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Breach simulation startup AttackIQ raises $44M to fuel expansion

AttackIQ, a cybersecurity startup that provides organizations with breach and attack simulation solutions, has raised $44 million in Series C funding as it looks to ramp up its international expansion.

The funding round was led by Atlantic Bridge, Saudi Aramco Energy Ventures (SAEV) and Gaingels, with existing vendors — including Index Ventures, Khosla Ventures, Salesforce Ventures and Telstra Ventures — also participating. The round brings the company’s total funding raised to date to $79 million. 

AttackIQ was founded in 2013 and is based out of San Diego, California. It provides an automated validation platform that runs scenarios to detect any gaps in a company’s defenses, enabling organizations to test and measure the effectiveness of their security posture and receive guidance on how to fix what’s broken. Broadly, AttackIQ’s platform helps an organization’s security teams anticipate, prepare and hunt for threats that may impact their business, before hackers get there first.

Its Security Optimization Platform platform, which supports Windows, Linux and macOS across public, private and on-premises cloud environments, is based on the MITRE ATT&CK framework, a curated knowledge base of known adversary threats, tactics and techniques. This is used by a number of cybersecurity companies also building continuous validation services, including FireEye, Palo Alto Networks and Cymulate.

AttackIQ says this latest round of funding, which comes more than two years after its last, arrives at a “dynamic time” for the company. Not only has cybersecurity become more of a priority for organizations as a result of a major uptick in both ransomware and supply-chain attacks, the company also recently accelerated its international expansion efforts through a partnership with technology distributor Westcon.

The startup says it’s planning to use these new funds to further expand internationally through its newfound partnership with Atlantic Bridge, which will also see Kevin Dillon, the company’s co-founder and managing director, join the AttackIQ board of directors. 

“AttackIQ has established itself as a category leader with a formidable enterprise customer base that includes four of the Fortune 20,” said Dillon. “We believe deeply in the company’s vision and potential to become the next billion-dollar cybersecurity software company and look forward to helping the company turn early traction in Europe and the Middle East into robust, long-term expansion.”

Brett Galloway, CEO of AttackIQ, said the round “reaffirms the strength” of its platform.

As well as enabling organizations to review the robustness of their security defenses, the startup also runs the AttackIQ Academy, which provides free entry-level and advanced cybersecurity training. It has accumulated 17,200 registered students to date across 176 countries.

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Singularity 6 raises $30M to fund upcoming fantasy ‘community simulation’ MMO

LA-based game studio Singularity 6 has banked more funding as it scales itself up and readies for the launch of its debut title.

The startup tells TechCrunch they’ve raised $30 million in a Series B bout of funding led by FunPlus Ventures with additional participation from Andreessen Horowitz (a16z), LVP, Transcend, Anthos Capital and Mitch Lasky. The studio has now disclosed some $49 million in funding, a sizable sum, but one that showcases how much investors are looking to rally around gaming platform plays in the wake of Roblox’s monster IPO.

In 2019, Singularity 6 raised a $16.5 million Series A led by Andreessen Horowitz. At the time, the studio was mum on details about its upcoming debut title, but we’ve learned more about it since.

The title, Palia, is a community simulation game that seems to be more focused on Animal Crossing-like community mechanics in an MMO environment, rather than endless battles. Last month, the studio showcased a launch trailer of the title which hinted at a good deal of the gameplay. Palia looks to be a medieval Zelda-like environment where users can move between towns in an open world environment while farming and collecting resources to build structures in a shared world.

The company has said in marketing materials that the title is “designed to create community, friendships and a real sense of belonging.” In a statement, a16z partner Jonathan Lai called the upcoming title, “warm and dynamic.”

There are still quite a bit of unanswered questions about the title, which is currently taking sign-ups on its website to be alerted to pre-alpha access. We do know that plenty of VCs are betting millions on the prospect that this multiplayer title could be big.

