Artificial Music - University of Huddersfield Repository

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Artificial Music
A review of the use of Artificial Intelligence and
Artificial Life in Music
By
Dr. Jonathan P. Wakefield
Department of Engineering and Technology
School of Computing and Engineering
University of Huddersfield
Brainwaves
• Ideally would like a machine that can convert
imagined music into audio
• IBVA (Interactive Brainwaves Visual Analyser) is
a system that can map certain EEG
(electroencephalogram) signals to specific musical
actions. Need to attach electrodes on performers
scalp. User has to learn how to make their brain
give off the right electrical patterns to trigger the
desired musical events
Sound Design – SST design (1)
• Ricardo A. Garcia has undertaken work in
automatically designing Sound Synthesis
Techniques (SSTs)
• Basically he has a target sound he wants to
synthesise
• Views design as a search of a huge multidimensional SST space
• Work is at level of proof of concept
Sound Design – SST design (2)
How does it work?
1. Produce a population of random topologies
2. Then uses mathematical optimisation techniques to
determine parameters e.g. filter cutoff
3. Each candidate solution is evaluated using a fitness
function (error metric)
4. If you have a good solution then FINISH otherwise
allow best solutions to reproduce and mutate and
using the new population of candidate topologies go
back to step 2.
Sound Design – Exploring Sound
Space (1)
• Hardware and software synths are generally
hardwired with a particular SST e.g. subtractive,
additive, physical modelling …
• To generate useful and interesting sounds with a
new SST a user has to go through a learning curve
• James Mandelis has addressed this problem with
his Genophone hyperinstrument – it allows users
to perform sound design without understanding
the underlying form of synthesis
• Works at the level of System Exclusive messages
Sound Design – Exploring Sound
Space (2)
•
How does it work?
1. Start with population of hand crafted sounds
2. User evaluates each sound (parameter set)
3. User then selects which sounds (parameter
sets) s/he wants to use as parents
4. Selected parents generate new sounds
(parameter sets) by reproduction and
mutation
5. Repeat from 2 until happy with sound(s)
Performance Mappings (1)
• Controller assignments also need knowledge of
SST to map controls to useful combinations of
SST parameters
• Mandelis’ Genophone also allows the evolution of
performance mappings
• This is carried out in the same way as the
evolution of synthesis parameters and carried out
at the same time
• Uses a data glove with five flex sensors – one for
each finger.
Performance Mappings (2)
• These are interfaced to 5 control knobs on a
Korg Prophecy synth to make realtime
changes to sound
• Each controller can control 4 parameters
• This allows local exploration of the
soundspace with the previous “Sound
Design” stage allowing global exploration
of the soundspace
Computer-based DJ (1)
• Dave Cliff of Hewlett Packard ) has developed a
DJ computer system that sequences (i.e. chooses
tracks and in what order) and mixes (i.e. beat
matches and crossfades)
• In 2000 played off against a DJ in a club for New
Scientist (45 out of 72 clubbers spotted the
computer DJ, none of the DJ judges were fooled)
Computer-based DJ (2)
• In 2001 made a more sophisticated version
• Clubbers wear wristwatches to provide feedback.
Monitor their location, heart rate, perspiration and
an accelerometer monitors activity and
communicate to computer via bluetooth
• Splits songs into individual tracks eg. drums, bass,
vocals, keyboard hooks.
• HPDJ picks individual tracks and overlays them.
• Uses GA to evolve good music with clubbers
providing fitness function.
Composition – ATNs (1)
• David Cope has a piece of software called EMI
(Experiments in Musical Intelligence)
• It is derived from Mozart’s Dice Game but is
much more advanced
• Most importantly it doesn’t have a single fixed
phrase template
• Uses ATN = Augmented Transition Networks - a
technique used in natural language processing for
representing a formal grammar
Composition – ATNs (2)
• How does it work?
– Human decides on a set of example pieces for EMI to
analyse
– EMI searches through these pieces using a patternmatcher to find recurring templates of significant
length.
– EMI also builds up lists of all the alternative fragments
which can fit each slot in a template.
– EMI uses ATNs to specify order in which slots and
templates may be positioned
Composition – ATNs (3)
– The ATNs represent valid musical sequences in
a particular style and are used to generate music
in that style
– Final stage is pattern matcher which extracts
signatures from examples and then adds
signatures to generated pieces.
Composition – ATNs (4)
• Does it work?
