A fail-in-place approach for sustainable server operations

A fail-in-place approach for sustainable server operations

This research paper was presented at the 17th USENIX Symposium on Operating Systems Design and Implementation (OSDI), a premier forum for discussing the design, implementation, and implications of systems software.

Cloud platforms aim to provide a seamless user experience, alleviating the challenge and complexity of managing physical servers in datacenters. Hardware failures are one such challenge, as individual server components can fail independently, and while failures affecting individual customers are rare, cloud platforms encounter a substantial volume of server failures. Currently, when a single component in a server fails, the entire server needs to be serviced by a technician. This all-or-nothing operating model is increasingly becoming a hindrance to achieving cloud sustainability goals.

Finding a sustainable server repair solution

A sustainable cloud platform should be water-positive and carbon-negative. Water consumption in datacenters primarily arises from the need for cooling, and liquid cooling has emerged as a potential solution for waterless cooling. Paradoxically, liquid cooling also increases the complexity and time required to repair servers. Therefore, reducing the demand for repairs becomes essential to achieving water-positive status.

To become carbon-negative, Microsoft has been procuring renewable energy for its datacenters since 2016. Currently, Azure’s carbon emissions largely arise during server manufacturing, as indicated in Microsoft’s carbon emission report. Extending the lifetime of servers, which Microsoft has recently done to a minimum of six years, is a key strategy to reduce server-related carbon emissions. However, longer server lifetimes highlight the importance of server repairs, which not only contribute significantly to costs but also to carbon emissions. Moreover, sourcing replacement components can sometimes pose challenges. Consequently, finding ways to minimize the need for repairs becomes crucial.

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Reducing server repairs by 60% with Hyrax

To support Microsoft sustainability goals, our paper, “Hyrax: Fail-in-Place Server Operation in Cloud,” proposes that cloud platforms adopt a fail-in-place paradigm where servers with faulty components continue to host virtual machines (VMs) without the need for immediate repairs. With this approach, cloud platforms could significantly reduce repair requirements, decreasing costs and carbon emissions at the same time. However, implementing fail-in-place in practice poses several challenges.

First, we want to ensure graceful degradation, where faulty components are identified and deactivated in a controlled manner. Second, deactivating common components like dual in-line memory modules (DIMMs) can significantly impact server performance due to reduced memory interleaving. It is crucial to prevent VM customers from experiencing loss in performance resulting from these deactivations. Finally, the cloud platform must be capable of using the capacity of servers with deactivated components, necessitating algorithmic changes in VM scheduling and structural adjustments in the cloud control plane.

To address these challenges, our paper introduces Hyrax, the first implementation of fail-in-place for cloud compute servers. Through a multi-year study of component failures across five server generations, we found that existing servers possess sufficient redundancy to overcome the most common types of server component failures. We propose effective mechanisms for component deactivation that can mitigate a wide range of possibilities, including issues like corroded connectors or chip failures. Additionally, Hyrax introduces a degraded server state and scheduling optimizations to the production control plane, enabling effective utilization of servers with deactivated components, as illustrated in Figure 1.

Figure 1. Two images that show server states, with arrows indicating transitions between them. The top image shows server states for an all-or-nothing operation. The bottom image shows Hyrax. Compared with the all-or-nothing operation, the Hyrax proposal adds another online server state and two additional steps in the offline state transitions.
Figure 1. Compared with an all-or-nothing operation, Hyrax adds an additional online server state and two additional steps in the offline state transitions.

Our results demonstrate that Hyrax achieves a 60 percent reduction in repair demand without compromising datacenter capacity, as shown in Figure 2. This reduction in repairs leads to a 5 percent decrease in embodied carbon emissions over a typical six-year deployment period, as fewer replacement components are needed. In a subsequent study, we show that Hyrax enables servers to run for 30 percent longer, resulting in a proportional reduction in embodied carbon. We also demonstrate that Hyrax does not impact VM performance.

Figure 2. This line graph plots repair frequency on the x-axis and datacenter capacity on the y-axis. The line on the upper-left shows that Hyrax has a 60-percent lower repair frequency at the same datacenter capacity as AoN, shown on the top right.
Figure 2. Hyrax effectively reduces the need for repairs across multiples configuration points without compromising datacenter capacity.

Deactivating memory modules without impacting performance

One of Hyrax’s key technical challenges is the need to deactivate components at the firmware level, as software-based deactivations prove to be insufficient. This requirement requires addressing previously unexplored performance implications.

A good example is the deactivation of a memory module, specifically a DIMM. To understand DIMM deactivation, it is important to consider how CPUs access memory, which is usually hidden from software. This occurs at the granularity of a cache line, which is 64 bytes and resides on a single DIMM. Larger data is divided into cache lines and distributed among all DIMMs connected to a CPU in a round-robin fashion. This interleaving mechanism ensures that while one DIMM is handling cache line N, another DIMM serves cache line N+1. From a software standpoint, memory is typically presented as a uniform address space that encompasses all cache lines across all the DIMMs attached to the CPU. Accessing any portion of this address space is equally fast in terms of memory bandwidth. Figure 3 shows an example of a server with six memory channels populated with two 32-GB DIMMs each. From the software perspective, the entire 384 GB of address space appears indistinguishable and offers a consistent 120 GB/sec bandwidth.

However, deactivating a DIMM causes the interleaving policy to reconfigure in unexpected ways. Figure 3 demonstrates this scenario, where the second DIMM on channel B (B2) has been identified as faulty and subsequently deactivated. Consequently, three different parts of the address space exhibit different characteristics: 120 GB/sec (six-way interleaving), 80 GB/sec (four-way interleaving), and 20 GB/sec (one-way interleaving). These performance differences are invisible to software and naively scheduling VMs on such a server can lead to variable performance, a suboptimal outcome.

Figure 3. Two images that show active DIMMs and the associated memory bandwidth. The top image shows a healthy server, which offers 120 GB/sec of bandwidth throughout the entire address space. The bottom image shows a degraded server with the second DIMM on channel B deactivated. This address space has three regions, with 120 GB/sec, 80 GB/sec, and 20 GB/sec.
Figure 3. A healthy server (top) offers the same memory bandwidth throughout its address space. A server that is degraded due to the deactivation of the second DIMM on channel B (bottom), offers three different bandwidths regions. Hyrax effectively manages this bandwidth heterogeneity.

Hyrax enables cloud platforms to work around this issue by scheduling VMs on only the parts of the address space that offer sufficient performance for that VM’s requirements. Our paper discusses how this works in more detail.

Implications and looking forward

Hyrax is the first fail-in-place system for cloud computing servers, paving the way for future improvements. One potential enhancement involves reconsidering the approach to memory regions with 20 GB/sec memory bandwidth. Instead of using them only for small VMs, we could potentially allocate these regions to accommodate large data structures, such as by adding buffers for input-output devices that require more than 20 GB/sec of bandwidth.

Failing-in-place offers significant flexibility when it comes to repairs. For example, instead of conducting daily repair trips to individual servers scattered throughout a datacenter, we are exploring the concept of batching repairs, where technicians would visit a row of server racks once every few weeks to address issues across multiple servers simultaneously. By doing so, we can save valuable time and resources while creating new research avenues for optimizing repair schedules that intelligently balance capacity loss and repair efforts.

Achieving sustainability goals demands collective efforts across society. In this context, we introduce fail-in-place as a research direction for both datacenter hardware and software systems, directly tied to water and carbon efficiency. Beyond refining the fail-in-place concept itself and exploring new server designs, this new paradigm also opens up new pathways for improving maintenance processes using an environmentally friendly approach.

The post A fail-in-place approach for sustainable server operations appeared first on Microsoft Research.

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Microsoft at ICML 2023: Discoveries and advancements in machine learning

Microsoft at ICML 2023: Discoveries and advancements in machine learning

Machine learning’s rapid emergence and pervasive impact has revolutionized industries and societies across the globe. Its ability to extract insights, recognize patterns, and make intelligent predictions from vast amounts of data has paved the way for a new era of progress. From traffic and weather prediction to speech pattern recognition and advanced medical diagnostics, machine learning has been shattering the boundaries of possibility, inviting us to explore new frontiers of innovation.

The International Conference on Machine Learning (ICML 2023) serves as a global platform where researchers, academics, and industry professionals gather to share their pioneering work and advancements in the field of machine learning. As a supporter of machine learning research, Microsoft takes an active role in ICML, not only as a sponsor but also as a significant research contributor.

The breadth of contributions from Microsoft researchers and their collaborators at ICML reflects the various and diverse possibilities for applying machine learning.

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Here are some of the highlights:

Oral sessions

BEATs: Audio Pre-Training with Acoustic Tokenizers

Sanyuan Chen, Yu Wu, Chengyi Wang, Shujie Liu, Daniel Tompkins, Zhuo Chen, and Furu Wei explore the growth of self-supervised learning (SSL) across language, vision, speech, and audio domains. They propose an iterative framework, BEATs, which combines acoustic tokenizers and audio SSL models and promotes semantic-rich discrete label prediction, facilitating the abstraction of high-level audio semantics. Experimental results demonstrate BEATs’ effectiveness, achieving state-of-the-art performance on various audio classification benchmarks, including AudioSet-2M and ESC-50.

Representation Learning with Multi-Step Inverse Kinematics: An Efficient and Optimal Approach to Rich-Observation RL

Zakaria Mhammedi, Dylan Foster, and Alexander Rakhlin introduce MusIK, a computationally efficient algorithm for sample-efficient reinforcement learning with complex observations. MusIK overcomes limitations of existing methods by achieving rate-optimal sample complexity and minimal statistical assumptions. It combines systematic exploration with multi-step inverse kinematics to predict the learner’s future actions based on current observations.

Using Large Language Models to Simulate Multiple Humans and Replicate Human Subject Studies 

Gati Aher, Rosa Arriaga, and Adam Tauman Kalai present the Turing Experiment (TE), a novel approach for evaluating how well language models can simulate different aspects of human behavior. Unlike the traditional Turing Test, a TE requires representative samples of participants from human subject research. The methodology enables the replication of well-established findings in economic, psycholinguistic, and social psychology experiments, such as the Ultimatum Game, Garden Path Sentences, Milgram Shock Experiment, and Wisdom of Crowds. Results demonstrate successful replication in the first three TEs, while uncovering a “hyper-accuracy distortion” in some language models during the last TE.

Other paper highlights

Bayesian Estimation of Differential Privacy

Differentially private stochastic gradient descent (SGD) algorithms provide formal privacy guarantees for training ML models, offering better protection against practical attacks. Researchers estimate protection levels using ε confidence intervals from membership inference attacks, but obtaining actionable intervals requires training an impractically large number of models. Santiago Zanella-Béguelin, Lukas Wutschitz, Shruti Tople, Ahmed Salem, Victor Ruehle, Andrew Paverd, Mohammad Naseri, Boris Köpf, and Daniel Jones propose a novel, more efficient Bayesian approach that brings privacy estimates within reach of practitioners. It reduces sample size by computing a posterior for ε from the joint posterior of the false positive and false negative rates of membership inference attacks. This approach also implements an end-to-end system for privacy estimation that integrates our approach and state-of-the-art membership inference attacks and evaluates it on text and vision classification tasks.

Magneto: A Foundation Transformer

Model architectures across language, vision, speech, and multimodal are converging. Despite being called “transformers,” these areas use different implementations for better performance. Hongyu Wang, Shuming Ma, Shaohan Huang, Li Dong, Wenhui Wang, Zhiliang Peng, Yu Wu, Payal Bajaj, Saksham Singhal, Alon Benhaim, Barun Patra, Zhun Liu, Vishrav Chaudhary, Xia Song, and Furu Wei call for developing a foundation transformer for true general-purpose modeling to serve as a go-to architecture for various tasks and modalities with guaranteed training stability. This work introduces Magneto, a transformer variant, to meet that goal. The authors propose Sub-LayerNorm for good expressivity and the initialization strategy theoretically derived from DeepNet for stable scaling up. Extensive experiments demonstrate its superior performance and better stability than de facto transformer variants designed for various applications, including language modeling, machine translation, vision pretraining, speech recognition, and multimodal pretraining.

NeuralStagger: Accelerating Physics-Constrained Neural PDE Solver with Spatial-Temporal Decomposition

Neural networks accelerate partial differential equation (PDE) solutions but need physics constraints for generalization and to reduce reliance on data. Ensuring accuracy and stability requires resolving smallest scaled physics, increasing computational costs due to large inputs, outputs, and networks. Xinquan Huang, Wenlei Shi, Qi Meng, Yue Wang, Xiaotian Gao, Jia Zhang, and Tie-Yan Liu propose an acceleration methodology, NeuralStagger, which spatially and temporally decomposes the original learning tasks into several coarser-resolution subtasks. They define a coarse-resolution neural solver for each subtask, requiring fewer computational resources, and jointly train them with a physics-constrained loss. The solution is achieved quickly thanks to perfect parallelism, while trained solvers provide the flexibility to simulate at various resolutions.  

Streaming Active Learning with Deep Neural Networks

Active learning is perhaps most naturally posed as an online learning problem. However, prior active learning approaches with deep neural networks assume offline access to the entire dataset ahead of time. Akanksha Saran, Safoora Yousefi, Akshay Krishnamurthy, John Langford, and Jordan Ash propose VeSSAL, a new algorithm for batch active learning with deep neural networks in streaming settings, which samples groups of points to query for labels at the moment they are encountered. The approach trades off between the uncertainty and diversity of queried samples to match a desired query rate without requiring any hand-tuned hyperparameters. This paper expands the applicability of deep neural networks to realistic active learning scenarios, such as applications relevant to HCI and large fractured datasets.

For the complete list of accepted publications by Microsoft researchers, please see the publications list on Microsoft at ICML 2023.

The post Microsoft at ICML 2023: Discoveries and advancements in machine learning appeared first on Microsoft Research.

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Collaborators: Gaming AI with Haiyan Zhang

Collaborators: Gaming AI with Haiyan Zhang

black and white photos of Haiyan Zhang, General Manager of Gaming AI at Microsoft Gaming, next to the Microsoft Research Podcast

Episode 143 | July 20, 2023

Transforming research ideas into meaningful impact is no small feat. It often requires the knowledge and experience of individuals from across disciplines and institutions. Collaborators, a new Microsoft Research Podcast series, explores the relationships—both expected and unexpected—behind the projects, products, and services being pursued and delivered by researchers at Microsoft and the diverse range of people they’re teaming up with.

In the world of gaming, Haiyan Zhang has situated herself where research meets real-world challenges, helping to bring product teams and researchers together to elevate the player experience with the latest AI advances even before the job became official with the creation of her current role, General Manager of Gaming AI. In this episode, she talks with host Dr. Gretchen Huizinga about the variety of expertise needed to avoid the discomfort experienced by players when they encounter a humanlike character displaying inhuman behavior, the potential for generative AI to make gaming better for both players and creators, and the games she grew up playing and what she plays now.

Transcript

[TEASER] [MUSIC PLAYS UNDER DIALOGUE]

HAIYAN ZHANG: And as animation rendering improves, we have the ability to get to a wholly life-like character. So how do we get there? You know, we’re working with animators. We want to bring in neuroscientists, game developers, user researchers. There’s a lot of great work happening across the games industry in machine learning research, looking at things like motion matching, helping to create different kinds of animations that are more human-like. And it is this bringing together of artistry and technology development that’s going to get us there. 

