Abstract:As LLMs are increasingly used as judges in code applications, they should be evaluated in realistic interactive settings that capture partial context and ambiguous intent. We present TRACE (Tool for Rubric Analysis in Code Evaluation), a framework that evaluates LLM judges' ability to predict human preferences and automatically extracts rubric items to reveal systematic biases in how humans and models weigh each item. Across three modalities -- chat-based programming, IDE autocompletion, and instructed code editing -- we use TRACE to measure how well LLM judges align with developer preferences. Among 13 different models, the best judges underperform human annotators by 12-23%. TRACE identifies 35 significant sources of misalignment between humans and judges across interaction modalities, the majority of which correspond to existing software engineering code quality criteria. For example, in chat-based coding, judges are biased towards longer code explanations while humans prefer shorter ones. We find significant misalignment on the majority of existing code quality dimensions, showing alignment gaps between LLM judges and human preference in realistic coding applications.
Abstract:Autoregressive "language" models (LMs) trained on raw waveforms can be repurposed for lossless audio compression, but prior work is limited to 8-bit audio, leaving open whether such approaches work for practical settings (16/24-bit) and can compete with existing codecs. We benchmark LM-based compression on full-fidelity audio across diverse domains (music, speech, bioacoustics), sampling rates (16kHz-48kHz), and bit depths (8, 16, 24-bit). Standard sample-level tokenization becomes intractable at higher bit depths due to vocabulary size (65K for 16-bit; 16.7M for 24-bit). We propose Trilobyte, a byte-level tokenization schema for full resolution audio, improving vocabulary scaling from $O(2^{b})$ to $O(1)$ and enabling the first tractable 24-bit LM-based lossless compression. While LMs consistently outperform FLAC and yield state-of-the-art compression at 8-bit and 16-bit, we observe that compression gains become more modest as bit depth increases beyond 8-bit.
Abstract:Despite rapid progress on coding agents, progress on their multimodal counterparts has lagged behind. A key challenge is the scarcity of evaluation testbeds that combine the complexity of software development with the need for deep multimodal understanding. Game development provides such a testbed as agents must navigate large, dense codebases while manipulating intrinsically multimodal assets such as shaders, sprites, and animations within a visual game scene. We present GameDevBench, the first benchmark for evaluating agents on game development tasks. GameDevBench consists of 132 tasks derived from web and video tutorials. Tasks require significant multimodal understanding and are complex -- the average solution requires over three times the amount of lines of code and file changes compared to prior software development benchmarks. Agents still struggle with game development, with the best agent solving only 54.5% of tasks. We find a strong correlation between perceived task difficulty and multimodal complexity, with success rates dropping from 46.9% on gameplay-oriented tasks to 31.6% on 2D graphics tasks. To improve multimodal capability, we introduce two simple image and video-based feedback mechanisms for agents. Despite their simplicity, these methods consistently improve performance, with the largest change being an increase in Claude Sonnet 4.5's performance from 33.3% to 47.7%. We release GameDevBench publicly to support further research into agentic game development.
Abstract:Music captioning, or the task of generating a natural language description of music, is useful for both music understanding and controllable music generation. Training captioning models, however, typically requires high-quality music caption data which is scarce compared to metadata (e.g., genre, mood, etc.). As a result, it is common to use large language models (LLMs) to synthesize captions from metadata to generate training data for captioning models, though this process imposes a fixed stylization and entangles factual information with natural language style. As a more direct approach, we propose metadata-based captioning. We train a metadata prediction model to infer detailed music metadata from audio and then convert it into expressive captions via pre-trained LLMs at inference time. Compared to a strong end-to-end baseline trained on LLM-generated captions derived from metadata, our method: (1) achieves comparable performance in less training time over end-to-end captioners, (2) offers flexibility to easily change stylization post-training, enabling output captions to be tailored to specific stylistic and quality requirements, and (3) can be prompted with audio and partial metadata to enable powerful metadata imputation or in-filling--a common task for organizing music data.




Abstract:Video-to-audio generation (V2A) is of increasing importance in domains such as film post-production, AR/VR, and sound design, particularly for the creation of Foley sound effects synchronized with on-screen actions. Foley requires generating audio that is both semantically aligned with visible events and temporally aligned with their timing. Yet, there is a mismatch between evaluation and downstream applications due to the absence of a benchmark tailored to Foley-style scenarios. We find that 74% of videos from past evaluation datasets have poor audio-visual correspondence. Moreover, they are dominated by speech and music, domains that lie outside the use case for Foley. To address this gap, we introduce FoleyBench, the first large-scale benchmark explicitly designed for Foley-style V2A evaluation. FoleyBench contains 5,000 (video, ground-truth audio, text caption) triplets, each featuring visible sound sources with audio causally tied to on-screen events. The dataset is built using an automated, scalable pipeline applied to in-the-wild internet videos from YouTube-based and Vimeo-based sources. Compared to past datasets, we show that videos from FoleyBench have stronger coverage of sound categories from a taxonomy specifically designed for Foley sound. Each clip is further labeled with metadata capturing source complexity, UCS/AudioSet category, and video length, enabling fine-grained analysis of model performance and failure modes. We benchmark several state-of-the-art V2A models, evaluating them on audio quality, audio-video alignment, temporal synchronization, and audio-text consistency. Samples are available at: https://gclef-cmu.org/foleybench
Abstract:We introduce a new class of generative models for music called live music models that produce a continuous stream of music in real-time with synchronized user control. We release Magenta RealTime, an open-weights live music model that can be steered using text or audio prompts to control acoustic style. On automatic metrics of music quality, Magenta RealTime outperforms other open-weights music generation models, despite using fewer parameters and offering first-of-its-kind live generation capabilities. We also release Lyria RealTime, an API-based model with extended controls, offering access to our most powerful model with wide prompt coverage. These models demonstrate a new paradigm for AI-assisted music creation that emphasizes human-in-the-loop interaction for live music performance.
