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793 TopicsDefender streaming setup and integration with private event hub
Hey team, Do we know Defeneder supports private endpoint only event hubs to ingest data - I think only public is supported Configure Azure Event Hubs for Microsoft Defender XDR event ingestion - Microsoft Defender XDR | Microsoft Learn Could anyone please clarify?232Views0likes1CommentEngineering Agentic Recall Controls with MCP and Microsoft Foundry
AI agents become operationally interesting when they can reach real systems. They also become operationally dangerous at exactly the same moment. Caldova Recall Control Tower is a developer demonstration built around that tension. It uses a fictional pharmaceutical recall to show how an agent can gather evidence and prepare a decision while deterministic application code retains authority over approval and inventory mutation. The implementation combines the Model Context Protocol (MCP), Microsoft Agent Framework, a Microsoft Foundry Hosted Agent, FastAPI, Microsoft Entra authentication, managed identity, and optimistic concurrency in Azure Blob Storage. Central design rule: Let the model interpret and recommend. Make ordinary code authenticate, authorize, mutate, and prove what happened. Caldova is fictional, all operational data is synthetic, and this sample is not a production recall system or a source of clinical advice. The scenario: useful reasoning, consequential action The demo starts with a temperature excursion affecting batch B-2408-AX7 of Caldova Relief 20 mg tablets. The synthetic inventory contains 2,196 units across two distribution centers and two retail stores. A useful system must establish the notice, locate every affected position, check supplier status, explain uncertainty, and recommend an action. That analysis is a good fit for specialized agents. Quarantining inventory is not. Quarantine changes operational state. It therefore needs an authenticated human, explicit authorization, a batch-scoped approval, concurrency control, idempotency, and an audit record. None of those guarantees should depend on a prompt being followed. The authenticated hosted application at the start of the fictional recall. Architecture: separate reasoning from authority The solution has two related but deliberately separate paths. Caldova separates model reasoning from application authority. Official Microsoft service icons identify Foundry Agent Service, App Service, Managed Identity, and Blob Storage. The reasoning path invokes a Hosted Agent through the Responses protocol. Four agents run in a fixed sequence: triage, inventory impact, supplier/compliance, and supervisor. The first three have narrow read-only tools. The supervisor has no tools and synthesizes the accumulated context into a decision brief. The authority path remains in the web application. It validates the EasyAuth identity claims, checks an approver allowlist, binds approval to the caller, batch, action, and current demo generation, and only then calls deterministic domain code. State is stored per actor in Blob Storage and updated with ETag match conditions so concurrent writes fail instead of silently overwriting each other. There is also a deterministic localhost demo. It reuses synthetic domain fixtures and demonstrates MCP contracts, approval, quarantine, and replay without a model or cloud account. It is useful for development, but its typed approver name and in-memory state are not production identity or durable compliance evidence. Building a narrow MCP surface MCP standardizes how an AI application discovers and calls external tools. It does not remove the need to design those tools carefully. Caldova exposes small, typed operations such as get_recall_notice , locate_inventory , and get_supplier_status . Inputs are constrained with Pydantic, and tool annotations tell clients that these operations are read-only and closed-world: @mcp.tool( title="Locate affected inventory", annotations=ToolAnnotations( read_only_hint=True, open_world_hint=False, ), ) def locate_inventory(batch_id: BatchId) -> dict[str, Any]: return STORE.locate_inventory(batch_id) The mutation tool is separately marked destructive and requires a batch-scoped approval token. Those annotations improve discovery and planning, but they are metadata, not an authorization boundary. The real check occurs inside quarantine_batch , below the model and below the tool description. The Hosted Agent does not receive the mutation tools at all. Its specialists call only three read operations through an isolated MCP stdio subprocess. This is stronger than asking an all-powerful agent to "please remain read-only": capability is constrained by construction. The subprocess boundary also keeps MCP v2 dependencies isolated from the Foundry hosting environment. Each call has a timeout, bounded concurrency, structured JSON handling, and a generic failure response that does not leak subprocess details. Fixed workflows beat vague autonomy for this case Multi-agent does not have to mean dynamic routing. Caldova uses an explicit sequence because the business dependency is