GenรฉLive! Generating Rhythm Actions in Love Live!

February 25, 2022 ยท Declared Dead ยท ๐Ÿ› AAAI Conference on Artificial Intelligence

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Authors Atsushi Takada, Daichi Yamazaki, Likun Liu, Yudai Yoshida, Nyamkhuu Ganbat, Takayuki Shimotomai, Taiga Yamamoto, Daisuke Sakurai, Naoki Hamada arXiv ID 2202.12823 Category cs.LG: Machine Learning Cross-listed cs.MM, cs.NE, cs.SD, stat.ML Citations 6 Venue AAAI Conference on Artificial Intelligence Last Checked 5 months ago
Abstract
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, GenรฉLive!, which outperforms the state-of-the-art model by taking into account musical structures through beats and temporal scales. Thanks to its favorable performance, GenรฉLive! 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 GenรฉLive! 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.
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