Historical Game:
Seirawan-Mephisto Genius, AEGON Man-vs-Machine Tournament, Den Haag, 1995
It's fair to say, Computer Chess programs have improved considerably, since the early-to-mid 1990s.
Back in those days, with less technical sophistication, certain "quirks" of the programming enabled technically-skilled and alert players to take advantage of their binary-brained opponent.
This is one of those cases, where GM Yasser Seirawan's computer opponent, Mephisto Genius (Black) was unable to recognize/calculate that its selected moves were about to get its own Bishop Trapped ...
Move 1, White's h-file Pawn captures (x) Black's Knight, on g3; Black's processor opts to send its Bishop to f6.
Move 2, White's Rook slides up to b3; Black's other Bishop goes downwards, to g4 ...
That move, by Black, was the start of its Bishop being Trapped ...
Move 3, White's e-file Rook slides left, onto b1; Black's Rook steps forward, onto b7
Another opportunity, missed by Black, that could've avoided what's about to happen to its Bishop ...
Move 4, White's f-file Pawn advances to f3; Black's Bishop retreats to h5.
Move 5, White's g-file Pawn advances to g4; again, Black's Bishop must retreat, this time to g6.
And now Black's Bishop is Trapped ...
While it can move safely, back-and-forth, between the squares g6 and h7, such an option isn't going to help Black's progress in the game.
For as long as White's e and g-file Pawns keep their overall structure, with the d3 Bishop as protection, Mephisto Genius's Trapped Piece will remain, redundant.