Interactive Generation of Musical Corpora for Piano Education:
Opportunities and Open Challenges
Filippo Carnovalini
1 a
, Antonio Rod
`
a
1
and Geraint A. Wiggins
2,3
1
Centro di Sonologia Computazionale, University of Padova, via Gradenigo 6, Padova, Italy
2
Vrije Universiteit Brussel, Pleinlaan 9, 1050 Brussel, Belgium
3
Queen Mary University of London, Mile End Road, London E1 4NS, U.K.
Keywords:
Music Education, Integrated Teaching Systems, Music Generation, Computational Creativity.
Abstract:
Learning to play a musical instrument such as a piano requires many hours of exercises, generally taken from
a “method” book. These books are collections of progressive exercises intended to teach specific techniques
and address the commonest mistakes and difficulties that players face while learning. One downside of these
books is that the exercises are not personalized to the students and thus cannot address specific difficulties and
characteristics of each learner. Given the many recent advances in the field of music generation, we propose
that it should be possible to generate exercises automatically to form a personalized method for each student.
The teacher would describe the characteristics of the student and their strengths and weaknesses to a software
system, as well as the teaching goals that should be covered in the generated exercises, and the system would
create exercises that are specific to the needs of the student and the concerns of the teacher, allowing for a
more effective and engaging learning experience.
In this paper, we describe a project trying to design such a system, stating research questions, describing
the tentative methodology, and outlining its potential impact for both research in music generation and in
computer-supported education.
1 INTRODUCTION
Computational Creativity is, as defined by the
homonymous Association
1
, “the art, science, phi-
losophy, and engineering of computational systems
which, by taking on particular responsibilities, exhibit
behaviors that unbiased observers would deem to be
creative. Having worked both on musical applica-
tions of Computational Creativity and on Computer-
Supported Education in the past, the authors of this
position paper wish to explore how the two disciplines
can fit together. We believe that Computational Cre-
ativity, and more specifically Music Generation, can
open novel avenues for music education, and that the
exploration of these new applications can also give
further insights into creativity and its computational
formalization.
In the first part of this paper, we will describe
some open problems of these two disciplines, search-
ing for those contact points that we believe can lead
to fascinating hybridization of approaches. Then,
a
https://orcid.org/0000-0002-2996-9486
1
https://computationalcreativity.net
we will focus on some specific research questions
that we wish to address in future work, and intro-
duce the project CALIOPE (Co-creativity And Learn-
ing: Interactive Opus generation for Piano Educa-
tion), which was recently awarded funding by the Eu-
ropean Union under a Marie Skłodowska-Curie Ac-
tions Postdoctoral Fellowship and is set to start in
early 2024. This project will specifically address
these research questions, hopefully giving novel in-
sights into Computer-Supported Music Education and
Music Generation, by creating a prototype system for
the automatic generation of piano exercises tailored
around a description of the learner’s characteristics
and skill level.
2 STATE OF THE ART
2.1 Music Generation
While the interest in AI-generated music is growing
recently, the task of algorithmically creating music is
not novel and has examples that even predate com-
Carnovalini, F., Rodà, A. and Wiggins, G.
Interactive Generation of Musical Corpora for Piano Education: Opportunities and Open Challenges.
DOI: 10.5220/0012059200003470
In Proceedings of the 15th International Conference on Computer Supported Education (CSEDU 2023) - Volume 1, pages 407-412
ISBN: 978-989-758-641-5; ISSN: 2184-5026
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
407
puters (Nierhaus, 2009). Among some of the more
common approaches to music generation are the use
of statistical methods (e.g., Markov Chains) to pre-
dict suitable notes to continue a musical sequence, the
use of formal grammars to create sequences, genetic
algorithms, and rule-based systems paired with op-
timization algorithms (Carnovalini and Rod
`
a, 2020).
However, in recent years the method that has be-
come most common for the generation of musical se-
quences is the use of Neural Networks, commonly
applying Deep Learning approaches such as Genera-
tive Adversarial Networks, Convolutional Networks,
Autoencoders, and Long Short-Term Memory Net-
works (LSTM). The latter have proven to be par-
ticularly suitable for the generation of sequences in
time, which can well represent melodies (Briot and
Pachet, 2020). Although many advancements have
been made in this field, there are still a variety of
open challenges that need to be addressed. One of
the most notable difficulties of music generation al-
gorithms is the lack of long-term structure: gener-
ated pieces are credible for a couple of bars but seem
to “wander off” as the piece progresses, lacking the
formal aspects of repetition and reuse that character-
ize human-composed melodies (Carnovalini, 2019).
