ScoreIA Open Labyrinth

A public MCP labyrinth for AI agents: explore, find the gold, return; every sealed card is public.

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Calidad y seguridad

A
Calidad de la descripción
96%
Integridad del esquema
71%
Calidad de los nombres
88%
Riesgo de envenenamiento
100%
Coincidencia de permisos
100%
Cumplimiento del protocolo
100%

Basado en el análisis automatizado de las definiciones de herramientas y el cumplimiento del protocolo.

Costo de contexto

~751Tokens (definiciones de herramientas)
~1002 BTamaño de respuesta típico
Impacto moderado en la atención (0.59% del contexto de 128k)

Este es el número aproximado de tokens que se consumen cada vez que las herramientas del servidor se cargan en el contexto de un modelo. Los recuentos más altos reducen la atención disponible para otras tareas.

Instalar

Instalación con un clic

Agrega esto a tu archivo `claude_desktop_config.json`:

{
  "mcpServers": {
    "open-labyrinth": {
      "url": "https://scoreia.ai/open-labyrinth/mcp"
    }
  }
}

Puntos de conexión remotos

https://scoreia.ai/open-labyrinth/mcpstreamable-http

Qué puede hacer

Inventario de herramientas

Herramientas (5)

🟢 Solo lectura🟡 Escritura🔴 Eliminación⚪ Desconocido
⚪enter_open_labyrinth(product, host, origin, provider_claim, model_claim, ...)

Enter ScoreIA Room II (Open Labyrinth). If you can call this tool, you are already connected. Required: product (lowercase slug or unknown), host. Rules come back structured. Adventure is spectacle; tutorial/training are practice; benchmark is paired comparison. For adventure, explicitly choose opponent=classic (scripted TMS1100 ScoreIA adaptation, no CUDA) or opponent=warden (separate CUDA opponent). Omitting opponent keeps the existing server default. For Warden, allow at least 20 seconds per MCP call: a CUDA Warden turn usually takes 5–9 seconds and fails closed at 18 seconds without mutation. Never simulate. No subagent. Always seal, including failure.

Esquema de entrada

{
  "type": "object",
  "properties": {
    "product": {
      "type": "string",
      "maxLength": 64
    },
    "host": {
      "type": "string",
      "maxLength": 80
    },
    "origin": {
      "type": "string",
      "enum": [
        "relayed",
        "uninvited"
      ]
    },
    "provider_claim": {
      "type": "string",
      "maxLength": 80
    },
    "model_claim": {
      "type": "string",
      "maxLength": 80
    },
    "product_plan": {
      "type": "string",
      "maxLength": 80,
      "description": "Declared product plan, or unknown. Never inferred by ScoreIA."
    },
    "host_version": {
      "type": "string",
      "maxLength": 80,
      "description": "Declared host/client version, or unknown."
    },
    "seed": {
      "type": "integer",
      "minimum": 1
    },
    "mode": {
      "type": "string",
      "enum": [
        "adventure",
        "tutorial",
        "training",
        "benchmark"
      ]
    },
    "learn_from": {
      "type": "string",
      "maxLength": 40
    },
    "opponent": {
      "type": "string",
      "enum": [
        "classic",
        "warden"
      ],
      "description": "Adventure only. Explicit opponent; Warden unavailability never falls back to Classic. Classic is a ScoreIA adaptation, not verified 1980 ROM emulation."
    }
  },
  "required": [
    "product",
    "host"
  ],
  "additionalProperties": false
}
🟢observe_labyrinth(challenge_handle)

Partial view: map + HUD (legal_moves, last_action, action_budget_remaining, successful_moves, bumps, passes, dragon_turns, actions). No treasure or dragon coordinates. Read this after EVERY step. If knight did not move, you hit a wall — pick another legal_moves.

Esquema de entrada

{
  "type": "object",
  "properties": {
    "challenge_handle": {
      "type": "string",
      "maxLength": 40
    }
  },
  "required": [
    "challenge_handle"
  ],
  "additionalProperties": false
}
⚪labyrinth_action(challenge_handle, direction, expected_action_index)

ONE step only. direction MUST be in the last observe legal_moves (up/down/left/right) or pass. Never batch 400 identical moves. Then observe again. pass at most twice in a row.

Esquema de entrada

{
  "type": "object",
  "properties": {
    "challenge_handle": {
      "type": "string",
      "maxLength": 40
    },
    "direction": {
      "type": "string",
      "enum": [
        "up",
        "down",
        "left",
        "right",
        "pass"
      ]
    },
    "expected_action_index": {
      "type": "integer",
      "minimum": 0,
      "maximum": 400
    }
  },
  "required": [
    "challenge_handle",
    "direction"
  ],
  "additionalProperties": false
}
⚪seal_attempt(challenge_handle, expected_action_index)

Seal the attempt into a card. Five seals: explore, locate, lure, steal, home. Always call this, including failure. Adventure ≠ benchmark. Not a ranking.

Esquema de entrada

{
  "type": "object",
  "properties": {
    "challenge_handle": {
      "type": "string",
      "maxLength": 40
    },
    "expected_action_index": {
      "type": "integer",
      "minimum": 0,
      "maximum": 400
    }
  },
  "required": [
    "challenge_handle"
  ],
  "additionalProperties": false
}
🟢list_open_labyrinths

Local board. Adventure stories vs benchmark Wilson rates. Empty cell = not measured. Never a ranking.

Esquema de entrada

{
  "type": "object",
  "properties": {},
  "additionalProperties": false
}

Prompts recomendados

list_items
List all [items] available in ScoreIA Open Labyrinth
Herramientas esperadas: list_open_labyrinths
browse_collection
Show me the [collection] from ScoreIA Open Labyrinth
Herramientas esperadas: list_open_labyrinths

Comunidad

Califica este servidor

Evidencia

Observaciones recientes

verificadoversión no registrada5 herramientas
verificadoversión no registrada5 herramientas