Early chess engine that used AI, were trained by games of GMs, and the engine would go out of its way to sacrifice the queen, because when GMs do it, it’s comes with a victory.
Reg, why’d you just stab yourself in the shoulder?
Ah cmon, ain’t ya ever seen a movie?
Well of course I’ve seen a movie, but what the hell are ya doing?
Every time the guy stabs himself in a movie, it’s right before he kicks the piss outta the guy he’s fightin’!
Well that don’t… when that happens, the guys gotta plan Reg, what the hell’s your plan?
I dunno, but I’m gonna find out!
You don’t use it for the rule-set and allowable moves, but to score board positions.
For a chess computer calculating all possible moves until the end of the game is not possible in the given time, because the number of potential moves grows exponentially with each further move. So you need to look at a few, and try to reject bad ones early, so that you only calculate further along promising paths.
So you need to be able to say what is a better board position and what is a worse one. It’s complex to determine - in general - whether a position is better than another. Of course it is, otherwise everyone would just play the “good” positions, and chess would be boring like solved games e.g. Tic-Tac-Toe.
Now to have your chess computer estimate board positions you can construct tons of rules and heuristics with expert knowledge to hopefully assign sensible values to positions. People do this. But you can also hope that there is some machine learnable patterns in the data that you can discover by feeding historical games and the information on who won into an ML model. People do this too. I think both are fair approaches in this instance.
You can calculate all possible moves in milliseconds on any silicone these dsys