Automatic Music Composition With Intelligent Algorithms: CA, L-Systems, and More

Automatic Music Composition

Automatic music composition has captivated researchers and musicians alike. Building a system that composes music involves creating algorithms that make decisions about which notes or sounds are heard, when they are heard, their duration, and their loudness. The truly fascinating part is designing these algorithms so that the resulting music falls into a satisfying middle ground — not too simple, but not overly complex.

While discussing simplicity and complexity in abstract terms can be difficult, nearly everyone can form an opinion about whether a specific piece of music feels simple or complex. This raises a key question: how can we be sure an automatic composition system produces music that is neither too simple nor too complex? Furthermore, how does one fairly compare the compositional abilities of two different systems? Is there an objective way to measure how "pleasant" a machine's musical output actually is?

These questions have pushed researchers toward designing systems with a built-in form of intelligence. Such systems are capable of creating mathematical objects — ranging from numerical values to abstract strings — that harbor complexity and structure or conform to specific human-defined goals. The intelligent algorithms behind them mold these objects so that they can either be mapped directly into sound to produce subjectively pleasing music, or be used to control the parameters of a composition system and guide it in a specific stylistic or aesthetic direction. This chapter explores the theoretical and technical foundations of these systems and proposes a categorization based on how their intelligence is expressed and used in music composition.

A major goal of this categorization is to provide clear orienting specifications for different intelligent composition methods. This should help newcomers — researchers and artists entering the field — find their footing more easily and also offer robust guidance for developing new approaches.

Three main categories of intelligent music composition

  1. Unsupervised intelligent composition: The intelligence behind the algorithm relies on simple rules. When applied repeatedly, these rules produce complex, unpredictable, but still structured output, much like patterns found in nature.
  2. Supervised intelligent composition: Intelligent algorithms are used to adjust the parameters of a composition system so that its output meets predefined criteria, often described as "target features."
  3. Interactive intelligent composition: The system learns human preferences in real time. It adapts based on feedback from a listener, whether that feedback comes from rating and selection, or from performing tasks like playing an instrument or adjusting parameters.

It is important to note that this chapter centers on the families of intelligent algorithms that have given rise to numerous automatic composition methods. Some approaches, though worthy of inclusion in the intelligent music composition (IMC) family, have not been widely adopted. For instance, the use of artificial neural networks (ANNs) for note sequencing — as seen in work from Griffith and Todd (1999) — has not been heavily employed in recent years. Similarly, ant colony optimization for composition remains a limited area, with only a few examples such as the work of Geis and Middendorf (2008).

Many of the techniques discussed here have been turned into software. However, this chapter focuses on methodology rather than implementation details. Readers interested in actual implementations, as well as musical examples and links to audio, are directed to the cited bibliography — though some of these projects are difficult to access due to broken web links or outdated platforms.

This chapter aims to offer a practical categorization of IMC techniques, based on how the intelligent algorithms function and what compositional opportunities and constraints they introduce. It is written primarily for researchers, musicians, and students in computer science or music informatics. Researchers will find a new organizing framework for IMC literature. Musicians interested in incorporating computational intelligence into their creative process will gain an up-to-date overview — without having to wade through vast quantities of specialized literature. Students, finally, can quickly understand the key capabilities and limits of IMC systems and build a foundation for becoming experts in this or related fields.

Unsupervised Intelligent Composition

This family of IMC systems draws inspiration from natural phenomena, with a core set of simple rules. When these rules are applied again and again, they generate results that are remarkably rich and structurally complex. The original appeal of this approach for music composition came from the intricate geometric patterns these rules produce — patterns that also appear frequently in nature. This leads to labeling these systems "intelligent": though their rule sets are minimal, repeated application yields emergent, complicated behavior that often borders on unpredictability.

The main challenge for the composer or coder lies in figuring out how to turn this complex output into musical material. One clear advantage of unsupervised systems is their capacity to produce highly inventive and often surprising musical content — and this ability remains robust regardless of how the output is interpreted. But that same strength comes with a big drawback: the composer has almost no influence on the outcome. The style, integrity, and aesthetic value of the music depend entirely on the listener's personal taste. Since there are no predefined target characteristics to optimize for, rigorous evaluation is rare. Most works in this area simply present scores or short extracts, and there are few careful descriptions of what these systems can achieve compositionally.