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Microsoft debuts Azure Space to cater to the space industry, partners with SpaceX for Starlink data center broadband

Microsoft is taking its Azure cloud computing platform to the final frontier — space. It now has a dedicated business unit called Azure Space for that purpose, made up of industry heavyweights and engineers who are focused on space-sector services, including simulation of space missions, gathering and interpreting satellite data to provide insights and providing global satellite networking capabilities through new and expanded partnerships.

One of Microsoft’s new partners for Azure Space is SpaceX, the progenitor and major current player in the so-called “New Space” industry. SpaceX will be providing Microsoft with access to its Starlink low-latency satellite-based broadband network for Microsoft’s new Azure Modular Datacenter (MDC) — essentially an on-demand container-based data center unit that can be deployed in remote locations, either to operate on their own or boost local capabilities.

Image Credits: Microsoft

The MDC is a contained unit, and can operate off-grid using its own satellite network connectivity add-on. It’s similar in concept to the company’s work on underwater data centres, but keeping it on the ground obviously opens up more opportunities in terms of locating it where people need it, rather than having to be proximate to an ocean or sea.

The other big part of this announcement focuses on space preparedness via simulation. Microsoft revealed the Azure Orbital Emulator today, which provides in a computer emulated environment the ability to test satellite constellation operations in simulation, using both software and hardware. It’s basically aiming to provide as close to in-space conditions as are possible on the ground in order to get everything ready for coordinating large, interconnected constellations of automated satellites in low Earth orbit, an increasing need as more defense agencies and private companies pursue this approach versus the legacy method of relying on one, two or just a few large geosynchronous spacecraft.

Image Credits: Microsoft

Microsoft says the goal with the Orbital Emulator is to train AI for use on orbital spacecraft before those spacecraft are actually launched — from the early development phase, right up to working with production hardware on the ground before it takes its trip to space. That’s definitely a big potential competitive advantage, because it should help companies spot even more potential problems early on while they’re still relatively easy to fix (not the case on orbit).

This emulated environment for on-orbit mission prep is already in use by Azure Government customers, the company notes. It’s also looking for more partners across government and industry for space-related services, including communication, national security, satellite services including observation and telemetry and more.

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Meet the startup that helped Microsoft build the world of Flight Simulator

Microsoft’s new Flight Simulator is a technological marvel that sets a new standard for the genre. But to recreate a world that feels real and alive and contains billions of buildings all in the right spots, Microsoft and Asobo Studios relied on the work of multiple partners.

One of those is the small Austrian startup Blackshark.ai from Graz that, with a team of only about 50 people, recreated every city and town around the world with the help of AI and massive computing resources in the cloud.

Ahead of the launch of the new Flight Simulator, we sat down with Blackshark co-founder and CEO Michael Putz to talk about working with Microsoft and the company’s broader vision.

Image Credits: Microsoft

Blackshark is actually a spin-off of game studio Bongfish, the maker of World of Tanks: Frontline, Motocross Madness and the Stoked snowboarding game series. As Putz told me, it was actually Stoked that set the company on the way to what would become Blackshark.

“One of the first games we did in 2007 was a snowboarding game called Stoked and S Stoked Bigger Edition, which was one of the first games having a full 360-degree mountain where you could use a helicopter to fly around and drop out, land everywhere and go down,” he explained. “The mountain itself was procedurally constructed and described — and also the placement of obstacles of vegetation, of other snowboarders and small animals had been done procedurally. Then we went more into the racing, shooting, driving genre, but we still had this idea of positional placement and descriptions in the back of our minds.”

Bongfish returned to this idea when it worked on World of Tanks, simply because of how time-consuming it is to build such a huge map where every rock is placed by hand.

Based on this experience, Bongfish started building an in-house AI team. That team used a number of machine-learning techniques to build a system that could learn from how designers build maps and then, at some point, build its own AI-created maps. The team actually ended up using this for some of its projects before Microsoft came into the picture.

“By random chance, I met someone from Microsoft who was looking for a studio to help them out on the new Flight Simulator. The core idea of the new Flight Simulator simulator was to use Bing Maps as a playing field, as a map, as a background,” Putz explained.

