Latent Optimal Paths by Gumbel Propagation for Variational Bayesian Dynamic ProgrammingXinlei Niu, Christian Walder, Jing Zhang et al.
We propose the stochastic optimal path which solves the classical optimal path problem by a probability-softening solution. This unified approach transforms a wide range of DP problems into directed acyclic graphs in which all paths follow a Gibbs distribution. We show the equivalence of the Gibbs distribution to a message-passing algorithm by the properties of the Gumbel distribution and give all the ingredients required for variational Bayesian inference of a latent path, namely Bayesian dynamic programming (BDP). We demonstrate the usage of BDP in the latent space of variational autoencoders (VAEs) and propose the BDP-VAE which captures structured sparse optimal paths as latent variables. This enables end-to-end training for generative tasks in which models rely on unobserved structural information. At last, we validate the behavior of our approach and showcase its applicability in two real-world applications: text-to-speech and singing voice synthesis. Our implementation code is available at \url{https://github.com/XinleiNIU/LatentOptimalPathsBayesianDP}.
5.8HCDec 4, 2020
Composing an Ensemble Standstill Work for Myo and BelaCharles Patrick Martin, Alexander Refsum Jensenius, Jim Torresen
This paper describes the process of developing a standstill performance work using the Myo gesture control armband and the Bela embedded computing platform. The combination of Myo and Bela allows a portable and extensible version of the standstill performance concept while introducing muscle tension as an additional control parameter. We describe the technical details of our setup and introduce Myo-to-Bela and Myo-to-OSC software bridges that assist with prototyping compositions using the Myo controller.
7.9HCDec 3, 2020
A Laptop Ensemble Performance System using Recurrent Neural NetworksRohan Proctor, Charles Patrick Martin
The popularity of applying machine learning techniques in musical domains has created an inherent availability of freely accessible pre-trained neural network (NN) models ready for use in creative applications. This work outlines the implementation of one such application in the form of an assistance tool designed for live improvisational performances by laptop ensembles. The primary intention was to leverage off-the-shelf pre-trained NN models as a basis for assisting individual performers either as musical novices looking to engage with more experienced performers or as a tool to expand musical possibilities through new forms of creative expression. The system expands upon a variety of ideas found in different research areas including new interfaces for musical expression, generative music and group performance to produce a networked performance solution served via a web-browser interface. The final implementation of the system offers performers a mixture of high and low-level controls to influence the shape of sequences of notes output by locally run NN models in real time, also allowing performers to define their level of engagement with the assisting generative models. Two test performances were played, with the system shown to feasibly support four performers over a four minute piece while producing musically cohesive and engaging music. Iterations on the design of the system exposed technical constraints on the use of a JavaScript environment for generative models in a live music context, largely derived from inescapable processing overheads.
5.8HCDec 3, 2020
Sonic Sculpture: Activating Engagement with Head-Mounted Augmented RealityCharles Patrick Martin, Zeruo Liu, Yichen Wang et al.
This work examines how head-mounted AR can be used to build an interactive sonic landscape to engage with a public sculpture. We describe a sonic artwork, "Listening To Listening", that has been designed to accompany a real-world sculpture with two prototype interaction schemes. Our artwork is created for the HoloLens platform so that users can have an individual experience in a mixed reality context. Personal head-mounted AR systems have recently become available and practical for integration into public art projects, however research into sonic sculpture works has yet to account for the affordances of current portable and mainstream AR systems. In this work, we take advantage of the HoloLens' spatial awareness to build sonic spaces that have a precise spatial relationship to a given sculpture and where the sculpture itself is modelled in the augmented scene as an "invisible hologram". We describe the artistic rationale for our artwork, the design of the two interaction schemes, and the technical and usability feedback that we have obtained from demonstrations during iterative development.
5.8HCDec 1, 2020
Tracking Ensemble Performance on Touch-Screens with Gesture Classification and Transition MatricesCharles Martin, Henry Gardner, Ben Swift
We present and evaluate a novel interface for tracking ensemble performances on touch-screens. The system uses a Random Forest classifier to extract touch-screen gestures and transition matrix statistics. It analyses the resulting gesture-state sequences across an ensemble of performers. A series of specially designed iPad apps respond to this real-time analysis of free-form gestural performances with calculated modifications to their musical interfaces. We describe our system and evaluate it through cross-validation and profiling as well as concert experience.