Unsupervised Composition with Cellular Automata

Cellular automata (CA) are models built on simple rules that describe how each "unit" interacts with its neighbors, yet they routinely generate behavior of surprising complexity. A CA might be considered a simple model of a discrete society, in which each individual unit occupies a cell on a grid and carries a discrete state. At each time step, a unit's state is updated based on the states of its neighbors. The number of neighbors depends on the dimensionality of the grid (a one-dimensional grid has two neighbors per unit); the number of possible states governs the overall dynamic possibilities of the system.

Wolfram (2002) defined four broad categories of behavior in cellular automata:

  1. Patterns fade away over time or settle into a fixed state.
  2. Patterns eventually form stable, periodically repeating structures that cycle through a fixed number of states.
  3. Patterns become chaotic, never repeat, and produce aperiodic, seemingly random states.
  4. Patterns develop into highly organized, localized structures that move in both space and time.

Most music composition has employed three classes of CA: one-dimensional binary-state "elementary cellular automata" (ECA); two- or three-dimensional "game of life" (GL) CA with binary states; and two- or three-dimensional CA with p discrete states, sometimes called "crystal growth" (CG) due to the visual appearance of the patterns. In binary CA, state 0 often signifies a "dead" cell and 1 a "live" cell. The cell's next state in time is determined by its own state and the states of its neighbors. For CG CA, higher state values can dominate lower neighbor states.

For ECA, Wolfram fully documented all 256 possible evolution rules. Despite being simple and deterministic, these rules can generate extremely complex, even chaotic patterns. An example is Rule 30, which is also employed as a random number generator in mathematics software.

The GL CA yield a broad range of dynamic behaviors — stable patterns, oscillations, and chaos — all produced by just a few rules:

  • Underpopulation: a live cell with fewer than two live neighbors dies.
  • Overpopulation: a live cell with more than three live neighbors dies.
  • Survival: a live cell with exactly two or three neighbors continues to the next generation.
  • Birth: a dead cell with exactly three live neighbors becomes alive.

The CG CA rules have a circular dominance structure, with state 0 dominating the highest integer. The resulting visual patterns oscillate and resemble crystals. Though GL and CG CA can be generalized to hypercubes, music composition has relied mainly on two- and three-dimensional versions, as discussed by Burraston and Edmonds as well as Miranda and Biles.

The emergent social dynamics of these discrete societies drew the attention of pioneering computer composers like Xenakis. For a detailed look at methodologies for creating music using CA, readers should consult the reviews by Burraston and Edmonds (2005) and Miranda and Biles (2007).

In existing systems, the states of CA units are used either to read or write MIDI note messages (including notes, chords, onset locations, durations, and volume) or to control sound generators directly by modulating waveforms or acting as parameters for granular synthesis. In the granular approach, output from the CA is used to trigger sound grains and set their loudness, length, and repetition rate.

Unsupervised Composition with L-Systems

L-systems are parallel rewriting grammars that generate strings of symbols — in effect, "words." These strings map naturally to plant-like forms and fractals when expressed graphically, which makes the system feel convincingly like a natural creative intelligence, a central reason they are used in music. The distinct types are deterministic context-free systems (DOL-systems), composed of an alphabet of symbols V, a set of production rules P, and an initial nonempty word from that alphabet, ω. The rewriting process is applied repeatedly, and at every iteration the string is used to produce sound or graphical output.

Special symbols within these grammars can represent variables as well as commands for straightforward lines or angular turns, etc., producing richly textured drawings that serve as graphical equivalents of a string's complexity. Among the earliest musical applications, Prusinkiewicz generated musical scores by tracing the shapes of the curves output by L-systems.

Since those prototypes, music modeling using L-systems has matured, ranging from note-level sequences all the way to chord progressions defined in neo-Riemannian space. Many variants have added musical diversity: for example, probabilistic grammars assign multiple rewriting options per symbol with associated probabilities, greatly increasing flexibility. Furthermore, Lourenço and Brand experimented with evolving L-system grammar rules using genetic methods. However, since these experiments omitted a fitness function — there was no target for the music to meet — the approach still counts as "unsupervised." That places it in noticeable contrast to evolved L-systems that are explicitly guided by goals (Section 10.3.1 of the source covers this under supervised composition).

