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Beyond Similarity: Teaching a Jukebox to Choose Its Next Move

A technical look at pressures, move types, candidate evidence, path planning, and inspectable decisions.

A useful jukebox cannot choose every next track by asking which song is most similar to the one playing. Exact similarity can preserve continuity, but it can also trap a session in a narrow pocket. A good sequence needs to know when to hold a groove, build energy, cool down, explore, bridge toward a request, make an intentional pivot, or recover after a poor transition.

MixMan models those competing needs as pressures. Recent repetition can raise novelty or fatigue pressure; an explicit target can raise request pressure; skips and manual overrides can raise recovery pressure; large musical jumps can raise transition-risk pressure. The policy layer converts that state into possible move types such as anchor, step, drift, build, cooldown, bridge, pivot, surprise, or recover.

After choosing the kind of move, the system asks lower-level recommenders for candidates. Vector, hybrid, color, semantic, consensus, and Queen Mary feature signals can contribute different evidence. Candidate scoring then considers the selected move, target progress, recent history, transition safety, and available feature quality. Multi-step path planning can represent a requested song as a destination to approach coherently rather than a command to jump there immediately.

The policy console makes this reasoning inspectable. It exposes the current intent, strongest pressures, candidate scores, transition risk, target movement, and reason codes, while outcomes such as queue, play, rejection, skip, or override can be recorded for later evaluation. The interesting product is therefore not an opaque “AI DJ,” but a musical decision system whose choices can be observed, challenged, and improved.

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