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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A ective Expression in Computer Generated Music and its E ect on Player Experience</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Marco Scirea</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>IT University of Copenhagen</institution>
          ,
          <addr-line>Copenhagen 2300, DK</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>In games, unlike in traditional linear storytelling media such as novels or lms, narrative events unfold in response to the player input. Therefore, the music composer in an interactive environment needs to create music that is dynamic and non-repetitive. We investigate how to express emotions and moods in music and how to apply this research to improve player experience in games. The main novelty in our approach, compared to most algorithmically generated music research, is our focus on a ective and cognitive modelling, coupled with real-time adjustment of the music. This focus on the emotional meaning that procedurally generated music should express has also been identi ed by Collins as one of the lacking features that prevent procedurally generated music to be more widely used in the game industry [1].</p>
      </abstract>
      <kwd-group>
        <kwd>a ective computing</kwd>
        <kwd>generative music</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        We aim to ll what we believe is the gap that's holding generative
procedural music generation back: emotion expression. A number of works have been
published in the area of a ect, semiotics and mood-tagging ([
        <xref ref-type="bibr" rid="ref2">2</xref>
        ],[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ],[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]) but our
focus lies in the real-time generation of background music capable of expressing
moods. Our research focuses on investigating the expression of moods and the
a ective e ect this music can have on the listener while applying this research
to games.
      </p>
      <p>The nal objective is to create a system where, by using a emotional model
of the player, we would be able to identify the player's emotional state and be
able to reinforce or manipulate it through the use of mood-expressive music
to improve user experience. What this could achieve is the creation of better
immersive experiences (reinforcement of current emotional state and play-style)
and the development of tools/models to help designers create experiences where
the players are put in a speci c emotional state.</p>
      <p>A number of challenges arise from this objective, such as how to validate our
mood expression model, improve our generator to be able to include harmony
and melody, make the generated music more interesting and creating a cognitive
model of the player, just to name a few. First we are going to validate the theory
we used until now and better tune it to increase the mood recognition rate, then
we will harmony generation in our generator. We are thinking about training
a Markov chain model by using a database of chord successions which could
consider, apart from the current chord, one or two previous ones.</p>
      <p>Our current generator doesn't consider harmony, so we can't express these;
still we will soon integrate harmony and melody generation in our framework,
hopefully opening up even more possibilities for our research. Once we have
improved our music generation to ideally being able to express easily identi able
moods and creating interesting music, we will start working on the cognitive
model of the player to nd ways to extrapolate his/her emotional state. This
will be integrated into an a ective loop where music generation is used as part
of an approach to player-adaptive games through content generation. We would
rstly focus on one speci c game genre and, time permitting, expand our model
to include more genres, making it more general. We would also like to continue
our work on narrative cues expression through music, even if this direction of
the research is not the main focus of the project.
2
2.1</p>
    </sec>
    <sec id="sec-2">
      <title>State of the art</title>
      <sec id="sec-2-1">
        <title>Procedurally generated music</title>
        <p>
          Procedural generation of content is a booming eld that has seen a tremendous
growth lately. Applications can be: creating simple sound e ects, game levels,
entire game worlds, and more. While a good number of games use some sort of
procedural music structure, there are di erent approaches (or degrees), Wooller
et al. distinguish two of them: transformational algorithms and generative
algorithms[
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. Transformational algorithms act upon an already prepared structure,
for example by having the music recorded in layers that can be added or
subtracted at a speci c time to change the feel of the music. (The Legend of Zelda:
Ocarina of Time is one of the earliest games that use this approach).
        </p>
        <p>Generative algorithms instead create the musical structure themselves, which
leads to a higher degree of di culty in keeping the music consistent with the
game events, and generally require more computing power as the musical
materials have to be created in real-time. An example of this approach can be found
in Spore: the music written by Brian Eno was created with Pure Data in the
form of many small samples that created the soundtrack in real time.
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Emotions and moods</title>
        <p>
          Emotions have been extensively researched within psychology, although their
nature (and what constitutes the basic set of emotions) is still widely debated.
Lazarus argues that \emotion is often associated and considered reciprocally
in uential with mood, temperament, personality, disposition, and motivation"
[
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. Our approach is therefore to produce scores with an identi able mood, and
in so doing, induce an emotion response from the game player.
        </p>
        <p>
          A ect is generally considered to be the experience of feeling or emotion.
It is largely believed that a ect is post-cognitive; emotion arises only after an
amount of cognitive processing has been accomplished. With this assumption,
every a ective reaction (e.g., pleasure, displeasure, liking, disliking) results from
\a prior cognitive process that makes a variety of content discriminations and
identi es features, examines them to nd value, and weighs them according to
their contributions" [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. Another view is that a ect can be both pre- and
postcognitive, notably [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]; thoughts are created by an initial emotional response that
then leads to producing a ect.
        </p>
        <p>
          Mood is an a ective state. However, while an emotion generally has a speci c
object of focus, moods tends to be more unfocused and di used [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] say
that mood \involves tone and intensity and a structured set of beliefs about
general expectations of a future experience of pleasure or pain, or of positive or
negative a ect in the future". Another important di erence between emotions
and moods is that moods, being di used and unfocused, can last much longer
(as also remarked by [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]).
        </p>
        <p>In this paper, we focus on moods instead of emotions, for we expect that in
games { where the player listens to the background music for a longer time, that
a particular emotion is induced by the mood { and moods are more likely to
be remembered by the players after their game-play. In addition, they are easier
for game designers to integrate, since they represent longer-duration sentiments
suitable for segments of game play.