But Bing Maps’ photogrammetry data only yielded exact 1:1 replicas of 400 cities — for the vast majority of the planet, though, that data doesn’t exist. Microsoft and Asobo Studios needed a system for building the rest.

This is where Blackshark comes in. For Flight Simulator, the studio reconstructed 1.5 billion buildings from 2D satellite images.

Now, while Putz says he met the Microsoft team by chance, there’s a bit more to this. Back in the day, there was a Bing Maps team in Graz, which developed the first cameras and 3D versions of Bing Maps. And while Google Maps won the market, Bing Maps actually beat Google with its 3D maps. Microsoft then launched a research center in Graz and when that closed, Amazon and others came in to snap up the local talent.

“So it was easy for us to fill positions like a PhD in rooftop reconstruction,” Putz said. “I didn’t even know this existed, but this was exactly what we needed — and we found two of them.

“It’s easy to see why reconstructing a 3D building from a 2D map would be hard. Even figuring out a building’s exact outline isn’t easy.

Image Credits: Blackshark.ai

“What we do basically in Flight Simulator is we look at areas, 2D areas and then finding out footprints of buildings, which is actually a computer vision task,” said Putz. “But if a building is obstructed by a shadow of a tree, we actually need machine learning because then it’s not clear anymore what is part of the building and what is not because of the overlap of the shadow — but then machine learning completes the remaining part of the building. That’s a super simple example.”

While Blackshark was able to rely on some other data, too, including photos, sensor data and existing map data, it has to make a determination about the height of the building and some of its characteristics based on very little information.

The obvious next problem is figuring out the height of a building. If there is existing GIS data, then that problem is easy to solve, but for most areas of the world, that data simply doesn’t exist or isn’t readily available. For those areas, the team takes the 2D image and looks for hints in the image, like shadows. To determine the height of a building based on a shadow, you need the time of day, though, and the Bing Maps images aren’t actually timestamped. For other use cases the company is working on, Blackshark has that and that makes things a lot easier. And that’s where machine learning comes in again.

Image Credits: Blackshark.ai

“Machine learning takes a slightly different road,” noted Putz. “It also looks at the shadow, we think — because it’s a black box, we don’t really know what it’s doing. But also, if you look at a flat rooftop, like a skyscraper versus a shopping mall. Both have mostly flat rooftops, but the rooftop furniture is different on a skyscraper than on a shopping mall. This helps the AI to learn when you label it the right way.”

And then, if the system knows that the average height of a shopping mall in a given area is usually three floors, it can work with that.

One thing Blackshark is very open about is that its system will make mistakes — and if you buy Flight Simulator, you will see that there are obvious mistakes in how some of the buildings are placed. Indeed, Putz told me that he believes one of the hardest challenges in the project was to convince the company’s development partners and Microsoft to let them use this approach.

“You’re talking 1.5 billion buildings. At these numbers, you cannot do traditional Q&A anymore. And the traditional finger-pointing in like a level of Halo or something where you say ‘this pixel is not good, fix it,’ does not really work if you develop on a statistical basis like you do with AI. So it might be that 20% of the buildings are off — and it actually is the case I guess in the Flight Simulator — but there’s no other way to tackle this challenge because outsourcing to hand-model 1.5 billion buildings is, just from a logistical level and also budget level, not doable.”

Over time, that system will also improve, and because Microsoft streams a lot of the data to the game from Azure, users will surely see changes over time.

Image Credits: Blackshark.ai

Labeling, though, is still something the team has to do simply to train the model, and that’s actually an area where Blackshark has made a lot of progress, though Putz wouldn’t say too much about it because it’s part of the company’s secret sauce and one of the main reasons why it can do all of this with just about 50 people.

“Data labels had not been a priority for our partners,” he said. “And so we used our own live labeling to basically label the entire planet by two or three guys […] It puts a very powerful tool and user interface in the hands of the data analysts. And basically, if the data analyst wants to detect a ship, he tells the learning algorithm what the ship is and then he gets immediate output of detected ships in a sample image.”

