Robotic Grasping
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37 papers in the last four weeks, up 270% on the four weeks before. 0.4% of all new papers.
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An ideal robot grasp is firm enough to securely handle an object, yet gentle enough to avoid damaging it. Achieving this balance requires knowledge of the object's material properties, such as its mass, elasticity, and surface friction. These properties, however, are seldom precisely known a priori. In this work, we propose a visuotactile approach to estimating material properties in real time, during the process of grasping. Our method uses these estimated properties to determine the minimum grasp force required to handle the object. We contribute a new dataset of real-world objects (fruits and vegetables) with measured physical properties (shape, mass, elasticity, and friction), which we use to construct our force estimation model via simulations. We experimentally validate our approach to grasp force control using a robot with a parallel-jaw gripper. We demonstrate our system's ability to gently grasp a wide variety of objects, in each case adapting to their unique physical properties.
OmniDex: Scaling Dexterous Hand Grasping to Diverse Cluttered Scenes
Dexterous grasping is the foundational primitive in embodied AI, demanding massive data to train robust models. As real-world data collection is expensive, simulation has become the mainstream paradigm. Yet, while cluttered scenes best reflect real-world applications, learning to grasp within them is bottlenecked by a critical scarcity of large-scale data. To resolve this, we curate high-quality 3D objects and supporting bases, proposing a scalable seed-and-filter strategy that bypasses sluggish scene-level optimization. This yields an unprecedented benchmark comprising over 2.6 million scenes and 0.4B scene-specific grasp ground truths, featuring diverse realistic layouts paired with rich semantic and geometric observations. Furthermore, we introduce the OmniDex model to overcome the grasp multimodality and last-millimeter precision errors plaguing current generative models. By coupling Soft Winner-Takes-All learning with human-inspired physical constraints during training, and utilizing physics-driven ranking, our approach achieves robust dexterous grasping without the latency of post-optimization. Experimental results show that OmniDex model achieves state-of-the-art performance and strong generalization across diverse scenes, views, and unseen objects.
Temporal Visuo-Tactile Learning for Dexterous Grasp Stability
Humans can grasp everyday objects with almost perfect success rates using fingertip tactile feedback, yet much of the robotic grasping literature emphasizes vision-based grasp selection with parallel grippers. In this work, we systematically investigate how high-resolution, dynamic tactile sensing contributes to grasp stability prediction and model-guided grasping in dexterous robotic hands. To this end, we collected a dataset of 10,000 grasp trials across 200 objects using a multi-fingered robotic hand equipped with four Digit 360 tactile sensors, recording external vision, proprioception, and tactile streams throughout each grasp. With this dataset, we trained end-to-end temporal multimodal models to predict post-lift stability from pre-lift grasp observations and compared sensing modalities and encoding backbones. Experimental results and controlled input ablations show that incorporating touch, and particularly high-resolution, dynamic touch, improves grasp stability prediction. Finally, we deployed the learned predictor as an online stability gate on the real robot, where visuo-tactile model-guided regrasping improved the success rate among executed lifts by 10.5 percentage points over a non-tactile gate. These results show how rich fingertip sensing and expressive temporal models that capture the dynamics of touch can support learned grasping with multi-fingered hands without explicit contact or force modeling, providing a scalable data-driven path from tactile experience toward stable dexterous manipulation. The dataset is publicly available at https://lasr-lab.github.io/dexterous-grasp-stability/.
MagCilia: A Compact Magnetociliary Tactile Sensor with 3D Force Sensing for Robotic Contact Perception and Grasping Feedback
Robotic grasping and surface exploration benefit from simultaneous measurement of normal and tangential forces and from surface information obtained through contact. Here, we present a compact magnetociliary tactile sensor (MagCilia) that combines a flexible magnetic-cilia structure with a Hall sensor for 3D force sensing. Quasi-static finite element analysis is used to investigate structural deformation and magnetic responses under multidirectional loading. To reconstruct forces from the coupled magnetic channels, we propose causal history fusion regression (CHFR), which combines current magnetic-field measurements with their recent changes. Five-fold cross-validation grouped by calibration record yields root-mean-square errors of 0.40, 0.57, and 0.69 N for Fx, Fy, and Fz, respectively, with corresponding coefficients of determination of 0.93, 0.90, and 0.92. Robotic experiments demonstrate tangential-force-guided gripper adjustment and multi-axis load monitoring under external perturbations. Frequency-domain features of the reconstructed forces distinguish six surface categories with 99.39% accuracy in three-fold cross-validation grouped by acquisition session. An online robotic demonstration additionally identifies all six tested surfaces. These results demonstrate 3D force reconstruction, grasping feedback, and surface recognition using a single compact tactile unit.
