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Chris Donahue

Publications and source records attributed to Chris Donahue.

57 records · Page 4Linked to original sources

The NES Music Database: A multi-instrumental dataset with expressive performance attributes

Existing research on music generation focuses on composition, but often ignores the expressive performance characteristics required for plausible renditions of resultant pieces. In this paper, we introduce the Nintendo Entertainment System Music Database (NES-MDB), a large corpus allowing for separate examination of the tasks of composition and performance. NES-MDB contains thousands of multi-instrumental songs composed for playback by the compositionally-constrained NES audio synthesizer. For each song, the dataset contains a musical score for four instrument voices as well as expressive attributes for the dynamics and timbre of each voice. Unlike datasets comprised of General MIDI files, NES-MDB includes all of the information needed to render exact acoustic performances of the original compositions. Alongside the dataset, we provide a tool that renders generated compositions as NES-style audio by emulating the device's audio processor. Additionally, we establish baselines for the tasks of composition, which consists of learning the semantics of composing for the NES synthesizer, and performance, which involves finding a mapping between a composition and realistic expressive attributes.

cs.SD↗

Semantically Decomposing the Latent Spaces of Generative Adversarial Networks

We propose a new algorithm for training generative adversarial networks that jointly learns latent codes for both identities (e.g. individual humans) and observations (e.g. specific photographs). By fixing the identity portion of the latent codes, we can generate diverse images of the same subject, and by fixing the observation portion, we can traverse the manifold of subjects while maintaining contingent aspects such as lighting and pose. Our algorithm features a pairwise training scheme in which each sample from the generator consists of two images with a common identity code. Corresponding samples from the real dataset consist of two distinct photographs of the same subject. In order to fool the discriminator, the generator must produce pairs that are photorealistic, distinct, and appear to depict the same individual. We augment both the DCGAN and BEGAN approaches with Siamese discriminators to facilitate pairwise training. Experiments with human judges and an off-the-shelf face verification system demonstrate our algorithm's ability to generate convincing, identity-matched photographs.

cs.LG↗

Dance Dance Convolution

Dance Dance Revolution (DDR) is a popular rhythm-based video game. Players perform steps on a dance platform in synchronization with music as directed by on-screen step charts. While many step charts are available in standardized packs, players may grow tired of existing charts, or wish to dance to a song for which no chart exists. We introduce the task of learning to choreograph. Given a raw audio track, the goal is to produce a new step chart. This task decomposes naturally into two subtasks: deciding when to place steps and deciding which steps to select. For the step placement task, we combine recurrent and convolutional neural networks to ingest spectrograms of low-level audio features to predict steps, conditioned on chart difficulty. For step selection, we present a conditional LSTM generative model that substantially outperforms n-gram and fixed-window approaches.

cs.LG↗