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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>On VAE Latent Space Vectors Distributed Evolution Driven Music Generation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>G. Rogozinsky</string-name>
          <email>gleb.rogozinsky@gmail.com</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>A. Shchekochikhin</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>The Bonch-Bruevich Saint-Petersburg State University of Telecommunications</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>Nowadays, the deep learning technics used in the algorithms of computer music generation are rapidly developing. One of the common problems of the deep learning-based methods is the successful reproduction of music score sequences within the short time intervals as well as on long ones. To solve it, one may use so-called hierarchical models, which typically lead to a computational load. Earlier systems based on evolutionary computation methods, especially genetic algorithms, had already proven their ability to model variations of musical sequences within the long time scales. The purpose of the presented study is to demonstrate how to incorporate deep learning models, evolutionary computations, and rule-based computer music generation technics to approach the most e ective features of each one technic correspondingly. The paper presents the combined method of music sequence generation based on a distributed genetic algorithm with the Variational Autoencoder(VAE) genotype-to-phenotype mapping. The research includes experimental investigation of the latent space vectors evolutionary driven dynamics, to gure out the ways of how one can achieve the state of a controllable evolution process. The paper also presents the set of rule-based approaches to modify system-generated music sequences to meet predictable high perceptual di erences at the low computational costs. The outcomes of the genetic algorithm runs at the various numbers of agents and di erent mutations are given, together with several examples of music scores, generated within the research.</p>
      </abstract>
      <kwd-group>
        <kwd>Algorithmic Music Generation</kwd>
        <kwd>Computer Music Technics</kwd>
        <kwd>Genetic algorithm</kwd>
        <kwd>VAE</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Algorithmic music generation, also known as algorithmic music, has a long
history of development, originated in the days of Mozart to undergo the rapid
Copyright c 2019 for this paper by its authors. Use permitted under Creative
Commons License Attribution 4.0 International (CC BY 4.0).
progress due to co-evolution with the informational and communicational
technologies. Comparing to the days of Illiac Suite by ILLIAC I (Illinois Automatic
Computer) mainframe coded by Lejaren Hiller in 1957, the state-of-art software
allows user to have his/her own pocket mobile `Illiac' running on iOS/Android.
Meanwhile, the computational advantage still not able to reach the
singularity frontier for the computer music systems, mostly because of the
simplicitycomplexity dualism of human-generated music. Human music can be simple
to its extreme, but at some particular moment, one little pause, or unexpected
modulation can turn several measures into the masterpiece. The authors' present
study continues their previous research in the eld of distributed computer music
generation systems, aimed to set of competing agents, for imitation of
humanfeatured process of selection between several creative thoughts.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Music generation technics comparison</title>
      <p>
        Computer music generation remains one of the problems of machine creativity.
Since 1960s, applied technics has been evolved from simple rule models and
Markov chains [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] to complex ones, based on evolutionary computations [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ],
[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], and deep learning models [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. Still, there is no universal way to
compare di erent computer-aided generative technics. One of the methods to
value the results of generated music pieces is the Music Turing Test, one of its
rst usages was described in [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The authors conducted a research to compare
the existing computer music generation technics, to gure out the most successful
ones. Fifty respondents were asked to listen to 12 di erent short music pieces,
10 of which were generated by computer algorithms, and to guess which one
was composed by human being. Table 1 gives a summary of the comparison of
music composition technics. There are some other approaches to evaluate the
quality of computer-generated music pieces. In [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] peers were asked to compare
generated samples by raking them in a range from 1 to 10. 1 grade corresponded
to "completely random noise" while a 10 grade corresponded to "composed by a
novice composer". In [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] authors indicated the main drawback of such quality
evaluation technics, which are high costs and low reproducibility, and shown
how objective quantities, such as model entropy and mutual information as a
function of the distance between two notes, may be used for computer music
generation technic outcomes evaluation.
Music composition technique Mean Turing test pass, %
Composed by human 69
Deep learning 60
Complex technics 56
Genetic algorithm 52
Markov chains 46
Cellular automata 30
      </p>
      <p>
        Nevertheless, while technics based on deep learning models appear to be most
advanced, there some known limitations of the usage of them:
{ deep learning methods do not actually compose a new piece of music, but
rather produce a sequence of notes, which is statistically equal with the given
dataset; thus the new genre could not appear in such generation model;
{ complex hierarchical models are to be applied to achieve good results for
generation pieces in long time ranges [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ];
{ the process of learning as well as generation still needs a lot of computations,
but the e ectiveness of recent models increases [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        On the other hand, evolutionary computation-based methods are proven to
provide a way to model music melody variations on long time scales [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Latent space vectors evolution generative model</title>
      <p>
        In [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], we have proposed the method of music generation with a distributed
genetic algorithm. One of the main di culties in genetic algorithm music
generation system design is to de ne genotype-to-phenotype mapping as well as de ne
a tting function. In [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], one may nd a rich survey of di erent approaches for
evolutionary computer music generation systems design.
      </p>
      <p>
        It has been shown that VAEs and GANs can be used to perform the
genotypeto-phenotype mapping, performing the interactive evolutionary computation for
image generation[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] as well as the 2 bar music sequences[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>We propose the following technique for in nity personalized music generation,
based on the genetic evolution of latent vectors (see gure 1):
{ the distributed genetic algorithm is used as an attractor for the music
generation; each agent in the system is associated with the one user; all agents
together form the population for the genetic algorithm;
{ VAE is used for the genotype-to-phenotype mapping;
{ each agent has a target state, the distance to that is used as the tness
function;
{ the agent target states are set by users, mapped to the natural language
descriptions;
{ at each system run loop step, agents obtain the states of others to perform
the next iteration of the genetic algorithm.</p>
      <p>
        The current version of the system model is available online3. MusicVAE
autoencoder[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] from Magenta was used to perform the genotype-to-phenotype
mapping to decode genetic algorithm run results into note sequences. MusicVAE
encoder is a two-layer bidirectional LSTM network. MusicVAE decoder is a
hierarchical RNN. The key assumption of implementing genotype-to-phenotype
mapping with the VAE model is to achieve perceptual continuity: we assume
that small distances in latent space will correspond to perceptually-close
decoded music sequences.
