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Developing Interactive Electronic Systems for Improvised Music Jason Alder Advisor: Jos Herfs ArtEZ hogeschool voor de kunsten 2012

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Page 1: Developing Interactive Electronic Systems for Improvised ... · & ii& Introduction! This paperwill discuss& how one& can develop an interactive& electronics& system&for&improvisation,&looking&at&how&this&systemdiffers&fromone&designed&

 

Developing Interactive Electronic Systems for

Improvised Music  

 

Jason  Alder    

 

 

 

 

 

 

Advisor:  Jos  Herfs  

ArtEZ  hogeschool  voor  de  kunsten  

2012  

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Contents  

 

INTRODUCTION   ii  

1.   EVOLUTION  OF  ELECTRONICS  IN  MUSIC   1  

2.   IMPROVISATION   5  

3.   ARTIFICIAL  INTELLIGENCE  AND  MACHINE  LEARNING   16  

4.   ARCHITECTURE   27     A.  CLASSIFICATION  PARADIGMS   27     B.  LISTENER   33     C.  ANALYZER   39     D.  COMPOSER   59  

5.   CONCLUSION   69  

REFERENCES   73  

 

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  ii  

Introduction  

This   paper   will   discuss   how   one   can   develop   an   interactive   electronics  

system  for  improvisation,  looking  at  how  this  system  differs  from  one  designed  

for  composed  music,  and  what  elements  are  necessary   for   it   to  “listen,  analyze,  

and  respond”  musically.  There  will  be  a  look  at  the  nature  of  improvisation  and  

intelligence,  and  through  discussions  of  research  done  in  the  fields  of  cognition  

during   musical   improvisation   and   of   artificial   intelligence,   insight   will   be  

gathered   as   to   how   the   interactive   system   must   be   developed   so   that   it   too  

maintains  an  improvisational  nature.  Previous  systems  that  have  been  developed  

will  be  examined,  analyzing  how  their  design  concepts  can  be  used  as  a  platform  

from  which  to  build,  as  well  as  look  at  what  can  be  changed  or  improved,  through  

an  analysis  of  various  components  in  the  system  I  am  currently  designing,  made  

especially  for  non-­‐idiomatic  improvisation.  

The  use  of  electronics  with  acoustic   instruments   in  music   is  generally   the  

result  of  the  goal  of  opening  up  possibilities  and  using  a  new  sonic  palette.  There  

is   a  wealth   of   approaches   for   how   the   electronics   get   implemented,   such   as   a  

fixed  performance  like  tape-­‐playback  pieces,  or  the  use  of  effects  to  manipulate  

the  acoustic  sound  like  guitar  pedals,  or  pre-­‐recorded/sequenced  material  being  

triggered   at   certain   moments.   A   human   is   often   controlling   these   electronics,  

whether   that   is   the   performer   or   another   person   behind   a   computer   or   other  

medium,   but   the   possibility   of   the   electronics   controlling   themselves   brings  

some   interesting   ideas   to   the   improvisation   world.   With   the   advances   in  

technology   and   computer   science,   it   is   possible   to   create   an   interactive  music  

system   that   will   “interpret   a   live   performance   to   affect   music   generated   or  

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Introduction   iii  

modified  by  computers”  (Winkler,  1998).  Using  software  such  as  Max/MSP,  the  

development  of   a   real-­‐time   interactive   system   that   “listens”   and   “analyzes”   the  

playing   of   an   improviser,   and   “responds”   in   a   musical   way,   making   its   own  

“choices”  is  closer  to  fact  than  the  science-­‐fiction  imagery  it  may  impart.  

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  1  

1.   Evolution  of  Electronics  in  Music  

An  initial  question  some  may  have  when  considering  improvisation  with  a  

computer   is,   “Why?”  More   specifically,   “Why   improvise  with   a   computer  when  

you  could  improvise  with  other  humans?”  The  use  of  electronics  in  music  is  not  

an  entirely  new  concept.  The  Theremin,  developed  in  1919,  is  one  of  the  earliest  

electronic  instruments1.  Utilizing  two  antennae,  one  for  frequency  and  the  other  

for   amplitude,   it   produces  music   through   pitches   created  with   oscillators.   The  

instrument   is   played   by   varying   the   distance   of   one’s   hands   to   each   of   the  

antennae.   Moving   the   right   hand   towards   and   away   from   the   antennae  

connected   to   the   frequency   changes   the   sounding   pitch,   while   the   other   hand  

does  the  same  in  respect  to  the  amplitude  antennae  to  change  the  volume  (Rowe,  

1993).     Throughout   the   20th   century,   more   and   more   instruments   utilizing  

electric  current  were  developed,  for  example  monophonic  keyboard  instruments  

like   the   Sphärophone   (1927),   Dynaphone   (1927-­‐8),   and   the   Ondes   Martenot  

(1928).    These  first  attempts  at  electronic  instruments  were  often  modeled  to  try  

to  provide  characteristics  of  acoustic  instruments.  Polyphonic  inventions  such  as  

the   Givelet   (1929)   and   Hammond   Organ   (1935)   became   more   commercially  

successful   as   replacements   for  pipe  organs,   although   the  distinct   characteristic  

sound  of   the  Hammond  also  gave   rise   to   those  wanting   to   experiment  with   its  

sonic  possibilities  beyond  the  traditional  manner  (Manning,  2004).  

As  has  been  the  case  throughout  the  development  of  music,  the  change  and  

development   of   new   technology   opens   doors   and   minds   to   previously  

                                                                                                               1  For  an  explanation  and  demonstration  of  Theremin  playing,  see  http://www.youtube.com/watch?v=cd4jvtAr8JM  

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Chapter  1   2  

unexplored  musical  territory.  Chopin  and  Liszt  had  the  virtue  of  inspiration  “by  

the  huge  dramatic  sound  of  a  new  piano  design.  The  brilliance  and   loudness  of  

the  thicker  strings  was  made  possible  by  the  development  of  the  one-­‐piece  cast-­‐

iron   frame  around  1825”   (Winkler,  1998).   In   late  1940s  Paris,  Pierre  Schaeffer  

was  making  Musique  Concrète  using  the  new  recording  technology  available  by  

way   of   the   phonograph   and   magnetic   tape,   and   “the   invention   of   the   guitar  

pickup  in  the  1930s  was  central  to  the  later  development  of  rock  and  roll.  So  it  

makes  sense  today,  as  digital  technology  provides  new  sounds  and  performance  

capabilities,   that   old   instruments   are   evolving   and   new   instruments   are   being  

built  to  fully  realize  this  new  potential”  (Winkler,  1998)  

Balilla   Pratella,   an   Italian   futurist,   published   his   Manifesto   of   Futurist  

Musicians   in  1910  calling  for  “the  rejection  of  traditional  musical  principles  and  

method   of   teaching   and   the   substitution   of   free   expression,   to   be   inspired   by  

nature   in  all   its  manifestations”  and   in  his  Technical  Manifesto  of  Futurist  Music  

(1911)   that   composers   should   “master   all   expressive   technical   and   dynamic  

elements  of  instrumentation  and  regard  the  orchestra  as  a  sonorous  universe  in  

a  state  of  constant  mobility,  integrated  by  an  effective  fusion  of  all  its  constituent  

parts”  and  their  work  should  reflect  “all  forces  of  nature  tamed  by  man  through  

his   continued   scientific   discoveries,   […]   the   musical   soul   of   crowds,   of   great  

industrial   plants,   of   trains,   of   transatlantic   liners,   of   armored   warships,   of  

automobiles,  of  airplanes”  (Manning,  2004).  In  response,  Luigi  Russolo  published  

his  manifesto  The  Art  of  Noises:  

“Musical  sound  is  too  limited  in  qualitative  variety  of  timbre.  The  most  complicated  of  orchestras  reduce  themselves  to  four  or  five  classes  of  instruments   differing   in   timbre:   instruments   played   with   the   bow,  plucked   instruments,   brass-­‐winds,   wood-­‐winds   and   percussion  

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Evolution  of  Electronics  in  Music  

 

3  

instruments…  We  must  break  out  of  this  narrow  circle  of  pure  musical  sounds   and   conquer   the   infinite   variety   of   noise   sounds.”   (Russolo,  1913)  

 

John  Cage’s   interest   in   improvisation  and   indeterminacy  was  an   influence  

to   the   composers   of   the   sixties   that   first   began   experimenting  with   electronic  

music  in  a  live  situation.  Gordon  Mumma’s  Hornpipe  (1967),  “an  interactive  live-­‐

electronic  work  for  solo  hornist,  cybersonic  console,  and  a  performance  space,”  

used   microphones   to   capture   and   analyze   the   performance   of   the   solo   horn  

player,   as   well   as   the   resonance   and   acoustic   properties   of   the   performance  

space.   The   horn   player   is   free   to   choose   pitches,   which   in   turn   affects   the  

electronics  in  the  “cybersonic  console”.  The  electronic  processing  emitting  from  

the   speakers   then   changes   the   acoustic   resonance   of   the   space,   which   is   re-­‐

processed   by   the   electronics,   thus   creating   an   “interactive   loop”   (Cope   1977).    

Morton  Subotnick  worked  with  electrical  engineer  Donald  Buchla   to  create   the  

multimedia  opera  Ascent  Into  Air  (1983),  with  “interactive  computer  processing  

of  live  instruments  and  computer-­‐generated  music,  all  under  the  control  of  two  

cellists  who  are  part  of  a  small  ensemble  of  musicians  on  stage”  (Winkler,  1998).  

Subotnick   later  worked  with  Marc   Coniglio   to   create  Hungers   (1986),   a   staged  

piece  where  electronic  music  and  video  were  controlled  by  the  musicians.  

Winkler   comments   on   the   “element   of   magic”   in   live   interactive   music,  

where  the  “computer  responds  ‘invisibly’  to  the  performer”,  and  the  heightened  

drama   of   observing   the   impact   that   the   actions   of   the   clearly   defined   roles   of  

computer  and  performer  have  on  one  another.  He  continues  by  saying  that  “since  

the  virtue  of  the  computer  is  that  it  can  do  things  human  performers  cannot  do,  it  

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Chapter  1   4  

is  essential  to  break  free  from  the  limitations  of  traditional  models  and  develop  

new  forms  that  take  advantage  of  the  computer’s  capabilities”  (Winkler,  1998).    

The  role  of  electronics  in  music  is  that  of  innovation.  The  aural  possibilities  

and  a  computer’s  abilities  to  perform  actions  that  humans  cannot,  create  a  world  

of   options   not   previously   available.   Utilizing   these   options   fulfills   Russolo’s  

futurist   vision,   and   using   these   tools   for   improvisation   expands   the   potential  

output   of   an   electronics   system.   By   allowing   artificial   indeterminism,   human  

constraints   are  dissipated  and  doors  are  opened   for   the  potential   of   otherwise  

unimaginable  results.  

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  5  

 2.   Improvisation  

The  question  of  how  one  makes  a  computer  capable  of  improvising  is  one  

of   the  crucial  elements   in   the   task  of  developing  an   interactive   improvisational  

system.  As  a  computer  is  not  self-­‐aware,  how  can  it  make  “choices”  and  respond  

in   a   musical   manner?   To   address   this   issue,   I   looked   to   the   nature   of  

improvisation.  What  is  it  that  is  actually  happening  when  one  improvises?  What  

is  the  improviser  thinking  about  in  order  to  play  the  “correct”  notes,  such  that  it  

sounds  like  music,  as  opposed  to  a  random  collection  of  pitches  or  sounds?  Some  

may  have  a  notion  that  improvisation  is  just  a  free-­‐for-­‐all,  where  the  player  can  

do  anything  they  wish,  but  this  is  clearly  not  the  case.  If  one  were  to  listen  to  an  

accomplished  jazz  pianist  play  a  solo,  as  well  as  an  accomplished  classical  pianist  

play   a   cadenza,   they  would   likely  make   their   respective   improvisations   sound  

easy,  effortless,  and  flow  in  its  style.  But  if  the  roles  were  reversed,  and  the  jazz  

pianist   played   a  Mozart   cadenza   and   a   classical   pianist   played   a   solo   in   a   jazz  

standard,  there  would  likely  be  a  clear  difference  in  how  they  sound.  The  music-­‐

theorist  Leonard  Myer  defines  style  as:    

“a   replication   of   patterning,   whether   in   human   behavior   or   in   the  artifacts   produced   by   human   behavior,   that   results   from   a   series   of  choices  made  within  some  set  of  constraints…  [which]  he  has  learned  to   use   but   does   not   himself   create…   Rather   they   are   learned   and  adopted  as  part  of  the  historical/cultural  circumstances  of  individuals  or  group”  (Myer,  1989).    

There  are  traits  and  traditions  particular  to  each  style  that  make  a  piece  of  music  

sound  the  way  it  does,  and  be  identified  as  being  in  that  style.  Without  the  proper  

training  and  knowledge  of   rhythmic  and  harmonic  development  and  particular  

important   traits   for   each   style,   a   player   cannot   properly   improvise   within   it,  

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Chapter  2   6  

which   is  why  one  would  hear   such   a   difference  between   the   classical   and   jazz  

pianists  improvising  in  the  same  pieces.  

Improvisation  takes  elements  from  material  and  patterns  of   its  associated  

musical   culture.   “The   improviser’s   choices   in   any   given   moment   may   be  

unlimited,   but   they   are   not   unconstrained”   (Berkowitz,   2010).   Mihály  

Csikszentmihályi,  a  psychologist  specializing  in  the  study  of  creativity  states:    

“Contrary   to   what   one   might   expect   from   its   spontaneous   nature,  musical   improvisation   depends   very   heavily   on   an   implicit   musical  tradition,   on   tacit   rules…   It   is   only   with   reference   to   a   thoroughly  internalized   body   of   works   performed   in   a   coherent   style   that  improvisation   can  be  performed  by   the  musician  and  understood  by  the  audience”  (Csikszentmihályi  and  Rich,  1997).    

 

These   traditions   and   rules   are   the   conventions   that   stand   as   a   basis,   a  

common  language,   for  the  performer  to  communicate  to  the   listeners.  They  are  

the   referent,   defined   by   psychologist   and   improviser   Jeff   Pressing   as   “an  

underlying  formal  scheme  or  guiding  image  specific  to  a  given  piece,  used  by  the  

improviser   to   facilitate   the   generation   and   editing   of   improvised   behavior…”  

(Pressing,  1984).  The  ethnomusicologist  Bruno  Nettl  calls  the  referent  a  “model”  

for  the  improviser  to  “ha[ve]  something  given  to  work  from-­‐  certain  things  that  

are   at   the   base   of   the   performance,   that   he   uses   as   the   ground   on   which   he  

builds”  (Nettl,  1974).  The  referents,  or  models,  are  the  musical  elements  such  as  

melodies,   chord  patterns,   bass   lines,  motifs,   etc.,   used   as   the  basis   to  build   the  

improvisation.  They  provide  the  structural  outline  and  the  material,  but  are  part  

of  the  larger  knowledge  base  necessary,  which  is  “built  into  long  term  memory”  

(Pressing,  1998).  

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Improvisation  

 

7  

It  is  also  necessary  to  have  “rapid,  real-­‐time  thought  and  action”  (Berkowitz,  

2010)   to   successfully   incorporate   this   musical   information   into   a   unique,  

improvised  piece  of  music.  Pressing  says:    

“The  improviser  must  effect  real-­‐time  sensory  and  perceptual  coding,  optimal   attention   allocation,   event   interpretation,   decision-­‐making,  prediction  (of  the  actions  of  others),  memory  storage  and  recall,  error  correction,   and  movement   control,   and   further,  must   integrate   these  processes   into   an   optimally   seamless   set   of  musical   statements   that  reflect   both   a   personal   perspective   on   musical   organization   and   a  capacity  to  affect  listeners”  (Pressing,  1998).    

Through  study  and  practice,  the  referents  become  engrained  into  the  playing  of  

the   improviser,   and   the   note-­‐to-­‐note   level   of   playing   can   be   recalled  

automatically,  allowing  the  improviser  to  focus  more  on  the  higher-­‐level  musical  

processes,  such  as  form,  continuity,  feeling,  etc.    