GRETCHEN HUIZINGA: You’re listening to Collaborators, a Microsoft Research Podcast showcasing the range of expertise that goes into transforming mind-blowing ideas into world-changing technologies. I’m Dr. Gretchen Huizinga.

[MUSIC ENDS]


I’m delighted to be back in the booth today with Haiyan Zhang. When we last talked, Haiyan was Director of Innovation at Microsoft Research Cambridge in the UK and Technical Advisor to Lab Director Chris Bishop. In 2020, she moved across the pond and into the role of Chief of Staff for Microsoft Gaming. Now she’s the General Manager of Gaming AI at Xbox, and I normally say, let’s meet our collaborators right now, but today, we’ll be exploring several aspects of collaboration with a woman who has collaborating in her DNA. Welcome back, Haiyan! 

ZHANG: Hi, Gretchen. It’s so good to be here. Thank you for having me on the show.

HUIZINGA: Listen, I left out a lot of things that you did before your research work in the UK, and I want you to talk about that in a minute, but first, help us understand your new role as GM of Gaming AI. What does that mean, and what do you do?

ZHANG: Right. Uh, so I started this role about a year ago, last summer, actually. And those familiar with Xbox will know that Xbox has been shipping AI for over a decade and in deep collaborations with Microsoft Research, with technologies like TrueSkill and TrueMatch, uh, that came out of the Cambridge lab in the UK. So we have a rich history of transferring machine learning research into applied product launch, and I think more recently, we know that AI is experiencing this step change in its capabilities, what it can empower people to do. And as we looked across all the various teams in Xbox working on machine learning models, looking at these new foundation models, this role was really to say, hey, let’s bring everybody together. Let’s bring it together and figure out what’s our strategy moving forward? Are there new connections for collaboration that we can form across teams from the platform services team to the game development teams? Are there new avenues that we should be exploring with AI to really accelerate how we make games and how we deliver those great game experiences to our players? So my role is really, let’s bring together that strategy for Xbox AI and then to look at new innovations, new incubation, that my team is spearheading, uh, in new areas for game development and our gaming platform.

HUIZINGA: Fascinating. Are you the first person to have this role? I mean, has there been a Gaming AI person before you?

ZHANG: Did you … did you get that from [LAUGHS] what I just … yeah, did you get that hint from what I just said?

HUIZINGA: Right!

ZHANG: The role didn’t exist before I came into the role last summer. And sometimes, you know, when you step into a role that didn’t exist before, a part of that is just to define what the role is by looking at what the organization needs. So you are totally right. This is a completely new role, and it is very timely because we are at that intersection where AI is really transformational. I mean, we’ve seen machine learning gain traction with deep learning, uh, being applied in many more areas, and now with foundation models, with these large language models, we’re just going to see this completely new set of capabilities emerge through technology that we want to be ready for in Xbox.

HUIZINGA: You know, I’m going to say a phrase I hate myself for saying, but I want to double click on that for a minute. [LAUGHS] Um, AI for a decade or more in Xbox … how much did the new advances in large learning models and the GPT phenom help and influence what you’re doing?

ZHANG: Well, so interestingly, Gretchen, I, I’ve actually been secretly doing this role for several years before they’ve made it official. So back in Cambridge in the UK, with Microsoft Research, uh, I was working with our various AI teams that were working within gaming. So you might have talked before to Katja Hofmann’s team working on reinforcement learning.

HUIZINGA: Absolutely.

ZHANG: The team working on Bayesian inference with TrueSkill and TrueMatch. So I was helping the whole lab think about, hey, how do we take these research topics, how do we apply them into gaming? Coming across the pond from the UK to Redmond, meeting with different folks such as Phil Spencer, the CEO of Microsoft Gaming, the leadership team of Xbox and really trying to champion, how do we get more, infuse more, AI into the Xbox ecosystem? Every year, I would work with colleagues in Xbox, and we would run an internal gaming and AI conference where we bring together the best minds of Microsoft Research and the product teams to really kind of meet in the middle and talk about, hey, here are some research topics; here are some product challenges. So I think for the last five or six years, I’ve, I’ve been vying for this role to be created. And finally, it happened!

HUIZINGA: Sort of you personify the role anyway, Haiyan. Was that conference kind of a hackathon kind of thing, or was it more formal and, um, bring minds together and … academic wise?

ZHANG: Right. We saw a space for both. That there needed to be more of a translation layer between, hey, here are some real product challenges we face in Xbox, both in terms of how we make the games and then how we build the networking platform that players join to access the games. So here are some real-world problems we face. And then to bring that together with, hey, here are some research topics that people might not have thought about applied to gaming. In recent times, we’ve looked at topics like imitation learning. You know, imitation learning can be applied to a number of different areas, but to apply that into video games, to say, hey, how can we take real player data and be able to try to develop AI agents that can play, uh, in the style of those human players, personalized for human players? You know, this is where I think the exciting work happens between problems in the real world and, uh, researchers that are looking at bigger research topics and are looking for those real-world problems.

HUIZINGA: Right. To kind of match them together. Well, speaking of all the things you’ve done, um, you’ve had sort of a Where in the World is Carmen Sandiego? kind of career path, um, everything from software engineering and user experience to hardware R&D, design thinking, blue-sky envisioning. Some of that you’ve just referred to in that spectrum of, you know, real-world problems and research topics. But now you’re doing gaming. So talk a little bit about the why and how of your technology trek, personally. How have the things you did before informed what you’re doing now? Sort of broad thinking.

ZHANG: Thanks, Gretchen. You know, I’ve been very lucky to work across a number of roles that I’ve had deep passion for and, you know, very lucky to work with amazing colleagues, both inside of Microsoft and outside of Microsoft, so it’s definitely not something by plan, so it’s more that just following my own passions has led me down this path, for better or for worse. [LAUGHTER] Um, so I mean, my career starts in software engineering. So I worked in, uh, Windows application development, looking at data warehousing, developing software for biomedical applications, and I think there was a point where, you know, I, I really loved software architecture and writing code, and I, I wanted to get to the why and the what of what we build that would then lead to how we build it. So I wanted to get to a discipline where I could contribute to why and what we build.

HUIZINGA: Yeah.

ZHANG: And that led me on a journey to really focus in on user experience and design, to say, hey, why do we build things? Why do we build a piece of software? Why do we build a tool? It’s really to aid people in whatever tasks that they’re doing. And so that user experience, that why, is, is going to be so important. Um, and so I went off and did a master’s in design in Italy and then pursued this intersection of user research, user experience, and technology.

HUIZINGA: A master’s degree in Italy … That just sounds idyllic. [LAUGHS] So as you see those things building and following your passions and now you’re here, do you find that it has informed the way you see things in your current role, and, and how might that play out? Maybe even one example of how you see something you did before just found its way into, hey, this is what’s happening now; that, that fits, that connects.

ZHANG: You know, I think in this role and also being a team leader and helping to empower a team of technologists and designers to do their best work in this innovation space, it’s kind of tough. You know, it … sometimes I find it’s really difficult to wear many hats at the same time. So when I’m looking at a problem – and although I have experience in writing software, doing user research, doing user experience design – it’s really hard to bring all of those things together into a singular conversation. So I’m either looking at a problem purely through the coding, purely through the technology development, or purely through the user research. So I haven’t, I haven’t actually figured out a way to integrate all of those things. So when I was in the UK, when I was more working with a smaller team and, uh, really driving the innovation on my own, it was probably easier to, uh, to bring everything together, but then I’m only making singular things. So, for example, you know, in the UK, I developed a watch that helped a young woman called Emma to overcome some of the tremor symptoms she has from her Parkinson’s disease, and I developed some software that helped a young woman – her name is Aman – who had memory loss, and the software helped her be able to listen to her classes – she was in high school – to listen to her classes, record notes, be able to reflect back on her notes. So innovation really comes in many forms: at the individual level, at the group level, at the society level. And I find it just really valuable to gain experience across a spectrum of design and technology, and in order to really make change at scale, I think the work is really, hey, how do we empower a whole team? How do we empower a whole village to work on this together? And that is a, a very unique skill set that I’m still on a journey to really grasp and, and, and learn together with all my colleagues.

HUIZINGA: Yeah. Well, let’s talk about gaming more specifically now and what’s going on in your world, and I’ll, I’ll start by saying that much of our public experience with AI began with games, where we’d see headlines like “AI Beats the World Chess Champion” or the World Go Champion or even, um, video games like Ms. Pac-Man. So in a sense, we’ve been conditioned to see AI as something sort of adversarial, and you’ve even said that, that it’s been a conceptual envisioning of it. But do you see a change in focus on the horizon, where we might see AI as less adversary and more collaborator, and what factors might facilitate that shift?

ZHANG: I think we could have a whole conversation about all the different aspects of popular culture that has made artificial intelligence exciting and personified. So I can think of movies like WarGames or Short Circuit, just like really fun explorations into what might happen if a computer program gained some expanded intelligence. So, yes, we are … I think we are primed, and I think this speaks to some core of the human psyche that we love toying with these ideas of these personalities that we don’t totally understand. I mean, I think the same applies for alien movies. You know, we have an alien and it is completely foreign! It has an intelligence that we don’t understand. And sometimes we do project that these foreign personalities might be dangerous in some way. I also think that machine learning/AI research comes in leaps and bounds by being able to define state-of-the-art benchmarks that everyone rallies around and is either trying to replicate or beat. So the establishment of human performance benchmarks, that we take a model and we say this model can perform this much better than the human benchmark, um, is a way for us to measure the progress of these models. So I think the establishment of these benchmarks has been really important to progress AI research. Now we see these foundation models being able to be generalized across many different tasks and performing well at many different tasks, and we are entering this phase where we transition from making the technology to building the tools. So the technology was all about benchmarks: how do we just get the technology there to do the thing that we need it to do? To now, how do we now mold the technology into tools that actually assist us in our daily lives? And I think this is where we see more HCI researchers, more designers, bringing their perspectives into the tool building, and we will see this transition from beating human benchmarks to assistive tools – copilots – that are going to aid us in work and in play.

HUIZINGA: Yeah. Well, you have a rich history with gaming, both personally and professionally. Let me just ask, when did you start being a gamer?

ZHANG: Oh my goodness. Yeah, I actually prefer the term “player” because I feel like “gamer” has a lot of baggage in popular culture …

HUIZINGA: I like that. It’s probably true. When did you start gaming?

ZHANG: I have very fond memories of playing Minesweeper on my dad’s university PC. And so it really started very early on for me. It’s funny. So I was an only child, so I spent a lot of time on my own. [LAUGHS]

HUIZINGA: I have one!

ZHANG: And one of the first hobbies I picked up was, uh, programing on our home PC, programing in BASIC.

HUIZINGA: Right …

ZHANG: And, you know, it’s very … it’s a simple language. I think I was about 11 or 12, and I think the first programs that I wrote were trying to replicate music or trying to be simple games, because that’s a way for, you know, me as a kid, to see some exciting things happening on the screen.

HUIZINGA: Right …

ZHANG: Um,so I’d say that that was when I was trying to make games with BASIC on a PC and also just playing these early games like Decathlon or King’s Quest. So I’ve always loved gaming. I probably have more affinity to, you know, games of my, my childhood. But yeah, so started very early on, um, and then probably progressed I’d say I probably played a little too much Minecraft in university with some like many sleepless nights. That was probably not good. Um, and then I think has transitioned into mobile games like Candy Crush, just like quick sessions on a commute or something. And that’s why I prefer the term “player” because there’s, there’s billions of people in the world who play games, and I don’t think they think of themselves as gamers.

HUIZINGA: Right.

ZHANG: But you know, if you’re playing Solitaire, Candy Crush, you are playing video games.

HUIZINGA: Well, that was a preface to the, to the second part of the question, which is something you said that really piqued my interest. That video games are an interactive art form expressed through human creativity. But let’s get back to this gaming AI thing and, and talk a little bit about how you see creativity being augmented with AI as a collaborative tool. What’s up in that world?

ZHANG: Right. Yeah, I, I, I really fundamentally believe that, you know, video games are an experience. They’re a way for players to enter a whole new world, to have new experiences, to meet people in all walks of life and cultures that they’ve not met before; either they are fictional characters or other players in different parts of the world. So being able to help game creators express their creativity through technology is fundamental to what we do at Xbox. With AI, there’s this just incredible potential for that assistance in creativity to be expanded and accelerated. For example, you know, in 1950, Claude Shannon, who was the inventor of information theory, wrote a paper about computer chess. And this is a seminal paper where he outlined what a modern computer chess program could be – before there were really wide proliferation of computers – and in it, he talked about that there were innate advantages that humans had that a computer program could never achieve. Things like, humans have imagination; humans have flexibility and adaptability. Humans can learn on the fly. And I think in the last seven decades, we’ve now seen that AI is exhibiting potential for imagination and flexibility. And imagination is something that generative AI is starting to demonstrate to us, but purely in terms of being able to express something that we ask of it. So I think everybody has this experience of, hey, I’d really like to create this. I’d really like to express this. But I can’t draw. [LAUGHTER] I want to take that photo, but why do my photos look so bad? Your camera is so much better than mine! And giving voice to that creativity is, I think, the strength of generative AI. So developing these tools that aid that creativity will be key to bringing along the next generation of game creators.

HUIZINGA: So do you think we’re going to find ourselves in a place where we can accept a machine as a collaborator? I mean, I know that this is a theme, even in Microsoft Research, where we look at it as augmenting, not replacing, and collaborating, you know, not canceling. But there’s a shift for me in thinking of tools as collaborators. Do you feel like there’s a bridge that needs to be crossed for people to accept collaboration, or do they … or do you feel like it just is so much cooler what we can do with this tool that we’re all going to discover this is a great thing?

ZHANG: I think, in many ways, we already use tools as collaborators, uh, whether that’s a hammer, whether that’s Microsoft Word. I mean, I love the spell-check feature! Oh, geez! Um, so we already use tools to help us do our work ­– to make us work faster, type faster, um, check our grammar, check our spelling. This is the next step change in that these tools, the collaboration is going to be more complex, more sophisticated. I am somebody that welcomes that because I have so much work and need to get it done. At the same time, I really advocate for us, as a society, as our community, to have an open dialogue about it.

HUIZINGA: Yeah.

ZHANG: Because we should be talking about, what is it to be human, and how do we want to frame our work and our values moving forward given these new assistive tools? You know, when we talk about art, the assistance provided by generative AI will allow us to express, through words, what we want and then to have those words appear as an image on the page, and I think this will really challenge the art world to push artists beyond perhaps what we think of art today to new heights.

HUIZINGA: Yeah. Yeah. There’s a whole host of questions and issues and, um, concerns even that we’re going to face. And I think it may be a, like you say, a step change in even how we conceptualize what art … I mean, even now, Instagram filters, I mean, or Photoshop or any of the things that you could say, well, that’s not really the photo you took. But, um, well, listen, we’ve lived for a long time in an age of what I would call specialization or expertise, and we, we’ve embraced that, you know, talk to the experts, appeal to the experts. But the current zeitgeist in research is multidisciplinary, bringing many voices into the conversation. And even in video games, it’s multiplayer, multimodal. So talk for a minute about the importance of the prefix “multi” now and how more voices are better for collaborative innovation.

