358 research outputs found

    Deep Learning Techniques for Music Generation -- A Survey

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    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

    A general framework for learning prosodic-enhanced representation of rap lyrics

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    © 2019, Springer Science+Business Media, LLC, part of Springer Nature. Learning and analyzing rap lyrics is a significant basis for many Web applications, such as music recommendation, automatic music categorization, and music information retrieval, due to the abundant source of digital music in the World Wide Web. Although numerous studies have explored the topic, knowledge in this field is far from satisfactory, because critical issues, such as prosodic information and its effective representation, as well as appropriate integration of various features, are usually ignored. In this paper, we propose a hierarchical attention variational a utoe ncoder framework (HAVAE), which simultaneously considers semantic and prosodic features for rap lyrics representation learning. Specifically, the representation of the prosodic features is encoded by phonetic transcriptions with a novel and effective strategy (i.e., rhyme2vec). Moreover, a feature aggregation strategy is proposed to appropriately integrate various features and generate prosodic-enhanced representation. A comprehensive empirical evaluation demonstrates that the proposed framework outperforms the state-of-the-art approaches under various metrics in different rap lyrics learning tasks

    Generating Multi-Agent Trajectories using Programmatic Weak Supervision

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    We study the problem of training sequential generative models for capturing coordinated multi-agent trajectory behavior, such as offensive basketball gameplay. When modeling such settings, it is often beneficial to design hierarchical models that can capture long-term coordination using intermediate variables. Furthermore, these intermediate variables should capture interesting high-level behavioral semantics in an interpretable and manipulatable way. We present a hierarchical framework that can effectively learn such sequential generative models. Our approach is inspired by recent work on leveraging programmatically produced weak labels, which we extend to the spatiotemporal regime. In addition to synthetic settings, we show how to instantiate our framework to effectively model complex interactions between basketball players and generate realistic multi-agent trajectories of basketball gameplay over long time periods. We validate our approach using both quantitative and qualitative evaluations, including a user study comparison conducted with professional sports analysts
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