mlsanityData to 7 Oct 2026

An adaptive music generation architecture for games based on the deep learning Transformer mode

arXiv 2207.01698 ↗First posted 4 Jul 2022cs.SD cs.LG cs.MMcited by 3

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Abstract (arXiv)

This paper presents an architecture for generating music for video games based on the Transformer deep learning model. Our motivation is to be able to customize the generation according to the taste of the player, who can select a corpus of training examples, corresponding to his preferred musical style. The system generates various musical layers, following the standard layering strategy currently used by composers designing video game music. To adapt the music generated to the game play and to the player(s) situation, we are using an arousal-valence model of emotions, in order to control the selection of musical layers. We discuss current limitations and prospects for the future, such as collaborative and interactive control of the musical components.

Key facts. Cited by 3 papers in the map (data through 7 Oct 2026). Builds on 8 of its 50 references that are in the map. First posted on arXiv 4 Jul 2022.

Builds on

8 of 50 references.

References · 8

  1. 2017Attention Is All You Needcited by 59,932
  2. 2016WaveNet: A Generative Model for Raw Audiocited by 1,710
  3. 2018Music Transformercited by 207
  4. 2017Onsets and Frames: Dual-Objective Piano Transcriptioncited by 93
  5. 2020From Artificial Neural Networks to Deep Learning for Music Generation -- History, Concepts and Trendscited by 14
  6. 2019Adaptive Music Composition for Gamescited by 8
  7. 2017Interactive Music Generation with Positional Constraints using Anticipation-RNNscited by 7
  8. 2020Interactive Music and Synchronous Reactive Programmingcited by 1

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Cited by year (2026 to 7 Oct)

Citing papers per year: 2024: 1; 2025: 1; 2026: 1.

3 papers.