions so far:
current state: You are now in the study.
You are in a study. A typical kind of place.
You can see a American style locker. Look over there! an armchair. The armchair is normal. But the thing hasn't got anything on it. You see a gleam over in a corner, where you can see a mantelpiece. The mantelpiece is typical. On the mantelpiece you see a cookie. You can't wait to tell the folks at home about this!
There is an exit to the east. Don't worry, it is unguarded.
There is a peanut and a laptop on the floor.
You are carrying: a spherical key and an American style key.

your action:

Response: open American style locker<|im_end|>take mouse from American style locker<|im_end|>go east<|im_end|>drop mouse<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, lift the cuboid passkey from the floor of the cookhouse. If you can get your hands on the cuboid passkey, unlock the cuboid chest with the cuboid passkey. Then, ensure that the cuboid chest in the cookhouse is open. And then, take the insect from the cuboid chest within the cookhouse. That's it!

Here is your interactions so far:
current state: You are now in the cookhouse.
You are in a cookhouse. A normal one.
You make out a locked cuboid chest. You can see a freezer. The freezer is empty! This is the worst thing that could possibly happen, ever! You hear a noise behind you and spin around, but you can't see anything other than a refrigerator. Empty! What kind of nightmare TextWorld is this? You make out a counter. The counter is usual. But the thing is empty.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a cuboid passkey on the floor.
You are carrying nothing.

your action:

Response: take cuboid passkey<|im_end|>unlock cuboid chest with cuboid passkey<|im_end|>open cuboid chest<|im_end|>take insect from cuboid chest<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First step, take the key from the counter. After stealing the key, move south. After that, look and see that the locker inside the study is unlocked. Then, ensure that the locker inside the study is open. That's it!

Here is your interactions so far:
current state: You are now in the pantry.
You find yourself in an ordinary kind of place. That is to say, you're in a pantry. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You can make out a counter. You see a gummy bear and a key on the counter. You see a stand. But the thing is empty.
There is an unguarded exit to the south.
There is a shoe on the floor.
You are carrying: a loaf of bread, a lampshade and a sponge.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. First stop, make an effort to venture west. Then, recover the type 8 key from the shelf within the kitchenette. Then, go east. Then, lock the type 8 box. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the kitchen.
You find yourself in a kitchen. A normal kind of place. You start to take note of what's in the room.
You make out a closed type 8 box right there by you. You see a locker. You can see an opened case close by. The case is empty! This is the worst thing that could possibly happen, ever! You can see an opened fridge in the corner. The fridge is empty! What a waste of a day!
There is an unblocked exit to the west.
There is a latchkey on the floor.
You are carrying: a cookie.

your action:

Response: go west<|im_end|>take type 8 key from shelf<|im_end|>go east<|im_end|>lock type 8 box with type 8 key<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! Here is how to play! First stop, unlock the locker inside the laundromat. After that, ensure that the locker is open. Then, retrieve the worm from the locker inside the laundromat. And then, deposit the worm on the floor of the laundromat. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the laundromat.
You are in a laundromat. A normal kind of place.
You can make out a locker. You make out a fudge scented chest. You make out a shelf. But oh no! there's nothing on this piece of junk. You see a table. But there isn't a thing on it. It would have been so cool if there was stuff on the table. You see a gleam over in a corner, where you can see a bench. But the thing is empty, unfortunately. Hm. Oh well
There is an exit to the north. Don't worry, it is unguarded.
You are carrying: a broccoli, a passkey and a fudge scented latchkey.

your action:

Response: unlock locker with passkey<|im_end|>open locker<|im_end|>take worm from locker<|im_end|>drop worm<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, recover the American latchkey from the coffer in the garage. Then, venture east. With that done, close the American safe. Then, make absolutely sure that the American safe is locked with the American latchkey. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the garage.
I never took you for the sort of person who would show up in a garage, but I guess I was wrong. You start to take note of what's in the room.
You can make out an opened coffer. The coffer contains a fondue and an American latchkey. You can make out a shelf. The shelf is standard. On the shelf you see a loaf of bread and a sock.
There is an exit to the east. Don't worry, it is unguarded.
You are carrying: a pencil.

