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Talk:Algorithmic composition - Wikipedia, the free encyclopedia

Talk:Algorithmic composition

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[edit] algorithmic composition in art & design?

I've seen discussions on how math sequences are used in art, but I don't know the name for this subject. I came across this article and was hoping I'd find a link to that concept here since the principles are very similar. One of the examples I came across said something like "a fibonnacci sequence is sometimes used when knitting sweaters to produce the most aesthetically pleasing stripes." Please link to this type of subject matter if you know what I'm talking about! --geekyßroad. meow? 04:34, 10 May 2006 (UTC)

[edit] More artists

BT? (Brian Transeau) 81.208.166.201

There are heaps of other examples: Curtis Bahn Herbert Brun Charles Dodge Paul Doornbusch Don Malone Paul Lansky Larry Polansky etc etc etc etc

[edit] Games that use algorithmic composition

I've taken this out of the article for the moment:

A more advanced implementation of this is present in the music subsystem of Microsoft's Xbox games console - the game plays variations on a human composer's theme, but varies its improvisations based on real-time events in the game (so, for example, the music sounds more staccato and dramatic during fight scenes, but is gentler and more mellow afterward). The effect has been seen in many video-games since the Nintendo 64, the first system with a large enough memory and fast enough ROM retrieval methods to make such a change in the flow and sound of the music possible. One of the first to adopt such sound was The Legend of Zelda: Ocarina of Time where approaching important areas raised the volume and pitch of the sound. Another game notable for similar uses of sound is Fable on the Xbox. Similar systems were also used in games such as Command & Conquer: Generals, Splinter Cell and Freedom Fighters.

It is very unclear to the point of containing no useful information. Problems include:

  • The first sentence about the XBox seems to be talking about a specific game, but does not say which game. Algorithmic composition is not a feature of the XBox hardware (though certainly the XBox is capable of performing algorithmic composition; this is not an exceptional quality, though; see next point).
  • The second sentence is demonstrated to be untrue earlier on in the paragraph where Ballblazer is discussed. The processing power required for algorithmic music was well met long ago; it was certainly not waiting around for the N64 to come out, and there have been plenty of programs that could do realtime improvisation in the past long, long, long before that system.
  • Does Ocarina of Time actually use algorithmic music, or does it just adjust the volume? It's very unclear by this description what it has done that was algorithmic. Similarly there is no description of why or how the other games mentioned use algorithmic composition.

I'm not opposed to the material from the passage moving back into the article, but it needs to be revised. I can't gather any information from any of it as it is. - Rainwarrior 07:37, 19 September 2007 (UTC)

[edit] Broken Link

I've taken the following out because it's a broken link:

  • Paper A paper that surveys the algorithmic composition field

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