基于深度学习Transformer模型的游戏自适应音乐生成架构

Gustavo Amaral Costa dos Santos, A. Baffa, Jean-Pierre Briot, Bruno Feij'o, Antonio Luz Furtado
{"title":"基于深度学习Transformer模型的游戏自适应音乐生成架构","authors":"Gustavo Amaral Costa dos Santos, A. Baffa, Jean-Pierre Briot, Bruno Feij'o, Antonio Luz Furtado","doi":"10.1109/SBGAMES56371.2022.9961081","DOIUrl":null,"url":null,"abstract":"This paper presents an architecture for generating music for video games based on the Transformer deep learning model. Our motivation is to be able to customize the generation according to the taste of the player, who can select a corpus of training examples, corresponding to his preferred musical style. The system generates various musical layers, following the standard layering strategy currently used by composers designing video game music. To adapt the music generated to the game play and to the player(s) situation, we are using an arousal-valence model of emotions, in order to control the selection of musical layers. We discuss current limitations and prospects for the future, such as collaborative and interactive control of the musical components.","PeriodicalId":154269,"journal":{"name":"2022 21st Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"An adaptive music generation architecture for games based on the deep learning Transformer model\",\"authors\":\"Gustavo Amaral Costa dos Santos, A. Baffa, Jean-Pierre Briot, Bruno Feij'o, Antonio Luz Furtado\",\"doi\":\"10.1109/SBGAMES56371.2022.9961081\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper presents an architecture for generating music for video games based on the Transformer deep learning model. Our motivation is to be able to customize the generation according to the taste of the player, who can select a corpus of training examples, corresponding to his preferred musical style. The system generates various musical layers, following the standard layering strategy currently used by composers designing video game music. To adapt the music generated to the game play and to the player(s) situation, we are using an arousal-valence model of emotions, in order to control the selection of musical layers. We discuss current limitations and prospects for the future, such as collaborative and interactive control of the musical components.\",\"PeriodicalId\":154269,\"journal\":{\"name\":\"2022 21st Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)\",\"volume\":\"19 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-07-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2022 21st Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SBGAMES56371.2022.9961081\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 21st Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SBGAMES56371.2022.9961081","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

本文提出了一种基于Transformer深度学习模型的视频游戏音乐生成体系结构。我们的动机是能够根据玩家的品味定制生成,玩家可以选择一个训练示例的语料库,对应于他喜欢的音乐风格。该系统根据作曲家设计电子游戏音乐时使用的标准分层策略,生成各种音乐层。为了让生成的音乐适应游戏玩法和玩家情境,我们使用了情绪的唤醒价模型,以控制音乐层次的选择。我们讨论了当前的限制和未来的前景,例如音乐组件的协作和交互控制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An adaptive music generation architecture for games based on the deep learning Transformer model
This paper presents an architecture for generating music for video games based on the Transformer deep learning model. Our motivation is to be able to customize the generation according to the taste of the player, who can select a corpus of training examples, corresponding to his preferred musical style. The system generates various musical layers, following the standard layering strategy currently used by composers designing video game music. To adapt the music generated to the game play and to the player(s) situation, we are using an arousal-valence model of emotions, in order to control the selection of musical layers. We discuss current limitations and prospects for the future, such as collaborative and interactive control of the musical components.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
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