1.9SDDec 1, 2020
Performing with a Mobile Computer System for VibraphoneCharles Martin
This paper describes the development of an Apple iPhone based mobile computer system for vibraphone and its use in a series of the author's performance projects in 2011 and 2012. This artistic research was motivated by a desire to develop an alternative to laptop computers for the author's existing percussion and computer performance practice. The aims were to develop a light, compact and flexible system using mobile devices that would allow computer music to infiltrate solo and ensemble performance situations where it is difficult to use a laptop computer. The project began with a system that brought computer elements to Nordlig Vinter, a suite of percussion duos, using an iPhone, RjDj, Pure Data and a home-made pickup system. This process was documented with video recordings and analysed using ethnographic methods. The mobile computer music setup proved to be elegant and convenient in performance situations with very little time and space to set up, as well as in performance classes and workshops. The simple mobile system encouraged experimentation and the platforms used enabled sharing with a wider audience.
1.9SDDec 1, 2020
Strike on Stage: a percussion and media performanceCharles Martin, Chi-Hsia Lai
This paper describes Strike on Stage, an interface and corresponding audio-visual performance work developed and performed in 2010 by percussionists and media artists Chi-Hsia Lai and Charles Martin. The concept of Strike on Stage is to integrate computer visuals and sound into an improvised percussion performance. A large projection surface is positioned directly behind the performers, while a computer vision system tracks their movements. The setup allows computer visualisation and sonification to be directly responsive and unified with the performers' gestures.
3.3HCDec 1, 2020
Cross-artform performance using networked interfaces: Last Man to Die's Vital LMTDCharles Martin, Benjamin Forster, Hanna Cormick
In 2009 the cross artform group, Last Man to Die, presented a series of performances using new interfaces and networked performance to integrate the three artforms of its members (actor, Hanna Cormick, visual artist, Benjamin Forster and percussionist, Charles Martin). This paper explains our artistic motivations and design for a computer vision surface and networked heartbeat sensor as well as the experience of mounting our first major work, Vital LMTD.
1.9SDNov 26, 2020
Towards Movement Generation with Audio FeaturesBenedikte Wallace, Charles P. Martin, Jim Torresen et al.
Sound and movement are closely coupled, particularly in dance. Certain audio features have been found to affect the way we move to music. Is this relationship between sound and movement something which can be modelled using machine learning? This work presents initial experiments wherein high-level audio features calculated from a set of music pieces are included in a movement generation model trained on motion capture recordings of improvised dance. Our results indicate that the model learns to generate realistic dance movements which vary depending on the audio features.
12.2ROMar 30, 2020
Environmental Adaptation of Robot Morphology and Control through Real-world EvolutionTønnes F. Nygaard, Charles P. Martin, David Howard et al.
Robots operating in the real world will experience a range of different environments and tasks. It is essential for the robot to have the ability to adapt to its surroundings to work efficiently in changing conditions. Evolutionary robotics aims to solve this by optimizing both the control and body (morphology) of a robot, allowing adaptation to internal, as well as external factors. Most work in this field has been done in physics simulators, which are relatively simple and not able to replicate the richness of interactions found in the real world. Solutions that rely on the complex interplay between control, body, and environment are therefore rarely found. In this paper, we rely solely on real-world evaluations and apply evolutionary search to yield combinations of morphology and control for our mechanically self-reconfiguring quadruped robot. We evolve solutions on two distinct physical surfaces and analyze the results in terms of both control and morphology. We then transition to two previously unseen surfaces to demonstrate the generality of our method. We find that the evolutionary search finds high-performing and diverse morphology-controller configurations by adapting both control and body to the different properties of the physical environments. We additionally find that morphology and control vary with statistical significance between the environments. Moreover, we observe that our method allows for morphology and control parameters to transfer to previously-unseen terrains, demonstrating the generality of our approach.
3.5ROMay 14, 2019
Lessons Learned from Real-World Experiments with DyRET: the Dynamic Robot for Embodied TestingTønnes F. Nygaard, Jørgen Nordmoen, Charles P. Martin et al.
