989 research outputs found
Maximum entropy models capture melodic styles
We introduce a Maximum Entropy model able to capture the statistics of
melodies in music. The model can be used to generate new melodies that emulate
the style of the musical corpus which was used to train it. Instead of using
the body interactions of order Markov models, traditionally used in
automatic music generation, we use a nearest neighbour model with pairwise
interactions only. In that way, we keep the number of parameters low and avoid
over-fitting problems typical of Markov models. We show that long-range musical
phrases don't need to be explicitly enforced using high-order Markov
interactions, but can instead emerge from multiple, competing, pairwise
interactions. We validate our Maximum Entropy model by contrasting how much the
generated sequences capture the style of the original corpus without
plagiarizing it. To this end we use a data-compression approach to discriminate
the levels of borrowing and innovation featured by the artificial sequences.
The results show that our modelling scheme outperforms both fixed-order and
variable-order Markov models. This shows that, despite being based only on
pairwise interactions, this Maximum Entropy scheme opens the possibility to
generate musically sensible alterations of the original phrases, providing a
way to generate innovation
Music Generation by Deep Learning - Challenges and Directions
In addition to traditional tasks such as prediction, classification and
translation, deep learning is receiving growing attention as an approach for
music generation, as witnessed by recent research groups such as Magenta at
Google and CTRL (Creator Technology Research Lab) at Spotify. The motivation is
in using the capacity of deep learning architectures and training techniques to
automatically learn musical styles from arbitrary musical corpora and then to
generate samples from the estimated distribution. However, a direct application
of deep learning to generate content rapidly reaches limits as the generated
content tends to mimic the training set without exhibiting true creativity.
Moreover, deep learning architectures do not offer direct ways for controlling
generation (e.g., imposing some tonality or other arbitrary constraints).
Furthermore, deep learning architectures alone are autistic automata which
generate music autonomously without human user interaction, far from the
objective of interactively assisting musicians to compose and refine music.
Issues such as: control, structure, creativity and interactivity are the focus
of our analysis. In this paper, we select some limitations of a direct
application of deep learning to music generation, analyze why the issues are
not fulfilled and how to address them by possible approaches. Various examples
of recent systems are cited as examples of promising directions.Comment: 17 pages. arXiv admin note: substantial text overlap with
arXiv:1709.01620. Accepted for publication in Special Issue on Deep learning
for music and audio, Neural Computing & Applications, Springer Nature, 201
A Functional Taxonomy of Music Generation Systems
Digital advances have transformed the face of automatic music generation
since its beginnings at the dawn of computing. Despite the many breakthroughs,
issues such as the musical tasks targeted by different machines and the degree
to which they succeed remain open questions. We present a functional taxonomy
for music generation systems with reference to existing systems. The taxonomy
organizes systems according to the purposes for which they were designed. It
also reveals the inter-relatedness amongst the systems. This design-centered
approach contrasts with predominant methods-based surveys and facilitates the
identification of grand challenges to set the stage for new breakthroughs.Comment: survey, music generation, taxonomy, functional survey, survey,
automatic composition, algorithmic compositio
Generating all Possible Palindromes from Ngram Corpora
International audienceWe address the problem of generating all possible palindromes from a corpus of Ngrams. Palin-dromes are texts that read the same both ways. Short palindromes (" race car ") usually carry precise , significant meanings. Long palindromes are often less meaningful, but even harder to generate. The palindrome generation problem has never been addressed, to our knowledge, from a strictly combinatorial point of view. The main difficulty is that generating palindromes require the simultaneous consideration of two interrelated levels in a sequence: the " character " and the " word " levels. Although the problem seems very combina-torial, we propose an elegant yet non-trivial graph structure that can be used to generate all possible palindromes from a given corpus of Ngrams, with a linear complexity. We illustrate our approach with short and long palindromes obtained from the Google Ngram corpus. We show how we can control the semantics, to some extent, by using arbitrary text corpora to bias the probabilities of certain sets of words. More generally this work addresses the issue of modelling human virtuosity from a combinatorial viewpoint, as a means to understand human creativity
Melody Generation using an Interactive Evolutionary Algorithm
Music generation with the aid of computers has been recently grabbed the
attention of many scientists in the area of artificial intelligence. Deep
learning techniques have evolved sequence production methods for this purpose.