From there, the analyst can then train the algorithm to get even better at detecting a specific object like a ship, in this example, or a mall in Flight Simulator. Other geospatial analysis companies tend to focus on specific niches, Putz also noted, while the company’s tools are agnostic to the type of content being analyzed.

Image Credits: Blackshark.ai

And that’s where Blackshark’s bigger vision comes in. Because while the company is now getting acclaim for its work with Microsoft, Blackshark also works with other companies around reconstructing city scenes for autonomous driving simulations, for example.

“Our bigger vision is a near-real-time digital twin of our planet, particularly the planet’s surface, which opens up a trillion use cases where traditional photogrammetry like a Google Earth or what Apple Maps is doing is not helping because those are just simplified for photos clued on simple geometrical structures. For this we have our cycle where we have been extracting intelligence from aerial data, which might be 2D images, but it also could be 3Dpoint counts, which are already doing another project. And then we are visualizing the semantics.”

Those semantics, which describe the building in very precise detail, have one major advantage over photogrammetry: Shadow and light information is essentially baked into the images, making it hard to relight a scene realistically. Since Blackshark knows everything about that building it is constructing, it can then also place windows and lights in those buildings, which creates the surprisingly realistic night scenes in Flight Simulator.

Point clouds, which aren’t being used in Flight Simulator, are another area Blackshark is focusing on right now. Point clouds are very hard to read for humans, especially once you get very close. Blackshark uses its AI systems to analyze point clouds to find out how many stories a building has.

“The whole company was founded on the idea that we need to have a huge advantage in technology in order to get there, and especially coming from video games, where huge productions like in Assassin’s Creed or GTA are now hitting capacity limits by having thousands of people working on it, which is very hard to scale, very hard to manage over continents and into a timely delivered product. For us, it was clear that there need to be more automated or semi-automated steps in order to do that.”

And though Blackshark found its start in the gaming field — and while it is working on this with Microsoft and Asobo Studios — it’s actually not focused on gaming but instead on things like autonomous driving and geographical analysis. Putz noted that another good example for this is Unreal Engine, which started as a game engine and is now everywhere.

“For me, having been in the games industry for a long time, it’s so encouraging to see, because when you develop games, you know how groundbreaking the technology is compared to other industries,” said Putz. “And when you look at simulators, from military simulators or industrial simulators, they always kind of look like shit compared to what we have in driving games. And the time has come that the game technologies are spreading out of the game stack and helping all those other industries. I think Blackshark is one of those examples for making this possible.”

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Microsoft’s Flight Simulator 2020 will launch on August 18

After a series of closed alpha tests, Microsoft’s Xbox Game Studios and Asobo Studio today announced that the next-gen Microsoft Flight Simulator 2020 will launch on August 18. Pre-orders are now live and FS 2020 will come in three editions, standard ($59.99), deluxe ($89.99) and premium deluxe ($119.99), with the more expensive versions featuring more planes and handcrafted international airports.

The last part may come as a bit of a surprise, given that Microsoft and Asobo are using assets from Bing Maps and some AI magic on Azure to essentially recreate the Earth — and all of its airports — in Flight Simulator 2020. Still, the team must have spent some extra time on making some of these larger airports especially realistic and today, if you were to buy even one of these larger airports as an add-on for Flight Simulator X or X-Plane, you’d easily be spending $30 or more.

The default edition features 20 planes and 30 hand-modeled airports, while the deluxe edition bumps that up to 25 planes and 35 airports and the high-end version comes with 30 planes and 40 airports.

Among those airports not modeled in all their glorious detail in the default edition (they are still available there, by the way — just without some of the extra detail) are the likes of Amsterdam Schiphol, Chicago O’Hare, Denver, Frankfurt, Heathrow and San Francisco.

The same holds true for planes, with the 787 only available in the deluxe package, for example. Still, based on what Asobo has shown in its regular updates so far, even the 20 planes in the standard edition have been modeled in far more detail than in previous versions, and maybe even beyond what some add-ons provide today.

Image Credits: Microsoft

Because a lot of what Microsoft and Adobo are doing here involves using cloud technology to, for example, stream some of the more detailed scenery to your computer on demand, chances are we’ll see regular content updates for these various editions as well, though the details here aren’t yet clear.

