MCP server for autonomous affective NPC behavior tree engine that manages NPC cognitive states, emotions, goals, and dialogue responses based on player interactions
This server has a single tool 'execute_skill_action' with virtually no definition. The tool name is vague (execute_skill_action could mean anything), the description is trivial (18 chars, below the 20-char minimum), and no input schema is visible in the source code. The mcp_server.py file only prints a JSON status message and does not register tools with proper MCP protocol structures. The client.py and example_usage.py files show a mock implementation that returns hardcoded NPC behavior data, but this is not an actual MCP tool definition. No parameters are documented, no output schema is defined, and no error handling exists. This is a non-functional MCP server stub.
Execute skill action for NPC behavior tree engine
Tool has no input schema. The mcp_server.py does not register tools with JSON Schema definitions.
Tool description is 18 characters ('Execute skill action for NPC behavior tree engine'), below the 20-char minimum.
Tool name 'execute_skill_action' is vague and does not follow verb_noun pattern clearly. 'execute' is generic; 'skill_action' is ambiguous. Does not convey what the tool actually does.
No parameters documented. The tool definition does not specify what inputs it accepts, their types, descriptions, or constraints. LLMs cannot determine how to call this tool.
| Scored | Grade | Overall | Spec posture | Rubric |
|---|---|---|---|---|
| 2026-09-23 | F | 14 | 2026-07-28+ | v2 |
No output schema documented. The mock client returns NPC cognitive state with fields like 'affective_state', 'active_goal', 'dialogue_response', but this structure is not declared in the tool definition.