The 非线性 媒介 of 算機/计算机 gaming can lead a player down an enormous 数 of pathways to an enormous 数 of resolutions From the standpoint of 樂/乐 作曲 this 中项 that a single 作品 may resolve in one of an enormous 数 of ways Event-driven 樂/乐 engines or 自适应 為耳/音频 engines allow 樂/乐 to change along with game state changes Event-driven 樂/乐 isn't composed for 线性 回放 instead it's written in such a way as to allow a certain 樂/乐 序 范围(排列) in size from one 音符 to 几个 minutes of 樂/乐 to transition into one or more other 樂/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 樂/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 底/基于 upon this 用户 回授(反馈) 自适应 樂/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 group of users

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