Despite many contributions, L-systems as used in composition have mostly suffered from absence of a systematic evaluation standard. In 2012, Kaliakatsos-Papakostas and colleagues showed that some in-depth evaluations of rhythmic properties exposed considerable randomness in the material generated. This same research proposed the concept of finite L-systems (FL-systems) that were then able of generating rhythms across a markedly wider spectrum — from clear and predictable patterns to highly irregular and unstable timing.

Supervised Intelligent Composition

Whereas unsupervised methodologies flourish in generating music with no specific target to aim for, supervised approaches strive to compose music that satisfies some predetermined qualitative standards. Those standards are sometimes formally described as "target features." Parameters of some underlying model may be learned automatically, or the model may be generated from nothing, always under iterative guidance of the intelligent algorithm so that the actual production eventually meets needed characteristics. A very important benefit of supervised IMC systems compared to unsupervised ones is their capacity to compose music within prespecified style and emotional direction: the method of Manaris and colleagues (2007) could be cited here. But achieving guidance means there are external constraints upon composition novelty. This leads to three main design tasks for constructing them in such constrained form:

  1. Interpretation: decide a precise mapping from patterns or symbolic outputs to musically applicable events;
  2. Intelligent search: apply an optimization algorithm to efficiently move the internal combination of objects (essentially a search space) toward better solutions based on wanted features; and
  3. Feature selection: define the limited target sounds appropriately.

These three issues collectively affect the success of supervised methodology performance. The general hope is selecting descriptors as the environment. How loose versus overly tight they get is crucial: overly restrictive definitions can result just comfortable matches but cannot produce abundant creative variation. That big constraint explains why current emphasis has been on making those methodology-performance learning boundaries better, rather than extensively advancing intrinsic compositional features.

Supervised Composition with Genetic Algorithms

Automatic music composition is realized through a “model” built by a composer–programmer. This model may incorporate a set of parameters that define its compositional style and capabilities. Finding the right combination of these parameters is essential for the automatic creation of music that exhibits specific characteristics and high aesthetic value. Genetic algorithms (GAs) provide suitable values for these parameters, given a qualitative measure of what the output music should sound like. Consequently, the composer–programmer faces challenges not only in formulating a proper parametric model but also—equally importantly—in formalizing measurements that accurately describe the target musical style.

The GA is a class of algorithms inspired by natural evolution, iteratively producing better solutions to a problem. These algorithms belong to the broader category of “heuristics,” meaning they initially generate random solutions and produce new ones grouped into generations by using information only from the current generation and its candidate solutions. Specifically, candidate solutions within a generation are evolved using operators that resemble natural genetic phenomena (such as crossover and mutation) and a selection procedure that drives generations toward better solutions. A better solution means that the set of model parameters it describes yields a more satisfactory result according to a qualitative measure called the “fitness function.” Among the most popular genetic operators are crossover and mutation. Crossover combines parameters from two “parent” solutions to create two “children” solutions, while mutation randomly reassigns certain parameter values of a “parent” to produce a new child.

The progression from one generation of “parent” solutions to the next is finally achieved through a selection process that allows the better-fitted solutions among parents and children to form the new generation.

The key concept in GA is the precise and informative description of what constitutes a “better” solution. For supervised IMC, precise means correctly demarcating the target musical attributes that the automatically composed music should encompass. The term informative expresses the need to model the target musical attributes as “continuously” as possible, avoiding the hazard of creating nonsmooth and discretized error surfaces that are rich in local optima.

Among the first works on supervised composition using “objective” musical criteria for fitness evaluation was that of Papadopoulos and Wiggins (1998). They presented a system that composed jazz solos over a given chord progression. The solutions were the melodies themselves—specifically pitch-duration pairs—and after random initialization, GA with special “musically meaningful” genetic operators was applied, fostering new generations of candidate melodies. The evaluation of each candidate melody was based on eight evaluation indicators borrowed from music theory. Results were reported as promising; however, a thorough statistical examination was not conducted, as the authors themselves noted in the conclusion. A similar system was introduced by Özcan and Ercal (2008), who also provided a downloadable application called AMUSE. Their work used ten music features for fitness evaluation, and experimental results from a questionnaire-based study with 20 participants indicated that these features were linked to human preference to some extent. A fitness function based on music-theoretic criteria was also used for creating four-part melodies from scratch (Donnelly and Sheppard, 2011).

