Ben Ball, IBM: Revolutionising technology operations with IBM Concert

In an interview ahead of the Intelligent Automation Conference, Ben Ball, Senior Director of Product Marketing at IBM, shed light on the tech giant’s latest AI endeavours and its groundbreaking new Concert product. IBM’s current focal point in AI research and development lies in applying it…

Modular, scalable hardware architecture for a quantum computer

Modular, scalable hardware architecture for a quantum computer

Quantum computers hold the promise of being able to quickly solve extremely complex problems that might take the world’s most powerful supercomputer decades to crack.

But achieving that performance involves building a system with millions of interconnected building blocks called qubits. Making and controlling so many qubits in a hardware architecture is an enormous challenge that scientists around the world are striving to meet.

Toward this goal, researchers at MIT and MITRE have demonstrated a scalable, modular hardware platform that integrates thousands of interconnected qubits onto a customized integrated circuit. This “quantum-system-on-chip” (QSoC) architecture enables the researchers to precisely tune and control a dense array of qubits. Multiple chips could be connected using optical networking to create a large-scale quantum communication network.

By tuning qubits across 11 frequency channels, this QSoC architecture allows for a new proposed protocol of “entanglement multiplexing” for large-scale quantum computing.

The team spent years perfecting an intricate process for manufacturing two-dimensional arrays of atom-sized qubit microchiplets and transferring thousands of them onto a carefully prepared complementary metal-oxide semiconductor (CMOS) chip. This transfer can be performed in a single step.

“We will need a large number of qubits, and great control over them, to really leverage the power of a quantum system and make it useful. We are proposing a brand new architecture and a fabrication technology that can support the scalability requirements of a hardware system for a quantum computer,” says Linsen Li, an electrical engineering and computer science (EECS) graduate student and lead author of a paper on this architecture.

Li’s co-authors include Ruonan Han, an associate professor in EECS, leader of the Terahertz Integrated Electronics Group, and member of the Research Laboratory of Electronics (RLE); senior author Dirk Englund, professor of EECS, principal investigator of the Quantum Photonics and Artificial Intelligence Group and of RLE; as well as others at MIT, Cornell University, the Delft Institute of Technology, the U.S. Army Research Laboratory, and the MITRE Corporation. The paper appears today in Nature.

Diamond microchiplets

While there are many types of qubits, the researchers chose to use diamond color centers because of their scalability advantages. They previously used such qubits to produce integrated quantum chips with photonic circuitry.

Qubits made from diamond color centers are “artificial atoms” that carry quantum information. Because diamond color centers are solid-state systems, the qubit manufacturing is compatible with modern semiconductor fabrication processes. They are also compact and have relatively long coherence times, which refers to the amount of time a qubit’s state remains stable, due to the clean environment provided by the diamond material.

In addition, diamond color centers have photonic interfaces which allows them to be remotely entangled, or connected, with other qubits that aren’t adjacent to them.

“The conventional assumption in the field is that the inhomogeneity of the diamond color center is a drawback compared to identical quantum memory like ions and neutral atoms. However, we turn this challenge into an advantage by embracing the diversity of the artificial atoms: Each atom has its own spectral frequency. This allows us to communicate with individual atoms by voltage tuning them into resonance with a laser, much like tuning the dial on a tiny radio,” says Englund.

This is especially difficult because the researchers must achieve this at a large scale to compensate for the qubit inhomogeneity in a large system.

To communicate across qubits, they need to have multiple such “quantum radios” dialed into the same channel. Achieving this condition becomes near-certain when scaling to thousands of qubits. To this end, the researchers surmounted that challenge by integrating a large array of diamond color center qubits onto a CMOS chip which provides the control dials. The chip can be incorporated with built-in digital logic that rapidly and automatically reconfigures the voltages, enabling the qubits to reach full connectivity.

“This compensates for the in-homogenous nature of the system. With the CMOS platform, we can quickly and dynamically tune all the qubit frequencies,” Li explains.

Lock-and-release fabrication

To build this QSoC, the researchers developed a fabrication process to transfer diamond color center “microchiplets” onto a CMOS backplane at a large scale.

They started by fabricating an array of diamond color center microchiplets from a solid block of diamond. They also designed and fabricated nanoscale optical antennas that enable more efficient collection of the photons emitted by these color center qubits in free space.

Then, they designed and mapped out the chip from the semiconductor foundry. Working in the MIT.nano cleanroom, they post-processed a CMOS chip to add microscale sockets that match up with the diamond microchiplet array.