“Your fleet of planes and detailed airports from whatever edition you choose are all available on launch day as well as access to the ongoing content updates that will continually evolve and expand the flight simulation platform,” is what Microsoft has to say about this for the time being.

Chances are we will get more details in the coming weeks, as Flight Simulator 2020 is about to enter its closed beta phase.

Image Credits: Microsoft

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Microsoft launches Project Bonsai, its new machine teaching service for building autonomous systems

At its Build developer conference, Microsoft today announced that Project Bonsai, its new machine teaching service, is now in public preview.

If that name sounds familiar, it’s probably because you remember that Microsoft acquired Bonsai, a company that focuses on machine teaching, back in 2018. Bonsai combined simulation tools with different machine learning techniques to build a general-purpose deep reinforcement learning platform, with a focus on industrial control systems.

It’s maybe no surprise then that Project Bonsai, too, has a similar focus on helping businesses teach and manage their autonomous machines. “With Project Bonsai, subject-matter experts can add state-of-the-art intelligence to their most dynamic physical systems and processes without needing a background in AI,” the company notes in its press materials.

“The public preview of Project Bonsai builds on top of the Bonsai acquisition and the autonomous systems private preview announcements made at Build and Ignite of last year,” a Microsoft spokesperson told me.

Interestingly, Microsoft notes that project Bonsai is only the first block of a larger vision to help its customers build these autonomous systems. The company also stresses the advantages of machine teaching over other machine learning approaches, especially the fact that it’s less of a black box approach than other methods, which makes it easier for developers and engineers to debug systems that don’t work as expected.

In addition to Bonsai, Microsoft also today announced Project Moab, an open-source balancing robot that is meant to help engineers and developers learn the basics of how to build a real-world control system. The idea here is to teach the robot to keep a ball balanced on top of a platform that is held by three arms.

Potential users will be able to either 3D-print the robot themselves or buy one when it goes on sale later this year. There is also a simulation, developed by MathWorks, that developers can try out immediately.

“You can very quickly take it into areas where doing it in traditional ways would not be easy, such as balancing an egg instead,” said Mark Hammond, Microsoft general manager for Autonomous Systems. “The point of the Project Moab system is to provide that playground where engineers tackling various problems can learn how to use the tooling and simulation models. Once they understand the concepts, they can apply it to their novel use case.”

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Helm.ai raises $13M on its unsupervised learning approach to driverless car AI

Four years ago, mathematician Vlad Voroninski saw an opportunity to remove some of the bottlenecks in the development of autonomous vehicle technology thanks to breakthroughs in deep learning.

Now, Helm.ai, the startup he co-founded in 2016 with Tudor Achim, is coming out of stealth with an announcement that it has raised $13 million in a seed round that includes investment from A.Capital Ventures, Amplo, Binnacle Partners, Sound Ventures, Fontinalis Partners and SV Angel. More than a dozen angel investors also participated, including Berggruen Holdings founder Nicolas Berggruen, Quora co-founders Charlie Cheever and Adam D’Angelo, professional NBA player Kevin Durant, Gen. David Petraeus, Matician co-founder and CEO Navneet Dalal, Quiet Capital managing partner Lee Linden and Robinhood co-founder Vladimir Tenev, among others.

Helm.ai will put the $13 million in seed funding toward advanced engineering and R&D and hiring more employees, as well as locking in and fulfilling deals with customers.

Helm.ai is focused solely on the software. It isn’t building the compute platform or sensors that are also required in a self-driving vehicle. Instead, it is agnostic to those variables. In the most basic terms, Helm.ai is creating software that tries to understand sensor data as well as a human would, in order to be able to drive, Voroninski said.

That aim doesn’t sound different from other companies. It’s Helm.ai’s approach to software that is noteworthy. Autonomous vehicle developers often rely on a combination of simulation and on-road testing, along with reams of data sets that have been annotated by humans, to train and improve the so-called “brain” of the self-driving vehicle.