ZHANG: So I want to start with the word “culture,” because I fundamentally believe that when we have a team building an experience for our users and players, that team should reflect the diversity of those users and players, whether that’s diversity in terms of different abilities, in terms of cultural background. Teams that build these new experiences need to be inclusive, need to have many, many voices. So I want to start the “multi” discussion there, and I encourage every team building products to think about that diversity and to move to recruit towards diversity. Then, let’s talk about the technology: multi-modality. So games are a very rich medium. They combine 3D, 2D, behaviors, interactions, music, sounds, dialogue. And it’s only when these different modalities come together and converge and, and work in perfect synchronicity that you get that amazing immersive experience. And we’ve seen foundation models do great things with text, do amazing things with 2D, some 3D now we’re seeing, and this is what I’m trying to push, that we need that multi-modality in generative AI, and multi-modality in terms of bringing these different mediums together. Multi-disciplinary, you know, what I find interesting is that, um, foundation models, LLMs like GPT, are at the height of democratized technology. Writing natural language as a prompt to generate something is probably the simplest form of programing.

HUIZINGA: Oh interesting.

ZHANG: It does not get simpler than I literally write what I want, and the thing appears.

HUIZINGA: Wow.

ZHANG: So you can imagine that everybody in the world is going to be empowered with AI. And going from an idea, to defining that idea through natural language, to that idea becoming into reality, whether that’s it made an app for me, it made an image for me … so when this is happening, “multidisciplinary” is going to be the natural outcome of this, that a designer’s going to be able to make products. A coder is going to be able to make user experience. A user researcher is going to go from interviewing people to showing people prototypes with very little gap in order to further explore their topic. So I think we will get multidisciplinary because the technology will be democratized.

HUIZINGA: Right. You know, as you talk, I’m, I’m thinking “prompts as programing” is a fascinating … I never thought of it that way, but that’s exactly it. And you think about the layers of, um, barriers to entry in technology, that this has democratized those entry points for people who say I can never learn to code. Um, but if you can talk or type, you can! [LAUGHS] So that’s really cool. So we don’t have time to cover all the amazing scientists and collaborators working on specific projects in AI and gaming, but it would be cool if you’d give us a little survey course on some of the interesting, uh, research that’s being done in this area. Can you just name one or two or maybe three things that you think are really cool and interesting that are, um, happening in this world?

ZHANG: Well, I definitely want to give kudos to all of my amazing research collaborators working with large language models, with other machine learning approaches like reinforcement learning, imitation learning. You know, we know that in a video game, the dialogue and the story is key. And, you know, I work with an amazing research team with, uh, Bill Dolan, um, Sudha Rao, who are leading the way in natural language processing and looking at grounded conversational players in games. So how do we bring a large language model like GPT into a game? How do we make it fun? How do we actually tell a story? You know, as I said, technology is becoming democratized, so it’s going to be easy to put GPT into games, but ultimately, how do we make that into an experience that’s really valuable for our players? On the reinforcement learning/imitation learning front, we’ve talked before about Project Paidia. How do we develop new kinds of AI agents that play games, that can help test games, that can really make games more fun by playing those games like real human players? That is our ultimate goal.

HUIZINGA: You know, again, every time you talk, something comes into my head, and I’m thinking GPTs for NPCs. [LAUGHS]

ZHANG: I like that.

HUIZINGA: Um, and I have to say I’m, I’m not a game player. I’m not the target market. But I did watch that movie Free Guy and got exposure to the non … what is it called?

ZHANG: Non-player characters.

HUIZINGA: That’s the one. Ryan Reynolds plays that, and that was a really fun experience. Well, I want to come back to the multi-modality dimension of the technical aspects of gaming and AI’s role in helping make animated characters more life-like. And that’s key for a lot of gaming companies is, how real does it feel? So what different skills and expertise go into creating a world where players can maintain their sense of immersion and avoid the uncanny valley? Who are you looking to collaborate with to make that happen?

ZHANG: Right. So the uncanny valley is this space where, when you are creating a virtual character and you bring together animation, whether it’s facial animation, body movements with sound, with their voice, with eye movement, with how they interact with the player, and the human brain has an ability to recognize, subconsciously, recognize another human being. And when you play with that deep-seated instinct and you create a virtual character, but the virtual character kind of slightly doesn’t move in the right way, their eyes don’t blink in the right way, they don’t talk in the right way, it, it triggers, in the deep part of someone’s brain, a discomfort. And this is what we call the uncanny valley. And there are many games that we know they’re stylized worlds and they’re fictional, so we try to get the characters to a place where the player knows that it’s not a real person, but they’re happy to be immersed in this environment. And as animation rendering improves, we have the ability to get to a wholly life-like character. So how do we get there? You know, we’re working with animators. We want to bring in neuroscientists, game developers, user researchers. There’s a lot of great work happening across the games industry in machine learning research, looking at things like motion matching, helping to create different kinds of animations that are more human-like. And it is this bringing together of artistry and technology development that’s going to get us there.

HUIZINGA: Yeah. Yeah, yeah. Well, speaking of the uncanny valley – and I’ve experienced that on several animated movies where they … it’s just like, eww, that’s weird – um, and we, we have a quest to avoid it. We, we want them to be more real. And I guess what we’re aiming for is to get to the point in gaming where the experience is so realistic that you can’t tell the difference between the character in the game and humans. So I have to ask, and assume you’ve given some thought to it, what could possibly go wrong if indeed you get everything right?

ZHANG: So one thing is that video games are definitely a stylized visual art, so we also welcome game creators who want to create a completely cartoon universe, right?

HUIZINGA: Oh, interesting, yeah.

ZHANG: But for those creators that want to make that life-like visual experience, we want to have the technology ready. In terms of, hey, as you ask, what could possibly go wrong if indeed we got everything right, I think that throughout human history, we have a rich legacy of exploring new ideas and challenging topics through fiction. For example, the novels of Asimov, looking at robots and, and the laws of robotics, I believe that we can think of video games as another realm of fiction where we might be able to explore these ideas, where you can enter a world and say, hey, what if something went wrong when you have these life-like agents? It’s a safe place for players to be able to have those thoughts and experiences and to explore the different outcomes that might happen.

HUIZINGA: Yeah.

ZHANG: I also want to say that I think the bar for immersion might also move over time. So when you say, what could possibly go wrong if we got everything right? Well, it’s still a video game.

HUIZINGA: Yeah.

ZHANG: And it might look real, but it’s still in a game world. And I think once we experience that, the bar might shift. So for example, when the first black-and-white movies, uh, came out and people saw movies for the first time, I remember seeing a documentary where one of the first movies was somebody filming a train, a steam train, coming towards the camera, and the audience watching that jumped! They ran away because they thought there was a steam train coming at them. And I think since then, people have understood that that is not happening. But I think this bar of immersion that people have will move over time because ultimately it is not real. It is in a digital environment.

HUIZINGA: Right. Well, and that bar finds itself in many different milieus, as it were. Um, you know, radio came out with War of the Worlds, and everyone thought we were being invaded by aliens, but we weren’t. It was just fiction. Um, and we’re also dealing with both satire and misinformation in non-game places, so it’s up to humans, it sounds like, to sort of make the differentiation and adapt, which we’ve done for a long time.

ZHANG: I totally agree. And I think this podcast is a great starting point for us to have this conversation in society about topics like AGI, uh, topics like, hey, how is AI going to assist us and be copilots for us? We should be having more of that discussion.

HUIZINGA: And even specifically to gaming I think one of the things that I hope people will come away with is that we’re thinking deeply about the experiences. We want them to be good experiences, but we also want people to not become, you know, fooled by it and so on. So these are big topics, and again, we won’t solve anything here, but I’m glad you’re thinking about it. So people have called gaming — and sometimes gamers — a lot of things, but rarely do you hear words like welcoming, safe, friendly, diverse, fun, inviting. And yet Xbox has worked really hard to kind of earn a reputation for inclusivity and accessibility and make gaming for everyone. Now I sound like I’m doing a commercial for Xbox, and I’m really not. I think this has been something that’s been foregrounded in the conversation in Xbox. So talk about some of the things you’ve done to, as you put it, work with the community rather than just for the community.

ZHANG: Right. I mean, we estimate there are 3 billion players in the world, so gaming has really become democratized. You can access it on your phone, on your computer, on your console, on your TV directly. And that means that we have to be thinking about, how do we make gaming for everybody? For every type of player? We believe that AI has this incredible ability to make gaming more fun for more people. You know, when we think about games, hey, how do we make gaming more adaptive, more personalized to every player? If I find this game is too hard for me, maybe the game can adapt to my needs. Or if I have different abilities or if I have disabilities that prohibits my access to the game, maybe the game can change to allow me to play with my friends. So this is an area that we are actively exploring. And, you know, even without AI, Xbox has this rich history of thinking about players with disabilities and how we can bring features to allow more people to play. So for example, recently Forza racing created a feature to allow people with sight impairment to be able to drive in the game by using sound. So they introduced new 3D sounds into the game, where someone who cannot see or can only partially see the screen can actually hear the hairpin turns in the road in order to drive their car and play alongside their family and friends.

HUIZINGA: Right.

ZHANG: We’ve also done things like speech-to-text in Xbox Party Chat. How do we allow somebody who has a disability to be able to communicate across countries, across cultures, across languages with other players? And we are taking someone’s spoken voice, turning it into text chat so that everybody within that party can understand them and can be able to communicate with them.

HUIZINGA: Right. That’s interesting. So across countries, you could have people that don’t speak the same language be able to play together …

ZHANG: Right. Exactly.

HUIZINGA: …and communicate.

ZHANG: Yeah.

HUIZINGA: Wow. Well, one of the themes on this show is the path that technologies travel from mind to market, or lab to life, as I like to say. And we talk about the spectrum of work from blue-sky ideas to blockbuster products used by millions. But Xbox is no twinkle in anyone’s eye. It’s been around for a long time. Um, even so, there’s always new ideas that are making their way into established products and literally change the game, right? So without giving away any industry secrets, is there anything you can talk about that would give us hint as to what might be coming soon to a console or a headset or a device near us?

ZHANG: Oh my goodness. You know I can’t give away any product secrets!

HUIZINGA: Dang it! I thought I would get you!

ZHANG: Um, I mean, I’m excited by our ability to bring more life-like visuals, more life-like behavior, allowing players to play games anywhere at a fidelity they’ve not seen before. I mean, these are all exciting futures for AI. At the same time, generative AI capabilities to really accelerate and empower game developers to make games at higher quality, at a faster rate, these are the things that the industry wants. How do we turn these models, these technologies, into real tools for game developers?

HUIZINGA: Yeah. I’m only thinking of players, and you’ve got this whole spectrum of potential participants.

ZHANG: I think the players benefit when the creators are empowered. It starts with the creators and helping them bring to life their games that the players ultimately experience.

HUIZINGA: Right. And even as you talk, I’m thinking there’s not a wide gap between creator and player. I mean, many of the creators are avid gamers themselves and …

ZHANG: And now when we see games like Minecraft or Roblox, where the tools of creativity are being brought to the players themselves and they can create their own experiences …

HUIZINGA: Yeah.

ZHANG: …I want to see more of those in the world, as well.

HUIZINGA: Exciting. Well, as we close, and I hate to close with you because you’re so much fun, um, I’d like to give you a chance to give an elevator pitch for your preferred future. I keep using that term, but I know we all think in terms of what, what we’d like to make in this world to make a mark for the next generation. You’ve already referred to that in this podcast. So we can close the circle, and I’ll ask you to do a bit of blue-sky envisioning again, back to your roots in your old life. What do video games look like in the future, and how would you like to have changed the gaming landscape with brilliant human minds and AI collaborators?

ZHANG: Oh my goodness. That’s such a tall order! Uh, I think ultimately my hope for the future is that we really explore our humanity and become even more human through the assistance of AI. And in gaming, how do we help people tell more human stories? How do we enable people to create stories, share those stories with others? Because ultimately, I think, since the dawn of human existence, we’ve been about storytelling. Sitting around a fire, drawing pictures on a cave wall, and now we are still there. How do we bring to life more stories? Because through these stories, we develop empathy for other people. We experience other lives, and that’s ultimately what’s going to make us better as a society, that empathy we develop, the mutual understanding and respect that we share. And I see AI as a tool to get us there.

HUIZINGA: From cave wall to console … Haiyan Zhang, it’s always a pleasure to talk to you. Thank you for joining us today.

ZHANG: Thank you so, much, Gretchen. Thank you.

 

The post Collaborators: Gaming AI with Haiyan Zhang appeared first on Microsoft Research.

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Research Focus: Week of July 17, 2023

Research Focus: Week of July 17, 2023

Microsoft Research Focus 20 | Week of July 17, 2023

Welcome to Research Focus, a series of blog posts that highlights notable publications, events, code/datasets, new hires and other milestones from across the research community at Microsoft.

NEW RESEARCH

RetroRanker: leveraging reaction changes to improve retrosynthesis prediction through re-ranking

Retrosynthesis is an important task in organic chemistry. It’s designed to propose a list of candidate reactants that are likely to lead to a given product. Recent data-driven approaches to retrosynthesis have achieved promising results. However, they might make predictions based on the training data distribution, a phenomenon known as frequency bias, which can generate lower quality predictions.

In a new paper: RetroRanker: leveraging reaction changes to improve retrosynthesis prediction through re-ranking, researchers from Microsoft and academic colleagues introduce RetroRanker, a ranking model built upon graph neural networks, which is designed to mitigate frequency bias in predictions of existing retrosynthesis models. In order to lower the rankings of chemically unreasonable predictions, RetroRanker incorporates potential reaction changes of each set of predicted reactants in obtaining the given product. The predicted re-ranked results on publicly available retrosynthesis benchmarks show that RetroRanker can improve results on most state-of-the-art models. Preliminary studies also indicate that RetroRanker can enhance the performance of multi-step retrosynthesis.

Spotlight: Microsoft Research Podcast

AI Frontiers: AI for health and the future of research with Peter Lee

Peter Lee, head of Microsoft Research, and Ashley Llorens, AI scientist and engineer, discuss the future of AI research and the potential for GPT-4 as a medical copilot.

NEW RESEARCH

Fine-Tuning Language Models with Advantage-Induced Policy Alignment

Reinforcement learning from human feedback (RLHF) has emerged as a reliable approach to aligning large language models to human preferences. Among the plethora of RLHF techniques, proximal policy optimization (PPO) is one of the most widely used. Yet despite its popularity, PPO may suffer from mode collapse, instability, and poor sample efficiency.

In a new paper: Fine-Tuning Language Models with Advantage-Induced Policy Alignment, researchers from Microsoft show that these issues can be alleviated by a novel algorithm called Advantage-Induced Policy Alignment (APA), which leverages a squared error loss function based on the estimated advantages. This research demonstrates empirically that APA consistently outperforms PPO in language tasks by a large margin, when a separate reward model is employed as the evaluator. In addition, compared with PPO, APA offers a more stable form of control over the deviation from the model’s initial policy, ensuring that the model improves its performance without collapsing to deterministic output. In addition to empirical results, the researchers also provide a theoretical justification supporting the design of their loss function.


NEW RESEARCH

A project-driven distributed energy resource dataset for the U.S. grid

Designing future energy systems to accommodate variable renewable energy and third-party owned devices requires information with high spatial and temporal granularity. Existing public datasets focus on specific resource classes (ex. bulk generators, residential solar, or electric vehicles), and are not useful for informing holistic planning or policy decisions. Further, with the growing presence of distributed energy resources (DERs) located in the distribution grid, datasets and models which focus only on the bulk system will no longer be sufficient.

In a new paper: Towards closing the data gap: A project-driven distributed energy resource dataset for the U.S. Grid, researchers from Microsoft address this modelling need with a project-driven dataset of DERs for the contiguous U.S., generated using only publicly available data. They integrate the resources into a high-resolution test system of the U.S. grid. This model, and the DER dataset, enable planners, operators, and policy makers to pose questions and conduct data-driven analysis of rapid decarbonization pathways for the electricity system. They further pose a set of research questions in their research project database.