– Produces convincing pieces in a composers
style
– Compared to a lesser human composer trying to
mimic a master
– Cope says “usually lacks the true spark of
genius”
– Requires human intervention in analysis stage
and in filtering compositions
Composition – Markov Chains
(1)
• Markov Chains are good at representing short
term musical patterns
• But have problems generating convincing
complete pieces
• Continuator, developed by Francois Pachet
exploits Markov chains’ good points whilst
avoiding its bad points
• Continuator is an interactive composition
instrument
Composition – Markov Chains
(2)
• Musician organises pieces high level structure
while Continuator “fills in the gaps”
• Bit like a much more advanced version of an
arpeggiator or auto-accompaniment system
• Automatically learns and imitates of musical
styles and the music it generates is stylistically
consistent
• But it is also a new kind of “instrument” that can
be played by a musician/composer and adapts
quickly to changes in rhythm, harmony or style
Composition – Markov Chains
(3)
• How does it work?
–
–
–
–
Continuator receives MIDI from musician
It segments MIDI into phrases
Analyses phrases and builds up Markov model
At same time, after a phrase is played in by the
musician, the continuator generates a
continuation based upon the Markov model
– The generated continuation is output as MIDI
to a synth
Interactive Composition –
Markov Chains (1)
• Instead of just using learnt Markov probabilities to
decide which of alternative continuations to play
can take into account notes currently being played
to take account of harmony
• Prob(x) = S*MarkovProb(x) + (1S)*(NoNotesInLast8 / 8)
• Varying S from 1 (automaton) to 0 (probability
totally based on input) gives different output
• User can vary S during a performance along with
switches to switch of learning or continuation
Interactive Composition –
Markov Chains (2)
• Does it work?
– Can produce a stream of notes where it is
usually not possible to tell what was played by
the user and what was played by the
Continuator
– Aha effect when musicians hear it echoing back
something they played earlier or realising it is
starting to play in their style
– Claimed to work with different styles
Composition – Cultural
Approach (1)
• Can evolve music using GAs using human as
fitness function but this is very time consuming –
can replace with a computer critic but this hasn’t
been very successful so far
• Cultural approach uses GAs and individuals
socially interact with their music
• Note: Music is meaningful to their world but not
necessarily ours
• Agents produce music which is evaluated by other
agents
Composition – Cultural
Approach (2)
• Todd and Werner – coevolved male
composers and female critics
• Composers have 32 note tune (from 2
octaves)
• Critics have expectations encoded as 1st
order Markov chain
• Surprise scoring method seems to work best
Composition – Cultural
Approach (3)
• How does it work?
– Composers initialised with random tunes
– Critics initialised with folk-tune melodies
– Each critic listens to a number of randomly selected
composers and selects one to mate with based on her
Markov chain
– Mate (and mutate) to produce one new child per pair
with randomly chosen sex
– Randomly kill off a third of population to return it to
previous size
Composition – Cultural
Approach (4)
• Eduardo Miranda has developed a mimetic
model
• Each agent stores its sound repertoire and
other parameters in memory
• Overtime the society builds up a repertoire
of common musical phrases
Composition – Cultural
Approach (5)
• How does it work?
– At each round agents pair up and …
– First agent plays a randomly chosen tune from its
repertoire (if rep is empty plays random tune)
– Second agent finds most similar tune in its rep
– First agent then compares the returned tune to its rep.
– If original tune is most similar then second agent will
reinforce the existence of the tune it sent out and also
try to modify it to be more like original
– Else the imitation fails
Computer critic (1)
• Hit Song Science is a piece of software by
Polyphonic HMI of Barcelona that can determine
whether a song is likely to be a hit record
• Software looks for underlying mathematical
patterns in music
• Use a hit database of 3.5 million songs from last
50 years.
• Songs with similar patterns in melody, harmony,
chord progression, brilliance, noise, fullness of
sound, beat, tempo, rhythm, octave, and pitch are
close to each other in the “Music Universe”.
Computer critic (2)
• They say that if you look at songs from just last 5
years, they are clustered into a limited number of
small groups spread across the “universe”.
• If you want a hit you need to position your song in
one of the clusters.
• What about somebody new and original? The next
big thing? Using the above just makes all music
end up being the same? They say this is NOT true
• They say that a good score HSS is only one part of
having a hit track.The other 2 are: a song must
sound good to humans and be well promoted
Track Recognition - Shazam
• Proprietary pattern recognition technology (patentpending) that can identify recorded audio even
under noisy conditions (in 30 seconds) and send
song and artist back as SMS message.
• Database contains over 1.7 million tracks, and is
growing with another 5,000 or so every week,
covers UK and German markets.
• Taken over a million calls in less than 9 months.