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270 IEEE TRANSACTIONS ON GAMES, VOL. 12, NO. 3, SEPTEMBER 2020
Adaptive Music Composition for Games
Patrick Edward Hutchings and Jon McCormack
Abstract—The generation of music that adapts dynamically to
content and actions has an important role in building more im-
mersive, memorable, and emotive game experiences. To date, the
development of adaptive music systems (AMSs) for video games is
limited both by the nature of algorithms used for real-time music
generation and the limited modeling of player action, game-world
context, and emotion in current games. We propose that these is-
sues must be addressed in tandem for the quality and flexibility of
adaptive game music to significantly improve. Cognitive models of
knowledge organization and emotional effect are integrated with
multimodal, multiagent composition techniques to produce a novel
AMS. The system is integrated into two stylistically distinct games.
Gamers reported an overall higher immersion and correlation of
music with game-world concepts with the AMS than that with the
original game soundtracks in both the games.
Index Terms—Agent-based modeling, computer generated
music, neural networks.
I. INTRODUCTION
VIDEO game experiences are increasingly becoming dy-
namic and player directed, incorporating user-generated
content and branching decision trees that result in complex and
emergent narratives [1]. Player-directed events can be limitless
in scope, but their significance to the player may be similar
or greater than those directly designed by the game’s develop-
ers. Game music, however, continues to have far less structural
dynamism than that in many other aspects of the gaming expe-
rience, limiting the effects that unique, context-specific music
scores can add to gameplay. Why should not unpredicted, emer-
gent moments have unique musical identities? As the sound-
track is an inseparable facet of the shower scene in Hitchcock’s
“Psycho,” context-specific music can help create memorable and
powerful experiences that actively engage multiple senses.
Significant, documented effects on memory [2], immersion
[3], and emotion perception [4] can be achieved by combining
visual content and narrative events with music containing spe-
cific emotive qualities and associations. In games, music can
also be assessed in terms of narrative fit and functional fit—how
sound supports playing [5]. The current standard practice of con-
structing music for games by starting music tracks or layers with
explicitly defined event triggers allows for a range of expected
Manuscript received August 24, 2018; revised March 3, 2019; accepted April
8, 2019. Date of publication June 25, 2019; date of current version September 15,
2020. This work was supported by an Australian Research Council Discovery
Grant DP160100166. (Corresponding author: Jon McCormack.)
The authors are with the Faculty of Information Technology, Monash Uni-
versity, Caulfield East, Vic. 3145 Australia (e-mail: patrick.hutchings@monash.
edu; jon.mccormack@monash.edu).
This paper has supplementary downloadable material available at
http://ieeexplore.ieee.org, provided by the authors
Digital Object Identifier 10.1109/TG.2019.2921979
situations to be scored with high confidence of musical qual-
ity. However, this introduces extensive repetition and inability
to produce unique musical moments for a range of unpredicted
events.
In this paper, we present an adaptive music system (AMS)
based on cognitive models of emotion and knowledge orga-
nization in combination with a multiagent algorithmic music
composition and arranging system. We propose that a miss-
ing, essential step in producing affective music scores for video
games is a communicative model for relating events, contents,
and moods of game situations to the emotional language of
music. This would support the creation of unique musical mo-
ments that reference past situations and established relationships
without excessive repetition. Moreover, player-driven events
and situations not anticipated by the game’s developers are
accommodated.
The spreading activation model of semantic content organi-
zation used in cognitive science research is adopted as a gener-
alized model that combines explicit and inferred relationships
between emotion, objects, and environments in the game world.
Context descriptions generated by the model are fed to a multi-
agent music composition system that combines recurrent neural
networks with evolutionary classifiers to arrange and develop
melodic contents sourced from a human composer (see Fig. 1).
II. RELATED WORK
This research is primarily concerned with “experience-driven
procedural content generation,” a term coined by Yannakakis
and Togelius [6] and applied to many aspects of game design
[7]. As such, the research process and methodology are driven
by questions of the experience of music and games, individually
and in combination. We frame video games as virtual worlds
and model the game contents from the perspective of the gamer.
The virtual worlds of games include their own rules of inter-
action and behavior that overlap and contrast with the physical
world around us, and cognitive models of knowledge organiza-
tion, emotion, and behavior give clues about how these worlds
are perceived and navigated. This framing builds on current aca-
demic and commercial systems of generating music for games
based on game-world events, contents, and player actions.
Music in most modern video games displays some adaptive
behavior. Dynamic layering of instrument parts has become par-
ticularly common in commercial games, where instantaneous
environment changes, such as the speed of movement, number
of competing agents, and player actions, add or remove sonic
layers of the score. Tracks can be triggered to play before or
during a scripted event or modified with filters to communicate
gameplay concepts such as player health. Details of the music
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HUTCHINGS AND MCCORMACK: ADAPTIVE MUSIC COMPOSITION FOR GAMES 271
Fig. 1. Architecture of the AMS for modeling game-world context and generating context-specific music.
composition systems from two representative popular games, as
revealed through creator interviews, show the state of generative
music in typical, large-budget releases.
Red Dead Redemption [8] is set in a reimagined wild Amer-
ican west and Mexico. The game is notable in its detailed lay-
ering of prerecorded instrument tracks to accompany different
gameplay events. To accommodate various recombinations of
instrument tracks, most of the music sequences were written in
the key of A minor and a tempo of 130 beats per minute [9].
Triggers such as climbing on a horse, enemies appearing, and
time of day in the game world add instrumental layers to the
score to build up energy, tension, or mood.
No Man’s Sky [10] utilizes a generative music system and
procedural content generation of game worlds. Audio director
Paul Weir has described the system as drawing from hundreds of
small carefully isolated fragments of tracks that are recombined
following a set of rules built around game-world events. Weir
mentions the use of stochastic choices of melodic fragments but
has explicitly denied the use of genetic algorithms or Markov
chains [11].
Adaptive and generative music systems for games have an
extensive history in academic research. From 2007 to 2010, a
number of books were written on the topic [12]–[14], but over
the last decade, the translation from research to wide adoption
in commercial games has been slow.
Music systems have been developed as components of multi-
functional procedural content generation systems. Extensions of
the dynamic layering approach were implemented in Sonancia
[15], which triggers audio tracks by entering rooms generated
with associated affect descriptions.
Recent works in academia have aimed to introduce the use of
emotion metrics to direct music composition in games, but typ-
ically with novel contributions in either composition algorithms
or modeling context in games.
Eladhari et al. utilized a simple spreading activation model
with emotion and mood nodes in the Mind Music system that
was used to inform musical arrangements for a single character
in a video game [16], but like many AMSs for video games
presented in the academic literature [15], [17]–[19], there is no
evaluation through user studies or predefined metrics of quality
to judge the effectiveness of the implementation or underlying
concepts.
Recent work by Ibáñez et al. [19] used an emotion model
to mediate music scoring decisions based on game-dialogue
mediated with primary, secondary, and tertiary emotion acti-
vations of discrete emotion categories. The composition sys-
tem used prerecorded tracks that were triggered by the specific
emotion description. In contrast, Scirea et al. [20] developed
a novel music composition model, MetaCompose, which com-
bines graph-traversal based chord sequence generation with an
evolutionary system of melody generation. Their system pro-
duces music for general affective states—either negative or
positive—through the use of dissonance.
Thisresearchtreatsthemodelingofrelationshipsbetweenele-
ments of game worlds and emotion as the fundamental to music
composition, as they are the key aspects of the compositional
process of expert human composers. As the famed Hollywood
film composer Howard Shore states: “I want to write and feel
the drama. Music is essentially an emotional language, so you
want to feel something from the relationships and build music
based on those feelings” [21].
III. ALGORITHMIC TECHNIQUES
Algorithmic music composition and arranging with comput-
ers has developed alongside, but mostly separately from video
games. While algorithms have become more advanced, most
techniques lack the expressive control and musical consistency
desired in a full composition system for use in commercial video
games. Algorithmic composition techniques exhibit a range of
strengths and weaknesses, particularly in regard to consistency,
transparency, and flexibility.
Evolutionary systems have been popular in music generation
systems, with a number of new evolutionary music systems de-
veloped in the 1990s and early 2000s in particular [22], [23],
allowing for optimized solutions for problems that cannot be
solved efficiently or have changing, unpredictable dynamics.
Evolutionary music systems often utilize expert knowledge of
music composition in the design of fitness functions and can
produce complexity from a small set of rules. These properties
result in greater flexibility, but with reduced predictability or
consistency.
Wilson’s XCS is an eXtended learning classifier system that
uses an evolutionary algorithm to evolve rules, or classifiers,
which describe actions to be taken in a given situation [24].
In XCS, the classifiers are given a fitness score based on the
difference between the reward expected for a particular ac-
tion compared to the reward received. By adapting to minimize
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272 IEEE TRANSACTIONS ON GAMES, VOL. 12, NO. 3, SEPTEMBER 2020
predictive error rather than just maximizing the reward, the clas-
sifiers that are only rewarded well in specific and rare contexts
can remain in the population. This helps prevent convergence
to local minima—particularly important in the highly dynamic
context of music. XCS has been successfully used in creative
applications to generate visuals and sound for dynamic artificial
environments [25] to take advantage of these properties.
Neural networks have been used for music generation since
the early 1990s [26]–[28] but have recently grown in popular-
ity due to improvements in model design and growth of par-
allel compute power in PCs with graphical processing units.
Surprisingly musical results have come out of applying natural
language processing (NLP) neural network models to music se-
quence generation [29], [30]. These models have proven to be
effective in structuring temporal events, including monophonic
melody and chord sequence generation, but they suffer from the
lack of consistency, especially in polyphonic composition. Deep
learning with music audio recordings is a growing area of anal-
ysis and content generation [31] but is currently too resource
intensive to be used for real-time generation.
IV. EXPERIENCE OF INTERACTION
Most games are interactive and infer some intention or aspect
of the gamer experience through assumptions of how the game
action might be affecting the gamer. Such assumptions are in-
formed by internal models that game designers have established
about how people experience interactive content and can be for-
malized into usable models. Established methodologies for ana-
lyzing experience have led to demonstrated measurable psycho-
logical effects when interacting with virtual environments.