explicit: validate the notice before locating inventory, locate inventory before checking supplier implications, and synthesize only after all three specialist outputs exist. return ( WorkflowBuilder(start_executor=triage, output_from=[supervisor]) .add_edge(triage, inventory) .add_edge(inventory, compliance) .add_edge(compliance, supervisor) .build() .as_agent() ) This topology is easier to test and reason about than an unconstrained planner. Each specialist has one job and one tool allowlist. Full context is passed where synthesis requires it, while the supervisor remains tool-free. Request isolation matters too. A hosted process can serve concurrent users, so workflow state must not leak between requests. The sample creates a fresh workflow agent for each request context rather than reusing mutable agent state globally. What the live hosted run showed The hosted application completed a read-only assessment for the synthetic batch. The resulting brief reported: 2,196 affected units across four locations. A high-risk inbound temperature excursion. Supplier acknowledgement, a 36-hour replacement estimate, and a drafted credit note. Unknown transit temperature details, excursion duration, stability impact, final supplier disposition, and potentially issued stock. A recommendation to hold or quarantine stock, explicitly stating that no quarantine had occurred. A required human approval before any inventory restriction. The live Hosted Agent decision brief. Transient response and correlation identifiers are masked; the operations rail is excluded because it contains actor-scoped audit data. The screenshot also shows an important truthfulness choice: the UI says Hosted workflow trace unavailable. The application does not invent stage completion or tool-call evidence when the hosted endpoint does not return trustworthy trace data. The answer can be displayed, but it must not be presented as proof of an internal execution path. Approval is a protocol, not a button The hosted web path uses App Service authentication with Microsoft Entra. The application accepts the injected principal only on the configured App Service host, validates tenant and object identifiers, applies a user allowlist, and performs an additional approver check for mutation requests. State-changing calls also require the expected origin and an application request header. Approval is then bound to five facts: The authenticated actor. The current demo generation. The affected batch. The quarantine action. A ten-minute validity window until first use. Resetting the demo creates a new generation, invalidating old handles. Consuming an approval does not make replay unsafe: the same bound handle can repeat the same quarantine operation, but domain code changes only positions that are not already quarantined. A second call reports an idempotent replay with zero additional positions changed. This is the difference between a human-in-the-loop interface and a human-authorized system. A modal dialog provides user experience; identity binding and deterministic policy provide control. Durable state needs concurrency semantics The hosted application stores each actor's synthetic session in a separate Blob object. A load returns both JSON state and its ETag. A save uses IfNotModified semantics; if another request updated the same state first, Azure Storage rejects the stale write and the API returns a conflict. conditions = ( {"etag": etag, "match_condition": MatchConditions.IfNotModified} if etag else {} ) await blob.upload_blob( json.dumps(state), overwrite=etag is not None, **conditions, ) Without that condition, two browser requests could both read the same approval state and overwrite one another using last-writer-wins behavior. Agent systems do not get a concurrency exemption: ordinary distributed-systems rules still apply. Fail closed, and make the failure legible The analysis adapter accepts only HTTPS Foundry endpoints with the expected path, uses a managed-identity token for https://ai.azure.com/.default , disables redirects, and enforces bounded connect and overall timeouts. It accepts only a completed assistant response with non-empty output text. If the endpoint times out, returns partial output, returns malformed data, or becomes unavailable, the application clears the analysis lease and reports that no inventory changed. It does not substitute a local answer and label it as hosted. Approval remains locked until a new hosted analysis succeeds. This can feel strict during a demo, but it protects provenance. A degraded fallback is useful only when the UI and audit model can identify it accurately. What is proven, and what is not The sample provides useful evidence for several engineering claims: Typed MCP tools reject malformed input. Hosted specialists receive read-only capabilities only. Approval is checked below the model and bound to identity and session state. Quarantine is idempotent in the synthetic domain. Blob ETags prevent stale session writes. Empty, partial, failed, and timed-out hosted responses fail closed. Local tests cover domain, MCP, workflow, API, and repository-hygiene behavior. It