2019
DOI: 10.1609/aiide.v15i1.5224
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GenerationMania: Learning to Semantically Choreograph

Abstract: Beatmania is a rhythm action game where players must reproduce some of the sounds of a song by pressing specific controller buttons at the correct time. In this paper we investigate the use of deep neural networks to automatically create game stages—called charts—for arbitrary pieces of music. Our technique uses a multi-layer feed-forward network trained on sound sequence summary statistics to predict which sounds in the music are to be played by the player and which will play automatically. We use another neu… Show more

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Cited by 6 publications
(4 citation statements)
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“…Lin et al [10] employed the concept called ''beat phase'' which is a similar concept to our method in that it uses musicology knowledge. Beat phase denotes the position of the target in relation to the temporal position between two beats.…”
Section: Related Workmentioning
confidence: 99%
“…Lin et al [10] employed the concept called ''beat phase'' which is a similar concept to our method in that it uses musicology knowledge. Beat phase denotes the position of the target in relation to the temporal position between two beats.…”
Section: Related Workmentioning
confidence: 99%
“…For instance, DDC utilized two separate machine learning models to solve the tasks of placing notes and note selection [2]. The chart generation model proposed for Maimai, however, resembles those utilized in GenerationMania and Beatmania IIDX [10]. In a more traditional rhythm game, the key players' input will directly influence the song.…”
Section: Chart Generation With Machine Learningmentioning
confidence: 99%
“…There have been a number of PCGML systems created for the task of chart generation for various rhythm games aside from our chosen approach, TaikoNation (Halina and Guzdial 2021). The majority of these prior works focus on subproblems in chart generation which are irrelevant to our editor, like sample classification (Lin, Xiao, and Riedl 2019) and improved onset detection (Liang, Li, and Ikeda 2019). The most general and applicable other choice of chart generation system utilizing PCGML is Donahue's Dance Dance Convolution (Donahue, Lipton, and McAuley 2017).…”
Section: Related Workmentioning
confidence: 99%
“…There has been prior work on automated chart creation (Donahue, Lipton, and McAuley 2017;Lin, Xiao, and Riedl 2019;Liang, Li, and Ikeda 2019), the most recent of which utilize procedural content generation via machine learning approaches (PCGML) (Summerville et al 2018). However, none of these systems include mixed-initiative co-creative functions beyond the selection of difficulty of a generated chart.…”
Section: Introductionmentioning
confidence: 99%