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Log

The agent's sanitised log, as published in the bundle. Images, reasoning, host context, machine paths and identifiers were removed by the tooling before publication.

14 messages81 tool calls76 harness eventsTimes are measured from the start of the recording.
Start
Recording started (obs)
Game ready
Run started · claude-sonnet-5 on claude-code
Prompt
You are controlling Portal. Your goal is to progress through the game and reach the end credits. Do not cheat/look up information about the game online.
Model
I'll start by loading the Portal tools and checking the current game state.
ToolSearch
query
select:mcp__portal__portal_documentation,mcp__portal__portal_exec,mcp__portal__portal_screenshot
max_results
5
1
type
tool_reference
tool_name
mcp__portal__portal_documentation
2
type
tool_reference
tool_name
mcp__portal__portal_exec
3
type
tool_reference
tool_name
mcp__portal__portal_screenshot
portal_documentation
no arguments
# Portal JavaScript API Reference 7 462 characters
# Portal JavaScript API Reference This is the supported `portal` JavaScript API surface available inside `portal_exec`. The `portal` object is already constructed and connected by the MCP server. ```ts interface PortalController { tas(): TasBuilder; // Start building a TAS plan. run(steps: NonEmptyTasSteps, options?: RunOptions): Promise<TasRunResult>; // Play 1..1000 raw steps. look: PortalLookApi; // Relative view turns while paused. facing(options?: RequestOptions): Promise<Facing>; // Read current view without changing it. position(options?: RequestOptions): Promise<Position>; // Read world-space player origin. observe(fields: NonEmptyObservationFields, options?: RequestOptions): Promise<Observation>; seconds(value: number): number; // Positive finite seconds -> nearest tick (~66.7/s, minimum 1). abort(): Promise<void>; // Stop an active tas_run; rejects if none is active. screenshot(options?: ScreenshotOptions): Promise<ScreenshotResult>; } interface TasBuilder { steps: WireTasStep[]; // Normalized steps queued so far (SPT wire shape). totalTicks: number; hold(ticks: number, keys?: TasKeys, angles?: TasAngles): this; wait(ticks: number): this; tap(key: TasKeyName, ticks?: number): this; // default 3 ticks jump(ticks?: number): this; // default 3 ticks use(ticks?: number): this; // 3-tick press + settle wait; `ticks` is the TOTAL (default 33, ~0.5 s) fire(color: "blue" | "orange", ticks?: number): this; // same press+settle shape as use() look(angles: TasAngles, ticks?: number): this; // default 1 tick run(options?: RunOptions): Promise<TasRunResult>; // Consumes the queued steps. } type TasKeyName = | "forward" | "back" | "left" | "right" | "jump" | "duck" | "use" | "attack" | "attack2" | "crouch" | "blue" | "orange"; // aliases for duck/attack/attack2 type TasKeys = Partial<Record<TasKeyName, boolean>>; type TasAngles = { up?: number; down?: number; left?: number; right?: number; // relative degrees (non-negative) pitch?: number; yaw?: number; // raw Source deltas (pitch > 0 down, yaw > 0 left) pitchTo?: number; yawTo?: number; // absolute Source angles pitch_to?: number; yaw_to?: number; // accepted SPT wire aliases for pitchTo/yawTo }; type TasStep = { ticks: number; // integer 1..6600 keys?: TasKeys; } & TasAngles; type WireTasStep = { ticks: number; keys?: TasKeys; pitch?: number; yaw?: number; pitch_to?: number; yaw_to?: number; }; type NonEmptyTasSteps = [TasStep, ...TasStep[]]; // 1..1000 steps; plan total <= 6600 ticks type RunOptions = Omit<ScreenshotOptions, "timeoutMs"> & { screenshot?: boolean; // default true: screenshot after playback position?: boolean; // default true: request final player origin timeoutMs?: number; // TAS completion timeout; default 2x nominal playback + 15 s // Also used for the automatic screenshot request. }; type Facing = { pitch: number; yaw: number; roll: number }; type Position = { x: number; y: number; z: number }; // world-space player origin type ObservationField = "facing" | "position"; type NonEmptyObservationFields = [ObservationField, ...ObservationField[]]; type Observation = { facing?: Facing; position?: Position; unavailable?: Partial<Record<ObservationField, string>>; }; // Failures reject with an Error; fields that carry no information are omitted. type TasRunResult = { ticks: number; // simulated ticks aborted?: true; // present only when playback was aborted reason?: string; // abort reason, present only when aborted facing?: Facing; // view after playback (Source angles), when reported position?: Position; // present by default when available unavailable?: Partial<Record<ObservationField, string>>; screenshots?: Array<PortalScreenshot>; // present unless { screenshot: false } }; interface PortalLookApi { left(angle: number): Promise<LookResult>; // angle must be finite and non-negative right(angle: