This may result in, for example, a subtle advantage that eventually turns into a winning chess endgame with a passed pawn.
(Conversely, attempting to lure an AI into a short-term "trap", inviting the play of a reasonable-seeming to humans but actually disastrous move, will essentially never work against a computer in games of perfect information.)
In chess, this might be things like material advantage (extra pieces), control of the center, king safety, and pawn structure.
Simplifying the board by trading pieces lets the AI look "farther" into the future, as there are fewer options to consider, and thus is avoided when trying to exploit the horizon effect.
Lan et al. developed an algorithm to find modifications of board states that would lead KataGo to play inferior moves.
[6] About the two matches, Kasparov wrote after the second game, where he chose the Ruy López, “We decided that using the same passive anti-computer strategy with black would be too dangerous.
[7] Arimaa is a chess derivative specifically designed to be difficult for alpha-beta pruning AIs, inspired by Kasparov's loss to Deep Blue in 1997.
It allows 4 actions per "move" for a player, greatly increasing the size of the search space, and can reasonably end with a mostly full board and few captured pieces, avoiding endgame tablebase style "solved" positions due to scarcity of units.