your action:

Response: take American latchkey from coffer<|im_end|>go east<|im_end|>close American safe<|im_end|>lock American safe with American 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! Here is how to play! First of all, you could, like, pick-up the keycard from the floor of the cookhouse. After that, attempt to head south. And then, assure that the box is closed. Then, make absolutely sure the box inside the spare room is locked. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cookhouse.
You've entered a cookhouse. I guess you better just go and list everything you see here.
Look over there! a chest. The chest is empty! This is the worst thing that could possibly happen, ever! Look over there! a cabinet. Hmmm... what else, what else? Empty! What kind of nightmare TextWorld is this? You can see an opened freezer. The freezer is empty, what a horrible day! You make out a shelf. However, the shelf, like an empty shelf, has nothing on it. You see a table. Unfortunately, there isn't a thing on it.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a legume, a candy bar and a keycard on the floor.
You are carrying: a stick of butter and a latchkey.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First off, if it's not too much trouble, I need you to attempt to go south. With that done, pick up the key from the display. If you have got the key, check that the chest inside the cubicle is unlocked with the key. After that, open the chest inside the cubicle. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the parlor.
Well I'll be, you are in a place we're calling a parlor.
Oh wow! Is that what I think it is? It is! It's a bench. The bench is ordinary. Unfortunately, there isn't a thing on it. Look out! It's a- oh, never mind, it's just a bar. The bar is ordinary. But oh no! there's nothing on this piece of junk. It would have been so cool if there was stuff on the bar! oh well.
You need an unguarded exit? You should try going south.
There is a chocolate bar on the floor.
You are carrying: a burger and a novel.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to try to head south. Then, make sure that the rectangular chest is ajar. And then, pick up the key from the rectangular chest. Having taken the key, lock the chest. Alright, thanks!

Here is your interactions so far:
current state: You are now in the chamber.
Well how about that, you are in a place we're calling a chamber.
You rest your hand against a wall, but you miss the wall and fall onto a type 7 box.
You need an unblocked exit? You should try going south.
You are carrying: a type 7 keycard.

your action:

Response: go south<|im_end|>open rectangular chest<|im_end|>take key from rectangular chest<|im_end|>lock chest with key<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! Your first objective is to unlock the spherical locker. After that, ensure that the spherical locker in the dish-pit is open. After that, pick up the fork from the spherical locker inside the dish-pit. And then, throw the fork on the floor of 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 entered a dish-pit.
You see a spherical locker. You can see a closed Microsoft limited edition chest in the corner. You can make out a chest. What a letdown! The chest is empty!
There is an exit to the north. Don't worry, it is unblocked.
There is a Microsoft limited edition passkey on the floor.
You are carrying: a peanut, a spherical latchkey and a type O passkey.

your action:

Response: unlock spherical locker with spherical latchkey<|im_end|>open spherical locker<|im_end|>take fork from spherical locker<|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 of all, head east. And then, open the TextWorld limited edition safe in the sauna. Then, recover the lavender scented passkey from the TextWorld limited edition safe. After that, insert the lavender scented passkey into the lavender scented chest in the sauna's lock to unlock it. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cellar.
You find yourself in a cellar. A normal kind of place.
You see a closed box in the room. You see a rack. The rack is usual. On the rack you make out a legume and a key. You see a counter. The counter appears to be empty.
There is an unblocked exit to the east.
There is a loaf of bread on the floor.
You are carrying: a cashew and a TextWorld limited edition latchkey.

your action:

Response: go east<|im_end|>open TextWorld limited edition safe<|im_end|>take lavender scented passkey from TextWorld limited edition safe<|im_end|>unlock lavender scented chest with lavender scented passkey<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First of all, you could, like, make absolutely sure that the Canadian style box is unlocked. After that, open the Canadian style box. After that, recover the lampshade from the Canadian style box in the spare room. After stealing the lampshade, drop the lampshade on the floor of the spare room. That's it!

