{"title":"Prediction and Proactivity in Real-Time Interactive Music Systems","authors":"Andrew R. Brown, Toby Gifford","doi":"10.1609/aiide.v9i5.12644","DOIUrl":"https://doi.org/10.1609/aiide.v9i5.12644","url":null,"abstract":"\u0000 \u0000 We advocate for the use of predictive techniques in interactive computer music systems. We suggest that the inclusion of prediction can assist in the design of proactive rather than reactive computational performance partners. We summarize the significant role prediction plays in human musical decisions, and the only modest use of prediction in interactive music systems to date. After describing how we are working toward employing predictive processes in our own metacreation software we reflect on future extensions to these approaches.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130203133","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Shape-Keeping Technique and Its Application to Checkmate Problem Composition","authors":"T. Ishitobi, A. Cincotti, H. Iida","doi":"10.1609/aiide.v9i2.12583","DOIUrl":"https://doi.org/10.1609/aiide.v9i2.12583","url":null,"abstract":"\u0000 \u0000 The checkmate problem in Shogi (Japanese Chess) is a puzzle within the game itself. These puzzles have enjoyed a long play and have been the subject of centuries of analysis. The subject of this research is defining the aesthetic criteria of great Shogi problems, and finding new methods for composing interesting checkmate problems in Shogi. First we examine the results of previous studies of aesthetics in Shogi checkmate problems. For this purpose, we focus on the Proof Number Search algorithm and record the data while solving checkmate problems. We analyzed these data and we calculated the proof number related to the evaluation of the checkmate problem. Good checkmate problems have large proof numbers. Next, we present a new technique for automatic composition of checkmate problems in Shogi. This technique uses already existing checkmate problems in Shogi and develops them further. Finally, we can compose new checkmate problems which have bigger proof numbers than original ones. This work is not yet sufficient unto itself.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127805637","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Toward Character Role Assignment for Natural Language Stories","authors":"Josep Valls-Vargas, Santiago Ontañón, Jichen Zhu","doi":"10.1609/aiide.v9i4.12625","DOIUrl":"https://doi.org/10.1609/aiide.v9i4.12625","url":null,"abstract":"\u0000 \u0000 In this paper we propose a method for automatically assigning narrative roles to characters in stories. To achieve this goal our proposal is to combine natural language processing techniques with domain knowledge extracted from Propp's morphology of the folktale. We use a matrix that encodes the narrative domain knowledge representing the interactions between character roles.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133346476","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Musical Meta-Creation: The Discourse of Process","authors":"Andie J. Sigler","doi":"10.1609/aiide.v9i5.12646","DOIUrl":"https://doi.org/10.1609/aiide.v9i5.12646","url":null,"abstract":"\u0000 \u0000 Musical meta-creation is an artistic and technical fieldin which the results (i.e. music) often cannot be empirically tested. The processes by which music is generated,however, afford a rational level of discourse. This paper suggests ways in which we might orient our discussion and our system-building in order to explore musical possibility and use computational modeling to growinto a new kind of creative musical practice.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133959711","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Arne Eigenfeldt, O. Bown, Philippe Pasquier, Aengus Martin
{"title":"Towards a Taxonomy of Musical Metacreation: Reflections on the First Musical Metacreation Weekend","authors":"Arne Eigenfeldt, O. Bown, Philippe Pasquier, Aengus Martin","doi":"10.1609/aiide.v9i5.12647","DOIUrl":"https://doi.org/10.1609/aiide.v9i5.12647","url":null,"abstract":"\u0000 \u0000 The Musical Metacreation Weekend (MuMeWe), a series of four concerts presenting works of metacreation, was held in June 2013. These concerts offered an opportunity to review how different composers and system designers are approaching generative practices. We propose a taxonomy of musical metacreation, with specific reference to works and systems presented at MuMeWe, in an effort to begin a discussion of methods of measuring metacreative musical works. The seven stages of this taxonomy are loosely based upon the autonomy of the system, specifically in its ability to make high-level musical decisions during the course of the composition and/or performance. We conclude with a discussion of how these levels could be interpreted, and the potential difficulties involved in their specification and terminology.