MIM-VLA: Learning Physical Interaction Representations from Gripper Motor Feedback
Vision-language-action (VLA) policies infer grasp actions primarily from visual observations and robot state, but do not explicitly represent the physical response observed after contact. We present MIM-VLA, a motor-feedback-based architecture that encodes recent gripper current, position, velocity, and signal validity as a 128-dimensional interaction token. A motor-only Motor Interaction Module (MIM) is pretrained with human-reviewed contact and interaction-phase labels and then conditions only the gripper-action pathway of SmolVLA; arm actions and the position-control interface remain unchanged. The same token supports the MEM selector VLM that compares candidate interactions and produces evidence-conditioned selections and explanations. We evaluate MIM-VLA in three real-world settings: comparing the interaction resistance of visually different objects, disambiguating visually similar real and replica objects through active probing, and gently grasping fragile objects, including held-out instances. Across 13 object pairs, MIM-VLA selects the higher-resistance object in 75.0% of trials, compared with 48.8% for the SmolVLA baseline. For the evaluated tasks, the approach uses motor feedback already available from the gripper and does not require an additional tactile array, force-torque sensor, calibrated force estimate, or direct current control.
EigenDEXplore: Structured Exploration for Dexterous Manipulation with Human Priors
Dexterous manipulation poses a challenging high-dimensional optimization problem, as useful behaviors require coordinated motion across many hand joints. In reinforcement learning (RL) and sampling-based trajectory optimization, exploration commonly relies on independent robot joint perturbations, making coordinated behaviors difficult to discover. Prior work reduces this search space for grasp learning using low-dimensional spaces of coordinated joint motions learned from human hand data, but this restricts the expressivity required for general manipulation. Some combine learned and joint-space actions to restore expressivity, but this increases dimensionality and introduces redundancy. We study these effects across diverse manipulation settings, varying action dimensionality, exploration strategy, and the source of human data. Our experiments suggest that human-motion priors are most effective when used to structure exploration rather than change the action representation. Motivated by this finding, we propose EigenDEXplore, which induces correlated exploration by adding perturbations along human-derived eigenvectors to independent joint-space noise, leaving the action space unchanged. Across multiple dexterous hands, EigenDEXplore consistently outperforms joint-space and learned action-space baselines in grasping, in-hand reorientation, and contact-rich manipulation. These gains span unstructured and reference-guided RL, trajectory optimization, and sim-to-real deployment, and are largest in settings with less reward shaping and curriculum design.
Learning Grasp Targeting from Point Clouds for Log Pile Clearing on a Hydraulic Crane
In mill yards, log loaders clear dense piles by a sequence of bundle grasps: hundreds of logs rest in contact, and each removal changes the pile available to the next grasp. A learned policy chooses where to place and orient the grapple from unsegmented point clouds and runs on a trailer-mounted hydraulic forestry crane. The policy classifies at which observed point to grasp and predicts depth and grapple orientation there. The same network outputs support behavior cloning (BC), reinforcement learning (RL), and deployment. BC learns from successful top-of-pile demonstrations; RL explores for improvements by fine-tuning the cloned policy (BCRL) or by training from scratch. In simulation, BC clears 98 of 100 piles of 200 logs, while BCRL improves load stability. Twelve field trials compare a geometric heuristic, RL from scratch, BC, and BCRL through complete grasp-transport-deposit cycles. BC and BCRL deposit 93.8% and 88.9% of pooled inventory, against 80.4% for the heuristic. BCRL deposits logs on 83.6% of its cycles, against 79.6% for the heuristic and 65.7% for BC, while its simulated stability gain does not carry over to the crane testbed. Trained entirely in simulation and run unchanged on the crane, the learned policies clear more than the hand-filtered heuristic while observing unfiltered clouds that still contain the storage rack's rails and poles.
