export type AdaptiveDifficultyMetricType = "win-rate" | "death-rate" | "completion-time" | "damage-taken" | "damage-dealt" | "accuracy" | "resource-efficiency" | "progression-rate" | "retry-count";
export type AdaptiveDifficultyStrategy = "gradual" | "immediate" | "predictive" | "manual";
export type AdaptiveDifficultyChangeType = "enemy-health" | "enemy-damage" | "enemy-count" | "resource-drop-rate" | "experience-multiplier" | "timer-multiplier" | "checkpoint-frequency";
export interface AdaptiveDifficultyFixtureOptions {
    readonly strategy?: AdaptiveDifficultyStrategy;
    readonly recentDeaths?: number;
    readonly completionTimeSeconds?: number;
    readonly accuracy?: number;
    readonly resourceEfficiency?: number;
    readonly progressionRate?: number;
    readonly playerSkill?: number;
    readonly seed?: number;
}
export interface AdaptiveDifficultyMetricSummary {
    readonly type: AdaptiveDifficultyMetricType;
    readonly count: number;
    readonly mean: number;
    readonly median: number;
    readonly standardDeviation: number;
    readonly min: number;
    readonly max: number;
    readonly recentTrend: "improving" | "stable" | "declining";
}
export interface AdaptiveDifficultyTriggeredRule {
    readonly id: string;
    readonly metric: AdaptiveDifficultyMetricType;
    readonly strategy: AdaptiveDifficultyStrategy;
    readonly changeType: AdaptiveDifficultyChangeType;
    readonly target: number;
    readonly threshold: number;
    readonly rawMultiplier: number;
    readonly appliedMultiplier: number;
    readonly cooldownSeconds: number;
    readonly reason: string;
}
export interface AdaptiveDifficultyAdjustment {
    readonly enemyHealth: number;
    readonly enemyDamage: number;
    readonly enemyCount: number;
    readonly resourceDropRate: number;
    readonly experienceMultiplier: number;
    readonly timerMultiplier: number;
    readonly checkpointMultiplier: number;
}
export interface AdaptiveDifficultyFixture {
    readonly id: "external-parity-old-branch-adaptive-difficulty-fixture";
    readonly source: "origin-master-ai-balancing-smart-difficulty-adapted";
    readonly strategy: AdaptiveDifficultyStrategy;
    readonly metrics: readonly AdaptiveDifficultyMetricSummary[];
    readonly triggeredRules: readonly AdaptiveDifficultyTriggeredRule[];
    readonly adjustment: AdaptiveDifficultyAdjustment;
    readonly appliedChangeCount: number;
    readonly blockedClaims: readonly string[];
    readonly hash: string;
    readonly claimBoundary: string;
}
export declare function sampleAdaptiveDifficultyFixture(options?: AdaptiveDifficultyFixtureOptions): AdaptiveDifficultyFixture;
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