Aaron   Berkowitz,   in   his   book   The   Improvising   Mind:   Cognition   and  

Creativity   in   the  Musical  Moment,   studies   which   elements   of   improvisation   are  

conscious  or  unconscious  decisions.  He   finds   that   “some  conventions  and  rules  

are   accessible   to   consciousness,   while   others   may   function   without   conscious  

awareness”  (Berkowitz,  2010).  These  elements  of  memory  are  related  directly  to  

the  learning  process,  as  stated  by  psychologist  Arthur  Reber:    

“There   can   be   no   learning  without  memorial   capacity;   if   there   is   no  memory   of   past   events,   each   occurrence   is,   functionally,   the   first.  Equivalently,  there  can  be  no  memory  of  information  in  the  absence  of  acquisition;   if   nothing   has   been   learned,   there   is   nothing   to   store”  (Reber,  1993).  

 

The  learning  process  can  be  separated  into  two  forms,  implicit  and  explicit.  

Implicit  learning  is  defined  as:    

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Chapter  2   8  

“The   acquisition   of   knowledge   about   the   underlying   structure   of   a  complex  stimulus  environment  by  a  process  which  takes  place  natural,  simply   and   without   conscious   operations…   a   non-­‐conscious   and  automatic  abstraction  of  the  structural  nature  of  the  material  arrived  at  from  experience  of  instances,”    

whereas  explicit  learning  is:    

“A   more   conscious   operation   where   the   individual   makes   and   tests  hypotheses   in   a   search   for   structure…   [;]   the   learner   searching   for  information  and  building  then  testing  hypotheses…  [;]  or,  because  we  can   communicate   using   language…   assimilation   of   a   rule   following  explicit  instructions”  (Ellis,  1994).    

The  important  difference  between  implicit  and  explicit  learning  is  the  conscious  

effort  required  of  explicit  learning  and  not  of  implicit.  It  is  also  possible  to  learn  

implicit   information   during   explicit   learning.   Berkowitz   gives   the   example   of  

learning   a   foreign   language,   and   memorizing   phrases   in   the   new   language   by  

explicitly  focusing  on  features  of  the  words,  phrases,  sounds,  and  structures,  but  

at   the   same   time   implicitly   learning   other   attributes   of   language   (Berkowitz,  

2010).  

Similarly,  implicit  memory  is  defined  as  “memory  that  does  not  depend  on  

conscious  recollection,”  and  explicit  memory  as  “memory  that  involves  conscious  

recollection”  (Eysenk  and  Keane,  2005).  The  relationship  between  learning  and  

memory   is  not  necessarily  direct  and  can  change.  Something   learned   implicitly  

can   be   consciously,   and   thus   explicitly,   analyzed,   and   explicit   knowledge   can  

become   implicit   “through   practice,   exposure,   drills,   etc.…”   (Gass   and   Selinker,  

2008).  

In   Berkowitz’s   interviews   with   classical   pianist   Robert   Levin,   Levin  

describes  his  thought  processes,  or  sometimes  lack  thereof,  while  he  improvises.  

While  being  explicitly  aware  of  the  overall  musical  picture  as  it  is  happening,  he  

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9  

is  not  thinking  on  a  note-­‐by-­‐note  basis  of  what  he  is  doing,  or  what  he  will  do.  He  

allows   his   fingers   to   move   implicitly,   the   years   and   years   of   practice   guiding  

them  in  the  right  directions.  He  says  of  the  process:  

“I   began   to   realize   you’re   just   going   to   have   to   let   go   of   it   and   go  wherever   you   go.   The  way   jazz   people   do:   you   have   this   syntactical  thing   just   the  way   they  have   their   formulas,   you’ve   got   the  basics   of  architecturally   how   a   cadenza   works   and   its   sectionalization,   which  can  be  abstracted  from  all  of  these  cadenzas,  and  then  you  just  have  to  accept  the  fact  that  there’s  going  to  be  some  disorder…  When  I  play,  I  am  reacting…  your  fingers  play  a  kind  of,  how  shall  I  say,  a  potentially  fateful  role  in  all  this,  because  if  your  fingers  get  ahead  of  your  brain  when   you’re   improvising,   you   get   nonsense   or   you   get   emptiness.   I  never,  and  I  mean  never,  say   ‘I’m  going  to  modulate  to  f-­‐sharp  major  now,’  or  ‘I’m  going  to  use  a  dominant  seventh  now,’  or  ‘I’m  going  to  use  a   syncopated   figure   now…’   I   do   not   for   one   millisecond   when   I’m  improvising   think  what   it   is   I’m   going   to   be   doing.   I   don’t   say,   ‘Oh   I  think  it’s  about  time  to  end  now…’”  (Levin,  2007).  

 

Berkowitz   focuses   on   comparing   improvising   with   language   production.  

When  speaking  in  one’s  native  language,  there  is  not  a  word-­‐by-­‐word  analysis  of  

what  is  going  to  be  said.  The  overall  direction  of  the  statement  is  known,  but  one  

is   not   thinking  word-­‐by-­‐word,   nor   about   specific   grammatical   rules.   These   are  

implicit   elements   that   manifest   during   speaking.   Children,   when   learning   to  

speak,  are  able  to  do  so  without  any  explicitly  taught  grammar,  but  just  learn  to  

know   what   sounds   “right”.   There   is   also   no   acute   awareness   of   the   physical  

aspects   of   speech,   such   as   tongue,   lip,   and   larynx   position   (Berkowitz,   2010).  

These   just   fall   into   their   learned   positions   in   the   body’s  muscle  memory.   This  

lack  of  direct  cognition  during  spontaneous  speech  production  is  the  same  as  in  

improvising.   Once   one   has   learned   and   internalized   the   vocabulary   and  

grammatical  rules  to  the  point  where  it   is  automatically  and  implicitly  recalled,  

they  can  “leave  nearly  everything  to  the  fingers  and  to  chance”  (Czerny,  1839).    

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Achieving   this   level   of   competence   comes   from   the  development   of   one’s  

“toolbox”,  or  Knowledge  Base.  Pianist  Malcolm  Bilson  cites  one  of   the  elements  

for   learning   to   improvise   is   collecting   the   ideas   for   this   toolbox   (Bilson,   2007)  

from  the  internalization  of  repertoire  and  exercises.  Once  the  material  has  been  

stored  in  the  toolbox,  it  can  be  drawn  upon  spontaneously  during  improvisation,  

but  it  is  through  the  practice  and  refinement  of  the  skill  of  improvising  that  one  

can   “link   up   novel   combinations   of   actions   in   real-­‐time   and   chang[e]   chosen  

aspects  of   them”  giving  one  “the  ability  to  construct  new,  meaningful  pathways  

in  an  abstract  cognitive  space”  (Pressing,  1984).  This  process  of  refinement  and  

vocabulary   development   is   largely   implicit,   in   contrast   to   the   explicitly   rote  

learning  of  chords  and  harmonic  progressions  (Berkowitz,  2010).    

While   Levin   acknowledges   that   his   fingers   play   a   “fateful   role”   in  

improvising,  and  that  there  is  a  lack  of  cognition  of  what  exactly  they  will  do,  he  

says  also:  

“I  get  to  a  big  fermata,  I  think,  ‘What  am  I  going  to  do  now?  Oh,  I’ll  do  that.’   So   there’s  a  bit  of   that,  but  not   the   sense  of  doing   it   every   two  bars”  (Levin,  2007).  

This   creates   a   dichotomy   in   the   thinking   process.   On   one   hand   there   is   no  

thinking  and  purely  allowing  the  fingers  to  move,  but  on  the  other  hand  there  is  

having   an   overall   sense   of   direction   and   where   the   fingers   need   to   go   and  

“get[ting]  reasonably  lucky  most  of  the  time”  (Levin,  2007).  Psychologist  Patricia  

Nardone   describes   this   “creator-­‐witness   dichotomy”   (Berkowitz,   2010)   as  

“…ensuring  spontaneity  while  yielding  to  it…[,]  being  present  and  not  present  to  

musical  processes:  a  divided  consciousness…  [,]  exploring  a  musical  terrain  that  

is  familiar  and  unfamiliar…”  She  discusses  this  further:  

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“One  dialectic  process  is  that  while  improvising  musicians  are  present  to   and   within   the   musical   process,   they   are   also   concomitantly  allowing  musical   possibilities   to   emerge   pre-­‐reflectively,   effortlessly,  and   unprompted.   Conversely,   while   musicians   are   outside   the  improvisational   process   and   fully   observant   of   it,   they   are  paradoxically   directing   and   ensuring   the   process   itself.   A   second  dialectical   paradox   is   that   in   improvisation   there   is   an   intention   to  direct  and  ensure  spontaneous  musical  variations  while  allowing   the  music   itself   to   act   as   a   guide   toward   a   familiar   domain.   A   third  dialectical   paradox   is   that   while   being   present   to   and   within   the  process  of  musical   improvisation,  musicians   concomitantly  allow   the  music   to  guide   them   toward  an  unfamiliar   terrain.  Conversely,  while  being  outside  the  musical  process  and  fully  observant  of  it,  musicians  paradoxically   intend   the   music   toward   a   terrain   that   is   familiar   to  them”  (Nardone,  1997).  

Paul  Berliner  speaks  of  the  physicality  of  the  improvisation  process  on  the  body,  

“through  its  motor  sensory  apparatus,  it  interprets  and  responds  to  sounds  and  

physical  impressions,  subtly  informing  or  reshaping  mental  concepts”  (Berliner,  

1994).   This   physicality   in   improvisation   can   also   be   likened   to   that   of  

spontaneous   speech.   One   needs   the   effortless  mechanical   skills   of,  most   often,  

their  hands  to  play  their  instrument  just  as  a  speaker  needs  the  mechanical  skills  

of  tongue,  mouth,  and  larynx,  as  well  as  a  proficiency  of  the  syntax  of  music  and  

language   to   effectively   communicate   (Berkowitz,   2010).   Czerny   also   speaks   of  

the  creator-­‐witness  in  reference  to  a  speaker  that  “does  not  think  through  each  

word   and   phrase   in   advance…   [but]   must…   have   the   presence   of   mind…   to  

adhere  constantly  to  his  plan…”  (Czerny,  1836).  

Once   this  dichotomy  of   creator-­‐witness  has   occurred,   Levin  describes  his  

thoughts   once   he   is   done   improvising,   “After   I’m   finished   doing   it,   I…   have   no  

idea  what  I  played”  (Levin,  2005).  To  this  Berkowitz  poses  the  questions,  “Is  not  

some   memory   of   what   is   occurring   during   the   improvisation   necessary   if   the  

performer   is   to  make   it   from  point  a   to  point  b?  Or  can  this  only  prove  to  be  a  

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Chapter  2   12  

hindrance?”  (Berkowitz,  2010).  The  answer  to  this  lies  in  the  findings  of  implicit  

and  explicit  memories.  The  practiced  and  honed  skill  of  improvising,  after  time,  

enters   in   the   implicit   memory   as   motoric   reactions,   even   though   the   actions  

themselves  cannot  be  explicitly  remembered.  The  improviser  may  begin  with  an  

idea,  but  is  then  led  by  the  movements  of  the  fingers,  allowing  the  music  to  “flow  

from  moment   to  moment  magically   manifest[ing],   without   a   need   to   know   or  

remember   where   one   has   been   or   where   one   is   going.   In   improvised  

performance,  the  boundaries  between  creator  and  witness,  past  and  future,  and  

music  and  musician  dissolve  into  the  musical  moment”  (Berkowitz,  2010).  

Willem  J.M.  Levelt  describes  the  processes  for  the  generation  of  speech  in  

his  book  Speaking  as:  

Conceptualization.   In   this   process,   one   plans   “the   communicative  intention  by   selecting   the   information  whose  expression  may   realize  the   communicative   goals.”   In   other   words,   one   plans   the   idea(s)  behind  the  intended  message  in  a  preverbal  fashion.  

Formulation.  In  this  process,  the  conceptualized  message  is  translated  into   linguistic   structure   (i.e.,   grammatical   and  phonological   encoding  of   the   intended  message   take  place).  This  phrase   is   converted   into  a  phonetic   or   articulatory   plan,   which   is   a   motor   program   to   be  executed  by  the  larynx,  tongue,  lips,  etc.  

Articulation.   This   is   the   process   of   actual   motor   execution   of   the  message,  that  is,  overt  speech.  

Self-­monitoring   and   self-­repair.   By   using   the   speech   comprehension  system   that   is   also   used   to   understand   the   speech   of   others,   the  speaker  monitors  what  he  or  she  is  saying  and  how  he  or  she  is  saying  it  on  all  levels  from  word  choice  to  social  context.  If  errors  occur,  the  speaker  must  correct  them  (Levelt,  1989;  Berkowitz,  2010).  

The   application   of   these   ideas   to   improvisation   is   logical.   The   overall  

improvisation   is   the   concept,   the   form,   structure,   and   style   is   the   formulation,  

playing   the   music   is   the   articulation,   and   as   the   music   is   happening   the  

performer  is  monitoring  the  output  and  making  corrections.  

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Improvisation  can  also,  however,  be  likened  to  learning  a  foreign  language  

rather   than   a   native   language.   Following   Levelt’s   processes,   one   is  much  more  

conscious   of   what   the   conceptualized   statement   is,   the   formulation   of   the  

translation   and   ordering   of   the   words,   and   the   correctly   articulated  

pronunciation.   Sometimes,   particularly   when   beginning,   the   monitoring   and  

repair  section  is  not  even  achievable,  as  one  does  not  even  know  that  there  was  a  

mistake.   It   can   be   that   the   foreign   language   learner  may   have   knowledge   and  

understanding  of  the  rules  of  sentence  construction,  but  is  not  able  to  formulate  

them   in   a   manner   for   an   effective   conversation.   Berkowitz   analogizes   this   to  

Levin’s  descriptions  of  learning  to  improvise,  and  the  balance  between  thinking  

too  much  about  what  he  was  doing,  and  just  allowing  his  fingers  to  go.  The  ability  

to  think  about  the  referent  and  overall  structure  interfered  with  the  fingers  and  

the  note-­‐by-­‐note   implicit   level  of  playing.  Michael  Paradis  says   that   the   foreign  

language  speaker   “may  either  use  automatic  processes  or   controlled  processes,  

but  not  both  at  the  same  time…  Implicit  competence  cannot  be  placed  under  the  

conscious  control  of  explicit  knowledge”  (Paradis,  1994).  

Finding   a   balance   between   planning   and   execution   in   speech   and  

improvisation  is  thus  necessary.  Eysenck  and  Keane  estimate  that  70  percent  of  

spoken  language  uses  recurrent  word  combinations,  and  thus  pre-­‐formulation  is  

one   tool   for   finding   this   balance   (Eysenck   and   Keane,   2005).   From   a   musical  

perspective,  this   is  akin  to  combining  elements  from  the  “toolbox,”  allowing  for  

more  attention  to  be  paid  to  the  referent.  

Improvisation  occurs  constantly  in  everyday  life.  For  example,  it  could  also  

be  analogous  to  the  decision  to  drive  to  the  store.  There  must  be  a  general  plan;  

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one  must  know  the  way  and  the  best  route  to  take,  but  what  happens  in  between  

is   unknown.   Encountering   other   cars,   traffic   lights,   road   construction,   a   dog  

running   across   the   street,   etc.,   can   all   change   the  originally   intended  plan,   and  

the  ability  to  immediately  react  and  adapt  to  the  situation  is  imperative.  Befitting  

of  this  example,  Berkowitz  says:    

“Improvisation   cannot   exist   without   constraints,   and   that   live  performance  will  always  require  some  degree  of   improvisation  as   its  events   unfold.   Improvisation   needs   to   operate  within   a   system   even  when   the   resultant   music   transcends   that   system.   Moreover,   no  performance   situation-­‐   improvised   or   otherwise-­‐   exists   in   which   all  variables  can  be  entirely  predetermined”  (Berkowitz,  2010).    