Yet, a challenging problem is how to evaluate generated music by a machine. In
this paper, a methodology has been developed based upon an interactive
evolutionary optimization method, with which the scoring of the generated
melodies is primarily performed by human expertise, during the training. This
music quality scoring is modeled using a Bi-LSTM recurrent neural network.
Moreover, the innovative generated melody through a Genetic algorithm will then
be evaluated using this Bi-LSTM network. The results of this mechanism clearly
show that the proposed method is able to create pleasurable melodies with
desired styles and pieces. This method is also quite fast, compared to the
state-of-the-art data-oriented evolutionary systems.Comment: 5 pages, 4 images, submitted to MEDPRAI2019 conferenc
Phylogeny reconstruction of the Schoeneae (Cyperaceae) with a focus on southern African genera
In this study both plastid and nuclear DNA sequences (rbcL, trnL-trnF, rps16, ITS and ETS) were analysed. New sequences were added to the matrix from Verboom (2006). Parsimony method was used for phylogeny reconstruction. Morphological characters were then optimised on the parsimony tree using both maximum likelihood and parsimony reconstruction. The Schoeneae is not monophyletic. Scleria may be included in the Schoeneae. Schoenus is probably not monophyletic as was suggested by morphological heterogeneity. It seems as though the Schoeneae ancestor probably had present leaf blades, leaves spread out wide along the stem and an open inflorescence. Further research needs to be done including the sampling of more taxa and more sequences. The monophyly of this tribe is still yet to be resolved. Lower taxonmic relationships need to be resolved further
Deep Learning Techniques for Music Generation -- A Survey
This paper is a survey and an analysis of different ways of using deep
learning (deep artificial neural networks) to generate musical content. We
propose a methodology based on five dimensions for our analysis:
Objective - What musical content is to be generated? Examples are: melody,
polyphony, accompaniment or counterpoint. - For what destination and for what
use? To be performed by a human(s) (in the case of a musical score), or by a
machine (in the case of an audio file).
Representation - What are the concepts to be manipulated? Examples are:
waveform, spectrogram, note, chord, meter and beat. - What format is to be
used? Examples are: MIDI, piano roll or text. - How will the representation be
encoded? Examples are: scalar, one-hot or many-hot.
Architecture - What type(s) of deep neural network is (are) to be used?
Examples are: feedforward network, recurrent network, autoencoder or generative
adversarial networks.
Challenge - What are the limitations and open challenges? Examples are:
variability, interactivity and creativity.
Strategy - How do we model and control the process of generation? Examples
are: single-step feedforward, iterative feedforward, sampling or input
manipulation.
For each dimension, we conduct a comparative analysis of various models and
techniques and we propose some tentative multidimensional typology. This
typology is bottom-up, based on the analysis of many existing deep-learning
based systems for music generation selected from the relevant literature. These
systems are described and are used to exemplify the various choices of
objective, representation, architecture, challenge and strategy. The last
section includes some discussion and some prospects.Comment: 209 pages. This paper is a simplified version of the book: J.-P.
Briot, G. Hadjeres and F.-D. Pachet, Deep Learning Techniques for Music
Generation, Computational Synthesis and Creative Systems, Springer, 201
Generating structured music for bagana using quality metrics based on Markov models.
This research is partially supported by the project Lrn2Cre8 which acknowledges the financial support of the Future and Emerging Technologies (FET) programme within the Seventh Framework Programme for Research of the European Commission, under FET Grant No. 610859
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