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, Gen\'eLive!, which outperforms the state-of-the-art model by taking into account musical structures through beats and temporal scales. Thanks to its favorable performance, Gen\'eLive! 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 Gen\'eLive! 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.
翻译:文章展示了节奏动作游戏的基因模型, 以及商务操作中的应用。 节奏动作游戏是游戏游戏, 游戏中玩家在音乐会中被要求在正确的时间点发布命令。 时间在图表中设定, 图表由视觉符号组成, 称为笔记, 飞过屏幕。 我们引入了深层次的基因模型 Gen\' eLive! 它在通过节拍和时间尺度考虑音乐结构, 超越了最先进的模型。 文章中, 我们评估了 Gen\' eLive 的基因性能, 因为它表现良好。 它在以日本为基地的游戏开发者KLab Inc. 投入运行, 并且将图表制作的商业成本降低了一半。 应用目标包括“ 爱生活! ” 现象, 在亚洲和其他地区有1 000多万用户, 并且是少数节奏行动特许项目之一, 导致了基因时代的在线。 文章中, 我们评估了 Gen\' eLive 的基因性能的基因性表现, 使用KLab 的制作数据集集作为开放的模型, 和公开数据模型, 继续使用我们的计算机可操作。