Case studies and customer stories written by Avahi and AccelByte about work they delivered
with Ten Trillion Triangles. Every figure below is the publisher's own — Avahi's benchmark
results and AccelByte's customer-story numbers are reported here as those publishers
reported them.
Avahi October 27, 2026
How Ten Trillion Triangles Is Measuring Where AI Agents Break Down on Long Tasks with an AWS-Native Benchmark Platform
Avahi documents the AWS-native benchmark platform behind TPipe's agent evaluation work: three rule-governed benchmarks, five models driven through Amazon Bedrock, and identical fixture-generated prompts on every run so the comparison stays like-for-like. The platform also ships a run-control API, an automated pipeline into curated reporting tables, QuickSight dashboards, and a trace viewer that replays any run turn by turn.
25% pass rate on the 28-day Open-Vend business task, against 75% on Butter-Bench and 78% on Drive-Thru — Avahi's reported figures
- Three benchmarks: Butter-Bench (18 shopping scenarios), Drive-Thru (188 scripted adversarial customers across 11 adversarial categories), and Open-Vend (a 28-day business simulation)
- Five models through Amazon Bedrock, each run in three trials per benchmark with identical prompts
- 270 Butter-Bench scenario runs, 2,820 Drive-Thru cases, and 16 Open-Vend runs pooled across the campaign
- AWS-native stack: Bedrock, ECS on Fargate, S3, Lambda, Glue Data Catalog, Athena, QuickSight, API Gateway, DynamoDB, WAF, Cognito, CloudFront, CloudWatch
Avahi February 18, 2026
Autogenesis: AI Story Writer Agent on AWS
Avahi covers the AI story-writer agent built for Autogenesis: a recursive workflow that carries current game state into every generation cycle, dynamic prompt assembly that adapts as the game changes, and guardrails plus customization for tone, randomness, and narrative boundaries so players cannot exploit the narrative system. The agent is exposed to the game engine through a RESTful JSON API, with Model Context Protocol tooling for downstream integrations.
Recursive, game-state-aware generation with guardrails, MCP tooling, and a RESTful JSON API for game engine integration
- AI story writer agent delivering dynamic narrative generation inside Autogenesis
- Recursive workflow feeding current game state into each generation cycle, with dynamic prompt assembly
- Guardrails and customization for tone, randomness, and narrative boundaries
- Amazon Bedrock for inference, AWS Lambda for the workflow, Amazon S3 for game context and outputs, Amazon API Gateway for endpoints
- Unit testing framework delivered alongside the system
Avahi October 27, 2026
How Ten Trillion Triangles Skipped a Year-Long Wait
Avahi's customer story profiles TPipeWriter running on Amazon Bedrock with Amazon Nova Pro: long-horizon manuscript orchestration scored against a published rubric, with an LLM judge across eight dimensions and strict rules that block inflated scores. The same story covers the decision to buy rather than build, and the debug work that confirmed the game actually ran.
$80K–$100K estimated wages saved, per the CTO — Avahi's reported figure
- TPipeWriter with Amazon Nova Pro in production on Amazon Bedrock
- Eight-dimension LLM-judged scorecard: 8.3 / 10 average Relevance score, creativity averaging 7.8
- 5 out of 5 client rating in every feedback category, from technical expertise to project management
- Autogenesis debugging validated on the running game
AccelByte August 26, 2026
How Ten Trillion Triangles Uses AccelByte to Power AI-Driven Development for Autogenesis
AccelByte covers the backend stack behind Autogenesis: MCP servers, the AGS CLI, and the AI plugin used by development agents to understand the backend, interact with real environments, and configure and deploy services — alongside Hermes Agent and the studio's own tooling. The Kotlin/JVM game server runs on AccelByte Multiplayer Servers, orchestrates TPipe agent turns, and sends inference requests to AWS Bedrock.
~1 month to a working, testable build on AccelByte, against 4+ months estimated in Unreal — the studio's self-reported estimate
- AccelByte MCP servers, AGS CLI, and AI plugin on top of the backend platform
- Hermes Agent extended with the studio's own skills, scripts, and game-control tooling
- Kotlin/JVM process on AccelByte Multiplayer Servers orchestrating TPipe turns; AccelByte Gaming Services covering identity, sessions, matchmaking, and Cloud Save
- 9B and 30B class models on AWS Bedrock, with matches running as long as 150 turns and more than 100 million tokens of history
AccelByte February 4, 2025
How AccelByte Helped Ten Trillion Triangles Save $350K and Two Engineers
AccelByte's earlier customer story covers Revolution, the studio's competitive digital card game, and the build-versus-buy math behind its backend: authentication, player collections, currency, social systems, matchmaking, and dedicated servers taken off the internal build list so the team could ship and operate the game without standing up a backend platform in parallel.
$350K and 2 engineers development cost and hires avoided, plus roughly two years of work — the studio's own estimate
- Revolution: matchmaking, social integrations, and game servers on AccelByte's platform
- Studio founded in 2021; backend delivered without hiring additional engineers
- AccelByte Gaming Services with Extend for backend customization