does not prove that the sample is a production recall platform. The scenario is synthetic. The local audit log is not tamper-evident. The hosted UI currently lacks trustworthy per-stage and per-tool trace rendering. Deployment-specific RBAC, EasyAuth configuration, telemetry access, model behavior, load characteristics, costs, and recovery procedures require validation in each environment. Evaluation evidence also expires. Golden cases and evaluator configuration are useful assets, but historical results are not a current release certificate. Re-run evaluations against the deployed agent version and inspect failures before making quality claims. Try the pattern Start with the deterministic path before provisioning cloud resources: Set-Location (git rev-parse --show-toplevel) py -3.13 -m venv caldova-recall-control/.venv ./caldova-recall-control/.venv/Scripts/python.exe -m pip install ` -r caldova-recall-control/requirements-ui.txt ./caldova-recall-control/.venv/Scripts/python.exe -m uvicorn ` control_tower_api:app ` --app-dir caldova-recall-control/src ` --host 127.0.0.1 ` --port 8091 Then inspect the MCP server over stdio: ./caldova-recall-control/.venv/Scripts/python.exe ` caldova-recall-control/scripts/inspect_mcp.py The inspector discovers the real tool schemas, reads the synthetic inventory, rejects malformed input and an unapproved mutation, and confirms the stock remains unchanged. Only after that local contract is understood should you configure a Foundry project, deployment identity, model deployment, and Hosted Agent. Engineering takeaways The most reusable lesson in Caldova is not the number of agents. It is the placement of authority. Give each model the smallest useful toolset. Prefer explicit workflow topology when the business process is known. Treat tool annotations as descriptive metadata, not access control. Bind consequential approval to authenticated identity, resource, action, and session generation. Put mutation and idempotency in deterministic domain code. Use optimistic concurrency for durable web state. Preserve provenance by failing closed instead of silently changing execution paths. Show only evidence the system actually captured. Agents are excellent at turning fragmented evidence into an actionable brief. Reliable systems make sure the brief and the action remain two different things. References Caldova source repository Model Context Protocol introduction Microsoft Agent Framework workflow capabilities Deploy a Hosted Agent in Microsoft Foundry Configure Microsoft Entra authentication for Azure App Service Manage concurrency in Azure Blob StorageIntune device compliance status not evaluated
Has anyone encountered devices taking absolutely forever to evaluate overall compliance after user enrollment ESP? (pre-provisioned devices). They just sit there in "not evaluated" and get blocked by CA policy. Most come good eventually, but some literally are taking employees offline for the whole day. These are all Win11 AAD-joined. Microsoft has only offered me the standard "may take up to 8 hours, goodbye" response but I am pulling my hair out trying to figure out if this is just an Intune thing, or is there a trick I am missing? Some of them take so long that I give up and swap out the device so they can start working. The individual policies are evaluating just fine, but the overall status is way behind. I'd even prefer them to be non-compliant because at least then the grace period would kick in. I have had very limited success with rebooting and kicking off all the syncs / check access buttons, but I have a feeling those buttons have just been a placebo. It happens very sporadically too on about half of devices the user doesn't even notice it's that quick. Thanks for any advice10KViews0likes6CommentsBuild an AI-Powered Space Invaders Game
Build an AI-Powered Space Invaders Game: Integrating LLMs into HTML5 Games with Microsoft Foundry Local Introduction What if your game could talk back to you? Imagine playing Space Invaders while an AI commander taunts you during battle, delivers personalized mission briefings, and provides real-time feedback based on your performance. This isn't science fiction it's something you can build today using HTML, JavaScript, and a locally-running AI model. In this tutorial, we'll explore how to create an HTML5 game with integrated Large Language Model (LLM) features using Microsoft Foundry Local. You'll learn how to combine classic game development with modern AI capabilities, all running entirely on your own machine—no cloud services, no API costs, no internet connection required during gameplay. We'll be working with the Space Invaders - AI Commander Edition project, which demonstrates exactly how to architect games that leverage local AI. Whether you're a student learning game development, exploring AI integration patterns, or building your portfolio, this guide provides practical, hands-on experience with technologies that are reshaping how we build interactive applications. What You'll Learn By the end of this tutorial, you'll understand how to combine traditional web development with local AI