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Embracing the Bias of the Machine: Exploring Non-Human Fitness Functions

AAAI Conferences

Autonomous aesthetic evaluation is the Holy Grail of generative music, and one of the great challenges of computational creativity. Unlike most other computational activities, there is no notion of optimality in evaluating creative output: there are subjective impressions involved, and framing obviously plays a big role. When developing metacreative systems, a purely objective fitness function is not available: the designer is thus faced with how much of their own aesthetic to include. Can a generative system be free of the designer’s bias? This paper presents a system that incorporates an aesthetic selection process that allows for both human-designed and non-human fitness functions.


Music Design with Audio Oracle Using Information Rate

AAAI Conferences

In the proposed demo we will present a method for design of musical composition using the Audio Oracle (AO) - a machine improvisation method that constructs and produces variation from a music recording using a graph of repeated factors found in the recording. The compositional / improvisation use of AO involves controlling the rate of recombination, the length of common history (length of the repeated factors) and selection of regions in the AO where the machine operates. One of the challenges in working with AO is understanding the generative potential of different audio materials and marking and allocating regions in a recording where AO should operate to achieve the desired musical result. Recently we introduced a novel analysis method "on top" of the AO structure that captures aspects of order and complexity that we call Information Rate. This measure, belonging broadly to a field of study know as Musical Information Dynamics, is related to Bense formulation of aesthetics in terms of entropy and compression. In the demo we will briefly explain the theory behind Audio Oracle and Information Rate and demonstrate a process of designing a composition / structured improvisation based on analysis of the AO graph. In contrast to the usual live interaction method where both the audio input to the oracle and the improvisation are done "on the fly", in this presentation the audio analysis will be done prior to the presentation, while during the talk we will show the process of planning a composition and then do a live performance with the AO based on this design.


FreshJam: Suggesting Continuations of Melodic Fragments in a Specific Style

AAAI Conferences

Imagine that a budding composer suffers from writer's block partway through devising a melody. A system called FreshJam is demonstrated, which offers a solution to this problem in the form of an interactive composition assistant; an algorithm that analyzes the notes composed so far, makes a comparison with an indexed corpus of existing music, and suggests a possible next note by choosing randomly among continuations of matched melody fragments. We provide a demonstration of FreshJam as an aid in stylistic composition, and of its potential to be more iterative than existing composition assistants such as PG Music's Band in a Box or Microsoft's Songsmith.


Meta-Score, a Novel PWGL Editor Designed for the Structural, Temporal, and Procedural Description of a Musical Composition

AAAI Conferences

In this paper we introduce a prototype of ’meta-score’, a novel visual editor in PWGL, aimed at defining the structural, temporal and procedural properties of a musical composition. Meta-score is a music notation editor, thus, the score can be created manually by inputting the information using a GUI. However, meta-score extends the concept of a musical score so that the musical content can be defined not only manually but also procedurally. The composition is defined by placing scores (hence the name meta-score) on a timeline, creating dependencies between the objects, and defining the compositional processes associated with them. Meta-score presents the users with a three-stage compositional process beginning from the sketching of the overall structure along with the associated harmonic, rhythmic and melodic material; continuing with the procedural description of the composition and ending with the automatic production of the performance score. In this paper, we describe the present state of meta-score.


Quantum Composition and Improvisation

AAAI Conferences

Quantum mechanical systems exist as superpositions of complementary states that collapse to classical, concrete states upon becoming entangled with the measurement apparatus of observer-participants. A musical composition and its performance constitute a quantum system. Historically, conventional musical notation has presented the appearance of a composition as a deterministic, concrete entity, with interpretation approached as an extrinsic act. This historical perspective inhabits a subspace of the available quantum space. A quantum musical system unifies the composition, instruments, situated performance and perception as a superposition of musical events that collapses to concrete musical events via the interactions and perceptions of performers and audience. A composer captures superposed musical events via implicit or explicit conditional event probabilities, and human and/or machine performers create music by collapsing interrelated probabilities to zeros and ones via observer-participancy.


Computational Music Theory

AAAI Conferences

One of the goals of the study of music theory is to develop sets of rules to describe different styles of music. By formalising these rules so that their semantics are machine intelligible, it is possible to use computers to reason about and analyse these rules -- computational music theory. Anton is an automatic composition system based on this approach. It formalises the rules of Renaissance Counterpoint using AnsProlog and uses an answer set solver to compose pieces. This paper discusses Anton, presenting the ideas behind the system and focusing on the challenges of modelling and synthesising rhythm.


Creative Partnerships with Technology: How Creativity Is Enhanced Through Interactions with Generative Computational Systems

AAAI Conferences

This paper discusses emerging creative practices that involve interacting with generative computational systems, and the effect of such cybernetic interactions on our conceptions of creativity and agency. As computing systems have become more powerful in recent years, real time interaction with intelligent computational processes and models has emerged as a basis for innovative creative practices. Examples of these practices include interactive digital media installations, generative art works, live coding performances, virtual theatre, interactive cinema, and adaptive processes in computer games. In these types of activities computational systems have assumed a significant level of agency, or autonomy, that provoke questions about shared authorship and originality that are redefining our relationship with technologies and prompting new questions about human capabilities, values and the meaning of productive activities.


Maxine’s Turing Test – A Player-Program as Co-Ethnographer of Socio-Aesthetic Interaction in Improvised Music

AAAI Conferences

Beyond the goal of refining system design to the needs and tastes of users, user evaluation of interactive music systems offers a method of examining the nature of musical creativity as understood by its human practitioners. In the case of improvising music systems, user study and evaluation of a system’s ability to improvise may be useful in the ethnomusicological study of musical interaction in contemporary improvised music. A survey of preliminary findings based on the interactions of an improvising system, Maxine, with several improvisers is discussed, with results suggesting methodological reconfigurations of the purpose and goals of evaluating of interactive musical metacreations.


A Dataset for StarCraft AI and an Example of Armies Clustering

AAAI Conferences

This paper advocates the exploration of the full state of recorded real-time strategy (RTS) games, by human or robotic players, to discover how to reason about tactics and strategy. We present a dataset of StarCraft games encompassing the most of the games' state (not only player’s orders). We explain one of the possible usages of this dataset by clustering armies on their compositions. This reduction of armies compositions to mixtures of Gaussian allow for strate- gic reasoning at the level of the components. We evaluated this clustering method by predicting the outcomes of battles based on armies compositions' mixtures components.


CLASSQ-L: A Q-Learning Algorithm for Adversarial Real-Time Strategy Games

AAAI Conferences

We present CLASS Q-L (for: class Q-learning) an application of the Q-learning reinforcement learning algorithm to play complete Wargus games. Wargus is a real-time strategy game where players control armies consisting of units of different classes (e.g., archers, knights). CLASS Q-L uses a single table for each class  of unit so that each unit is controlled and updates its class’ Q-table. This enables rapid learning as in Wargus there are many units of the same class. We present initial results of CLASS Q-L against a variety of opponents.