Sundar et al. [32] outlined an agency based theory of interac-
tive media and found empirical evidence, suggesting that agency
to change in interactive media has strong psychological effects
connected to identity, sense of control, and persuasiveness of
messages. The freedom of the environment results in behavioral
change. The user is a source of experience, knowledge, and con-
trol in the virtual world, not just an observer.
Ryan et al. [33] listed the following four key challenges for
interactive emergent narrative: 1) modular content; 2) compo-
sitional representational strategies; 3) story recognition; and
4) story support. These challenges also affect dynamic music
composition and can all be assisted by effective knowledge or-
ganization. By organizing game content and events as units of
knowledge connected by their shared innate properties and by
their contextual role in the player’s experience, new game states
can be analyzed as a web of dynamic contents and relationships.
A. Knowledge Organization
Models of knowledge organization aim to represent knowl-
edge structures. Buckley [34] outlined properties of knowledge
structures within the context of games: “... knowledge struc-
tures 1) develop from experience; 2) influence perception; 3) can
become automated; 4) can contain affective states, behavioral
scripts, and beliefs; and 4) are used to guide interpretations and
responses to the environment.”
The spreading activation model [12] is a knowledge organiza-
tion model that was first developed and validated [35] to analyze
semantic association [36] but has also been used as a model for
other cognitive systems including imagery and emotion [37],
supporting its suitability for use in video games.
The model is constructed as a graph of concept nodes that
are connected by weighted edges representing the strength of
the association between the concepts. When a person thinks of
a concept, the concepts connected to it are activated to a de-
gree proportional to the weight of the connecting edge. Activa-
tion spreads as a function of the number of mediating edges
and their weights. The spreading activation model conforms
to the observed phenomena where words are recalled more
quickly when they are primed with a similar word directly
beforehand. However, it suffers as a predictive tool because
it posits that the model network structure for each person is
unique, so without mapping out an individual’s associations,
it is not possible to accurately predict how the activation will
spread.
Spreading activation models do not require logical structuring
of concepts into classes or defining features, making it possible
to add content based on context rather than structure. For ex-
ample, if a player builds a house out of blocks in Minecraft, it
does not need to be identified as a house. Instead, its position
in the graph could be inferred by time characters spend near it,
activities carried out around it, or known objects stored inside
it. Heuristics based on known mechanisms of association can
be used to turn observations into associations of concepts. For
example, copresentation of words or objects can create asso-
ciations through which spreading activation has been observed
[38].
While the spreading activation model was originally applied
to semantic contents, it has been successfully used to model the
activation of nonsemantic concepts, including emotion [39].
B. Emotion
Despite the general awareness of the emotive quality that
video games can possess [40], it is uncommon for games to
include any formal metrics of the intended emotional effect of
the game, or inferred emotional state of the gamer. Yet emotion
perception plays a pivotal role in composing music for games
[41], so having a suitable model for representing emotion is
critical for any responsive composition system.
The challenge of implementing an emotion model in a game
to assist in directing music-scoring decisions is made greater
by the fundamental issue of emotion modeling itself: There is
no universally accepted model of human emotion among cog-
nitive science researchers. Generalized emotion models can be
overly complex or lack in expressive detail, and domain-specific
models lack validation in other domains. Several music-specific
models and measures of emotion have been produced [42]–[44].
The Geneva Emotions in Music Scales [44] were developed for
describing emotions that people feel and perceive when listen-
ing to music, but they have been shown to have reduced consis-
tency with music styles outside of the western classical tradition
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HUTCHINGS AND MCCORMACK: ADAPTIVE MUSIC COMPOSITION FOR GAMES 273
[45]. Music-specific emotion models lack general applicabil-
ity in describing a whole game context, as they are based on a
music-listening-only modality.
A spreading activation network that contains vertices repre-
senting emotions can be used to model how recalling certain ob-
jects can stimulate affect. In video games, this can be exploited
by presenting particular objects to try and trigger an affective
response or by trying to affect the user in a way that activates
his/her memory of specific objects. An object that the user asso-
ciates with threat, such as a fierce enemy, could not only activate
an affect of threat for the player but also other threatening objects
in their memory through mediated activation.
V. EMOTION PERCEPTION EXPERIMENT
For our system, a basic emotion model that uses five affect
categories of happiness, fear, anger, tenderness, and sadness
was adopted based on Juslin’s observation of these being the
mostconsistentlyusedlabelsindescribingmusicacrossmultiple
music listener studies [46], as well as commonly appearing in
a range of basic emotion models. Unlike the frequently utilized
Russell’s circumplex model of affect [47], this model allows for
representations of mixed concurrent emotions, which is a known
affective property of music [48].
Excitementwasaddedasacategoryfollowingtheconsultation
with professional game composers, who revealed excitement to
be an important aspect of emotion for scoring video games not
coveredinthebasicaffectcategories.Thesecategoriesarenotin-
tended to represent a complete cognitive model, rather a targeted
selection of terms that balance expressive range with general-
izability within the context of scoring music for video games.
Although broken down into discrete categories, their use in a
spreading activation model requires an activation scale, so they
can be understood as a 6-D model of emotion, removing issues
of reduced resolution found in standard discrete models, as high-
lighted in Eerola and Vuoski’s study on discrete and dimensional
emotion models in music [49].
A listener study was conducted to inform the AMS presented
and evaluated in this paper. The study was designed to look for
correlationsbetweenmusicpropertiesandperceptionofemotion
in listeners over a range of compositions with different instru-
mentation and styles. It was shared publicly on a website and
completed by 134 participants.
Thirty original compositions were created in jazz, rock, elec-
tronic, and classical music styles with diverse instrumentations,
each 20–40 s in length. The compositions were manually no-
tated and performed using sampled and synthesized instruments
in Sibelius and Logic Pro software.
The participants were asked to listen to two tracks and iden-
tify the track in which they perceived the higher amount of one
emotion from the six discrete affect categories, presented as text
in the middle of the interface with play buttons for each track.
Pairwise assessment is an established approach for ranking mu-
sic tracks by emotional properties [50]. When both tracks were
listened to in their entirety, the participants could respond by
clicking one button: Track A, Track B, or Draw. Track A was
selected randomly from a pool of tracks that had not been played
in the last 10 comparisons.
The Glicko-2 chess rating system [51] was adopted for rank-
ing tracks in each of the six affect categories. With Glicko-2
ranking, players who are highly consistent have a low rating
volatility and are less likely to move up or down in rank due to
the results of a single match. Each track had a rating, rating devi-
ation, and rating volatility, initialized with the default Glicko-2
values of 1500, 350, and 0.06, respectively. The system adjusts
the ratings, deviation, and volatility of tracks after they have
been compared with each other and ranks them by their rating.
Features of the note-by-note symbolic representations of the
tracks were analyzed for correlation with rankings in each cat-
egory, as summarized in Table IV in the Appendix.
Analysis of track rankings and musical content of each track
revealed a range of music properties (see Table V in the Ap-
pendix) correlating with the perception of specific emotions.
These correlations were used in the design of the AMS to help
it produce mood-appropriate music.
VI. AMS ARCHITECTURE
An AMS for scoring video games with context-specific, af-
fective music was developed and integrated into two stylisti-
cally distinct games. For testing with different, prebuilt games,
the AMS was developed as a standalone package that receives
messages from video games in realtime to generate a model of
the game-state and output music. The system consists of the
following three key components:
1) a spreading activation model of game context;
2) the six-category model of emotion for describing game
context;
3) an adaptive system for composing and arranging expert
composed music fragments using these two models.
A. Spreading Activation
A model of spreading activation was implemented as a
weighted, undirected graph G = (V, E), where V is a set of
vertices and E a set of edges, using the Python library NetworkX.
Each vertex represents a concept or affect, with the weight
of the vertex wV : V ⇒ A (for activation A ∈ IR) represent-
ing the activation between values 0 and 100. Normalized edge
weights wE : E ⇒ C (for association strength C ∈ IR) repre-
sent the level of association between vertices and are used to
facilitate the spreading of activation. Three node types are used
to represent affect (A), objects (O), and environments (N), such
that V = A ∪ O ∪ N. The graph is not necessarily connected,
and edges never form between affect vertices (Fig. 2).
A new instance of the graph with the six affect categories of
sadness, happiness, threat, anger, tenderness, and excitement is
spawned whenever a new game is started. The model is used to
represent the game context in realtime; regular messages from
the game are used to update the graph. These updates can add
new vertices, new edges, or update edge weights. An open sound
control (OSC) [52] client was added to the game engines to
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274 IEEE TRANSACTIONS ON GAMES, VOL. 12, NO. 3, SEPTEMBER 2020
Fig. 2. Visualization of spreading activation model during testing with a role-
playing video game. Vertex activation is represented by greyscale shading, lin-
early ramping from white to dark grey. Edge weights were represented by edge
width.
communicate the game state as lists of content activations and
relationships for this purpose.
Every 30 ms, the list of messages received by the OSC server
is used to update the activation values of vertices in the graph.
If a message showing the activation of a concept is received
and the concept does not yet exist in the graph, a new vertex
representing that concept is created. At each update of the graph,
edges from any vertex with activation above 0 are traversed, and
connected vertices are activated proportionally to the connecting
edgeweights.Forexample,ifvertexAhasanactivationof50and
is connected to vertex B with an edge of weight 0.25, then vertex
B would be activated to a minimum value of 50 × 0.25 = 12.5.
If vertex B is already activated above the this value, then no
change is made to its activation.
Determining the activation of concepts and affect categories
fromgameplaydepends onthemechanics of thegameandwould
ideally be a consideration at all the stages of game development.
Edges are formed between vertices by using one of the two
methods. Inferred edges are developed from the coactivation of
concept vertices. When two concepts have an activation above
50 at the same time, an edge is formed between them. Edges can
also be assigned from game messages, allowing game creators
to explicitly define associations. For example, an edge between
the vertices for the character “Grandma” and affect category
“Tenderness” can be assigned by the game creators and com-
municated in a single message.
The activation of concepts, and edge weights, fade over time.
The fading rate is determined by the game length, number of
concepts, or game style as desired. For the games tested, edge
weights would not fade when the association was explicitly de-
fined, and inferred associations would fade at a rate of 0.01/s,
while vertex activations faded at a rate of 0.1/s.