HexaGripper: A Single-Actuator, Winch-Deployed Gripper for Autonomous Aerial Parcel Collection
Autonomous aerial parcel collection remains constrained by package-transfer operations that require manual loading, landing, or dedicated ground infrastructure. This letter presents HexaGripper, a single-actuator, winch-deployed six-plate gripper for autonomous collection of cuboid parcels. The proposed mechanism provides synchronized grasping with a wide capture region and tolerance to positional misalignment during pickup. The system integrates vision-based alignment, range sensing, winch deployment, and state-based control to enable autonomous collection while maintaining UAV separation from the pickup surface. Experimental evaluation covered static grasping, capture-workspace assessment, and end-to-end outdoor aerial collection. Static experiments achieved 100% pickup success (15/15 trials) across three parcel geometries, while workspace experiments achieved successful pickup at all 28 tested positions up to a 150 mm radial offset. End-to-end outdoor aerial collection achieved an 80% success rate (4/5 trials). These results demonstrate the feasibility of mechanically synchronized, winch-deployed grasping for landing-free autonomous aerial parcel collection.
Towards Robust Prehensile Manipulation in Open-Ended Environments
We propose to use Quality-Diversity (QD) algorithms to solve robotic prehensile manipulation tasks in open-ended environments. Our approach enables the efficient discovery of a wide range robust grasp configurations, which serve as reliable starting points for generating diverse prehensile manipulation trajectories on articulated objects. The resulting diversity in manipulation behaviors enhances generalization and adaptability, enabling effective deployment continuously evolving open-world settings.
Robotizing Human Videos with Physically Consistent Interactions
Human videos offer scalable manipulation data, but the embodiment gap between human hands and robot manipulators limits their direct use. Existing video-editing methods replace hands with rendered robots, yet inaccurate interaction reconstruction and compositing can produce inconsistent grasps and implausible robot-object occlusions. We address these failures from two complementary physical aspects: interaction geometry and scene visibility. First, an interaction-aware contact reconstruction module combines hand-object segmentation with mesh-level contact prediction to recover dense 3D contacts, then converts them into temporally stabilized grasps for parallel-jaw grippers. Second, a depth-aware compositing module uses scene and robot depth to enforce physically consistent robot-object occlusions. The resulting videos preserve the interaction structure of human demonstrations in a robot-compatible form and are co-trained with robot demonstrations. Using identical human videos and robot data, we compare against robot-only training and the original Masquerade pipeline. Across four RoboTwin tasks and two Diffusion Policy visual encoders, our method achieves the highest average success rates, with especially strong gains under out-of-distribution scene variation. Real-world deployment further shows that the proposed co-training approach improves robustness to visual distractors when the task geometry is observable, while performance on depth-sensitive grasps remains limited by the single-camera setup.
Continual Learning for 6-DoF Grasp Synthesis via Experience and Demonstrations
Most current grasp synthesis systems are trained offline and remain fixed during deployment. While this works well when deployment conditions resemble the training data, performance can degrade when robots encounter conditions they have not seen before, such as unfamiliar objects. In this work, we present a continual-learning framework for single-view 6-DoF grasp synthesis for a parallel-jaw gripper in cluttered scenes. Rather than finetuning a large parametric model, our method adapts through memory in a learned embedding space: grasp outcomes update future grasp scores, while optional user demonstrations are recalled and transferred to new scenes as additional candidate grasps. We evaluate our method in simulation and in extensive real-world experiments comprising over 1500 grasp trials. We show that our method matches the performance of existing 6-DoF grasping baselines even before adaptation, improves online on unseen objects from categories absent or underrepresented during training, and supports long-horizon continual learning with limited forgetting. In real-world experiments, our method reaches over 90% success rates on several challenging object categories after only 50 online grasp attempts. Videos and code at https://giuschio.github.io/cl_grasping/.
