Host: Phil, what is it and where is it being used and how is it working out?<\/strong><\/p>\nPhil Spencer: So, I\u2019m going to expand that a little bit because I think the fundamental issue that you talk about really, in any activity, is how do I find the group of people that I\u2019m going to feel most comfortable with and have the most fun, or even achieve the most, if it\u2019s something that\u2019s more work-related. TrueSkill for us, in the pure gaming space, is like having the AI analyze how somebody plays and what their capability is, and then, when you go in to play another game, and you say I want to have a good game, I want to play against people that I\u2019m fairly evenly-matched with, we\u2019re able to use our understanding of your capability and put you in a match with similar skilled people. But at the same time, it\u2019s not just the skill of the player, it\u2019s what about what language these people use when they play? Are they aggressive players, are they not aggressive players? There\u2019s hours of the day, even, something as simple as that, that I want to play and I don\u2019t want to play. TrueSkill starts with your capability and builds from that, but the layering on, on top of this, of the social dynamics that happen online, that aren\u2019t just about the skill someone has but also, when I\u2019m there, I feel like this is an environment where I can show up as my true self. I can be most authentic and have a good time at the same time. And when I think about that, that applies in so many places in our world today, right? It\u2019s the social interactions that we have on so many of these social networks and other things. I think the work that we\u2019re doing together in that space is awesome. And I think there\u2019s just so much opportunity there.<\/p>\n
Host: Chris, could you add to that from the research perspective, because he\u2019s talking about AI algorithms that are watching me play\u2026<\/strong><\/p>\nChris Bishop: Sure. I mean, it\u2019s a super-interesting piece of technology, TrueSkill, because you know, a lot of the work we do in machine-learning uses techniques like neural nets and deep learning and they\u2019re very sort of data hungry and they\u2019re amazingly powerful techniques. But TrueSkill is a really interesting showcase of a different approach to machine-learning called model-based machine-learning, or probabilistic modeling. And really, the secret there is that you, instead of having this big sort of black box that you train-up with lots of data, instead you actually describe the process by which the data comes into being. You say, well, here\u2019s one person, they play against another person, and there\u2019s a game outcome, and that\u2019s the data we observe. And then you run some, you know, complicated code corresponding to some beautiful maths called Bayes\u2019 Theorem, and it takes all the information you have about players and their skills and it absorbs the new information of the game outcome and then kind of updates their skill evaluation. And it\u2019s all done in a way that takes into account uncertainty. So, probability is sort of at the heart of all of this. And, you know, it\u2019s just one of the first really large-scale applications of this kind of machine learning. It went out first in Halo. It\u2019s now part of Gears of War 4. And we\u2019re now thinking about how we make this very generic so it can apply to a really broad range of games.<\/p>\n
Host: Well Chris, aside from gaming, other researchers that you are working with are bringing gaming technology to healthcare. And two more guests on the podcast, Cecily Morrison, spearheaded project Torino which makes a programming language for children with visual disabilities, and Haiyan Zhang was recently on talking about several projects including Fizzyo which makes a video game out of laborious cystic fibrosis breathing exercises for kids. Talk about the vision behind the research that crosses these borders.<\/strong><\/p>\nChris Bishop: I mean, this is such an exciting area. I think we\u2019re really just scratching the surface. I mean projects, like, you mentioned\u2026 we called it Torino internally, but now we\u2019ve done a royalty-free license to an organization that\u2019s going to produce this as Code Jumper. And it\u2019s just a beautiful idea of allowing, initially, kids who are blind or partially-sighted, to learn to code by having, effectively, each line of code is represented as this very tactile plastic object that you connect to other plastic objects using wires and then you press a button and the code gets executed.<\/p>\n
Host: Wow.<\/strong><\/p>\nChris Bishop: But actually, the really nice thing about this is that it turns out to be a great way for kids who have full vision, also, to learn to code. And it\u2019s very inclusive, because you have the blind kids and the sighted kids can get together and work together collaboratively to design code and change code and so on. I\u2019m just really excited that\u2019s out there in the world now.<\/p>\n