number): Promise<LookResult>; // angle must be finite and non-negative up(angle: number): Promise<LookResult>; // angle must be finite and non-negative down(angle: number): Promise<LookResult>; // angle must be finite and non-negative } type LookResult = { facing?: Facing; // view after the turn, when reported }; type RequestOptions = { timeoutMs?: number; // request timeout override; default 5 s }; type ScreenshotOptions = RequestOptions & { fullRes?: boolean; // default false: reduce images taller than 360 px to 360 px quality?: number; // JPEG quality; default 85, rounded and clamped to 1..100 }; type ScreenshotResult = { screenshots: Array<PortalScreenshot>; }; type PortalScreenshot = { url: string; width?: number; height?: number; }; ``` ## Direct screenshot tool The standalone MCP tool `portal_screenshot` captures at full resolution and returns an image block by default. Pass `{ savePath: "path/to/screenshot.jpg" }` to save the JPEG to that file instead. In save mode, the tool returns only a text confirmation and does not show the image to the agent. Missing parent directories are created automatically, and an existing file is overwritten. ## Execution semantics A `TasBuilder` queues its plan locally; no game input is sent until `run()` is called. Calling `run()` consumes the queued steps, plays them in order, and pauses the game again after playback. Every `hold()` or raw `TasStep` describes the complete button state for that step. Keys omitted from a step are released. To keep holding a key across consecutive steps, include it in every step. Relative or absolute angle changes are applied immediately on the step's first tick. Relative and absolute angles cannot be mixed for the same axis in one step. Each TAS step must use an integer tick count from 1 through 6600. A run must contain 1 through 1000 steps, and their combined duration must not exceed 6600 ticks. ## State across `portal_exec` calls Each `portal_exec` snippet runs as the body of a new async function. Local `const`, `let`, and `var` declarations therefore last only for that tool call: ```js const position = await portal.position(); return position; ``` The MCP server itself is a persistent Node.js process. To retain state across calls, store it on `globalThis`, preferably under a single namespaced property: ```js globalThis.portalState ??= { attempts: 0, positions: [], }; globalThis.portalState.attempts += 1; globalThis.portalState.positions.push(await portal.position()); return globalThis.portalState; ``` A later call can read or update the same value: ```js return globalThis.portalState?.positions.at(-1); ``` Values stored this way remain live JavaScript values rather than serialized copies, so objects, functions, and class instances can persist. State lasts only for the lifetime of the MCP server process and is lost when that process exits or restarts. Avoid overwriting server-owned globals, especially `globalThis.portal` and `globalThis.nodeRepl`.
portal_screenshot
no arguments
Model
This appears to be the opening of Test Chamber 00 - behind glass with a countdown clock. Let me survey the surroundings before acting.
portal_exec
return await portal.observe(['facing', 'position']);
facing
pitch
0
yaw
-170
roll
0
position
x
-544
y
-368.78
z
160
portal_exec
await portal.look.left(90);
return await portal.screenshot();
portal_exec
await portal.look.left(90);
return await portal.screenshot();
Model
This is the relaxation chamber intro (Chell waking up). Let me check the remaining view directions and try to move/interact.
portal_exec
await portal.look.left(90);
return await portal.screenshot();
portal_exec
await portal.look.left(90);
return await portal.screenshot();
portal_exec2 inputs played · 00:00:01.0 in-game
const t = portal.tas();
t.hold(67, { forward: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:01.0 in-game
ticks
67
facing
pitch
0
yaw
-170
roll
0
position
x
-621.97
y
-390.19
z
164.03
portal_exec
await portal.look.left(180);
return await portal.screenshot();
portal_exec
return await portal.observe(['facing','position']);
facing
pitch
0
yaw
10
roll
0
position
x
-621.97
y
-390.19
z
164.03
portal_exec
await portal.look.left(180);
return await portal.screenshot();
portal_exec
await portal.look.left(30);
return await portal.screenshot();
portal_exec2 inputs played · 00:00:00.7 in-game
const t = portal.tas();
t.hold(50, { forward: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:00.7 in-game
ticks
50
facing
pitch
0
yaw
-140
roll
0
position
x
-621.97
y
-390.19
z
164.03
portal_exec2 inputs played · 00:00:06.0 in-game
const t = portal.tas();
t.wait(400);
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:06.0 in-game
ticks
400
facing
pitch
0
yaw
-140
roll
0
position
x
-621.97
y
-390.19
z
164.03
Model
A control tutorial prompt appeared. Let me continue waiting for the intro sequence to progress.
