git:20260307.388baa3 to git:20260316.e08426e

14 added, 8 removed. Audit A to A.

---
name: scienceworld-target-locator
- description: This skill determines the most likely location for a target object based on domain knowledge and environmental clues. Trigger this when the agent needs to find a specific item (like an animal) but it is not in the current room. It analyzes the environment description and suggests a room to teleport to for further investigation.
+ description: This skill determines the most likely location for a target object based on domain knowledge and environmental clues. Use when the agent needs to find a specific item (like an animal) but it is not in the current room. It analyzes the environment description and suggests a room to teleport to for further investigation.
---
# Skill: Target Locator
**Trigger:** When the agent needs to find a specific object (e.g., an animal, a tool, a chemical) and a preliminary `look around` in the current room does not reveal it.
- ## Core Logic
-
- 1. **Analyze the Target:** Classify the target object based on its type (e.g., `animal`, `tool`, `container`, `chemical`).
- 2. **Consult Domain Knowledge:** Use the bundled reference (`target_location_heuristics.md`) to map the object type to the most probable room(s) in the ScienceWorld environment.
- 3. **Evaluate Current Context:** Briefly review the recent `look around` observation. If doors to high-probability rooms are visible and open, prioritize them.
- 4. **Output Decision:** Output a single, clear `teleport to LOC` action command, choosing the most promising location to search next.
+ ## Procedure
- **Primary Instruction:** Do not overthink. Rely on the heuristics. The goal is to make an efficient, educated guess to continue the search.
+ 1. Classify the target object by type.
+ 2. Map to the most probable room using these heuristics:
+ | Object Type | Likely Room(s) |
+ |-------------|---------------|
+ | animal | outside, garden |
+ | tool/wire/battery | workshop |
+ | food/cooking item | kitchen |
+ | chemical/substance | lab, foundry |
+ | plant/seed | garden, greenhouse |
+ | container/box | workshop, kitchen |
+ 3. Execute: `teleport to <ROOM>`
+ 4. `look around` to verify the target is present. If not, try the next likely room.
## Example Flow (From Trajectory)
* **Task:** "find a(n) animal."
* **Trigger:** `look around` in hallway shows no animal.
* **Analysis:** Target type = `animal`.
* **Heuristic Check:** Animals are most commonly found `outside`.
* **Context Check:** A door to `outside` is not listed in the hallway observation.
* **Decision:** The highest-probability room `outside` is accessible via teleport.
* **Output:** `teleport to outside`