{"title":"战斗的节奏:多乐器自适应背景音乐的方法","authors":"Ibrahim Khan , Thai Van Nguyen , 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":"{\"title\":\"Fighting to the beat: Multi-instrumental adaptive background music approach\",\"authors\":\"Ibrahim Khan , Thai Van Nguyen , 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}","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}
Fighting to the beat: Multi-instrumental adaptive background music approach
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.
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.