NEW RESEARCH

End-to-end Privacy Preserving Training and Inference for Air Pollution Forecasting with Data from Rival Fleets

Privacy-preserving machine learning promises to train machine learning models by combining data spread across multiple data silos. Theoretically, secure multiparty computation (MPC) allows multiple data owners to train models on their joint data without revealing data to each other. However, prior implementations have had limitations affecting accuracy, breadth of supported models, and latency overheads that impact their relevance.

In a new paper: End-to-end Privacy Preserving Training and Inference for Air Pollution Forecasting with Data from Rival Fleets, researchers from Microsoft address the practical problem of secure training and inference of models for urban sensing problems. This includes traffic congestion estimation and air pollution monitoring in large cities, where data can be contributed by rival fleet companies while balancing the latency-accuracy trade-offs using MPC-based techniques.

This work includes a custom ML model that can be efficiently trained with MPC within a desirable latency, and an end-to-end system of private training and inference that provably matches the training accuracy of cleartext ML training. This trained model allows users to make sensitive queries in a privacy-preserving manner while carefully handling potentially invalid queries.


NEW RESEARCH

ASL Citizen – A Community-Sourced Dataset for Advancing Isolated Sign Language Recognition

About 70 million deaf people worldwide use a sign language as their primary language, and at least 71 countries mandate the provision of services in sign language. Nonetheless, most existing information resources (like search engines or news sites) are written, and do not offer equitable access. Intelligent sign language systems could help expand access, but development has been impeded by a severe lack of appropriate data.

To help advance the state of sign language modeling, a team at Microsoft collaborated with colleagues at multiple institutions to create ASL Citizen, the first crowdsourced isolated sign language dataset. It contains about 84,000 videos of 2,700 distinct signs from American Sign Language (ASL), making it the largest isolated sign language recognition (ISLR) dataset available. Unlike prior datasets, it features everyday signers in everyday recording scenarios, and was collected with Deaf community involvement, consent, and compensation. The dataset improves state-of-the-art performance in single-sign recognition from about 30% accuracy to 63% accuracy, over a large vocabulary and tested on participants unseen in training.

This dataset is released alongside a new paper: ASL Citizen: A Community-Sourced Dataset for Advancing Isolated Sign Language Recognition, which reframes ISLR as a dictionary retrieval task and establishes state-of-the-art baselines. Code and a searchable dictionary view of the crowdsourced dataset are also provided.


NEW RESOURCE

MABIM: Multi-agent Benchmark for Inventory Management

Multi-agent reinforcement learning (MARL) empowers multiple agents to accomplish shared objectives through collaboration and competition in specific environments. This approach has applications in diverse fields such as robotics, autonomous driving, gaming, economics, finance, and healthcare. The success of reinforcement learning algorithms depends on a variety of interactive learning environments. These environments enable agents to optimize decision-making strategies across numerous complex scenarios. Despite the emergence of various learning environments in the MARL domain, there remains a shortage of environments that address multiple challenges while offering flexible customization and expansion.

To tackle various MARL challenges, researchers from Microsoft recently released a versatile learning environment: Multi-agent Benchmark for Inventory Management (MABIM). Based on inventory management problems found in operations research, MABIM establishes a MARL benchmark evaluation framework that supports multi-echelon, multi-product inventory networks. This framework allows for the customization of diverse environments, simulating an array of challenging scenarios.

MABIM comprises 51 challenging tasks and includes features such as high operational efficiency, a Gym standard interface, comprehensive strategy visualization tools, and real-data-based capabilities to facilitate MARL research. Initial experiments using MABIM have revealed intriguing findings. For example, as the number of agents increases, the Independent Proximal Policy Optimization (IPPO) algorithm experiences difficulty training and the QTRAN algorithm becomes unstable. IPPO displays short-sighted behavior in resource-limited competitive environments, adopting long-term unprofitable strategies to evade immediate losses. Pure MARL algorithms have difficulty learning effective upstream and downstream strategies in environments that necessitate cooperation. In non-stationary environments, MARL strategies outperform conventional operations research algorithms.


NEW RESEARCH

NUWA-XL: Diffusion over Diffusion for eXtremely Long Video Generation

Recently, visual synthesis has attracted a great deal of interest in the field of generative models. Existing work has demonstrated the ability to generate high-quality images. However, videos in real applications are more challenging than images due to their length. A feature film typically runs more than 90 minutes. Cartoons often run for 30 minutes. Even for short video applications like TikTok, the recommended length is 21 to 34 seconds.

In a recent paper: NUWA-XL: Diffusion over Diffusion for eXtremely Long Video Generation researchers from Microsoft propose a novel architecture for extremely long video generation. Most current work generates long videos segment-by-segment sequentially, which normally leads to the gap between training on short videos and inferring long videos, and the sequential generation is inefficient. Instead, this new approach adopts a coarse-to-fine process, in which the video can be generated in parallel at the same granularity. A global diffusion model is applied to generate the keyframes across the entire time range, and then local diffusion models recursively fill in the content between nearby frames. This simple yet effective strategy allows direct training on long videos to reduce the training-inference gap, and makes it possible to generate all segments in parallel.

The post Research Focus: Week of July 17, 2023 appeared first on Microsoft Research.

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Thinking beyond audio: Augmenting headphones for everyday digital interactions

Thinking beyond audio: Augmenting headphones for everyday digital interactions

This research was accepted by and received a Best Paper Award during ACM Designing Interactive Systems (DIS) 2023, which is dedicated to advancing the field of user-centered system design.

Headphones are traditionally used to provide and manage audio experiences through physical controls and a range of sensors. Nonetheless, these controls and sensors have remained confined to audio input and output functionality, such as adjusting the volume or muting the microphone. Imagine if headphones could transcend their role as mere audio devices. 

Because headphones rank among the most popular wearables in the market, we have an exciting opportunity to expand their capabilities through integrating existing sensors with supplementary ones to enable a wide variety of experiences that go beyond traditional audio control. In our paper, “Beyond Audio: Towards a Design Space of Headphones as a Site for Interaction and Sensing,” we share a vision that explores this potential.

By using sensors such as microphones, proximity sensors, motion sensors, inertial measurement units (IMUs), and LiDARs, headphone designers can explore new avenues of input and interaction. The fact that headphones are worn on a person’s head allows for a wide range of applications, such as following head movements, body postures, and hand gestures. Furthermore, as wearable devices, headphones have the potential to provide wearers with context-rich information and enable more intuitive and immersive interactions with their devices and environment beyond traditional button-based controls.

Spotlight: Microsoft Research Podcast

AI Frontiers: The Physics of AI with Sébastien Bubeck

What is intelligence? How does it emerge and how do we measure it? Ashley Llorens and machine learning theorist Sébastian Bubeck discuss accelerating progress in large-scale AI and early experiments with GPT-4.

Potential scenarios for sensor-enhanced headphones 

To explore this concept further, we propose augmenting headphones with additional sensors and input widgets. These include: 

  • IMUs to sense head orientation
  • Swappable sets of input controls  
  • A range-sensing LiDAR that enables the sensing of hand gestures

By incorporating these capabilities, we envision a wide range of applications where headphone input acts as a bridge between the person wearing it and their environment and enable more efficient and context-aware interactions among multiple devices and tasks. For example, a headphone could assist people with applications like video games or help manage interruptions during a video call.  

Let’s explore some scenarios to illustrate the potential of our headphone design concept. Consider a person engaged in a video call with teammates when they are suddenly interrupted by a colleague who approaches in person. In this situation, our headphones would be equipped to detect contextual cues, such as when the wearer rotates their head away from a video call, signaling a shift in attention. In response, the headphones could automatically blur the video feed and mute the microphone to protect the wearer’s privacy, as shown in Figure 1. This feature could also communicate to other participants that the wearer is temporarily engaged in another conversation or activity. When the wearer returns their attention to the call, the system removes the blur and reactivates the microphone.

Figure 1: Two videos side-by-side showing the headphones in a context-aware privacy-control scenario. On the left, there is an over-the-shoulder view of a wearer participating in a video call on a laptop. As he looks away from the call, the laptop screen changes color, and the application is muted, depicted by a mute icon overlayed on the video. As the wearer looks back at the screen, it becomes unblurred and a unmute icon is overlaid on the image, indicating the mute has been turned off. On the right, we see the laptop screen previously described.
Figure 1. These videos illustrate a context-aware privacy control system implemented during a video conference. In this scenario, the wearer temporarily disengages from the video conference to engage in an in-person conversation. After a predefined period, the system detects the wearer’s continued attention directed away from any known device, taking into account the environment context. As a result, privacy measures are triggered, including video blurring, microphone muting, and notifying other participants on the call. Once the wearer re-engages with the screen, their video and microphone settings return to normal, ensuring a seamless experience.

In another privacy-focused scenario, imagine a person simultaneously conversing with multiple teammates in separate video call channels. Our headphone design allows the wearer to control to whom their speech is directed by simply looking at their intended audience, as shown in Figure 2. This directed speech interaction can extend beyond video calls and be applied to other contexts, such as sending targeted voice commands to teammates in a multiplayer video game.

DIS 2023 - Figure 2: Two videos side-by-side showing the wearer controlling where his input is being sent among a multitude of devices. On the left, a video shows an over-the-shoulder view of a wearer interacting with a monitor and aptop while wearing headphones. There are two separate video calls on each screen. As the wearer turns from one screen to another, a large microphone icon appears on the screen at which the wearer is looking, and a muted microphone icon is shown on the other screen.

The video on the right shows an over-the-shoulder view of a wearer interacting with a laptop while wearing headphones. The laptop screen shows a video game and four circular icons on each corner depicting the other players. The user looks at the bottom left of the screen, which enlarges the icon of the teammate in that corner, and the wearer starts to speak. The wearer then looks at the top-right of the screen, and the teammate in that corner is highlighted while the wearer speaks.
Figure 2. Headphones track the wearer’s head pose, seamlessly facilitating the distribution of video and/or audio across multiple private chats. They effectively communicate the wearer’s availability to other participants, whether in a video conferencing scenario (left) or a gaming scenario (right).

In our paper, we also demonstrate how socially recognizable gestures can introduce new forms of audio-visual control instead of relying solely on on-screen controls. For example, wearers could interact with media through gestural actions, such as cupping their ear towards the audio source to increase the volume while simultaneously reducing ambient noise, as shown in Figure 3. These gestures, ingrained in social and cultural contexts, can serve as both control mechanisms and nonverbal communication signals.

DIS 2023 - Fig 3 - image showing gestural controls for volume
Figure 3. Top: Raising the earcup, a commonly used gesture to address in-person interruptions, mutes both the sound and the microphone to ensure privacy. Bottom: Cupping the earcup, a gesture indicating difficulty hearing, increases the system volume.

Additionally, we can estimate the wearer’s head gaze through the use of an IMU. When combined with the physical location of computing devices in the wearer’s vicinity, it opens up possibilities for seamless interactions across multiple devices. For instance, during a video call, the wearer can share the screen of the device they are actively focusing on. In this scenario, the wearer shifts their attention from an external monitor to a tablet device. Even though this tablet is not directly connected to the main laptop, our system smoothly transitions the screen sharing for the wearer’s audience in the video call, as shown in Figure 4.

DIS 2023 - Figure 4: Two videos side-by-side showing a headphone wearer among a multitude of devices controlling which screen is shared in a video call. The video on the left shows an over-the-shoulder view of a person interacting with three screens—a monitor, a laptop, and a tablet—while wearing headphones. A video call is in progress on the laptop, and the wearer is giving a presentation, which appears as a slide on the attached monitor. As the wearer turns from the laptop screen to the monitor, the presentation slide appears on the shared laptop screen. The video on the right shows an over-the-shoulder view of the person interacting with three screens—a monitor, a laptop, and a tablet—while wearing headphones. We see the wearer looking at the monitor with a presentation slide, which is mirrored on the laptop screen. He then turns from the monitor to the tablet, which has a drawing app open. As he does this, the drawing app appears on the shared laptop screen. The wearer uses a pen to draw on the tablet, and this is mirrored on the laptop. Finally, the wearer looks up from the tablet to the laptop, and the laptop screen switches to the video call view with the participants’ videos.
Figure 4. A wearer delivers a presentation using a video conferencing tool. As the wearer looks at different devices, the streamed video dynamically updates to display the relevant source to participants.

Finally, in our paper we also show the use of embodied interactions, where the wearer’s body movements serve to animate a digital representation of themselves, such as an avatar in a video call, as shown in Figure 5. This feature can also be implemented as a gameplay mechanism. Take a racing game for instance, where the wearer’s body movements could control the vehicle’s steering, shown on the left in Figure 6. To extend this capability, these movements could enable a wearer to peek around obstacles in any first-person game, enhancing the immersion and gameplay experience, shown on the right in Figure 6.

DIS 2023 - Figure 5: Two videos showing a headphone wearer controlling an avatar in a video call through head movements. The video on the left shows an over-the-shoulder view of a headphones wearer interacting with another participant on the call. The video on the right shows a wearer using a touch control to depict an emotion in his avatar.
Figure 5. Left: Headphones use an IMU to monitor and capture natural body movements, which are then translated into corresponding avatar movements. Right: Touch controls integrated into headphones enable wearers to evoke a range of emotions on the avatar, enhancing the user experience.
DIS 2023 - Figure 6: Two videos showing a wearer playing a video game while leaning left and right. These movements control his character’s movements, enabling him to duck and peek around walls.
Figure 6. Leaning while wearing the headphone (with an integrated IMU) has a direct impact on game play action. On the left, it results in swerving the car to the side, while on the right, in enables the player to duck behind a wall.

Design space for headphone interactions 

We define a design space for interactive headphones through an exploration of two distinct concepts, which we discuss in depth in our paper.

First, we look at the type of input gesture for the interaction, which we further classify into three categories. The gestural input from the wearer might fall under one or more of these categories, which we outline in more detail below and illustrate in Figure 7.

  • Touch-based gestures that involve tangible inputs on the headphones, such as buttons or knobs, requiring physical contact by the wearer
  • Mid-air gestures, which the wearer makes with their hands in close proximity to the headphones, detected through LiDAR technology
  • Head orientation, indicating the direction of the wearer’s attention
DIS 2023 - Figure 7: List of three stylized images showing the three main kinds of gestures we look at: touch, head orientation, and mid-air gestures.
Figure 7. Sensor-enhanced headphones can use touch-based gestures (left), head orientation (middle), or mid-air gestures (right) as types of input.

The second way that we define the design space is through the context within which the wearer executes the action. Here, design considerations for sensor-enhanced headphones go beyond user intentionality and observed motion. Context-awareness enables these headphones to understand the wearer’s activities, the applications they are engaged with, and the devices in their vicinity, as illustrated in Figure 8. This understanding enables the headphones to provide personalized experiences and seamlessly integrate with the wearer’s environment. The four categories that define this context-awareness are comprised of the following: 

  • Context-free actions, which produce similar results regardless of the active application, the wearer’s activity, or the social or physical environment.  
  • Context that is defined by the application with which the wearer is interacting. For example, are they listening to music, on a video call, or watching a movie?  
  • Context that is defined by the wearer’s body. For example, is the wearer’s gesture close to a body part that has an associated meaning? Eyes might relate to visual functions, ears to audio input, and the mouth to audio output. 
  • Context that is defined by the wearer’s environment. For example, are there other devices or people around the wearer with whom they might want to interact?
DIS 2023 - Figure 8: Diagram showing the different levels of context we look at: context free, application, user's body, and the environment.
Figure 8. The system uses diverse contextual information to enable personalized responses to user input.

