The depth assertion is false. Each move occupies one new square, so the general bound is , not . On a board no knights attack, and a play has four moves. More generally, filling a single checkerboard colour gives a legal partial play of length , since knight moves always change colour.
The opponent-independent “best possible move” assertion is false. Minimax search maximizes the guaranteed utility against an opponent choosing the worst continuation. It need not maximize the outcome against a particular weaker opponent. If a winning strategy is available, its guaranteed win cannot be improved on in win/loss utility; if every root move loses against perfect play, all have the same minimax value, yet some may exploit a weaker opponent better. Thus the valid universal statement is that a minimax strategy guarantees its minimax value, not that its root choice is best for every possible opponent behavior.[ref]
The storage assertion is false for the usual minimax implementation. Here the maximum branching factor is and maximum depth is . A conventional depth-first search retaining pending successors uses the usual search-node bound. Generating successors lazily and applying/undoing moves in one board can reduce this to stack frames plus board storage; neither accounting should confuse the board side length with its squares.
The winning-strategy assertion is true. The game is finite, has perfect information, alternates two players, and has no draw under the normal-play convention. A terminal position is losing for the player to move. By backward induction, a nonterminal position is winning exactly when at least one legal move reaches a losing position; otherwise it is losing. This labels every position, including the initial board, so exactly one of the two players has a winning strategy.

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