Organizations: CFCS, School of CS, PKU, China. · PrimeBot. · National Key Laboratory for Multimedia Information Processing, School of CS, PKU, China. · State Key Laboratory of General Artificial Intelligence, BIGAI.
Dexterous manipulation involves not only moving objects, but also arranging the hand around them to maintain useful contacts and enable subsequent actions. Yet many learning-based systems specify goals primarily through object poses or trajectories, leaving hand-object configurations to emerge implicitly. We introduce DexHOT, which formulates dexterous manipulation as hand-object configuration transfer: moving between feasible configurations that jointly specify hand articulation and object pose relative to the wrist. DexHOT learns a reusable relation-conditioned transfer primitive from synthetic feasible configuration pairs, without human reference motions, and composes long-horizon behaviors through closed-loop tracking of configuration subgoals. On DexHOTBench with 120 objects, a single policy achieves 80.5% transfer success on seen objects and 69.4% on unseen objects; on a real dexterous hand, it achieves 61.5% success over 200 real-robot transfers and 90% task success across six demonstration-guided tasks. These results show that explicit hand-object goals provide an expressive and composable interface for dexterous manipulation. More details and videos are available at https://dex-hot.github.io/.
Figures & tables
Fig. 2: DexHOT overview . Top: a recurrent policy learns local transfers from physically validated configuration pools using population-based reinforcement learning. Observations include goals, object-frame keypoint residuals, proprioception, and object geometry. The displayed reward signals encourage configuration matching, transfer completion, and action regularization. Bottom: the frozen policy follows subgoals from greedy planning or human demonstrations through hierarchical chaining.
Fig. 3: DexHOTBench. (A) Object z -axis directions relative to the hand across all configuration pools, shown on a Mollweide map colored by density percentile, from pale yellow-green (lower density) to dark green (higher density). Rotation about the object’s z -axis is omitted. (B–D) Seen objects, unseen instances of training categories, and objects from unseen categories, respectively; 40 objects per split.
Object set
Neighbor
Any2Any
Avg.
(20,40]
(20,70]
(70,∞)
Seen objects (40)
0.909
0.855
0.756
0.805
Unseen instances (40)
0.883
0.814
0.673
0.744
Unseen categories (40)
0.815
0.722
0.567
0.644
TABLE I: Simulation success rates by initial configuration distance (mm). Counts in parentheses denote the number of evaluated objects. Seen objects are objects from the training set; unseen instances are held-out objects from training categories; unseen categories contain one object from each of 40 held-out categories. Avg. denotes the mean of the close and far Any2Any success rates.
Neighbor
Any2Any
Method
(20,40]
(20,70]
(70, ∞ )
Avg.
DexHOT (Ours)
0.909
0.855
0.756
0.805
w/o EPO
0.115
0.025
0.000
0.013
w/o local-goal sampling
0.841
0.752
0.612
0.682
w/ online anchor
0.860
0.751
0.528
0.640
TABLE II: Training ablations on 40 seen objects using the same evaluation protocol as Table I . Bold marks DexHOT.
Fig. 4: Demonstration-guided real-robot tasks. Each row within a panel shows one task, with frames ordered left to right; insets enlarge the final hand–object configuration.
Seen objects
Unseen objects
Object
SR
Prog.
Object
SR
Prog.
Tape measure
0.80
0.918
Tennis ball
0.95
0.950
Medicine bottle
0.90
0.918
Mouse
0.70
0.760
Banana
0.80
0.837
Flashlight
0.70
0.831
Shampoo bottle
0.45
0.677
Screwdriver
0.20
0.405
Hammer
0.20
0.377
Facial cream
0.45
0.675
TABLE III: Real-world configuration transfer over 20 trials per object. SR: success rate; Prog.: mean transfer progress ( 10 ). Initialization failures count as failures with zero progress.
Kin. Retarget
SimToolReal
DexHOT (Ours)
Task
SR
Prog.
SR
Prog.
SR
Prog.
Barcode scanning
0/5
0.33
0/5
0.53
4/5
0.93
Shelf placement
0/5
0.33
0/5
0.33
5/5
1.00
Block assembly
0/5
0.27
2/5
0.73
5/5
1.00
Salt shaking
0/5
0.33
0/5
0.33
5/5
1.00
Water pouring
0/5
0.00
0/5
0.00
5/5
1.00
TABLE IV: Demonstration-guided task execution from fixed initial layouts. SR: successes out of five trials per task; the Average row reports success-rate fractions. Prog.: mean fraction of task stages completed. Bold marks DexHOT.
Dexterous in-hand manipulation is commonly formulated around explicit object pose estimation, yet reliable pose tracking is challenging under severe hand-object occlusions and often requires object-specific supervision. This dependence creates a bottleneck between perception and control that can limit robustness and scalability. We present an end-to-end visuomotor framework for dexterous in-hand reorientation that operates on RGB observations and proprioception without intermediate pose estimation. Our approach jointly learns visual representations and control policies through behavior distillation from privileged state teachers and auxiliary reconstruction objectives. Furthermore, we introduce image-goal-conditioned reorientation, allowing desired object configurations to be specified directly through images rather than canonical pose representations. We evaluate our approach across a diverse set of object geometries and instances in simulation, where it consistently outperforms pose-based methods and policies built on pretrained visual encoders. Finally, we demonstrate direct sim-to-real transfer of a single image-goal-conditioned policy across five real-world objects, showing that accurate dexterous reorientation can be achieved without explicit pose estimation. For videos and code release, please refer to the project website: https://rffr.leggedrobotics.com/works/goaldex/
Arjun Bhardwaj, Mayank Mittal, Maximum Wilder-Smith +2
Learning dexterous manipulation from human videos remains an open challenge, particularly in the context of transferring a single demonstration into a spatially generalizable robotic skill and maintaining physically plausible human-like interactions. Unlike prior works that emphasize hand-motion imitation, we introduce an object-centric framework for acquiring dexterous skills from egocentric human RGB-D videos. Within our framework, we formulate the reinforcement learning (RL) objective in terms of object motion to decouple the underlying skill from the specific hand trajectory and impose constraints on hand-object interaction states to promote more anatomically natural hand configurations. Extensive experiments in simulation and on real robots demonstrate that our method enables efficient learning from human videos and generalizable skill transfer across novel spatial configurations.
Dexterous object rotation is a sequential contact problem: each support, release, and re-contact decision must both produce the desired object motion, and prepare the hand configuration for continued rotation. Existing reinforcement learning methods discover such movement patterns through trial and error on specific robotic hand embodiments, without explicitly accounting for how each contact transition affects the hand's ability to sustain object rotation in subsequent steps. We introduce DexMani, a framework that transfers human demonstrations as contact-conditioned manipulability evolution. This prior captures how successful human contact transitions reshape the object-rotation directions available to the hand. DexMani then learns this manipulability evolution and uses it to guide downstream reinforcement learning, enabling rotation skills to be acquired across robot embodiments with distinct kinematics and active-contact configurations. Across the Shadow Hand, Allegro Hand, and XHand, DexMani achieves the highest success rates in every evaluated setting for both seen and unseen objects. DexMani reaches an average success rate of 57.5% on LEAP Hand, outperforming other baselines and producing smoother rotatory motions. Project site: https://dexmani.github.io
Xiaoyang Chen, Shengcheng Luo, Haoran Guo +4
Shanghai Jiao Tong University · ShanghaiTech University · Beijing Institute for General Artificial Intelligence (BIGAI) +1