portal_exec2 inputs played · 00:00:06.0 in-game
const t = portal.tas();
t.wait(400);
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:06.0 in-game
ticks
400
facing
pitch
0
yaw
-140
roll
0
position
x
-621.97
y
-390.19
z
164.03
portal_exec
await portal.look.down(30);
return await portal.screenshot();
portal_exec2 inputs played · 00:00:09.0 in-game
const t = portal.tas();
t.wait(600);
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:09.0 in-game
ticks
600
facing
pitch
30
yaw
-140
roll
0
position
x
-621.97
y
-390.19
z
164.03
portal_exec
await portal.look.up(30);
await portal.look.right(50);
return await portal.screenshot();
portal_exec
await portal.look.down(30);
await portal.look.left(50);
const f = await portal.facing();
return f;
pitch
30
yaw
-140
roll
0
portal_screenshot
no arguments
portal_exec
await portal.look.up(30);
const shots = [];
for (let i = 0; i < 8; i++) {
  await portal.look.left(45);
}
return "reset done";
reset done
portal_exec2 inputs played · 00:00:00.6 in-game
await portal.look.left(90); // now facing bed-ish direction relative to spawn
const t = portal.tas();
t.hold(40, { forward: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:00.6 in-game
ticks
40
facing
pitch
0
yaw
-50
roll
0
position
x
-574.43
y
-396.97
z
160.03
portal_exec2 inputs played · 00:00:00.6 in-game
const t = portal.tas();
t.hold(40, { forward: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:00.6 in-game
ticks
40
facing
pitch
0
yaw
-50
roll
0
position
x
-574.43
y
-396.97
z
160.03
portal_exec
await portal.look.left(90);
return await portal.screenshot();
Model
The bed pod now has a glowing canopy - the intro sequence is progressing. I'll keep advancing time and check periodically.
portal_exec2 inputs played · 00:00:09.0 in-game
const t = portal.tas();
t.wait(600);
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:09.0 in-game
ticks
600
facing
pitch
0
yaw
40
roll
0
position
x
-574.43
y
-396.97
z
160.03
portal_exec2 inputs played · 00:00:09.0 in-game
const t = portal.tas();
t.wait(600);
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:09.0 in-game
ticks
600
facing
pitch
0
yaw
40
roll
0
position
x
-574.43
y
-396.97
z
160.03
portal_exec2 inputs played · 00:00:15.0 in-game
const t = portal.tas();
t.wait(1000);
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:15.0 in-game
ticks
1 000
facing
pitch
0
yaw
40
roll
0
position
x
-574.43
y
-396.97
z
160.03
portal_exec2 inputs played · 00:00:15.0 in-game
const t = portal.tas();
t.wait(1000);
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:15.0 in-game
ticks
1 000
facing
pitch
0
yaw
40
roll
0
position
x
-574.43
y
-396.97
z
160.03
portal_exec
await portal.look.left(180); // face back toward yaw ~ -140 wall (was -140 before, now turning back)
return await portal.facing();
pitch
0
yaw
-140
roll
0
portal_exec2 inputs played · 00:00:00.9 in-game
const t = portal.tas();
t.hold(60, { forward: true, right: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:00.9 in-game
ticks
60
facing
pitch
0
yaw
-140
roll
0
position
x
-621.97
y
-385.2
z
164.03
portal_exec2 inputs played · 00:00:01.2 in-game
const t = portal.tas();
t.hold(80, { right: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:01.2 in-game
ticks
80
facing
pitch
0
yaw
-140
roll
0
position
x
-621.6
y
-261.91
z
184.09
Model
Breakthrough — I've moved into the corridor outside the vault, and there's a blue portal on the wall with a test chamber sign ("00/19"). Let's continue forward.
