mlsanityData to 7 Oct 2026

TaikoNation: Patterning-focused Chart Generation for Rhythm Action Games

arXiv 2107.12506 ↗First posted 26 Jul 2021cs.LG cs.SD eess.AScited by 9

Not on the map. Why?

Abstract (arXiv)

Generating rhythm game charts from songs via machine learning has been a problem of increasing interest in recent years. However, all existing systems struggle to replicate human-like patterning: the placement of game objects in relation to each other to form congruent patterns based on events in the song. Patterning is a key identifier of high quality rhythm game content, seen as a necessary component in human rankings. We establish a new approach for chart generation that produces charts with more congruent, human-like patterning than seen in prior work.

Key facts. Cited by 9 papers in the map (data through 7 Oct 2026). Builds on 10 of its 44 references that are in the map. First posted on arXiv 26 Jul 2021.

Builds on

10 of 44 references.

References · 10

  1. 2014Adam: A Method for Stochastic Optimizationcited by 36,960
  2. 2014Sequence to Sequence Learning with Neural Networkscited by 2,974
  3. 2015Empirical Evaluation of Rectified Activations in Convolutional Networkcited by 515
  4. 2017Procedural Content Generation via Machine Learning (PCGML)cited by 136
  5. 2016Super Mario as a String: Platformer Level Generation Via LSTMscited by 40
  6. 2020Interactive Evolution and Exploration Within Latent Level-Design Space of Generative Adversarial Networkscited by 22
  7. 2018Co-Creative Level Design via Machine Learningcited by 18
  8. 2020Sequential Segment-based Level Generation and Blending using Variational Autoencoderscited by 14
  9. 2017Dance Dance Convolutioncited by 12
  10. 2018GenerationMania: Learning to Semantically Choreographcited by 5

Built on by

Cited by year (2026 to 7 Oct)

Citing papers per year: 2022: 3; 2023: 3; 2024: 0; 2025: 1; 2026: 2.

9 papers.