Robots are used in more and more complex environments, and are expected to be able to adapt to changes and unknown situations. The easiest and quickest way to adapt is to change the control system of the robot, but for increasingly complex environments one should also change the body of the robot -- its morphology -- to better fit the task at hand. The theory of Embodied Cognition states that control is not the only source of cognition, and the body, environment, interaction between these and the mind all contribute as cognitive resources. Taking advantage of these concepts could lead to improved adaptivity, robustness, and versatility, however, executing these concepts on real-world robots puts additional requirements on the hardware and has several challenges when compared to learning just control. In contrast to the majority of work in Evolutionary Robotics, Eiben argues for real-world experiments in his `Grand Challenges for Evolutionary Robotics'. This requires robust hardware platforms that are capable of repeated experiments which should at the same time be flexible when unforeseen demands arise. In this paper, we introduce our unique robot platform with self-adaptive morphology. We discuss the challenges we have faced when designing it, and the lessons learned from real-world testing and learning.
1.4SDApr 10, 2019
An Interactive Musical Prediction System with Mixture Density Recurrent Neural NetworksCharles P Martin, Jim Torresen
This paper is about creating digital musical instruments where a predictive neural network model is integrated into the interactive system. Rather than predicting symbolic music (e.g., MIDI notes), we suggest that predicting future control data from the user and precise temporal information can lead to new and interesting interactive possibilities. We propose that a mixture density recurrent neural network (MDRNN) is an appropriate model for this task. The predictions can be used to fill-in control data when the user stops performing, or as a kind of filter on the user's own input. We present an interactive MDRNN prediction server that allows rapid prototyping of new NIMEs featuring predictive musical interaction by recording datasets, training MDRNN models, and experimenting with interaction modes. We illustrate our system with several example NIMEs applying this idea. Our evaluation shows that real-time predictive interaction is viable even on single-board computers and that small models are appropriate for small datasets.
Evolving Robots on Easy Mode: Towards a Variable Complexity Controller for QuadrupedsTønnes Frostad Nygaard, Charles Patrick Martin, Jim Torresen et al.
The complexity of a legged robot's environment or task can inform how specialised its gait must be to ensure success. Evolving specialised robotic gaits demands many evaluations - acceptable for computer simulations, but not for physical robots. For some tasks, a more general gait, with lower optimization costs, could be satisfactory. In this paper, we introduce a new type of gait controller where complexity can be set by a single parameter, using a dynamic genotype-phenotype mapping. Low controller complexity leads to conservative gaits, while higher complexity allows more sophistication and high performance for demanding tasks, at the cost of optimization effort. We investigate the new controller on a virtual robot in simulations and do preliminary testing on a real-world robot. We show that having variable complexity allows us to adapt to different optimization budgets. With a high evaluation budget in simulation, a complex controller performs best. Moreover, real-world evolution with a limited evaluation budget indicates that a lower gait complexity is preferable for a relatively simple environment.
1.2MMFeb 2, 2019
Data Driven Analysis of Tiny Touchscreen Performance with MicroJamCharles P Martin, Jim Torresen
The widespread adoption of mobile devices, such as smartphones and tablets, has made touchscreens a common interface for musical performance. New mobile musical instruments have been designed that embrace collaborative creation and that explore the affordances of mobile devices, as well as their constraints. While these have been investigated from design and user experience perspectives, there is little examination of the performers' musical outputs. In this work, we introduce a constrained touchscreen performance app, MicroJam, designed to enable collaboration between performers, and engage in a novel data-driven analysis of more than 1600 performances using the app. MicroJam constrains performances to five seconds, and emphasises frequent and casual music making through a social media-inspired interface. Performers collaborate by replying to performances, adding new musical layers that are played back at the same time. Our analysis shows that users tend to focus on the centre and diagonals of the touchscreen area, and tend to swirl or swipe rather than tap. We also observe that while long swipes dominate the visual appearance of performances, the majority of interactions are short with limited expressive possibilities. Our findings are summarised into a set of design recommendations for MicroJam and other touchscreen apps for social musical interaction.