On the other hand, features unrelated to music theory have also been employed. These features relate to informatics and statistics, measuring aspects of melodic information capacity either through compressibility or through various music characteristics that translate into discrete probabilities. Alfonseca et al. (2007) used normalized compression distance (NCD) to enable a GA to compose pieces that resemble a certain style. The sum of NCDs between each candidate melody and a set of target pieces in a given style was computed; a melody with a smaller sum of NCDs obtained better fitness. Systems that genetically evolve CAs (Lo, 2012) and FL-systems (Kaliakatsos-Papakostas et al., 2012e) for music and rhythm composition have also been presented, where fitness is calculated using probability measures such as n-grams (Markov transition tables), Shannon information entropy (SIE), and compression rate.

Supervised Composition with Genetic Programming

Genetic programming (GP) operates under the same evolutionary principle as GA, evolving initially random possible solutions into better-fitted ones.

The difference between GP and GA lies in the problem’s formulation. In GA, the optimization process targets the model’s parameters, whereas GP allows optimization of the model itself. That is because populations of possible solutions consist of entire programs that form the model. These programs are made of short subprogram segments, hierarchically structured as trees. Genetic operators resemble those used in GA, but they act on tree branches rather than on string-like or numeric chromosomes. For example, the crossover operator exchanges subtrees of the parents’ trees, creating children with combined subprogram parts of their parents. Through a selection process similar to GA, new populations of candidate programs are created that are better or equally suited to the problem at hand.

Although GP offers a completely new perspective on problem formulation, fitness evaluation of these programs remains a critical issue. In Spector and Alpern (1994), a GP scheme that operated on an initial melody string by performing musical operations such as retrograde and transposition produced novel melodies. Their fitness incorporated measurements of how different certain tonal and rhythmic characteristics were between the initial and GP-created melodies. In an extension of this work (Spector and Alpern, 1995), an ANN was presented for automatic fitness assignment based on knowledge trained on target pieces. Some studies have addressed fitness evaluation by training machine learning tools on features derived from target pieces. For instance, Manaris et al. (2007) trained ANNs on features taken from sets of pieces belonging to a specific style. These features included the fractal dimension (FD) of musical attributes such as pitch, interval, and duration, along with measurements of local variability (higher-order derivatives and relative moving averages). The FD, obtainable from any music feature that can be expressed as a discrete probability density function (PDF), reveals information capacity by measuring the ratio of successively ranked probabilities. Self-organizing maps (Phon-Amnuaisuk et al., 2007) have also been trained on specified symbolic music features to serve as automatic fitness raters.

Interactive Intelligent Composition

Interactive evolution (IE) is a general class of algorithms that transform the problem of designing a proper fitness function into allowing the user to assign fitness evaluations based on taste or actions. In this section, we present IE algorithms in two subcategories: subjectively driven and performance driven evolution systems. Subjectively driven systems evolve their parameters (or the system itself) based on fitness evaluations provided directly by the user, either in a “select-the-best” fashion or through a rating procedure. The underlying evolutionary mechanisms remain intact,

except that fitness evaluation is performed by the user. In performance driven systems, conversely, interaction is not limited to a rate-and-evolve scheme. Instead, the user provides actions to the system; the system analyzes these actions and produces an appropriate musical response. This response, in most cases, influences the human’s actions, creating an interactive “dialogue” between the performer and the system.

Subjectively driven IE systems have the advantage of directly capturing human preference through user feedback, either by selection or rating. However, this approach demands extensive user effort—an individual would ideally have to rate thousands of musical excerpts to drive evolution to a compositional optimum. Moreover, as hearings and selections evolve, compositions “converge” to an optimum, becoming quite similar. Consequently, the user hears and rates irritatingly similar pieces. This, combined with the large number of required iterations, creates an effect common to IE called user fatigue. User fatigue prevents the user from focusing on the material under evaluation, leading to inconsistent ratings and misleading evolution toward suboptimal solutions.

Performance-driven interactive systems offer the advantage that human and automatic performers combine their compositional strengths in real time, producing music that is both structured and surprising. The human performer does not directly control the composition but can shape several aspects of the output by sending feedback through performance. The system acknowledges this feedback and responds with novelty and spontaneity, ideally inspiring the performer. Thus, the interactive dialogue integrates structured musical understanding from the human with the unpredictability of IMC. Although the rationale behind performance-driven systems is sound, their practical realization faces a key question: how does the system understand the human’s performance? Implementing such systems encounters the same problem discussed in Section 10.3, which is creating appropriate features that capture human performance without being over- or under-descriptive. Additionally, these systems must produce responses in real time, requiring intelligent algorithms that are as efficient as possible.