Similarly,  Levin  states:  

“The   fact   of   the   matter   is   that   you   are   who   you   have   been   in   the  process  of  being  who  you  will  be,  and  in  nothing  that  you  do  will  you  suddenly-­‐  as  an  artist  or  a  person-­‐  come  out  with  something  that  you  have   never   done   before   in   any   respect.   There  will   be   quite   possibly  individual   elements   in   a   performance   that   are   wildly   and  pathbreakingly   different   from   anything   that   you’ve   done   before,   but  what  about   the   rest  and  what  kind  of  persona  and  consistency  of  an  artist  would  you  have  if  there  was  no  way  to  connect  these  things…?”  (Levin,  2007).  

 

The   key   elements   learned   about   improvisation   here   are   the   spontaneous  

development  and  recombination  of  previously   learned  material  and   the   lack  of  

specific  conscious  decisions,  yet  maintaining  an  overall  view  of  the  direction  the  

music   is   going.   The   musical   decisions   that   come   from   spontaneous  

recombination   are   sourced   from   the   musician’s   training   and   study,   and   what  

patterns  have  been  learned  and  have  found  their  way  into  the  implicit  memory.  

This   is   why   classical   and   jazz   pianists   will   improvise   differently   to   the   same  

music;   they   have   different   “toolboxes”.   It   can   then   also   be   said   that   whatever  

goes   into   the   toolbox   will   have   an   effect   on   the   output.   The   training   that   a  

musician  receives  will  be  represented  by  the  music  produced.  This  is  important  

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15  

to  consider  for  the  development  of  an  electronic  music  system;  the  contents  of  its  

toolbox   will   reflect   its   output.   Once   an   understanding   of   the   nature   of  

improvisation   has   been   established,   the   application   of   these   principles   to   the  

computer  is  the  next  step.  

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3.   Artificial  Intelligence  and  Machine  Learning  

The   notion   of   a   computer   “making   choices”   in   improvisation   has   been  

mentioned   here.   There   is   an   implication   that   to   make   a   choice,   one   must   be  

capable  of  some  amount  of  intelligence,  which  introduces  the  question,  “What  is  

intelligence?”  One  might  consider   the  solving  of   complex  equations  by  a  highly  

gifted   mathematician,   or   the   moves   performed   by   a   chess   master,   or   the  

diagnoses   of   disease   by   a   doctor,   as   being   intelligent.   However,   the   tasks  

performed   by   all   of   these   humans   can   also   be   accomplished   by   a   computer,  

which  is  typically  considered  as  not  being  intelligent.  As  Eduardo  Reck  Miranda  

says,  “the  problem  is  that  once  a  machine  is  capable  of  performing  such  types  of  

activities,  we  tend  to  cease  to  consider  these  activities  as  intelligent.  Intelligence  

will   always   be   that   unknown   aspect   of   the   human  mind   that   has   not   yet   been  

understood   or   simulated”   (Miranda,   2000).   Defining   intelligence   may   be   a  

contentious  task,  so  we  will   look  to  the  attributes  of   it.  Widmer  points  out  that  

“the  ability  to  learn  is  undoubtedly  one  of  the  central  aspects,  if  not  the  defining  

criterion,  of  intelligence  and  intelligent  behavior.  While  it  is  difficult  to  come  up  

with   a   general   and   generally   agreed   definition   of   intelligence,   it   seems   quite  

obvious  that  we  would  refuse  to  call  something  ‘intelligent’  if  it  cannot  adapt  at  

all  to  changes  in  its  environment,  i.e.,  if  it  cannot  learn”  (Widmer,  2000).  

It  is  quickly  recognized  that  as  the  research  and  technology  in  the  field  of  

artificial   intelligence   advances,   bringing   “musicality   to   computer   music,   no  

model  has  yet  come  close  to  the  complex  subtleties  created  by  humans”  (Winkler,  

1998),  a  sentiment  echoed  by  Widmer’s  statement  that  although  computers  and  

software   can   “extract   general,   common   performance   patterns;   the   fine   artistic  

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details   are   certainly   beyond   their   reach”   (Widmer,   2000).   Although   Miranda  

claims   that   “from  a  pragmatic  point   of   view,   the  ultimate   goal   of  Music   and  AI  

[Artificial   Intelligence]   research   is   to   make   computers   behave   like   skilled  

musicians”   (Miranda,   2000),   it   is   clear   that   a   machine   is   not   human,   and   any  

attempts  to  create  an  intelligent  computer  are  merely  tasks  of  trying  to  recreate  

processes  of  the  brain.    

So   the   focus   becomes   one   of   determining   what   these   processes   are,  

accomplished   by   looking   at   the   desired   end   result.   When   creating   a   model,  

attention  is  paid  to  the  original  design  and  the  details  necessary  to  copy  it.  But  is  

the  goal  really  to  create  a  system  that  is  a  copy  of  a  human?  One  of  the  desirable  

attributes   of   a   computer   is   exactly   that   it   is   not   human,   such   as   its   ability   to  

handle  and  process  large  amounts  of  data  and  perform  calculations  with  a  speed  

and   accuracy   far   greater   than   that   of   a   human.   Dannenburg   speaks   of   the  

advantages  of  relying  on  a  computer’s  skills  and  its  ability  to  “compose  complex  

textures  that  are  manipulated  according  to  musical   input.  For  example,  a  dense  

cloud   of   notes   might   be   generated   using   pitches   or   harmony   implied   by   an  

improvising  soloist.  A  dense  texture  is  quite  simple  to  generate  by  computer,  but  

it   is  hard   to   imagine  an  orchestra  producing  a   carefully   sculpted   texture  while  

simultaneously   listening   to   and   arranging   pitch   material   from   a   soloist”  

(Dannenberg,  2000).  Rowe  points  out  that  human  limitation  and  variability  was  

precisely  an  element  that  led  to  the  use  of  electronics  in  music  (Rowe,  1993)  and  

Bartók  comments  on  the  use  of  the  mechanized  pianola  that  “took  advantage  of  

all   the  possibilities  offered  by   the  absence  of   restraints   that  are  an  outcome  of  

the  structure  of  the  human  hand”  (Bartók,  1937).    

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Michael   Young   identifies   a   resulting   attribute   of  what   he   calls   a   “living”  

computer   as   being   “unimagined   music,   its   unresolved   and   unknown  

characteristics   offering   a   genuine   reason   for  machine-­‐human   collaboration.”   If  

the   computer   is   to   “extend,   not   parody,   human   creative   behaviour,   machine  

music   should   not   emulate   established   styles   or   practices,   or   be   measured  

according  to  any  associated,  alleged  aesthetic”  (Young,  2008).    It  is  the  discovery  

of  new  ideas  and  material  through  the  use  of  computers  in  music  to  “create  new  

musical   relationships   that  may  exist  only  between  humans  and  computers   in  a  

digital   world”   (Winkler,   1998)   that   drives   the   continuing   research   in   the  

development  of  computers  in  music.    

Looking  at  these  factors  it  can  be  seen  that  a  desired  system  may  “behave  

in   a   human-­‐like  manner   in   some   respects   but   in   a   non-­‐human-­‐like  manner   in  

other  respects  […  Exhibiting]  appropriate  behavior…  in  a  manner  which  leads  to  

a   certain   goal”   (Marsden,   2000).   Referring   to  Widner’s   quote   previously   about  

intelligence,  that  goal  is  the  ability  to  learn.  

This  then  brings  the  question,  “What  is  learning?”  Russell  and  Norvig  define  

it  as  “behaving  better  as  a  result  of  experience”  (Russell  and  Norvig,  1995);  while  

Michalski  states  that   it   is  “constructing  or  modifying  representations  of  what   is  

being   experienced”   (Michalski,   1986).   These   two   definitions   address   different  

elements  of  learning;  improvement  of  behavior  as  stated  by  Russell  and  Norvig,  

and   acquisition   of   knowledge   of   the   surroundings   as   stated   by   Michalski.  

Marsden  summarizes  by  saying  that  one  key  feature  of  an  intelligent  animal  is  its  

ability  to  learn  spontaneously  from  its  experiences  and  adapt  future  actions  as  a  

response  to  this,  and  that  a  second  feature  is  being  able  to  perform  in  unfamiliar  

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environments   of  which   they  have  no  previous   knowledge,   “tolerably  well.”     As  

such,   a   goal   of   Artificial   Intelligence   is   the   capacity   to   learn   and   apply   this  

learning  in  unfamiliar  situations  (Marsden,  2000).  

How,   then,   does   a   computer   accomplish   learning   in   its   quest   for  

intelligence?  Widmer   cites  Michalski’s   definition,   “learning   as   the   extraction   of  

knowledge   from  observations  or  data”,   as   the   “dominant  paradigm   in  machine  

learning   research”,  with   examples   of   “classification   and  prediction   rules   (Clark  

and  Niblett,  1989,  Quinlan,  1990),  decision  trees  (Quinlan,  1986,  1993),  or  logic  

programs   (Lavrac   and   Dzeroski,   1994)”   (Widmer,   2000).   Through   the   use   of  

algorithms,   a   computer   is   able   to   assess   data   and   make   comparisons   for  

purposes   of   classification.   For   example,   from   a   stream   of   pitches   an   algorithm  

can  analyze  music  to  “look  for  collections  of  notes  which  form  a  series,  or…  check  

collections   of   notes   to   see   if   they   form   a   series”   (Wiggens   &   Smaill,   2000).  

Learning   is   thus   accomplished   through   observation   of   data,   allowing   the  

computer   to   classify   notes   as   being  part   of   a   defined   series,   or   looking   for   the  

series  within  the  notes.  Empirical  predictions  based  on  trends  and  probabilities  

can  be  made  using  generalizations  based  upon  these  observations.  It  is  possible  

to  analyze  a  stream  of  notes,  looking  at  intervallic  relationships,  to  determine  the  

likelihood  of  what  the  next  note  played  will  be.  For  instance,  if  the  software  sees  

the   ascending   step-­‐wise   motion   of   the   incoming   pitches   F   G   A,   it   could  

reasonably   assume   that   the  next  note  played   could  be  a  B.  Coupled  with   some  

programmed   information   akin   to   the   knowledge   “toolbox”   discussed   in   the  

previous   section   about   improvisation,   the   computer   could   make   even   more  

robust   analyzations   on   the   basis   of   tonality   to   predict   upcoming   notes,   thus  

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knowing   that   B-­‐flat   is   also   a   likely   possibility.   As   the   computer   continues   to  

analyze  and  find  trends  and  patterns  in  a  piece  of  music,  its  Knowledge  Base  can  

grow  and  assign  more  accurate  weights   to   the  probabilities  of  certain  notes.   In  

this  respect,  the  learning  occurs  corresponsive  to  “behaving  better  as  a  result  of  

experience.”  

Music-­‐theorist  Heinrich  Schenker  says  that  repetition  is  “the  basis  of  music  

as  art.  It  creates  musical  form,  just  as  the  association  of  ideas  from  a  pattern  in  

nature   creates   the   other   forms   of   art”   (Schenker,   1954).   For   this   reason,   the  

ability  to  recognize  patterns  is  an  important  one  for  computers,  and  a  key  feature  

for  music  systems.  Patterns  occur  in  music  in  all  different  levels,  including  “pitch,  

time,  dynamics  and  timbre  dimensions  of  notes,  chords  and  harmony,  contours  

and  motion,   tension  and  so  on”   (Rolland  and  Ganascia,  2000).  Scale  structures,  

melodic   sequences,   rhythms,   and   chord   progressions   are   all   based   on   the  

repetition   of   patterns.   The   cognitive   processes   of   expectation   and   anticipation  

derive   from   the   brain’s   ability   to   pick   out   and   identify   patterns   (Simon   and  

Sumner,  1968).  A  cadential  chord  progression  of  a  V  resolving  to  ii,  for  instance,  

is   called   a   deceptive   cadence.   Typically   in   Western   music,   the   chord   pattern  

should   resolve   to   I,   and   because   the   pattern   does   not   go   where   the   listener  

expects  or  anticipates  that  it  will,  they  have  been  deceived.  

Robert  Rowe’s  software  Cypher  uses  the  concept  of  anticipation  to  predict  

the  performer’s  playing  by  looking  for  patterns  in  real-­‐time.  In  this  sense,  Cypher  

is  learning  based  on  Russell  and  Norvig’s  definition,  “behaving  better  as  a  result  

of   experience”.   Once   Cypher   detects   the   first   half   of   a   recognized   pattern,   it  

assumes   that   it  will  be   continued,   and  can   then   respond   to   this   information  as  

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appropriate   (Rowe,   1993).   The   recognition   and   extraction  of   patterns   involves  

“detecting   parts   of   the   source   material   that   have   been   repeated,   or  

approximately   repeated,   sufficiently   to   be   considered   prominent”.   Some  

questions  raised  by  Rolland  and  Ganascia  are:  “How  should  ‘parts’  be  selected?”,  

“What  is  ‘approximate  repetition’?”  “What  is  ‘sufficiently’?”  “What  algorithms  can  

be   designed   and   implemented?”   (Rolland   and   Ganascia,   2000).   The  manner   in  

which   these   questions   are   answered   depends   on   the   nature   of   the  music   and  

how  the  pattern  information  is  to  be  used  by  the  software.    

Rowe  defines  two  goals   in  pattern  processing  as  “1)   learning  to  recognize  

important   sequential   structures   from   repeated   exposure   to   musical   examples  

(pattern  induction),  and  2)  matching  new  input  against  these  learned  structures  

(pattern   matching).”   Additional   information   can   also   be   collected   from   the  

patterns,  such  as  the  frequency  and  context  of  occurrence,  and  the  relationships  

between   them.   Differences   such   as   transposition   or   retrograde   are   two   such  

relationships   that   can   enrich   the   capabilities   of   the   pattern   identifier.   Other  

enrichment   can   be   the   ability   to   recognize   differences   with   the   addition   or  

omission   of   notes,   metric   and   rhythmic   displacements,   altered   phrasing   and  

articulation,  and  ornamentation  (Rolland  and  Ganascia,  2000).    

There  will  be  an  inherent  bias  from  the  system  developer  as  to  the  decision  

of   what   constitutes   “sufficiently”   prominent   material   to   be   analyzed.   Widmer  

addresses  the   fact   that  bias  can  occur   in  the  “representation   language   in  which  

the   learning   system   can   represent   its   hypotheses”   and   that   one  must   “be   very  

conscious  of,  and  explicit  about,  any  assumptions  that  guide  his/her  choice  […]  of  

representation   language”   (Widmer,   2000).   Rowe   stresses   that   it   is   “critical   to  

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Chapter  3   22  

take  care   that   the  parameters  of   the   representation  preserve  salient  aspects  of  

the   musical   flow”   (Rowe,   1993),   and   Miranda   cites,   “Designers   of   AI   systems  

require   knowledge   representation   techniques   that   provide   representational  

power  and  modularity.  They  must  capture  the  knowledge  needed  for  the  system  

and  provide  a   framework   to  assist   the  systems  designer   to  easily  organize   this  

knowledge  (Bench-­‐Capon,  1990;  Luger  and  Stubblefield,  1989).”  The  point  here  

is   to  be  mindful  of  how  musical   information   is   expressed   to   the   computer.  For  

example,  in  a  piece  of  music  there  could  exist  two  phrases,  one  a  C-­‐major  scale,  

the  other  an  Eb-­‐major  scale.  If  this  were  represented  as  note  names  (Fig.  1)  the  

two   phrases   would   be   regarded   as   not   matching.   However,   if   they   were  

represented  as   intervals   (Fig.  2),   counted  as   the  number  of  semitones  between  

notes  (note,  the  ‘-­‐‘  for  the  value  of  note1,  because  it  requires  two  notes  for  there  

to  be  an  interval,  thus  analysis  cannot  begin  until  the  second  note  is  played)  then  

the   phrases   would   be   considered  matches,   and   the   computer   could   choose   to  

take   an   action   on   the   basis   of   the   knowledge   that   there   is   scalar   activity  

occurring.   Another   example   could   be   in   regard   to   rhythm.   For   instance,   there  

could  be  a  phrase  played  all  in  half-­‐notes,  and  then  again  all  in  quarter-­‐notes.  If  

the  analysis  were  looking  solely  at  the  lengths  of  the  notes  and  phrases,  the  two  

would  not  match.  However,  if  the  lengths  of  the  notes  were  represented  as  ratios  

compared   to   the   previous   note,   in   this   example   all   would   be   1:1,   then   there  

would  be  a  match.  These  are  merely   two  very   simple  examples  of   the  way   the  

representative  language  can  impact  the  analysis  results.  It  is  also  not  to  say  that  a  

phrase  analysis  should  be  based  solely  on  one  or  the  other  pieces  of  information,  

nor  that  the  differences  should  be  disregarded,  either.  The  information  that  the  

melodic  line  is  the  same  intervals  but  transposed,  and  that  the  rhythmic  pattern  

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is  the  same  but  double  speed,  is  also  important  data  that  must  be  expressed  and  

recorded  as   a   separate  point  of   analysis.  This   illustrates   examples  of  how  data  

can   be   interpreted   by   “abandon[ing]   the   note   level   and   learn[ing]   expression  

rules  directly  at  the  level  of  musical  structures”  (Widmer,  2000).  

