76 research outputs found

    AI Methods in Algorithmic Composition: A Comprehensive Survey

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    Algorithmic composition is the partial or total automation of the process of music composition by using computers. Since the 1950s, different computational techniques related to Artificial Intelligence have been used for algorithmic composition, including grammatical representations, probabilistic methods, neural networks, symbolic rule-based systems, constraint programming and evolutionary algorithms. This survey aims to be a comprehensive account of research on algorithmic composition, presenting a thorough view of the field for researchers in Artificial Intelligence.This study was partially supported by a grant for the MELOMICS project (IPT-300000-2010-010) from the Spanish Ministerio de Ciencia e Innovación, and a grant for the CAUCE project (TSI-090302-2011-8) from the Spanish Ministerio de Industria, Turismo y Comercio. The first author was supported by a grant for the GENEX project (P09-TIC- 5123) from the Consejería de Innovación y Ciencia de Andalucía

    Computational Systems for Music Improvisation

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    Computational music systems that afford improvised creative interaction in real time are often designed for a specific improviser and performance style. As such the field is diverse, fragmented and lacks a coherent framework. Through analysis of examples in the field we identify key areas of concern in the design of new systems, which we use as categories in the construction of a taxonomy. From our broad overview of the field we select significant examples to analyse in greater depth. This analysis serves to derive principles that may aid designers scaffold their work on existing innovation. We explore successful evaluation techniques from other fields and describe how they may be applied to iterative design processes for improvisational systems. We hope that by developing a more coherent design and evaluation process, we can support the next generation of improvisational music systems

    Experience Driven Design of Creative Systems

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    The key contribution of this paper is to describe and demonstrate a novel application of grounded theory to the analysis of a human/machine music performance. Rather than attempting to measure the ‘creativity’ of our machine improviser, we instead proposed an investigation of the experiences of humans- in this case the designer, the performer and the listener. We report the design of an AI system chosen to perform in a specific creative context - a jazz-inflected musical performance in this case - and explore the specific experiences of these human actors through the performance itself. The performance is one which is a commonplace one where a single human musician interacts and performs with a single autonomous system. We describe this system which improvises by training pitch and event sequence models in real time from a live audio input and then uses a riffing behaviour to generate output in the form of note sequences with varying timbre. However, the main thrust of this paper is to propose a new methodology for understanding the role of the system through the interplay of experiences of audience, designer and performer throughout the performance, and describe how our time based media annotation system can be used to support that methodology. We present the results of this grounded ontology methodology applied to the text-based commentaries between system engineer, performer and listener. We argue that by developing an understanding of these inter-related experiences we can understand the desired and potential role of computational systems in creative contexts which can help in the design of new systems and help us curate new kinds of performance scenarios

    Computational composition strategies in audiovisual laptop performance

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    We live in a cultural environment in which computer based musical performances have become ubiquitous. Particularly the use of laptops as instruments is a thriving practice in many genres and subcultures. The opportunity to command the most intricate level of control on the smallest of time scales in music composition and computer graphics introduces a number of complexities and dilemmas for the performer working with algorithms. Writing computer code to create audiovisuals offers abundant opportunities for discovering new ways of expression in live performance while simultaneously introducing challenges and presenting the user with difficult choices. There are a host of computational strategies that can be employed in live situations to assist the performer, including artificially intelligent performance agents who operate according to predefined algorithmic rules. This thesis describes four software systems for real time multimodal improvisation and composition in which a number of computational strategies for audiovisual laptop performances is explored and which were used in creation of a portfolio of accompanying audiovisual compositions

    Automatic Programming of VST Sound Synthesizers using Deep Networks and Other Techniques

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    Programming sound synthesizers is a complex and time-consuming task. Automatic synthesizer programming in- volves finding parameters for sound synthesizers using algorith- mic methods. Sound matching is one application of automatic programming, where the aim is to find the parameters for a synthesizer that cause it to emit as close a sound as possible to a target sound. We describe and compare several sound matching techniques that can be used to automatically program the Dexed synthesizer, which is a virtual model of a Yamaha DX7. The techniques are a hill climber, a genetic algorithm and three deep neural networks that have not been applied to the problem before. We define a sound matching task based on six sets of sounds, which we derived from increasingly complex configurations of the Dexed synthesis algorithm. A bidirectional, long short-term memory network (LSTM) with highway layers performed better than any other technique and was able to match sounds closely in 25% of the test cases. This network was also able to match sounds in near real time, once trained, which provides a significant speed advantage over previously reported techniques that are based on search heuristics. We also describe our open source framework which makes it possible to repeat our study, and to adapt it to different synthesizers and algorithmic programming techniques

