Latent Walking Techniques for Conditioning GAN-Generated Music

Logan Eisenbeiser
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引用次数: 1

Abstract

Artificial music generation is a rapidly developing field focused on the complex task of creating neural networks that can produce realistic-sounding music. As computer-generated music improves in quality, it has potential to revolutionize the multi-billion dollar music industry by providing additional tools to musicians as well as creating new music for consumers. Beyond simply generating music lies the challenge of controlling or conditioning that generation. Conditional generation can be used to specify a tempo for the generated song, increase the density of notes, or even change the genre. Latent walking is one of the most popular techniques for conditional image generation, but its effectiveness on music-domain generation is largely unexplored, especially for generative adversarial networks (GANs). In this paper, latent walking is implemented with the MuseGAN generator to successfully control two semantic values: note count and polyphonicity (when more than one note is played at a time). This shows that latent walking is a viable technique for GANs in the music domain and can be used to improve the quality, among other features, of the generated music.
调节gan生成音乐的潜在行走技术
人工音乐生成是一个快速发展的领域,专注于创建能够产生逼真音乐的神经网络的复杂任务。随着电脑生成音乐质量的提高,它有可能为音乐家提供额外的工具,并为消费者创造新的音乐,从而彻底改变价值数十亿美元的音乐产业。除了简单地生成音乐之外,还存在着控制或调节生成的挑战。条件生成可以用来为生成的歌曲指定节奏,增加音符的密度,甚至改变类型。隐行走是条件图像生成中最流行的技术之一,但其在音乐域生成中的有效性在很大程度上尚未得到探索,特别是在生成对抗网络(gan)中。在本文中,使用MuseGAN生成器实现了潜在行走,以成功地控制两个语义值:音符计数和多音性(当一次播放多个音符时)。这表明潜伏行走是gan在音乐领域的一种可行技术,可以用来提高生成音乐的质量和其他特征。
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