523 research outputs found
The Skipping Behavior of Users of Music Streaming Services and its Relation to Musical Structure
The behavior of users of music streaming services is investigated from the
point of view of the temporal dimension of individual songs; specifically, the
main object of the analysis is the point in time within a song at which users
stop listening and start streaming another song ("skip"). The main contribution
of this study is the ascertainment of a correlation between the distribution in
time of skipping events and the musical structure of songs. It is also shown
that such distribution is not only specific to the individual songs, but also
independent of the cohort of users and, under stationary conditions, date of
observation. Finally, user behavioral data is used to train a predictor of the
musical structure of a song solely from its acoustic content; it is shown that
the use of such data, available in large quantities to music streaming
services, yields significant improvements in accuracy over the customary
fashion of training this class of algorithms, in which only smaller amounts of
hand-labeled data are available
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
RoboJam: A Musical Mixture Density Network for Collaborative Touchscreen Interaction
RoboJam is a machine-learning system for generating music that assists users
of a touchscreen music app by performing responses to their short
improvisations. This system uses a recurrent artificial neural network to
generate sequences of touchscreen interactions and absolute timings, rather
than high-level musical notes. To accomplish this, RoboJam's network uses a
mixture density layer to predict appropriate touch interaction locations in
space and time. In this paper, we describe the design and implementation of
RoboJam's network and how it has been integrated into a touchscreen music app.
A preliminary evaluation analyses the system in terms of training, musical
generation and user interaction
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
Régularité, génération de documents, et Cyc
Nous nous intéressons à la modélisation des réseaux hiérarchiques, et avons développé un modèle de hiérarchies sémantiques basé sur la RÉGULARITÉ, une généralisation de l’héritage [MIL 88a]. Nous nous intéressons également à la génération de documents séquentiels structurés à partir de documents hypertextes en utilisant la sémantique des liens hypertextes pour structurer la présentation [MIL 90b]. Nous avons acquis une copie de la base de connaissances CYC [LEN 90a] dans le but de: 1) utiliser le réseau sémantique sous-jacent à CYC pour aider à la génération de textes, et 2) tester\ud
l’hypothèse de la régularité. Ironiquement, la taille gigantesque de CYC a forcé ses concepteurs d’adopter des optimisations d’implantation qui la rendent peu adaptée aux explorations logiques profondes requises par la génération de textes. Par ailleurs, l’étude des patrons de régularité dans CYC nous a amené à généraliser la notion de régularité, et à formuler un certain nombre d’hypothèses quant à la structure logique de la base de connaissances
Action Identity in Style Simulation Systems: Do Players Consider Machine-Generated Music As of Their Own Style?
The generation of musical material in a given style has been the subject of many studies with the increased sophistication of artificial intelligence models of musical style. In this paper we address a question of primary importance for artificial intelligence and music psychology: can such systems generate music that users indeed consider as corresponding to their own style? We address this question through an experiment involving both performance and recognition tasks with musically naïve school-age children. We asked 56 children to perform a free-form improvisation from which two kinds of music excerpt were created. One was a mere recording of original performances. The other was created by a software program designed to simulate the participants' style, based on their original performances. Two hours after the performance task, the children completed the recognition task in two conditions, one with the original excerpts and one with machine-generated music. Results indicate that the success rate is practically equivalent in two conditions: children tended to make correct attribution of the excerpts to themselves or to others, whether the music was human-produced or machine-generated (mean accuracy = 0.75 and = 0.71, respectively). We discuss this equivalence in accuracy for machine-generated and human produced music in the light of the literature on memory effects and action identity which addresses the recognition of one's own production
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
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