    Automated manipulation of musical grammars to support episodic interactive experiences

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    Music is used to enhance the experience of participants and visitors in a range of settings including theatre, film, video games, installations and theme parks. These experiences may be interactive, contrastingly episodic and with variable duration. Hence, the musical accompaniment needs to be dynamic and to transition between contrasting music passages. In these contexts, computer generation of music may be necessary for practical reasons including distribution and cost. Automated and dynamic composition algorithms exist but are not well-suited to a highly interactive episodic context owing to transition-related problems including discontinuity, abruptness, extended repetitiveness and lack of musical granularity and musical form. Addressing these problems requires algorithms capable of reacting to participant behaviour and episodic change in order to generate formic music that is continuous and coherent during transitions. This thesis presents the Form-Aware Transitioning and Recovering Algorithm (FATRA) for realtime, adaptive, form-aware music generation to provide continuous musical accompaniment in episodic context. FATRA combines stochastic grammar adaptation and grammar merging in real time. The Form-Aware Transition Engine (FATE) implementation of FATRA estimates the time-occurrence of upcoming narrative transitions and generates a harmonic sequence as narrative accompaniment with a focus on coherent, form-aware music transitioning between music passages of contrasting character. Using FATE, FATRA has been evaluated in three perceptual user studies: An audioaugmented real museum experience, a computer-simulated museum experience and a music-focused online study detached from narrative. Music transitions of FATRA were benchmarked against common approaches of the video game industry, i.e. crossfading and direct transitions. The participants were overall content with the music of FATE during their experience. Transitions of FATE were significantly favoured against the crossfading benchmark and competitive against the direct transitions benchmark, without statistical significance for the latter comparison. In addition, technical evaluation demonstrated capabilities of FATRA including form generation, repetitiveness avoidance and style/form recovery in case of falsely predicted narrative transitions. Technical results along with perceptual preference and competitiveness against the benchmark approaches are deemed as positive and the structural advantages of FATRA, including form-aware transitioning, carry considerable potential for future research

    Interfacing Jazz: A Study in Computer-Mediated Jazz Music Creation And Performance