 

 

 

 

 

 

 

For   ways   to   describe   these   musical   structures,   we   will   look   again   to  

comparisons   in   language.   Crucial   to   the   understanding   of   a   language   is   the  

knowledge  of  the  grammar,  which  must  be  based  on  mathematical  formalism  to  

correctly   assess   the   function   of   each   element   of   a   sentence   (Chomsky,   1957).  

Miranda  uses  an  example  of  the  sentence  “A  musician  composes  the  music.”  To  

put   this  sentence   in  mathematical   terms,   the  knowledge  will  be  represented   in  

variables:  

Phrase1   Phrase2  

note1  C   note1  Eb  

note2  D   note2  F  

note3  E   note3  G  

note4  F   note4  Ab  

note5  G   note5  Bb  

note6  A   note6  C  

note7  B   note7  D  

note8  C   note8  Eb  

Fig.  1  

 

 

Phrase1   Phrase2  

note1  -­‐   note1  -­‐  

note2  2   note2  2  

note3  2   note3  2  

note4  1   note4  1  

note5  2   note5  2  

note6  2   note6  2  

note7  2   note7  2  

note8  1   note8  1  

Fig.  2  

 

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S  =  NS  +  VS  (Sentence  =  Noun  Sentence  +  Verb  Sentence)  

A  musician  +  composes  the  music  

 

NS  =  A  +  N  (Noun  Sentence  =  Article  +  Noun)  

A  +  musician  

 

VS  =  V  +  NS  (Verb  Sentence  =  Verb  +  Noun  Sentence)  

composes  +  the  music  

Describing  the  sentence  with  variables  allows  for  substitutions  from  a  set:  

A  =  {the,  a,  an}  

N  =  {dog,  computer,  music,  musician,  coffee}  

V  =  {composes,  makes,  hears}  

So  the  formula  S  =  NS  +  VS  could  yield  the  sentence  “The  dog  hears  a  computer”,  

but   it   could   also   produce   “The   coffee   makes   a   dog”.   These   mathematical  

formalisms   help   to   describe   the   rules   of   the   language,   but   don’t   prevent   these  

sorts  of  nonsense  errors.  For  that,  a  certain  amount  of  semantic  rules  or  context  

must  also  be  supplied  to   the  system,  which  can  be  explored  through  the  use  of  

Artificial  Neural  Networks  (ANN).  

ANNs,   or   “connectionism”   or   “parallel   distributed   processing   (PDP)”,   are  

models   based   on  biological   neural   networks,   or   broadly   speaking,   the  way   the  

human  brain  operates.  The  important  elements  of  an  ANN  are  that  the  neurons,  

or   nodes,   are   independent   and   simultaneously   operating;   they   are  

interconnected,   feeding   information   between   each   other;   and   they   are   able   to  

learn   based   on   input   data   and   adapt   the   weights   of   their   interconnections  

(Toivianen,  2000).  The  basic  model  of  an  ANN  consists  of  a  number  of  input  and  

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output  nodes  that  are  connected  to  each  other  at  different  weights.  As  each  input  

node   receives   information,   it   passes   it   to   the   others   for   more   processing   and  

outputs  a  result.  The  weights  of  the  connections  determine  how  much  influence  

the   data   has,   and   these  weights   adjust   themselves   as   the   data   is   acquired   and  

reviewed.  If   the  processed  output  corresponds  to  the  expected  output  from  the  

training,   the   connection  weight   is   strengthened,   and   conversely   if   it   is   not   the  

expected  output  then  the  weight  is  weakened.  

ANNs  can  be  trained  through  data  sets  to  learn  what  result  a  certain  input  

should   obtain.   Using   the   example   of   the   data   set   above,   an   ANN   could   learn  

correct   semantics   by   having   correct   sentences   “read”   to   it.   By   training   on   this  

data,  for  example,  “The  dog  hears  a  computer”,  “A  musician  composes  the  music”,  

“A  computer  makes  the  music”,  “A  dog  hears  the  coffee”,  the  network  can  adjust  

the  weights  of   the  connections  between  words,   learning  that  certain  words  are  

more   likely   to   follow   others,   while   some  will   never   follow   others,   “The   coffee  

composes  an  dog”.  This  principle  can  be  applied  similarly  in  music.  

Cypher   uses   a   neural   network   in   chord   identification   to   determine   “the  

central  pitch  of  a   local  harmonic  area”  (Rowe,  1993).  To  broadly  summarize  its  

operations,   it   uses   twelve   input   nodes,   each   corresponding   to   one   pitch   class  

regardless  of  octave,  which  activate  when  their  pitch  is  played.  Each  input  node  

then  sends  a  message   to   the  six  different  chord   theories  of  which   it   could  be  a  

part   (based   on   triad   formations).   For   example,   if   a   C   is   played,   it   sends   a   “+”  

message   to   the  chord   theories  of  C  major,   c  minor,  F  major,   f  minor,  Ab  major,  

and  a  minor.  It  also  sends  a  “-­‐“  message  to  all  the  other  chord  theories.  Doing  this  

with  every  note  received,  Cypher  begins  to  determine  what  the  harmonic  area  is  

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based  on   the  most   prevalent   chords.   This   information   is   then   fed   into   another  

network   to   determine   the   key.   The   key   theories   most   affected   are   those   that  

could  be  the  tonic,  dominant,  or  subdominant  of  the  arriving  chord.  So,  a  C  major  

chord  would  send  a  “+”  message  to  the  key  theories  of  C  major,  F  major,  f  minor,  

and  G  major,  and  a  “-­‐“  message  to  the  rest.  

As   the   computer   continues   to   learn   through   observations   of   the  musical  

environment,   the   data   can   be   stored   into   a   database   for   retrieval.   As   new  

information  comes   in,   the  system  can  analyze  and  reference   it   to   the  database,  

making   decisions   based   on   the   previous  material.   In   this  way,   learning   occurs  

initially   through   Michalski’s   definition,   and   then   by   Russell   and   Norvig’s.   The  

potential   of   what   information   the   system   extracts   from   its   analysis   is   huge.  

Anything  that  can  be  represented   in  a   language  understood  by  the  computer   is  

possible,   and   the   task   then   lies  within   the   creativity  of   the   system  designer.   In  

addition  to  the  note  and  rhythm  examples  already  given,  patterns  could  be  found  

in  dynamics  and  volume,  density  of  sound,  speed,  register,  timbre,  etc.  

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4.   Architecture  

Rowe’s   Cypher,   consists   of   “two   main   components,   the   listener   and   the  

player.   The   listener   (or   analysis   section)   characterizes   performances  

represented   by   streams   of   MIDI   data.   The   player   (or   composition   section)  

generates  and  plays  music  material”  (Rowe,  1993).  Most   importantly,   in  regard  

to   an   improvisation   system,   is   that  Cypher   listens   and  generates  music   in   real-­‐

time,  without  triggering  previously  recorded  or  sequenced  material,  and  without  

following  a  timeline  based  score  as  a  reference.  

4a.   Classification  Paradigms  

Rowe   makes   a   distinction   in   the   classification   of   interactive   systems,  

separating  the  paradigms  between  Score-­driven  and  Performance-­driven  systems.  

Score-­‐driven  systems:  

“Use  predetermined  event  collections,  or  stored  musical  fragments,  to  match  against  music  arriving  at  the  input.  They  are  likely  to  organize  events  using  the  traditional  categories  of  beat,  meter,  and  tempo.  Such  categories  allow  the  composer  to  preserve  and  employ  familiar  ways  of   thinking   about   temporal   flow,   such   as   specifying   some   events   to  occur   on   the   downbeat   of   the   next   measure   or   at   the   end   of   every  fourth  bar.”  

As  compared  to  Performance-­‐driven  systems  which:  

“Do   not   anticipate   the   realization   of   any   particular   score.   In   other  words,   they   do   not   have   a   stored   representation   of   the   music   they  expect   to   find   at   the   input.   Further,   performance-­‐driven   programs  tend  not   to   employ   traditional  metric   categories   but   often   use  more  general   parameters,   involving   perceptual   measures   such   as   density  and  regularity,  to  describe  the  temporal  behavior  of  music  coming  in”  (Rowe,  1993)    

The   importance   in  making   this   distinction   is   in   how   the   software   handles   the  

incoming  data  regarding  the  live  performer,  and  what  techniques  must  be  used  

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to  respond.  A  score-­‐driven  system  uses  just  that,  a  score,  or  some  representation  

of   a   score,   programmed   into   the   software   for   it   to   follow   and   to   which   the  

incoming  signal  is  matched.  Just  as  a  conductor  will  follow  notes  and  rhythms  as  

indications  as  to  where  the  players  are,  a  score-­‐based  system  is  programmed  to  

also   identify   certain   moments   or   characteristics   to   know  where   the   player   is,  

such  as  pitches,  intervals,  rhythms,  and  phrases.  A  score-­‐driven  system  can  also  

be  leading  the  performance,  functioning  based  on  a  clock  and  reacting  to  certain  

moments  in  accordance  to  what  the  current  duration  since  the  beginning  of  the  

piece  (or  section,  or  other  defined  onset)  is.    As  these  event  markers  are  found,  

the   score-­‐based   system   is   programmed   to   perform   a   function   associated  with  

certain  events.  For  example,  play  x  chord  when  the  performer  arrives  at  y  note,  

or  add  delay  to  this  phrase,  or  harmonize  this  section,  etc.  

In  contrast,  the  performance-­‐driven  system  does  not  follow  a  score  or  have  

any   information   about   the   specific   performance   pre-­‐programmed.   It   does   not  

know,   for  example,   that   in  measure  54  there  will  be  a  cadence   leading  to  a  key  

change.  These  systems  react  based  on  other  information  it  receives,  specifics  of  

which   will   be   discussed   later.   Because   performance-­‐driven   systems   are   not  

dependent  on  prior  knowledge  of  the  upcoming  music,  these  systems  are  clearly  

better  suited  for  an  improvisational  setting.  

George   Lewis,   a   jazz   trombonist,   began  building   and  performing  with   his  

interactive  system,  Voyager,  in  the  late  seventies.  He  says  of  it:  

“The   computer  was   regarded   as   ‘just   another  musician   in   the   band.’  Hours  were  spent  in  the  tweaking  stage,  listening  to  and  adjusting  the  real-­‐time   output   of   the   computer,   searching   for   a   range   of   behavior  that   was   compatible   with   human   musicians.   By   compatible,   I   mean  that   music   transmits   information   about   its   source.   An   improviser  

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29  

(anyone,   really)   takes   the   presence   or   absence   of   certain   sonic  activities  as  a  guide  to  what  is  going  on.    

When  I  speak  of  musical  ‘interaction’,  I  mean  that  the  interaction  takes  place   in   the   manner   of   two   improvisers   that   have   their   own  ‘personalities.’   The   program’s   extraction   of   important   features   from  my   activity   is   not   reintroduced   directly,   but   used   to   condition   and  guide  a  separate  process  of  real-­‐time  algorithmic  composition.  

The  performer   interacts  with   the  audible   results  of   this  process,   just  as  the  program  interacts  with  the  audible  results  of  what  I  am  thinking  about   musically;   neither   party   to   the   communication   has   final  authority   to   force   a   certain   outcome-­‐   no   one   is   ‘in   charge.’   I  communicate  with  such  programs  only  by  means  of  my  own  musical  behavior”  (Lewis,  1994).    

This   approach   is   a   guideline   for  which  my  development   in   an   interactive  

system   is   based.   The   improviser   and   computer   are   independent   of   each   other  

with  their  own  voice  and  musical  personality.  They  are  not  directly  controlling,  

but  rather  interacting  with  and  influencing  each  other,  the  same  way  in  which  a  

human  duo  improvisation  would  occur.  This  exemplifies  another  paradigm,  that  

of  Instrument  vs.  Player.  In  an  instrumental  system,  the  effect  of  the  computer  is  

that  of  adding   to  and  enhancing   the   input  signal  with   the   intention  of  being  an  

extension  of  it,  much  like  many  guitar  effects-­‐pedals.  The  result  is  as  though  the  

combined  elements  are  one  player  and  the  music  would  be  heard  as  a  solo.  In  the  

instrumental   paradigm,   the   performer   is   controlling   the   direction   of   the  

electronics.   A   player   system   could   also   behave   like   an   instrumental   system   at  

times,  but   the   intention   is   to  construct  an  artificial  player  with   its  own  musical  

presence,   personality,   and   behavior.   The   degree   to   which   it   follows   the   input  

signal  varies,  and  in  an  improvisational  setting  neither  performer  nor  computer  

is  controlling,  but   rather   influencing  each  other.   In   this  way,   the  result   is  more  

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Chapter  4   30  

like   a   duet   (Rowe,   1993;  Winkler,   1998).  Voyager   is   an   example   of   the   Player  

paradigm,  and  is  the  goal  of  an  interactive  music  system.  

Rowe   identifies   three   stages   of   an   interactive   system’s   processing   chain:  

sensing,   where   the   input   data   is   collected;   processing,   where   the   computer  

interprets   the   information   it   has   sensed   and  makes   decisions   based   on   it;   and  

response,   where   the   system   produces   its   own   output   (Rowe,   1993).   From   this  

point  these  stages  will  be  referred  to  respectively  as  the  Listener,  Analyzer,  and  

Composer  components.  

The   elements   of   the   interactive   music   system   described   here   have   been  

designed   for   a   monophonic   wind   instrument,   specifically   clarinet   and   bass  

clarinet.  With  that  in  mind,  there  are  certain  characteristics  that  have  developed  

as   a   response   to   the   particular   needs   of   this   instrument,   as  well   as   some   that  

have  been  neglected,  such  as  addressing  the  possibilities  offered  by  a  polyphonic  

instrument.   There   are   some   basic   technical   requirements   that   won’t   be  

discussed  in  much  detail,  but  it  will  be  stated  what  they  are.    

First  is  a  computer  with  the  software  Max/MSP  from  the  company  Cycling  

742  with   which   the   patch   will   be   written.   A   patch   is   the   name   for   a   program  

written  within  Max/MSP.  This   is  one  of   the  most  used  applications  for  creating  

live   electronic   music.   One   of   the   beneficial   features   is   the   ability   to   create  

modular  components.  That  is,  an  element  designed  to  perform  a  certain  task  or  

function   can   be   created   on   its   own   as   a   separate   patch   and   incorporated   into  

                                                                                                               2  Max/MSP  is  commercially  available  from  www.cycling74.com.  A  free  application  developed  by  Miller  Puckette,  the  author  of  Max/MSP,  is  Pure  Data  (PD)  available  from  www.puredata.info.  PD  functions  very  similarly  to  Max/MSP,  but  not  without  some  differences.  Most  notable  of  these  are  the  availability  of  third  party  objects,  some  of  which  will  be  discussed  here.  

