You might also pull aggro from their creep wave, which I think should also win you the game in most circumstances.
This highlights the importance of gradual adversarial training: if the opponent was perfect, there would simply be no way to win, and hence no signal on how to gradually improve to eventually find the optimal strategy.
Also shows a weakness in most training algorithms today that don't have, for example, the capability to watch their opponent closely and try to mimic it's actions in case he's better than you. Humans do this so quickly you can see Dendi already tried replicating the AI's strategy after 1 loss.
The idea is that first generations run around dying so the optimal response is to just stay put and let the opponent die. This now has basically 100% win rate so both of them do it, lowering it to 50%.
The other part is that there are random variations to the strategy it uses. This it experiments - they won't stay in base forever since that is giving you only 50% winrate (based on whose creeps would push tower first).
This random variation then means that the bot might go out, autoattack a creep wave and then come back to to base. Or anything similar to that.
This new strategy now has almost 100% win rate and the stay in base is no longer viable.
If it went out and died to a tower, it doesn't matter, it can just not use it and there will be period of base AFKing again, but it only takes one improvement (pushing a wave or hitting tower couple times) to make the base AFK obsolete and force new progress.
"A strange game. The only winning move is not to play."
- AI "Joshua" in "Wargames", 1983
But in the future coaching might indeed just be a human expert talking in natural language to teach it how to be better! https://www.youtube.com/watch?v=L_jGDV_5gPA&t=6
I still can't quite tell if this behaviour was coached to the bot or it figured it out itself.