For me, one of the reasons that the concept of Marginal Advantage is important for game design, is because you have to interact with, or at least react to, your opponent. In the Mancala example, the greedy AI was basically playing a single-player optimization game, and ignoring its opponent. Meanwhile, the clever AI paid attention to what its opponent could do and played around it. The Starcraft example continues the theme: amateurs concentrate on what's best for them in an absolute sense, while the pros consider their opponents.<p>FYI, the author, Sean Plott, is better known as Day[9], one of the top-ranked Starcraft players in the United States. Also a mathematician, as it turns out. His podcasts on the SCII beta are really insightful.