Beyond the Current Scene: Event-Referential Grasping with Active View Selection
A robot that observes people interacting with objects should be able to carry out later requests that refer back to those interactions. Such requests may specify a grasp target by the role it played in a past event rather than by its name or appearance. Moreover, the target may no longer be visible when the robot is asked to act. We present BeyondSCe, a zero-shot robotic grasping system for this event-referential setting. Given the event history and the current scene, the system identifies the requested object or part and localizes it for grasping. If the target is occluded, it combines an event prior recovered from the history with current scene geometry to select camera viewpoints likely to reveal the target. The system uses pretrained models without additional task-specific training. In real-robot experiments with a single wrist-mounted RGB-D camera, it achieves grasp success rates of 76% and 77% for initially visible and occluded targets, respectively, compared with 40% and 55% for the strongest baseline in each condition. On four additional scenes with heavy occlusion, it increases grasp success rates from 75% to 95% while reducing the mean number of views from 3.35 to 2.20, compared with an active-perception baseline given the target's ground-truth 3D bounding box.
Function beyond Form: Functional Correspondence for Cross-Embodiment Dexterous Grasp Generation
Cross-embodiment dexterous grasp generation remains challenging because robotic hands differ substantially in geometry, topology, and kinematics. Existing approaches often lack explicit correspondences between structurally different hand regions that play similar functional roles in a grasp, a concept we refer to as functional correspondence. Consequently, their models tend to learn hand-specific interaction patterns rather than transferable grasp knowledge, limiting generalization to unseen hands. To address this limitation, we introduce FunCo-Grasp, which establishes functional correspondences across heterogeneous hand embodiments. Specifically, Functional Part Alignment aligns each hand to a canonical functional schema by mapping physical links to shared functional parts according to their grasping roles, while Canonical Frame Alignment expresses these parts in canonical local frames. These two alignments provide a consistent representation for inter-part and hand-object interactions, allowing the model to learn transferable grasp knowledge across hands. Conditioned on the aligned hand representation and object geometry, a diffusion model generates the target spatial arrangement of the functional parts, which are then converted into an executable joint configuration. Adapting FunCo-Grasp to an unseen hand requires only its geometric and kinematic models and a one-time lightweight functional annotation, without target-hand grasp data, fine-tuning, or learned retargeting. In simulation on held-out objects from the filtered CMapDataset, we achieves average success rates of 92.40% on three seen hands and 74.02% on four unseen hands. In real-world experiments, the same model achieves an overall success rate of 76.00% on two unseen hands without additional training or fine-tuning. These results demonstrate the effectiveness of FunCo-Grasp in transferring grasp knowledge to unseen hands.
Design and Validation of an Antagonistic Tendon-Driven Dexterous Robotic Hand with Bidirectional Operation
Dexterous robotic hands typically reproduce human hand morphology but inherit its one-sided grasping workspace, requiring wrist or arm reorientation to grasp from the opposite side. Existing reversible hands generally rely on non-anthropomorphic, soft, or task-specific finger arrangements, whereas conventional five-digit anthropomorphic hands remain designed primarily for palmar-side grasping. This paper presents an anthropomorphic, human-scale (200 mm length), lightweight (220 g), 3D-printed, 17-DoF robotic hand built on a bidirectional antagonistic tendon-routing mechanism, in which flexion/extension (except the coupled joint) and abduction/adduction at joints are actively driven without passive return springs. The proposed routing mechanism allows all degrees of freedom to cross their neutral configuration and form grasp closures on either the palmar or dorsal side. Experimental evaluation demonstrates an average motor-to-joint transmission error of 3.0%, an average joint transmission bandwidth of 13.2 Hz, a maximum fingertip force of 29 N, and a positioning repeatability up to 0.15 mm. The hand further achieves a Kapandji score of 8, successfully performs all 33 GRASP Taxonomy grasp types, and performs palmar- and dorsal-side grasping tasks, validating bidirectional operation in a compact, human-scale platform.
Aerial GRIPPER: A Gradient-based Real-time Inverse-game Predictor and Planner
Accurate capture of non-cooperative targets is critical. In an attempt to tackle this intractable challenge, an aerial gripper system integrated with a Gradient-based Real-time Inverse-game Predictor and PlannER (GRIPPER) framework is proposed. The interaction is formulated as a general-sum pursuit-evasion game under incomplete information. Specifically, underlying cost parameters of the target are inferred online, and the open-loop Nash equilibrium (OLNE) strategy is iteratively refined within a receding-horizon loop. To ensure high-frequency execution, a computationally friendly gradient-based inverse-game solver is developed. Without explicit computation of the Hessian inverse, the optimized solution is updated (> 50 Hz) based on implicit differentiation and fast Hessian-vector products. Meanwhile, an anti-disturbance controller is developed to overcome disturbances of uncertain payload and gripper actuation, enabling precise tracking of the planned trajectory and accurate grasping of the target. Simulations and real-world experiments illustrate the superior computational efficiency and task performance of GRIPPER. The task of capturing and delivering a non-cooperative target is accomplished, highlighting the robustness, adaptability, and real-time performance of the framework in highly adversarial scenarios.