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31  

larger  patches  as  a  subpatch.  Not  only  does  this  ease  in  troubleshooting,  by  being  

able  to  verify  that  individual  modules  work  on  their  own,  but  it  also  encourages  

sharing   within   the   community   of   users.   It   is   very   common   practice   for   small  

objects,   abstractions,   or   patches   that   one   has   created   to   be  made   available   for  

others   to  use   in   their  own  works.   It   can  greatly  reduce   time  consumption   if  an  

object  or  patch  already  exists  that  will  perform  the  task  one  needs  it  to,  without  

having   to  program   it   entirely  oneself.  Patches  are  also  adaptable,   so   that   if   the  

originally   conceived   function   doesn’t   operate   in   the   exact   way   needed   for   a  

different   project,   small   modifications   can   be   made   to   incorporate   it   correctly.  

The   modularity   also   enables   one’s   own   work   to   be   used   in   their   own   future  

projects.    

The   second   requirement   is   a   soundcard   capable   of   accepting   two  

microphone   inputs,   and   third   are   two   microphones,   a   standard   dynamic   or  

condenser  mic  and  a  second  contact  mic.    

Fig.   3   shows   an   input   chain   utilizing   the   two  microphones.   MIC   1   is   the  

standard  microphone  for  capturing  the  sound  of  the  instrument  and  MIC  2  is  the  

contact   microphone.   A   contact   microphone   is   a   special   piezo   that   reacts   to  

vibrations  rather  than  sound  waves.  The  contact  MIC  2  in  Fig.  3  acts  as  a  gate  for  

the  signal  from  MIC  1.  A  threshold  is  set  for  MIC  2,  as  seen  in  the  subpatch  p  vca  

in  Fig.  4,  whereby  any  signal  below  the   threshold  closes   the  gate  and  no  signal  

from  MIC  1  will   pass.  By  placing   the   contact  microphone  on   the   instrument,   it  

will  open  the  gate  when  the  vibrations  of  the  instrument  exceed  the  threshold,  as  

when  playing,  and  allow  the  signal   from  the  standard  MIC  1  to  pass.  Using  this  

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Chapter  4   32  

method  helps  to  prevent  unwanted  extraneous  room  noise  from  passing  through  

the  microphone,  and  can  also  be  used  to  more  accurately  capture  data.  

 

Fig.  3-­  Input  Chain  

 Fig.  4-­  p  vca  subpatch,  developed  by  Jos  Zwaanenburg3  

                                                                                                               3  Jos  Zwaanenburg:  http://web.mac.com/cmtnwt/iWeb/CMTNWT/Teachers/0D06AA24-­‐D6CF-­‐11DA-­‐9F63-­‐000A95C1C7A6.html  

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4b.   Listener  

The  Listener  is  the  stage  of  the  system  that  collects  the  data  from  the  input  

signal,  and  it  is  here  that  the  decision  must  be  made  of  what  the  relevant  data  to  

be   collected   is.  Cypher   uses   the   information   from  pitch,   velocity,   duration,   and  

onset   time,   represented   in   MIDI   format.   From   this   it   makes   other   analytical  

classifications   like   register,   speed   (horizontal   density),   single   notes   versus  

chords  (vertical  density),  and  loudness.  One  of  the  major  limitations  of  Cypher,  as  

it  was  written   in   the   late   eighties/early   nineties,   is   the   representation   of   data  

only  as  MIDI.  The  MIDI  protocol   strips  away  other   important  elements  such  as  

timbre,  which  can  also  supply  information  about  the  overtone  partials  in  a  pitch,  

and  noisiness  and  brightness  of  a  sound.  MIDI  also  principally  limits  the  pitches  

to   the   well-­‐tempered   scale,   although   extra   Continuous   Controller   information  

can  be  added  to   introduce  pitch  bends.  Additionally,   it  doesn’t  make  use  of   the  

live  audio  signal  and  therefore  the  Composer  stage  can  only  create  pitch-­‐based  

music  from  digital  synthesis  and  not  from  transformation  of  the  original  sound,  

more  of  which  will  be  discussed  later.  

Technology  has  advanced  since  the  development  of  Cypher,  and  computers  

today  are  much  faster  and  hardware  more  sophisticated  and  capable  of  handling  

DSP  (Digital  Signal  Processing).  DSP  allows  the  analysis  of  an  audio  signal  so  that  

timbral   information   can   be   included,   as  well   as   the   representation   of   the   true  

pitch  as  hertz.  Since  DSP  is  using  the  live  audio  signal  it  is  also  possible  to  affect  it  

in  the  Composer  stage,  adding  transformational  effects   like  delay,  transposition  

and  harmonization,  ring  modulation,  distortion,  etc.  

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Using  some  Max/MSP  objects  such  as  analyzer~  created  by  Tristan  Jehan4,  

data   can   be   extracted   such   as   pitch,   loudness,   brightness,   noisiness,   Bark   scale,  

attack,  and  sinusoidal  peaks  of  the  partials.  Pitch  is  represented  in  both  hertz  and  

a  decimalized  MIDI  note,  which  allows  for  either  tempered  or  untempered  use  of  

the  data.  For  example,  MIDI  note  60.25  is  equal  to  a  C  that  is  25  cents  sharp.  Two  

approaches  to  the  use  of  the  data  can  be  taken,  either  noting  the  exact  tuning  of  

the  pitch,  or  the  tempered  note  regardless  of  tuning  discrepancies,  depending  on  

the  intended  use.  The  loudness  value  measures  the  input  signal  volume  on  a  scale  

of   decibels.   Brightness   is   a   timbral   measure   of   the   spectral   centroid,   or   the  

perceived   brightness   of   the   sound,   whereas   noisiness   is   a   timbral   measure   of  

spectral  flatness,  on  a  scale  of  0-­‐1.  0  is  more  “peaky”  like  a  pure  sine  wave,  which  

oscillates   with   a   certain   number   of   peaks   in   the   signal   spectrum   to   create   a  

frequency,   whereas   1   is   more   “noisy”   like   white   noise,   where   peaks   of   all  

frequencies   are   of   the   same   power   and   create   a   flat   spectrum.   The  Bark   scale  

measures   the   loudness   of   certain   frequency   bands   that   are   associated   with  

hearing  (Zwicker  and  Festl,  1990).  An  attack  is  reported  whenever  the  loudness  

increases  by  a  specified  amount  within  a  specified  time,  and  the  sinusoidal  peaks  

of   the   partials   report   the   frequencies   and   amplitudes   of   a   specified  number   of  

overtone  partials  in  the  signal.    

Another   object   similar   to   analyzer~   is   sigmund~,   created   by   Miller  

Puckette5.  It  provides  some  of  the  same  data,  although  some  of  it  is  formatted  or  

functions  differently.  Pitch  is  available  as  a  continuously  outputted  decimal  MIDI  

                                                                                                               4  Tristan  Jehan:  http://web.media.mit.edu/~tristan/maxmsp.html  

5  Miller  Puckette:  http://crca.ucsd.edu/~msp/software.html  

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Architecture:  Listener  

 

35  

note,   but   not   as   hertz,   but   sigmund~  has   a   parameter  notes  which   outputs   the  

pitch   at   the   beginning   attack   of   a   note   rather   than   continuously.   This   can   be  

useful   when   dealing   with   an   unstable   pitch   such   as   from   a   wind   instrument,  

which  is  making  constant  minute  fluctuations,  and  the  desired  data  is  that  of  the  

principle   pitch.   Loudness   is   reported,   but   as   linear   amplitude   rather   than   as  

decibels.   Sinusoidal   components   are   also   available,   but   organized   differently.  

Sigmund~  outputs   the  sinusoids   in  order  of  amplitude,  whereas  analyzer~  does  

so   in   order   of   frequency.   This   difference   can   affect   which   frequencies   are  

reported,  depending  on  how  many  sinusoids  are  asked  for.  For  example,  if  three  

peaks   are   requested   from   each   object,   analyzer~   will   output   the   lowest   three  

partials,  but  sigmund~  will  output  the  three  partials  with  the  highest  amplitude.  

The  choice  of  which  to  use  again  lies  in  how  the  data  will  be  used.  Sigmund~  does  

not  provide  data  for  brightness,  noisiness,  attack,  or  Bark  scale.  

In  addition  to  the  inherent  data  available  from  analyzer~  and  sigmund~,  the  

duration  of  a  note  can  be  calculated  by  measuring  the  time  between  the  onset  of  

a   note   and   when   either   the   pitch   changes   or   the   volume   drops   to   0.   Fig.   5  

demonstrates   receiving   the   data   from  midivelocity   and   upon   receipt   of   a   non-­‐

zero,   starts   the   timer.  Midivelocity   sends  a  zero  at   the  end  of  every  note  and   is  

described  in  more  detail  in  the  discussion  of  the  Analyzer  component.  When  the  

timer  receives  this  zero  message,   it  stops  and  thus  calculates  the  time  between  

start  and  stop  giving  the  duration  of  a  note  in  milliseconds.  

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Chapter  4   36  

 

Fig.  5-­  Note  Duration  

 

A   common   problem   of   computer   electronics   is   that   of   pitch   detection   in  

real-­‐time.   It   is   difficult   for   the   computer   to   correctly   analyze   analog   pitch,  

especially   at   fast   tempi.   With   MIDI   controllers   such   as   keyboards,   EWIs  

(Electronic  Wind   Instruments),   or   electronic   percussion   the   MIDI   information  

can   be   transferred   immediately   and   note   names   can   be   understood   based   on  

which  key  or  combination  of  keys  is  pressed.  With  an  analog  signal,  the  computer  

must   first   try   to   interpret   the   pitch   to   determine   what   note   it   hears,   which  

creates   latency.   In   a   fast   passage   it   is   likely   that   the   computer   will   miss   or  

misinterpret   some   notes.   In   relation   to   a   “live”   human   duo   improvisation,   one  

player  will   surely   not   be   able   to   recreate   every   single   note   that   the   other   has  

played,  but  will  understand  the  overall  shape  and  idea.  Young  also  recognizes  the  

need   for   a   broader   analysis   as   it   pertains   to   freely   improvised  music   (Young,  

2008).   Since   the   genre   is   not   reliant   on   precise   harmonic   relationships   and  

rhythms,  it  is  sometimes  better  to  not  focus  on  capturing  every  individual  note,  

but  instead  to  focus  on  phrases.  

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Architecture:  Listener  

 

37  

Max/MSP   allows   for   recording   into   a   buffer~,   a   “storage   space”   for   the  

audio  signal.  Other  objects  can  call  upon  the  recording  in  the  buffer  for  playback  

and  manipulations  to  the  signal  can  be  made.  Buffers  can  be  of  different  lengths,  

but  an  initial  choice  must  be  made  as  to  what  that  size  will  be.  When  the  buffer  

has   been   filled,   it   continues   recording   back   at   the   beginning,   overwriting   the  

previous   contents.   Making   the   size   too   small   could   potentially   mean   that  

previously  played  and  relevant  material  is  no  longer  accessible,  so  it  is  better  to  

err  on  the  large  side.  There  is  an  upper  limit,  however,  based  on  factors  such  as  

the   computer’s   available  memory.   Fig.   6   shows   a   buffer   of   ten  minutes   called  

improv1.  When  the  Record  to  Buffer  toggle  is  on,  the  signal  is  recorded,  as  shown  

by   the   waveform,   and   the   clocker   object   is   started.   The   time   from   clocker  

correlates   to   the   current   recording   position   in   the   buffer,   buffertime,  and   this  

data   can   be   used   to   reference   specific   points   of   the   recording.   If   the   buffer  

reaches  the  end  and  restarts  at  the  beginning,  clocker  is  reset  as  well.  

 

Fig.  6-­  Recording  Buffer  

 

A  global  time  component  can  also  be  used,  measuring  the  overall  time  from  

the  start  of  the  performance.  Fig.  7  demonstrates  a  simple  way  of  achieving  this.  

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Chapter  4   38  

The   timer   receives   a   bang   from   inlet1   to   start   counting.   Inlet1   would   be  

connected   to   the   Global   Start,   which   could   be   the   opening   of   the   patch,   or  

another  start  button  used  to  begin   the  patch   for  performance.   Inlet2   receives  a  

bang   at   the   beginning   of   each   event,  which   causes   timer   to   output   the   current  

time  in  milliseconds.  This  timestamp  can  be  used  in  the  data  collection  as  a  way  

to  identify  each  event.  

 Fig.  7-­  Global  Time  

 

Rhythm   is   of   course   another   important   element   of  music   that   should   be  

discussed.  Previous  systems  have  devised  methods  of  interpreting  rhythms  and  

tempi.   Rowe,   Winkler,   and   Cope   each   discuss   techniques   to   gather   this  

information  in  their  books,  to  which  I  refer  the  interested  reader.  In  the  context  

of   free   improvisation,   however,   the   necessity   for   this   exact   information   is   less  

important   because   the   style   is   free   from   constraints   of   a   unifying   tempo   and  

meter.  More  important  aspects  are  the  general  amount  of  activity  within  a  period  

of   time  (horizontal  density),   the   time  elapsed  between  events  (delta   time),  and  

the  length  of  events  (duration).  

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  39  

4c.   Analyzer  

From  the  Listener  component  the  data  needs  to  be  sent  for  interpretation  

in  the  Analyzer.  In  addition  to  analysis,  this  section  will  also  create  the  database  

for   storage   and   retrieval.   There   is   a   multitude   of   ways   to   analyze   the   data  

depending  on  what  parameters  are  needed  or  desired  for  the  Composer  Section.  

Fig.  8  shows  a  patch   that  analyzes   for  pitch,  pitch  class,  interval,  register,  lowest  

pitch,   highest   pitch,   number   of   note   occurrences,   loudness,   note   duration,   delta  

time,  and  horizontal  density,  as  well  as  the  timbral  characteristics  brightness  and  

noisiness.     Data   for   the   beginning   and   ending   of   phrases,   the   globaltime,   and  

buffertime  are  also  recorded.  The  characteristic  descriptors  are  sent  to  individual  

databases,   a   global   (master)   database,   and   a   phrase   database.   As   each   new  

phrase   is   completed,   it   is   compared  against   the  previous  phrases   to  determine  

which  is  the  closest  match.  

There   are   four   elements   used   for   organizational   purposes,   an   index   and  

phrase  number,  and  globaltime,  and  buffertime  stamps.  The  index  is  the  counter  in  

the  upper-­‐left  corner  of  Fig.  8,  counting  every  single  event  as  it  occurs,  received  

from  the  object  r  midinote,  which  is  sending  from  analyzer~  in  another  patch.    To  

the   right   is   the   phrasemarker   subpatch   shown   in   Fig.   9.   Globaltime   begins  

counting   at   the   start   of   the   performance,   activated   here   when   the   Record   to  

Buffer  toggle   from  Fig.  6   is  clicked,  and  does  not  stop  for  the  entire  duration  of  

the  performance.  Buffertime  is  similar,  however  is  meant  to  keep  a  record  of  the  

onset  times  of  events  happening  in  relation  to  the  current  position  in  the  buffer.  

The  time  will  be  the  same  as  globaltime  until  the  buffer  is  filled  and  starts  over,  

also  resetting  buffertime.  The  reason  for  tracking  both  times  is  precisely  because  

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Chapter  4   40  

of  this  possibility.  If,  for  example,  the  performance  has  elapsed  the  buffer  length,  

causing  it  to  start  over,  but  data  from  the  previous  cycle  of  the  buffer  needs  to  be  

used,  it  can  be  referenced  using  the  globaltime,  as  using  buffertime  could  relate  to  

new  data   in   the   buffer.   However,   only   referencing   from  globaltime  will   not   be  

effective   if   the  necessity   is   to  playback  current  material   from  the  buffer.   In  this  

case  the  position  in  the  buffer  from  buffertime  is  needed.  

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Architecture:  Analyzer   41  

 

 Fig.  8-­  Analyzer  Component  

 

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Chapter  4   42  

The  designer  can  independently  determine  what  might  constitute  a  phrase.  