3 https://github.com/ashekochikhin/aGASim
      </p>
      <p>In the experiments, the following genetic algorithm realization was
implemented:
{ agent get current states of all other agents in the system;
{ the Hamming distance closest to the current target state agent is determined;
{ single point crossover runs at current and closest agents providing two new
children candidates;
{ system speci ed number of random mutations runs;
{ closest to the target state candidate replaces current agents state.
The model system has the following variable parameters:
{ N - number of agents;
{ lch - chromosome length;
{ pm - number of mutations after crossover;
{ l - gen's alphabet length.
where c1 and c2 are some constants de ned by system con gutaion.</p>
      <p>Figure 4 and 5 show the in uences of mutation probability, and the number
of agents on the median distance of current agents states to the target ones for
di erent chromosome lengths. With the growth of chromosome length number of
agents required to achieve relatively close stable distance to the target increases.</p>
      <p>Figure 6 shows the decay of the distance to the target state with the agents'
population size. For a given chromosome length stable distance to target state
may be approximated with an inhibitory dose-response curve, Dst:
Dst</p>
      <p>lch
1 + ( cN2 )c1 ;
Dst
lch(1
e c1l );
(2)
(3)
where c1 and c2 are constants de ned by system con gutaion.</p>
      <p>Figure 7 shows the growth of the stable distance to the target state with the
alphabet length. For a given population size stable distance to target state Dst:
where c1 is a constant de ned by system con gutaion.</p>
      <p>Provided analysis of the distributed genetic algorithm behavior on system
variable parameters is to be used to keep the correct run. As the genetic
algorithm is used not for optimization but generation, it should always be close
enough to the extremum but never stack on it. Random mutations may be used
to prevent continuous repeats of every solution. If there are not enough agents
to be close enough to the target system may generate virtual ones.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Discussion</title>
      <p>Figure 8 gives an example of a generated sequence of the 16 bar length. Note
that implemented VAE was trained to produce the 2 bar length sequences. One
can notice that the presented sequence is in the key of B- at minor. The melody
generally remains within the selected tonality. We must admit that with the
described approach on the long timescales (32 to 64 bars) system 'losses' memory
of the initial sequence and its attributes.</p>
      <p>
        To get better scale stability, one may apply some algorithmic constraints
to the generated sequences. In [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] was shown how the constraints in the latent
space might be used to reach a better successful generation rate. We assume that
restrictions in the phenotype space are also practical. For example, one may use
major scale constraint to the mentioned sequence and get one presented in gure
9. To apply scale constraint, one should rst determine the sequences key. We
provide a simpli ed algorithm to identify the key of the sequence by giving a
score to each note for each music key:
{ +2, if a note from the sequence is I, IV, or V scale degree;
{ +1, if a note from the sequence is any other scale degree;
{ 1, if a note from the sequence is out of a scale;
{ if the total scores of the sequence are equal for two di erent scales, the one
with fewer symbols is to be chosen.
      </p>
      <p>
        After the original scale is determined, the sequence may be quantized to the
desirable one by replacing out of scale notes with the closest one from the scale.
There are also more complex algorithmic technics to determine the original
sequence's key [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], as well as deep learning-based approaches for key extraction
from raw audio samples [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>Another constraint application is a rhythmic modi cation. In spite of original
VAE was trained to decode latent space vectors to a sequence in four-four time
signature, the generated sequence can also be easily quantized to three-four time,
see gure 10, or six-eight time, see gure 11.</p>
      <p>
        Rhythmic transformations may also be performed according to statistically
motivated rules. Depending on the music genre, di erent rhythmic sequences
rudiments - are more or less common [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Applying rudimental rhythmic ltering
will result in not only statistically right results but in the generation of sequences,
which may be comfortably performed by a human.
      </p>
      <p>Therefore, one of the approaches to improve nowadays' most advanced deep
learning-based music sequences generation techniques is to combine them with
the well- known algorithmic solutions such as genetic algorithm and rule-based
constraints. This approach leads to consistent results with a low computation
load.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>The approach that has been discussed in the paper leads us to further study
of the proposed distributed genetic algorithm with VAE genotype-to-phenotype
mapping music generation model. The combining technics of algorithmic
music proved to play a key role in the e ective composition. Di erent approaches
possess their peculiar strong and weak sides, thus suitably combining them will
produce a compositionally attractive outcome. Generally speaking, an
agentbased approach with competing 'ideas' can be treated as a model of world music
evolution, i.e. starting from the basic simple sequences, it evolved into very
complex, polytonal, and even atonal structures. There are already some popular
applications and online services existing. We can assume that their e ectiveness
both in the sense of speed and music 'ideas' is also due to a proper combined
approach. The application area of such services allows us to estimate the future
of such systems. Various recreational zones, both private and public, with ability
to be adjusted, i.e. to the weather conditions, daytime, team progress, wearable
device data etc. In addition, as a set of assistive technologies for the human
composers, virtual reality randomization e ects etc. One of the greatest features
of such systems is their ability to be individualized according to the client data.</p>
    </sec>
  </body>
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