Looking ahead: Expanding the possibilities of HCI with everyday wearables  

Sensor-enhanced headphones offer a promising avenue for designers to create immersive and context-aware user experiences. By incorporating sensors, these headphones can capture subtle user behaviors, facilitating seamless interactions and enhancing the wearer’s overall experience.  

From safeguarding privacy to providing intuitive control mechanisms, the potential applications for sensor-enhanced headphones are vast and exciting. This exploration with headphones scratches the surface of what context-aware wearable technology can empower its wearers to achieve. Consider the multitude of wearables we use every day that could benefit from integrating similar sensing and interaction capabilities into these devices. For example, imagine a watch that can track your hand movements and detect gestures. By enabling communication between sensor-enhanced wearables, we can establish a cohesive ecosystem for human-computer interaction that spans across applications, devices, and social contexts.

The post Thinking beyond audio: Augmenting headphones for everyday digital interactions appeared first on Microsoft Research.

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Microsoft at ICALP 2023: Deploying cloud capacity robustly against power failures

Microsoft at ICALP 2023: Deploying cloud capacity robustly against power failures

This research paper was accepted by the 50th EATCS International Colloquium on Automata, Languages and Programming (ICALP 2023), which is dedicated to advancing the field of theoretical computer science.

Image that includes the blog title, ”Microsoft at ICALP 2023: Deploying cloud capacity robustly against power failures.” It also shows the ICALP 2023 logo, which is in Paderborn, Germany, and an image of the first page of the published paper. The background is a subtle abstract design.

In the rapidly evolving landscape of cloud computing, escalating demand for cloud resources is placing immense pressure on cloud providers, driving them to consistently invest in new hardware to accommodate datacenters’ expanding capacity needs. Consequently, the ability to power all this hardware has emerged as a key bottleneck, as devices that power datacenters have limited capacity and necessitate efficient utilization. Efficiency is crucial, not only to lower operational costs and subsequently prices to consumers, but also to support the sustainable use of resources, ensure their long-term availability, and preserve the environment for future generations.

At the same time, it is of the utmost importance to ensure power availability for servers, particularly in the event of a power device failure. Modern datacenter architectures have adopted a strategy to mitigate this risk by avoiding the reliance on a single power source for each server. Instead, each server is powered by two devices. Under normal operations, a server draws half its required power from each device. In the event of a failover, the remaining device steps in to support the server’s full power demand, potentially operating at an increased capacity during the failover period.

Two diagrams depicting the power allocation of three servers (1, 2, and 3) to three power devices (a, b, and c). The first diagram shows the allocation in normal operations with server 1 taking half of its power from device a and half from device b, server 2 being split half and half on devices a and c, and server 3 on devices b and c. The second diagram shows the failover due to device c becoming unavailable; now device a must support the full power of server 2, and device b the full power of server 3, server 1 is still taking power from both devices a and b.
Figure 1: This diagram depicts the power allocation of three servers (1, 2, and 3) to the power devices (a, b, and c) that serve them, during both normal operations and in a failover scenario. The height of each power device represents its capacity, and the height of each server within those power devices shows its power consumption. During failover, the servers have fewer devices from which to draw power, resulting in increased energy consumption from the resources available.

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Challenges of optimizing power allocation

In our paper, “Online Demand Scheduling with Failovers,” which we’re presenting at the 50th EATCS International Colloquium on Automata, Languages and Programming, (ICALP 2023), we explore a simplified model that emphasizes power management to determine how to optimally place servers within a datacenter. Our model contains multiple power devices and new servers (demands), where each power device has a normal capacity of 1 and a larger failover capacity, B. Demands arrive over time, each with a power requirement, and we must irrevocably assign each demand to a pair of power devices with sufficient capacity. The goal is to maximize the total power of the assigned demands until we are forced to reject a demand due to lack of power. This helps us maximize the usage of the available power devices.

One crucial aspect of this model is the presence of uncertainty. We assign capacity for each demand without knowing future needs. This uncertainty adds complexity, as selection of device pairs for each demand must be carefully executed to avoid allocations that could hinder the placement of future demands. Figure 2 provides an illustration.

Two diagrams, each showing four power devices a, b, c, and d, and demands that have per-device power requirement ¼ each. The first diagram is labelled “bad assignment” and has two demands that take their power from a and b, and two demands from c and d. The second diagram is labelled “good assignment” and has six demands total, each on a different pair of devices.
Figure 2: This example shows four power devices a, b, c, and d, with failover capacity B=1, and six demands that arrive sequentially, with a per-device power requirement of ¼ each. Suppose four demands have arrived so far. The example on the left represents a bad assignment that cannot accept the remaining two demands. This is because if we placed an additional demand, say, on device a, its failover capacity would be exceeded if b failed. On the other hand, a good assignment, depicted on the right, allows for the placement of all six demands.

The example in Figure 2 suggests that we should spread the demands across device pairs. Otherwise, pairs with large loads could have a big impact on the remaining devices should one device fail. On the other hand, there is a danger in spreading out the demands too much and not leaving enough devices free, as shown in Figure 3.

Two diagrams, each showing four power devices a, b, c, and d, and demands that have per-device power requirement either a small amount epsilon or 0.5. The first diagram is labelled “bad assignment” and has six demands of power epsilon that are each assigned on a different pair of devices. The second diagram is labelled “good assignment” and has six demands of power epsilon assigned to the devices a and b, and one demand of power 0.5 assigned to the devices c and d.
Figure 3: This example involves four power devices, labeled a, b, c, and d, each with failover capacity B=1. The scenario also includes seven demands that arrive sequentially, with the first six requiring little power per device (epsilon = 0.01 units of power, for example), and the last requiring 0.5 units of power. In (a), when the small demands are distributed across pairs, the final demand cannot be accommodated because the failover capacity is exceeded. However, by grouping the small demands on a single pair of power devices, as shown in (b), all demands can be successfully accommodated.

In analyzing the examples in Figures 2 and 3, it becomes clear that striking the right balance is crucial. This entails effectively distributing demands across pairs to minimize any consequences resulting from failovers while also ensuring the availability of an adequate number of devices to meet future demand. Attaining the optimal allocation avoids prematurely ending up with an unassignable demand.

To tackle this challenge, we developed algorithms that are guaranteed to efficiently utilize the available power resources. In fact, our allocations are provably close to optimal, even without upfront knowledge of the demands. Our algorithms essentially conquer the inherent uncertainty of the problem.

Optimizing for the worst-case scenario

Our first algorithm takes a conservative approach, protecting against the worst-case scenario. It guarantees that, regardless of the sequence of demand requests, it will utilize at least half of the power when compared with an optimal solution that has prior knowledge of all demands. As we show in the paper, this result represents the optimal outcome achievable in the most challenging instances.

To effectively strike a balance between distributing demands across devices and ensuring sufficient device availability, the goal of this algorithm is to group demands based on their power requirements. Each group of demands is then allocated separately to an appropriately sized collection of devices. The algorithm aims to consolidate similar demands in controlled regions, enabling efficient utilization of failover resources. Notably, we assign at most one demand per pair of devices in each collection, except in the case of minor demands, which are handled separately.

Optimizing for real-world demand

Because the previous algorithm prioritizes robustness against the worst-case demand sequences, it may unintentionally result in underutilizing the available power by a factor of ½, which is unavoidable in that setting. However, these worst-case scenarios are uncommon in typical datacenter operations. Accordingly, we shifted our focus to a more realistic model where demands arise from an unknown probability distribution. We designed our second algorithm in this stochastic arrival model, demonstrating that as the number of demands and power devices increases, its assignment progressively converges to the optimal omniscient solution, ensuring that no power is wasted.

To achieve this, the algorithm learns from historical data, enabling informed assignment decisions based on past demands. By creating “allocation templates” derived from previous demands, we learn how to allocate future demands. To implement this concept and prove its guarantee, we have developed new tools in probability and optimization that may be valuable in addressing similar problems in the future.

The post Microsoft at ICALP 2023: Deploying cloud capacity robustly against power failures appeared first on Microsoft Research.

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Renovating computer systems securely and progressively with APRON

Renovating computer systems securely and progressively with APRON

This research paper was accepted by 2023 USENIX Annual Technical Conference (ATC), which is dedicated to advancing the field of systems research.

Whether they’re personal computers or cloud instances, it’s crucial to ensure that the computer systems people use every day are reliable and secure. The validity of these systems is critical because if storage devices containing important executables and data become invalid, the entire system is affected. Numerous events can jeopardize the validity of computer systems or the data stored in them, such as malicious attacks like ransomware; hardware or software errors can corrupt a system, and a lack of regular maintenance such as patch installations can cause a system to become outdated. While the ideal scenario would be to create a flawless computer system that prevents such invalid states from occurring, achieving this perfection may prove challenging in practice.

Cyber-resilient system and recovery

A cyber-resilient system is a practical approach for addressing invalid system states. This resilient system effectively identifies suspicious state corruption or preservation by analyzing various internal and external signals. If it confirms any corruption, it recovers the system. In our previous work, which we presented at the 40th IEEE Symposium on Security and Privacy, we demonstrated the feasibility of unconditional system recovery using a very small hardware component. This component forcefully resets the entire system, making it execute trusted tiny code for system boot and recovery when no authenticated deferral request is present.

However, existing recovery mechanisms, including our previous work, primarily focus on when to recover a system rather than how. Consequently, these mechanisms overlook the efficiency and security issues that can arise during system recovery. Typically, these mechanisms incorporate a dedicated recovery environment responsible for executing the recovery task. Upon system reset, if the system is found to be invalid, as illustrated in Figure 1, the recovery environment is invoked. In this scenario, the recovery environment fully restores the system using a reference image downloaded from a reliable source or a separate location where it was securely stored.

There are two diagrams in Figure 1. The first depicts a situation where boot code, which is executed on system power on or reset, recognizes some corrupt parts of an operating system. Then, the boot code executes a recovery environment to fully recover all corrupt parts and resets the system. The second diagram depicts a situation after full recovery and reset. The boot code now finds no problem in the operating system and executes it.
Figure 1: System boot with a normal recovery.

Unfortunately, performing a full system recovery leads to prolonged system downtime because the recovery environment is incapable of supporting any other regular task expected from a computer system. In other words, the system remains unavailable during the recovery process. Moreover, choosing to download the reference image only serves to extend overall downtime. Although using the stored image slightly relieves this issue, it introduces security concerns, as the stored image might be outdated. One can argue that a full recovery can be circumvented by inspecting each file or data block for validity and selectively recovering only the affected ones. However, this delta recovery approach is lengthier than a full recovery due to the additional calculations required for determining differences and the inefficient utilization of modern, throughput-oriented block storage devices.

Secure and progressive system renovation

In our paper “APRON: Authenticated and Progressive System Image Renovation,” which we are presenting at the 2023 USENIX Annual Technical Conference (USENIX ATC 2023), we introduce APRON, a novel mechanism for securely renovating a computer system with minimal downtime. APRON differs from conventional recovery mechanisms in a crucial way: it does not fully recover the system within the recovery environment. Instead, it selectively addresses a small set of system components, or data blocks containing them, that are necessary for booting and system recovery, including the operating system kernel and the APRON kernel module, as shown in 2 Once these components are recovered, the system boots into a partially renovated state and can perform regular tasks, progressively recovering other invalid system components as needed.

Figure 2: System boot with APRON.
Figure 2: System boot with APRON.

This design allows APRON to significantly decrease downtime during system recovery by up to 28 times, compared with a normal system recovery, when retrieving portions of the reference image from a remote storage server connected through a 1 Gbps link. In addition, APRON incorporates a background thread dedicated to renovating the remaining invalid system components that might be accessed in the future. This background thread operates with low priority to avoid disrupting important foreground tasks. Throughout both renovation activities, APRON incurs an average runtime overhead of only 9% across a range of real-world applications. Once the renovation process is complete, runtime overhead disappears. 

APRON’s differentiator lies in its unique approach: the APRON kernel module acts as an intermediary between application or kernel threads and the system storage device, allowing it to verify and recover each data block on demand, as shown in Figure 3. When a block is requested, APRON follows a straightforward process. If the requested block is valid, APRON promptly delivers it to the requester. If it is found to be invalid, APRON employs a reference image to fix the block before serving it to the requester.

Figure 3: System storage renovation with APRON.
Figure 3: System storage renovation with APRON.

To efficiently and securely verify arbitrary data blocks, APRON uses a Merkle hash tree, which cryptographically summarizes every data block of the reference image. APRON further cryptographically authenticates the Merkle tree’s root hash value so that a malicious actor cannot tamper with it. To further improve performance, APRON treats zero blocks (data blocks filled with zeros) as a special case and performs deduplication to avoid repeatedly retrieving equivalent blocks. We discuss the technical details of this process in our paper.

Looking forward—extending APRON to container engines and hypervisors

APRON’s simple and widely applicable core design can easily apply to other use cases requiring efficient and secure image recovery or provisioning. We are currently exploring the possibility of implementing APRON within a container engine or hypervisor to realize an agentless APRON for container layers or virtual disk images. By extending APRON’s capabilities to these environments, we aim to provide an efficient and reliable image recovery and provisioning process without needing to modify container instances or add a guest operating system.

The post Renovating computer systems securely and progressively with APRON appeared first on Microsoft Research.

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Research Focus: Week of July 3, 2023

Research Focus: Week of July 3, 2023

Microsoft Research Focus 19 | Week of July 3, 2023

Welcome to Research Focus, a series of blog posts that highlights notable publications, events, code/datasets, new hires and other milestones from across the research community at Microsoft.

NEW RESEARCH

The Best of Both Worlds: Unlocking the Potential of Hybrid Work for Software Engineers

The era of hybrid work has created new challenges and opportunities for developers. Their ability to choose where they work and the scheduling flexibility that comes with remote work can be offset by the loss of social interaction, reduced collaboration efficiency and difficulty separating work time from personal time. Companies must be equipped to maintain a successful and efficient hybrid workforce by accentuating the positive elements of hybrid work, while also addressing the challenges.

In a new study: The Best of Both Worlds: Unlocking the Potential of Hybrid Work for Software Engineers, researchers from Microsoft aim to identify which form of work – whether fully in office, fully at home, or blended – yields the highest productivity and job satisfaction among developers. They analyzed over 3,400 survey responses conducted across 28 companies in seven countries, in partnership with Vista Equity Partners, a leading global asset manager with experience investing in software, data, and technology-enabled organizations.

The study found that developers face many of the same challenges found in other types of hybrid workplaces. The researchers provide recommendations for addressing these challenges and unlocking more productivity while improving employee satisfaction.

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NEW INSIGHTS

Prompt Engineering: Improving our ability to communicate with LLMs

Pretrained natural language generation (NLG) models are powerful, but in the absence of contextual information, responses are necessarily generic. The prompt is the primary mechanism for access to NLG capabilities. It is an enormously effective and flexible tool, yet in order to be actively converted to the expected output, a prompt must meet expectations for how information is conveyed. If the prompt is not accurate and precise, the model is left guessing. Prompt engineering aims to bring more context and specificity to generative AI models, providing enough information in the model instructions that the user gets the exact result they want.

