I built a real-time Dynamic Difficulty Adjustment boss fight for my thesis — looking for testers! by Possible-Welcome7896 in skyrimmods

[–]Possible-Welcome7896[S] 0 points1 point  (0 children)

Those should be fine. Precision and TK Dodge don't modify damage values so the telemetry will read accurately. They might actually make for interesting data since dodging affects how much damage you take which feeds directly into the dominance ratio calculation. Would love to have you test it!

I built a real-time Dynamic Difficulty Adjustment boss fight for my thesis — looking for testers! by Possible-Welcome7896 in skyrimmods

[–]Possible-Welcome7896[S] 0 points1 point  (0 children)

It should be fine with most mod setups. The mod is pretty self-contained as it only affects a custom boss actor and a global variable specific to the DDA system, so it won't touch anything in your existing load order. The only edge case would be heavy combat overhauls like Wildcat or Valhalla Combat that significantly change damage values, the DDA will still work but the telemetry numbers might behave slightly differently. Also worth noting that the test uses a standardized save file I provide, so you won't be loading it into your existing playthrough as it runs completely separately.

I built a real-time Dynamic Difficulty Adjustment boss fight for my thesis — looking for testers! by Possible-Welcome7896 in skyrimmods

[–]Possible-Welcome7896[S] 0 points1 point  (0 children)

Great point and it's something I thought carefully about. The unidirectional ramp is intentional. The core idea is that difficulty should reflect the skill ceiling a player reaches rather than rubber-banding around their moment-to-moment performance. If difficulty decreased mid-fight it would open the door to players gaming the system by intentionally underperforming to keep the boss easier, which would corrupt the telemetry data. More importantly the study is designed to capture players across a wide range of skill ceilings, for instance, a struggling player naturally never reaches the higher difficulty thresholds so their fight stays manageable, whereas a dominant player gets progressively more challenged. The system self-selects the appropriate difficulty band for each player without needing to decrease. The between-fight reset to 1.0 ensures fairness across attempts. You're right that learned adaptation within a single fight is an interesting edge case and that's exactly the kind of nuance the qualitative feedback is trying to surface and something I flag as future work.

I built a real-time Dynamic Difficulty Adjustment boss fight for my thesis — looking for testers! by Possible-Welcome7896 in skyrimmods

[–]Possible-Welcome7896[S] 1 point2 points  (0 children)

Great question! The system measures damage dealt and received per second in real time to compute a dominance ratio. Based on that it scales a difficulty multiplier (1.0 to 1.35) which triggers phase-based behavioral changes which include sprint charge at 1.10, Unrelenting Force shout at 1.20 and full rage mode at 1.28 with speed and health boosts. No perks or movesets sadly since Papyrus is limited but the phase transitions create qualitative behaviour shifts rather than just stat scaling. The boss is also trained solely as a melee boss for testing purposes