2.3</p>
      </sec>
      <sec id="sec-2-3">
        <title>Music mood taxonomy</title>
        <p>
          The set of adjectives that describe music mood and emotional response is
immense and there is no accepted standard vocabulary. For example, in the work of
[
          <xref ref-type="bibr" rid="ref12">12</xref>
          ], the emotional adjective set includes Gloomy, Serious, Pathetic and Urbane.
        </p>
        <p>
          [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] proposed a model of a ect based on two bipolar dimensions:
pleasantunpleasant and arousal-sleepy, theorising that each a ect word can be mapped
into this bi-dimensional space by a combination of these two components. [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]
applied Russell's model to music using as the dimensions of stress and valence;
although the names of the dimensions are di erent from Russell's their meaning
is the same. Also, we nd di erent terms among di erent authors (e.g. [
          <xref ref-type="bibr" rid="ref15 ref16">15, 16</xref>
          ])
for apparently the same moods. We will use the terms valence and arousal, as
they are the most commonly used in a ective computing research.
        </p>
        <p>
          A ect in music can in this way be divided into the four clusters based on
the dimensions of valence and arousal: Anxious/Frantic (Low Valence, High
Arousal), Depression (Low Valence, Low Arousal), Contentment (High Valence,
Low Arousal) and Exuberance (High Valence, High Arousal). These four clusters
have the advantage of being explicit and discriminable; also they are the basic
music-induced moods as described in [
          <xref ref-type="bibr" rid="ref17 ref18">17, 18</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Current results and Methodology</title>
      <p>
        We have created a rst prototype of a Moody Music Generator [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], which can
express di erent moods in an unstructured, semi-randomic ambient music. We
have conducted multiple studies [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ][
        <xref ref-type="bibr" rid="ref21">21</xref>
        ][22] to characterize it's control
parameters and how e ectively the moods expressed by the music can be recognized by
the listener. In the rst study we had some interesting results regarding
emotional adjectives: there doesn't seem to be a consensus on the semantic meaning
of these words and, moreover, correlations between di erent a ective words seem
to emerge. The study gave us some rst encouraging results but also made us
aware of the problems in our methodology.
      </p>
      <p>In response we designed a new open-ended study that, rather than directly
attempting to validate that our two control parameters represent arousal and
valence, crowd-sourced labels characterising di erent parts of this two-dimensional
control space. Our aim was to characterise perception of the generators
expressive space, without constraining listeners responses to labels speci cally aimed
at validating the original arousal/valence motivation. Subjects were asked to
listen to clips of generated music over the Internet, and to describe the moods
with free-text labels. We nd that the arousal parameter does roughly map to
perceived arousal, but that the nominal valence parameter has strong interaction
with the arousal parameter, and produces di erent e ects in di erent parts of
the control space. We believe that this characterisation methodology is general
and could be used to map the expressive range of other parameterisable
generators. This study has returned some positive results, yet suggests that we need
to re ne our mood expression model, especially on expressing the valence axis.</p>
      <p>Currently we have implemented a new AI system for music generation, which
creates more interesting and musically complex music that might in uence our
current a ective state expression theory. The objectives of our generator are: (i)
to express di erent a ective states using a variety of AI techniques; (ii) to
generate such music in real-time and (iii) to react in real-time to external stimuli.
The architecture is comprised of three main components: the composition
generator, the real-time a ective music composer and an archive of compositions.
A novel feature of our approach is the separation of composition and a ective
interpretation: the system creates abstractions of music pieces (what we call
compositions) and interprets these compositions in real-time to achieve the
desired a ective expression while also introducing stochastic variations. In terms of
composition generation, we present a novel combination of Evolutionary
Computation techniques to evolve melodies: the Feasible/Infeasible two population
method (FI-2POP [23]) and Multi Objective Optimization [24].
4</p>
    </sec>
    <sec id="sec-4">
      <title>Future work</title>
      <p>We are currently conducting an evaluation study on the music generation
technique developed for our new generator. Soon we'll also study the a ect expression
capabilities of our generator, as our theory will probably need to be adjusted to
the higher complexity of the music produced.</p>
      <p>Soon after we plan to decide a game to integrate with the generator, and
start building an a ective model of the player based on that game. The a ect
model should be able to tell us the emotional state of the player from in-game
metrics and also give us information on how we can in uence the player's state
through a ective expressive music.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Contributions</title>
      <p>This study will be (and already is) a contribution to the eld of music
generation: while the eld is very active in the generation of music to emulate a speci c
style, the creation of accompaniments to a melody, there is very little research
that investigates the expression (and manipulation) of a ective states through
procedurally generated music. We will also contribute to the eld of procedural
content generation, in fact our research is strongly connected with the concept
expressed by Yannakakis and Togelius of Experience-Driven Procedural Content
Generation (EDPC) [25], where the content itself is tailored to the player in an
attempt to create highly personalized content to improve player experience. We
will create the rst player-adaptive a ective game music generator. We believe
that this innovative research and our unique approach to it might also be
interesting for other elds, such as musicology, human-computer interaction and
computer science in general.
22. Scirea, M., Nelson, M.J., Togelius, J.: Moody music generator: Characterising
control parameters using crowdsourcing. In: Evolutionary and Biologically Inspired
Music, Sound, Art and Design. Springer (2015) 200{211
23. Kimbrough, S.O., Koehler, G.J., Lu, M., Wood, D.H.: On a feasible{infeasible
two-population ( -2pop) genetic algorithm for constrained optimization: Distance
tracing and no free lunch. European Journal of Operational Research 190(2) (2008)
310{327
24. Deb, K.: Multi-objective optimization using evolutionary algorithms. Volume 16.</p>
      <p>John Wiley &amp; Sons (2001)
25. Yannakakis, G.N., Togelius, J.: Experience-driven procedural content generation.</p>
      <p>IEEE Transactions on A ective Computing 2(3) (2011) 147{161</p>
    </sec>
  </body>
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