Earlier quoted context omitted.
This paper "weakly solves" Othello. That means that we know for the initial board state both 1) the final win/lose/draw outcome (it's a draw), and 2) the sequence of moves that should be taken by perfect players to get there (Figure 1, right). In particular, the paper does not "strongly solve" Othello. If you have an arbitrary board state, 1) and 2) are are not necessarily known for it. That means it's still possible…
>That means it's still possible to win a game by intentionally deviating from the perfect sequence Someone with perfect strategy would have an answer for any deviation. Playing imperfectly would likely get you into a losing position. There is no way to go from a game being drawn if played perfectly to being winning if the then loser were to be using perfect strategy.
Someone verified there is a perfect strategy, using tons of computational resources and lots of time. The game tree they explored may have millions of billions of nodes, of which only the top layers could be saved.
To use a perfect strategy in an actual game, you need to have it stored in some format that allows near-real time lookups.
Such is the difference between weakly and strongly solving.
EDIT: Strongly solving goes beyond the latter, requiring real-time best play from arbitrary positions.