Helm.ai says it has developed software that can skip those steps, which expedites the timeline and reduces costs. The startup uses an unsupervised learning approach to develop software that can train neural networks without the need for large-scale fleet data, simulation or annotation.

“There’s this very long tail end and an endless sea of corner cases to go through when developing AI software for autonomous vehicles, Voroninski explained. “What really matters is the unit of efficiency of how much does it cost to solve any given corner case, and how quickly can you do it? And so that’s the part that we really innovated on.”

Voroninski first became interested in autonomous driving at UCLA, where he learned about the technology from his undergrad adviser who had participated in the DARPA Grand Challenge, a driverless car competition in the U.S. funded by the Defense Advanced Research Projects Agency. And while Voroninski turned his attention to applied mathematics for the next decade — earning a PhD in math at UC Berkeley and then joining the faculty in the MIT mathematics department — he knew he’d eventually come back to autonomous vehicles. 

By 2016, Voroninski said breakthroughs in deep learning created opportunities to jump in. Voroninski left MIT and Sift Security, a cybersecurity startup later acquired by Netskope, to start Helm.ai with Achim in November 2016.

“We identified some key challenges that we felt like weren’t being addressed with the traditional approaches,” Voroninski said. “We built some prototypes early on that made us believe that we can actually take this all the way.”

Helm.ai is still a small team of about 15 people. Its business aim is to license its software for two use cases — Level 2 (and a newer term called Level 2+) advanced driver assistance systems found in passenger vehicles and Level 4 autonomous vehicle fleets.

Helm.ai does have customers, some of which have gone beyond the pilot phase, Voroninski said, adding that he couldn’t name them.

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This bathroom cleaning robot is trained in VR to clean up after you

You’ve no doubt heard about the three Ds of automation. Somatic’s robot handily qualifies for two. I’d say “dangerous” is probably a bit of a stretch here, but the robot is well-focused on replacing a job that’s generally regarded as both “dirty” and “dull.”

The startup, which is ostensibly based in the New York area (it’s a small, geographically dispersed team in search of a more permanent home) effectively came out of stealth onstage at TC Sessions: Robotics + AI at UC Berkeley. Its first product is a large, commercial restroom cleaning robot.

CEO Michael Levy compares the device to a “minifridge with a robot arm attached to the front.” Levy, who co-founded the company with CTO Eugene Zasoba, says he was inspired to develop a robot for bathroom cleaning after years spent working his way up at his grandfather’s restaurant.

“When I grew up, I did a bunch of jobs. He said, if you want to get to the register, you have start in the bathroom,” he explains. “The reason bathrooms are such a good application, because everything is bolted down to the floor. Things move in a predictable way. All commercial bathrooms built after 1994 are ADA compliant. What’s good for robotics is that lays a specific design.”

The static nature of most commercial restrooms means that robots only have to train on a space once. The team does the work remotely now, using a VR simulation of the bathroom to show the robot where to spray and wipe chemicals, vacuum and blow-dry. It’s an activity the team affectionately refers to as “the worst video game, ever.” Once all of that is in place, the robot uses a variety of sensors, including lidar, to navigate around.

The robot will clean a restroom, then go to recharge and refill chemicals as needed. It should get around eight hours of cleaning done in a day and can even open doors and ride the elevator to get around buildings, according to Levy.

Prime targets include airports, casinos, office spaces and other spots with large commercial restrooms. The robot will be leased out for around $1,000 a month, after a trial phase. Somatic already has a handful of customers, including a FAANG company, whose offices are already being cleaned by the robot.

The first model was created with help from $50,000 in bootstrapped funds, to which Somatic has added $300,000, including $150,000 from SOSV.

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How Microsoft is trying to become more innovative

Microsoft Research is a globally distributed playground for people interested in solving fundamental science problems.

These projects often focus on machine learning and artificial intelligence, and since Microsoft is on a mission to infuse all of its products with more AI smarts, it’s no surprise that it’s also seeking ways to integrate Microsoft Research’s innovations into the rest of the company.