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    O objetivo central desta dissertação é o estudo e desenvolvimento de algoritmos e interfaces mediados por computador para performance e criação musical. É sobretudo centrado em acompanhamentos em Jazz clássico e explora um meta-controlo dos parâmetros musicais como forma de potenciar a experiência de tocar Jazz por músicos e não-músicos, quer individual quer coletivamente. Pretende contribuir para a pesquisa existente nas áreas de geração automática de música e de interfaces para expressão musical, apresentando um conjunto de algoritmos e interfaces de controlo especialmente criados para esta dissertação. Estes algoritmos e interfaces implementam processos inteligentes e musicalmente informados, para gerar eventos musicais sofisticados e corretos musical estilisticamente, de forma automática, a partir de um input simplificado e intuitivo do utilizador, e de forma coerente gerir a experiência de grupo, estabelecendo um controlo integrado sobre os parâmetros globais. A partir destes algoritmos são apresentadas propostas para diferentes aplicações dos conceitos e técnicas, de forma a ilustrar os benefícios e potencial da utilização de um meta-controlo como extensão dos paradigmas existentes para aplicações musicais, assim como potenciar a criação de novos. Estas aplicações abordam principalmente três áreas onde a música mediada por computador pode trazer grandes benefícios, nomeadamente a performance, a criação e a educação. Uma aplicação, PocketBand, implementada no ambiente de programação Max, permite a um grupo de utilizadores tocarem em grupo como uma banda de jazz, quer sejam ou não treinados musicalmente, cada um utilizando um teclado de computador ou um dispositivo iOS multitoque. O segundo protótipo visa a utilização em contextos coletivos e participativos. Trata-se de uma instalação para vários utilizadores, para ecrã multitoque, intitulada MyJazzBand, que permite até quatro utilizadores tocarem juntos como membros de uma banda de jazz virtual. Ambas as aplicações permitem que os utilizadores experienciem e participem de forma eficaz como músicos de jazz, quer sejam ou não músicos profissionais. As aplicações podem ser utilizadas para fins educativos, seja como um sistema de acompanhamento automático em tempo real para qualquer instrumentista ou cantor, seja como uma fonte de informação para procedimentos harmónicos, ou como uma ferramenta prática para criar esboços ou conteúdos para aulas. Irei também demonstrar que esta abordagem reflete uma tendência crescente entre as empresas de software musical comercial, que já começaram a explorar a mediação por computador e algoritmos musicais inteligentes.Abstract : This dissertation focuses on the study and development of computer-mediated interfaces and algorithms for music performance and creation. It is mainly centered on traditional Jazz music accompaniment and explores the meta-control over musical events to potentiate the rich experience of playing jazz by musicians and non-musicians alike, both individually and collectively. It aims to complement existing research on automatic generation of jazz music and new interfaces for musical expression, by presenting a group of specially designed algorithms and control interfaces that implement intelligent, musically informed processes to automatically produce sophisticated and stylistically correct musical events. These algorithms and control interfaces are designed to have a simplified and intuitive input from the user, and to coherently manage group playing by establishing an integrated control over global common parameters. Using these algorithms, two proposals for different applications are presented, in order to illustrate the benefits and potential of this meta-control approach to extend existing paradigms for musical applications, as well as to create new ones. These proposals focus on two main perspectives where computer-mediated music can benefit by using this approach, namely in musical performance and creation, both of which can also be observed from an educational perspective. A core framework, implemented in the Max programming environment, integrates all the functionalities of the instrument algorithms and control strategies, as well as global control, synchronization and communication between all the components. This platform acts as a base, from which different applications can be created. For this dissertation, two main application concepts were developed. The first, PocketBand, has a single-user, one-man-band approach, where a single interface allows a single user to play up to three instruments. This prototype application, for a multi- touch tablet, was the test bed for several experiments with the user interface and playability issues that helped define and improve the mediated interface concept and the instrument algorithms. The second prototype aims the creation of a collective experience. It is a multi-user installation for a multi-touch table, called MyJazzBand, that allows up to four users to play together as members of a virtual jazz band. Both applications allow the users to experience and effectively participate as jazz band musicians, whether they are musically trained or not. The applications can be used for educational purposes, whether as a real-time accompaniment system for any jazz instrument practitioner or singer, as a source of information for harmonic procedures, or as a practical tool for creating quick arrangement drafts or music lesson contents. I will also demonstrate that this approach reflects a growing trend on commercial music software that has already begun to explore and implement mediated interfaces and intelligent music algorithms

    AN APPROACH TO MACHINE DEVELOPMENT OF MUSICAL ONTOGENY

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    This Thesis pursues three main objectives: (i) to use computational modelling to explore how music is perceived, cognitively processed and created by human beings; (ii) to explore interactive musical systems as a method to model and achieve the transmission of musical influence in artificial worlds and between humans and machines; and (iii) to experiment with artificial and alternative developmental musical routes in order to observe the evolution of musical styles. In order to achieve these objectives, this Thesis introduces a new paradigm for the design of computer interactive musical systems called the Ontomemetical Model of Music Evolution - OMME, which includes the fields of musical ontogenesis and memetlcs. OMME-based systems are designed to artificially explore the evolution of music centred on human perceptive and cognitive faculties. The potential of the OMME is illustrated with two interactive musical systems, the Rhythmic Meme Generator (RGeme) and the Interactive Musical Environments (iMe). which have been tested in a series of laboratory experiments and live performances. The introduction to the OMME is preceded by an extensive and critical overview of the state of the art computer models that explore musical creativity and interactivity, in addition to a systematic exposition of the major issues involved in the design and implementation of these systems. This Thesis also proposes innovative solutions for (i) the representation of musical streams based on perceptive features, (ii) music segmentation, (iii) a memory-based music model, (iv) the measure of distance between musical styles, and (v) an impi*ovisation-based creative model
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