Light Bleeding Through Hard Edges on Shadow Casting Object

I am making environment modules for our game. The goal was to use the least amount of geometry possible. I created the modules by extruding faces on cubes, and then inverting the normals.

When I turn on shadows, I get light that bleeds through the object at the hard edges. The amount of light that bleeds in seems to be affected by the Bias of the shadow.

I think my only options are to cover the corners with something (floor trim, etc), or create some kind of “thickness” by creating backfaces.

Or is there some other way to fix this?

Currently using Deferred rendering, lightmapping with AO set to .5.

You need to make the walls have some thickness (two sides, separated by at least a small amount) in order to prevent this effect.