Host: Yeah. And what about Fizzyo? The\u2026 I mean, when Haiyan was on the podcast, I was like, that\u2019s incredible. How did that find its way into research threads\u2026?<\/strong><\/p>\nChris Bishop: You know, sometimes it\u2019s really hard to kind of trace the sort of ancestry of these ideas. I mean, you know researchers are\u2026<\/p>\n
Phil Spencer: If only you could!<\/p>\n
Chris Bishop: If only you could, yeah\u2026 I mean, research, you know, think of in a building \u2013 you got to put coffee in one end and sort of ideas come out the other and there\u2019s this mysterious sort of organic process that happens in between.<\/p>\n
Phil Spencer: I love that visualization.<\/p>\n
Host: Yeah, right.<\/strong><\/p>\nPhil Spencer: Just pour coffee in one side, innovation comes out the other. Chris\u2019 tricks, right there!<\/p>\n
Host: It is actually the fuel for creativity.<\/strong><\/p>\nChris Bishop: Absolutely. Yeah, when both coffee machines break, it\u2019s a major\u2026<\/p>\n
Phil Spencer: Innovation stops!<\/p>\n
Chris Bishop: Right? The lab director has to rush down and fix the coffee machines, otherwise\u2026<\/p>\n
Phil Spencer: That\u2019s the most critical person on the team\u2026<\/p>\n
Host: Oh, man\u2026<\/strong><\/p>\nPhil Spencer: \u2026the guy who can fix the coffee machine!<\/p>\n
Host: Well, along those lines, Phil, millions of people saw, and were deeply moved, by Microsoft\u2019s powerful Super Bowl ad this year about making gaming accessible for everyone. The tagline, \u201cWhen everyone plays, we all win,\u201d is perfect because it\u2019s true: disabilities don\u2019t reduce our desire to play. So, tell us the story behind the new adaptive controller for gamers with disabilities. Because this is another area of your oversight which is the hardware that people use to play.<\/strong><\/p>\nPhil Spencer: Yeah, I love the story of the adaptive controller, not just because of the product that we were able to build, but really the team that started this. It started as a hackathon project inside of Microsoft, people coming together on their own time, not all from the gaming organization. Again, similar, taking a, \u201cwell, what if we tried to help in this space?\u201d There have been a lot of third parties that had done some form of accessible controllers. Prices were very high. There were no standards. So, we took the approach if we could create a piece of hardware, basically sell it at what it cost to build, make it accessible to any other platform, so, it\u2019s out there for Windows, it\u2019s out there for Xbox, we\u2019ve sent it to every other competing gaming platform saying hey, here\u2019s a base to go use. But the team, after the hackathon project, did this in the evenings, got it to a point where they brought it to our game leadership team. We looked at the product. We weren\u2019t sure how we were going to be able to fund it, how do you market that, what is it going to mean when it comes out? When you start that journey with that community, it\u2019s not a one-step journey. So, if we\u2019re in this, we\u2019re in it for the long run. It\u2019s not a PR beat for us, it\u2019s a product beat. And then it was really nice, in the holidays, to see, one, when it first shipped in September, how the gaming community worked through some of the agencies that really helped us with testing and feedback to put it out. And then, there was a Microsoft ad that they put out with Owen, who is the star of the ad, great kid. And you just see him light up. But I will say, you talked about when everyone plays, we all win. The moment that gets to me the most, and I hear this so many times, is when Owen\u2019s dad is talking about Owen playing video games. The truest representation of Owen is, when he\u2019s playing online, he\u2019s just Owen. He\u2019s not in a chair. He can decide how and when he wants to share who he is. Because to everybody else, he\u2019s a good gamer. And I love that, I think the line the dad uses is something like, you know, when he\u2019s online playing, he\u2019s just like everybody else. And I hear that so often in our space that the more we make it accessible, it just brings more people in, everyone can play. And something Chris hit on, which I also think is really important for us on the product side to think about, almost every instance where we\u2019ve approached making our products more accessible, whether it\u2019s to sight, hearing impaired people, we make the product better for everybody.<\/p>\n
Host: Yes.<\/strong><\/p>\nPhil Spencer: It\u2019s actually not an either\/or decision. So that it doesn\u2019t surprise me at all that programming techniques that we would put in place for somebody who is sight-challenged becomes accessible to other people. We\u2019ve seen that, we\u2019ve seen that in our text-to-speech work that we\u2019ve done on console. And it\u2019s such a truism we have to believe, that when you make things easier for somebody, you literally make it easier for everybody.<\/p>\n
Host: Yeah, and in fact, Cecily was talking, quite extensively, about the fact that you can have situational disabilities. You may have two arms, but you\u2019re holding a baby and doing something with your phone. You are suddenly a one-arm phone user.<\/strong><\/p>\nPhil Spencer: Yeah.<\/p>\n
