节奏动作游戏中键音估计的训练数据聚类

Daiki Fukunaga, K. Ochi, Y. Obuchi
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引用次数: 0

摘要

节奏动作游戏是一种电子游戏类型,在游戏中,玩家根据代表音乐节奏的视觉符号(图表)行事。本工作旨在从音乐中自动生成图表,实现节奏动作游戏的轻松开发。key-sound是一个声音对象,它会响应播放器的操作而播放。为了生成图表,有必要将声音对象分为键音和其他声音。这个过程可以通过机器学习来完成,但由于创建者的个性,训练数据种类繁多,最优图表并不是唯一的。据此,我们将训练数据根据分类倾向进行聚类,并准备了多个模型。多个模型的分类实验表明了改进的可能性,但选择最优聚类还需要进一步的研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Training Data Clustering for Key-Sound Estimation in Rhythm Action Games
A rhythm action game is a genre of video game in which the player acts in accordance with visual symbols (charts) representing the rhythm of music. This work aims at generating a chart from the music automatically to realize easy development of rhythm action games. A key-sound is a sound object which is played in response to the player's operation. To generate a chart, it is necessary to classify the sound objects into key-sounds and the other sounds. This process can be done by machine learning, but the training data have a wide variety due to the individuality of creators, and the optimal chart is not unique. Accordingly, we divided the training data into clusters based on the classification tendency and prepared multiple models. Classification experiments using multiple models suggested the possibility of improvement, but further investigation is necessary for the selection of the optimum cluster.
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