Here is your interactions so far:
current state: You are now in the spare room.
You've entered a spare room.
A locked standard looking Canadian style box is here. You can see a rack. You wonder idly who left that here. The rack appears to be empty. 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 cane on the floor.
You are carrying: a loaf of bread, a cashew, a pizza, a Canadian style key and a tv.

your action:

Response: unlock Canadian style box with Canadian style key<|im_end|>open Canadian style box<|im_end|>take lampshade from Canadian style box<|im_end|>drop lampshade<|im_end|>


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

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

Here is how to win the game:
Welcome to another exciting game of TextWorld! Here is your task for today. First off, go west. That done, retrieve the passkey from the stand. If you have got the passkey, take a trip east. Then, lock the box with the passkey. That's it!

Here is your interactions so far:
current state: You are now in the pantry.
You find yourself in a pantry. An usual kind of place. You try to gain information on your surroundings by using a technique you call "looking."
You can see a closed box in the room. You make out an opened suitcase in the corner. The suitcase is empty, what a horrible day!
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a shadfly on the floor.
You are carrying: a honeydew, a durian and a Henderson's latchkey.

your action:

Response: go west<|im_end|>take passkey from stand<|im_end|>go east<|im_end|>lock box with passkey<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First thing I need you to do is to try to head north. Once you do that, recover the binder from the cuboid safe. Then, head south. And then, place the binder on the floor of the cubicle. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cubicle.
You've entered a cubicle.
You see a coffer. You scan the room for a table, and you find a table. The table is usual. On the table you can make out a grape. Look out! It's a- oh, never mind, it's just a bookshelf. But the thing hasn't got anything on it. It would have been so cool if there was stuff on the bookshelf.
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a cuboid keycard and a TextWorld latchkey.

your action:

Response: go north<|im_end|>take binder from cuboid safe<|im_end|>go south<|im_end|>drop binder<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. First off, if it's not too much trouble, I need you to make an attempt to head west. And then, pick up the sock from the workbench inside the basement. After that, make an attempt to go to the east. If you can succeed at that, drop the sock on the floor of the lounge. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the lounge.
You are in a lounge. An usual kind of place.
You see a Henderson's limited edition safe. You make out a safe.
You need an unguarded exit? You should try going west.
There is a Henderson's limited edition keycard on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take sock from workbench<|im_end|>go east<|im_end|>drop sock<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 head south. And then, ensure that the soap scented safe inside the cubicle is open. After that, recover the spherical latchkey from the soap scented safe within the cubicle. And then, unlock the spherical locker. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the studio.
You're now in the studio.
You can see a locked non-euclidean locker right there by you. You see a chest. Huh, weird.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a non-euclidean passkey on the floor.
You are carrying: a passkey.

your action:

Response: go south<|im_end|>open soap scented safe<|im_end|>take spherical latchkey from soap scented safe<|im_end|>unlock spherical locker with spherical latchkey<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, attempt to travel north. Following that, retrieve the non-euclidean key from the floor of the shower. With the non-euclidean key, try to move south. Next, lock the non-euclidean chest inside the chamber with the non-euclidean key. Got that? Good!

Here is your interactions so far:
current state: You are now in the chamber.
You're now in a chamber.
What's that over there? It looks like it's a non-euclidean chest. What's that over there? It looks like it's a stand. The stand is standard. But the thing is empty, unfortunately. You move on, clearly done caring about TextWorld.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a worm and a tv on the floor.
You are carrying: a garlic clove, a berry, a coconut, a laptop and an insect.

your action:

Response: go north<|im_end|>take non-euclidean key<|im_end|>go south<|im_end|>lock non-euclidean chest with non-euclidean key<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, lift the key from the floor of the attic. Having picked up the key, unlock the chest within the attic. After unlocking the chest, ensure that the chest inside the attic is open. And then, recover the cane from the chest inside the attic. Got that? Good!