Host: And things like that. The curb-cut for wheelchairs is also good for cyclists. And it goes way broader.<\/strong><\/p>\nPhil Spencer: That\u2019s right. That\u2019s right. It\u2019s just expanding the aperture of how you\u2019re thinking, and you can\u2019t always do that because your own situation doesn\u2019t always give you the life experience.<\/p>\n
Host: So, Chris, on that same line, what\u2019s the vision in terms of this accessibility thread, kind of adding on what Phil said, from your perspective?<\/strong><\/p>\nChris Bishop: Right. So as, I think, you know, Phil hit on something really important there which is, it\u2019s a great frontier to drive research, take it to the next level. How are we going to get technologies to help people in social situations? And of course, that\u2019s incredibly important if somebody is blind. So, it\u2019s harder to get all the social cues of eye contact and that sort of thing. So, can technology help them? We\u2019ve been doing a lot of research about how we might push the frontiers there. And then of course, it turns out that, now you take a situation like meetings, you know, video conferences, where again, like you said, we all have disabilities at different times of the day in different situations, and when somebody is on the other side of the planet and so on, there are barriers to normal communication, and then some of the research ideas apply equally in some of these situations that you might encounter in an office setting, for example.<\/p>\n
Host: Well, some of the gaming advances we\u2019ve talked about, and we\u2019ve even alluded to it already here in this conversation, have come out of the annual company-wide summer hackathon\u2026<\/strong><\/p>\nPhil Spencer: Yeah.<\/p>\n
Host: \u2026but there\u2019s a more compact version of this held for Microsoft Research and Microsoft Gaming, and it\u2019s gained quite a bit of traction. What do you see emerging from this hack event for researchers, designers and game developers? Chris, why don\u2019t you start?<\/strong><\/p>\nChris Bishop: Yeah, I think of it as sort of, you know, TED-conference-meets-hackathon. It\u2019s a kind of a \u2013 kind of a hybrid thing we, you know, we\u2019ve run a couple so far. The first one was quite conference-like and really sort of allowed everybody to get to know what was going on in the different teams. But the second one was really high energy and it was very focused on putting together teams from research, from gaming, and just working together on crazy little projects. I mean, one little example was some developers from the gaming teams working with researchers using machine-learning to take visuals from games and classify the genre of those games. Just a little exercise in machine-learning and a great opportunity for people to get their first experience of doing hands-on machine-learning in this very collaborative environment. But I think the real benefit that we\u2019ve seen are the new relationships that form and people getting to know each other, and then going on to form new collaborations.<\/p>\n
Host: So, Phil, how about from your perspective? What is this annual hack event, or now semi-annual? Biannual?<\/strong><\/p>\nPhil Spencer: Yeah, every six months. That\u2019s semi, right? I think\u2026 we can\u2019t name the conference because we use a copyrighted name for the name of our little\u2026<\/p>\n
Host: Internally only.<\/strong><\/p>\nPhil Spencer: That\u2019s right, internal. Maybe I\u2019ve seen I\u2019ve seen it on a t-shirt somewhere, but we will not sell those. I love the fact that the teams have so much energy around this. This isn\u2019t something that I dictated, or I think Chris dictated that must happen. It\u2019s self-driven by the teams getting together. Many people flying in, which is time away from friends and family, to sit down and really just have interesting conversations about what opportunities are in front of us and then actually start typing and try to make some progress on certain things in a short amount of time, which is kind of the hacking nature of it. We started off with the idea we were going to do it once a year. I think, after the first one, there was this, we can\u2019t wait twelve more months to go do it again. So, the team self-organized again to go put something in place in six months. I don\u2019t think we\u2019ll get to monthly. I think we\u2019ll try to pin it at six months. But there\u2019s just a ton of energy around those moments in time and, as we know, the work, everybody is connected now. So, that work happens even between the times where we get the teams together. But it\u2019s literally, we have to close the doors because it fills up really quickly. But it is taking our gaming teams \u2013 not just our devs on the gaming side \u2013 our game design people, our artists, bringing them in with the researchers in categories. We usually pick a theme and they go to a secret spot and they just kind of have some fun, laugh, and also think about \u201cwhat if\u201d opportunities. And I love how it just builds on itself with the momentum the teams have.<\/p>\n
(music plays)<\/p>\n