In a recent blog post: Prompt Engineering: Improving our Ability to Communicate with an LLM, researchers from Microsoft explain how they use retrieval augmented generation (RAG) to do knowledge grounding, use advanced prompt engineering to properly set context in the input to guide large language models (LLMs), implement a provenance check for responsible AI, and help users deploy scalable NLG service more safely, effectively, and efficiently.


NEW RESOURCE

Overwatch: Learning patterns in code edit sequences

Integrated development environments (IDEs) provide tool support to automate many source code editing tasks. IDEs typically use only the spatial context, i.e., the location where the developer is editing, to generate candidate edit recommendations. However, spatial context alone is often not sufficient to confidently predict the developer’s next edit, and thus IDEs generate many suggestions at a location. Therefore, IDEs generally do not actively offer suggestions. The developer must click on a specific icon or menu and then select from a large list of potential suggestions. As a consequence, developers often miss the opportunity to use the tool support because they are not aware it exists or forget to use it. To better understand common patterns in developer behavior and produce better edit recommendations, tool builders can use the temporal context, i.e., the edits that a developer was recently performing.

To enable edit recommendations based on temporal context, researchers from Microsoft created Overwatch, a novel technique for learning edit sequence patterns from traces of developers’ edits performed in an IDE. Their experiments show that Overwatch has 78% precision and that it not only completed edits when developers missed the opportunity to use the IDE tool support, but also predicted new edits that have no tool support in the IDE.


UPDATED RESOURCE

Qlib updates harness adaptive market dynamics modeling and reinforcement learning to address key challenges in financial markets

Qlib is an open-source framework built by Microsoft Research that empowers research into AI technologies applicable to the financial industry. Qlib initially supported diverse machine learning modeling paradigms, including supervised learning. Now, a series of recent updates have added support for market dynamics modeling and reinforcement learning, enabling researchers and engineers to tap into more sophisticated learning methods for advanced trading system construction.

These updates broaden Qlib’s capabilities and its value proposition for researchers and engineers, empowering them to explore ideas and implement effective quantitative trading strategies. The updates, available on GitHub, make Qlib the first platform to offer diverse learning paradigms aimed at helping researchers and engineers solve key financial market challenges.

A significant update is the introduction of adaptive concept drift technology for modeling the dynamic nature of financial markets. This feature can help researchers and engineers invent and implement algorithms that can adapt to changes in market trends and behavior over time, which is crucial for maintaining a competitive advantage in trading strategies.

Qlib’s support for reinforcement learning enables a new feature designed to model continuous investment decisions. This feature assists researchers and engineers in optimizing their trading strategies by learning from interactions with the environment to maximize some notion of cumulative reward.

Related research:

DDG-DA: Data Distribution Generation for Predictable Concept Drift Adaptation

Universal Trading for Order Execution with Oracle Policy Distillation

The post Research Focus: Week of July 3, 2023 appeared first on Microsoft Research.

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Distributional Graphormer: Toward equilibrium distribution prediction for molecular systems

Distributional Graphormer: Toward equilibrium distribution prediction for molecular systems

Distributional Graphormer (DiG) animated logo

Structure prediction is a fundamental problem in molecular science because the structure of a molecule determines its properties and functions. In recent years, deep learning methods have made remarkable progress and impact on predicting molecular structures, especially for protein molecules. Deep learning methods, such as AlphaFold and RoseTTAFold, have achieved unprecedented accuracy in predicting the most probable structures for proteins from their amino acid sequences and have been hailed as a game changer in molecular science. However, this method provides only a single snapshot of a protein structure, and structure prediction cannot tell the complete story of how a molecule works.

Proteins are not rigid objects; they are dynamic molecules that can adopt different structures with specific probabilities at equilibrium. Identifying these structures and their probabilities is essential in understanding protein properties and functions, how they interact with other proteins, and the statistical mechanics and thermodynamics of molecular systems. Traditional methods for obtaining these equilibrium distributions, such as molecular dynamics simulations or Monte Carlo sampling (which uses repeated random sampling from a distribution to achieve numerical statistical results), are often computationally expensive and may even become intractable for complex molecules. Therefore, there is a pressing need for novel computational approaches that can accurately and efficiently predict the equilibrium distributions of molecular structures from basic descriptors.

A schematic diagram illustrating the goal of Distributional Graphormer (DiG). A molecular system is represented by a basic descriptor D, such as the amino acid sequence for a protein. DiG transforms D into a structural ensemble S, which consists of multiple possible conformations and their probabilities. S is expected to follow the equilibrium distribution of the molecular system. A legend shows a example of D and S for Adenylate kinase protein.
Figure 1. The goal of Distributional Graphormer (DiG). DiG takes the basic descriptor, D, of a molecular system, such as the amino acid sequence for a protein, as input to predict the structures and their probabilities following equilibrium distribution.

In this blog post, we introduce Distributional Graphormer (DiG), a new deep learning framework for predicting protein structures according to their equilibrium distribution. It aims to address this fundamental challenge and open new opportunities for molecular science. DiG is a significant advancement from single structure prediction to structure ensemble modeling with equilibrium distributions. Its distribution prediction capability bridges the gap between the microscopic structures and the macroscopic properties of molecular systems, which are governed by statistical mechanics and thermodynamics. Nevertheless, this is a tremendous challenge, as it requires modeling complex distributions in high-dimensional space to capture the probabilities of different molecular states.

DiG achieves a novel solution for distribution prediction through an advancement of our previous work, Graphormer, which is a general-purpose graph transformer that can effectively model molecular structures. Graphormer has shown excellent performance in molecular science research, demonstrated by applications in quantum chemistry and molecular dynamics simulations, as reported in our previous blog posts (see here and here for more details). Now, we have advanced Graphormer to create DiG, which has a new and powerful capability: using deep neural networks to directly predict target distribution from basic descriptors of molecules.

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DiG tackles this challenging problem. It is based on the idea of simulated annealing, a classic method in thermodynamics and optimization, which has also motivated the recent development of diffusion models that achieved remarkable breakthroughs in AI-generated content (AIGC). Simulated annealing produces a complex distribution by gradually refining a simple distribution through the simulation of an annealing process, allowing it to explore and settle in the most probable states. DiG mimics this process in a deep learning framework for molecular systems. AIGC models are often based on the idea of diffusion models, which are inspired by statistical mechanics and thermodynamics.

DiG is also based on the idea of diffusion models, but we bring this idea back to thermodynamics research, creating a closed loop of inspiration and innovation. We imagine scientists someday will be able to use DiG like an AIGC model for drawing, inputting a simple description, such as an amino acid sequence, and then using DiG to quickly generate realistic and diverse protein structures that follow equilibrium distribution. This will greatly enhance scientists’ productivity and creativity, enabling novel discoveries and applications in fields such as drug design, materials science, and catalysis.

How does DiG work?

A schematic diagram illustrating the design and backbone architecture of DiG. The diagram shows a molecular system with two possible conformations as an example. The top row shows the energy function of the molecular system as a curve, with two local minima corresponding to the two conformations. The bottom row shows the probability distribution of the molecular system as a bar chart, with two peaks corresponding to the two conformations. The diagram also shows a diffusion process that transforms the probability distribution from a simple uniform one to the equilibrium one that matches the energy function. The diffusion process consists of several intermediate time steps, labeled as i=0,1,…,T. At each time step, a deep-learning model, Graphormer, is used to construct a forward diffusion step that converts the distribution at the previous time step to the next one, indicated by blue arrows. The Graphormer model is learned to match the distribution at each time step to a predefined backward diffusion step that converts the equilibrium distribution to the simple one, indicated by orange arrows. The backward diffusion step is computed by adding Gaussian noise to the equilibrium distribution and normalizing it. The learning of the Graphormer model is supervised by both the samples and the energy function of the molecular system. The samples are obtained from a large-scale molecular simulation dataset that provides the initial samples and the corresponding energy labels. The energy function is used to calculate the energy scores for the generated samples and guide the diffusion process towards the equilibrium distribution. The diagram also shows a physics-informed diffusion pre-training (PIDP) method that is developed to pre-train DiG with only energy functions as inputs, without the data dependency. The PIDP method uses a contrastive loss function to minimize the distance between the energy scores and the probabilities of the generated samples at each time step. The PIDP method can enhance the generalization of DiG to molecular systems that are not in the dataset.
Figure 2. DiG’s design and backbone architecture.

DiG is based on the idea of diffusion by transforming a simple distribution to a complex distribution using Graphormer. The simple distribution can be a standard Gaussian, and the complex distribution can be the equilibrium distribution of molecular structures. The transformation is done step-by-step, where the whole process mimics the simulated annealing process.

DiG can be trained using different types of data or information. For example, DiG can use energy functions of molecular systems to guide transformation, and it can also use simulated structure data, such as molecular dynamics trajectories, to learn the distribution. More concretely, DiG can use energy functions of molecular systems to guide transformation by minimizing the discrepancy between the energy-based probabilities and the probabilities predicted by DiG. This approach can leverage the prior knowledge of the system and train DiG without stringent dependency on data. Alternatively, DiG can also use simulation data, such as molecular dynamics trajectories, to learn the distribution by maximizing the likelihood of the data under the DiG model.

DiG shows similarly good generalizing abilities on many molecular systems compared with deep learning-based structure prediction methods. This is because DiG inherits the advantages of advanced deep-learning architectures like Graphormer and applies them to the new and challenging task of distribution prediction.  Once trained, DiG can generate molecular structures by reversing the transformation process, starting from a simple distribution and applying neural networks in reverse order. DiG can also provide the probability estimation for each generated structure by computing the change of probability along the transformation process. DiG is a flexible and general framework that can handle different types of molecular systems and descriptors.

Results

We demonstrate DiG’s performance and potential through several molecular sampling tasks covering a broad range of molecular systems, such as proteins, protein-ligand complexes, and catalyst-adsorbate systems. Our results show that DiG not only generates realistic and diverse molecular structures with high efficiency and low computational costs, but it also provides estimations of state densities, which are crucial for computing macroscopic properties using statistical mechanics. Accordingly, DiG presents a significant advancement in statistically understanding microscopic molecules and predicting their macroscopic properties, creating many exciting research opportunities in molecular science.

One major application of DiG is to sample protein conformations, which are indispensable to understanding their properties and functions. Proteins are dynamic molecules that can adopt diverse structures with different probabilities at equilibrium, and these structures are often related to their biological functions and interactions with other molecules. However, predicting the equilibrium distribution of protein conformations is a long-standing and challenging problem due to the complex and high-dimensional energy landscape that governs probability distribution in the conformation space. In contrast to expensive and inefficient molecular dynamics simulations or Monte Carlo sampling methods, DiG generates diverse and functionally relevant protein structures from amino acid sequences at a high speed and a significantly reduced cost.

Figure 3. This illustration shows DiG’s performance when generating multiple conformations of proteins. On the left, DiG-generated structures of the main protease of SARS-CoV-2 virus are projected into 2D space panned with two TICA coordinates. On the right, structures generated by DiG (thin ribbons) are compared with experimentally determined structures (cylindrical figures) in each case.

DiG can generate multiple conformations from the same protein sequence. The left side of Figure 3 shows DiG-generated structures of the main protease of SARS-CoV-2 virus compared with MD simulations and AlphaFold prediction results. The contours (shown as lines) in the 2D space reveal three clusters sampled by extensive MD simulations. DiG generates highly similar structures in clusters II and III, while structures in cluster I are undersampled. In the right panel, DiG-generated structures are aligned to experimental structures for four proteins, each with two distinguishable conformations corresponding to unique functional states. In the upper left, the Adenylate kinase protein has open and closed states, both well sampled by DiG. Similarly, for the drug transport protein LmrP, DiG also generates structures for both states. Here, note that the closed state is experimentally determined (in the lower-right corner, with PDB ID 6t1z), while the other is the AlphaFold predicted model that is consistent with experimental data. In the case of human B-Raf kinase, the major structural difference is localized in the A-loop region and a nearby helix, which are well captured by DiG. The D-ribose binding protein has two separated domains, which can be packed into two distinct conformations. DiG perfectly generated the straight-up conformation, but it is less accurate in predicting the twisted conformation. Nonetheless, besides the straight-up conformation, DiG generated some conformations that appear to be intermediate states.

Another application of DiG is to sample catalyst-adsorbate systems, which are central to heterogeneous catalysis. Identifying active adsorption sites and stable adsorbate configurations is crucial for understanding and designing catalysts, but it is also quite challenging due to the complex surface-molecular interactions. Traditional methods, such as density functional theory (DFT) calculations and molecular dynamics simulations, are time-consuming and costly, especially for large and complex surfaces. DiG predicts adsorption sites and configurations, as well as their probabilities, from the substrate and adsorbate descriptors. DiG can handle various types of adsorbates, such as single atoms or molecules being adsorbed onto different types of substrates, such as metals or alloys.

Figure 4. Adsorption prediction results of single C, H, and O atoms on catalyst surfaces. The predicted probability distribution on catalyst surface is compared to the interaction energy between the adsorbate molecules and the catalyst in the middle and bottom rows.
Figure 4. Adsorption prediction results of single C, H, and O atoms on catalyst surfaces. The predicted probability distribution on catalyst surface is compared to the interaction energy between the adsorbate molecules and the catalyst in the middle and bottom rows.

Applying DiG, we predicted the adsorption sites for a variety of catalyst-adsorbate systems and compared these predicted probabilities with energies obtained from DFT calculations. We found that DiG could find all the stable adsorption sites and generate adsorbate configurations that are similar to the DFT results with high efficiency and at a low cost. DiG estimates the probabilities of different adsorption configurations, in good agreement with DFT energies.

Conclusion

In this blog, we introduced DiG, a deep learning framework that aims to predict the distribution of molecular structures. DiG is a significant advancement from single structure prediction toward ensemble modeling with equilibrium distributions, setting a cornerstone for connecting microscopic structures to macroscopic properties under deep learning frameworks.

DiG involves key ML innovations that lead to expressive generative models, which have been shown to have the capacity to sample multimodal distribution within a given class of molecules. We have demonstrated the flexibility of this approach on different classes of molecules (including proteins, etc.), and we have shown that individual structures generated in this way are chemically realistic. Consequently, DiG enables the development of ML systems that can sample equilibrium distributions of molecules given appropriate training data.

However, we acknowledge that considerably more research is needed to obtain efficient and reliable predictions of equilibrium distributions for arbitrary molecules. We hope that DiG inspires additional research and innovation in this direction, and we look forward to more exciting results and impact from DiG and other related methods in the future.

The post Distributional Graphormer: Toward equilibrium distribution prediction for molecular systems appeared first on Microsoft Research.

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Collaborators: Holoportation™ communication technology with Spencer Fowers and Kwame Darko

Collaborators: Holoportation™ communication technology with Spencer Fowers and Kwame Darko

black and white photos of Dr. Spencer Fowers, a member of the Special Projects Technical Staff at Microsoft Research and Dr. Kwame Darko, a plastic surgeon in the reconstructive plastic surgery and burns center in Ghana’s Korle Bu Teaching Hospital, next to the Microsoft Research Podcast

Episode 142 | July 6, 2023 

Transforming research ideas into meaningful impact is no small feat. It often requires the knowledge and experience of individuals from across disciplines and institutions. Collaborators, a new Microsoft Research Podcast series, explores the relationships—both expected and unexpected—behind the projects, products, and services being pursued and delivered by researchers at Microsoft and the diverse range of people they’re teaming up with.