Across the board, the company is trying to find ways to become more innovative, especially around its work in AI, and it’s putting processes in place to do so. Microsoft is unusually open about this process, too, and actually made it somewhat of a focus this week at Ignite, a yearly conference that typically focuses more on technical IT management topics.

At Ignite, Microsoft will for the first time present these projects externally at a dedicated keynote. That feels similar to what Google used to do with its ATAP group at its I/O events and is obviously meant to showcase the cutting-edge innovation that happens inside of Microsoft (outside of making Excel smarter).

To manage its AI innovation efforts, Microsoft created the Microsoft AI group led by VP Mitra Azizirad, who’s tasked with establishing thought leadership in this space internally and externally, and helping the company itself innovate faster (Microsoft’s AI for Good projects also fall under this group’s purview). I sat down with Azizirad to get a better idea of what her team is doing and how she approaches getting companies to innovate around AI and bring research projects out of the lab.

“We began to put together a narrative for the company of what it really means to be in an AI-driven world and what we look at from a differentiated perspective,” Azizirad said. “What we’ve done in this area is something that has resonated and landed well. And now we’re including AI, but we’re expanding beyond it to other paradigm shifts like human-machine interaction, future of computing and digital responsibility, as more than just a set of principles and practices but an area of innovation in and of itself.”

Currently, Microsoft is doing a very good job at talking and thinking about horizon one opportunities, as well as horizon three projects that are still years out, she said. “Horizon two, we need to get better at, and that’s what we’re doing.”

It’s worth stressing that Microsoft AI, which launched about two years ago, marks the first time there’s a business, marketing and product management team associated with Microsoft Research, so the team does get a lot of insights into upcoming technologies. Just in the last couple of years, Microsoft has published more than 6,000 research papers on AI, some of which clearly have a future in the company’s products.

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QC Ware Forge will give developers access to quantum hardware and simulators across vendors

Quantum computing is almost ready for prime time, and, according to most experts, now is the time to start learning how to best develop for this new and less than intuitive technology. With multiple vendors like D-Wave, Google, IBM, Microsoft and Rigetti offering commercial and open-source hardware solutions, simulators and other tools, there’s already a lot of fragmentation in this business. QC Ware, which is launching its Forge cloud platform into beta today, wants to become the go-to middleman for accessing the quantum computing hardware and simulators of these vendors.

Forge, which like the rest of QC Ware’s efforts is aimed at enterprise users, will give developers the ability to run their algorithms on a variety of hardware platforms and simulators. The company argues that developers won’t need to have any previous expertise in quantum computing, though having a bit of background surely isn’t going to hurt. From Forge’s user interface, developers will be able to run algorithms for binary optimization, chemistry simulation and machine learning.

Screen Shot 2019 09 19 at 2.16.37 PM

“Practical quantum advantage will occur. Most experts agree that it’s a matter of ‘when’ not ‘if.’ The way to pull that horizon closer is by having the user community fully engaged in quantum computing application discovery. The objective of Forge is to allow those users to access the full range of quantum computing resources through a single platform,” said Matt Johnson, CEO, QC Ware. “To assist our customers in that exploration, we are spending all of our cycles working on ways to squeeze as much power as possible out of near-term quantum computers, and to bake those methods into Forge.”

Currently, QC Ware Forge offers access to hardware from D-Wave, as well as open-source simulators running on Google’s and IBM’s clouds, with plans to support a wider variety of platforms in the near future.

Initially, QC Ware also told me that it offered direct access to IBM’s hardware, but that’s not yet the case. “We currently have the integration complete and actively utilized by QC Ware developers and quantum experts,”  QC Ware’s head of business development Yianni Gamvros told me. “However, we are still working with IBM to put an agreement in place in order for our end-users to directly access IBM hardware. We expect that to be available in our next major release. For users, this makes it easier for them to deal with the churn. We expect different hardware vendors will lead at different times and that will keep changing every six months. And for our quantum computing hardware vendors, they have a channel partner they can sell through.”

Users who sign up for the beta will receive 30 days of access to the platform and one minute of actual Quantum Computing Time to evaluate the platform.

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