They built an in-house transfer setup in the lab and applied a lock-and-release process to integrate the two layers by locking the diamond microchiplets into the sockets on the CMOS chip. Since the diamond microchiplets are weakly bonded to the diamond surface, when they release the bulk diamond horizontally, the microchiplets stay in the sockets.

“Because we can control the fabrication of both the diamond and the CMOS chip, we can make a complementary pattern. In this way, we can transfer thousands of diamond chiplets into their corresponding sockets all at the same time,” Li says.

The researchers demonstrated a 500-micron by 500-micron area transfer for an array with 1,024 diamond nanoantennas, but they could use larger diamond arrays and a larger CMOS chip to further scale up the system. In fact, they found that with more qubits, tuning the frequencies actually requires less voltage for this architecture.

“In this case, if you have more qubits, our architecture will work even better,” Li says.

The team tested many nanostructures before they determined the ideal microchiplet array for the lock-and-release process. However, making quantum microchiplets is no easy task, and the process took years to perfect.

“We have iterated and developed the recipe to fabricate these diamond nanostructures in MIT cleanroom, but it is a very complicated process. It took 19 steps of nanofabrication to get the diamond quantum microchiplets, and the steps were not straightforward,” he adds.

Alongside their QSoC, the researchers developed an approach to characterize the system and measure its performance on a large scale. To do this, they built a custom cryo-optical metrology setup.

Using this technique, they demonstrated an entire chip with over 4,000 qubits that could be tuned to the same frequency while maintaining their spin and optical properties. They also built a digital twin simulation that connects the experiment with digitized modeling, which helps them understand the root causes of the observed phenomenon and determine how to efficiently implement the architecture.

In the future, the researchers could boost the performance of their system by refining the materials they used to make qubits or developing more precise control processes. They could also apply this architecture to other solid-state quantum systems.

This work was supported by the MITRE Corporation Quantum Moonshot Program, the U.S. National Science Foundation, the U.S. Army Research Office, the Center for Quantum Networks, and the European Union’s Horizon 2020 Research and Innovation Program.

Amazon Games Partners With Former Forza Horizon Devs For Story-Focused Open-World Driving Game

Amazon Games has announced a publishing agreement with Maverick Games, a young studio formed in 2022 by former Forza Horizon developers. The developer’s first project will be a story-focused, open-world driving game.

Maverick Games is based in Warwick, UK, and was founded by six former leaders from Playground Games. Its roster includes studio head and creative director Mike Brown, former creative director of the Forza Horizon series, executive producer Tom Butcher, chief technical officer Matt Craven, and content director Gareth Harwood. It also includes former Playground audio director and art director Fraser Stachan and Ben Penrose, respectively.

Amazon Games Partners With Former Forza Horizon Devs For Story-Focused Open-World Driving Game

Maverick Games staff

The studio announced in January 2023 that its first title would be a “premium open-world game for consoles and PC.” A press release includes an interview with Mike Brown, who provides hints of what Maverick’s game has in store, which appears to emphasize storytelling and character development more than you’d expect for a driving game. 

“Lots of great driving games have amazing gameplay, amazing content,” said Brown. “But to really cross that bridge, to become a game that people genuinely love, then there needs to be that human connection where you’re actually rooting for these characters, falling in love with these characters. That, I think, is a place where our game will be able to really differentiate itself from the other titles in the genre. There’s nothing about this genre that prevents it from having amazing characters and amazing stories – it’s just not really been explored yet.”

The press release also announces the hiring of Jamie Brittain, co-creator of the award-winning British TV drama Skins, as the game’s lead writer. Brown explains his belief in the power of good characters and cites Skins as an example of showcasing interesting, flawed characters to garner its cult-like following. 

Maverick Games’ project joins Amazon’s growing portfolio of games, which includes Crystal Dynamics’ upcoming Tomb Raider title, an MMO based on The Lord of the Rings by New World developer Amazon Games Orange County, along with its existing titles Lost Ark and New Word. 

Update: Sony Pulls Down Heavily Misquoted Neil Druckmann Interview And Apologizes For ‘Significant Errors And Inaccuracies’

Update: Sony Pulls Down Heavily Misquoted Neil Druckmann Interview And Apologizes For ‘Significant Errors And Inaccuracies’

Earlier this month, Sony shared an interview it performed with Last of Us co-creator and Naughty Dog studio head Neil Druckmann. In it, Druckmann was quoted as saying Naughty Dog’s next game “could redefine mainstream perceptions of gaming.” After the interview, Druckmann took to social media to clarify what he said and pointed out that he was misquoted.