inference. These skills transfer directly to building chatbots, interactive tutorials, AI-enhanced productivity tools, and any application where you want intelligent, context-aware responses. Set up Microsoft Foundry Local for running AI models on your machine Understand the architecture of games that integrate LLM features Use GitHub Copilot CLI to accelerate your development workflow Implement AI-powered game features like dynamic commentary and adaptive feedback Extend the project with your own creative AI features Why Local AI for Games? Before diving into the code, let's understand why running AI locally matters for game development. Traditional cloud-based AI services have limitations that make them impractical for real-time gaming experiences. Latency is the first challenge. Cloud API calls typically take 500ms to several seconds, an eternity in a game running at 60 frames per second. Local inference can respond in tens of milliseconds, enabling AI responses that feel instantaneous and natural. When an enemy ship appears, your AI commander can taunt you immediately, not three seconds later. Cost is another consideration. Cloud AI services charge per token, which adds up quickly when generating dynamic content during gameplay. Local models have zero per-use cost, once installed, they run entirely on your hardware. This frees you to experiment without worrying about API bills. Privacy and offline capability complete the picture. Local AI keeps all data on your machine, perfect for games that might handle player information. And since nothing requires internet connectivity, your game works anywhere, on planes, in areas with poor connectivity, or simply when you want to play without network access. Understanding Microsoft Foundry Local Microsoft Foundry Local is a runtime that enables you to run small language models (SLMs) directly on your computer. It's designed for developers who want to integrate AI capabilities into applications without requiring cloud infrastructure. Think of it as having a miniature AI assistant living on your laptop. Foundry Local handles the complex work of loading AI models, managing memory, and processing inference requests through a simple API. You send text prompts, and it returns AI-generated responses, all happening locally on your CPU or GPU. The models are optimized to run efficiently on consumer hardware, so you don't need a supercomputer. For our Space Invaders game, Foundry Local powers the "AI Commander" feature. During gameplay, the game sends context about what's happening, your score, accuracy, current level, enemies remaining and receives back contextual commentary, taunts, and encouragement. The result feels like playing alongside an AI companion who actually understands the game. Setting Up Your Development Environment Let's get your machine ready for AI-powered game development. We'll install Foundry Local, clone the project, and verify everything works. The entire setup takes about 10-15 minutes. Step 1: Install Microsoft Foundry Local Foundry Local installation varies by operating system. Open your terminal and run the appropriate command: # Windows (using winget) winget install Microsoft.FoundryLocal # macOS (using Homebrew) brew install microsoft/foundrylocal/foundrylocal These commands download and install the Foundry Local runtime along with a default small language model. The installation includes everything needed to run AI inference locally. Verify the installation by running: foundry --version If you see a version number, Foundry Local is ready. If you encounter errors, ensure you have administrator/sudo privileges and that your package manager is up to date. Step 2: Install Node.js (If Not Already Installed) Our game's AI features require a small Node.js server to communicate between the browser and Foundry Local. Check if Node.js is installed: node --version If you see a version number (v16 or higher recommended), you're set. Otherwise, install Node.js: # Windows winget install OpenJS.NodeJS.LTS # macOS brew install node # Linux sudo apt install nodejs npm Node.js provides the JavaScript runtime that powers our proxy server, bridging browser code with the local AI model. Step 3: Clone the Project Get the Space Invaders project onto your machine: git clone https://github.com/leestott/Spaceinvaders-FoundryLocal.git cd Spaceinvaders-FoundryLocal This downloads all game files, including the HTML interface, game logic, AI integration module, and server code. Step 4: Install Dependencies and Start the Server Install the Node.js packages and launch the AI-enabled server: npm install npm start The first command downloads required packages (primarily for the proxy server). The second starts the server, which listens for AI requests from the game. You should see output indicating the server is running on port 3001. Step 5: Play the Game Open your browser and navigate to: http://localhost:3001 You should see Space Invaders with "AI: ONLINE" displayed in the game HUD, indicating that AI features are active. Use arrow keys or A/D to move, SPACE to fire, and P to pause. The AI Commander will start providing