Fighting to the beat: Multi-instrumental adaptive background music approach

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Ibrahim Khan , Thai Van Nguyen , Ruck Thawonmas
{"title":"Fighting to the beat: Multi-instrumental adaptive background music approach","authors":"Ibrahim Khan ,&nbsp;Thai Van Nguyen ,&nbsp;Ruck Thawonmas","doi":"10.1016/j.entcom.2025.100985","DOIUrl":null,"url":null,"abstract":"<div><div>This paper presents our approach to enhance the background music (BGM) in DareFightingICE, a fighting game research platform, by adding a rule-based adaptive BGM. The adaptive BGM consists of three different groups of instruments playing the BGM provided in the DareFightingICE platform. The BGM adapts by changing the volume of the groups of instruments. Each group is connected to a different element of the game. We then run experiments to evaluate the adaptive BGM by using a deep reinforcement learning AI that only uses audio as input (Blind DL AI). The results show that the performance of Blind DL AI improves while playing with the adaptive BGM as compared to playing with a baseline non-adaptive BGM. We also conduct two user studies, a perception study, and a playing study. The results from these studies show that not only human players can recognize the adaptation of the BGM, they also perform better with adaptive BGM as compared to non-adaptive BGM. Lastly, the adaptive BGM scores higher than the non-adaptive on audio aesthetics and enjoyment factors making it overall a better BGM.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100985"},"PeriodicalIF":2.4000,"publicationDate":"2025-07-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952125000655","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0

Abstract

This paper presents our approach to enhance the background music (BGM) in DareFightingICE, a fighting game research platform, by adding a rule-based adaptive BGM. The adaptive BGM consists of three different groups of instruments playing the BGM provided in the DareFightingICE platform. The BGM adapts by changing the volume of the groups of instruments. Each group is connected to a different element of the game. We then run experiments to evaluate the adaptive BGM by using a deep reinforcement learning AI that only uses audio as input (Blind DL AI). The results show that the performance of Blind DL AI improves while playing with the adaptive BGM as compared to playing with a baseline non-adaptive BGM. We also conduct two user studies, a perception study, and a playing study. The results from these studies show that not only human players can recognize the adaptation of the BGM, they also perform better with adaptive BGM as compared to non-adaptive BGM. Lastly, the adaptive BGM scores higher than the non-adaptive on audio aesthetics and enjoyment factors making it overall a better BGM.
战斗的节奏:多乐器自适应背景音乐的方法
本文提出了在格斗游戏研究平台DareFightingICE中,通过添加基于规则的自适应背景音乐来增强背景音乐(BGM)的方法。自适应BGM由三组不同的乐器组成,演奏DareFightingICE平台提供的BGM。BGM通过改变乐器组的音量来适应。每一组都与游戏的不同元素相关联。然后,我们通过使用仅使用音频作为输入的深度强化学习AI (Blind DL AI)运行实验来评估自适应BGM。结果表明,与使用基线非自适应BGM相比,使用自适应BGM的Blind DL AI的性能有所提高。我们还进行了两项用户研究,一项感知研究和一项游戏研究。这些研究结果表明,人类棋手不仅能够识别出BGM的适应性,而且与非适应性BGM相比,他们在适应性BGM中表现更好。最后,自适应BGM在音频美学和享受因素上的得分高于非自适应BGM,使其成为整体上更好的BGM。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信