cs.ROOct 7, 2026

Robotic Boomerang Throwing via Model-Based Release Design

Authors: Yang Liu, Colin Jones, Aude Billard

Organizations: Learning Algorithms and Systems Lab (LASA), EPFL, Switzerland · Automatic Control Lab, EPFL, Switzerland

Abstract

Throwing objects that generate aerodynamic lift can greatly extend robot throwing beyond ballistic flight. A returning boomerang is a challenging example because its flight depends strongly on the release velocity, attitude, and spin, while robotic manipulators cannot readily reproduce the rapid motions used in human throwing. We present a model-based framework for robotic boomerang throwing centered on the release state. We identify the boomerang flight dynamics in stages to predict how flight changes across design variations. To systematically design the robot throwing motion, we screen candidate parameters according to how strongly and consistently they control release spin under uncertain contact conditions. These models are then used to design the throwing motion and boomerang for a 6-DoF manipulator with limited joint speeds. To our knowledge, this is the first robotic manipulator to generate a returning boomerang flight. In the demonstrated returning trial, the boomerang is released at 51 rad/s (8.1 rev/s), reaches 2.03 m from the robot base, and returns to touch down 0.31 m from the base. The successful release differs significantly from the measured human throws, showing that a robot need not imitate human throwing motion to achieve a returning flight. The project page is available at https://robot-boomerang.github.io

Figures & tables

Explore similar work

Jun 1, 2026cs.RO

FlipItRight: Stable Pose-Targeted Throw-Flip Across Diverse Objects

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.
Oct 6, 2026cs.RO

Fast Planning for Multi-object Multi-target Throwing

Robot throwing has emerged as a promising technique for improving efficiency in logistics and warehouse automation, by enlarging the workspace and speeding up the process. To significantly increase the throwing system's throughput, we develop strategies for throwing multiple objects in one swipe. Such multi-object multi-target throwing (MOMT) leverages the large degrees of freedom of anthropomorphic hands. The key is to quickly generate fast and feasible throwing motions, which involves a complex trade-off between short trajectory duration and short planning time. We solve this problem in two stages. Offline, we build a model of the feasible set by combining object's inverted flying dynamics and the robot's kinematics and dynamics. Online, we generate feasible throws through fast solution matching and filtering of object's valid detach state and robot's feasible state that can compose sequences of throws in less than 5 ms. We validate the framework on a 7-DoF manipulator equipped with a multi-fingered hand. In simulation, coordinated two-object throwing reduces execution time by up to 46% compared to independent single-object planning, and this improvement is maintained when scaling to three objects. Real-world experiments with two objects confirm a 29% reduction; the remaining gap to the theoretical 50% is attributed to inter-throw transition overhead. When target positions are randomly changed mid-execution, the system re-plans and successfully reaches the new targets within 100 ms latency without stopping the robot. These results establish the first unified planning framework for MOMT throwing -- demonstrating scalability to multiple objects in simulation and real-world feasibility on two-object tasks -- advancing the frontier of high-throughput robotic manipulation. A video summarizing the method and the hardware experiments is available at https://liuyangdh.github.io/momt-video
Sep 1, 2026cs.RO

Non-Prehensile Throwing: A Reinforcement Learning Perspective

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.