My thesis for my time in the university was to research how “dynamic level design” would compare to other dynamic difficulty adjustment methods.
The map itself was a basic cs:go aim_map done in Source: Hammer level-editor. However it featured a deterministic system to evaluate which team won. This system was built with the ingame entities that source is built upon but also featured scripts. With this system i was able to simulate a dynamic level design by moving the spawns of the teams.
This was done to see that instead of for example change the player HP or damage (which could be seen as cheating) to see if a dynamic level would affect the players positively or negatively.
You can read my full thesis here (Swedish):