It is worth noting that in several works (Millen, 2005; Pestana, 2012, among others), the term “interactive” is used to describe human intervention in the composition process of underlying systems (CA and L-systems, respectively). This usage differs from the specifications adopted here. Nonetheless, we do not argue that this characterization is incorrect; however, it highlights our view that interaction is “intelligent” when it involves modifying the “intelligent mechanisms” of the system, not merely assigning parameters. This point was noted earlier by Blackwell (2007), who introduced the notion of “live algorithms” and described them as follows: “The idea that interaction involves state change rather than parameter selection is an important aspect in the design of live algorithms.”

Composing with Swarms

Swarm intelligence (SI) is a branch of computational intelligence concerned with the collective behavior that emerges in self-organizing societies of agents. SI was inspired by observing collective behavior in natural societies such as bird flocks and fish schools. The collective behavior of such ecosystems—and their artificial SI counterpart—is not encoded in the rules governing each isolated agent but emerges through interaction among multiple agents. Although various modifications have been proposed, the fundamental rules for music composition are based on the “boids” algorithm (Reynolds, 1987). These rules define each agent’s movement by adjusting its acceleration over short time intervals based on conditions it perceives in its environment. Specifically, the rules include the following guidelines:

  1. Shoaling: Move toward the center of mass of the agents you perceive.
  2. Collision avoidance: Move away from agents that are too close.
  3. Schooling: Align your velocity with the mean velocity of the agents you perceive.

To apply these rules, constants must be predetermined, such as the radius of perception (the distance at which an agent perceives objects) and the collision avoidance radius. These rules define each agent’s behavior, leading to the formation of organized groups called “swarms,” which exhibit collective behavior—combined intelligence as if they were a single organism.

Various aspects of these social characteristics have been incorporated into agents that produce music and sound output in combination with human interaction. Using the earlier terminology, such systems are performance driven, because agents receive feedback from the human user that determines some characteristics of their behavior or environment. A comprehensive review of methods that compose music at the symbolic level can be found in Blackwell (2007). In these systems, performance-driven interaction captures the human performance of an instrumentalist or vocalist, creating “attractors” in the space where agents move. Agents gather around these attractors, forming clusters, and spatial characteristics of these clusters are translated into MIDI information (including pitch, duration, intensity, polyphony, and motif attributes).

Similarly, computer–human interaction at the sound level has been achieved using swarms (Blackwell, 2008). The human performer’s audio input is analyzed, generating attractors in the swarm space that draw the agents. Granulation parameters

(pitch, amplitude, duration, gain distance, attack, and decay) are then defined by the agents’ positions in this space. An extension of this work, in which agent positions determine spatial sound localization, was presented by Wilson (2008). An alternative approach, where the human user is neither an instrumentalist nor a vocalist, was introduced by Jones (2008). In this system, users can create and destroy agents and deposit food in the agents’ space, representing a simplified form of interaction that does not require specialized musical performance skills.

Interactive Composition with GA and GP

Among the first works on IE was a simple rhythm rating scheme using GA evolution according to fitness provided by user ratings (Horowitz, 1994). Similarly, Johanson and Poli (1998) presented a system where initially random note sequences were rearranged using combinations of musical functions (such as play mirror, play twice, and shift down). Driven by subjective ratings, the combination of these functions evolved to produce better outcomes. Additionally, an ANN was trained on users’ positive responses and later used as an automatic fitness rater, allowing some individuals to be discarded before the user heard them—thereby reducing fatigue caused by hearing many poor melodies. This work was extended by Tokui (2000), who combined GA and GP: short individual melodies were treated as chromosomes evolved by GA, while functions determining their temporal arrangement were evolved by GP. Again, user ratings fed an ANN to identify low-rated individuals before presentation. More recent approaches incorporate evolution of multiple musical aspects (rhythm, tonality, style) based on separate human ratings for each (Fortier and Van Dyne, 2011; Moroni et al., 2000).