In this episode, host Dr. Gretchen Huizinga welcomes Dr. Spencer Fowers, a member of the Special Projects Technical Staff at Microsoft Research, and Dr. Kwame Darko, a plastic surgeon in the reconstructive plastic surgery and burns center in Ghana’s Korle Bu Teaching Hospital. The two are part of an intercontinental research project to study Holoportation, a Microsoft 3D capture and communication technology, in the medical setting. The goal of the study—led by Korle Bu, NHS Scotland West of Scotland Innovation Hub, and Canniesburn Plastic Surgery and Burns Unit—is to make specialized healthcare more widely available, especially to those in remote or underserved communities. Fowers and Darko break down how the technology behind Holoportation and the telecommunication device being built around it brings patients and doctors together when being in the same room isn’t an easy option and discuss the potential impact of the work.

Transcript

[TEASER] [MUSIC PLAYS UNDER DIALOGUE]

SPENCER FOWERS: I work with a team that does moonshots for a living, so I’m always looking for, what can we shoot for? And our goal really is like, gosh, where can’t we apply this technology? I mean, just anywhere that it is at all difficult to get, you know, medical expertise, we can ease the burden of doctors by making it so they don’t have to travel to provide this specialized care and increase the access to healthcare to these people that normally wouldn’t be able to get access to it.

KWAME DARKO: So yeah, the scope is as far as the mind can imagine it.

GRETCHEN HUIZINGA: You’re listening to Collaborators, a Microsoft Research Podcast showcasing the range of expertise that goes into transforming mind-blowing ideas into world-changing technologies. I’m Dr. Gretchen Huizinga.

[MUSIC ENDS]


On this episode, I’m talking to Dr. Spencer Fowers, a Principal Member of the Technical Staff at Microsoft Research, and Dr. Kwame Darko, a plastic surgeon at the National Reconstructive Plastic Surgery and Burns Centre at the Korle Bu Teaching Hospital in Accra, Ghana. Spencer and Kwame are working on 3D telemedicine, a project they hope will increase access to specialized healthcare in rural and underserved communities by using live 3D communication, or Holoportation. We’ll learn much more about that in this episode. But first, let’s meet our collaborators.

Spencer, I’ll start with you. Tell us about the technical staff in the Special Projects division of Microsoft Research. What kind of work do you do, what’s the research model, and what’s your particular role there?

SPENCER FOWERS: Hi, Gretchen. Thanks for having me on here. Yeah, um, so our group at Special Projects was kind of patterned after the Lockheed Martin Skunk Works methodology. You know, we are very much a sort of “try big moonshot projects” type group. Our goal is sort of to focus on any sort of pie-in-the-sky idea that has some sort of a business application. So you can imagine we’ve done things like build the world’s first underwater datacenter or do post-quantum cryptography, things like that. Anything that, uh, is a very ambitious project that we can try to iterate on and see what type of an application we can find for it in the real world. And I’m one of the, as you said, a principal member of the technical staff. That means I’m one of the primary researchers, so I wear a lot of different hats. My job is everything from, you know, managing the project, meeting with people like Kwame and the other surgeons that we’ve worked with, and then interfacing there and finding ways that we can take theoretical research and turn it into applied research, actually find a way that we can bring that theory into reality.

HUIZINGA: You know, that’s a really interesting characterization because normally you think of those things in two different buckets, right? The big moonshot research has got a horizon, a time horizon, that’s pretty far out, and the applied research is get it going so it’s productizable or monetizable fairly quickly, and you’re marrying those two kinds of research models?

FOWERS: Yeah. I mean, we fit kind of a really interesting niche here at Microsoft because we get to operate sort of like a startup, but we have the backing of a very large company, so we get to sort of, yeah, take on these moonshot projects that a, a smaller company might not be able to handle and really attack it with the full resources of, of a company like Microsoft.

HUIZINGA: So it’s a moonshot project, but hurry up, let’s get ’er done. [LAUGHS]

FOWERS: Right, yeah.

HUIZINGA: Well, listen, Kwame, you’re a plastic surgeon at Korle Bu in Ghana. In many circles, that term is associated with nonessential cosmetic surgery, but that’s not what we’re talking about here. What constitutes the bulk of your work, and what prompted you to pursue it in the first place?

KWAME DARKO: All right, thanks, Gretchen, and also thank you for having me on the show. So, um, just as you said, my name is Kwame Darko, and I am a plastic surgeon. I think a lot of my passion to become a plastic surgeon came from the fact that at the time, we didn’t have too many plastic surgeons in Ghana. I mean, at the time that I qualified as a plastic surgeon, I was the eighth person in the country. And at the time, there was a population of 20-something million. Currently, we’re around 33 million, 34 million, and we have … we’re still not up to 30 plastic surgeons. So there was quite a bit of work to be done, and my work scopes from all the way to what everybody tends to [associate] plastic surgery with, the cosmetic stuff, across to burns, across to trauma from people with serious accidents that need some parts of their body reconstructed, to tumors of all sorts. Um, one of my fortes is breast cancer and breast reconstruction, but not limiting to that. We also [do] tumors of the leg. And we also help other surgeons to cover up spaces or defects that may have been created when they’ve taken off some sort of cancer or tumor or whatever it may be. So it’s a wide scope, as well as burn surgery and burn care, as well. So that’s the scope of the kind of work that I do.

HUIZINGA: You know, this wasn’t on my list to ask you, but I’m curious, um, both of you … Spencer, where did you get your training? What … what’s your background?

FOWERS: I actually got my PhD at university in computer engineering, uh, focused on computer vision. So a lot of my academic research was in, uh, you know, embedded systems and low-power systems and how we can get a vision-based stuff to work without using a lot of processing. And it actually fits really well for this application here where we’re trying to find low-cost ways that we can bring really high-end vision stuff, you know, and put it inside a hospital.

HUIZINGA: Yeah. So, Kwame, what about you? Where did you get your training, and did you start out in plastic surgery thinking, “Hey, that’s what I want to be”? Or did you start elsewhere and say, “This is cool”?

DARKO: So my, my background is that I did my medical school training here in Ghana at the medical school in Korle Bu and then started my postgraduate training in surgery. Um, over here, you need to do a number of years in just surgery before you can branch out and do a specific type of surgery. So, after my three, four years in that, I decided to do plastic surgery once again here in Ghana. You spend another up to three years—minimum of three years—training in that, which I did. And then you become a plastic surgeon. But then I went on for a bit of extra training and more exposure from different places around the world. I spent some time in Cape Town in South Africa working in a hospital called Groote Schuur. Um, I’ve also had the opportunity to work in, in Glasgow, where this idea originated from, and various courses in different parts of the world from India, the US, and stuff like that.

HUIZINGA: Wow. You know, I could spend a whole podcast asking you what you’ve seen in your lifetime in terms of trauma and burns and all of that. But I won’t, uh, because let’s talk about how this particular project came about, and I’d like both of your perspectives on it. This is a sort of “how I met your mother” story. As I understand it, there were a lot of people and more than two countries involved. Spencer, how do you remember the meet-up?

FOWERS: Yeah, I mean, Holoportation has been around since 2015, but it was around 2018 that, uh, Steven Lo—he’s a plastic surgeon in Glasgow—he approached us with this idea, saying, “Hey, we want to, we want to use this Holoportation technology in a hospital setting.” At that point, he was already working with Kwame and, and other doctors. They have a partnership between the Canniesburn Plastic Surgery unit in Glasgow and the Korle Bu Teaching Hospital in Accra. And he, he approached us with this idea of saying we want to build a clinic remotely so that people can come and see this. There is, like Kwame mentioned, right, a very drastic lack of surgeons in Ghana for the amount of the population, and so he wanted to find a way that he could provide reconstructive plastic surgery consultation to patients even though they’re very far away. Currently, the, you know, the Canniesburn unit, they do these trips every year, every couple of years, where they fly down to Ghana, perform surgeries. And the way it works is basically the surgeons get on an airplane, they fly down to Ghana, and then, you know, the next day they’re in the hospital, all day long, meeting these people that they’re going to operate on the next day, right? And trying to decide the day before the surgery what they’re going to operate on and what they’re going to do and get the consent from these patients. Is there a better way? Could we actually talk to these patients ahead of time? And 2D video calls just didn’t cut it. It wasn’t good enough, and Kwame can talk more about that. But his idea was, can we use something like this to make a 3D model of a patient, have a live conversation with them in 3D so that the surgeon can evaluate them before they go to Ghana and get an idea of what they’re going to do and be able to explain to the patient what they want to do before the surgery has to happen.

HUIZINGA: Yeah. So Microsoft Research, how did that group get involved?

FOWERS: Well, so we started with this technology back in, you know, 2015. And when he approached us with this idea, we were looking for ways that we could apply Holoportation to different areas, different markets. This came up as like one of those perfect fits for the technology, where we wanted to be able to use the system to image someone, it needed to be a live conversation, not a recording, and so that was, right there … was where we started working with them and designing the cameras that would go into the system they’re using today.

HUIZINGA: Right, right, right. Well, Kwame, in light of, uh, the increase, as we’ve just referred to, in 2D telemedicine, especially during COVID and, and post-COVID, people have gotten pretty used to talking to doctors over a screen as opposed to going in person. But there are drawbacks and shortcomings of 2D in your world. So how does 3D fill in those gaps, and, and what was attractive to you in this particular technology for the application you need?

DARKO: OK. So great, um, just as you’re saying, COVID really did spark the, uh, the spread of 2D telemedicine all over the world. But for myself, as a surgeon and particularly so as a plastic surgeon, we’re trying to think about, how is 2D video going to help me solve my problem or plan towards solving my problem for a patient? And you realize there is a significant shortfall when we’re not just dealing with the human being as a 2D object, uh, but 3D perspective is so important. So one of the most common things we’ve used this system to help us with is when we’re assessing a patient to decide which part of the body we’re going to move and use it to fit in the space that’s going to be created by taking out some form of tumor. And not only taking it out in 3D for us to know that it’s going to fit and be big enough but also demonstrating to the patient so they have a deeper understanding of exactly what is going to go and be used to reconstruct whichever part of their body and what defect is going to be left behind. So as against when you’re just having a straightforward consultation back and forth, answer and response, question and response, in this situation, we get the opportunity and have the ability to actually turn the patient around and then measure out specific problem … parts of the body that we’re going to take off and then transpose that on a different part of the body to make sure that it’s also going to be big enough to switch around and transpose. And when I’m saying transpose, I’m talking about maybe sticking something off from the front part of your thigh and then filling that in with maybe massive parts of your back muscle.

FOWERS: To add on to what Kwame said, you know, for us, for Microsoft Research, when Steven approached us with this, I don’t think we really understood the impact that it could have. You know, we even asked him, why don’t you just use like a cell phone, or why don’t you just use a 2D telemedicine call? Like, why do you need all this technology to do this? And he explained it to us, and we said, OK, like we’re going to take your word for it. It wasn’t until I went over there the first time that it really clicked for me and we had set up the system and he brought in a patient that had had reconstructive plastic surgery. She had had a cancerous tumor that required the amputation of her entire shoulder. So she lost her arm and, you know, this is not something that we think of on a day-to-day basis, but you actually, you can’t wear a shirt if you don’t have a shoulder. And so he was actually taking her elbow and replacing the joint that he was removing with her elbow joint. So he did this entire transpose operation. The stuff that they can do is amazing. But …

HUIZINGA: Right.

FOWERS: … he had done this operation on her probably a year before. And so he was bringing her back in for just the postoperative consult to see how she was doing. He had her in the system, and while she’s sitting in the system, he’s able to rotate the 3D model of her around so that she can see her own back. And he drew on her: “OK, this is where your elbow is now, and this is where we took the material from and what we did.” And during the teleconference, she says, “Oh, that’s what you did. I never knew what you did!” Like … she had had this operation a year ago, never knew what happened to herself because she couldn’t see her own back that way and couldn’t understand it. And it finally clicked to us like, oh my gosh, like, this is why this is important. Like not just because it aids the doctors in planning for surgeries, but the tremendous impact that it has on patient satisfaction with their operation and patient understanding of what’s going to happen.

HUIZINGA: Wow. That’s amazing. Even as you describe that, it’s … ahh … we could go so deep into the strangeness of what they can do with plastic surgery. But let’s talk about technology for a minute. Um, this is a highly visual technology, and we’re just doing a podcast, and we will provide some links in the show notes for people to see this in action, I hope. But in the meantime, Spencer, can you give us a kind of word picture of 3D telemedicine and the technology behind Holoportation? How does it work?

FOWERS: Yeah, the idea behind this technology is, if we can take pictures of a person from multiple angles and we know where those cameras are very, very accurately, we can stitch all those images together to make like a 3D picture of a person. So we’re actually using, for the 3D telemedicine system, we’re using the Azure Kinect. So it’s like Version 3 of the Kinect sensor that was introduced back in the Xbox days. And what that gives us is it gives us not just a color picture like you’re seeing on your normal 2D phone call, but it’s also giving us a depth picture so it can tell how far away you are from the camera. And we take that depth and that color information from 10 different cameras spaced around the room and stitch them all together in real time. So while we’re talking at, you know, normal conversation speed, it’s creating this 3D image of a person that the doctor, in this case, can actually rotate, pan, zoom in, and zoom out and be able to see them from any angle that they want without requiring that patient to get up and move around.

HUIZINGA: Wow. And that speaks to what you just said. The patient can see it as well as the clinician.

FOWERS: Yeah, I mean, you also have this problem with a lot of these patients if they’d had, you know, a leg amputation or something, when we typically talk like we’re talking now on like a, you know, the viewer, the listeners can’t see it, but a typical 2D telemedicine call, you’re looking at me from like my shoulders up. Well, if that person has an amputation of their knee, how do you get it so that you can talk to them in a normal conversation and then look at their knee? You, you just can’t do that on a 2D call. But this system allows them to talk to them and turn and look at their knee and show them—if it’s on their back, wherever it is—what they’re going to do and explain it to them.

HUIZINGA: That’s amazing. Kwame, this project doesn’t just address geographical challenges for remote patients. It also addresses geographical challenges for remote experts. So tell us about the nature and makeup of what you call MDTs­—or multidisciplinary teams—that you collaborate with and how 3D telemedicine impacts the care you’re able to provide because of that.

DARKO: All right. So with an MDT, or multidisciplinary team, just as you said, the focus on medicine these days is to take out individual bias in how we’re going to treat a particular patient, an individual knowledge base. So now what we tend to do is we try and get a group of doctors who would be treating a particular ailment—more often than not, it’s a cancer case—and everybody brings their view on what is best to holistically find a solution to the patient’s … the most ideal remedy for the patient. Now let’s take skin cancer, for example. You’re going to need a plastic surgeon if you’re going to cut it out. You’re going to need a dermatologist who is going to be able to manage it. If it’s that severe, you’re also going to need an oncologist. You may even need a radiologist and, of course, a psychologist and your nursing team, as well. So with an MDT, you’d ideally have members from each of these specialties in a room at a time discussing individual patients and deciding what’s best to do for them. What happens when I don’t have a particular specialty? And what happens when, even though I am the representative of my specialty on this group, I may not have as in-depth knowledge as is needed for this particular patient? What do we do? Do we have access to other brains around the world? Well, with this system, yes, we do. And just as we said earlier, that unlike where this is just a regular let’s say Teams meeting or whatever form of, uh, telemedicine meeting, in this one where we have the 3D edge, we can actually have the patient around in the rig. And as we’re discussing and talking about—and people are giving their ideas—we can swing the patient around and say, well, on this aspect, it would work because this is far away from the ear or closer to the ear, or no, the ear is going to have to go with this; it’s too close. So what do we do? Can we get somebody else to do an ear reconstruction in addition? If it’s, um, something on the back, if we’re taking it all out, is this going to involve the muscle, as well? If so, how are we going to replace the muscle? It’s beyond my scope. But oh! What do you know? We have an expert who’s done this kind of things from, let’s say, Korea or Singapore. And then they would log on and be able to see everything and give their input, as well. So this is another application which just crosses boundary … um, borders and gives us so much more scope to the application of this, uh, this new device.

