65 research outputs found

    Functional Scaffolding for Musical Composition: A New Approach in Computer-Assisted Music Composition

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    While it is important for systems intended to enhance musical creativity to define and explore musical ideas conceived by individual users, many limit musical freedom by focusing on maintaining musical structure, thereby impeding the user\u27s freedom to explore his or her individual style. This dissertation presents a comprehensive body of work that introduces a new musical representation that allows users to explore a space of musical rules that are created from their own melodies. This representation, called functional scaffolding for musical composition (FSMC), exploits a simple yet powerful property of multipart compositions: The pattern of notes and rhythms in different instrumental parts of the same song are functionally related. That is, in principle, one part can be expressed as a function of another. Music in FSMC is represented accordingly as a functional relationship between an existing human composition, or scaffold, and an additional generated voice. This relationship is encoded by a type of artificial neural network called a compositional pattern producing network (CPPN). A human user without any musical expertise can then explore how these additional generated voices should relate to the scaffold through an interactive evolutionary process akin to animal breeding. The utility of this insight is validated by two implementations of FSMC called NEAT Drummer and MaestroGenesis, that respectively help users tailor drum patterns and complete multipart arrangements from as little as a single original monophonic track. The five major contributions of this work address the overarching hypothesis in this dissertation that functional relationships alone, rather than specialized music theory, are sufficient for generating plausible additional voices. First, to validate FSMC and determine whether plausible generated voices result from the human-composed scaffold or intrinsic properties of the CPPN, drum patterns are created with NEAT Drummer to accompany several different polyphonic pieces. Extending the FSMC approach to generate pitched voices, the second contribution reinforces the importance of functional transformations through quality assessments that indicate that some partially FSMC-generated pieces are indistinguishable from those that are fully human. While the third contribution focuses on constructing and exploring a space of plausible voices with MaestroGenesis, the fourth presents results from a two-year study where students discuss their creative experience with the program. Finally, the fifth contribution is a plugin for MaestroGenesis called MaestroGenesis Voice (MG-V) that provides users a more natural way to incorporate MaestroGenesis in their creative endeavors by allowing scaffold creation through the human voice. Together, the chapters in this dissertation constitute a comprehensive approach to assisted music generation, enabling creativity without the need for musical expertise

    Designer modeling for personalized game content creation tools

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    With the growing use of automated content creation and computer-aided design tools in game development, there is potential for enhancing the design process through personalized interactions between the software and the game developer. This paper proposes designer modeling for capturing the designer’s preferences, goals and processes from their interaction with a computer- aided design tool, and suggests methods and domains within game development where such a model can be applied. We describe how designer modeling could be integrated with current work on automated and mixed- initiative content creation, and envision future directions which focus on personalizing the processes to a designer’s particular wishes.peer-reviewe

    ChatGPT and Other Large Language Models as Evolutionary Engines for Online Interactive Collaborative Game Design

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    Large language models (LLMs) have taken the scientific world by storm, changing the landscape of natural language processing and human-computer interaction. These powerful tools can answer complex questions and, surprisingly, perform challenging creative tasks (e.g., generate code and applications to solve problems, write stories, pieces of music, etc.). In this paper, we present a collaborative game design framework that combines interactive evolution and large language models to simulate the typical human design process. We use the former to exploit users' feedback for selecting the most promising ideas and large language models for a very complex creative task - the recombination and variation of ideas. In our framework, the process starts with a brief and a set of candidate designs, either generated using a language model or proposed by the users. Next, users collaborate on the design process by providing feedback to an interactive genetic algorithm that selects, recombines, and mutates the most promising designs. We evaluated our framework on three game design tasks with human designers who collaborated remotely.Comment: (Submitted

    Worldwide Infrastructure for Neuroevolution: A Modular Library to Turn Any Evolutionary Domain into an Online Interactive Platform

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    Across many scientific disciplines, there has emerged an open opportunity to utilize the scale and reach of the Internet to collect scientific contributions from scientists and non-scientists alike. This process, called citizen science, has already shown great promise in the fields of biology and astronomy. Within the fields of artificial life (ALife) and evolutionary computation (EC) experiments in collaborative interactive evolution (CIE) have demonstrated the ability to collect thousands of experimental contributions from hundreds of users across the glob. However, such collaborative evolutionary systems can take nearly a year to build with a small team of researchers. This dissertation introduces a new developer framework enabling researchers to easily build fully persistent online collaborative experiments around almost any evolutionary domain, thereby reducing the time to create such systems to weeks for a single researcher. To add collaborative functionality to any potential domain, this framework, called Worldwide Infrastructure for Neuroevolution (WIN), exploits an important unifying principle among all evolutionary algorithms: regardless of the overall methods and parameters of the evolutionary experiment, every individual created has an explicit parent-child relationship, wherein one individual is considered the direct descendant of another. This principle alone is enough to capture and preserve the relationships and results for a wide variety of evolutionary experiments, while allowing multiple human users to meaningfully contribute. The WIN framework is first validated through two experimental domains, image evolution and a new two-dimensional virtual creature domain, Indirectly Encoded SodaRace (IESoR), that is shown to produce a visually diverse variety of ambulatory creatures. Finally, an Android application built with WIN, filters, allows users to interactively evolve custom image effects to apply to personalized photographs, thereby introducing the first CIE application available for any mobile device. Together, these collaborative experiments and new mobile application establish a comprehensive new platform for evolutionary computation that can change how researchers design and conduct citizen science online