Host: Chris, another researcher at Cambridge, Katja Hoffman, who was also a guest, has been spearheading some AI research on a platform called Project Malmo, which is based on the wildly popular game Minecraft, which you, Phil, I think brought into the Microsoft fold\u2026<\/strong><\/p>\nPhil Spencer: That\u2019s right.<\/p>\n
Host: \u2026and it uses reinforcement learning to train agents. So, how is this platform enhancing the gaming experience now and how might it advance general human-AI collaboration in the future?<\/strong><\/p>\nChris Bishop: Right. So, Minecraft is you know, thank you Phil, that was an awesome \u2013<\/p>\n
Host: Awesome \u201cget\u201d\u2026<\/strong><\/p>\nPhil Spencer: Yep!<\/p>\n
Chris Bishop: Minecraft is fantastic. One of the great things about Minecraft, it\u2019s such a flexible environment. You can create the simplest little world up to something which is almost like the real world and everything in-between. So, from a research point-of-view, you can kind of titrate the kind of level of challenge that you are presenting your AI. If it\u2019s too easy, just make it harder. And so last year, we used Minecraft, under this Malmo umbrella, to launch a competition to allow researchers around the world to experiment with AI in the domain of reinforcement learning. And it\u2019s been very, because of this sort of open nature and collaborative nature, it\u2019s just brought lots and lots of people together. In fact, even within the company, I mean, it\u2019s been a great collaboration amongst the different MSR labs. It\u2019s not just Cambridge. And Katja does a, you know, fantastic job of leading this. But you know, our labs in Redmond and Montreal, and just bringing researchers across Microsoft internationally together along with the great folks at Minecraft.<\/p>\n
Host: So, I want to shift a little over to the fact that we live right now in a fairly console-centric world, but I\u2019m told the future of gaming is anywhere, with anyone, on any device. So, what role does cloud computing play in the gaming world? What can it do for both gamers and game developers?<\/strong><\/p>\nPhil Spencer: Yeah, in today\u2019s world, there\u2019s a little over seven billion people on the planet. About four billion of those are connected to the internet in some way, whether it\u2019s a mobile phone, a PC, a console, any other device. Half the connected world plays video games today.<\/p>\n
Host: Amazing\u2026<\/strong><\/p>\nPhil Spencer: And, if you think, by 2030, analysts are saying four out of the five billion connected consumers at that point will be playing games. Not everybody considers themselves a gamer, but you give them twenty minutes on a bus with a phone, they\u2019re probably going to start playing something. So, when we think about our ambition as Microsoft, what scale should we think about? We don\u2019t think it should be about what device you own. We put the player at the center of the decisions that we make, and we say, how do we bring the game\u2019s content that you want to you on any device? How does your community move with you from device to device? And this happens on any other \u2013 you\u2019re a Netflix customer on your PC, on your phone, on your television. Anywhere you go, you can log in and use Spotify, Netflix, any service, Facebook, Twitter, all of these things meet you where you are. Gaming is kind of the last bastion of device-first consumer engagement. And as Microsoft, we say we won\u2019t accept that. We want to make you the owner of your experience and you should be able to go from device to device. The issue we have is, not all the devices are technically capable of displaying some of the rich worlds and characters and stories that our creators create. So, cloud allows us to do the rendering of that experience in our datacenters and then bring the video stream down, literally, to any device that can decode a video and take some input and allow people to play anywhere. And I always think this isn\u2019t really about people who say, okay, I\u2019m going to play while I\u2019m away from my PC or away from my console. Like yeah, those will be users. But I think about people in emerging markets where their only compute device will be the phone in their pocket. But the connection of the internet means they know what a Halo is, right? They know what a Minecraft is. They know what our brands and what our stories and characters are. And we\u2019re pushing to bring those experiences to the devices that they already have in their pocket.<\/p>\n