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133965077","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Algorithmically Flexible Style Composition Through Multi-Objective Fitness Functions","authors":"S. Murray, D. Ventura","doi":"10.1609/aiide.v8i4.12557","DOIUrl":"https://doi.org/10.1609/aiide.v8i4.12557","url":null,"abstract":"\u0000 \u0000 Creating a musical fitness function is largely subjective and can be critically affected by the designer's biases. Previous attempts to create such functions for use in genetic algorithms lack scope or are prejudiced to a certain genre of music. They also are limited to producing music strictly in the style determined by the programmer. We show in this paper that musical feature extractors, which avoid the challenges of qualitative judgment, enable creation of a multi-objective function for direct music production. The main result is that the multi-objective fitness function enables creation of music with varying identifiable styles. To demonstrate this, we use three different multi-objective fitness functions to create three distinct sets of musical melodies. We then evaluate the distinctness of these sets using three different approaches: a set of traditional computational clustering metrics; a survey of non-musicians; and analysis by three trained musicians.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"248-249 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114147520","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Andreya Piplica, Christopher DeLeon, Brian Magerko
{"title":"Gestural Interactions for Interactive Narrative Co-Creation","authors":"Andreya Piplica, Christopher DeLeon, Brian Magerko","doi":"10.1609/aiide.v8i2.12539","DOIUrl":"https://doi.org/10.1609/aiide.v8i2.12539","url":null,"abstract":"\u0000 \u0000 This paper describes a gestural approach to interacting with interactive narrative characters that supports co-creativity. It describes our approach using a Microsoft Kinect to created a short scene with an intelligent avatar and an AI-controlled actor. It describes our preliminary user studies and a recommendation for future evaluation.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"23 6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120900043","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Supporting STEM Learning With Gaming Technologies: Principles For Effective Design","authors":"Marcela Borge, Barbara White","doi":"10.1609/aiide.v8i5.12575","DOIUrl":"https://doi.org/10.1609/aiide.v8i5.12575","url":null,"abstract":"\u0000 \u0000 In this paper, methods and models for the design of educational interventions and usable systems are presented and synthesized. The purpose is to suplliment the design process with educational considerations and discern design principles for the development of serious STEM games. This synthesis can contribute to the design of the next generation of technologically enhanced learning environments.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122081794","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Modular Reinforcement Learning Framework for Interactive Narrative Planning","authors":"Jonathan P. Rowe, James C. Lester","doi":"10.1609/aiide.v9i4.12636","DOIUrl":"https://doi.org/10.1609/aiide.v9i4.12636","url":null,"abstract":"\u0000 \u0000 A key functionality provided by interactive narrative systems is narrative adaptation: tailoring story experiences in response to users’ actions and needs. We present a data-driven framework for dynamically tailoring events in interactive narratives using modular reinforcement learning. The framework involves decomposing an interactive narrative into multiple concurrent sub-problems, formalized as adaptable event sequences (AESs). Each AES is modeled as an independent Markov decision process (MDP). Policies for each MDP are induced using a corpus of user interaction data from an interactive narrative system with exploratory narrative adaptation policies. Rewards are computed based on users’ experiential outcomes. Conflicts between multiple policies are handled using arbitration procedures. In addition to introducing the framework, we describe a corpus of user interaction data from a testbed interactive narrative, CRYSTAL ISLAND, for inducing narrative adaptation policies. Empirical findings suggest that the framework can effectively shape users’ interactive narrative experiences.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130216854","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Straight-Ahead Jazz with GenJam: A Quick Demonstration","authors":"J. Biles","doi":"10.1609/aiide.v9i5.12640","DOIUrl":"https://doi.org/10.1609/aiide.v9i5.12640","url":null,"abstract":"\u0000 \u0000 The author’s GenJam project has spanned nearly 20 years of development and performance. This demonstration provides a brief overview of GenJam’s current configuration illustrated with a visually annotated performance of a tune. After a brief explanation of GenJam’s real-time interactive capabilities, we’ll play more tunes, as time permits.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132408336","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}