Dynamic Game BGM Generation via Segmented Phrase Selection

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing game software systems face challenges in generating diverse background music (BGM) that adapts to game progression without increasing processing load, leading to monotony and decreased player interest due to repetitive music patterns.

Innovation Solution

A game device with a storing medium that includes a BGM generating program, utilizing phrase data, rhythm pattern data, and tone-color data to randomly or sequentially select and combine elements, allowing for dynamic BGM generation based on game situations, reducing the need for continuous data generation and minimizing process load.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the same BGM is performed repeatedly in the same game scene, then the BGM structure remains simple and manageable, but the player becomes tired and interest decreases

Engineering Contradiction:
ImproveBGM varietyVSAvoidBGM system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The BGM is segmented into multiple independent parts (A, B, C, etc.), each with its own phrase data and rhythm data. These parts can be selectively combined and reproduced in different sequences, allowing the same BGM to vary across repetitions while maintaining a manageable overall structure.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The BGM reproduction system dynamically selects and combines different parts based on game situation data. The phrase selecting means and rhythm selecting means randomly or selectively choose from multiple options, creating adaptive BGM variations that respond to game events without requiring completely different BGM compositions for each scenario.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If a phrase database is prepared and phrases are newly generated based on selected phrases, then BGM variety increases, but the generating process becomes huge and suppresses other game processes

Engineering Contradiction:
ImproveBGM varietyVSAvoidgame process efficiency
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

Phrase data and rhythm data are prepared in advance and stored in databases before game execution. The data is pre-organized into multiple parts with designated musical characteristics, allowing rapid selection and combination during gameplay without requiring complex real-time generation processes.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

Instead of generating new musical compositions from scratch during gameplay, the system creates variations by selecting and combining pre-existing phrase data and rhythm data. The BGM generating means assembles these copied elements into new arrangements, achieving variety through recombination rather than original creation.

Inventive Principle:
Principle #26Copying

3Adaptability or versatility

If different BGMs are prepared for different game scenes (encountering enemies, fighting scenes, time limits), then BGM adapts to game progression, but the same BGM is still performed in the same scene causing monotony

Engineering Contradiction:
ImproveBGM scene adaptationVSAvoidBGM management complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

Each BGM is divided into multiple parts (A, B, C, etc.) that can be independently selected and reproduced. This segmentation allows the system to create variations within the same BGM structure by differentiating which parts are played and in what order, reducing the need for completely separate BGM files for each scene variation.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The BGM reproduction is dynamically controlled by the BGM generating means which randomly or selectively chooses from multiple parts based on game situation data. This dynamic selection process ensures that even within the same game scene, the BGM can vary across different repetitions while maintaining appropriate scene adaptation.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS7690993B2Game music generating method and game apparatus
Publication Date: 2010.04.06 NINTENDO CO LTD
  • US7690993B2 patent drawing
  • US7690993B2 patent drawing
  • US7690993B2 patent drawing

AI summary

A game apparatus includes a CPU, and the CPU generates a game Background Music (BGM) corresponding to a proceeding situation of a game, and etc. The CPU selects data, from a main memory conductor, according to the proceeding of the game, and etc., and generates BGM data regarding one or more track data included in the conductor data. When generating the BGM data, rhythm data, within a rhythm group designated by the track data, is selected in predetermined order or at random, and phrase data, within the same designated phrase group, is selected at random. Then, the BGM data is generated from the selected rhythm data and the phrase data.