solakamen: That's almost the gist of it, however;
To say chess *has a solution* (mate in N) is very courageous! The rules are defined where, when the board is laid, the defender has as much advantage (minus the initiative) to defend. I only said that white has a winning play that can be guaranteed, under the following conditions:
1
Chess is a zero-sum game (if one gains, another loses). The aggregate change from all interactions results in a equal value, opposing shift between all [Factor]s, where the pie cannot be enlarged. (Of course, only a few of these factors matter to achieve a victory.)
2
There are limited choices. Therefore, there will be a best move. Like tic tac toe, it is possible to predict a [Position] is "won for a side" before it has even finished; That is, you win no matter what your opponent responds with. This is a result of such a property where real-time games (you can choose to commit whenever) with unlimited choices (you can choose to commit whatever) does not have.
3
When both players play [Perfectly] from any "perfectly balanced position", there may or may not be a winner. The rules of chess allows for "draw", which the "first-move advantage" may not enough to overcome. (It may be easier to understand this if you compare chess to tic tac toe.) However, "the opening position" (eight pawns, a queen and king, three pairs of menaces, you know the drill) is not perfectly balanced - both sides has a weakness (F2, F7) and do not have as much territory controlled, and so white can use and expand their advantage.
... To visualize how such an advantage can be expanded, consider a tic tac toe played in, not 3 x 3, but a 300 x 300 playing space. Because neither side has secured territory, the player with the first hand, who shall be designated "X", is able to secure a win in just two moves: Were the "O" to play horizontally adjacent to the "X" played on the first turn, the "X" can play vertically adjacent to their previous move, forking the two squares above and under the chain where the "O" has only one move incapable of defending.
... Of course, with this tactic a 300 x 300 playing space isn't even needed, but as big of a 5 x 5 board, the "X" already has a guaranteed win in three moves. (If you follow the logic in the previous paragraph and is not an idiot, you'll figure it out.) However, for the 3 x 3 board, the lack of territories is still "perfectly balanced" - while at it, it is solved for "O" to have a drawing tactic no matter what "X" starts with, or in other words the "first-move advantage" is no use against this balanced game of 3 x 3 squares.
... What about tic tac toe set on a 4 x 3 board, or a 4 x 4 x 4 space (
en.wikipedia.org/wiki/Qubic)? Well, unfortunately, both has been solved for "X" (the solution of 4 x 3 is particularly easy): The space is not "perfectly balanced", so while the starting player only has the "first-move advantage" - It is enough to win enough [Factor]s to secure a "winning" advantage.
4
Under perfect circumstances, the advantage (... by the way, we're back to chess) in "the opening position" can theoretically be expanded to an (either tactical or positional) advantage. This is not merely the "+0.1" value or the likes presented by an engine's brute force attempt, but a threat that the first player imposes by having the first move advantage and using it to the fullest by playing perfectly. The resources are in the first player's favor.
Rather than saying "white is winning", it is my belief that "white has the resources to win". However, even the "reliable depths" that machines of the modern day are able to brute force through doesn't *near* the degree of perfectness I long for, for even the top engines (sic; intentional plural) of the TCEC can't maintain a no-loss stream (not even just counting the games it played given the advantage of white)!
Machines brute force in the ways it's supposed to, ill of predicting the "best move" the opponent can play but only to acknowledge a very few factors (in order to convert the [Position] into a "problem" that can be solved and optimized by the model taught by the engine). Even if we reach the date where chess is solved, no human or machine computing a [Position] will be able to find it, so all it does is to fill in the number in "mate in N"!
However, since imperfect moves are so abundant, one misstep and you'd lose the initiative before you even know it - When the opponent plays a suboptimal move that you aim to punish, but in turn neglecting how the "perfect move" has changed because of it and missing it. The winning initiative will then be lost. Truly there is no way to rely on making "perfect moves", but sparring with a computer will probably be the best we can get in this field.
Having a player who is strong enough to introduce that sense of threat capable of challenging and countering your initiative as a comeback from a losing position is a gift -
Creative play can throw off the perfect players who aims to optimize their decisions.
Outrageous play can throw off the ill-prepared players who aims to deathmatch them with the theory they brought.
Sacrificial play, when still in the "counter the perfect player" sense, can throw off the players who aren't capable of identifying it as a trap.
That's what makes chess an amazing game.