portal_exec2 inputs played · 00:00:00.9 in-game
const t = portal.tas();
t.hold(60, { forward: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:00.9 in-game
ticks
60
facing
pitch
0
yaw
-140
roll
0
position
x
-621.97
y
-346.59
z
164.03
portal_exec
await portal.look.right(90);
return await portal.screenshot();
portal_exec2 inputs played · 00:00:00.9 in-game
const t = portal.tas();
t.hold(60, { forward: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:00.9 in-game
ticks
60
facing
pitch
0
yaw
130
roll
0
position
x
-621.97
y
-244.03
z
182.49
portal_exec
await portal.look.right(90);
return await portal.screenshot();
portal_exec
await portal.look.right(90);
return await portal.screenshot();
portal_exec
await portal.look.right(90);
return await portal.screenshot();
portal_exec
await portal.look.right(90);
return await portal.screenshot();
portal_exec
await portal.look.left(90);
return await portal.screenshot();
portal_exec
await portal.look.left(90);
return await portal.screenshot();
Game saved (milestone end of session)
Run ended: stopped · claude -p exited with 1; 84 assistant turns; cost $1.58; error_max_turns
Recording stopped after 00:05:03
Recording started (obs)
Game ready
Human: resumed from save aas_portal_02_001 after stopped (claude -p exited with 1; 84 assistant turns; cost $1.58; error_max_turns)
Human intervention: resumed from save aas_portal_02_001 after stopped (claude -p exited with 1; 84 assistant turns; cost $1.58; error_max_turns)
Run resumed, segment 2 · claude-sonnet-5 on claude-code
Prompt
Continue from where you left off.
Model
No response requested.
Prompt
The harness paused this run and has now resumed it: the game was restored to your last save state, in the same paused condition. Continue towards the goal from there.
portal_exec2 inputs played · 00:00:00.7 in-game
const t = portal.tas();
t.hold(50, { forward: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:00.7 in-game
ticks
50
facing
pitch
0
yaw
130
roll
0
position
x
-621.97
y
-244.03
z
182.49
portal_screenshot
no arguments
portal_exec
await portal.look.left(90);
return await portal.screenshot();
portal_exec
await portal.look.right(180);
return await portal.screenshot();
portal_exec
await portal.look.right(90);
return await portal.screenshot();
Model
Now facing the orange portal. Let's walk through it.
portal_exec2 inputs played · 00:00:00.7 in-game
const t = portal.tas();
t.hold(50, { forward: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:00.7 in-game
ticks
50
facing
pitch
0
yaw
-50
roll
0
position
x
-553.36
y
-325.89
z
160.03
portal_exec2 inputs played · 00:00:30.0 in-game
const t = portal.tas();
t.wait(2000);
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:30.0 in-game
ticks
2 000
facing
pitch
0
yaw
-50
roll
0
position
x
-553.36
y
-325.89
z
160.03
portal_exec2 inputs played · 00:00:00.7 in-game
const t = portal.tas();
t.hold(50, { back: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:00.7 in-game
ticks
50
facing
pitch
0
yaw
-50
roll
0
position
x
-594.94
y
-293.83
z
161.91
portal_exec
await portal.look.left(90);
return await portal.screenshot();
portal_exec
return await portal.observe(['facing','position']);
facing
pitch
0
yaw
40
roll
0
position
x
-594.94
y
-293.83
z
161.91
portal_exec2 inputs played · 00:00:00.9 in-game
const t = portal.tas();
t.hold(60, { forward: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:00.9 in-game
ticks
60
facing
pitch
0
yaw
40
roll
0
position
x
-555.65
y
-244.03
z
160.03
portal_exec
await portal.look.right(90);
return await portal.screenshot();
Model
Let me try jumping forward at a blocked wall — it might be a low barrier rather than a full wall.