Melodic themes were precomposed for a subset of known ob-
jects in the game. These themes were implemented as properties
of object vertices as
vt = themei ∀ v ∈ O. (1)
At every frame, the knowledge graph is exposed to the music
composition system, and new music is generated to accompany
gameplay.
B. Music Composition
A multiagent composition system (see Fig. 3) was developed
based on observations of group dynamics of improvising mu-
sicians and the relative strength and weakness of different al-
gorithmic composition techniques for distinct roles in the com-
position process. The agent architecture was developed using a
design science methodology [53] with iterative design cycles.
A combination of music theory, including descriptive “rules”
of harmonic tension and frequently used melody manipulation
techniques, and calibration based on aural assessment of real-
world performance guided these cycles. The agents were as-
sessed using a series of user studies, which provided feedback
to support or reject more general aspects of the approaches used.
1) Multiagent Dynamics: Coagency is the concept of having
individual agents that work toward a common goal but with the
agency to decide how to work toward that goal. It is observed in
team sports, where players rely on their own skills, knowledge,
and situational awareness to decide what actions to take, but also
work as a team to win the game. Some teams have a “game plan,”
which give soft rules for how coagency will be facilitated but
still leave room for independent thought and action. Coagency
is also evident in improvising music ensembles [54]. Musicians
add their own creative input to create original compositions as a
group, using a starting melody, chord progression, or rhythmic
feel as their “game plan.”
In the AMS, multiple software agents are used to generate
musical arrangements. Agents do not represent performers, in-
stead they represent roles that a player or multiple players in
an improvising group may take. Agents were designed to have
either Harmony, Melody, or Percussive Rhythm roles for devel-
oping polyphonic compositions with a mixture of percussive
and pitched instruments. Agents generate two measures worth
of content at a time.
2) Harmony Agent: The harmony agent utilized a recurrent
neural network (RNN) model designed as an extension to the
tested harmony system presented by Hutchings and McCormack
[55]. The RNN contains two hidden layers, and an extensive
hyperparameter search lead to the use of gated recurrent units
with 192 units per layer.
Chord symbols were extracted from 1800 folk com-
positions from the Nottingham Music Database found at
http://abc.sourceforge.net/NMD/: 2000 popular songs in rock,
electronic, rhythm, blues, and pop styles from the Wikifonia
database (no longer publicly available) and 2986 jazz standards
from the collection of the “Real Book” series of jazz standards
[56]. To aid the learning of chord patterns by style and to encode
time signature information into the training data, barlines were
replaced with word tokens representing the style of music, either
pop, rock, jazz, or folk.
Dynamic unrolling produced significantly faster training
times, and lower perplexity was achieved using the implemen-
tation of peep-hole mechanisms. The encoding of chord symbol
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HUTCHINGS AND MCCORMACK: ADAPTIVE MUSIC COMPOSITION FOR GAMES 275
TABLE I
HARMONIC CONTEXT REPRESENTATION AS A 2-D MATRIX
FOR AN EXAMPLE CHORD PROGRESSION
tokens aided the training, with best results achieved using 100
dimension encoding. The final layer of the network utilized soft-
max activation to give a likelihood value for any of the chord
symbols in the chord dictionary, to come next for a given in-
put sequence. This allows the harmony agent to find likely next
chords, add them to the chord progression of a composition, and
feed them back into itself to further generate new chords for a
composition.
The output of the softmax layer is used as an agent confi-
dence metric as used by Hutchings and McCormack [55]. The
confidence of the agent is compared with that of other agents in
the AMS to establish a “leader” agent at any given time. When
the harmony agent has a higher confidence score than that of
the first melody agent, the harmony agent becomes the leader,
and the melody agent searches for a melody that is harmonically
suitable. If the harmony agent’s confidence is lower, less likely
chords are progressively considered, if needed, to harmonically
suit the melody.
The harmony agent does not add any notes to the game score;
instead, it produces a harmonic context, which is used by multi-
ple melody agents to write phrases for all the pitched instruments
in the score.
The harmonic context is a 2-D matrix of values that represent
which pitches most strongly signify a chord and key over the
course of a musical measure I. For example, a row representing
pitch “C” would be populated with high values when the token
output of the harmony agent is a C major chord. In this situation,
the row representing pitch “E flat” would have low values, as
hearing an E flat would suggest an E minor chord. These values
are formulated as resource scores that the melody agent can use
to decide which combination of melodic notes will best reflect
the chord and key. The matrix has 12 rows representing the 12
tones in the western equal temperament tuning system, from “C”
to “B,” and the columns represent subdivisions of beats across
four measures. When the harmony agent generates chords for
two measures, the matrix is populated with values that represent
the available harmonic resource for the melody agents to use.
Root tones are assigned a resource value of 1.0 and chord
tones a value of 0.8. All other values carry over from the previous
measure to help establish tonality and are clamped to a range of
0–0.5 to prioritize chord tones. The first measure is initialized
with all values set to 0.3.
The harmonic fitness score H is given by the average resource
value at each cell Ki; a note from the melody fragment inhabits
the following:
H =
1
L
L

i=1
f(Ki). (2)
3) Melody Agents: At any point of gameplay, the knowledge
graph represents the activation of emotion, object, and environ-
ment concepts. The melodic theme assigned to the highest acti-
vated object is selected for use by melody agents when melodic
content is needed in the score. A melody agent exists for each
instrument defined in the score by the human composer, and
each agent adds melodic content every two measures.
XCS is used to evolve rules for modifying precomposed
melodic fragments by using melody operators as actions. It is
used to reduce the search space of melody operations to support
real-timeresponsivenessofthesystem.Melodyfragmentsofone
to four measures in length are composed by expert composers as
themes for different concepts in the game. A list of eight melody
operators were used based on their prevalent use in music com-
position: reverse, diminish, augment, invert, reverse-diminish,
reverse-augment, invert-diminish, and invert-augment. Reversal
reverses the order of notes; augmentation and diminution extend
and shorten the length of each note elementwise, respectively,
by a constant factor; inversion inverts the pitch steps between
notes. The activation of each affect category is represented with
a 2-b binary number to show concept activations of 0–24, 25–
49, 50–74, or 75–100 (see Section VI-A). A 6-b unique theme
id is appended to each of the emotion binary representations to
create an 18-b string representation of the environment.
Calculations of reward can be modified based on experimen-
tation or adjusted to the taste of the composer. The equations
implemented as the default rewards were established using the
results of the emotion survey (see Table V in the Appendix) to
determine negative or positive correlation and, then, calibrated
by ear (by the lead author, who has professional experience com-
posing for games), to find reasonable bounding ranges and co-
efficients for each property. Notes per second (ns), mean pitch
interval (n̄), and ratio of diatonic to nondiatonic notes (d) in each
phrase were used for the calculation of rewards as follows:
Re = 0.2 − |(e/500) − (ns − 0.5)/25|
Rh = 0.2 − |h − d|
Rs = |(s/500) − (ns − 0.5)/25|
Rte = |(te/500) − (ns − 0.5)/25|
Rth = 0.2 − |(th/500) − (p̄/6)/5|
R = Re + Rh + Rs + Rte + Rth
Only melodic fragments resulting from rules with rewards es-
timated above a threshold value (R  0.6 by default) are con-
sidered, and the resulting modified melody fragments are put
through an exhaustive search of transpositions and temporal
shifts to find a suitable fit in the score based on the harmonic
context.
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276 IEEE TRANSACTIONS ON GAMES, VOL. 12, NO. 3, SEPTEMBER 2020
If a suitable score is achieved, the melody fragment is placed
into the music score, and modifications are made to the har-
monic context. Notes consume all resources from the context
where they are added, and they consume half of the resources
of tones directly above and below and a diminished fifth away.
By consuming resources from pitches with a high level of ten-
sion, notes with unpleasant clashes are avoided by other melody
agents.
This process is repeated for each melody agent every two
measures. The first melody agent produces the melody line with
the highest pitch; the second melody agent produces the low-
est pitch melodic lines; and, subsequent, melody agents gradu-
ally get higher above the lowest melody line until the highest
melody line is reached. This follows common harmonization
and counter-point composition techniques.
The maximum range Mr in semitones between the highest
note of the first melody agent and the lowest note of the second
melody agent is determined by the number of melody agents in
the system (N) and the style of music
Mr = 12 × Sr × N. (3)
A “style range factor” Sr was set to default values of 1.0, 0.8,
and 0.7, respectively, for jazz, pop, and folk music styles but can
be adjusted by composers as desired.
By setting a minimum harmonic fitness threshold, it is possi-
ble that not all agents will be used at all points of time. This is a
good orchestration practice in any composition and is often ob-
served in group improvisations, where musicians will wait until
they feel they have something to contribute to the composition
before playing.
The harmony agent can generate chord progressions taking
style labels as input (jazz, folk, rock, and pop). In contrast, the
melody agent generates musical suggestions and rates them us-
ing explicit metrics designed to represent different styles.
There are many composition factors that influence style,
including instrumentation, rhythmic emphasis, phrasing, har-
monic complexity, and melodic shape. Instrumentation and per-
formance components such as swing can be managed by higher
level processes of the AMS, but the melody agents themselves
should consider melodic shape, harmony, and rhythmic qualities
when adding to the composition. In this system, a simple style
score (P) is introduced, which rates rhythmic density emphasis
based on style using ad hoc parameters tuned by ear. Parame-
ters of notes per beat are represented by nb and binary value for
phrase starting off the beat (1 = true, 0 = false) by ob. For jazz,
P = |1 − nb| + ob. For rock and pop, P = |(1/N) − nb|. For
folk, P = |1 − nb|.
A final melody fitness score, M, is calculated as the sum of
the style and harmonic fitness scores; i.e., M = H + P.
For concepts that do not have a precomposed theme, a
theme is evolved when the first edge is connected to its vertex.
Themes from the two closest object vertices, as calculated using
Dijkstra’s algorithm [57], are used to produce a pool of parents,
with manipulations used by the XCS classifiers applied to create
the population in the pool. Parents are spliced, with a note pitch
or rhythm single point mutation probability of 0.1. The muta-
tion rate is set to this relatively high value as the splicing and
Fig. 3. System diagram for the AMS.
recombination manipulations of themes occurs through the op-
eration of melody agents, meaning mutation is the only method
of adding new melodic content to the generated theme.