Host: So, Nikunj was just talking about the \u201csecret sauce\u201d of pre-computing and having Azure manage that because it\u2019s just so expensive, in CPU time, to do these big calculations that you need for realistic games. So, from your perspective Chris, how does the cloud help out the work you are doing upstream of the device delivery?<\/strong><\/p>\nChris Bishop: Yeah, the cloud is such an amazing innovation, sort of the elasticity of computation, the ability to effectively put super computers, super-super-hyper-computer capabilities, you know, in the pockets, as Phil said, of somebody of Africa, effectively. And this was sort of inconceivable in the pre-cloud era. So, that scale of computation is incredibly important in the backend of research because it\u2019s driving, really, the state-of-the-art in machine learning and AI. It\u2019s also really important for these, sort of, rich simulated worlds. I mean, one of the great technologies that comes out of the gaming world is very rich simulated worlds which can be used for other kinds of things as well. Reinforcement learning for, you know, autonomous vehicles or whatever it may be, or applications in healthcare and so on. So, you know, the cloud really plays a very fundamental role in the AI revolution, very generally, I think.<\/p>\n
Host: So, the mission of Microsoft is to, quote-unquote, empower every person and organization on the planet to achieve more. And it\u2019s an interesting context putting it in the gaming world, how do I achieve more in gaming? I win more, I get a better social experience, there\u2019s all kinds of interesting threads on that that you guys have addressed that I actually never thought of, which was fantastic. How is gaming, and the technical research behind it, important to the company\u2019s mission, and what is it about gaming and gaming research that empowers people?<\/strong><\/p>\nChris Bishop: One really interesting thing about AI in gaming, from a Microsoft perspective, is that it\u2019s not about how do we get a computer to beat the human, right? How do we achieve human-level performance in game X, game Y, game Z, as if a human being were somehow a list of capabilities and you\u2019re crossing them off, one at a time? This is, you know, this is a sort of much a richer view of AI, as a collaboration between people and machines, effectively. How can the AI enhance the human experience, in this case, you know, create more fun, create more rich, immersive, interesting, varied gaming experiences? So, in terms of empowering people, it\u2019s really part of that AI narrative of the complementarity between AI and people. And it\u2019s true today, and I think it will be true for a very long to come, that the capabilities of the machine and the capabilities of people will be different and they will be complementary and they come together in this very nice synthesis in the world of gaming.<\/p>\n
Host: Phil, talk to us about your side.<\/strong><\/p>\nPhil Spencer: Yeah, I really think about the word empower and what does that mean to a person? And I don\u2019t think it\u2019s Microsoft\u2019s job to define what \u201cempower\u201d means. I think about our work in the gaming space. It can be messy at times, like the world can be messy. There\u2019s violence. There\u2019s people who play too often. There\u2019s the monetization, how that works. One of the easy things that we can do as a company is lean back and say okay, it\u2019s too messy, we don\u2019t want to play in that space. But then when I look at our mission statement of empowering every person, empowering every person\u2019s also going to be a little messy every once in a while. And I love that we learn and get the feedback through the activity of being relevant in a space where people are gravitating. I think, how many kids on the planet, their first compute experience is picking up mom or dad\u2019s iPad and playing Minecraft? And what responsibility do we have, as the curators of Minecraft, in that loop with somebody? The social interactions they are going to have when somebody comes into their world, what should that feel like? How does a five-year old feel empowered in that situation? And what do we teach, both ourselves and the people in that environment, at those influential times that will permeate how people work, how they interact with each other in different social environments, whether it\u2019s physical or digital? I love the opportunity to empower, and I just think the gaming space gives us this opportunity to empower people to achieve more, and maybe the \u201cachieve\u201d is kind of satisfaction and fun, but also to tackle some of the issues that are out there that are Microsoft scale opportunities. And the interaction right now between the company\u2019s values and principles in this space and what we want to stand for in the gaming space, I don\u2019t think have ever been stronger. And it\u2019s\u2026 I think it\u2019s just an amazing opportunity for us.<\/p>\n
Host: So, I ask all the guests that come into this booth some version of the question \u201cwhat keeps you up at night?\u201d So, what should we be thinking about in the worlds that you are responsible for creating and shipping? What keeps you up at night?<\/strong><\/p>\nPhil Spencer: I\u2019m a go-to-bed-at-ten person… I\u2019m not a high-stressed person, I just don\u2019t work that way. But I like the question, and when I think about, as the head of gaming at Microsoft, there are two sides to anything that you do. What content should we approve? What activities on the platform are safe for others? How long should somebody play? Who gets to control that? How they spend? As I said earlier, I want to be part of that conversation, not outside of it. If we decided that we wouldn\u2019t want to do gaming anymore, gaming\u2019s not going away. So, the thing that motivates me is I\u2019d rather be at the table and part of the conversation than just sitting back and pointing at it. Because, as we started at the beginning of all this, play is an innate human need. People are going to play. And I think we have a unique opportunity to be part of that. And part of that means dealing with the hard issues and the sticky issues and the things that maybe keep us up at night, sometimes. But I\u2019d rather be relevant in that conversation and part of it and bring a Microsoft point-of-view, than outside of it just pointing at it as something that\u2019s too hard for us. I won\u2019t accept that.<\/p>\n