Steer2Grasp: Inference-Time Embodiment-Aware Steering for Diverse Physically Feasible Grasp Diffusion
Current grasp diffusion models provide rich priors for generation, yet their object-centric approach can violate the kinematic and collision constraints imposed by the embodiment and the environment. Existing embodiment-aware methods primarily perform local corrections around generated grasps through gradient guidance or optimization, making it difficult to recover from fundamentally infeasible modes. We present Steer2Grasp, a training-free, embodiment-agnostic framework for inference-time grasp steering that adapts a frozen Cartesian grasp diffusion model using deployment-specific rewards. Through Feynman-Kac (FK) inspired particle reweighting and resampling, the method reallocates population mass from infeasible to high-reward grasp modes, enabling population-level mode transitions without modifying the pretrained diffusion model or requiring differentiable constraints. The framework enables a unified treatment for single and dual arm grasping through reachability and collision aware rewards, followed by gradient free gripper level local refinement. Across diverse objects, robot embodiments, and constrained environments, our method substantially improves feasible grasp generation while maintaining proximity to the underlying grasp prior.
DualManip: Agentic Dynamic Manipulation via Dual-Path Semantic Reasoning and Geometric Adaptation
Vision-language models (VLMs) enable open-vocabulary reasoning for robot manipulation, but their high inference latency limits responsiveness in dynamic scenes. Many scene changes, however, alter object geometry without invalidating task intent. We present DualManip, a dual-path framework that decouples infrequent semantic reasoning from responsive geometric adaptation. The semantic path decomposes the task and grounds task-relevant interactions, followed by a constraint-solving module for pose optimization. During execution, the geometric path continuously updates template-to-observation correspondences from live RGB-D observations via a shape-adaptive network. These correspondences transfer task-relevant grasp contacts across observations, enabling online grasp reconstruction under object motion and non-rigid deformation. The Information Interaction Module bridges the two paths by initializing task-relevant grasps from semantic grounding, validating geometric updates, and triggering semantic replanning upon update failures. Real-world evaluation spans six manipulation tasks covering non-rigid deformation, articulated reconfiguration, rigid motion, and high-precision assembly across three settings: static, single-change, and continuous dynamic. DualManip demonstrates superior manipulation robustness, particularly under continuous scene changes, while achieving geometric adaptation approximately 46 faster than agentic verification and semantic replanning. Our project page: https://lichengxi1.github.io/Dualmanip.
Real-Time Force Regulation for Whole-Hand Dexterous Grasping
Robust dexterous grasping requires maintaining physical stability despite contacts interactively evolving across the entire hand. A precomputed force distribution can easily fail under object motion, modeling errors, or external disturbances. In this paper, we present a framework for real-time force regulation over dynamically changing whole-hand contacts. Our method geometrically estimates contacts across all hand links using a tracked object model and proprioception, without requiring tactile sensing at those contacts. It repeatedly recomputes the desired contact-force distribution subject to friction constraints, actuator limits, and an actuation-consistency constraint motivated by classical whole-limb force analysis. We integrate this force-regulation controller with reactive reaching, enabling the hand to acquire a grasp, maintain it under disturbances, and regrasp after losing the object. Simulation experiments without gravity demonstrate improved grasp retention over fixed-allocation and fingertip-only execution under controlled perturbations, while real-world experiments on a 27-DoF arm-hand system demonstrate grasp maintenance and recovery under human-applied disturbances as contacts evolve across the whole hand. Project page: https://sangminkim-99.github.io/reactive-grasp-whole-hand/
A Simple Gripper Interface for Simulator-Agnostic Cloth Manipulation
This paper presents a grasping model for cloth manipulation specifically tailored to ease the deployment of robotic control methods. The model is robust, fast and easy to implement avoiding at the same time contact and friction considerations between the gripper and the cloth in favor of simple positional constraints. The gripper is described by its pose, jaw state, and an attached grasping volume. Two kinds of grasping volumes are considered: an axis-aligned box to simulate a pinch grasping and a square pyramidal volume to simulate point grasping. When the gripper closes, the discrete cloth positions lying inside this volume are selected, stored in the local gripper frame, and then transported with the gripper motion. A simple squeezing step is also included to progressively move the selected cloth positions toward the center of the grasping region, avoiding an instantaneous displacement at closure. The model can be used in any simulator as it only requires access to discrete cloth positions and a mechanism for imposing target positions as constraints. We implement our grasping model in conjunction with a constraint-based inextensible cloth simulator, where grasping is implemented as moving positional equality constraints coupled with stretch, shear, collision, and table contact projection steps. The same gripper trajectory is applied on a robot arm to fold a real piece of cloth, serving as a simple bridge between simulation and physical cloth manipulation and showcasing the realism and practicality of our idealized grasping model.
