Adaptive
Music
What
is music?
In
a freshman "Introduction to Ethnomusicology" course I attended
at the University of Toronto, the entire first class was dedicated
to attempting to agree on a definition of "music." Easier
said than done! Luckily, since this paper is a solo effort, I get
to pick the definition without argument. Music: structured patterns
of sound in time.
What's
in a name?
In
many ways that was a terrible definition. For one thing, it relies
heavily on the fact that you already know what music is. (The word
"music" is a symbol with which you already have years of
personal experience.) Really, its sole purpose is to focus our attention
on some fundamental elements of music, without getting distracted
with sticky issues like art, creativity, culture, human involvement,
and intent.
Sound
Structures in Music
Part
of the reason that music is so appealing is the number of levels of
patterns that are going on at once. Sound comes from very fast air
pressure changes at rates of roughly 60 to 23000 times a second. Phrases
involve the arrangement of these sounds on a much different temporal
scale. The sounds become melody and rhythm, and harmonic motion. Structure
is a higher level organization of phrases. (E.g. classical Sonata
form, or the ordering of verses and choruses in a pop song.) Very
different parts of the brain process and appreciate these different
elements simultaneously when you are listening to music.
Equivalent
structures in language
A
non-musical structural equivalent of a sound would be a word in language,
e.g. the word "sound". The equivalent of tone (the quality
or "color" of a sound) might be font. This sentence is a
good example of a phrase. This paragraph could be thought of as a
substructure, and the essay as a whole as a much larger architectural
structure or form.
Structures
and Adaptability in Language
This
article explores adaptive art in the context of language. This is
because language is much easier to demonstrate and discuss in the
written medium than music is! So, despite the title "Adaptive
Music," this article doesn't talk about music at all - except
by analogy.
An
Adaptive Poem
I used
to write video game music for a living. It was a very exciting job,
but it also had its share of frustrations. For instance, part way
through one particular project, I discovered that the lead programmer
hadn't bothered installing a sound card in his new computer. As one
might expect, this was making it kind of hard for him to test the
interactive score I was writing. (True story! The next part is made
up though.)
I decided that it might be a good idea for me to write some interactive
poetry for him to work with temporarily. (We could even keep it as
an option in the release version of the game, for the hearing impaired.)
Like the music, the poetry would change in real time in order to reflect
the changing action of the game and to enhance the atmosphere. It
would be of extremely high quality, and interesting enough that the
player wouldn't get sick of it after a mere eight hours of game-play.
An
adaptive poem?!!
Writing adaptive poetry sounds impossible, doesn't it? Well, it's
essentially the same challenge that an adaptive music composer faces
but more on that later. For now, let's try to prototype an adaptive
poem and see what happens. The first step will be nailing down the
tone and style, and what we want the piece to communicate. The following
example is a linear poem that will help us figure out what we want
the interactive version to do. (The game, by the way, is called Seal
Hunter and features the heroic Captain Brave-O.)
Example:
Linear Poetry
The
cold dawn breaks on the arctic ice
Gleaming hard on a cruel device:
Captain Brave-O's clubbing hook
Dripping blood from the lives it took
The evil
seals are everywhere
Breathing our precious human air
Soon the air will all be gone
And no more human breaths be drawn
Then: BAM
BOOM BANG, KER-CHUNK, KER-SPLAT!
The hook is WIELDED like a BAT
CAPTAIN BRAVE-O's in the FRAY,
HORDES of EVIL SEALS to SLAY!
His breathing slows, the battle done
This war, he knows, is far from won
And though there's not a seal in sight
It's far too quiet to be all right
Adaptability
at the word level
The action
and mood of Seal Hunter can change quite suddenly. Captain
Brave-O could be walking around being brave and heroic one minute,
and then diabolical seals could leap out at him the next! Ideally,
our accompanying poem should be just as dynamic. Unfortunately, since
the game player will be controlling Captain Brave-O's actions, we
have no way of knowing in advance what is going to happen, when. One
way to try to deal with this is to compose a poem that is flexible
at the word level, so that it can change moods at any time.
The next example randomly selects words from one of four word lists.
Each list contains only words that are appropriate to a particular
game mood. When the action of the game changes, the source word list
is also changed, thereby changing the mood of the poem on the fly.
Example:
Adaptive Word Texture
(The level begins as Captain Brave-O enters heroically.
Poem mood: HEROIC) Captain Brave-O brave hero marching gleaming
brave hero Captain brave adventure marching hook Brave-O brave brave
hero (The landscape changes; seals are nearby. Switch poem to
CREEPY) danger fear shadows lurking seal evil danger
caution scary (Seal surprise attack! Switch poem to COMBAT)
bam ker-chunk ker-splat hook bat fray slay bang ker-splat bat slay
slay ker-chunk bam ker-splat slay slay slay (The last seal is
subdued but the territory is still scary. Also, Captain Brave-O's
health is low. Switch to CREEPY, INJURED combo) injured hurt danger
fear injured lurking seal evil danger caution shadows
That
was surprisingly effective and very dynamic; however, aesthetically
it might be considered somewhat lacking. It was more like word texture
than traditional poetry -- there was no real attention to rhyme or
meter. Let's see what happens when we try a less random ordering of
words in an attempt to address this:
Example:
Adaptive Word Texture with Meter and Rhyme
(The level begins: HEROIC)
mighty gleaming courage gleaming
roaming courage hero marching
Brave-O mighty Captain marching
Gleaming courage courage roaming
Mighty courage Brave-O Brave-O
Gleaming mighty roaming hero
Courage Captain gleaming marching
Hero mighty --
(Surprise seal attack! COMBAT)
fray seal bam bat
slay slam spray splat
hook fray squeal slam
bat seal slay bam
fray slay fray seal
splat
(The battle ends.)
The
second example was essentially the same as the first, except for two
small changes. This time, the word list for a particular mood consisted
only of words sharing the same foot. Additionally, I added special
lists of rhyming pairs. Every fourth word was selected from this list,
in order to form rhyming couplets. The result was a kind of pseudo
phrase structure (but without any real sentence-level meaning).
This more structured version came at a slight cost. Notice that when
the sudden seal attack happened, it broke the rhyme and rhythm scheme
of Brave-O's strut poem. If we'd waited for the line to finish, the
attack poetry would have been late and much of the effect would have
been lost. Having to make this kind of compromise makes this solution
less dynamic than pure word texture. On the other hand, patterns of
rhyme and meter do have an undeniable attraction.