Part 1 of "Multi-Agent Systems in Production: What They Don't Tell You" — a four-part series following the saga of Horcrux Hunt, a multi-agent Harry Potter game that taught me everything about production AI the expensive way.

The Weekend My Game Cost More Than My Rent

I built Horcrux Hunt, an interactive Harry Potter-themed game where two AI agents battle each other live in front of an audience. Harry (the protagonist, powered by Claude on Amazon Bedrock via Strands SDK) hunts Horcruxes hidden across 15 locations. Voldemort (the adversary) relocates them, plants decoys, and corrupts Harry's beliefs.

Think of it as adversarial hide-and-seek between two LLMs, with a live audience voting and watching Harry's search unfold in real-time on a Streamlit dashboard.

It was supposed to be a fun weekend demo. The audience loved it. The CloudWatch metrics did not.