Rowe   uses   discontinuities   in   characteristics   as   an   indication,   with   different  

characteristics   applying   different   weights   in   the   determination   of   phrase  

boundaries.   He   gives   the   example   that   discontinuities   in   timing   are   weighted  

more   heavily   than   those   in   dynamics;   meaning   changes   of   dynamics   are   less  

likely  to  signal  a  phrase  boundary  than  changes  in  the  timing.  When  the  amount  

of   change  of   the  different   features  exceeds  a   threshold,  a  phrase   is  marked.  He  

also  notes  that,  by  the  nature  of  this  phrase  finding,  the  discontinuities  cannot  be  

found  until  they’ve  already  occurred  (Rowe,  1993).  

Saxophonist   and   programmer   Ben   Carey   uses   silence   as   an   indication   of  

phrase  separation  in  his  interactive  system  _derivations  (Carey,  2011).  When  the  

audio   signal   volume   drops   to   0,   or   another   determined   threshold,   for   a   user-­‐

defined  length  of  time,  a  phrase  marker  can  be  introduced.  Fig.  9  demonstrates  a  

method   of   achieving   this   in   Max/MSP.   The   patch   receives   the   loudness   signal  

named   envelope.  When   the   signal   level   drops   to   0,   it   starts   the   clocker.   If   the  

elapsed  time  reaches  the  threshold  of  500  milliseconds  a  bang  is  sent.  This  bang  

indicates  that  a  phrase  has  been  finished,  but  what  is  also  useful  to  know  is  when  

the   next   phrase   begins.   To   indicate   this,   the  bang   is   stored   in  onebang   until   a  

non-­‐zero  allows  it  to  output,  indicating  the  beginning  of  a  new  phrase.  The  non-­‐

zero  also   stops  clocker,  which   then  waits   for   another   silence   to  begin   counting  

again.  

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Architecture:  Analyzer   43  

 

Fig.  9-­  Phrase  Marker  

 

The  note-­‐related  material   is  next  to  the  right   in  Fig.  8,  starting  with  those  

concerning  pitch.  The  first  record  is  the  actual  pitch  in  MIDI  note-­‐number  format.  

Note  57,  as  shown  in  Fig.  8,  corresponds  to  the  pitch  A3.  The  pitch  class  can  then  

be  calculated,  resulting  in  the  pitch  without  regard  to  octave.  It  is  shown  in  Fig.  8  

as   A-­‐2   octave   simply   because  Max   does   not   have   the   capability   to   display   the  

note  name  without  the  octave  indication,  and  -­‐2  is  the  lowest  octave.  This  display  

is  only  for  the  benefit  of  the  user  to  easily  see  the  pitch  class,  and  the  information  

to  be  recorded  is  in  numeric  values,  in  this  case  9  for  the  note  A  (C=0,  C#=1,  etc.).  

The   interval   is   calculated   by   subtracting   the   current   note   from   the   previous,  

resulting  in  the  number  of  semitones  between  them,  and  register  is  calculated  by  

dividing  the  pitch  by  12.  Subtracting  by  the  integer  0  results  in  a  whole-­‐number  

classification   of   register.   The   lowest  and  highest  pitch   are   recorded   twice,   both  

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Chapter  4   44  

globally  and  on  a  phrase-­‐by-­‐phrase  basis,  and  using  a  histo  keeps  a  record  of  the  

number  of  times  a  notes  is  played.    

Loudness   is   received   from   analyzer~   in   decibel   format,   whereas   the  

midivelocity   is   in  MIDI   format.  MIDI   keyboards   send  note-­‐on  messages  when  a  

key  is  depressed,  but  also  a  note-­‐off  message  of  a  0  upon  its  release.  Midivelocity  

is  calculated  with  a  note-­‐off   function  so   that   it  operates   in   the  same  manner.  A  

note-­‐off   is   sent   either  when   the  note   changes,  when   the  volume   from  envelope  

drops   below   a   threshold   (40   in   Fig.   10),   or   when   the   volume   increases   by   a  

specified   percentage   after   a   specified   time.   The   drop   below   the   threshold   is   a  

latency  compensation  for  the  fact  that  the  envelope  won’t  drop  to  0  immediately  

after   the  player   stops   and   so  more   accurately   calculates   the  note-­‐off   time.  The  

percentage   threshold   measures   the   envelope   level   every   50   milliseconds   and  

divides  by  the  previous  value.  If  the  increase  is  above  the  set  percentage  then  a  

note-­‐off  is  reported.  The  principle  is  similar  to  the  attack  data  sent  by  analyzer~,  

however   in  analyzer~   it   is  measured   by   an   increase   in   decibels  within   a   given  

time.  The  method  described  in  Fig.  10  was  developed  with  wind  instruments  in  

mind   and   accounts   for   small   spikes   during   tonguing,   and   is   found   to   be  more  

accurate   in   reporting   attacks.   It   allows   for   the   note-­‐off  message   not   only  with  

staccato,   but   also   with   legato   tonguing.   An   appropriate   threshold   should   be  

personalized  for  each  player  and  instrument,  however.  

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Architecture:  Analyzer   45  

 

Fig.  10-­  Midi  Velocity  with  Note-­off  

 

The   velocity   values   with   the   note-­‐off   messages   help   to   determine   note  

duration,  as  discussed  earlier  with  Fig.  5.  The  delta  time  between  the  end  of  one  

event  and  the  beginning  of  the  next  can  be  calculated  similarly  with  a  timer.  The  

horizontal  density   is  a  measure  of   the  number  of  notes   that  occur   in  a   space  of  

time.  Fig.  11  demonstrates  calculating  this  by  counting  the  number  of  notes  in  a  

phrase   and   dividing   the   sum   by   the   length   of   the   phrase   in  milliseconds.   The  

multiplication  by  1000  and  rounding  off  to  an  integer  is  merely  to  achieve  a  more  

comparable  number  to  assign  to  the  phrase  for  classification.  

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Chapter  4   46  

 

Fig.  11-­  Horizontal  Density  

 

The  individual  databases  collect  the  information  from  every  event  for  each  

descriptor  separately.  They  are  kept  in  a  coll  database  stamped  with  the  indexing  

number   and   the   phrase   to   which   they   belong.   The   data   in   Fig.   12   shows   an  

example  from  the  pitch  database.  The  first  numbers  of  each  line,  10-­‐20,  indicate  

the   indexing   number,   the   second   indicates   the   phrase   number,   and   the   final  

number  is  the  pitch  expressed  as  a  MIDI  note.  Individual  databases  are  kept  for  

pitch,  pitch  class,  interval,  register,  loudness,  duration,  and  deltatime.  Highest  and  

lowest   pitch,   number   of   note   occurrences,   and   horizontal   density   are   already  

statistical  data,  based  on  a  broader  spectrum,  so  they  do  not  have  their  own  coll.  

Brightness   and   noisiness   are   also   kept   from   individual   databases   because   their  

data  flows  continuously,  rather  than  on  a  per-­‐event  basis,  so  it  will  be  recorded  

in  a  different  manner  that  will  be  described  later.  

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Architecture:  Analyzer   47  

The   master   coll   keeps   all   the   individual   data   as   well   timestamps   from  

globaltime  and  buffertime,  organized  by  the  index.  The  data  in  Fig.  13  reads  index,  

phrase,   globaltime,   buffertime,   pitch,   pitchclass,   interval,   register,   loudness,   note  

duration,  and  deltatime.    

One  can  see  that  some  of  the  data  doesn’t  make  sense,  such  as  the  duration  

values  for  index  10.  Fig.  13  shows  a  note  duration  of  0  and  delta  time  of  0,  yet  a  

difference   of   519   between   the   start   times   of   indices   10   and   11.   There   are   a  

couple   factors   that   can   contribute   to  misleading   data,   one   being   complications  

with  the  Listener  component.  Further  adjustments  need  to  be  made  in  the  input  

chain  by   tweaking   levels   and   thresholds   to  more   accurately   capture   good  data  

and  filter  out  mistakes.    

A  second  contributing  factor  that  could  occur,  although  that  doesn’t  appear  

to   be   the   case   in   this   instance,   is   time   delay   issues.   Although   data   is   flowing  

extremely  quickly   in   the  computer,   the  patch  still  ultimately   follows  a  series  of  

events,  which  can  create  slight   inconsistencies.  As   the  measurements  are  being  

recorded   in   milliseconds,   which   are   generally   imperceptible,   some   amount   of  

leeway  is  acceptable.    

A  more   holistic   viewpoint  was   discussed   earlier   in   the   section   about   the  

Listener  component  in  regard  to  the  nature  of  improvisation,  an  imperfect  affair  

anyway.  While  striving  for  accurate  data  is  the  goal,  accepting  the  imperfections  

can   also  bring   a  more   “human”   element.  The   comparison  was  made   to   a   “live”  

human   duo   setting,   and   the   fact   that   one   player   will   not   obtain   all   the  

information  provided  by   the  other,  but  will  understand  a  more  general   idea  of  

the   phrase.   Rowe   expresses   that   the   point   is   not   to   “’reverse   engineer’   human  

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Chapter  4   48  

listening  but   rather   to   capture   enough  musicianship.”  With   its  phrase   analysis,  

the   Analyzer   can   take   this   approach   to   interpreting   what   it   hears   as   well.   By  

computing   the   averages   of   the   characteristic   descriptors   for   each   phrase,   a  

generalized  description  can  be  rendered  and  assigned  to  each  one.  

The  phrase  coll   is   the   largest  database,  keeping  records  of  not  only  all   the  

characteristics   held   in   the  master  coll,   but   also   of   the  highest   and   lowest  pitch,  

horizontal   density,   brightness,   noisiness,   the   global   and   buffer   end   timestamps,  

and  the  phrase  match  and  confidence  level.  For  each  of  the  descriptors,  apart  from  

the  timestamps  and  highest  and  lowest  pitch,  the  means  and  standard  deviations  

are  calculated  for  the  phrase  and  stored  in  the  phrase  coll  (Fig.  14),  creating  what  

Thomas   Ciufo   calls   a   “perceptual   identity”   (Ciufo,   2005).   At   the   end   of   each  

phrase,   these   values   are   sent   for   comparison   against   the  means   and   standard  

deviations   of   all   the   previous   phrases.   The   phrase   with   the   most   matches   is  

reported  with  a  confidence  level,  the  percentage  of  matches.  This  data  is  added  to  

10,  2  56;  

11,  2  55;  

12,  2  50;  

13,  3  57;  

14,  3  61;  

15,  4  61;  

16,  4  62;  

17,  4  56;  

18,  4  64;  

19,  4  65;  

20,  4  63;  

Fig.  12-­  Pitch  Coll  Database  

 

 

10,  2  17386  17386  56  8  -­‐2  4  -­‐28.907839  0  0;  

11,  2  17905  17905  55  7  -­‐1  4  -­‐19.907631  228  0;  

12,  2  18598  18598  50  2  -­‐5  4  -­‐27.446226  464  0;  

13,  3  22499  22499  57  9  7  4  -­‐19.360497  3436  3342;  

14,  3  22826  22826  61  1  4  5  -­‐24.470776  3436  3342;  

15,  4  24033  24033  61  1  0  5  -­‐34.994293  930  884;  

16,  4  24359  24359  62  2  1  5  -­‐31.124811  930  884;  

17,  4  24729  24729  56  8  -­‐6  4  -­‐27.600847  930  884;  

18,  4  25102  25102  64  4  8  5  -­‐28.859121  696  0;  

19,  4  25565  25565  65  5  1  5  -­‐32.421593  271  0;  

20,  4  25893  25893  63  3  -­‐2  5  -­‐31.064672  420  0;  

Fig.  13-­  Master  Coll  Database  

 

 

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Architecture:  Analyzer   49  

the  phrase  coll  as  well  as  to  its  own  separate  matches  coll  to  keep  track  of  which  

phrases  matched  to  which  descriptors  for  later  retrieval.    

Carey  explores  the  concept  of  long-­‐term  memory  with  his  _derivations.  He  

has  incorporated  the  ability  to  save  databases  and  load  them  into  the  system  in  

the   future.   This   Rehearsal   Database   includes   all   the   data   that   _derivations  

gathered   during   a   previous   use   of   the   system,   as   well   as   the   saved   recording  

from   the  buffer.   Loading  previous  databases   allows   the   system   to  make  use  of  

what   it   has   learned   before   “with   an   already   rich   vocabulary   of   phrases   and  

spectral  information”  (Carey,  2011).  

 

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Chapter  4   50  

 

 Fig.  14-­  Phrase  Coll  Database  

 

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Architecture:  Analyzer   51  

 

Fig.  15-­  Phrase  Matcher  

 

The  collection  of  information  into  the  individual  databases  helps  to  create  a  

system   that   is   learning   based   on   Michalski’s   definition,   “constructing   or  

modifying   representations   of  what   is   being   experienced”.   The   incorporation   of  

the  phrase-­‐matching  component  is  the  starting  point  to  also  bring  it  in  line  with  

Russell  and  Norvig’s  definition,  “behaving  better  as  a  result  of  experience”.  The  

arrival   of   information   into   the   individual   colls   is   akin   to   implicit   learning,   and  

actively  matching  this  against  other  memories  exhibits  explicit  learning  behavior.  

The   system   has   had,   and   has   made   notes   of,   previous   experiences,   and   the  

phrase-­‐matching   allows   it   to   start   comparing   new   experiences   to   the   old   ones  

and  make  decisions  based  on  what  it  has  learned.  For  example,  in  Fig.  15  phrase  

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Chapter  4   52  

34   is  best  matched   to  phrase  19  with  a   confidence   level  of  25%.  The  Analyzer  

could   decide   to   use   data   from   the  matching   parameters   of   phrases   34   and   19  

(pitch,  pitchclass,  and  brightness)  to  send  to  the  Composer.  Or,  it  could  decide  to  

use  the  data  from  the  non-­‐matching  parameters,  or  perhaps  it  decides  to  just  use  

data  from  brightness.  Phrase  matching  could  also  use  weighting  to  allow  certain  

descriptors  to  play  a  more  dominant  role   in  determining  which  phrases  match.  

Using   the   confidence   level   enables   an   additional   level   of   matching,   and   the  

Analyzer   could  choose   to  match  data  only  with  phrases   that  have  a   confidence  

level   at   least   as   high.   The   means   and   standard   deviations   of   the   input   signal  

could   also   be   calculated   in   real-­‐time   and   analyzed   in   another   instance   of   the  

phrase   matcher,   calculating   real-­‐time   matches   to   previous   phrases  

characteristics.   The   Analyzer   could   then   determine,   for   instance,   that   the  

performer   is   currently   playing   notes   with   short   durations,   and   decide   to  

accompany   by   playing   a   phrase   or   phrase   fragment   from   the   buffer   of  

predominantly   long   notes.   The   options   of   possibilities   are   limited   only   to   the  

creativity  and  knowledge  of  the  system  developer.    

The   concern   of   bias   from   the   developer  was  mentioned   earlier,   and   it   is  

here   and  with   the   Composer   component   that   it   can   be  most   evident.  With   the  

Analyzer,  the  bias  can  result  from  the  ways  the  system  handles  decision-­‐making,  

whereas  with  the  Composer  it  could  be  from  the  sonic  and  musical  aesthetic  of  

the   developer,   and   what   types   of   compositional   techniques   are   used.  Widmer  

cautioned  in  the  choice  of  representation  language  to  avoid  bias.  The  relevance  

to  his  heed  in  this  case  lies  in  the  programming  of  the  decision-­‐making.    

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Architecture:  Analyzer   53  

It  is  important  to  not  create  solely  finite  conditional  statements  (if  x  occurs,  

then   do   y)   as   this   leads   to   predictable   behavior,   not   befitting   of   an  

improvisational  system.  A  better  condition  would  be:  “if  x  occurs,  then  do  y  or  z  

or  q  or  l  or  w,  or…”  etc.,  where  each  variable  is  an  appropriate  response  to  the  x  

condition.  An  example  in  a  live  improvisation  is  that  Player  1  is  improvising  fast  

notes,   mainly   in   a   lower   register,   but   sometimes   will   play   a   long,   high   note.  