Host: Chris, what do you think? What keeps you up at night?<\/strong><\/p>\nChris Bishop: I\u2019m what you call a technology optimist, right? I really believe in the amazing power of technology to do all kinds of great things in the world. And in particular, technologies like AI and really machine-learning, they\u2019re ubiquitous. They will be used in many, many different places. But when you have a very powerful general technology as we know, there are ways that it could be, you know, deliberately misused, but also there are just ways in which you could accidentally kind of get it wrong. And we\u2019ve even seen in the, you know, the early phases of this revolution, situations, not too much in gaming, but areas where people, very well-intentioned people, have hit some little bumps in the road, perhaps around biases and just unintended consequences of learning from data. But I think the good news here is that we, you know, particularly Microsoft as a company, but I think we as a community, are very much on the front foot. We\u2019re recognizing that there are these obstacles, these challenges and, in many cases, they actually become research problems, and they\u2019re very actively being researched. So again, I think, once we recognize that we can be on the front foot and really try to avoid most of those.<\/p>\n
Host: Well this has been a fascinating conversation and it\u2019s not quite over yet because I have one more question. But I want to thank you guys both for this eye-opening, Venn diagram overlap descriptions of this world. So, here\u2019s your chance to talk to would-be researchers and developers who are also gaming enthusiasts out there. Um, I love this quote from Satya. He says, \u201cWe don\u2019t want to be the cool company in the tech sector, we want to be the company that makes other people cool.\u201d I don\u2019t know if he actually said that, but if he didn\u2019t, he should have. What\u2019s on the horizon for the future of gaming and why is Microsoft a good place for the cool kids to be?<\/strong><\/p>\nChris Bishop: So, I actually think of three things here that I\u2019d just love to see come out of this. I mean, the first one is seeing this amazing collaboration really driving the frontiers of AI. We\u2019re seeing this already, new algorithms, new techniques for machine-learning being driven by the challenges that arise in the world of gaming. So, that\u2019s the first one. And then the second one is to see the flow of ideas in the other direction, to see that we\u2019re really impacting the world of gaming, creating rich new experiences and just do wonderful things for hundreds of millions of people, if not billions of people, around the world. That\u2019s an amazing opportunity. And then even the third one is even more ambitious, to see this amazing collaboration lead to things that spill over and spin out into other fields, and the healthcare one is a particularly exciting one. So, you know, we\u2019re really quite ambitious!<\/p>\n
Host: Phil, how about you?<\/strong><\/p>\nPhil Spencer: Yeah, I think that maybe we can be the cool kids and make others cool at the same time? But the opportunity to put our customer, whether the customer is a developer or the people using our products at the center is really what I hear from Satya. It\u2019s not about our gratification in the work that we do, it\u2019s what impact does that have on others? I think that is such a pivot for us. Microsoft, for a long time, has been centered on what we do and maybe how we do it. Now we\u2019re getting more and more focused on why we do what we do. But I love that transformation that I\u2019ve seen inside the company. And I think so much of the work that\u2019s going on right now just has application that we see today, but also application that we don\u2019t see tomorrow. And that\u2019s why I think the ongoing work for all these developers, on Lean In and Learn, growth mindset. I can kind of take off our cultural principles. But I think that we have such a rich place to go learn from and some incredible people to learn from, like Chris and Haiyan and the team at MSR is just awesome, and I love that opportunity. It\u2019s such a great thing about working here.<\/p>\n
Chris Bishop: And it\u2019s just a great chance to say a huge \u201cthank you\u201d to Phil and your amazing team. And I, you know, it\u2019s been a fantastic collaboration. I\u2019d really just love to see this carry-on for many years to come.<\/p>\n