commentary as you play! Understanding the Project Architecture Now that the game is running, let's explore how the different pieces fit together. Understanding this architecture will help you modify the game and apply these patterns to your own projects. The project follows a clean separation of concerns, with each file handling a specific responsibility: Spaceinvaders-FoundryLocal/ ├── index.html # Main game page and UI structure ├── styles.css # Retro arcade visual styling ├── game.js # Core game logic and rendering ├── llm.js # AI integration module ├── sound.js # Web Audio API sound effects ├── server.js # Node.js proxy for Foundry Local └── package.json # Project configuration index.html: Defines the game canvas and UI elements. It's the entry point that loads all other modules. game.js: Contains the game loop, physics, collision detection, scoring, and rendering logic. This is the heart of the game. llm.js: Handles all communication with the AI backend. It formats game state into prompts and processes AI responses. server.js: A lightweight Express server that proxies requests between the browser and Foundry Local. sound.js: Synthesizes retro sound effects using the Web Audio API—no audio files needed! How the AI Integration Works The magic of the AI Commander happens through a simple but powerful pattern. Let's trace the flow from gameplay event to AI response. When something interesting happens in the game, you clear a wave, achieve a combo, or lose a life, the game logic in game.js triggers an AI request. This request includes context about the current game state: your score, accuracy percentage, current level, lives remaining, and what just happened. The llm.js module formats this context into a prompt. For example, when you clear a wave with 85% accuracy, it might construct: You are an AI Commander in a Space Invaders game. The player just cleared wave 3 with 85% accuracy. Score: 12,500. Lives: 3. Provide a brief, enthusiastic comment (1-2 sentences). This prompt travels to server.js , which forwards it to Foundry Local. The AI model processes the prompt and generates a response like: "Impressive accuracy, pilot! Wave 3 didn't stand a chance. Keep that trigger finger sharp!" The response flows back through the server to the browser, where llm.js passes it to the game. The game displays the message in the HUD, creating the illusion of playing alongside an AI companion. This entire round trip typically completes in 50-200 milliseconds, fast enough to feel responsive without interrupting gameplay. Using GitHub Copilot CLI to Explore and Modify the Code GitHub Copilot CLI accelerates your development workflow by letting you ask questions and generate code directly in your terminal. Let's use it to understand and extend the Space Invaders project. Installing Copilot CLI If you haven't installed Copilot CLI yet, here's the quick setup: # Install GitHub CLI winget install GitHub.cli # Windows brew install gh # macOS # Authenticate with GitHub gh auth login # Add Copilot extension gh extension install github/gh-copilot # Verify installation gh copilot --help With Copilot CLI ready, you can interact with AI directly from your terminal while working on the project. Exploring Code with Copilot CLI Use Copilot to understand unfamiliar code. Navigate to the project directory and try: gh copilot explain "How does llm.js communicate with the server?" Copilot analyzes the code and explains the communication pattern, helping you understand the architecture without reading every line manually. You can also ask about specific functions: gh copilot explain "What does the generateEnemyTaunt function do?" This accelerates onboarding to unfamiliar codebases, a valuable skill when working with open source projects or joining teams. Generating New Features Want to add a new AI feature? Ask Copilot to help generate the code: gh copilot suggest "Create a function that asks the AI to generate a mission briefing at the start of each level, including the level number and a random mission objective" Copilot generates starter code that you can customize and integrate. This combination of AI-powered development tools and AI-integrated gameplay demonstrates how LLMs are transforming both how we build games and how games behave. Customizing the AI Commander The default AI Commander provides generic gaming commentary, but you can customize its personality and responses. Open llm.js to find the prompt templates that control AI behavior. Changing the AI's Personality The system prompt defines who the AI "is." Find the base prompt and modify it: // Original const systemPrompt = "You are an AI Commander in a Space Invaders game."; // Customized - Drill Sergeant personality const systemPrompt = `You are Sergeant Blaster, a gruff but encouraging drill sergeant commanding space cadets. Use military terminology, call the player "cadet," and be tough but fair.`; // Customized - Supportive Coach personality const systemPrompt = `You are Coach Nova, a supportive and enthusiastic gaming coach. Use encouraging language, celebrate small victories, and provide gentle guidance when players struggle.