A Support-Enhanced Granular-Jamming Gripper for RL-based Grasping with Continuum Manipulators
Continuum manipulators provide dexterous motion in confined spaces, but structural compliance, hysteresis, and load-dependent deformation leave residual position and orientation errors that can undermine reliable contact with rigid grippers. To address this limitation, this paper presents a lightweight support-enhanced granular-jamming gripper tailored to a continuum manipulator. The gripper maintains compliance before jamming while establishing a direct load path to the continuum manipulator tip after jamming. To improve its grasping performance, we systematically designed membrane materials, particles, filling ratios, and the internal support structure, and further identify geometry-dependent grasp boundaries with respect to contact offset and object shape. Building on these results, we construct a physical manipulation system integrating the continuum manipulator, granular-jamming gripper, visual feedback, tendon actuation, and pneumatic control. We then train a reinforcement-learning-based reaching controller in a randomized simulation and deploy it on the physical system, demonstrating how positioning control and contact level mechanical adaptation can complement each other in a modular grasp-and-release task. By introducing an adaptive structure that relaxes the need for highly accurate modeling and positioning control, this work explores a design paradigm that integrates physical and embodied intelligence.
DA-GRD: Decision-Aware Grasp-Relevant Disambiguation for tactile recovery under perception-to-execution mismatches
Grasping is a fundamental robotic capability that bridges perception and physical task execution. This paper studies grasp pose recovery under a perception-to-execution mismatch, where a grasp generated from visual perception may become spatially stale if the object moves before execution, using only sparse tactile interactions and no further visual observations. We propose DA-GRD, Decision-Aware Grasp-Relevant Disambiguation, which maintains a weighted planar belief over possible object configurations and selects tactile probes according to their ability to eliminate hypotheses and improve agreement among candidate task grasps. Rather than fully relocalizing the object, DA-GRD stops when the remaining hypotheses support a common executable grasp. In MuJoCo experiments on ten rigid objects with translations up to 5~cm and yaw perturbations up to , DA-GRD achieves an 84.7% physical lift success rate, compared with 9.1% for stale AnyGrasp, 21.2% for the original fix-scan baseline, and 63.7% for fix-scan method adapted with an SE(2) belief. DA-GRD also achieves a 57.3% Task conditioned Success rate. Across objects, it uses a success-average of 4.13 tactile probes over the ten per-object means, corresponding to a 72.5% reduction relative to the fixed 15-probe baselines. Real-world experiments on six objects achieve 71.7% physical lift success and 38.3% task-conditioned success with 4.20 probes on average. These results show that tactile sensing can recover task-relevant grasps under vision-off conditions with limited physical interaction, without requiring complete object localization.