Interestingly, even if Machine Learning approaches
have become more common for this task, these sys-
tems offer little control over the generated results
(Briot and Pachet, 2020) making it harder to solve
this problem. Some researchers have started design-
ing ad hoc architectures to obtain well-structured re-
sults (Roberts et al., 2018), while others have em-
bedded multiple pre-existing architectures to delegate
structural aspects to a specialized part of the system
(Cho et al., 2014). Other researchers have directly
addressed the problem of long-term structure. Mor-
pheus (Herremans and Chew, 2017) is another EU-
funded project that leveraged a specialized mathe-
matical representation of harmonic tension to recre-
ate the “tension profile” learnt from existing pieces in
newly generated pieces. Hierarchical representations
of melodic content can also be used to describe reuse
of melodic content and obtain multi-layered descrip-
tions of structure in music pieces (Carnovalini et al.,
2021b).
We believe that the way forward is to expand on
hierarchical representations of melodic content, as
these representations can capture cognitive aspects of
musical structure (Temperley, 2011). Applying such
structures to the context of musical exercises could
also open new directions into the description of stylis-
tic coherence and reuse of melodic content between
multiple pieces, considering long-term structure at a
corpus/book level rather than at the song/piece level.
2.2 Computer Assisted Music
Education
Music Education in a traditional Western context in-
cludes a variety of aspects, all of which can benefit
from the use of computational systems to some ex-
tent. It is possible to divide these aspects into four
main categories: fundamentals of music (music the-
ory), performance skills, music analysis, and compo-
sition (Brandao et al., 1999). In this paper, we wish to
focus on performance skills, i.e., those skills related to
playing one instrument (the piano). Research shows
that the use of a Computer-Assisted Instruction (CAI)
framework can effectively increase the effectiveness
of piano lessons compared to a control group (Kaleli,
2020). In this framework, the computational system
does not substitute the role of the teacher, but rather
complements the teaching by offering a learning envi-
ronment (Abdullah and Mustafa, 2019). For example,
a CAI system can embed score following to help a
student visualize (through a display or through aug-
mented reality) what is being played and the mistakes
they make (Smoliar et al., 1995; Rigby et al., 2020).
Another approach is to use an Integrated Teaching
System (ITS), that is, a system that has greater con-
trol over the teaching activity by proactively helping
the teacher by leveraging knowledge about the subject
being taught, the curriculum, and the student. In this
context, there are systems that can select exercises
from a given corpus based on the needs of the stu-
dent and the teacher’s concerns (Wiggins and Trewin,
2000; S
´
ebastien et al., 2012). To the best of our
knowledge, there is no system that generates novel
piano exercises to propose to students in a similar
fashion. One similar project is the one by Takidaira
et al (Takidaira et al., 2022), that generates rhythmic
scores for the popular rhythm game Taiko no Tatsujin
to improve the player’s ability in the game by analyz-
ing their game logs. While this is not directly meant
for musical education, performance in a rhythm game
is strongly related to musical skills, and thus this can
be considered a music education tool. However, that
system only focuses on rhythmic aspects, making the
system quite limited compared to the one we pro-
pose. Other researchers dealing with music gener-
ation have considered applications in the context of
learning an instrument, and there is some research to-
wards controlling the difficulty of a generated music
piece. Ariga et al (Ariga et al., 2017) proposed a
system to generate guitar solos using fingering as a
means of controlling difficulty. Nakamura and Yoshii
(Nakamura and Yoshii, 2018) describe a system that
generated piano reduction of ensemble scores, allow-
ing different difficulty settings based on tempo and
CSME 2023 - 4th International Special Session on Computer Supported Music Education
408
fingering, and similar techniques have been applied
to score difficulty analysis (Ramoneda et al., 2022).
However, none of these systems really try to build an
ITS that uses music generation for the goal of piano
education.
The current level of customization that is possible
with ITS is limited by the selected corpora and there-
fore cannot offer a fully personalized learning experi-
ence. We posit that the use of computational creativity
can improve the personalized learning experience by
creating a specific music generation system that takes
into account the characteristics of the student.
2.3 Research Questions
Wishing to explore further levels of personalization
for musical education, while also deepening our un-
derstanding of music cognition and representation for
Computational Creativity, we formulate the following
research question:
Q1: How can Computational Creativity be applied to
improve the quality and personalization of musi-
cal exercises used in a training course?
Two sub-questions arise from this:
Q2: How can hierarchical knowledge representation
improve the longer-term structure of computation-
ally created sequences of exercises?
Q3: How can a model of the learner and the educa-
tional context improve the computational creation
of sequences of exercises?
We decided to address these questions through the
development of a prototype system for teaching pi-
ano. The objective would be to create a system ca-
pable of generating musical exercises in a progressive
manner, considering the playing skills of the user as
input. This goal can be further divided into three sub-
objectives:
SO1: Create a system for the generation of a set of
music pieces with progressive difficulty.