4) Percussive Rhythm: A simple percussive rhythm agent
based on the RNN model used by Hutchings [58] was imple-
mented with the lowest melody agent rhythmically doubled by
the lowest percussive instrument and fed into the neural network
to produce the other percussive parts in the specified style.
VII. IMPLEMENTATION IN VIDEO GAMES
To test the effectiveness of the AMS, for the intended task
of real-time scoring of game-world events in video games, the
model was implemented in two games: 1) Zelda Mystery of So-
larus (MoS); [59] and 2) StarCraft II [60]. The games were se-
lected for having different mechanics, visual styles, and settings,
as well as having open source code or exposed game-states that
could be used to model game-world contents. The activation of
objects and environments (see Fig. 2), using explicit program-
matic rules, spreads to affect categories, which, in turn, affects
parameters of the musical compositions.
A list of key concepts that players would be likely to engage
with over the first 30 min of gameplay was established for each
game,andactivationsforconceptsandemotionswerecalibrated.
In Zelda: MoS, concepts such as “Grandma” and “Bakery” were
given an activation of 100 when on screen because there was
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HUTCHINGS AND MCCORMACK: ADAPTIVE MUSIC COMPOSITION FOR GAMES 277
TABLE II
ACCEPTED TERMS FOR ESTABLISHED CONCEPTS
only one of each of these object types in the game. Other objects
such as “Heart” and “Big Green Knight” were given activation
levels of 20 for appearing on screen and increased by 10 for
each interaction the player character had with them. Attacking a
knight or being attacked by knight was counted as an interaction.
For StarCraft II, threat was set by the proportion of enemy
units in view compared to friendly units. The rate of wealth
growth was chosen as an activator of happiness with 5 activation
points added for each 100 units of resources mined. Sadness ac-
tivation increased 5 points by death of friendly units; tenderness
activation increased 5 points by units performing healing func-
tions; excitement activation increased 10 points by the number
of enemy units visible. Three environment nodes were created
as follows: 1) the player’s base; 2) enemy base; and 3) wasteland
in-between.
The participants were invited to participate in the study on
public social media pages for students at Monash University,
Melbourne, Vic., Australia, and for the gamers and game de-
velopers in Melbourne, Australia, and divided into two groups:
Group A and Group B, with 17 participants in each group. Ex-
periments were conducted in an isolated, quiet room, and ques-
tionnaires were completed unobserved and anonymously. The
reasoning behind this study design was to avoid experience con-
flation by having the same game played with different music
conditions. Group A played Zelda: MoS with its original score
and StarCraft with a score generated with the AMS. Group B
played Zelda: MoS with the AMS and StarCraft with the original
score. The order that the games were presented in alternated for
each participant, and participants were not given any informa-
tion about the music condition or the system in use.
Players would play their first game for 20 min. After 20 min,
the game would automatically stop, and the first game ques-
tionnaire would appear. The participants were asked if they had
played the game before to describe the game and music with
words if they noticed the mood of the music change during
gameplay, and to list any game related associations they have
with a played music theme.
One question of the questionnaire included a 10-s audio clip
that the participant would use to report any game-world contents
that they associated with that music. Before the study began, a
list of key words was defined (see Table II) for each condition to
classify a “correct” association, meaning an association between
music and content that had a co-occurrence during gameplay or
content that was known to trigger the music. For Starcraft, a
recording of the original score used during a conflict-free seg-
ment of the gameplay was used for participants in Group B,
and the composer written theme for space construction vehi-
cle (SCV) units played for participants in Group A. For Zelda:
TABLE III
MANN–WHITNEY U ANALYSIS OF THE DIFFERENCE IN REPORTED IMMERSION
AND CORRELATION OF EVENTS AND MUSIC BETWEEN ORIGINAL
GAME SCORE AND AMS GAMEPLAY CONDITIONS
MoS, a recording of the original score used in outdoor areas, was
played to the participants in Group B, and the composer written
theme for “Sword” was played to the participants in Group A.
The participants were, then, asked to provide ratings of im-
mersion, correlation of music with actions, and questions related
to the quality of the music itself for the gaming session with each
game. After submitting answers, the participants were invited to
take rest before completing another game session and question-
naire with the other game.
A. Results
Example videos of each game being played with music gen-
erated by the AMS are provided for reference.1
Most of the participants were unfamiliar with the games used
in this study. For Starcraft II, 17% of the users reported having
played the game before, and only one participant, representing
3% of the number of participants, had played Zelda: MoS.
A small positive effect (see Table III) was observed in both re-
ported immersion and correlation of music with events in AMS
conditions compared to the original score conditions for the
same game and for both games.
Using a Wilcoxon signed-rank nondirectional test, a signif-
icant positive increase in rank sum (p  0.05) was observed
for both the groups in reporting the perceived effect of music
on immersion when AMS was used, independent of the game
choice. Furthermore, in no cases did the participants report that
the AMS-generated music “greatly” or “somewhat” reduced
immersion.
Despite the increase in self-reported correlation of events and
music, fewer “correct” concept terms were listed for the short
audio samples in the questionnaire in AMS conditions for both
the games. For Zelda, correct terms were reported by 70% of
the participants in original and 53% in AMS conditions. For
Starcraft, this rate was 59% for original and 41% for AMS.
B. Discussion
This study involved short interactions with a game that does
not represent the extended periods of time that many people
play games for. This short period also limits the complexity of
the spreading activation model that can be created and person-
alization of the music experience that such complexity would
bring.
However, this study shows that the AMS can be successfully
implemented in games and that self-reported immersion and
1https://monash.figshare.com/s/1d863d9aa90ca4a97aab
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278 IEEE TRANSACTIONS ON GAMES, VOL. 12, NO. 3, SEPTEMBER 2020
correlation of events with music is increased using the AMS
for short periods. This result supports the use of the spreading
activation model to combine object, emotion, and environment
concepts. Listening to the music tracks, it becomes apparent that
the overall music quality of the AMS is not that of a skilled com-
poser, but this goal is outside the scope of this project. Musical
quality could be enhanced using improvements to the composi-
tion techniques within the framework presented.
VIII. CONCLUSION
In this paper, we have documented a process of identifying
key issues in scoring dynamic musical content in video games,
finding suitable emotion models, and implementing them in a
video game scoring system. The journey, through the considera-
tion of alternate modeling approaches, exploratory study, novel
listener study, and modeling approach, implementation, and test-
ing in games, demonstrates the multitude of academic and prag-
matic concerns developers can expect to face in producing new
emotion-driven, adaptive scoring systems.
By focusing on the criteria of the emotion model for the spe-
cific application, additional development was required in es-
tablishing a novel listener study design, but greater confidence
in the suitability of the model was gained, and positive real-
world implementation results were achieved. The field of affec-
tive computer music could benefit from the further exploration
of designed-for-purpose data collection techniques with regards
to emotion.
The results of this game implementation study suggest that us-
ing affect categories within a knowledge activation model as a
communicative layer between game-world events and the music
composition system can lead to improved immersion and per-
ceived correlation of events with music for gamers, compared
to current standard video-game scoring approaches.
We argue for the need of a fully integrated, end-to-end ap-
proach to adaptive game music, which sees the music engine
integrated at an early stage of development and is built on mod-
els of cognition, music psychology, and narrative. This approach
has a broad and deep scope. As the research in this area contin-
ues, expert knowledge and pragmatic design decisions will con-
tinue to be needed to produce actual music systems from models
and theoretical frameworks. Individual design decisions in the
implementation presented in this paper, including the choice of
generative models and calibration of parameters, raise individ-
ual research questions that can be pursued within the general
framework presented, or in isolation.
A. Future Work
We intend to undertake further listener and gamer studies to
establish more generalized correlation between music and emo-
tion. These studies support developing more advanced AMSs.
The listener study design presented in this paper gives us a suit-
able platform for collecting further data for a larger range of mu-
sic compositions. Positive results from the gamer survey based
on modifying the existing games not designed for the AMS en-
courage ground-up implementations in new games for tighter
integration with the mechanics of specific gameplay.
The AMS presented assumes that the knowledge of upcom-
ing events is not present. While this scenario may be the case in
some open-world games like Minecraft, many games have writ-
ten narratives that can provide this knowledge a priori. Work
by Scirea et al. has demonstrated the benefits of musical fore-
shadowing in games [61], an important addition that could be
implemented in this AMS.
APPENDIX
TABLE IV
LISTENER STUDY RANK OF THE TRACKS BY EMOTION
TABLE V
PEARSON’S CORRELATION COEFFICIENT (R) OF MUSIC PITCH PROPERTIES BY
EMOTION CATEGORY
Correlations with p  0.01 in bold. M = Mean; SD = Standard deviation; ST = Semitones.
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Patrick Edward Hutchings received the Ph.D. de-
gree adaptive music systems for interactive media,
Monash University, in 2018.
He is a Researcher with Monash University,
Melbourne, Vic., Australia, and specializes in appli-
cationsofmachinelearninginmusicpractice.Hecon-
tinues to work in music composition and performance
alongside.
Jon McCormack received the B.Sc (Hons.) degree
in applied mathematics and computer science from
the Monash University, Melbourne, Vic., Australia,
Grad. Dip. Art degree from the Swinburne University,
Melbourne, Vic., Australia, and the Ph.D. degree in
computer science from the Monash University, Mel-
bourne, Vic., Australia.
He is a Full Professor and Director of SensiLab,
Monash University, Melbourne, Vic., Australia, a cre-
ative technologies research space that connects multi-
ple and diverse disciplines together to explore the un-
tapped potential of technology. His research interests include digital art, design
and music, creativity, artificial intelligence, and human–computer interaction.
Authorized licensed use limited to: G.Pulla Reddy Engineering College. Downloaded on April 10,2021 at 01:14:38 UTC from IEEE Xplore. Restrictions apply.

