Abstract

The music game is one of the popular game styles where a player is typically requested to take specific actions at specific moments corresponding to the prominent acoustic epoch in the music playing in the background. Stage data for such games record a sequence of actions the player has to take. Creating such data is a difficult task that requires skilled artists. It is also time-consuming because such games require multiple sequences with different difficulty levels. We propose a method for generating sparse stage data with lower difficulty levels by expressing the position of the target by a certain representation of rhythm.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.