    MUSIC-MAS: Modelling a Harmonic Composition System with Virtual Organizations to Assist Novice Composers

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    Many music students today experience difficulties in composing melodies without a prior harmonical guide. While harmony can be helpful in creating a melody the generation of harmony is challenging due to the many factors that must be taken into account, such as style, harmonic functions, musical consonance or aesthetics. Although various solutions have been proposed in the past, our study employs a different expert solution based on virtual organizations to make musical harmonies, which can assist novice improvisers and/or composers. The virtual organizations are implemented with Multi-Agent System (MAS) using PANGEA (Platform for Automatic coNstruction of orGanizations of intElligent Agents), a platform to develop different multiagent systems. The main goal is to simulate an expert multiagent system that can compose harmony following specific rules. To do so, the Harmony Search Algorithm is implemented as the main behavior of the composer agent, and adapted to a Belief-Desire-Intention architecture. The application of a VO has not been previously used in the development of this kind of expert system in music. We measured the quality of the music obtained, by minimizing a mathematical function. Additionally, we developed an evaluation test that positively validates the musical results from the perspective of consonance and usefulness of the composers

    Novelty-assisted Interactive Evolution Of Control Behaviors

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    The field of evolutionary computation is inspired by the achievements of natural evolution, in which there is no final objective. Yet the pursuit of objectives is ubiquitous in simulated evolution because evolutionary algorithms that can consistently achieve established benchmarks are lauded as successful, thus reinforcing this paradigm. A significant problem is that such objective approaches assume that intermediate stepping stones will increasingly resemble the final objective when in fact they often do not. The consequence is that while solutions may exist, searching for such objectives may not discover them. This problem with objectives is demonstrated through an experiment in this dissertation that compares how images discovered serendipitously during interactive evolution in an online system called Picbreeder cannot be rediscovered when they become the final objective of the very same algorithm that originally evolved them. This negative result demonstrates that pursuing an objective limits evolution by selecting offspring only based on the final objective. Furthermore, even when high fitness is achieved, the experimental results suggest that the resulting solutions are typically brittle, piecewise representations that only perform well by exploiting idiosyncratic features in the target. In response to this problem, the dissertation next highlights the importance of leveraging human insight during search as an alternative to articulating explicit objectives. In particular, a new approach called novelty-assisted interactive evolutionary computation (NA-IEC) combines human intuition with a method called novelty search for the first time to facilitate the serendipitous discovery of agent behaviors. iii In this approach, the human user directs evolution by selecting what is interesting from the on-screen population of behaviors. However, unlike in typical IEC, the user can then request that the next generation be filled with novel descendants, as opposed to only the direct descendants of typical IEC. The result of such an approach, unconstrained by a priori objectives, is that it traverses key stepping stones that ultimately accumulate meaningful domain knowledge. To establishes this new evolutionary approach based on the serendipitous discovery of key stepping stones during evolution, this dissertation consists of four key contributions: (1) The first contribution establishes the deleterious effects of a priori objectives on evolution. The second (2) introduces the NA-IEC approach as an alternative to traditional objective-based approaches. The third (3) is a proof-of-concept that demonstrates how combining human insight with novelty search finds solutions significantly faster and at lower genomic complexities than fully-automated processes, including pure novelty search, suggesting an important role for human users in the search for solutions. Finally, (4) the NA-IEC approach is applied in a challenge domain wherein leveraging human intuition and domain knowledge accelerates the evolution of solutions for the nontrivial octopus-arm control task. The culmination of these contributions demonstrates the importance of incorporating human insights into simulated evolution as a means to discovering better solutions more rapidly than traditional approaches

    Leveraging Human Insights by Combining Multi-Objective Optimization with Interactive Evolution

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    Deceptive fitness landscapes are a growing concern for evolutionary computation. Recent work has shown that combining human insights with short-term evolution has a synergistic effect that accelerates the discovery of solutions. While humans provide rich insights, they fatigue easily. Previous work reduced the number of human evaluations by evolving a diverse set of candidates via intermittent searches for novelty. While successful at evolving solutions for a deceptive maze domain, this approach lacks the ability to measure what the human evaluator identifies as important. The key insight here is that multi-objective evolutionary algorithms foster diversity, serving as a surrogate for novelty, while measuring user preferences. This approach, called Pareto Optimality-Assisted Interactive Evolutionary Computation (POA-IEC), allows users to identify candidates that they feel are promising. Experimental results reveal that POA-IEC finds solutions in fewer evaluations than previous approaches, and that the non-dominated set is significantly more novel than the dominated set. In this way, POA-IEC simultaneously leverages human insights while quantifying their preferences

    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

    The Responses and Reflections of Two Students with Autism Based on their Experiences Creating, Performing, and Responding to Music: A Multiple Case Study

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    The purpose of this study was to describe the responses and reflections of two middle school students with autism as they created, performed, and responded to music during a series of six lessons. A multiple case study methodology was employed. The data collected included audio and video recordings of interviews and lessons, field notes, and work samples. Within-case analyses revealed that one participant communicated primarily through the use of musical and non-verbal modes, with varied levels of communication through words, while the second participant communicated largely through written and spoken language. Four cross-case themes emerged: voluntary cooperative learning style, awareness of popular music culture, sanguine affects, and unique, but functioning responsive and reflective capacities. The findings indicated that both students' were descriptive, reflective, associative, creative, emotive and empathetic in their own way, and this provided insight into their learning style. Implications for music education and suggestions for future research are provided
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