4.1LGJan 23, 2019
How do Mixture Density RNNs Predict the Future?Kai Olav Ellefsen, Charles Patrick Martin, Jim Torresen
Gaining a better understanding of how and what machine learning systems learn is important to increase confidence in their decisions and catalyze further research. In this paper, we analyze the predictions made by a specific type of recurrent neural network, mixture density RNNs (MD-RNNs). These networks learn to model predictions as a combination of multiple Gaussian distributions, making them particularly interesting for problems where a sequence of inputs may lead to several distinct future possibilities. An example is learning internal models of an environment, where different events may or may not occur, but where the average over different events is not meaningful. By analyzing the predictions made by trained MD-RNNs, we find that their different Gaussian components have two complementary roles: 1) Separately modeling different stochastic events and 2) Separately modeling scenarios governed by different rules. These findings increase our understanding of what is learned by predictive MD-RNNs, and open up new research directions for further understanding how we can benefit from their self-organizing model decomposition.
13.2ROMay 9, 2018
Real-World Evolution Adapts Robot Morphology and Control to Hardware LimitationsTønnes F. Nygaard, Charles P. Martin, Eivind Samuelsen et al.
For robots to handle the numerous factors that can affect them in the real world, they must adapt to changes and unexpected events. Evolutionary robotics tries to solve some of these issues by automatically optimizing a robot for a specific environment. Most of the research in this field, however, uses simplified representations of the robotic system in software simulations. The large gap between performance in simulation and the real world makes it challenging to transfer the resulting robots to the real world. In this paper, we apply real world multi-objective evolutionary optimization to optimize both control and morphology of a four-legged mammal-inspired robot. We change the supply voltage of the system, reducing the available torque and speed of all joints, and study how this affects both the fitness, as well as the morphology and control of the solutions. In addition to demonstrating that this real-world evolutionary scheme for morphology and control is indeed feasible with relatively few evaluations, we show that evolution under the different hardware limitations results in comparable performance for low and moderate speeds, and that the search achieves this by adapting both the control and the morphology of the robot.
4.2ROMay 8, 2018
Exploring Mechanically Self-Reconfiguring Robots for Autonomous DesignTønnes F. Nygaard, Charles P. Martin, Jim Torresen et al.
Evolutionary robotics has aimed to optimize robot control and morphology to produce better and more robust robots. Most previous research only addresses optimization of control, and does this only in simulation. We have developed a four-legged mammal-inspired robot that features a self-reconfiguring morphology. In this paper, we discuss the possibilities opened up by being able to efficiently do experiments on a changing morphology in the real world. We discuss present challenges for such a platform and potential experimental designs that could unlock new discoveries. Finally, we place our robot in its context within general developments in the field of evolutionary robotics, and consider what advances the future might hold.
10.3ROMar 15, 2018
Self-Modifying Morphology Experiments with DyRET: Dynamic Robot for Embodied TestingTønnes F. Nygaard, Charles P. Martin, Jim Torresen et al.
If robots are to become ubiquitous, they will need to be able to adapt to complex and dynamic environments. Robots that can adapt their bodies while deployed might be flexible and robust enough to meet this challenge. Previous work on dynamic robot morphology has focused on simulation, combining simple modules, or switching between locomotion modes. Here, we present an alternative approach: a self-reconfigurable morphology that allows a single four-legged robot to actively adapt the length of its legs to different environments. We report the design of our robot, as well as the results of a study that verifies the performance impact of self-reconfiguration. This study compares three different control and morphology pairs under different levels of servo supply voltage in the lab. We also performed preliminary tests in different uncontrolled outdoor environments to see if changes to the external environment supports our findings in the lab. Our results show better performance with an adaptable body, lending evidence to the value of self-reconfiguration for quadruped robots.
2.9SDJan 31, 2018
Deep Predictive Models in Interactive MusicCharles P. Martin, Kai Olav Ellefsen, Jim Torresen
Musical performance requires prediction to operate instruments, to perform in groups and to improvise. In this paper, we investigate how a number of digital musical instruments (DMIs), including two of our own, have applied predictive machine learning models that assist users by predicting unknown states of musical processes. We characterise these predictions as focussed within a musical instrument, at the level of individual performers, and between members of an ensemble. These models can connect to existing frameworks for DMI design and have parallels in the cognitive predictions of human musicians. We discuss how recent advances in deep learning highlight the role of prediction in DMIs, by allowing data-driven predictive models with a long memory of past states. The systems we review are used to motivate musical use-cases where prediction is a necessary component, and to highlight a number of challenges for DMI designers seeking to apply deep predictive models in interactive music systems of the future.