Here is your interactions so far:
current state: You are now in the attic.
You arrive in an attic. A standard kind of place. The room is well lit.
You can make out a chest. 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 see a counter. The counter appears to be empty.
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a key, a hat and a cloak on the floor.
You are carrying: a berry and a broom.

your action:

Response: take key<|im_end|>unlock chest with key<|im_end|>open chest<|im_end|>take cane 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 life changing round of TextWorld! Here is your task for today. First stop, move south. That done, take the keycard from the counter. With the keycard, insert the keycard into the box's lock to unlock it. And then, ensure that the box in the washroom is open. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the steam room.
I just think it's awesome that you're in a steam room now.
Oh, great. Here's a chest. What a letdown! The chest is empty! You see a dresser. Now why would someone leave that there? You see a shelf. The shelf is standard. But the thing is empty, unfortunately. Aw, here you were, all excited for there to be things on it!
There is an unblocked exit to the south.
You are carrying: a latchkey and a broom.

your action:

Response: go south<|im_end|>take keycard from counter<|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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First off, if it's not too much trouble, I need you to venture south. And then, take the non-euclidean passkey from the fridge in the cookery. Then, look and see that the non-euclidean safe within the cookery is unlocked with the non-euclidean passkey. Then, ensure that the non-euclidean safe is open. That's it!

Here is your interactions so far:
current state: You are now in the steam room.
You've just sauntered into a steam room.
You make out a locked box. You see an opened cabinet. The cabinet contains a sandwich and a butterfly. You can see a rack. The rack is standard. The rack appears to be empty.
You need an unblocked exit? You should try going south.
There is a fondue and a latchkey on the floor.
You are carrying nothing.

your action:

Response: go south<|im_end|>take non-euclidean passkey from fridge<|im_end|>unlock non-euclidean safe with non-euclidean passkey<|im_end|>open non-euclidean safe<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First step, make an attempt to head north. Then, pick up the shirt from the table in the cellar. If you can get your hands on the shirt, head south. After that, toss the shirt on the floor of the closet. That's it!

Here is your interactions so far:
current state: You are now in the closet.
You are in a closet. A standard one.
You make out an opened chest. What a letdown! The chest is empty! Oh, great. Here's a crate. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a shelf. Make a note of this, you might have to put stuff on or in it later on. But oh no! there's nothing on this piece of garbage. You can make out a workbench. On the workbench you see a lampshade.
There is an unguarded exit to the north.
You are carrying: a durian and a key.

your action:

Response: go north<|im_end|>take shirt from table<|im_end|>go south<|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 profound round of TextWorld! Here is how to play! First of all, you could, like, make an attempt to venture north. After that, recover the insect from the floor of the chamber. If you have picked up the insect, go south. Once you manage that, deposit the insect inside the chest. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the recreation zone.
You are in a recreation zone. An ordinary kind of place.
What's that over there? It looks like it's a chest. The chest contains a passkey.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a fondue and an onion on the floor.
You are carrying: a peanut and a fudge scented latchkey.

your action:

Response: go north<|im_end|>take insect<|im_end|>go south<|im_end|>insert insect 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:
Welcome to TextWorld! First, it would be fantastic if you could head east. And then, pick up the keycard from the floor of the study. After that, make absolutely sure that the chest is unlocked. After unlocking the chest, ensure that the chest is open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the cubicle.
You're now in a cubicle.
What's that over there? It looks like it's a chair. The chair is normal. Looks like someone's already been here and taken everything off it, though. Were you looking for a shelf? Because look over there, it's a shelf. Unfortunately, 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 east.
You are carrying: a loaf of bread and a broom.

your action:

Response: go east<|im_end|>take keycard<|im_end|>unlock chest with keycard<|im_end|>open chest<|im_end|>