SO2: Design a knowledge representation to describe
the user’s weaknesses, strengths, learning needs,
and personality (Learner Model).
SO3: Integrate the Learner Model into the generation
system, so that the generated exercises are person-
alized to the student.
The next section will describe in more detail the
design choices of the project and the features we de-
sire from the final prototype, as well as the methodol-
ogy we wish to follow both for the implementation of
the prototype and for finding answers to the research
questions outlined above.
3 PROJECT CALIOPE
In this section, we wish to introduce project
CALIOPE (Co-creativity And Learning: Interactive
Opus generation for Piano Education), which stems
from the desire to address how Computational Cre-
ativity can help improve personalization in music ed-
ucation. This project was recently awarded a Postdoc-
toral Fellowship under the Marie Skłodowska-Curie
Actions funding scheme. Although the project has
not started yet, this section will introduce the ideas
and design choices that drove the formulation of this
project, hoping to receive comments and suggestions
from the scientific community before the project’s of-
ficial beginning.
3.1 Summary
When learning to play a musical instrument in a clas-
sical western setting, such as conservatory or music
school, teachers employ exercise books meant to in-
crease the difficulty of the provided studies progres-
sively. Such a book is known as a “method”, and it is
easy to find numerous methods for any orchestral in-
strument. One of the major drawbacks of these books
is that they do not provide a personalized learning ex-
perience as they do not focus on the specific needs
of each student, but instead provide general exercises
that can be useful to most. It is the role of the teacher
to select exercises that are most fit for their students,
potentially selecting exercises from different methods
or even creating ad hoc exercises for each student.
This activity requires abundant time and effort from
teachers, who often resort to simply following the
most popular methods instead of personalizing edu-
cation, limiting the effectiveness of music education,
and requiring more effort from students.
Given the considerable recent advancements in
music generation, we propose that it should be pos-
sible to employ computers to automatically generate
personalized methods that are tailored to the needs
of each student. Therefore, the main output of the
project will be a prototype Integrated Teaching Sys-
tem for piano education. A music teacher would use
this system to generate exercises that are tailored to
their students, by giving the system information about
each student via specialized knowledge representa-
tions to describe the learner, called the Learner Model
(Bull, 2020). The model describes the strengths,
learning needs, and personality of the student. After
the initial setup of the learner model, the prototype
will give the teacher some starting exercises for the
student. The student practices using the generated ex-
ercises and the teacher evaluates their performance.
Interactive Generation of Musical Corpora for Piano Education: Opportunities and Open Challenges
409
Based on that, the teacher can describe to the system
what kind of difficulties the student found and what
they should focus on going forward, and what is the
goal of the following practice session (i.e., what is
the Teaching Concern (Wiggins and Trewin, 2000)).
The system can use this information to generate fur-
ther exercises, possibly also including annotations on
things that the learner should pay attention to while
exercising, allowing the learning cycle to progress.
In this way, the system would help provide a per-
sonalized exercise plan based on the characteristics of
the student, addressing the weaknesses of the student
while maintaining a satisfactory learning curve since
the generation would consider their current level of
expertise.
3.2 Methodology
To create the system described above and answer the
research questions described in the previous section,
the following methodological steps will be employed:
(i) Creation of the dataset. The AI system will re-
quire a dataset of relevant piano methods. Many
exist, but at least 10 methods must be selected
(estimating about 50 exercises per method for
a total of 500 exercises). Methods in the pub-
lic domain, available digitally, and that respect
gender balance will be preferred. Syllabi for pi-
ano courses at music education institutes will be
used to find well-established methods.
(ii) Model of Difficulty. A detailed study of the
literature on automatic difficulty analysis (Ra-
moneda et al., 2022) will serve as a basis for
the definition of a model of difficulty. Using a
top-down approach to the matter, to define con-
straints that describe difficulty.
(iii) Generation of Progressive Exercises. Hierar-
chical representations of structure, jointly with
machine learning (different algorithms will be
tested, including LSTM networks), will be
leveraged to generate musical pieces. The dif-
ficulty model will be embedded in the genera-
tion system as a self-reflection module that in-
fluences the output.
(iv) Evaluation (Difficulty Generation). A meta-
evaluation procedure (Carnovalini et al., 2021a)
will be used to evaluate the difficulty control
system. Expert-based evaluation (e.g., CAT
(Amabile, 1983), SPECS (Jordanous, 2012))
will be used to assess the quality of the pro-
duced exercises.
(v) Learner Model Design. A collaborative design
(Chiu, 2002) approach will be used, creating a
focus group of piano teachers that will help me
describe the characteristics of the student in the
model, as well as the teaching concerns in piano
education.
(vi) Evaluation (Learner Model). A focus group
will be used again to evaluate how well the de-
signed model captures the requirements.
(vii) Personalization. The difficulty model will be
expanded to consider the learner model.
