Matt has added the Robust adaptive sampler in more recent versions. I think this does similar, but you can't really define what it's going to adapt too. I don't think even games do this. They just use Z-Depth and I believe more AA at a distance, and less closer to camera. So LODs, or wires, trees, etc at a distance don't start pixelating, and remain smooth, but things close with larger edges against BGs and such doesn't need such aggressive AA.
With this sampler I was able to solve flicker in motion with a smaller pixel noise threshold for my stars, which is a pretty extreme example.