Simple Torque-Observation Alignment for Zero-Shot Sim-to-Real Grasping with a Direct-Drive Gripper
Torque observations in reinforcement learning remain challenging because simulated and measured torque differ in scale, offset, and noise. In this paper, we propose a simple torque observation alignment method for robots with direct-drive (DD) actuators, in which motor current maps linearly to joint torque through a motor-type-specific torque constant K_tau. First, dynamometer calibration identifies K_tau* and corrects the scale mismatch between simulated and real torque. Second, the method uses delta_tau(t) = tau(t) - tau(t-1) as the observation in both domains to eliminate the constant offset instead of using the direct torque tau(t), which carries a domain-dependent bias. Third, Gaussian noise obtained from the dynamometer measurement data is injected during the learning process. To validate the proposed method, we train a teacher-student grasping policy entirely in simulation and deploy the distilled student on a multifingered DD gripper. The deployed policy performs proprioceptive grasping using only joint positions and torque differences. We conduct an ablation study comparing the proposed method with alternative alignment variants on nine in-distribution (ID) objects. The proposed method achieves 100% grasp success. These results demonstrate that the proposed alignment method improves the robustness of zero-shot policy transfer on the DD gripper against real-world torque-observation mismatches.
Outcome-Sensitive Motion Search for Impact-Aware Dexterous Catching
Skilled humans can catch fast-moving objects softly by coordinating interception, velocity matching, and follow-through to mitigate impact. Learning such impact-aware catching with reinforcement learning (RL), however, is challenging, as the policy must achieve reliable interception and grasping while regulating the sensitive transition into contact. Moreover, even a capable privileged-state RL teacher may not provide ideal demonstrations for a deployable imitation-learning (IL) student: teacher failures limit task coverage, while small variations in pre-contact motion can produce substantially different impact and grasping outcomes. We characterize this phenomenon through interventional outcome sensitivity and introduce the outcome-sensitive window (OSW) to guide targeted demonstration construction. Building on this formulation, we propose Outcome-Sensitive Motion Search, which learns a task-conditioned manifold of successful OSW motions and performs local geodesic search to refine successful teacher rollouts and repair task conditions where the teacher fails. We then validate candidate motions through complete rollouts under a calibrated IL-student action-error model and retain only successful executions as demonstrations. Extensive simulation experiments demonstrate that our method effectively repairs task conditions where the teacher fails and enables the resulting IL policy to outperform the privileged RL teacher in both catching success and impact mitigation.
What is the Better Curriculum: Controller-Shaped Grasping Behavior for Contact Force-Sensitive Manipulation
How should a robot learn to manipulate objects so fragile that sub-Newton contact forces can cause irreversible damage? Existing visuo-tactile policy learning typically treats tactile sensing as an additional policy input. In direct-contact force-sensitive manipulation, however, the bottleneck can arise earlier, during data collection: manual gripper control is too delayed and coarse-grained to reliably maintain the narrow force range required for stable grasping. We therefore use a deterministic 25 Hz tactile reflex controller as a collection-time teacher, producing demonstrations with controller-shaped grasping behavior for tactile-free policy learning. On Action Chunking with Transformers (ACT), policies trained from reflex-shaped demonstrations recover the teacher's grasping profile and achieve 95% stable grasps on the nominal plastic-cup task, substantially outperforming visually screened manual demonstrations. The same intervention improves in-distribution stability on and shows a favorable exploratory trend on an unseen paper-cup variant. Under randomized external disturbance, however, the reflex-data policy still fails in 45% of policy-only trials, whereas a deployment-time reflex arbiter retains all grasps. These results reveal a new role for tactile feedback in force-sensitive manipulation: rather than integrating tactile into the policy, we use it as a collection-time teacher that shapes grasping behavior in demonstrations for policy learning, while disturbance rejection remains controller-dependent, revealing the boundary of tactile-free policy.
Optimize, Learn, Refine: Whole-Body Grasping and Pick-and-Throw with a Spiral Soft Robot
Soft continuum robots can exploit distributed compliance for whole-body manipulation, but synthesizing behavior through changing contacts remains difficult. We address whole-body grasping and pick-and-throw from an initially ungrasped state through outcome-based actuation-space optimization. Grasping is quantified by tip angular sweep and body-object enclosure, while throwing further incorporates release-direction alignment and minimum release speed. These objectives allow grasping, acceleration, and release to emerge from compliant interaction without prescribing contact forces, contact locations, or body configurations. Because the resulting actuation-to-outcome mapping is nonsmooth, we utilize derivative-free CMA-ES within an optimize-learn-refine framework. CMA-ES generates solutions for sampled conditions, a task-conditioned predictor learns warm starts, and CMA-ES refines them for unseen conditions. In simulation, the method achieves 492/500 successful grasps (98.4%) and success rates of 98%, 97%, and 94% across three directional throwing trials. Learned initialization increases grasping success from 78.6% to 98.4% while reducing the median rollout count from 1184 to 816 in CMA-ES. Hardware experiments achieve a 100% grasping success rate across 50 executions and a 100% pick-and-throw success rate across 30 executions, with 10 repetitions per direction. Together, these simulation and hardware results demonstrate the effectiveness of the proposed framework across both simulated and physical whole-body manipulation tasks.
