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.
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.