论文标题
Genélive!生成爱情中的节奏行动!
GenéLive! Generating Rhythm Actions in Love Live!
论文作者
论文摘要
本文介绍了我们用于节奏动作游戏的生成模型以及业务运营中的应用。节奏动作游戏是视频游戏,在音乐会议期间,挑战玩家在正确的时间内发布命令。时间安排在图表中渲染,该时间表由视觉符号组成,称为音符,在屏幕上飞行。我们介绍了深层生成模型Genélive!,通过通过节拍和时间尺度来考虑音乐结构来超越最先进的模型。多亏了其优惠的表现,Genélive!在总部位于日本的视频游戏开发人员KLAB Inc.运营中,并将图表生成的业务成本降低了多达一半。应用程序目标包括在亚洲及其他地区拥有超过1000万用户的现象“ Love Live!”,这是导致该类型的在线时代的少数节奏动作系列之一。在本文中,我们评估了Genélive的生成性能!使用KLAB的生产数据集以及打开数据集以供重复性,而该模型继续在其业务中运作。我们的代码和模型使用超级计算机进行了调整和培训,可公开使用。
This article presents our generative model for rhythm action games together with applications in business operations. Rhythm action games are video games in which the player is challenged to issue commands at the right timings during a music session. The timings are rendered in the chart, which consists of visual symbols, called notes, flying through the screen. We introduce our deep generative model, GenéLive!, which outperforms the state-of-the-art model by taking into account musical structures through beats and temporal scales. Thanks to its favorable performance, GenéLive! was put into operation at KLab Inc., a Japan-based video game developer, and reduced the business cost of chart generation by as much as half. The application target included the phenomenal "Love Live!," which has more than 10 million users across Asia and beyond, and is one of the few rhythm action franchises that has led the online era of the genre. In this article, we evaluate the generative performance of GenéLive! using production datasets at KLab as well as open datasets for reproducibility, while the model continues to operate in their business. Our code and the model, tuned and trained using a supercomputer, are publicly available.