>> You have to "learn to predict" the <next frame, action> pairs.
But where do the actions come from?
For example, if I play chess, I could pick up a piece and throw it at my opponent's head. Similarly, if I play Atari I could chuck the controller at the monitor. These are actions I can perform that are available to me because of my basic human anatomy and because of the laws of physics (I can grab and throw and a thrown object flies through the air untl it hits a target or gravity wins).
In the case of MuZero, what actions can the system perform and where do they come from? I don't see where that is described in the paper.
>> For Go, and chess, we twist our self into NOT using the game rules in the simulator e.g. for each move, just indicate if GAME LOSS WIN
Similarly - what determines "each move"?
EDIT: I can see in the MuZero paper that "Final outcomes {lose,draw,win} in board games are treated as rewards $u_t \in {-1,0,+1}$ occurring at the final step of the episode" but I also can't see where these come from, what tells the model that a loss, draw or win has occurred at the end of an episode.
I mean, if you're telling the model what actions can be performed and what end-states values are, then what game rules are you _not_ giving to the system?