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Adaptive music composition for games

  • 1. 270 IEEE TRANSACTIONS ON GAMES, VOL. 12, NO. 3, SEPTEMBER 2020 Adaptive Music Composition for Games Patrick Edward Hutchings and Jon McCormack Abstract—The generation of music that adapts dynamically to content and actions has an important role in building more im- mersive, memorable, and emotive game experiences. To date, the development of adaptive music systems (AMSs) for video games is limited both by the nature of algorithms used for real-time music generation and the limited modeling of player action, game-world context, and emotion in current games. We propose that these is- sues must be addressed in tandem for the quality and flexibility of adaptive game music to significantly improve. Cognitive models of knowledge organization and emotional effect are integrated with multimodal, multiagent composition techniques to produce a novel AMS. The system is integrated into two stylistically distinct games. Gamers reported an overall higher immersion and correlation of music with game-world concepts with the AMS than that with the original game soundtracks in both the games. Index Terms—Agent-based modeling, computer generated music, neural networks. I. INTRODUCTION VIDEO game experiences are increasingly becoming dy- namic and player directed, incorporating user-generated content and branching decision trees that result in complex and emergent narratives [1]. Player-directed events can be limitless in scope, but their significance to the player may be similar or greater than those directly designed by the game’s develop- ers. Game music, however, continues to have far less structural dynamism than that in many other aspects of the gaming expe- rience, limiting the effects that unique, context-specific music scores can add to gameplay. Why should not unpredicted, emer- gent moments have unique musical identities? As the sound- track is an inseparable facet of the shower scene in Hitchcock’s “Psycho,” context-specific music can help create memorable and powerful experiences that actively engage multiple senses. Significant, documented effects on memory [2], immersion [3], and emotion perception [4] can be achieved by combining visual content and narrative events with music containing spe- cific emotive qualities and associations. In games, music can also be assessed in terms of narrative fit and functional fit—how sound supports playing [5]. The current standard practice of con- structing music for games by starting music tracks or layers with explicitly defined event triggers allows for a range of expected Manuscript received August 24, 2018; revised March 3, 2019; accepted April 8, 2019. Date of publication June 25, 2019; date of current version September 15, 2020. This work was supported by an Australian Research Council Discovery Grant DP160100166. (Corresponding author: Jon McCormack.) The authors are with the Faculty of Information Technology, Monash Uni- versity, Caulfield East, Vic. 3145 Australia (e-mail: patrick.hutchings@monash. edu; jon.mccormack@monash.edu). This paper has supplementary downloadable material available at http://ieeexplore.ieee.org, provided by the authors Digital Object Identifier 10.1109/TG.2019.2921979 situations to be scored with high confidence of musical qual- ity. However, this introduces extensive repetition and inability to produce unique musical moments for a range of unpredicted events. In this paper, we present an adaptive music system (AMS) based on cognitive models of emotion and knowledge orga- nization in combination with a multiagent algorithmic music composition and arranging system. We propose that a miss- ing, essential step in producing affective music scores for video games is a communicative model for relating events, contents, and moods of game situations to the emotional language of music. This would support the creation of unique musical mo- ments that reference past situations and established relationships without excessive repetition. Moreover, player-driven events and situations not anticipated by the game’s developers are accommodated. The spreading activation model of semantic content organi- zation used in cognitive science research is adopted as a gener- alized model that combines explicit and inferred relationships between emotion, objects, and environments in the game world. Context descriptions generated by the model are fed to a multi- agent music composition system that combines recurrent neural networks with evolutionary classifiers to arrange and develop melodic contents sourced from a human composer (see Fig. 1). II. RELATED WORK This research is primarily concerned with “experience-driven procedural content generation,” a term coined by Yannakakis and Togelius [6] and applied to many aspects of game design [7]. As such, the research process and methodology are driven by questions of the experience of music and games, individually and in combination. We frame video games as virtual worlds and model the game contents from the perspective of the gamer. The virtual worlds of games include their own rules of inter- action and behavior that overlap and contrast with the physical world around us, and cognitive models of knowledge organiza- tion, emotion, and behavior give clues about how these worlds are perceived and navigated. This framing builds on current aca- demic and commercial systems of generating music for games based on game-world events, contents, and player actions. Music in most modern video games displays some adaptive behavior. Dynamic layering of instrument parts has become par- ticularly common in commercial games, where instantaneous environment changes, such as the speed of movement, number of competing agents, and player actions, add or remove sonic layers of the score. Tracks can be triggered to play before or during a scripted event or modified with filters to communicate gameplay concepts such as player health. Details of the music 2475-1502 © 2019 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission. See https://www.ieee.org/publications/rights/index.html for more information. Authorized licensed use limited to: G.Pulla Reddy Engineering College. Downloaded on April 10,2021 at 01:14:38 UTC from IEEE Xplore. Restrictions apply.
  • 2. HUTCHINGS AND MCCORMACK: ADAPTIVE MUSIC COMPOSITION FOR GAMES 271 Fig. 1. Architecture of the AMS for modeling game-world context and generating context-specific music. composition systems from two representative popular games, as revealed through creator interviews, show the state of generative music in typical, large-budget releases. Red Dead Redemption [8] is set in a reimagined wild Amer- ican west and Mexico. The game is notable in its detailed lay- ering of prerecorded instrument tracks to accompany different gameplay events. To accommodate various recombinations of instrument tracks, most of the music sequences were written in the key of A minor and a tempo of 130 beats per minute [9]. Triggers such as climbing on a horse, enemies appearing, and time of day in the game world add instrumental layers to the score to build up energy, tension, or mood. No Man’s Sky [10] utilizes a generative music system and procedural content generation of game worlds. Audio director Paul Weir has described the system as drawing from hundreds of small carefully isolated fragments of tracks that are recombined following a set of rules built around game-world events. Weir mentions the use of stochastic choices of melodic fragments but has explicitly denied the use of genetic algorithms or Markov chains [11]. Adaptive and generative music systems for games have an extensive history in academic research. From 2007 to 2010, a number of books were written on the topic [12]–[14], but over the last decade, the translation from research to wide adoption in commercial games has been slow. Music systems have been developed as components of multi- functional procedural content generation systems. Extensions of the dynamic layering approach were implemented in Sonancia [15], which triggers audio tracks by entering rooms generated with associated affect descriptions. Recent works in academia have aimed to introduce the use of emotion metrics to direct music composition in games, but typ- ically with novel contributions in either composition algorithms or modeling context in games. Eladhari et al. utilized a simple spreading activation model with emotion and mood nodes in the Mind Music system that was used to inform musical arrangements for a single character in a video game [16], but like many AMSs for video games presented in the academic literature [15], [17]–[19], there is no evaluation through user studies or predefined metrics of quality to judge the effectiveness of the implementation or underlying concepts. Recent work by Ibáñez et al. [19] used an emotion model to mediate music scoring decisions based on game-dialogue mediated with primary, secondary, and tertiary emotion acti- vations of discrete emotion categories. The composition sys- tem used prerecorded tracks that were triggered by the specific emotion description. In contrast, Scirea et al. [20] developed a novel music composition model, MetaCompose, which com- bines graph-traversal based chord sequence generation with an evolutionary system of melody generation. Their system pro- duces music for general affective states—either negative or positive—through the use of dissonance. Thisresearchtreatsthemodelingofrelationshipsbetweenele- ments of game worlds and emotion as the fundamental to music composition, as they are the key aspects of the compositional process of expert human composers. As the famed Hollywood film composer Howard Shore states: “I want to write and feel the drama. Music is essentially an emotional language, so you want to feel something from the relationships and build music based on those feelings” [21]. III. ALGORITHMIC TECHNIQUES Algorithmic music composition and arranging with comput- ers has developed alongside, but mostly separately from video games. While algorithms have become more advanced, most techniques lack the expressive control and musical consistency desired in a full composition system for use in commercial video games. Algorithmic composition techniques exhibit a range of strengths and weaknesses, particularly in regard to consistency, transparency, and flexibility. Evolutionary systems have been popular in music generation systems, with a number of new evolutionary music systems de- veloped in the 1990s and early 2000s in particular [22], [23], allowing for optimized solutions for problems that cannot be solved efficiently or have changing, unpredictable dynamics. Evolutionary music systems often utilize expert knowledge of music composition in the design of fitness functions and can produce complexity from a small set of rules. These properties result in greater flexibility, but with reduced predictability or consistency. Wilson’s XCS is an eXtended learning classifier system that uses an evolutionary algorithm to evolve rules, or classifiers, which describe actions to be taken in a given situation [24]. In XCS, the classifiers are given a fitness score based on the difference between the reward expected for a particular ac- tion compared to the reward received. By adapting to minimize Authorized licensed use limited to: G.Pulla Reddy Engineering College. Downloaded on April 10,2021 at 01:14:38 UTC from IEEE Xplore. Restrictions apply.
