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Why do not use it to adjust difficulty level? When person have trouble with some task, like navigating ships or shooting enemies, we could put more focus on that elements in procedural generated world.
What do you think?
I talk about selecting body parts, guns by AI based on player progress/game style. Also, some quests could be generated too, based on these criteria.
Watch some speedruns, even of retro games, you will see a lot of people trying to "trigger" some ennemy behaviour, to be able to manipulate the fight (like, going close to trigger the melee attack, which is easier to dodge / less annoying than another "ranged atack", etc).
Also, be careful, by "reinforcing" what is causing most problems to the player, you may also reach a point where the players will find your game too frustrating / too repetitive (aka always encountering the same ennemies that give them trouble), and simply quit playing it...
I'd say if you go AI, make sure the player knows it in the games. Think of the dialog in FPS games that enemies shout out, essentially telling you the AI state. Or in the case of a variable boss, dialog of how the boss improved ( I'm thinking of the scene in the movie The Incredibles where Mr. Incredible finds the "evolution" of the boss robot)
Rimworld also has an "AI" director for the difficulty. Essentially picks what events and challenges are coming. I'd hazard a guess the AI is mostly a weighting system that selects events based on the stats of the colony (I know wealth is a big factor).
For more regular players, just creating the bosses diverse enough would be good, so players have to learn something new for each boss. Simple and doesn't need heuristics. Within same boss fight, boss phases can increase the difficulty.
PS: rubber banding is not a new thing, I remember it being infamous in racing games where AI would persistently keep close to the player. Here's the Wikipedia article: https://en.wikipedia.org/wiki/Dynamic_game_difficulty_balancing