`; These personality changes dramatically alter the game's feel without changing any gameplay code. It's a powerful example of how AI can add variety to games with minimal development effort. Adding New Commentary Triggers Currently the AI responds to wave completions and game events. You can add new triggers in game.js : // Add AI commentary when player achieves a kill streak if (killStreak >= 5 && !streakCommentPending) { requestAIComment('killStreak', { count: killStreak }); streakCommentPending = true; } // Add AI reaction when player narrowly avoids death if (nearMissOccurred) { requestAIComment('nearMiss', { livesRemaining: lives }); } Each new trigger point adds another opportunity for the AI to engage with the player, making the experience more dynamic and personalized. Understanding the Game Features Beyond AI integration, the Space Invaders project demonstrates solid game development patterns worth studying. Let's explore the key features. Power-Up System The game includes eight different power-ups, each with unique effects: SPREAD (Orange): Fires three projectiles in a spread pattern LASER (Red): Powerful beam with high damage RAPID (Yellow): Dramatically increased fire rate MISSILE (Purple): Homing projectiles that track enemies SHIELD (Blue): Grants an extra life EXTRA LIFE (Green): Grants two extra lives BOMB (Red): Destroys all enemies on screen BONUS (Gold): Random score bonus between 250-750 points Power-ups demonstrate state management, tracking which power-up is active, applying its effects to player actions, and handling timeouts. Study the power-up code in game.js to understand how temporary state modifications work. Leaderboard System The game persists high scores using the browser's localStorage API: // Saving scores localStorage.setItem('spaceInvadersScores', JSON.stringify(scores)); // Loading scores const savedScores = localStorage.getItem('spaceInvadersScores'); const scores = savedScores ? JSON.parse(savedScores) : []; This pattern works for any data you want to persist between sessions—game progress, user preferences, or accumulated statistics. It's a simple but powerful technique for web games. Sound Synthesis Rather than loading audio files, the game synthesizes retro sound effects using the Web Audio API in sound.js . This approach has several benefits: no external assets to load, smaller project size, and complete control over sound parameters. Examine how oscillators and gain nodes combine to create laser sounds, explosions, and victory fanfares. This knowledge transfers directly to any web project requiring audio feedback. Extending the Project: Ideas for Students Ready to make the project your own? Here are ideas ranging from beginner-friendly to challenging, each teaching valuable skills. Beginner: Customize Visual Theme Modify styles.css to create a new visual theme. Try changing the color scheme from green to blue, or create a "sunset" theme with orange and purple gradients. This builds CSS skills while making the game feel fresh. Intermediate: Add New Enemy Types Create a new enemy class in game.js with different movement patterns. Perhaps enemies that move in sine waves, or boss enemies that take multiple hits. This teaches object-oriented programming and game physics. Intermediate: Expand AI Interactions Add new AI features like: Pre-game mission briefings that set up the story Dynamic difficulty hints when players struggle Post-game performance analysis and improvement suggestions AI-generated names for enemy waves Advanced: Multiplayer Commentary Modify the game for two-player support and have the AI provide play-by-play commentary comparing both players' performance. This combines game networking concepts with advanced AI prompting. Advanced: Voice Integration Use the Web Speech API to speak the AI Commander's responses aloud. This creates a more immersive experience and demonstrates browser speech synthesis capabilities. Troubleshooting Common Issues If something isn't working, here are solutions to common problems. "AI: OFFLINE" Displayed in Game This means the game can't connect to the AI server. Check that: The server is running ( npm start shows no errors) You're accessing the game via http://localhost:3001 , not directly opening the HTML file Foundry Local is installed correctly ( foundry --version works) Server Won't Start If npm start fails: Ensure you ran npm install first Check that port 3001 isn't already in use by another application Verify Node.js is installed ( node --version ) AI Responses Are Slow Local AI performance depends on your hardware. If responses feel sluggish: Close other resource-intensive applications Ensure your laptop is plugged in (battery mode may throttle CPU) Consider that first requests may be slower as the model loads Key Takeaways Local AI enables real-time game features: Microsoft Foundry Local provides fast, free, private AI inference perfect for gaming applications Clean architecture matters: Separating game logic, AI integration, and server code makes projects maintainable and extensible AI personality is prompt-driven: Changing a few lines of prompt text completely transforms