  • 3. 272 IEEE TRANSACTIONS ON GAMES, VOL. 12, NO. 3, SEPTEMBER 2020 predictive error rather than just maximizing the reward, the clas- sifiers that are only rewarded well in specific and rare contexts can remain in the population. This helps prevent convergence to local minima—particularly important in the highly dynamic context of music. XCS has been successfully used in creative applications to generate visuals and sound for dynamic artificial environments [25] to take advantage of these properties. Neural networks have been used for music generation since the early 1990s [26]–[28] but have recently grown in popular- ity due to improvements in model design and growth of par- allel compute power in PCs with graphical processing units. Surprisingly musical results have come out of applying natural language processing (NLP) neural network models to music se- quence generation [29], [30]. These models have proven to be effective in structuring temporal events, including monophonic melody and chord sequence generation, but they suffer from the lack of consistency, especially in polyphonic composition. Deep learning with music audio recordings is a growing area of anal- ysis and content generation [31] but is currently too resource intensive to be used for real-time generation. IV. EXPERIENCE OF INTERACTION Most games are interactive and infer some intention or aspect of the gamer experience through assumptions of how the game action might be affecting the gamer. Such assumptions are in- formed by internal models that game designers have established about how people experience interactive content and can be for- malized into usable models. Established methodologies for ana- lyzing experience have led to demonstrated measurable psycho- logical effects when interacting with virtual environments. Sundar et al. [32] outlined an agency based theory of interac- tive media and found empirical evidence, suggesting that agency to change in interactive media has strong psychological effects connected to identity, sense of control, and persuasiveness of messages. The freedom of the environment results in behavioral change. The user is a source of experience, knowledge, and con- trol in the virtual world, not just an observer. Ryan et al. [33] listed the following four key challenges for interactive emergent narrative: 1) modular content; 2) compo- sitional representational strategies; 3) story recognition; and 4) story support. These challenges also affect dynamic music composition and can all be assisted by effective knowledge or- ganization. By organizing game content and events as units of knowledge connected by their shared innate properties and by their contextual role in the player’s experience, new game states can be analyzed as a web of dynamic contents and relationships. A. Knowledge Organization Models of knowledge organization aim to represent knowl- edge structures. Buckley [34] outlined properties of knowledge structures within the context of games: “... knowledge struc- tures 1) develop from experience; 2) influence perception; 3) can become automated; 4) can contain affective states, behavioral scripts, and beliefs; and 4) are used to guide interpretations and responses to the environment.” The spreading activation model [12] is a knowledge organiza- tion model that was first developed and validated [35] to analyze semantic association [36] but has also been used as a model for other cognitive systems including imagery and emotion [37], supporting its suitability for use in video games. The model is constructed as a graph of concept nodes that are connected by weighted edges representing the strength of the association between the concepts. When a person thinks of a concept, the concepts connected to it are activated to a de- gree proportional to the weight of the connecting edge. Activa- tion spreads as a function of the number of mediating edges and their weights. The spreading activation model conforms to the observed phenomena where words are recalled more quickly when they are primed with a similar word directly beforehand. However, it suffers as a predictive tool because it posits that the model network structure for each person is unique, so without mapping out an individual’s associations, it is not possible to accurately predict how the activation will spread. Spreading activation models do not require logical structuring of concepts into classes or defining features, making it possible to add content based on context rather than structure. For ex- ample, if a player builds a house out of blocks in Minecraft, it does not need to be identified as a house. Instead, its position in the graph could be inferred by time characters spend near it, activities carried out around it, or known objects stored inside it. Heuristics based on known mechanisms of association can be used to turn observations into associations of concepts. For example, copresentation of words or objects can create asso- ciations through which spreading activation has been observed [38]. While the spreading activation model was originally applied to semantic contents, it has been successfully used to model the activation of nonsemantic concepts, including emotion [39]. B. Emotion Despite the general awareness of the emotive quality that video games can possess [40], it is uncommon for games to include any formal metrics of the intended emotional effect of the game, or inferred emotional state of the gamer. Yet emotion perception plays a pivotal role in composing music for games [41], so having a suitable model for representing emotion is critical for any responsive composition system. The challenge of implementing an emotion model in a game to assist in directing music-scoring decisions is made greater by the fundamental issue of emotion modeling itself: There is no universally accepted model of human emotion among cog- nitive science researchers. Generalized emotion models can be overly complex or lack in expressive detail, and domain-specific models lack validation in other domains. Several music-specific models and measures of emotion have been produced [42]–[44]. The Geneva Emotions in Music Scales [44] were developed for describing emotions that people feel and perceive when listen- ing to music, but they have been shown to have reduced consis- tency with music styles outside of the western classical tradition Authorized licensed use limited to: G.Pulla Reddy Engineering College. 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  • 4. HUTCHINGS AND MCCORMACK: ADAPTIVE MUSIC COMPOSITION FOR GAMES 273 [45]. Music-specific emotion models lack general applicabil- ity in describing a whole game context, as they are based on a music-listening-only modality. A spreading activation network that contains vertices repre- senting emotions can be used to model how recalling certain ob- jects can stimulate affect. In video games, this can be exploited by presenting particular objects to try and trigger an affective response or by trying to affect the user in a way that activates his/her memory of specific objects. An object that the user asso- ciates with threat, such as a fierce enemy, could not only activate an affect of threat for the player but also other threatening objects in their memory through mediated activation. V. EMOTION PERCEPTION EXPERIMENT For our system, a basic emotion model that uses five affect categories of happiness, fear, anger, tenderness, and sadness was adopted based on Juslin’s observation of these being the mostconsistentlyusedlabelsindescribingmusicacrossmultiple music listener studies [46], as well as commonly appearing in a range of basic emotion models. Unlike the frequently utilized Russell’s circumplex model of affect [47], this model allows for representations of mixed concurrent emotions, which is a known affective property of music [48]. Excitementwasaddedasacategoryfollowingtheconsultation with professional game composers, who revealed excitement to be an important aspect of emotion for scoring video games not coveredinthebasicaffectcategories.Thesecategoriesarenotin- tended to represent a complete cognitive model, rather a targeted selection of terms that balance expressive range with general- izability within the context of scoring music for video games. Although broken down into discrete categories, their use in a spreading activation model requires an activation scale, so they can be understood as a 6-D model of emotion, removing issues of reduced resolution found in standard discrete models, as high- lighted in Eerola and Vuoski’s study on discrete and dimensional emotion models in music [49]. A listener study was conducted to inform the AMS presented and evaluated in this paper. The study was designed to look for correlationsbetweenmusicpropertiesandperceptionofemotion in listeners over a range of compositions with different instru- mentation and styles. It was shared publicly on a website and completed by 134 participants. Thirty original compositions were created in jazz, rock, elec- tronic, and classical music styles with diverse instrumentations, each 20–40 s in length. The compositions were manually no- tated and performed using sampled and synthesized instruments in Sibelius and Logic Pro software. The participants were asked to listen to two tracks and iden- tify the track in which they perceived the higher amount of one emotion from the six discrete affect categories, presented as text in the middle of the interface with play buttons for each track. Pairwise assessment is an established approach for ranking mu- sic tracks by emotional properties [50]. When both tracks were listened to in their entirety, the participants could respond by clicking one button: Track A, Track B, or Draw. Track A was selected randomly from a pool of tracks that had not been played in the last 10 comparisons. The Glicko-2 chess rating system [51] was adopted for rank- ing tracks in each of the six affect categories. With Glicko-2 ranking, players who are highly consistent have a low rating volatility and are less likely to move up or down in rank due to the results of a single match. Each track had a rating, rating devi- ation, and rating volatility, initialized with the default Glicko-2 values of 1500, 350, and 0.06, respectively. The system adjusts the ratings, deviation, and volatility of tracks after they have been compared with each other and ranks them by their rating. Features of the note-by-note symbolic representations of the tracks were analyzed for correlation with rankings in each cat- egory, as summarized in Table IV in the Appendix. Analysis of track rankings and musical content of each track revealed a range of music properties (see Table V in the Ap- pendix) correlating with the perception of specific emotions. These correlations were used in the design of the AMS to help it produce mood-appropriate music. VI. AMS ARCHITECTURE An AMS for scoring video games with context-specific, af- fective music was developed and integrated into two stylisti- cally distinct games. For testing with different, prebuilt games, the AMS was developed as a standalone package that receives messages from video games in realtime to generate a model of the game-state and output music. The system consists of the following three key components: 1) a spreading activation model of game context; 2) the six-category model of emotion for describing game context; 3) an adaptive system for composing and arranging expert composed music fragments using these two models. A. Spreading Activation A model of spreading activation was implemented as a weighted, undirected graph G = (V, E), where V is a set of vertices and E a set of edges, using the Python library NetworkX. Each vertex represents a concept or affect, with the weight of the vertex wV : V ⇒ A (for activation A ∈ IR) represent- ing the activation between values 0 and 100. Normalized edge weights wE : E ⇒ C (for association strength C ∈ IR) repre- sent the level of association between vertices and are used to facilitate the spreading of activation. Three node types are used to represent affect (A), objects (O), and environments (N), such that V = A ∪ O ∪ N. The graph is not necessarily connected, and edges never form between affect vertices (Fig. 2). A new instance of the graph with the six affect categories of sadness, happiness, threat, anger, tenderness, and excitement is spawned whenever a new game is started. The model is used to represent the game context in realtime; regular messages from the game are used to update the graph. These updates can add new vertices, new edges, or update edge weights. An open sound control (OSC) [52] client was added to the game engines to Authorized licensed use limited to: G.Pulla Reddy Engineering College. Downloaded on April 10,2021 at 01:14:38 UTC from IEEE Xplore. Restrictions apply.
  • 5. 274 IEEE TRANSACTIONS ON GAMES, VOL. 12, NO. 3, SEPTEMBER 2020 Fig. 2. Visualization of spreading activation model during testing with a role- playing video game. Vertex activation is represented by greyscale shading, lin- early ramping from white to dark grey. Edge weights were represented by edge width. communicate the game state as lists of content activations and relationships for this purpose. Every 30 ms, the list of messages received by the OSC server is used to update the activation values of vertices in the graph. If a message showing the activation of a concept is received and the concept does not yet exist in the graph, a new vertex representing that concept is created. At each update of the graph, edges from any vertex with activation above 0 are traversed, and connected vertices are activated proportionally to the connecting edgeweights.Forexample,ifvertexAhasanactivationof50and is connected to vertex B with an edge of weight 0.25, then vertex B would be activated to a minimum value of 50 × 0.25 = 12.5. If vertex B is already activated above the this value, then no change is made to its activation. Determining the activation of concepts and affect categories fromgameplaydepends onthemechanics of thegameandwould ideally be a consideration at all the stages of game development. Edges are formed between vertices by using one of the two methods. Inferred edges are developed from the coactivation of concept vertices. When two concepts have an activation above 50 at the same time, an edge is formed between them. Edges can also be assigned from game messages, allowing game creators to explicitly define associations. For example, an edge between the vertices for the character “Grandma” and affect category “Tenderness” can be assigned by the game creators and com- municated in a single message. The activation of concepts, and edge weights, fade over time. The fading rate is determined by the game length, number of concepts, or game style as desired. For the games tested, edge weights would not fade when the association was explicitly de- fined, and inferred associations would fade at a rate of 0.01/s, while vertex activations faded at a rate of 0.1/s. Melodic themes were precomposed for a subset of known ob- jects in the game. These themes were implemented as properties of object vertices as vt = themei ∀ v ∈ O. (1) At every frame, the knowledge graph is exposed to the music composition system, and new music is generated to accompany gameplay. B. Music Composition A multiagent composition system (see Fig. 3) was developed based on observations of group dynamics of improvising mu- sicians and the relative strength and weakness of different al- gorithmic composition techniques for distinct roles in the com- position process. The agent architecture was developed using a design science methodology [53] with iterative design cycles. A combination of music theory, including descriptive “rules” of harmonic tension and frequently used melody manipulation techniques, and calibration based on aural assessment of real- world performance guided these cycles. The agents were as- sessed using a series of user studies, which provided feedback to support or reject more general aspects of the approaches used. 1) Multiagent Dynamics: Coagency is the concept of having individual agents that work toward a common goal but with the agency to decide how to work toward that goal. It is observed in team sports, where players rely on their own skills, knowledge, and situational awareness to decide what actions to take, but also work as a team to win the game. Some teams have a “game plan,” which give soft rules for how coagency will be facilitated but still leave room for independent thought and action. Coagency is also evident in improvising music ensembles [54]. Musicians add their own creative input to create original compositions as a group, using a starting melody, chord progression, or rhythmic feel as their “game plan.” In the AMS, multiple software agents are used to generate musical arrangements. Agents do not represent performers, in- stead they represent roles that a player or multiple players in an improvising group may take. Agents were designed to have either Harmony, Melody, or Percussive Rhythm roles for devel- oping polyphonic compositions with a mixture of percussive and pitched instruments. Agents generate two measures worth of content at a time. 2) Harmony Agent: The harmony agent utilized a recurrent neural network (RNN) model designed as an extension to the tested harmony system presented by Hutchings and McCormack [55]. The RNN contains two hidden layers, and an extensive hyperparameter search lead to the use of gated recurrent units with 192 units per layer. Chord symbols were extracted from 1800 folk com- positions from the Nottingham Music Database found at http://abc.sourceforge.net/NMD/: 2000 popular songs in rock, electronic, rhythm, blues, and pop styles from the Wikifonia database (no longer publicly available) and 2986 jazz standards from the collection of the “Real Book” series of jazz standards [56]. To aid the learning of chord patterns by style and to encode time signature information into the training data, barlines were replaced with word tokens representing the style of music, either pop, rock, jazz, or folk. Dynamic unrolling produced significantly faster training times, and lower perplexity was achieved using the implemen- tation of peep-hole mechanisms. The encoding of chord symbol Authorized licensed use limited to: G.Pulla Reddy Engineering College. Downloaded on April 10,2021 at 01:14:38 UTC from IEEE Xplore. Restrictions apply.