Abstract:We present Music Arena, an open platform for scalable human preference evaluation of text-to-music (TTM) models. Soliciting human preferences via listening studies is the gold standard for evaluation in TTM, but these studies are expensive to conduct and difficult to compare, as study protocols may differ across systems. Moreover, human preferences might help researchers align their TTM systems or improve automatic evaluation metrics, but an open and renewable source of preferences does not currently exist. We aim to fill these gaps by offering *live* evaluation for TTM. In Music Arena, real-world users input text prompts of their choosing and compare outputs from two TTM systems, and their preferences are used to compile a leaderboard. While Music Arena follows recent evaluation trends in other AI domains, we also design it with key features tailored to music: an LLM-based routing system to navigate the heterogeneous type signatures of TTM systems, and the collection of *detailed* preferences including listening data and natural language feedback. We also propose a rolling data release policy with user privacy guarantees, providing a renewable source of preference data and increasing platform transparency. Through its standardized evaluation protocol, transparent data access policies, and music-specific features, Music Arena not only addresses key challenges in the TTM ecosystem but also demonstrates how live evaluation can be thoughtfully adapted to unique characteristics of specific AI domains. Music Arena is available at: https://music-arena.org
Abstract:Jamming requires coordination, anticipation, and collaborative creativity between musicians. Current generative models of music produce expressive output but are not able to generate in an \emph{online} manner, meaning simultaneously with other musicians (human or otherwise). We propose ReaLchords, an online generative model for improvising chord accompaniment to user melody. We start with an online model pretrained by maximum likelihood, and use reinforcement learning to finetune the model for online use. The finetuning objective leverages both a novel reward model that provides feedback on both harmonic and temporal coherency between melody and chord, and a divergence term that implements a novel type of distillation from a teacher model that can see the future melody. Through quantitative experiments and listening tests, we demonstrate that the resulting model adapts well to unfamiliar input and produce fitting accompaniment. ReaLchords opens the door to live jamming, as well as simultaneous co-creation in other modalities.
Abstract:Music exists in various modalities, such as score images, symbolic scores, MIDI, and audio. Translations between each modality are established as core tasks of music information retrieval, such as automatic music transcription (audio-to-MIDI) and optical music recognition (score image to symbolic score). However, most past work on multimodal translation trains specialized models on individual translation tasks. In this paper, we propose a unified approach, where we train a general-purpose model on many translation tasks simultaneously. Two key factors make this unified approach viable: a new large-scale dataset and the tokenization of each modality. Firstly, we propose a new dataset that consists of more than 1,300 hours of paired audio-score image data collected from YouTube videos, which is an order of magnitude larger than any existing music modal translation datasets. Secondly, our unified tokenization framework discretizes score images, audio, MIDI, and MusicXML into a sequence of tokens, enabling a single encoder-decoder Transformer to tackle multiple cross-modal translation as one coherent sequence-to-sequence task. Experimental results confirm that our unified multitask model improves upon single-task baselines in several key areas, notably reducing the symbol error rate for optical music recognition from 24.58% to a state-of-the-art 13.67%, while similarly substantial improvements are observed across the other translation tasks. Notably, our approach achieves the first successful score-image-conditioned audio generation, marking a significant breakthrough in cross-modal music generation.
Abstract:Despite significant recent advances in generative acoustic text-to-music (TTM) modeling, robust evaluation of these models lags behind, relying in particular on the popular Fr\'echet Audio Distance (FAD). In this work, we rigorously study the design space of reference-based divergence metrics for evaluating TTM models through (1) designing four synthetic meta-evaluations to measure sensitivity to particular musical desiderata, and (2) collecting and evaluating on MusicPrefs, the first open-source dataset of human preferences for TTM systems. We find that not only is the standard FAD setup inconsistent on both synthetic and human preference data, but that nearly all existing metrics fail to effectively capture desiderata, and are only weakly correlated with human perception. We propose a new metric, the MAUVE Audio Divergence (MAD), computed on representations from a self-supervised audio embedding model. We find that this metric effectively captures diverse musical desiderata (average rank correlation 0.84 for MAD vs. 0.49 for FAD and also correlates more strongly with MusicPrefs (0.62 vs. 0.14).