how the AI interacts with players Copilot CLI accelerates learning: Use it to explore unfamiliar code and generate new features quickly The patterns transfer everywhere: Skills from this project apply to chatbots, assistants, educational tools, and any AI-integrated application Conclusion and Next Steps You've now seen how to integrate AI capabilities into a browser-based game using Microsoft Foundry Local. The Space Invaders project demonstrates that modern AI features don't require cloud services or complex infrastructure, they can run entirely on your laptop, responding in milliseconds. More importantly, you've learned patterns that extend far beyond gaming. The architecture of sending context to an AI, receiving generated responses, and integrating them into user experiences applies to countless applications: customer support bots, educational tutors, creative writing tools, and accessibility features. Your next step is experimentation. Clone the repository, modify the AI's personality, add new commentary triggers, or build an entirely new game using these patterns. The combination of GitHub Copilot CLI for development assistance and Foundry Local for runtime AI gives you powerful tools to bring intelligent applications to life. Start playing, start coding, and discover what you can create when your games can think. Resources Space Invaders - AI Commander Edition Repository - Full source code and documentation Play Space Invaders Online - Try the basic version without AI features Microsoft Foundry Local Documentation - Official installation and API guide GitHub Copilot CLI Documentation - Installation and usage guide GitHub Education - Free developer tools for students Web Audio API Documentation - Learn about browser sound synthesis Canvas API Documentation - Master HTML5 game rendering1KViews0likes3CommentsUnable to access https://cdx.transform.microsoft.com
Hello I have an organization that is a valid TSP. They want to access and use https://cdx.transform.microsoft.com/ but they are presented with the error message: Not Authorized Oops! It looks like you do not have permissions to access this page. We looked but we couldn't find your login [email address] associated to a Microsoft partner organization. How do they fix this? Who provides access? Regards Chintan PatelSolvedHOW TO RETRIEVE MY MCP ID
Good day, I passed my Microsoft E-Learning exam long time ago and I've lost all document that my MCP Id number is suppose to be on. Kindly help me. I need my document. Also the company email that I've used before is no longer available. Is there a way I can get my certificate again? Thanks in advanceSolvedMCT New and Renewing MCTs - Update July 26
Updated July 26, 2025 As we step into FY26 on July 1st, 2025, I want to share some important updates regarding the MCT Program—especially for those planning to renew. New Fees Coming October 2025, no exact date and the cost will be shared at a later date. Starting July 1st, 2025, we will introduce: A renewal fee (ecommerce tool will be available in October 2025 for everyone to renew) A new MCT enrollment fee (ecommerce tool will be available in October 2025 for new MCTs) Our systems are currently being updated to support this change, with the new tool expected to launch in October 2025. More to come on costs. Pricing will be region supported. Session Requirement for Renewal Effective January 1st, 2026, MCTs will be required to complete six (6) sessions or six (6) days of training per calendar year to qualify for renewal. For clarity on what qualifies as a session, please refer to the attached PDF: Mandatory Use of MTM We will be enforcing stricter requirements for using Metrics That Matter (MTM) to log sessions with your Training Services Partner (TSP). Please coordinate with your TSPs to ensure MTM is being used correctly. What to Expect Next More details on program costs will be shared closer to the tool’s release. All MCTs that were MCTs before manual enrollment have been extended through January 1st, 2026, with full benefits. You’ll see this extension reflected in your profile in your MCT Trainer History NOT active certification. All current MCTs will be able to renew when the tool is available in October 2025 and the requirement to renew will be to have an active certification and have taught one class since your last renewal and pay the renewal fee (costs to come later). We will be checking that you have taught the one class using MTM. New MCTs will need ISC certificate, one role-based active certification and pay the MCT new enrollment fee. New MCT Enrollment Process | Microsoft Learn 🙏 Thank you for your continued support and patience as we enhance our systems. Here’s to a successful and impactful FY26!SolvedBuilding a Fully Automated Azure Landing Zone Deployment Using Azure DevOps and Terraform
Discover how to build a fully automated Azure Landing Zone using Azure DevOps and Terraform. This article walks through real-world Git workflows, CI/CD automation, environment promotion strategies, and governance integration to create secure, scalable, and enterprise-ready Azure environments.1.4KViews1like0Comments