The 非线性 媒介 of 计算机 gaming can lead a player down an enormous 数 of pathways to an enormous 数 of resolutions From the standpoint of 音乐 作曲 this 手段(意味着) that a single 作品 may resolve in one of an enormous 数 of ways Event-driven 音乐 engines or 自适应 音频 engines allow 音乐 to change along with game state changes Event-driven 音乐 isn't composed for 线性 回放 instead it's written in such a way as to allow a certain 音乐 音序 范围(排列) in size from one 音符 to 几个 minutes of 音乐 to transition into one or more other 音乐 sequences at any point in 时间

http //www gamasutra com/features/sound_and_music/111497/audio_tips_05 htm

A separate 定义 as coined by Christopher Yavelow concerns the reliance on a continual 回授(反馈) 循环 consisting of a 用户 or users evaluating 音乐 生成 by seed 材料 provided by themselves or itself 生成 The 软件 incorporates their preferences opinions tastes into subsequent 作曲 by adapting the models it uses to 作曲 in the 未来 基于 upon this 用户 回授(反馈) 自适应 音乐 models are collections of 作曲 方法 rules and constraints The 整体 learning 过程 allows the 软件 to continually move closer to the ideal 作曲 for an individual or 集体 group of users

源 - http //www xs4all nl/ yavelow/MIM/MIM html