%0 Conference Proceedings %T Procedural Content Generation of Rhythm Games Using Deep Learning Methods %+ School of Information Science [Ishikawa] %A Liang, Yubin %A Li, Wanxiang %A Ikeda, Kokolo %Z Part 3: Entertainment Algorithms %< avec comité de lecture %( Lecture Notes in Computer Science %B 1st Joint International Conference on Entertainment Computing and Serious Games (ICEC-JCSG) %C Arequipa, Peru %Y Erik van der Spek %Y Stefan Göbel %Y Ellen Yi-Luen Do %Y Esteban Clua %Y Jannicke Baalsrud Hauge %I Springer International Publishing %3 Entertainment Computing and Serious Games %V LNCS-11863 %P 134-145 %8 2019-11-11 %D 2019 %R 10.1007/978-3-030-34644-7_11 %K Procedural Content Generation %K Rhythm game %K C-BLSTM %Z Computer Science [cs]Conference papers %X The rhythm game is a type of video game which is popular to many people. But the game contents (required action and its timing) of rhythm game are usually hand-crafted by human designers. In this research, we proposed an automatic generation method to generate game contents from the music file of the famous rhythm game “OSU!” 4k mode. Generally, the supervised learning method is used to generate such game contents. In this research some new methods are purposed, one is called “fuzzy label” method, which shows better performance on our training data. Another is to use the new model C-BLSTM. On our test data, we improved the F-Score of timestamp prediction from 0.8159 to 0.8430. Also, it was confirmed through experiments that human players could feel the generated beatmap is more natural than previous research. %G English %Z TC 14 %2 https://inria.hal.science/hal-03652042/document %2 https://inria.hal.science/hal-03652042/file/491829_1_En_11_Chapter.pdf %L hal-03652042 %U https://inria.hal.science/hal-03652042 %~ IFIP-LNCS %~ IFIP %~ IFIP-ICEC %~ IFIP-TC14 %~ IFIP-LNCS-11863 %~ IFIP-JCSG