Abstract
Robotic throwing enables fast and efficient object placement beyond the robot's immediate workspace, but reliable throwing in cluttered environments remains underexplored. Existing approaches, such as TossingBot, learn throwing strategies from visual input but assume obstacle-free settings. In this paper, we address the problem of throwing objects into a target basket while avoiding obstacles placed randomly in the scene. We introduce a potential field state representation that compactly encodes both basket attraction and obstacle repulsion on a fixed-size grid, enabling reinforcement learning (RL) policies to generalize across arbitrary numbers and configurations of obstacles. The policy is initialized from kinesthetic demonstrations and optimized in simulation using three state-of-the-art RL algorithms (SAC, DDPG, TD3). Among these, SAC achieves the most consistent performance across scenarios. We compare the potential field representation against explicit state encodings and demonstrate that it achieves higher success rates and better scalability to unseen obstacle configurations. Real-robot experiments with unseen throwable objects confirm robust sim-to-real transfer, achieving up to 90% success in cluttered scenes. These results demonstrate that PFR provides a practical and robust representation for safe and efficient robotic throwing in unstructured environments. A video showcasing our experiments is available at: https://youtu.be/ZZnJf8ua2dE
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Sep 1, 2026cs.RO
Robotic throwing enables fast object transport and extends a robot's reachable workspace beyond traditional pick-and-place. While prehensile (grasp-based) throwing works well for graspable items, non-prehensile (grasp-free) throwing is better suited for large, heavy, and/or deformable objects. Existing approaches rely on model-based optimization with simplified contact models (e.g., dynamic grasping) and low-dimensional trajectory parameterizations, which limit solution quality and reachable workspace. We propose a reinforcement learning approach that additionally leverages sliding and rolling contact modes and directly optimizes joint-space trajectories without analytical contact models or custom parameterizations. The Markov Decision Process (MDP) is formulated as a dynamical system that evolves the robot's joint state conditioned on the throwing target, object model, and initial configuration. Joint-jerk trajectories are planned offline at a low control rate and upsampled into smooth, high-rate velocity commands for deployment. For sim-to-real transfer, we minimize the robot-dynamics gap through minimum-jerk system identification and train uncertainty-aware policies to mitigate object-modeling errors, particularly sensitivity to dynamic friction. In simulation, the policy achieves 99% success across thousands of configurations and generalizes to unseen objects. Sensitivity analysis shows robustness to mass uncertainty but high sensitivity to dynamic friction, consistent with the sliding-based release mechanism. Deployed zero-shot on a UR5e operating near its physical limits (5 m/s end-effector velocity), our method throws diverse objects including heavy (790 g) and large (20x20x28 cm) items to targets up to 350 cm distance or 180 cm elevation, achieving a 97% real-world success rate.
Abdullah Mustafa, Ryo Hanai, Ixchel G. Ramirez-Alpizar +4
Jun 1, 2026cs.RO
We propose FlipItRight, a framework for stable planar pose-targeted throw-flip with a high-DoF manipulator. The task is decomposed into an object-level planner, which generates candidate release states satisfying the desired landing pose, and a robot-level planner, which evaluates executability and constructs a feasible swing motion. Treating the release state as an explicit intermediate representation enables principled candidate filtering, adaptive selection of release and pre-swing configurations, and structured near-release motion design -- in particular, approximately constant end-effector velocities during the final swing phase to improve robustness to release-timing uncertainty. We validate on a real platform across objects of varying shape, size, and mass, achieving a 90% success rate across 120 trials. Ablation studies confirm that each design choice contributes to throwing performance, and the framework requires no prior data or learned model, enabling direct deployment on new objects and targets without environment-specific calibration or data collection.
Axel Dawne, Shinkyu Park
Feb 25, 2025cs.RO
Retrieving objects buried beneath clutter is both challenging and time-consuming, as complex support relationships make manipulation particularly difficult. Existing methods either focus on support relations and rely on sequential grasping to remove occluding objects, or perform preparatory actions such as pushing to facilitate subsequent grasps. However, these approaches are often inefficient and treat physical interactions as isolated auxiliary steps. In this paper, we propose RetrDex, an efficient framework for dexterous arm-hand systems to learn object retrieval in cluttered scenes. Our approach leverages large-scale parallel reinforcement learning (RL) in diverse cluttered scenes and incorporates a spatially aware representation that encodes occlusion patterns and spatial relationships among the target, the dexterous hand, and surrounding clutter. This representation enables the policy to develop diverse manipulation skills (e.g., pushing, stirring, and poking) that actively clear occluders. We evaluate RetrDex on 16 household objects across varied clutter configurations, and obtain strong retrieval performance and efficiency on both seen and unseen targets. Furthermore, we demonstrate successful zero-shot transfer to a real-world dexterous multi-fingered robot system, validating the practical applicability of our method. Videos can be found on our project website: https://RetrDex.github.io.
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