Decide debug overlay layout and content #151

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opened 2026-09-12 11:37:17 +02:00 by SirStone · 1 comment
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Question

Given the available drawing primitives (from the debug drawing API research), what should the debug overlay show and how should it be laid out on the battlefield?

Candidates:

  • Input layer: 36 population neurons, highlight which band is active
  • Hidden layer: 6 neurons, show membrane potential as fill level
  • Output: target angle vs actual gun direction vs enemy direction
  • Error value (numeric or bar)
  • Weight magnitudes (connection thickness?)
  • Learning progress (error over time)

Which of these are essential for the proof-of-concept, and what's the visual layout?

Parent map: #147

Blocked by: #148

## Question Given the available drawing primitives (from the debug drawing API research), what should the debug overlay show and how should it be laid out on the battlefield? Candidates: - Input layer: 36 population neurons, highlight which band is active - Hidden layer: 6 neurons, show membrane potential as fill level - Output: target angle vs actual gun direction vs enemy direction - Error value (numeric or bar) - Weight magnitudes (connection thickness?) - Learning progress (error over time) Which of these are essential for the proof-of-concept, and what's the visual layout? Parent map: #147 **Blocked by:** #148
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Resolution

Elements to display:

  • Gun direction line (from bot, showing actual gun heading)
  • SNN target angle line (from bot, showing where SNN wants to aim)
  • Enemy direction line (from bot, toward enemy)
  • Active input neuron(s) — which population band(s) are firing
  • Hidden neuron potentials — 6 bars showing membrane voltage
  • Output neuron potential — membrane voltage driving the target angle
  • Weight magnitudes — all 222 connections, alpha-coded (opacity = weight magnitude). Near-zero weights invisible, strong weights solid. Shows learning paths emerge over time.

Layout: Mixed.

  • Aim lines (gun direction, SNN target, enemy bearing) radiate from bot position — they're spatial.
  • Neuron states (input bands, hidden bars, output bar) and weight connections drawn in a fixed corner panel — they're abstract data.

Error logging: Per-evaluation to stdout: tick=N error=12.3° reward=0.075. One line per wait-then-evaluate cycle. No on-screen error display — stdout is sufficient.

## Resolution **Elements to display:** - Gun direction line (from bot, showing actual gun heading) - SNN target angle line (from bot, showing where SNN wants to aim) - Enemy direction line (from bot, toward enemy) - Active input neuron(s) — which population band(s) are firing - Hidden neuron potentials — 6 bars showing membrane voltage - Output neuron potential — membrane voltage driving the target angle - Weight magnitudes — all 222 connections, alpha-coded (opacity = weight magnitude). Near-zero weights invisible, strong weights solid. Shows learning paths emerge over time. **Layout:** Mixed. - Aim lines (gun direction, SNN target, enemy bearing) radiate from bot position — they're spatial. - Neuron states (input bands, hidden bars, output bar) and weight connections drawn in a fixed corner panel — they're abstract data. **Error logging:** Per-evaluation to stdout: `tick=N error=12.3° reward=0.075`. One line per wait-then-evaluate cycle. No on-screen error display — stdout is sufficient.
SirStone added the wayfinder:grilling label 2026-09-12 12:22:03 +02:00
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Reference: SirStone/SirRoboGarage#151