For example, let's say it's the last turn and your opponent is about to win. Say you may have 2 options but your opponent has 4 options. Instead of whittling it down to 2 options, it's better to guess one of the four. How outrageous should your guesses be is the content of the result and paper.
Paper is on archive (and linked from the video):
If you have 100 options available to you, the maximum information gain is if you eliminate half. So, if you can, you always want to employ that strategy.
The problem comes with when you're losing, you might get maximum entropy gain by eliminating half but, because of finite effects of the game ending, that might not matter.
Take the example I gave: the next move you lose and you have 4 options to choose from. Eliminating half (2 in this case) will give you maximum entropy gain but guarantee a loss, since you're not whittling down the remaining list to 1 option. Better to take the hit on entropy in order to at least have a chance at winning.
I don't claim to have deep knowledge but this seems like finite size scaling effects. There's a kind of "continuum limit" of these processes but when you get to actual real-world/finite instances, there are issues "at the edges", where the continuum becomes finite. The finite size of the problems creates a kind of non-linear issue at the edges. All this is very hand-waivy, so don't take it too seriously but that's the intuition I have, at least.
Say you're in a game to 500 points and you're losing 460 to 480. There are 13 tricks and a trick is worth 10 points if you bid it.
The other team bids 5 tricks. Assuming they can make this (very safe) bid, they will have 530 points. You are collectively good for about 6 tricks. What should you bid?
If you bid reflecting your hand, you'll score 60 points and lose the game 520 to 530. You could go higher; you can take 8 tricks without even needing to set the other team. That would convert your loss into a win. But it's extremely unlikely that you'll be able to make those 8 tricks.
If you're playing duplicates and getting scored based on how good your result was compared to other teams playing the same hand, you should bid 6. If you're playing this as a one-off and getting scored based on whether you win or lose, you should bid 8 despite the fact that you can't make 8.
This becomes a manners issue in some games where your bid is an important input into later players' bids.
There's no advantage to winning immediately. You aren't scored on time taken.
So, it's better to use the better strategy.
I have always asserted that some games (like Heroes of the Storm) suffer from not having catch up mechanics beyond player skill. This is problematic, when player skill can be quantized to an average value that has led to the losing state. This makes it much less likely to ever be a useful catchup mechanic, in comparison to some intrinsic gamble mechanics.
The lack of catch up mechanics also means the games are less interesting because risks are only worth taking after the known state, not casually during as a chaotic factor that might be capitalized on.