Phil Spencer: Great. Thanks, Chris.<\/p>\n
Host: And as it turns out, cool is not a zero-sum game. We can be cool, you can be cool, we can all be cool.<\/strong><\/p>\nPhil Spencer: That\u2019s right. Cool in our own way!<\/p>\n
Host: And you guys \u2013 you guys are really cool. So, thanks to both of you, Chris and Phil, for making time to share your insights on the podcast today. Great to have you both here in person.<\/strong><\/p>\nChris Bishop: Thanks.<\/p>\n
Phil Spencer: Thanks for the questions.<\/p>\n
(music plays)<\/p>\n
To learn more about Dr. Chris Bishop and Phil Spencer, and the how Microsoft takes playing games seriously, visit Microsoft.com\/research<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"Dr. Chris Bishop is a Microsoft Technical Fellow and director of MSR Cambridge, where he oversees an impressive portfolio of research including machine learning, AI, healthcare and gaming. Phil Spencer is the Executive Vice President of Gaming at Microsoft where he oversees everything from the design of the next Xbox console to the creation and release of blockbuster properties like Halo, Gears of War and Forza Motorsport. These two powerhouse executives are pushing the boundaries of creativity, technical innovation and fun across the spectrum of gaming genres and devices for nearly 2 billion gamers around the world.<\/p>\n
On today\u2019s podcast, Chris and Phil discuss their respective roles in Microsoft\u2019s gaming ecosystem, revealing a sort of \u201cenrichment pipeline\u201d that flows all the way from researcher to developer to gamer. They also give us an inside look at the close collaboration between the world-class research organization of MSR and the world-class gaming franchise of Xbox, highlighting Microsoft\u2019s unique ability to deliver the tools, talent and resources that fuel innovation and help shape the future of gaming.<\/p>\n","protected":false},"author":38022,"featured_media":593089,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"msr-url-field":"https:\/\/player.blubrry.com\/id\/44766563","msr-podcast-episode":"","msrModifiedDate":"","msrModifiedDateEnabled":false,"ep_exclude_from_search":false,"_classifai_error":"","footnotes":""},"categories":[240054],"tags":[],"research-area":[13556],"msr-region":[],"msr-event-type":[],"msr-locale":[268875],"msr-post-option":[],"msr-impact-theme":[],"msr-promo-type":[],"msr-podcast-series":[],"class_list":["post-593086","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-msr-podcast","msr-research-area-artificial-intelligence","msr-locale-en_us"],"msr_event_details":{"start":"","end":"","location":""},"podcast_url":"https:\/\/player.blubrry.com\/id\/44766563","podcast_episode":"","msr_research_lab":[199561],"msr_impact_theme":[],"related-publications":[],"related-downloads":[],"related-videos":[],"related-academic-programs":[],"related-groups":[583324,606351],"related-projects":[669597,169873],"related-events":[],"related-researchers":[],"msr_type":"Post","featured_image_thumbnail":"","byline":"","formattedDate":"June 19, 2019","formattedExcerpt":"Dr. Chris Bishop is a Microsoft Technical Fellow and director of MSR Cambridge, where he oversees an impressive portfolio of research including machine learning, AI, healthcare and gaming. Phil Spencer is the Executive Vice President of Gaming at Microsoft where he oversees everything from the…","locale":{"slug":"en_us","name":"English","native":"","english":"English"},"_links":{"self":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/posts\/593086"}],"collection":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/users\/38022"}],"replies":[{"embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/comments?post=593086"}],"version-history":[{"count":11,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/posts\/593086\/revisions"}],"predecessor-version":[{"id":896358,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/posts\/593086\/revisions\/896358"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/media\/593089"}],"wp:attachment":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/media?parent=593086"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/categories?post=593086"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/tags?post=593086"},{"taxonomy":"msr-research-area","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/research-area?post=593086"},{"taxonomy":"msr-region","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-region?post=593086"},{"taxonomy":"msr-event-type","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-event-type?post=593086"},{"taxonomy":"msr-locale","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-locale?post=593086"},{"taxonomy":"msr-post-option","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-post-option?post=593086"},{"taxonomy":"msr-impact-theme","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-impact-theme?post=593086"},{"taxonomy":"msr-promo-type","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-promo-type?post=593086"},{"taxonomy":"msr-podcast-series","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-podcast-series?post=593086"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}