The problem is that having this kind of autonomy does not grant him the free will to choose what he considers to be worse in comparison
Yes it does.
I even described how the use of chaotic and unrelated systems to feed information into a decision making element allows the abstract action of priority leveling and selection from a group
specifically to investigate apparent suboptimal choices.
I made a series of very educational posts about "randomness" and adversarial game theory, and this was something I covered specifically concerning unmapped and/or unsolved game spaces, and play against adversarially "mapped" regions.
In the earlier portions of my life, Go was "incomplete" and "unsolved", though I don't know what the status of that game is; such choices, in Go, are well known to lead to uncounterable play, so finding branches people do not know and which you might want to explore is vital to strategy... And causing people to waste work checking branch scores causes them to be unable to play as deeply against you in the tree, especially when you don't know if you can prevent a control reversal.
The way such suboptimal outcomes happen in practice is by wrapping a locally suboptimal choice in a situationally optimal but globally suboptimal strategy, or some similar wrapping structure.
Optionally, you can also make choices according to different goal criterion than an opponent, and this will often prevent them from effectively answering your play, or even pursuing their goals (ala "playing to get the shape of a bird to appear", rather than "playing to have the largest share of territory at the end").