portal_exec
await portal.look.left(90);
return await portal.screenshot();
portal_exec2 inputs played · 00:00:00.9 in-game
const t = portal.tas();
t.hold(20, { forward: true, jump: true });
t.hold(40, { forward: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:00.9 in-game
ticks
60
facing
pitch
0
yaw
40
roll
0
position
x
-555.65
y
-242.03
z
164.03
portal_exec2 inputs played · 00:00:01.8 in-game
await portal.look.left(1); // ensure some call; then set absolute via hold with yawTo
const t = portal.tas();
t.hold(3, {}, { yawTo: -85 });
t.hold(120, { forward: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:01.8 in-game
ticks
123
facing
pitch
0
yaw
-85
roll
0
position
x
-534.66
y
-390.19
z
160.03
portal_exec
await portal.look.left(90);
return await portal.screenshot();
portal_exec2 inputs played · 00:00:00.9 in-game
const t = portal.tas();
t.hold(3, {}, { yawTo: -170 });
t.hold(60, { forward: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:00.9 in-game
ticks
63
facing
pitch
0
yaw
-170
roll
0
position
x
-605.57
y
-406.6
z
163.97
portal_exec
await portal.look.right(20);
return await portal.screenshot();
portal_exec2 inputs played · 00:00:00.9 in-game
const t = portal.tas();
t.hold(60, { forward: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:00.9 in-game
ticks
60
facing
pitch
0
yaw
170
roll
0
position
x
-621.97
y
-383.16
z
164.03
portal_exec2 inputs played · 00:00:01.2 in-game
const t = portal.tas();
t.hold(80, { left: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:01.2 in-game
ticks
80
facing
pitch
0
yaw
170
roll
0
position
x
-621.97
y
-390.19
z
164.03
portal_exec2 inputs played · 00:00:01.2 in-game
const t = portal.tas();
t.hold(80, { right: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:01.2 in-game
ticks
80
facing
pitch
0
yaw
170
roll
0
position
x
-586.16
y
-288.82
z
160.03
portal_exec
await portal.look.right(90);
return await portal.screenshot();
portal_exec
return await portal.observe(['facing','position']);
facing
pitch
0
yaw
80
roll
0
position
x
-586.16
y
-288.82
z
160.03
portal_exec
await portal.look.right(90);
return await portal.screenshot();
portal_exec
await portal.look.right(90);
return await portal.screenshot();
portal_exec2 inputs played · 00:00:00.9 in-game
const t = portal.tas();
t.hold(60, { forward: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:00.9 in-game
ticks
60
facing
pitch
0
yaw
-10
roll
0
position
x
-823.42
y
-334.57
z
128.03
Model
Excellent progress — I've broken out into the main corridor outside the vault, seeing it from outside for the first time. Let's continue exploring.
portal_exec
await portal.look.left(90);
return await portal.screenshot();
portal_exec
await portal.look.right(180);
return await portal.screenshot();
portal_exec
await portal.look.right(90);
return await portal.screenshot();
portal_exec
return await portal.observe(['facing','position']);
facing
pitch
0
yaw
170
roll
0
position
x
-823.42
y
-334.57
z
128.03
portal_exec2 inputs played · 00:00:01.2 in-game
const t = portal.tas();
t.hold(3, {}, { yawTo: -10 });
t.hold(80, { forward: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:01.2 in-game
ticks
83
facing
pitch
0
yaw
-10
roll
0
position
x
-656.03
y
-364.09
z
128.03
portal_exec2 inputs played · 00:00:01.2 in-game
const t = portal.tas();
t.hold(80, { forward: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:01.2 in-game
ticks
80
facing
pitch
0
yaw
-10
roll
0
position
x
-656.03
y
-395.35
z
128.03
portal_exec
await portal.look.left(90);
return await portal.screenshot();
portal_exec
await portal.look.right(180);
return await portal.screenshot();
portal_exec2 inputs played · 00:00:00.6 in-game
const t = portal.tas();
t.hold(40, { back: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:00.6 in-game
ticks
40
facing
pitch
0
yaw
-100
roll
0
position
x
-656.03
y
-306.72
z
128.03
portal_exec
await portal.look.right(90);
return await portal.screenshot();
portal_exec2 inputs played · 00:00:00.9 in-game
const t = portal.tas();
t.hold(60, { right: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:00.9 in-game
ticks
60
facing
pitch
0
yaw
170
roll
0
position
x
-650.17
y
-173.77
z
128.03
portal_exec2 inputs played · 00:00:01.2 in-game
await portal.look.left(90);
const t = portal.tas();
t.hold(80, { forward: true });
const r = await t.run();
return r;
Inputs played
Played input
Played input 00:00:01.2 in-game
ticks
80
facing
pitch
0
yaw
-100
roll
0
position
x
-681.43
y
-351.03
z
128.03
Model
Let me do a careful panoramic survey from the current spot to find the actual corridor path forward.
portal_exec
await portal.look.left(90);
return await portal.screenshot();
portal_exec
await portal.look.left(90);
return await portal.screenshot();
Game saved (milestone end of session)
Run ended: stopped · claude -p exited with 1; 83 assistant turns; cost $2.24; error_max_turns