  • 6. HUTCHINGS AND MCCORMACK: ADAPTIVE MUSIC COMPOSITION FOR GAMES 275 TABLE I HARMONIC CONTEXT REPRESENTATION AS A 2-D MATRIX FOR AN EXAMPLE CHORD PROGRESSION tokens aided the training, with best results achieved using 100 dimension encoding. The final layer of the network utilized soft- max activation to give a likelihood value for any of the chord symbols in the chord dictionary, to come next for a given in- put sequence. This allows the harmony agent to find likely next chords, add them to the chord progression of a composition, and feed them back into itself to further generate new chords for a composition. The output of the softmax layer is used as an agent confi- dence metric as used by Hutchings and McCormack [55]. The confidence of the agent is compared with that of other agents in the AMS to establish a “leader” agent at any given time. When the harmony agent has a higher confidence score than that of the first melody agent, the harmony agent becomes the leader, and the melody agent searches for a melody that is harmonically suitable. If the harmony agent’s confidence is lower, less likely chords are progressively considered, if needed, to harmonically suit the melody. The harmony agent does not add any notes to the game score; instead, it produces a harmonic context, which is used by multi- ple melody agents to write phrases for all the pitched instruments in the score. The harmonic context is a 2-D matrix of values that represent which pitches most strongly signify a chord and key over the course of a musical measure I. For example, a row representing pitch “C” would be populated with high values when the token output of the harmony agent is a C major chord. In this situation, the row representing pitch “E flat” would have low values, as hearing an E flat would suggest an E minor chord. These values are formulated as resource scores that the melody agent can use to decide which combination of melodic notes will best reflect the chord and key. The matrix has 12 rows representing the 12 tones in the western equal temperament tuning system, from “C” to “B,” and the columns represent subdivisions of beats across four measures. When the harmony agent generates chords for two measures, the matrix is populated with values that represent the available harmonic resource for the melody agents to use. Root tones are assigned a resource value of 1.0 and chord tones a value of 0.8. All other values carry over from the previous measure to help establish tonality and are clamped to a range of 0–0.5 to prioritize chord tones. The first measure is initialized with all values set to 0.3. The harmonic fitness score H is given by the average resource value at each cell Ki; a note from the melody fragment inhabits the following: H = 1 L L i=1 f(Ki). (2) 3) Melody Agents: At any point of gameplay, the knowledge graph represents the activation of emotion, object, and environ- ment concepts. The melodic theme assigned to the highest acti- vated object is selected for use by melody agents when melodic content is needed in the score. A melody agent exists for each instrument defined in the score by the human composer, and each agent adds melodic content every two measures. XCS is used to evolve rules for modifying precomposed melodic fragments by using melody operators as actions. It is used to reduce the search space of melody operations to support real-timeresponsivenessofthesystem.Melodyfragmentsofone to four measures in length are composed by expert composers as themes for different concepts in the game. A list of eight melody operators were used based on their prevalent use in music com- position: reverse, diminish, augment, invert, reverse-diminish, reverse-augment, invert-diminish, and invert-augment. Reversal reverses the order of notes; augmentation and diminution extend and shorten the length of each note elementwise, respectively, by a constant factor; inversion inverts the pitch steps between notes. The activation of each affect category is represented with a 2-b binary number to show concept activations of 0–24, 25– 49, 50–74, or 75–100 (see Section VI-A). A 6-b unique theme id is appended to each of the emotion binary representations to create an 18-b string representation of the environment. Calculations of reward can be modified based on experimen- tation or adjusted to the taste of the composer. The equations implemented as the default rewards were established using the results of the emotion survey (see Table V in the Appendix) to determine negative or positive correlation and, then, calibrated by ear (by the lead author, who has professional experience com- posing for games), to find reasonable bounding ranges and co- efficients for each property. Notes per second (ns), mean pitch interval (n̄), and ratio of diatonic to nondiatonic notes (d) in each phrase were used for the calculation of rewards as follows: Re = 0.2 − |(e/500) − (ns − 0.5)/25| Rh = 0.2 − |h − d| Rs = |(s/500) − (ns − 0.5)/25| Rte = |(te/500) − (ns − 0.5)/25| Rth = 0.2 − |(th/500) − (p̄/6)/5| R = Re + Rh + Rs + Rte + Rth Only melodic fragments resulting from rules with rewards es- timated above a threshold value (R 0.6 by default) are con- sidered, and the resulting modified melody fragments are put through an exhaustive search of transpositions and temporal shifts to find a suitable fit in the score based on the harmonic context. Authorized licensed use limited to: G.Pulla Reddy Engineering College. Downloaded on April 10,2021 at 01:14:38 UTC from IEEE Xplore. Restrictions apply.
  • 7. 276 IEEE TRANSACTIONS ON GAMES, VOL. 12, NO. 3, SEPTEMBER 2020 If a suitable score is achieved, the melody fragment is placed into the music score, and modifications are made to the har- monic context. Notes consume all resources from the context where they are added, and they consume half of the resources of tones directly above and below and a diminished fifth away. By consuming resources from pitches with a high level of ten- sion, notes with unpleasant clashes are avoided by other melody agents. This process is repeated for each melody agent every two measures. The first melody agent produces the melody line with the highest pitch; the second melody agent produces the low- est pitch melodic lines; and, subsequent, melody agents gradu- ally get higher above the lowest melody line until the highest melody line is reached. This follows common harmonization and counter-point composition techniques. The maximum range Mr in semitones between the highest note of the first melody agent and the lowest note of the second melody agent is determined by the number of melody agents in the system (N) and the style of music Mr = 12 × Sr × N. (3) A “style range factor” Sr was set to default values of 1.0, 0.8, and 0.7, respectively, for jazz, pop, and folk music styles but can be adjusted by composers as desired. By setting a minimum harmonic fitness threshold, it is possi- ble that not all agents will be used at all points of time. This is a good orchestration practice in any composition and is often ob- served in group improvisations, where musicians will wait until they feel they have something to contribute to the composition before playing. The harmony agent can generate chord progressions taking style labels as input (jazz, folk, rock, and pop). In contrast, the melody agent generates musical suggestions and rates them us- ing explicit metrics designed to represent different styles. There are many composition factors that influence style, including instrumentation, rhythmic emphasis, phrasing, har- monic complexity, and melodic shape. Instrumentation and per- formance components such as swing can be managed by higher level processes of the AMS, but the melody agents themselves should consider melodic shape, harmony, and rhythmic qualities when adding to the composition. In this system, a simple style score (P) is introduced, which rates rhythmic density emphasis based on style using ad hoc parameters tuned by ear. Parame- ters of notes per beat are represented by nb and binary value for phrase starting off the beat (1 = true, 0 = false) by ob. For jazz, P = |1 − nb| + ob. For rock and pop, P = |(1/N) − nb|. For folk, P = |1 − nb|. A final melody fitness score, M, is calculated as the sum of the style and harmonic fitness scores; i.e., M = H + P. For concepts that do not have a precomposed theme, a theme is evolved when the first edge is connected to its vertex. Themes from the two closest object vertices, as calculated using Dijkstra’s algorithm [57], are used to produce a pool of parents, with manipulations used by the XCS classifiers applied to create the population in the pool. Parents are spliced, with a note pitch or rhythm single point mutation probability of 0.1. The muta- tion rate is set to this relatively high value as the splicing and Fig. 3. System diagram for the AMS. recombination manipulations of themes occurs through the op- eration of melody agents, meaning mutation is the only method of adding new melodic content to the generated theme. 4) Percussive Rhythm: A simple percussive rhythm agent based on the RNN model used by Hutchings [58] was imple- mented with the lowest melody agent rhythmically doubled by the lowest percussive instrument and fed into the neural network to produce the other percussive parts in the specified style. VII. IMPLEMENTATION IN VIDEO GAMES To test the effectiveness of the AMS, for the intended task of real-time scoring of game-world events in video games, the model was implemented in two games: 1) Zelda Mystery of So- larus (MoS); [59] and 2) StarCraft II [60]. The games were se- lected for having different mechanics, visual styles, and settings, as well as having open source code or exposed game-states that could be used to model game-world contents. The activation of objects and environments (see Fig. 2), using explicit program- matic rules, spreads to affect categories, which, in turn, affects parameters of the musical compositions. A list of key concepts that players would be likely to engage with over the first 30 min of gameplay was established for each game,andactivationsforconceptsandemotionswerecalibrated. In Zelda: MoS, concepts such as “Grandma” and “Bakery” were given an activation of 100 when on screen because there was Authorized licensed use limited to: G.Pulla Reddy Engineering College. Downloaded on April 10,2021 at 01:14:38 UTC from IEEE Xplore. Restrictions apply.