(viii) Final Evaluation. The same as point iv, but also
using a test set covering all the limit use cases
of the learner model will be used, and the ex-
pert evaluation will consider the different ap-
plied settings.
The methodology is dictated by the diverse objec-
tives of the project. Computational creation of mu-
sical content requires the use of musical information,
which can be provided either via data in a bottom-up
manner or via description of rules and constraints in a
top-down manner. For the generation of musical ma-
terial, the bottom-up approach is chosen as literature
shows that machine learning is effective in describing
musical sequences, with added top-down information
given by the hierarchical model to ensure long-term
coherence. For the description of difficulty and of
the learner model a top-down approach is used be-
cause machine learning in this context would require
higher amount of musical data with difficulty annota-
tions and might fail to capture the multidimensional
concept of difficulty. To capture the real-life teach-
ing requirements that piano teachers meet, collabora-
tive design is used for SO2. This will help maintain a
human-centric design and avoid bias introduced by AI
in the most sensitive part of the project, which is the
description of the learner model. Evaluation follows
the principles established by the literature for compu-
tational creativity and music generation, requiring ex-
perts to gather insights on the capabilities of the sys-
tem. The use of limit use cases for the final prototype
serves as a proxy for the evaluation of the impact of
this teaching system using actual students, which can
only be considered in a longer-term study when the
prototype created with this project has already been
thoroughly tested in an offline setting.
3.3 Relevance and Open Directions
Being a project that stems from research ques-
tions coming from both Computational Creativity and
Computer-Supported Education, the potential impact
of the project is twofold.
From the viewpoint of music generation, this
project offers a novel approach to the problem of
CSME 2023 - 4th International Special Session on Computer Supported Music Education
410
long-term structure: multi-piece generation. By con-
sidering the entire method as the generated output,
this project will need to generate a large amount
of musical content that must be coherent and well-
structured, both considering the usual criteria for mu-
sical well-formedness within each piece and consid-
ering higher structures joining the different exercises,
maintaining a coherent style throughout. The fact that
exercises are distinct music pieces gives some leeway,
but the additional constraints regarding progressive
difficulty and educational value make this an intrigu-
ing use case. Under the broader perspective of non-
strictly musical Computational Creativity, the project
offers a novel take on the exploration of a concep-
tual space (Boden, 2004). The Learner Model serves
to define personalized conceptual spaces that are ex-
plored by the generation algorithm as per SO3: the
space of the possible musical pieces is constrained
and transformed dynamically by the Learner model,
and the generation of novel pieces both explores the
defined space by adapting the difficulty of pieces, and
by transforming the space of useful exercises by up-
dating the Learner model. This approach also deals
with the problem of Explainability in AI: by having
the system generate music that is specifically tailored
to address a specific teaching concern, it is possible to
assess how well the system understands the given task
and it would be possible to leverage the knowledge in
the system to describe what makes each exercise apt
for the task at hand.
From the viewpoint of Computer-Supported Ed-
ucation, this project will offer a case study for the
employment of Artificial Intelligence in the person-
alization of the educational path. This technology
can offer novel insight on how an Integrated Teach-
ing System can support both the Teacher and the Stu-
dent through the use of the novel human-computer in-
teraction routes offered by Artificial Intelligence and
Computational Creativity.
Finally, the creation and public release of the
data and technologies related to this project (exercise
dataset, learner model, difficulty analyzer) will hope-
fully foster further research both in music generation
and in Computer-Supported Education.
4 CONCLUSIONS
In this position paper we presented project CALIOPE,
by giving an overview of the research questions it will
try to answer, the methodology that we intend to fol-
low to address those questions, and the potential im-
pact of the project. In the latter part of the paper, we
briefly reviewed relevant scientific literature.
The main goal of the project is to develop a proto-
type for an Integrated Teaching System that will lever-
age Music Generation techniques for the creation of
personalized piano exercises. By doing so, we believe
it will be possible to address some open problems of
music generation and computational creativity, while
advancing the knowledge in Computer-Supported ed-
ucation.
Although the project is still in its preliminary
phase, the authors are open to suggestions and will-
ing to find potential collaborations from the scientific
community. With this paper, our desire was to state
our intents and what we believe could result from this
study, and let the project be known to the relevant
community.
ACKNOWLEDGEMENTS
The first author wishes to thank his supervisors for all
the help given in these years and for the sincere inter-
est in the author’s career development.
While this paper describes a project for which fund-
ing was approved by the European Union, the cur-
rent work was not funded by the European Union and
does not necessarily reflect the views of the European
Union, and the authors are the sole responsible for the
contents of this article.
This work was partially supported by the project Cre-
ative Recommendations to Avoid Unfair Bottlenecks,
granted by the Department of Information Engineer-
ing, University of Padova.
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