To preface this, I have run one game of Paranoia as DM. I thoroughly enjoyed myself and had a blast sending my family on a Christmas-themed mission to ultimately sentence themselves to death by vaporizing the Three Wise Men, Mary, and newborn baby Jesus:
RED citizens vaporizing YELLOW, BLUE, and ULTRA VIOLET clearance citizens?
Please report to the nearest disintegration chamber immediately.
My family had less fun than me, but only because of the seemingly arbitrary nature of the Paranoia universe and they also like games with a clear winner.
Because the DM said so
I did not know every single rule, but Paranoia is a game where knowing the rules as a player is an offense punishable by death. So this favors the DM greatly. The general feel of the rules is The DM is always right. They specifically tell you to keep your players on their toes and to make them fear the world around them. The rules favor killing the players over strictly adhering to rules. This leads to a lot of "rule bending" because, frankly, the players aren't authorized to know that a rule was broken. So really, even if you "know" all of the rules the likelihood of you or other DMs implementing all of them is very slim.
The more you know
Personally, knowing the rules of Paranoia means that as a player I would know not to get frustrated when I want to perform a simple action, but it becomes nearly impossible due to red tape, faulty equipment, or a myriad of other absurd and unexpected reasons. For me, it would be more frustrating to know nothing about the rules and have to figure them out as you go. Knowing the rules also adds another layer to secrecy to your play since you would need to be sneaky about how you implement your knowledge of the rules, which for me means more enjoyment.