Beatmap generator for Osu Game using machine learning approach

Destra Bintang Perkasa, N. Maulidevi
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引用次数: 2

Abstract

Rhythm game as one of the most-played game genres has its own attractiveness. Each song in the game gives its player new excitement to try another song or another difficulty level. However, behind every song being played is a lot of work. A beatmap should be created in order for a song to be played in the game. This paper presents an alternate way to create a beatmap that is considered playable for Osu Game utilizing beat and melody detection using machine learning approach and SVM as its learning method. The steps consists of notes detection and notes placement. Notes detection basically consists of features extraction from an audio file using DSP Java Library and learning process using Weka and LibSVM. However, detect the presence of notes only does not solve anything. The notes should be placed in the game using PRAAT and Note Placement Algorithm. From this process, a beatmap can be created from a song in about 3 minutes and the accuracy of the note detection is 86%.
使用机器学习方法为Osu游戏生成Beatmap
节奏游戏作为玩家最多的游戏类型之一,有其自身的吸引力。游戏中的每首歌都会给玩家带来新的刺激,促使他们尝试另一首歌或另一个难度级别。然而,每首正在播放的歌曲背后都是大量的工作。为了让歌曲能够在游戏中播放,我们应该创建一个节拍图。本文提出了一种替代方法,利用机器学习方法和SVM作为其学习方法,利用节拍和旋律检测来创建被认为可用于Osu游戏的节拍图。步骤包括音符检测和音符放置。音符检测基本上由使用DSP Java Library从音频文件中提取特征和使用Weka和LibSVM学习过程组成。然而,仅仅检测音符的存在并不能解决任何问题。音符应该在游戏中放置使用PRAAT和音符放置算法。通过这个过程,可以在3分钟左右的时间内从一首歌创建一个beatmap,音符检测的准确率为86%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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