Player  2  hears   this  high  note  as  a  unique  musical   idea   that  he  wants   to  utilize,  

and  decides  on  possible  options  to  do  so,  such  as  matching  the  long,  high  note;  or  

playing  short,  low  notes;  or  harmonizing  the  note;  or  use  it  as  a  starting  note  to  

base  another  phrase,  etc.  These  decisions  are  all   implicit   responses  of  Player  2  

that   will   manifest   themselves   naturally   during   improvisation.   An   even   better  

condition   would   to   be   replace   “if   x   occurs”   with   “if   x   occurs   a   (randomly  

generated   number)   of   times”,   and   for   each   then   statement   also   have   variable  

factors,  and  then  to  have  this  entire  conditional   if-­then  statement  active  only  at  

some  times.    

By  using  multiple  instances  of  this  type  of  condition  available  for  different  

actions,   a   toolbox   is   being   built   up.   The   system   will   respond   based   on   its  

programmed  knowledge,   and   therefore  may   react   similarly   to   a  previous   time,  

but  never  in  the  exact  same  way.  It  will  be  predictable  in  that  its  responses  make  

sense   in   the  moment   and   sometimes  will  make   the   same   decision   as   it   had   in  

some   previous   instance,   but   unpredictable   in   what   the   output   will   be.   This  

exemplifies  Levin’s  quote  previously  stated  in  regard  to  improvisation:  

“The   fact   of   the   matter   is   that   you   are   who   you   have   been   in   the  process  of  being  who  you  will  be,  and  in  nothing  that  you  do  will  you  suddenly-­‐  as  an  artist  or  a  person-­‐  come  out  with  something  that  you  have   never   done   before   in   any   respect.   There  will   be   quite   possibly  

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Chapter  4   54  

individual   elements   in   a   performance   that   are   wildly   and  pathbreakingly   different   from   anything   that   you’ve   done   before,   but  what  about   the   rest  and  what  kind  of  persona  and  consistency  of  an  artist  would  you  have  if  there  was  no  way  to  connect  these  things…?”  (Levin,  2007).  

 The  system  will  have  its  own  personality  and  sound,  the  same  way  that  people  

are  able  to  hear  Miles  Davis,  or  John  Coltrane,  or  any  number  of  musicians,  and  

immediately   know   that   it   is   them   playing,   even   though   they   are   not   playing  

exactly  anything  they’ve  ever  played  before.  

How  the  Analyzer  makes  the  decisions  of  which  action  to  take  after  making  

an  analysis,  or  of  which  if-­then  condition  to  activate,  is  tied  also  to  the  discussion  

of   improvisation.   Discussed   earlier  was   the   fact   that   improvisers   are   aware   of  

larger,   global-­‐scale,   explicit   elements,   but   the   fine   details   are   just   motoric,  

implicit,  responses.  An  interactive  system  can  reconstruct  this  condition  with  the  

use  of  constrained  randomization.    

John  Cage  experimented  with  randomness  and  indeterminacy  in  the  forties  

and  fifties,  using  algorithmic  and  random  procedures  as  compositional  tools,   to  

select   options   or   set   musical   parameters   (Winkler,   1998).   This   is   related   to  

improvisation   in   that   the  outcome   is  unknown  until   it  happens.  Algorithms  are  

not   cognitive   and   thus   cannot  make   creative   decisions,   but   they   can,   however,  

“produce   non-­‐arbitrary   changes   in   state…  manifest[ed]   as   a   ‘decision’   when   it  

modifies  the  audio  environment…  [I]t  has  the  affect  of  intention”  (Young,  2008).  

Young   continues   to   say   that   the   unpredictable   output   of   both   performer   and  

computer  should  not  be  achieved  through  “simple  sonification  of  rules  or  sheer  

randomness.   There   should   be   a   critical   engagement   between   intended  

behaviours,   an   appraisal   of   potential   behaviours   and   response   to   actual   sonic  

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Architecture:  Analyzer   55  

realisations   and   their   unfolding   history.”   A   certain   amount   of   randomization  

occurs   during   improvisation,   but   it   is   still   within   a   context.   The   constraint   is  

what  makes  it  still  sound  like  music,  as  opposed  to  pure  chaos  randomness.  It  is  

very  easy  to  generate  completely  random  output  within  Max/MSP,  but  it  is  also  

possible   to   use   parameters   to   frame   the   randomization,   as   illustrated   in   the  

several   types   of   procedures   in   Fig.   16.   Fig.   16c-­‐i   are   part   of   a   collection   from  

Karlheinz  Essel6.  They  provide  useful  expansions  on  randomization  procedures.  

Fig.  16a)  generates  a  random  integer  between  0  and  9.  

Fig.  16b)  generates  a  random  integer  between  0  and  9,  within  3  integers  of  the  previous  generation.  

Fig.  16c)  generates  an  integer  between  0  and  9  where  the  adjacent  outputs  are  adjacent  numbers.    

Fig.  16d)  generates  an  integer  between  0  and  9  ensuring  no  immediate  repetitions.  

Fig.  16e)  generates  an  integer  between  0  and  9  with  a  30%  chance  of  repetition.  

Fig.  16f)  generates  an  integer  between  0  and  9  without  repeats  until  all  numbers  have  been  generated.  

Fig.  16g)  generates  a  floating-­‐point  decimal  number  between  -­‐10  and  9.99999.  

Fig.  16h)  uses  the  drunk  object  and  will  generate  any  float  number  up  to  5  decimal  points  between  -­‐10  and  9.99999,  using  a  Brownian  linear  scale.  

Fig.  16i)  generates  an  integer  between  0  and  5  using  a  Markov  chain,  a  table  of  transitional  probability.  

 

                                                                                                               6  Karlheinz  Essl:  http://www.essl.at/  

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Chapter  4   56  

 

Fig.  16-­  Random  procedures  

 

Some  of   the  useful  applications   in  music  can  already  be  seen,  particularly  

with   Fig.   16c,   which   can   generate   stepwise   motion,   and   Fig.   16f,   which   can  

generate  a  twelve-­‐tone  row.  All  of  the  parameter  settings,  or  arguments,  given  in  

the  descriptions  of  the  figures  represent  those  illustrated,  but  can  all  be  changed.  

The   random  generators   are   not   limited   to   producing   only   numbers   between  0  

and  9.  The  arguments  for  each  of  these  objects  can  be  linked  to  the  data  collected  

by   the  Analyzer   to   create   randomizations   that   have   a   reference   to   the  musical  

performance.  For  example,  the  lowest  pitch  and  highest  pitch  could  be  fed  to  the  

between  object  in  Fig.  16g  to  generate  pitches  within  the  same  range.    

Rowe   uses   another   instance   of   an   Analyzer   in   Cypher   that   listens   to   the  

output  of  the  Composer.  He  calls  this  the  Critic.  The  decisions  the  Composer  has  

made  of  what  music  it  will  produce  is  sent  to  the  Critic  for  analysis  before  being  

sent   to   the   sound   generators,   and   fits   to   Levelt’s   fourth   process   of   speech  

processing,   self-­monitoring   and   self-­repair.   This   allows   the   system   to   make  

modifications   before   actually   creating   the   music.   Rowe   acknowledges   that  

“evaluating  musical   output   can   look   like   an   arbitrary   attempt   to   codify   taste,”  

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Architecture:  Analyzer   57  

and   the   capacity   for   the   system   to   have   “aesthetic   decision   making”   skills   is  

“arbitrary”,   and   it   needs   “a   set   of   rules   [that]   controls   which   changes   will   be  

made  to  a  block  of  music  material  exhibiting  certain  combinations  of  attributes”  

(Rowe,   1993).   This   is   again   a   viable   source   of   bias.   It   could   be   argued   that  

including   various   rules   helps   to   maintain   musicality   that   a   computer   cannot  

inherently   have,   but   the   counter-­‐argument   can   easily   be  made   as   to   how   this  

definition  of  musicality  is  written.  It  is  again  important  that  the  reactions  of  the  

Critic   aren’t   represented  by   strict   rules,   but   the  use  of   probability  weights   can  

help   maintain   a   learning   paradigm.   For   example,   if   in   one   phrase   the   live  

performer   played   loudly   and   the   computer   responded   by   playing   quietly,   the  

Critic   could   increase   the   probability   weight   that   the   next   time   the   performer  

plays   quietly,   the   computer   will   play   loudly,   as   in   a   solo/comping   exchange  

situation.   Representing   this   musical   possibility   as   a   strict   rule   would   not   be  

conducive   to   improvisation,   but   incorporating   it   as   a   possibility   in   the   toolbox  

with  parameters  to  find  the  probability  that  this  action  is  appropriate  is.    

Another  possible  way  to   incorporate  a  critic   is  by  analyzing   the  output  of  

the   Composer   with   the   response   from   the   performer.   In   a   duo   improvisation,  

each  player  is  responding  to  each  other,  taking  in  what  the  other  has  played  and  

making  musical  comments,  described  by  Hodson  as  “a  self-­‐altering  process:  the  

musical  materials   improvised  by  each  musician  re-­‐enter  the  system,  potentially  

serving  as   input   to  which   the  other  performers  may   respond”   (Hodson,  2007).    

By   analyzing   how   the   live   performer   reacts   to   the   computer,   the   system   can  

learn  about   its  own  composing  as  well,  and  what  “works”  or  not.  Decisions  can  

be  made   based   on  whether   the   performer   is   cooperating   or   trying   to   take   the  

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music   in   a   different   direction.   In   this   way,   the   critique   is   based   on   the  

performance  and  interaction  of  the  moment,  rather  than  codified  rules.  

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  59  

4d.   Composer  

“Improvisation   defies   clear   definition.   Even   though   most   musicians  have   difficulty   explaining  what   it   is,  many   can   tell   you   the   basic  way  that   they   approach   it.   Unlike   jazz,   which   often   deals   with   the  improvisatory   rules   in   a   kind   of   gamelike   exchange   of   modes   and  melodies,  electronic  music  often  lacks  the  qualities  of  rhythm,  harmony,  and  melody  that  many  jazz  musicians  rely  on.  Instead,  electronic  music  improvisation   is   sound:   the   shape   of   the   envelope;   timbre;   rhythm;  layers   or   filtering;   effects   (echo,   delay,   ring   modulation,   etc.);  amplitude;  and  duration.  A  seasoned  improviser  learns  how  to  listen  to  many  layers  of  sound  activity  as  part  of  a  performance”  (Holmes,  2002).    

Thom   Holmes’   quote   gives   important   insight   for   the   approach   to  

developing   the   Composer   component   of   an   electronic   improvising   system.  Not  

only   is   it   applicable   to   electronic   improvisation,   but   also   to   the   genre   of   free  

improvisation  as  a  whole.  Previous  systems  like  Robert  Rowe’s  Cypher  or  George  

Lewis’   Voyager   created   MIDI-­‐based   improvisations,   which   are   focused   on   the  

note  and  rhythm  paradigm.  With  the  DSP  capabilities  of  today,  the  musical  realm  

for  electronics   is  expanded  exponentially.  While  pitch  and  rhythm  are  certainly  

still   appropriate   musical   considerations,   the   world   of   sound   design,   with   the  

ability  to  sculpt,  manipulate,  and  synthesize,  has  become  an  equally  viable  option.    

There   are   three   types  of   compositional  methods   available   to   a   computer:  

sequencing,   transformation,   and   generation   (Rowe,   1993).   Sequenced   music   is  

predetermined   in   some  way,   traditionally   as   a  MIDI   sequence,   but   can   also   be  

prerecorded  audio  that  is  triggered  to  play  back.  Algorithms  that  produce  a  fixed  

response,   such   as   those   that   do   not   use   indeterminate   variables,   are   also  

considered  sequenced.  Transformation  takes  the  original  material  and  changes  it  

in  some  way  to  produce  variations.  This  can  range  from  obvious  transformations,  

like   adding   a   trill   to   a   note   or   passing   the   signal   through   effects   like   a   ring  

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modulator,   to  more   intricate   variations   like   creating   a   retrograde   inversion   or  

playing   the   signal   backwards,   to   a   complex   re-­‐synthesis   of   the   entire   sound  

spectrum.   Generative   composition   uses   algorithms   with   very   little   source  

material   to   produce  music   on   its   own.   It   could  make   use   of   information   like   a  

scale  set  from  which  to  choose  pitches,  but  the  lines  produced  are  unique  choices  

from  within  the  scale.  Sound  design  techniques  like  additive  or  vector  synthesis  

are   also   generative   composition.   Within   the   context   of   improvisation,  

transformative  and  generative  composition  are   the  most  useful   techniques  and  

will  be  the  ones  addressed  here.  

The  options   for   the   capabilities  of   the  Composer   are   limitless.   It   is   in   the  

development  of   this  component,   the  building  of   the  toolbox,   that   the  designer’s  

creativity   can   unleash.   Some   of   the   transformational   techniques   that  Cypher   is  

capable  of  include:  

Accelerator-­  shortens  the  durations  between  events.  

Accenter-­  puts  dynamic  accents  on  some  of  the  events  in  the  event  block.  

Arpeggiator-­‐  unpacks  chord  events  into  collections  of  single-­‐note  events,  where   each   of   the   new   events   contains   one   note   from   the   original  chord.  

Backward-­  takes  all  the  events  in  the  incoming  block  and  reverses  their  order.    

Basser-­   plays   the   root   of   the   leading   chord   identification   theory,  providing  a  simple  bass  line  against  the  music  being  analyzed.  

Chorder-­  will   make   a   four-­‐note   chord   from   every   event   in   the   input  block.  

Decelerator-­  lengthens  the  duration  between  events.  

Flattener-­   flattens   out   the   rhythmic   presentation   of   the   input   events,  setting  all  offsets  to  250ms  and  all  durations  to  200ms.  

Glisser-­  adds  short  glissandi  to  the  beginning  of  each  event  in  the  input  block.  

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Gracer-­  appends  a  series  of  quick  notes  leading  up  to  each  event  in  the  input  block.  Every  event  that  comes  in  will  have  3  new  notes  added  before  it.  

Harmonizer-­  modifies  the  pitch  content  of   the   incoming  event  block  to  be  consonant  with  the  harmonic  activity  currently  in  the  input.  

Inverter-­  takes  the  events  in  the  input  block  and  moves  them  to  pitches  that  are  equidistant   from  some  point  of   symmetry,  on   the  opposite  side   of   that   point   from   where   they   started.   All   input   events   are  inverted  around  the  point  of  symmetry.  

Looper-­  the  loop  module  will  repeat  the  events  in  the  input  block,  taken  as  a  whole.  

Louder-­  adds  crescendo  to  the  events  in  the  input  block.  

Obbligato-­  adds  an  obbligato  line  high  in  the  pitch  range  to  accompany  harmonically  whatever  activity  is  happening  below  it.  

Ornamenter-­  adds  small,  rapid  figures  encircling  each  event  in  the  input  block.  

Phrase-­  temporally  separates  groups  of  events  in  the  input  block.    

Quieter-­  adds  decrescendo  to  the  events  in  the  input  block.  

Sawer-­   adds   four   pitches   to   each   input   event,   in   a   kind   of   sawtooth  pattern.  

Solo-­  is  the  first  step  in  the  development  of  a  fourth  kind  of  algorithmic  style,   lying   between   the   transformative   and   purely   generative  techniques.  

Stretcher-­   affects   the   duration   of   events   in   the   input   block,   stretching  them  beyond  their  original  length.  

Swinger-­  modifies  the  offset  time  of  events  in  the  input  block.  The  state  variable   swing   is  multiplied  with   the   offset   if   every   other   event;   a  value   of   swing   equaling   two   will   produce   the   2:1   swing   feel   in  originally  equally  spaced  events.  

Thinner-­  reduces  the  density  of  events  in  the  input  block.  

TightenUp-­  aligns  events  in  the  input  block  with  the  beat  boundary.  

Transposer-­  changes  the  pitch   level  of  all   the  events   in   the   input  block  by  some  constant  amount.  

Tremolizer-­  adds  three  new  events  to  each  event  in  the  input  block.  New  events  have  a   constant  offset  of  100ms,   surrounding   the  pitch  with  either   two   new   above   and   one   below,   or   two   new   below   and   one  above.  

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Triller-­  adds  four  new  events  to  each  event  in  the  input  block  as  a  trill  either  above  or  below  the  original  pitch.  (Rowe,  1993).  

