JSAI2020

Presentation information

General Session

General Session » J-13 AI application

[4C2-GS-13] AI application: Entertainment

Fri. Jun 12, 2020 12:00 PM - 1:40 PM Room C (jsai2020online-3)

座長:稲葉通将(電気通信大学)

1:00 PM - 1:20 PM

[4C2-GS-13-04] Game BGM Selection System Based on Scenario and Emotional State

〇Takuma Yamauchi1, Sakura Nemoto1, Kyosuke Nagano1, Shogo Nakamura1, Yuuri Saito1, Akiko Uda1, Hajime Murai1, Kazushi Mukaiyama1, Emiko Tayanagi1, Keiji Hirata1 (1. Future University Hakodate)

Keywords:Neural network, BGM selection system, Automatic game generation

In this paper, we describe a system for automatically selecting BGM for a given game scene. This system is supposed to function as a part of the automatic RPG generation system. When an automatically generated game scenario is input, BGM that matches the emotional state of each game scene is selected from a database. When the emotional state of the scene specified in the game scenario is given to a neural network, the corresponding acoustic features are calculated, and a musical piece with similar acoustic features is selected from the BGM candidate database. Currently, the whole operation has been confirmed by incorporating the BGM selection module presented here into an automatic RPG generation system, and the preparations for subject experiments are underway.

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