In his actual response, Druckmann said little about Naughty Dog’s next game beyond, “It’s maybe the most excited I’ve been for a project yet.” He never made the statement that it could redefine the mainsteam perceptions of gaming. Instead, he spoke about the broad perception of gaming and how it seems to be changing thanks in part to the success of TV and movie adaptions like Fallout on Amazon, which he complimented. He also wrote that one of the reasons he worked hard on HBO’s The Last of Us adaptation was he hoped non-gamers would find the show and lead them to hopefully explore the medium of video games if they hadn’t before.

In response to Druckmann’s post sharing his original statement, the page hosting the interview has been changed. The interview is no longer online and now features a statement reading, “In re-reviewing our recent interview with Naughty Dog’s Neil Druckmann, we have found several significant errors and inaccuracies that don’t represent his perspective and values (including topics such as animation, writing, technology, AI, and future projects). We apologize to Neil for misrepresenting his words and for any negative impact this interview might have caused him and his team. In coordination with Naughty Dog and SIE, we have removed the interview.”

Original story published May 23, 2024:

In an interview with his parent company on Sony.com, Last of Us co-creator Neil Druckmann talks about AI and briefly teases Naughty Dog’s next game. Druckmann is expectedly vague about Naughty Dog’s next big project but offers an enticing tease, saying, “I’m eager to see how this new game resonates, especially following the success of The Last of Us, as it could redefine mainstream perceptions of gaming.”

The interview, however, primarily focuses on technology and how it improves and makes it easier for creators to tell unique stories. Regarding AI, Druckmann says, “AI is really going to revolutionize how content is being created, although it does bring up some ethical issues we need to address. With technologies like AI and the ability to do motion capture right from home, we’re reducing both costs and technical hurdles, opening the door for us to take on more adventurous projects and push the boundaries of storytelling in games.”

He also briefly touches on the future of The Last of Us TV show, citing that modern technology has allowed him to oversee the TV show’s second season remotely from Los Angeles while it shoots in Canada.

You can read the full interview here. You can also read more about what is happening with the TV show’s second season, including casting details, here.

Hive Jump 2: Survivors Premieres New Trailer To Coincide With Early Access Launch

Hive Jump 2: Survivors Premieres New Trailer To Coincide With Early Access Launch

Hive Jump 2: Survivors arrives in Steam Early Access today. To celebrate, publisher Midwest Games and developer Graphite Lab have shared an exclusive trailer for the Survivors-like sequel. The first Hive Jump caught our eye way back in 2015 when we named it one of the most promising indie titles on display at PAX West that year before its launch in 2017. The original Hive Jump served as a four-player co-op homage to Super Metroid, but Hive Jump 2: Survivors takes inspiration from a different title: Vampire Survivors.

The genre, called “bullet heaven,” puts players in the shoes of a single character who eventually builds up to become extremely powerful as the waves of enemies grow more intense. Hive Jump 2: Survivors carries forward the look of its Metroidvania predecessor but from the genre-standard top-down perspective. You take control of a lone survivor of an alien attack who must now face seemingly insurmountable odds to survive. You can customize your loadout and upgrade your jetpack to destroy enemies and escape tough situations.

The jetpack also allows you to traverse the levels in ways not available in Vampire Survivors. The Jumpers have specific builds that allow you to cater to your play style, which combines with the upgrades you select before each run. You can play with auto-assist aiming or switch to manual controls. If you can survive 14 rounds, you can challenge big boss battles. As you collect goo from fallen enemies, you can earn better weapons, upgrades, and relics to improve your odds. Meanwhile, amber you find in the field can be traded for permanent upgrades to stats, magnets for auto-scavenging, or even screen-wiping nukes.

You can see an exclusive look at the Early Access launch trailer below.

[embedded content]

Hive Jump 2: Survivors launches into Steam Early Access today. For more on the work produced by Graphite Lab, check out our review of their 2023 2D platformer, Mr. Run and Jump, here.

Amazon Games Partners With Former Horizon Horizon Devs For Story-Focused Open-World Driving Game

Amazon Games has announced a publishing agreement with Maverick Games, a young studio formed in 2022 by former Forza Horizon developers. The developer’s first project will be a story-focused, open-world driving game.

Maverick Games is based in Warwick, UK, and was founded by six former leaders from Playground Games. Its roster includes studio head and creative director Mike Brown, former creative director of the Forza Horizon series, executive producer Tom Butcher, chief technical officer Matt Craven, and content director Gareth Harwood. It also includes former Playground audio director and art director Fraser Stachan and Ben Penrose, respectively.

