2020
DOI: 10.1109/tg.2019.2921979
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Adaptive Music Composition for Games

Abstract: The generation of music that adapts dynamically to content and actions has an important role in building more immersive, memorable and emotive game experiences. To date, the development of adaptive music systems for video games is limited by both the nature of algorithms used for real-time music generation and the limited modelling of player action, game world context and emotion in current games. We propose that these issues must be addressed in tandem for the quality and flexibility of adaptive game music to… Show more

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Cited by 26 publications
(15 citation statements)
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“…The only surveyed game music generation system based on artificial neural networks is Adaptive Music System (AMS) by Hutchings and McCormack [8] and it will be summarized in next section (Section II-B). Generative music is more general and adaptive than precomposed composed adaptive music, but is also more difficult to control and more computing demanding.…”
Section: A Adaptive Versus Generativementioning
confidence: 99%
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“…The only surveyed game music generation system based on artificial neural networks is Adaptive Music System (AMS) by Hutchings and McCormack [8] and it will be summarized in next section (Section II-B). Generative music is more general and adaptive than precomposed composed adaptive music, but is also more difficult to control and more computing demanding.…”
Section: A Adaptive Versus Generativementioning
confidence: 99%
“…Activation spreads as a function of the number of mediating edges and their weights. As explained in [8]: "Spreading activation models don't require logical structuring of concepts into classes or defining features, making it possible to add content based on context rather than structure. For example, if a player builds a house out of blocks in Minecraft, it does not need to be identified as a house.…”
Section: B Architecture Of the Adaptive Music Systemmentioning
confidence: 99%
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“…While the cases surveyed in Section IV focused mostly on the generation of levels and visuals, it is important to explore how QD algorithms can work with different facets of game content such as rules [50], music [51], etc. These facets come with their own challenges in defining quality or diversity.…”
Section: Open Problems and Outlookmentioning
confidence: 99%
“…Similarly, we can let another experienced developer to process the jobs of modeling all the different civilians. For more research into game development, please refer to [28][29][30][31][32][33][34][35][36].…”
Section: Related Workmentioning
confidence: 99%