2023 Volume 44 Issue 2 Pages 49-57
The music game is one of the popular game styles where a player is typically requested to take specific actions at specific moments corresponding to the prominent acoustic epoch in the music playing in the background. Stage data for such games record a sequence of actions the player has to take. Creating such data is a difficult task that requires skilled artists. It is also time-consuming because such games require multiple sequences with different difficulty levels. We propose a method for generating sparse stage data with lower difficulty levels by expressing the position of the target by a certain representation of rhythm.