HUIZINGA: So, so when we’re talking about multidisciplinary teams and, and we look at it from an expert point of view of having all these different disciplines in the room from the medical side, uh, Spencer this collaboration includes technologists, as well as medical professionals, but it also includes patients. You, you talk about what you call a participatory development validation. What is the role of patients in developing this technology?

FOWERS: Well, similar to like that story I was mentioning, right, as we started using this system, the initial goal was to give doctors this better ability to be able to see patients in preparation for surgery. What we found as we started to show this to patients was that it drastically increased their satisfaction from the visits with the doctors because they were able to better understand the operation that was going to be performed. It’s surprising how many times like Kwame and Steven will talk to me and they’ll tell us stories about how like they explain a procedure to a patient about what they’re going to do, and the patient says, “Yeah, OK.” And then they get done and the patient’s like, “Wait, what did you do? Like that doesn’t … I didn’t realize you were going to do that,” you know, because it’s hard for them to understand when you’re just talking about them or whether you’re drawing on a piece of paper. But when you actually have a picture of yourself in front of you that’s live and the doctors indicating on you what’s going to happen and what the surgery is going to be, it drastically increases the patient satisfaction. And so that was actually the direction of the randomized controlled trial that we’re conducting in, in Scotland right now is, what kind of improvement in patient satisfaction does this type of a system provide?

HUIZINGA: Hmm. It’s kind of speaking UX to me, like a patient experience as opposed to a user experience. Um, has it—any of this—fed into sort of feedback loop on technology development, or is it more just on the user side of how I feel about it?

FOWERS: Um, as far as like technology that we use for the system, when we started with Holoportation, we were actually using kind of research-grade cameras and building our own depth cameras and stuff like that, which made for a very expensive system that wasn’t easy to use. That’s why we transitioned over to the Azure Kinect because it’s actually like the highest-resolution depth camera you can get on the market today for this type of information. And so, it’s, it’s really pushed us to find, what can we use that’s more of a compact, you know, all-in-one system so that we can get the data that we need?

HUIZINGA: Right, right, right. Well, Kwame, at about this time, I always ask what could possibly go wrong? But when we talked before, you, you kind of came at this from a cup-half-full outlook because of the nature of what’s already wrong in digital healthcare in general, but particularly for rural and underserved communities, um, and you’ve kind of said what’s wrong is why we’re doing this. So what are some of the problems that are already in the mix, and how does 3D telemedicine mitigate any of them? Things like privacy and connectivity and bandwidth and cost and access and hacking, consent—all of those things that we’re sort of like concerned about writ large?

DARKO: All right. So when I was talking about the cup being half full in terms of these, all of these issues, it’s because these problems already exist. So this technology doesn’t present itself and create a new problem. It’s just going to piggyback off the solutions of what is already in existence. All right? So you, you mentioned most of them anyway. I mean, talking about patient privacy, which is No. 1. Um, all of these things are done on a hospital server. They are not done on a public or an ad hoc server of any sort. So whatever fail-safes there are within the hospital in itself, whichever hospital network we’re using, whether here in Ghana, whether in Glasgow, whether somewhere remotely in India or in the US, doesn’t matter where, it would be piggybacking off a hospital server. So those fail-safes are there already. So if anybody can get into the network and observe or steal data from our system, then it’s because the hospital system isn’t secure, not because it’s our system, in a manner of speaking, is not secure. All right? And then when I was saying that it’s half full, it’s because whatever lapses we have already in 2D telemedicine, this supersedes it. And not only does it supersede the 2D lapses, it goes again and gives significant patient feedback like we were saying earlier, what Spencer also alluded to, is that now you have the ability to show the patient exactly what’s going on. And so in previous aspects where, think about it, even if it’s an in-person consultation where I would draw on a piece of paper and explain to them, “Well, I’m going to do this, this, this, and that,” now I actually have the patient’s own body, which they’re watching at the same time, being spun around and indicating that this actually is the spot I was talking about and this is how big my cut is going to be, and this is what I’m going to move out from here and use to fill in this space. So once again, my inclination on this is that, on our side, we can only get good, as against to looking for problems. The problems, I, I admit, will exist, but not as a separate entity from regular 2D medicine that’s … or 2D videography that we’re already encountering.

HUIZINGA: So you’re not introducing new risks with this. You’re just sort of serving on the other risks.

DARKO: We’re adding to the positives, basically.

HUIZINGA: Right. Yeah, Spencer, in the “what could go wrong” bucket on the other side of it, I’m looking at healthcare and the cost of it, uh, especially when you’re dealing with multiple specialists and complicated surgeries and so on. And I know healthcare policy is not on your research roadmap necessarily, but you have to be thinking about that as you’re, um, as you’re going on how this will ultimately be implemented across cultures and so on. So have you given any thought to how this might play out in different countries, or is this just sort of “we’re going to make the technology and let the policy people and the wonks work it out later?”

FOWERS: [LAUGHS] Yeah, it’s a good question, and I think it’s something that we’re really excited to see how it can benefit. Luckily enough, where we’re doing the tests right now, like in, uh, Glasgow and in Ghana, they already have partnerships and so there’s already standards in place for being able to share doctors and technology across that. But yeah, we’ve definitely looked into like, what kind of an impact does this have? And one of the benefits that we see is using something like 3D telemedicine even to provide greater access for specialty doctors in places like rural or remote United States, where they just don’t have access to those specialists that they need. I mean, you know, Washington state, where I am, has a great example where you’ve got people that live out in Eastern Washington, and if they have some need to go see like a pediatric specialist, they’re going to have to drive all the way into Seattle to go to Seattle Children’s to see that person. What if we can provide a clinic that allows them to, you know, virtually, through 3D telemedicine, interface with that doctor without having to make that drive and all that commute until they know what they need to do. And so we actually look at it as being beneficial because this provides greater access to these specialists, to other regions. So it’s actually improving, improving healthcare reach and accessibility for everyone.

HUIZINGA: Yeah. Kwame, can you speak to accessibility of these experts? I mean, you would want them all on your team for a 3D telemedicine call, but how hard is it to get them all on the same … I mean, it’s hard to get people to come to a meeting, let alone, you know, a big consultation. Does that enter the picture at all or, is that … ?

DARKO: It does. It does. And I think, um, COVID is something, is something else that’s really changed how we do everyday, routine stuff. So for example, we here in Ghana have a weekly departmental meeting and, um—within the plastic surgery department and also within the greater department of surgery, weekly meeting—everything became remote. So all of a sudden, people who may not be able to make the meeting for whatever reason are now logging on. So it’s actually made accessibility to them much, much easier and swifter. I mean, where they are, what they’re doing at the time, we have no idea, but it just means that now we have access to them. So extrapolating this on to us getting in touch with specialists, um, if we schedule our timing right, it actually makes it easier for the specialists to log on. Now earlier we spoke about international MDTs, not just local, but then, have we thought about what would have happened if we did not have this ability to have this online international MDT? We’re talking about somebody getting a plane ticket, sitting on a plane, waiting in airports, airport delays, etcetera, etcetera, and flying over just to see the patient for 30 minutes and make a decision that, “Well, I can or cannot do this operation.” So now this jumps over all of this and makes it much, much easier for us. And now when we move on to the next stage of consultation, after the procedure has been done, when I’m talking about the surgery, now the patient doesn’t need to travel great distances for individual specialist review. Now in the case of plastic surgery, this may cover not only the surgeon but also the physiotherapist. And so, it’s not just before the consultation but also after the consultation.

HUIZINGA: Wow. Spencer, what you’re doing with 3D telemedicine through Holoportation is a prime example of how a technology developed for one thing turned out to have incredible uses for another. So give us just a brief history of the application for 3D communication and how it evolved from where it started to where it is now.

FOWERS: Yeah, I mean, 3D communication, at least from what we’re doing, really started with things like the original Xbox Kinect, right? With a gaming console and a way to kind of interact in a different way with your gaming system. What happened was, Microsoft released that initial Kinect and suddenly found that people weren’t buying the Kinect to play games with it. They were buying to put it on robots and buying to use, you know, for different kind of robotics applications and research applications. And that’s why the second Kinect, when it was released, they had an Xbox version and they actually had a Kinect for Windows version because they were expecting people to buy this sensor to plug it in their computers. And if you look at the form factor now with the Azure Kinect that we have, it’s a much more compact unit. It’s meant specifically for using on computers, and it’s built for robotics and computer vision applications, and so it’s been really neat to see how this thing that was developed as kind of a toy has become something that we now use in industrial applications.

HUIZINGA: Right. Yeah. And this … sort of the thing, the serendipitous nature of research, especially with, you know, big moonshot projects, is like this is going to be great for gaming and it actually turns out to be great for plastic surgery! Who’d have thunk? Um, Kwame, speaking to where this lives in terms of use, where is it now on the spectrum from lab to life, as I like to say?

DARKO: So currently, um, we have a rig in our unit, the plastic surgery unit in the Korle Bu Teaching Hospital. There’s a rig in Glasgow, and there’s a rig over in the Microsoft office. So currently what we’ve been able to do is to run a few tests between Ghana, Seattle, and Glasgow. So basically, we’ve been able to run MDTs and we’ve been able to run patient assessments, pre-op assessments, as well as post-operative assessments, as well. So that’s where we are at the moment. It takes quite a bit of logistics to initiate, but we believe once we’re on a steady roll, we’ll be able to increase our numbers that we’ve been able to do this on. I think currently those we’ve operated and had a pre-op assessment and post-op assessment have been about six or seven patients. And it was great, basically. We’ve done MDTs across with them, as well. So the full spectrum of use has been done: pre-op, MDT, and post-op assessments. So yeah, um, we have quite a bit more to do with numbers and to take out a few glitches, especially with remote access and stuff like that. But yeah, I think we’re, we’re, we’re making good progress.

HUIZINGA: Yeah. Spencer, do you see, or do you know of, hurdles that you’re going to have to jump through to get this into wider application?

FOWERS: For us, from a research setting, one of the things that we’ve been very clear about as we do this is that, while it’s being used in a medical setting, 3D telemedicine is actually just a communication technology, right? It’s a Teams call; it’s a communication device. We’re not actually performing surgery with the system, you know, or it’s not diagnosing or anything. So it’s not actually a medical device as much as it’s a telecommunication device that’s being used in a medical application.

HUIZINGA: Well, as we wrap up, I like to give each of you a chance to paint a picture of your preferred future. If your work is wildly successful, what does healthcare look like in five to 10 years? And maybe that isn’t the time horizon. It could be two to three; it could be 20 years. I don’t know. But how have you made a difference in specialized medicine with this communication tool?

FOWERS: Like going off of what Kwame was saying, right, back in November, when we flew down and were present for that first international MDT, it was really an eye-opening experience. I mean, these doctors, normally, they just get on an airplane, they fly down, and they meet these patients for the first time, probably the day before they’ve had surgery. And this time, they were able to meet them and then be able to spend time before they flew down preparing for the surgery. And then they did the surgeries. They flew back. And normally, they would fly back, they wouldn’t see that patient again. With 3D telemedicine, they jumped back on a phone call and there was the person in 3D, and they were able to talk to them, you know, turn them around, show them where the procedure was, ask them questions, and have this interaction that made it so much better of an experience for them and for the doctors involved. So when I look at kind of the future of where this goes, you know, our vision is, where else do we need this? Right now, it’s been showcased as this amazing way to bring international expertise to one operating theater, you know, with specialists from around the world, as needed. And I think that’s great. And I think we can apply that in so many different locations, right? Rural United States is a great example for us. We hope to expand out what we’re doing in Scotland, to rural areas of Scotland that, you know, it’s very hard for people in the Scottish isles to be able to get to their hospitals. You know, other possible applications … like can we make this system mobile? You can imagine like a clinical unit where this system drives out to remote villages and is able to allow people that can’t make it in to a hospital to get that initial consultation, to know whether they should make the trip or whether they need other work done before they can start surgery. So kind of the sky’s the limit, right? I mean, it’s always good to look at like, what’s … I work with a team that does moonshots for a living, so I’m always looking for what can we shoot for? And our goal really is like, gosh, where can’t we apply this technology? I mean, it just anywhere that it is at all difficult to get, you know, medical expertise, we can ease the burden of doctors by making it so they don’t have to travel to provide this specialized care and increase the access to healthcare to these people that normally wouldn’t be able to get access to it.

HUIZINGA: Kwame, what’s your, what’s your take?

DARKO: So to me, I just want to describe what the current situation is and what I believe the future situation will be. So, the current situation—and like, like, um, Spencer was saying, this just doesn’t apply to Ghana alone; it can apply in some parts of the US and some parts of the UK, as well—where a patient has a problem, is seen by a GP in the local area, has to travel close to 24 hours, sometimes sleep over somewhere, just to get access to a specialist to see what’s going on. The specialist now diagnoses, sees what’s happening, and then runs a barrage of tests and makes a decision, “Well, you’re going to have an operation, and the operation is going to be in, let’s say, four weeks, six weeks.” So what happens? The patient goes, spends another 24 hours-plus going all the way back home, waiting for the operation day or operation period, and then traveling all the way back. You can imagine the time and expense. And if this person can’t travel alone, that means somebody else needs to take a day off work to bring the person back and forth. So now what would happen in the future if everything goes the way we’re planning? We’d have a rig in every, let’s say, district or region. The person just needs to travel, assumedly, an hour or two to the rig. Gets the appointment. Everything is seen in 3D. All the local blood tests and stuff that can be done would be done locally, results sent across. Book a theater date. So the only time that the person really needs to travel is when they’re coming for the actual operation. And once again, if an MDT has to be run on this, on this patient, it will be done. And, um, they would be sitting in their rig remotely in the town or wherever it is. Those of us in the teaching hospitals across the country would also be in our places, and we’d run the MDT to be sure. Postoperatively, if it’s a review of the patient, we’d be able to do that, even if it’s an MDT review, as well, we could do that. And the extra application, which I didn’t highlight too much and I mentioned it, but I didn’t highlight it, is if this person needs to have physiotherapy and we need to make sure that they’re succeeding and doing it properly, we can actually do it through a 3D call and actually see the person walking in motion or wrist movement or hand extension or neck movements, whatever it is. We can do all this in 3D. So yeah, the, the scope is, is as far as the mind can imagine it!

HUIZINGA: You know, I’m even imagining it, and I hate to bring up The Jetsons as, you know, my, my anchor analogy, but, you know, at some point, way back, nobody thought they’d have the technology we have all in our rooms and on our bodies now. Maybe this is just like the beginning of everybody having 3D communication everywhere, and no one has to go to the doctor before they get the operation. [LAUGHS] I don’t know. Spencer Fowers, Kwame Darko. This is indeed a mind-blowing idea that has the potential to be a world-changing technology. Thanks for joining me today to talk about it.

DARKO: Thanks for having us, Gretchen.

FOWERS: Thanks.

The post Collaborators: Holoportation™ communication technology with Spencer Fowers and Kwame Darko appeared first on Microsoft Research.

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