  • 8. HUTCHINGS AND MCCORMACK: ADAPTIVE MUSIC COMPOSITION FOR GAMES 277 TABLE II ACCEPTED TERMS FOR ESTABLISHED CONCEPTS only one of each of these object types in the game. Other objects such as “Heart” and “Big Green Knight” were given activation levels of 20 for appearing on screen and increased by 10 for each interaction the player character had with them. Attacking a knight or being attacked by knight was counted as an interaction. For StarCraft II, threat was set by the proportion of enemy units in view compared to friendly units. The rate of wealth growth was chosen as an activator of happiness with 5 activation points added for each 100 units of resources mined. Sadness ac- tivation increased 5 points by death of friendly units; tenderness activation increased 5 points by units performing healing func- tions; excitement activation increased 10 points by the number of enemy units visible. Three environment nodes were created as follows: 1) the player’s base; 2) enemy base; and 3) wasteland in-between. The participants were invited to participate in the study on public social media pages for students at Monash University, Melbourne, Vic., Australia, and for the gamers and game de- velopers in Melbourne, Australia, and divided into two groups: Group A and Group B, with 17 participants in each group. Ex- periments were conducted in an isolated, quiet room, and ques- tionnaires were completed unobserved and anonymously. The reasoning behind this study design was to avoid experience con- flation by having the same game played with different music conditions. Group A played Zelda: MoS with its original score and StarCraft with a score generated with the AMS. Group B played Zelda: MoS with the AMS and StarCraft with the original score. The order that the games were presented in alternated for each participant, and participants were not given any informa- tion about the music condition or the system in use. Players would play their first game for 20 min. After 20 min, the game would automatically stop, and the first game ques- tionnaire would appear. The participants were asked if they had played the game before to describe the game and music with words if they noticed the mood of the music change during gameplay, and to list any game related associations they have with a played music theme. One question of the questionnaire included a 10-s audio clip that the participant would use to report any game-world contents that they associated with that music. Before the study began, a list of key words was defined (see Table II) for each condition to classify a “correct” association, meaning an association between music and content that had a co-occurrence during gameplay or content that was known to trigger the music. For Starcraft, a recording of the original score used during a conflict-free seg- ment of the gameplay was used for participants in Group B, and the composer written theme for space construction vehi- cle (SCV) units played for participants in Group A. For Zelda: TABLE III MANN–WHITNEY U ANALYSIS OF THE DIFFERENCE IN REPORTED IMMERSION AND CORRELATION OF EVENTS AND MUSIC BETWEEN ORIGINAL GAME SCORE AND AMS GAMEPLAY CONDITIONS MoS, a recording of the original score used in outdoor areas, was played to the participants in Group B, and the composer written theme for “Sword” was played to the participants in Group A. The participants were, then, asked to provide ratings of im- mersion, correlation of music with actions, and questions related to the quality of the music itself for the gaming session with each game. After submitting answers, the participants were invited to take rest before completing another game session and question- naire with the other game. A. Results Example videos of each game being played with music gen- erated by the AMS are provided for reference.1 Most of the participants were unfamiliar with the games used in this study. For Starcraft II, 17% of the users reported having played the game before, and only one participant, representing 3% of the number of participants, had played Zelda: MoS. A small positive effect (see Table III) was observed in both re- ported immersion and correlation of music with events in AMS conditions compared to the original score conditions for the same game and for both games. Using a Wilcoxon signed-rank nondirectional test, a signif- icant positive increase in rank sum (p 0.05) was observed for both the groups in reporting the perceived effect of music on immersion when AMS was used, independent of the game choice. Furthermore, in no cases did the participants report that the AMS-generated music “greatly” or “somewhat” reduced immersion. Despite the increase in self-reported correlation of events and music, fewer “correct” concept terms were listed for the short audio samples in the questionnaire in AMS conditions for both the games. For Zelda, correct terms were reported by 70% of the participants in original and 53% in AMS conditions. For Starcraft, this rate was 59% for original and 41% for AMS. B. Discussion This study involved short interactions with a game that does not represent the extended periods of time that many people play games for. This short period also limits the complexity of the spreading activation model that can be created and person- alization of the music experience that such complexity would bring. However, this study shows that the AMS can be successfully implemented in games and that self-reported immersion and 1https://monash.figshare.com/s/1d863d9aa90ca4a97aab Authorized licensed use limited to: G.Pulla Reddy Engineering College. Downloaded on April 10,2021 at 01:14:38 UTC from IEEE Xplore. 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  • 9. 278 IEEE TRANSACTIONS ON GAMES, VOL. 12, NO. 3, SEPTEMBER 2020 correlation of events with music is increased using the AMS for short periods. This result supports the use of the spreading activation model to combine object, emotion, and environment concepts. Listening to the music tracks, it becomes apparent that the overall music quality of the AMS is not that of a skilled com- poser, but this goal is outside the scope of this project. Musical quality could be enhanced using improvements to the composi- tion techniques within the framework presented. VIII. CONCLUSION In this paper, we have documented a process of identifying key issues in scoring dynamic musical content in video games, finding suitable emotion models, and implementing them in a video game scoring system. The journey, through the considera- tion of alternate modeling approaches, exploratory study, novel listener study, and modeling approach, implementation, and test- ing in games, demonstrates the multitude of academic and prag- matic concerns developers can expect to face in producing new emotion-driven, adaptive scoring systems. By focusing on the criteria of the emotion model for the spe- cific application, additional development was required in es- tablishing a novel listener study design, but greater confidence in the suitability of the model was gained, and positive real- world implementation results were achieved. The field of affec- tive computer music could benefit from the further exploration of designed-for-purpose data collection techniques with regards to emotion. The results of this game implementation study suggest that us- ing affect categories within a knowledge activation model as a communicative layer between game-world events and the music composition system can lead to improved immersion and per- ceived correlation of events with music for gamers, compared to current standard video-game scoring approaches. We argue for the need of a fully integrated, end-to-end ap- proach to adaptive game music, which sees the music engine integrated at an early stage of development and is built on mod- els of cognition, music psychology, and narrative. This approach has a broad and deep scope. As the research in this area contin- ues, expert knowledge and pragmatic design decisions will con- tinue to be needed to produce actual music systems from models and theoretical frameworks. Individual design decisions in the implementation presented in this paper, including the choice of generative models and calibration of parameters, raise individ- ual research questions that can be pursued within the general framework presented, or in isolation. A. Future Work We intend to undertake further listener and gamer studies to establish more generalized correlation between music and emo- tion. These studies support developing more advanced AMSs. The listener study design presented in this paper gives us a suit- able platform for collecting further data for a larger range of mu- sic compositions. Positive results from the gamer survey based on modifying the existing games not designed for the AMS en- courage ground-up implementations in new games for tighter integration with the mechanics of specific gameplay. The AMS presented assumes that the knowledge of upcom- ing events is not present. While this scenario may be the case in some open-world games like Minecraft, many games have writ- ten narratives that can provide this knowledge a priori. Work by Scirea et al. has demonstrated the benefits of musical fore- shadowing in games [61], an important addition that could be implemented in this AMS. APPENDIX TABLE IV LISTENER STUDY RANK OF THE TRACKS BY EMOTION TABLE V PEARSON’S CORRELATION COEFFICIENT (R) OF MUSIC PITCH PROPERTIES BY EMOTION CATEGORY Correlations with p 0.01 in bold. M = Mean; SD = Standard deviation; ST = Semitones. REFERENCES [1] S. J.-J. Louchart, J. Truesdale, N. Suttie, and R. Aylett, “Emergent nar- rative, past, present and future of an interactive storytelling approach,” in Interactive Digital Narrative: History, Theory and Practice. Evanston, IL, USA: Routledge, 2015, pp. 185–200. Authorized licensed use limited to: G.Pulla Reddy Engineering College. Downloaded on April 10,2021 at 01:14:38 UTC from IEEE Xplore. Restrictions apply.
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  • 11. 280 IEEE TRANSACTIONS ON GAMES, VOL. 12, NO. 3, SEPTEMBER 2020 [57] E. W. Dijkstra, “A note on two problems in connexion with graphs,” Nu- merische Mathematik, vol. 1, no. 1, pp. 269–271, 1959. [58] P. Hutchings, “Talking drums: Generating drum grooves with neural net- works,” 2017, arXiv:1706.09558. [59] “Zelda: Mystery of solarus,” Solarus Team, 2011. [60] “Starcraft ii: Wings of liberty,” Blizzard Entertainment, Irvine, CA, USA, 2010. [61] M. Scirea, Y.-G. Cheong, M. J. Nelson, and B.-C. Bae, “Evaluating musical foreshadowing of videogame narrative experiences,” in Proc. 9th Audio Mostly; A Conf. Interact. Sound. ACM, 2014, Art. no. 8. Patrick Edward Hutchings received the Ph.D. de- gree adaptive music systems for interactive media, Monash University, in 2018. He is a Researcher with Monash University, Melbourne, Vic., Australia, and specializes in appli- cationsofmachinelearninginmusicpractice.Hecon- tinues to work in music composition and performance alongside. Jon McCormack received the B.Sc (Hons.) degree in applied mathematics and computer science from the Monash University, Melbourne, Vic., Australia, Grad. Dip. Art degree from the Swinburne University, Melbourne, Vic., Australia, and the Ph.D. degree in computer science from the Monash University, Mel- bourne, Vic., Australia. He is a Full Professor and Director of SensiLab, Monash University, Melbourne, Vic., Australia, a cre- ative technologies research space that connects multi- ple and diverse disciplines together to explore the un- tapped potential of technology. His research interests include digital art, design and music, creativity, artificial intelligence, and human–computer interaction. Authorized licensed use limited to: G.Pulla Reddy Engineering College. Downloaded on April 10,2021 at 01:14:38 UTC from IEEE Xplore. Restrictions apply.