  This paper presents a demonstration of our monster battle game, in which the
game agents fight in accordance with their player's language commands. The
commands were translated into the knowledge expression called behavior branches
by a code-generation large language model. This work facilitated the design of
the commanding system more easily, enabling the game agent to comprehend more
various and continuous commands than rule-based methods. The results of the
commanding and translation process were stored in a database on an Amazon Web
Services server for more comprehensive validation. This implementation would
provide a sufficient evaluation of this ongoing work, and give insights to the
industry that they could use this to develop their interactive game agents.
