Not really.
There may be some limited use cases where this beats traditional sandboxing, wargaming or milsim. However, the primary distinction is that DOTA and the likes have fixed rule sets (albeit large and complex), and a near infinite number of simulations that can be run, wherein the actual "battle" will conform to those rule sets and play variability.
It may not seem like it, but we (military) only have a tiny slice of possible data from the past few hundred years, that would be appropriate to train a DNN on. Not only that, there are few wars that conform to previous war patterns. There are some constants, and we study those, but they don't really give you what you need for troop movements and tactics the same way as is done in DOTA.
[0] https://techcrunch.com/2017/08/09/blizzard-and-deepmind-turn...
[0]: https://en.wikipedia.org/wiki/Multiplayer_online_battle_aren...
Some people dislike the MOBA nomenclature because it comes from Riot (maker of League of Legends; a clone of dota). In addition the term is pretty vague. Call of Duty, Starcraft, and DotA could all technically be “MOBAS”.
ARTS describes it a little better but I don’t think that term is great either.
Managing farming times and item spikes is part of the strategy. Of course it's not a true RTS, but I think that term is a bit better than MOBA; I'm also biased against Riot.