Amazon Games Partners With Former Forza Horizon Devs For Story-Focused Open-World Driving Game

Maverick Games staff

The studio announced in January 2023 that its first title would be a “premium open-world game for consoles and PC.” A press release includes an interview with Mike Brown, who provides hints of what Maverick’s game has in store, which appears to emphasize storytelling and character development more than you’d expect for a driving game. 

“Lots of great driving games have amazing gameplay, amazing content,” said Brown. “But to really cross that bridge, to become a game that people genuinely love, then there needs to be that human connection where you’re actually rooting for these characters, falling in love with these characters. That, I think, is a place where our game will be able to really differentiate itself from the other titles in the genre. There’s nothing about this genre that prevents it from having amazing characters and amazing stories – it’s just not really been explored yet.”

The press release also announces the hiring of Jamie Brittain, co-creator of the award-winning British TV drama Skins, as the game’s lead writer. Brown explains his belief in the power of good characters and cites Skins as an example of showcasing interesting, flawed characters to garner its cult-like following. 

Maverick Games’ project joins Amazon’s growing portfolio of games, which includes Crystal Dynamics’ upcoming Tomb Raider title, an MMO based on The Lord of the Rings by New World developer Amazon Games Orange County, along with its existing titles Lost Ark and New Word. 

Elon Musk’s xAI secures $6B to challenge OpenAI in AI race

Elon Musk founded xAI last summer, and The Verge just reported that it’s already making waves by announcing a massive $6 billion funding round. According to the company, this money will help bring xAI’s first products to market, build advanced infrastructure, and accelerate research and development efforts into future…

More Silent Hill News Is Arriving This Week

More Silent Hill News Is Arriving This Week

Konami revealed it is holding another Silent Hill Transmission event on May 30 at 4 P.M. PDT. The last Silent Hill Transmission happened in 2022 and revealed a surprising amount of Silent Hill news including the reveal of the remake of Silent Hill 2, Silent Hill f, a new Silent Hill movie, and more.

The post announcing the event reads, “Consider this your invitation letter to Silent Hill. ✉️ Tune in May 30 at 4 p.m. PDT to our SILENT HILL YouTube channel for the second installment of the #SILENTHILL Transmission where we’ll share game updates, a deeper look at the film, and new merch.”

The safe bet is a teaser trailer for the movie and hopefully new details about the Silent Hill 2 remake and Silent Hill f, the latter of which seems like the franchise’s next big original entry. Silent Hill Ascension, the online mobile narrative game where players dictated the story choices, also finished up its first season (though the developer may have a different term for it), so it’s possible we may learn what’s next for that game.

Lego Reveals The Legend Of Zelda Great Deku Tree 2-In-1 Set

Lego Reveals The Legend Of Zelda Great Deku Tree 2-In-1 Set

Lego has pulled the curtain back on its new playset based on The Legend of Zelda. The 2-in-1 aims to satisfy both old-school and new-school fans and is set to go on sale in January.

The 2,500-piece set lets owners build two scenes modeled after the Great Deku Tree from Ocarina of Time and Breath of the Wild. In terms of characters, it includes both games’ versions of Link, BOTW Zelda, and the maraca-shaking Hestu. Smaller details include the cooking pot, a Skulltula, treasure chests, and a Korok tucked away on the treetop.

The Great Deku Tree 2-in-1 costs $299.99 and can be pre-ordered now on Lego’s website. It will arrive in stores on January 9, 2025. It joins other sets based on Nintendo properties such as Animal CrossingDonkey Kong, and Mario

Call of Duty: Black Ops 6 Will Launch Day One On Game Pass

Call of Duty: Black Ops 6 Will Launch Day One On Game Pass

One of the biggest reasons Xbox acquired Activision Blizzard was for the Call of Duty series, a first-person shooter that has dominated the best-selling games list for decades. This would make it the perfect candidate to launch on Xbox Game Pass, Microsoft’s gaming subscription service, in order to bring new subscribers in. Black Ops 6 was officially revealed last week, and while it was reported to be in consideration for a Game Pass launch, today, the news was confirmed from Xbox itself. Call of Duty: Black Ops 6 will launch on Game Pass day one.

We don’t know much about the game yet, but two live-action teasers have been released so far. The first features a group of people covering the faces of Mount Rushmore with blindfolds that say, “The truth lies.” The second, released today, can be seen below.

[embedded content]

It features world leaders’ black and white camera footage speaking in hushed tones about a grand conspiracy about manufactured wars and the elusive nature of the truth. The trailer ends with the game’s full title, along with a reminder that the full reveal will come on June 9, after Xbox’s summer showcase.

For more Call of Duty, check out our reviews for Call of Duty: Modern Warfare III and Call of Duty: Black Ops Cold War.