A GP scheme for subjectively driven evolution of sounds via sound synthesis techniques was employed by Putnam (1994). Waveforms were shaped by functions, which evolved according to user-provided fitness values. However, the class of functions used reportedly “produced little more than irritating noise and evolved (if at all) very slowly” (Putnam, 1994). In Kaliakatsos-Papakostas et al. (2012b), a GP scheme evolved a class of functions creating waveforms with pleasant and interesting sonic output (Heikkilä, 2011). This subjectively driven scheme successfully evolved sounds and melodies toward user preferences, allowing conclusions about possible aesthetic measures by comparing differences between unevolved and evolved outputs. This system was also used to examine depth-adaptive fitness indicators (Kaliakatsos-Papakostas et al., 2012a).

In that subjectively driven system, convergence to higher-rated individuals was faster for users who employed a modified version of standard GP crossover and mutation operators. These modifications constrained the tree depth on which operators acted, based on the user’s fitness—lower fitness allowed operators to act at lower depths, introducing greater variability.

The pioneering work of Biles (2002) yielded a hybrid performance-driven system called GenJam, which uses GA to generate musical responses for a human improviser, with the system rated for these responses. GenJam receives the music phrases a human improviser plays, treats them as chromosomes, and evolves them genetically to produce novel responses. The improviser rates these responses, and the system evolves them further toward better melodies. In an extension, GenJam uses an initial jazz phrase database, where a combination of these phrases fosters new generations after applying the crossover operator (Biles, 2001). This approach eliminates the “fitness bottleneck,” allowing GenJam to improvise autonomously without constant improviser ratings. A recent work (Weinberg et al., 2008) similarly enables autonomous improvisation in interactive composition systems.

Three submodules handled distinct musical dimensions: tone, rhythm, and intensity.

The tone generation submodule applies the differential evolution (DE) algorithm—a continuous variant of GAs whose operators exploit differences among candidate solutions—to set the parameters of a chaotic function. This allows the system to produce responses whose pitch class profile SIE matches that of the improviser’s phrases.

The rhythm submodule uses genetic evolution of the FL-systems discussed in Section 10.3.1, guided by the rhythm the improviser plays within a fixed-length sliding time window.

The intensity submodule captures the mean and standard deviation of the improviser’s loudness values and then generates intensities by drawing from a uniform random number distribution with those same statistical properties.

The overall system produces responses featuring multiple “intelligent instrumentalists,” each of which “hears” and “tunes in” to the human player’s style, creating an intelligent band capable of constraint-free improvisation.

10.5 Conclusions

This chapter offered a compact overview of diverse methodologies that fit within the broader concept of IMC. Alongside a brief discussion of what “intelligent” might mean in automatic music composition, it proposed a categorization of IMC approaches based not on the underlying computational mechanisms but on how the intelligent part of each methodology serves its compositional aims. The intelligent components employed bioinspired methods, either generating lifelike structures or borrowing concepts from nature—evolution and collective behavior being prime examples—to craft human-sounding compositions. The composer or programmer defines the compositional aims, which largely determine the degree of compositional autonomy afforded to the algorithm and the interactivity of the system’s output.

When the intelligent part composes without being steered by restrictions or targets, the result falls into the category of unsupervised intelligent composition. Introducing compositional constraints via target features derived from stylistic guidelines produces supervised intelligent composition; here the intelligent component drives the process toward a work that exhibits specific characteristics pulled from sets of example pieces or desired musical traits. The chapter also presented the category of intelligent interactive composition (an earlier term in the source means that the systems compose based on user input).

This category was further subdivided into adult-based and handicap-based (in the source: and –editing fixed). Evidence and the sense of the text is the intended division into selection-based and representation-based subcategories. The former relies entirely on user choices or ratings to steer evolution, while the latter decodes human input into musical information and constructs appropriate responses.

Many other outstanding methodologies fitting this classification could not be included here, as an enormous body of excellent work exists beyond the scope of this chapter. The authors aim to supply representative instances of state-of-the-art systems drawn from the most popular intelligent approaches. Another motivation behind this chapter is to foster a commonly accepted terminology and taxonomy for intelligent music methodologies, grounded in the driving force behind their creativity—whether nature-like complexity, target-oriented evolution, or human interaction. Such a classification could prove essential for the intelligent music research community and benefit researchers, musicians, and students alike. Researchers would quickly locate work relevant to their interests. Musicians could efficiently filter out systems outside their artistic purview without wading through heaps of unrelated material. And students could gain a clear picture of why each intelligent methodology came about and how its underlying intelligent methods operate, making the path to expertise both faster and more creative.