These   transformations   are   rather   easy   to   accomplish  within   the  MIDI   domain,  

but  many  can  also  be  applied  in  DSP.  Of  Rowe’s  transformational  techniques,  the  

ones  that  are  easily  accomplished   in  direct  relation  to  a  phrase  can  be  put   into  

three   categories:   time-­domain,   pitch-­domain,   and   volume-­domain.   Those   in   the  

time-­‐domain   include:   accelerator,   decelerator,   looper,   phrase,   and   stretcher;  

pitch-­‐domain  include:  chorder,  harmonizer,  inverter,  and  transposer;  and  volume-­‐

domain  are:  louder,  and  quieter.  Backwards  is  also  an  easy  time  transformation,  

but  functions  differently  than  Rowe’s.  Rather  than  a  retrograde  as  he  describes,  it  

is   possible   to   play   backwards   like   spinning   a   vinyl   LP   record   backwards.   A  

retrograde   is   also  possible,  but   a  more   complicated   task   that  will   be  discussed  

later.    

Time-­‐stretching  is  possible  using  objects  such  as  the  supervp~  (Super  Phase  

Vocoder)   collection7  and   grainstretch~8,   allowing   for   speeding-­‐up   or   slowing-­‐

down  audio   in   the  buffer  without   changing   the  pitch.  These  objects,   as  well   as  

native   objects   like   groove~,   can   also   be   used   for   looping,   phrase-­‐making,   and  

backwards   playback.   Supervp~   and   grainstretch~   are   also   capable   of   pitch-­‐

shifting  for  harmonizing  and  transposition.  Other  Fast  Fourier  Transform  (FFT)  

objects   like  gizmo~   also  perform  pitch-­‐shifting,  and  can  be  used   for   inversions.  

This  can  be  easily  accomplished  by  using   the  same  process  as   to  create  a  MIDI  

inversion,  shown  in  Fig.  17.  This  patch  functions  just  as  Rowe  describes,  inverted  

around  middle  C,  or  MIDI  note  60.  In  this  example  a  G  (MIDI  note  79)  is  played,  

                                                                                                               7  SuperVP  is  available  from  IRCAM:  http://anasynth.ircam.fr/home/english/software/supervp  

8  Grainstretch~  was  written  by  Timo  Rozendal:  http://www.timorozendal.nl/?p=456  

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Architecture:  Composer   63  

nineteen  semi-­‐tones  above  middle  C,  which  is  then  inverted  to  an  F  (MIDI  note  

41),  nineteen  semi-­‐tones  below.  The  pitches  are  converted  to  their  frequencies  in  

hertz,  and  the  inverted  pitch  is  divided  by  the  original  to  find  the  transposition  

factor.   This   value   is   sent   to  gizmo~   (inside   the  pfft~  patcher)   to   transpose   the  

incoming  signal  from  the  performer,  producing  an  inverted  accompaniment.  The  

crescendo  and  decrescendo  volume  transformations  are  as  easy  as  increasing  or  

decreasing  the  amplitude  over  the  length  of  the  phrase  playback.  

 

Fig.  17-­  FFT  Inversion  

 

The   other   transformations   Rowe   uses,   such   as   the   retrograde,   require  

adjustments   to   individual   events  within   a   phrase.   The   transformations   can   be  

applied  similarly,  but  either  data  from  the  individual  colls  needs  to  be  accessed  to  

determine  where  the  events  occur  within  the  buffer,  or  other  techniques  need  to  

be  used  to  manipulate  the  individual  notes.  

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The  examples  of  the  objects  above  in  the  time  and  pitch  domains  can  also  

be  used  in  much  more  creative  ways  using  DSP.  The  supervp~  objects  has  many  

options  for  cross-­‐synthesizing  one  signal  with  another  for  vocoding  and  filtering  

applications,  and  grainstretcher~’s  granular  transformations  can  create  a  wealth  

of   possibilities.   The   sinusoidal   data   from   sigmund~   can   also   be   used   in   a  

transformational  manner  with  a  generative  aspect  as  well.  Fig.  18  demonstrates  

a   simple   synthesizer   that   uses   oscillators   to   generate   sine-­‐waves   using   the  

frequencies   and   amplitudes   of   the   overtones   from   the   input   signal.   Each  

frequency   can   also   be   transposed   individually,   or   on   a   global   level,   and   the  

amplitudes   can   be   swapped   to   different   frequencies.   The   drunksposition  

subpatch   uses   a   random   generator   that   can   give   a   vibrato   effect,  with   varying  

degrees   of   speed   and   width,   using   a   transposition   function.   This   synthesizer  

could  be  used  as  an  effect  on  the  input  signal  or  using  a  phrase  from  the  buffer.  

Other  typical  effects  are  also  transformational  options  of  the  Composer  like  delay,  

distortion,   ring  modulation,   chorus,   flanger,   and   envelope   filters  which   can   all  

easily  be  added  to  the  signal  chain.  

Generative  composition  uses  the  completion  of  processes  and  algorithms  to  

create  music.   Pre-­‐existing  material   is   not   necessary,   but   the   generation   can  be  

based  on  set  parameters.  Fig.  16f   is  an  example  of  a  generative  algorithm  that,  

when  the  max   is  set  to  12,  would  produce  the  numbers  for  a  twelve-­‐tone  serial  

row.  Using  these  as  MIDI  pitch  classes,  octave  displacements  could  be  made  and  

the   notes   sent   to   sound   generators   for   further   realization.   The   pitches   could  

easily  be  played  as  MIDI  output,  or   converted   to   frequencies  and  sent   to  other  

generators,  like  one  of  the  oscillators  of  Fig.  18.    

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Architecture:  Composer   65  

 

Fig.  18-­  Overtone  Synth  

 

Similar  formalisms  can  be  used  for  timing.  Using  Brownian  motion  from  Fig.  

16h,   Essl   also   created   a   patch   to   generate   rhythms.   In   Fig.   19,   a   sound   is  

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Chapter  4   66  

produced  between  every  51-­‐1000  milliseconds  (entry  delays,  ED).  The  ED-­value  

of  12  indicates  that  there  are  twelve  permutations  available  (the  row  index),  each  

assigned   to   a   value   between  51-­‐1000.   The  Brown  factor   determines  how   close  

the   output   is   to   the   previous   generation,   0   creating   a   constant   and   1   creating  

pure  randomness.  Fig.  20  combines  these  components  to  generate  notes  with  a  

rhythm  and  articulation.  The  rhythm  generator  is  enhanced  with  the  durations,  

so  that  it  creates  notes  that  occur  within  a  space  of  time  from  each  other,  but  also  

last   differing   amounts   of   time.   The   pitch   and   durations   are   sent   to   a   MIDI  

soundbank,   an   oscillator   synthesizer,   or   both   simultaneously.   Arguments   for  

these  randomization  modules  can  be  taken  from  data  from  the  Analyzer  to  make  

the   output   more   relevant   to   the   input   signal.   Further,   the   expansion   of   the  

toolbox  can  continue  to  enhance  the  generation  from  the  Composer,  such  as  by  

including  data   in   regard   to   scales  and  modes.  From   this,   the  melody  generator  

could   have   a   more   limiting   set   from   which   to   compose,   and   formulas   for  

rhythmic  composition  could  create  a  more  metered  pulse.  

 

 

Fig.  19  -­  Essl  Brownian  Rhythm  Generator  

 

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Fig.  20-­  Essl  Brownian  Pitch-­Rhythm-­Articulation  Generator  

 

Besides   note-­‐based   synthesis,   Max/MSP   is   also   capable   of   soundscape  

creation.  One  simple  example   is  Fig.  21   from  Alessandro  Cipriani  and  Maurizio  

Giri’s   book   Electronic   Music   and   Sound   Design   demonstrating   a   white   noise  

generator  with  a  frequency  filter.  Adjusting  the  parameters  of  the  filter  creates  a  

wide   spectrum   of   sonic   variety.   Other   synthesis   can   be   produced   through  

combining   and   manipulating   oscillators   of   different   waveform   shapes   (sine,  

sawtooth,  square,  triangle),  used  in  conjunction  with  envelope  filters.  Combining,  

layering,   and   using   the   output   from   one   compositional   element   to   affect   and  

influence   another   are   all   methods   to   further   create   interesting   results.   The  

output   from  these  soundscape  generations  can  also  be  used  for  cross-­‐synthesis  

transformation   with   the   input   signal   or   the   buffer.   The   possibilities   of   sound  

design  within  Max/MSP  are  huge,  and  discussing  them  all  is  beyond  the  scope  of  

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Chapter  4   68  

this  paper.  For  further  study,  I  refer  the  interested  reader  to  Cipriani  and  Giri’s  

book.  

 

Fig.  21-­  Cipriani/Giri-­  Noise  Filtering  

 

This   section   has   discussed   the   design   structure   and   architectural  

requirements   for   an   improvisational   system.  Differences   between   score-­‐driven  

and   performance-­‐driven   paradigms,   as   well   as   instrumental   and   player  

paradigms,   were   described   as   models   for   the   interactive   system.   The  

architecture   was   defined   in   three   components,   the   Listener,   Analyzer,   and  

Composer.   The   Listener   accepts   and   collects   the   input,   the   Analyzer   makes  

processes,   makes   decisions   about,   and   stores   the   data,   and   the   Composer  

produces   music   either   sequentially,   tranformationally,   or   generatively.   The  

incorporation   of   constrained   indeterminacy   helps   to   maintain   an  

improvisational  yet  musically  relevant  nature.  

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5.   Conclusion  

The   focus   of   this   paper   has   been   on   the   development   of   an   interactive  

electronics   system   for   improvised   music.   It   has   considered   how   the   use   of  

electronics   has   evolved   over   time   and   its   role   in  music.   There  was   discussion  

about   the   nature   of   improvisation   and   brain   processes   relating   to   cognition  

while   playing,   and   it   was   learned   that   improvising   is   an   automatic   response  

based  on  learned  elements  in  one’s  musical  “toolbox”.  The  concept  of  learning  as  

a   basis   for   intelligence   was   then   discussed,   along   with   ways   that   this   can   be  

achieved   artificially   with   a   computer.   After   these   theoretical   constructs   were  

gathered,   the   development   of   the   software   system   itself   was   examined.  

Implementing  performance-­‐driven,  player  paradigms  as  the  best  approaches  for  

interactive  improvisation,  Robert  Rowe’s  Cypher  was  used  as  a  model  and  point  

of   discussion.   The   components   of   the   Listener,   Analyzer,   and   Composer   of  my  

own   interactive   system  were   analyzed  with   reference   to  what  was   discovered  

about   improvisation   and   learning.  By   creating   a  database   and   referencing  new  

knowledge   to   it,   the   computer   is   able   to   learn   and  make   informed   choices.   By  

building   a   “toolbox”   of   musical   knowledge,   coupled   with   constrained  

indeterminacy,  the  system  is  able  to  make  music  in  the  same  theoretical  manner  

as  improvising  musicians.  

Further  developments  in  my  own  system  need  to  include  expanding  on  the  

Composer  and  building  more  compositional  tools  for  it  to  use.  This  can  become  

daunting  as  the  options  and  possibilities  are  so  numerous.  It  is  important  to  have  

a  diverse  toolbox  for  the  system  to  work  from  to  keep  the  music  fresh  and  from  

becoming   predictable,   but   it   is   also   very   easy   to   become   trapped   in   a   state   of  

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Chapter  5   70  

trying   to   incorporate   every   little   thing   possible,   using   all   sorts   of   different  

generational   and   transformational   techniques.   On   the   one   hand,   the   larger   the  

toolbox,   the   less   prone   to   repetition   of   sonic   character   it  will   be.  On   the   other  

hand,   using   a   model   of   human   improvisers   shows   that   this   is   the   reality   of  

improvisation.  Although  there  is  a  plethora  of  recombinations  from  the  toolbox  

possible,  the  fact  remains  that  there  is  virtually  nothing  an  improviser  will  play  

that   he   hasn’t   played   in   some   way   before.   So   a   compromising   balance   in   the  

system   development   has   to   be   struck   to   account   for   this.   Once   more  

compositional   elements  have  been  built,   I   need   to   focus   again  on   the  Analyzer  

and  determine  the  best  ways  for  it  to  communicate  to  the  Composer.  I  still  need  

to   develop   the   decision-­‐making   tools   of   how   it   will   use   the   learned   data   to  

respond  in  a  musical  manner.  Further  development  of  the  analysis  itself  can  still  

be  done  as  well.   I’d   like   to   look  more   into   the  use  of  probability  equations  and  

neural   networking   as   learning   tools   to   integrate   into   the   system.   Refinements  

can   also   be  made   to   the   input   chain,   finding   the   best   settings   for   correct   data  

collection  and  responsiveness.    

I   am   also   interested   in   exploring   non-­‐auditory   communication   within  

improvisation.  Eye-­‐contact  and  other  visual  cues  can  also  be   important  aspects  

to  musical  communication,  and  might  be  able  to  be  included  into  the  system  via  

Jitter,   the  visual   component  of  Max/MSP.  There  are   tools   capable  of   shape  and  

color   tracking  using   just   the  built-­‐in  web-­‐camera  of   a   laptop  with   Jitter,   so   the  

possibility   of   integrating   visual   cues   is   certainly   there.   Further   research  would  

need   to   be   done   as   to   the   best   way   to   do   this   within   the   framework   of  

improvisation.   I   imagine   the   research  would   be   in   regard   to   what   visual   cues  

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Conclusion   71  

different  improvisers  notice  from  their  fellow  musicians,  and  how  they  interpret  

them.  I  can  also  see  this  line  of  development  as  becoming  extremely  complex,  as  

subtle  visual   cues   can  also  be  very   subjective  and  vary  between  people,   so   the  

focus   of   how   this   information   would   be   used   in   an   interactive   improvisation  

would  need  to  be  defined.  

My  goal  in  developing  this  system  is  initially  for  my  own  use  as  a  solo  tool,  

but   I  would   also   like   to   expand   it   for  use   in  my  electro-­‐acoustic   improvisation  

duo  with  a  saxophonist,  and  then  possibly  for  an  even  larger  ensemble.  One  way  

to   do   this  would   simply  be   to   use   two   instances   of   the  patch,   but   this   is  more  

likely   to   result   in   three   separate   duos   performing   at   once,   that   of  

clarinet/electronics   1,   saxophone/electronics   2,   and   clarinet/saxophone.   The  

two  electronics  systems  would  not  be  communicating  directly  with  each  other,  

nor   with   the   other   player.   For   more   coherency,   it   would   be   best   for   all   the  

information   to   be   fed   to   a   central   point   somewhere   in   the   chain,   and   the   final  

result  either  be  a  full  trio  or  quartet  ensemble.  The  difference  would  be  whether  

the  electronics  are  designed  to  be  two  separate  systems,  each  interacting  with  a  

live   performer,   but   as   well   as   with   each   other   to   create   a   quartet;   or   one  

electronic  system  responding  to  the  live  performers  equally  and  creating  a  trio.  

I  anticipate  it  would  take  about  another  year  to  fully  develop  the  patch  in  

the  direction  I’m  currently  taking  with  it,  and  perhaps  a  little  more  time  to  really  

test   and   tweak   it.   Expanding   it   for   multiple   players   might   take   another   few  

months   of   developmental   work,   and   the   inclusion   of   video,   with   all   the  

possibilities   it   introduces   and   the   research   needed   to   find   the   best   ways   to  

include  it,  could  easily  add  another  year.  Once  the  system  is  done  I  would  allow  it  

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Chapter  5   72  

to   be   distributed   to   other   electro-­‐acoustic   improvisers   to   use,   pending   any  

licensing  restrictions  with  any  third  party  objects  or  abstractions  that  are  used.  

However,  I  also  hope  that  this  paper  has  been  informative  enough  to  help  guide  

people  in  building  their  own  systems,  for  those  so  inclined.  As  mentioned  in  the  

paper,   there  will  be  an   inherent  bias   imposed  by   the  developer   influencing   the  

output,   so   the   more   people   that   build   their   own   systems,   the   broader   the  

repertoire  on  the  whole  becomes.  

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