Steerable and Reactive Grasping Through Modular Design with a Three-Point Interface
Dexterous grasping requires deciding where to grasp, reaching the target, and maintaining stable contact. We connect these stages through a compact three-point interface that separates global geometric reasoning from local contact control. Given object geometry and optional language commands, our framework samples contact triples from a precomputed grasp-affordance heatmap. A model-based reactive controller tracks the object, avoids collisions, and guides the hand toward the selected contacts. In the final centimeters, a Reinforcement Learning (RL) policy uses proprioceptive feedback to refine and stabilize the grasp despite reaching and perception errors. It observes only finger joint states and its recent actions, with no target points, visual observations, or object geometry, so a single policy is shared across objects and grasp configurations. In simulation, we compare grasp-and-lift success against squeeze and end-to-end baselines, characterize reaching convergence, and demonstrate grasp steering; hardware demonstrations on two training objects and one unseen object illustrate the full pipeline. Our modular framework uses geometry to guide the reach and local feedback to secure the grasp.
SE(3) Neural Potential Fields for 6-DoF Trajectory Planning Directly from Images Without Explicit 3D Reconstruction
Reaching a 6-DoF grasp pose in clutter requires a collision-free trajectory, conventionally obtained by reconstructing the scene in 3D and planning inside that reconstruction, at the cost of its accuracy and compute. Potential fields learned directly from images remove that dependency but inherit the classical weakness of artificial potential fields: where attractive and repulsive gradients cancel, the descent grazes the obstacle instead of going around it, and can stall short of the goal. We present an SE(3) neural potential field learned from posed RGB images and supervised with a navigation function, the geodesic distance to the grasp through free space recovered from those same images during training, which removes both failures. On two tabletop scenes, from obstacle-blocked starts executed on a UR10, the field converges within 3 cm of the grasp from every start and every path it executes is collision-free against the ground-truth geometry, against 25% and 0% under image supervision alone; mean clearance rises from under a centimeter to 8.6-8.8 cm and arm-link contacts fall from 20.6-50.4% to 2.7-5.5% of executed configurations. Executed grasp success is 90.0% and 40.0% on the two scenes, the residual failures being refusals of the Cartesian executor rather than of the field. Planning takes about 2 s against 67-133 s for RRT* on a reconstruction of the same images, though under a common offline harness the two are comparable: the deployed margin is the cost of collision-checking a dense reconstruction, not planner complexity.
GraspTune: Tactile-Driven Execution Refinement for Robust Grasping
Visual grasp proposal generation has advanced rapidly, yet converting a selected proposal into a stable physical grasp remains a central execution-stage challenge. This paper introduces GraspTune, a tactile-driven execution-stage refinement framework that starts from a nominal proposal and applies bounded residual TCP motions during approach, contact formation, and final grasp execution. GraspTune learns control-facing contact semantics from local depth, tactile signals, state, and history using state-conditioned expert contact queries and multi-task supervision for contact change, contact risk, and post-close readiness. The representation conditions a diffusion-pretrained residual policy and is aligned with PPO for closed-loop execution. Across more than 60,000 simulated executions over 20 object categories, GraspTune establishes an execution-layer benefit across four proposal generators, raising stable grasp success by +19.22, +9.55, +12.45, and +20.70 percentage points for GraspNet, Contact-GraspNet, AnyGrasp, and VGN. A four-fold held-out category study raises unseen-object execution from 54.58% to 70.33%, showing category-disjoint generalization of contact correction. Across more than 1,000 real-robot trials on a UR5e setup with Xense fingertip sensors, GraspTune raises GraspNet execution from 71.0% to 84.3%, validating direct transfer without realworld policy fine-tuning. Together, these results turn visually plausible proposals into stable physical grasps for downstream contact-rich manipulation. A supplementary video is available at https://youtu.be/kcq7fSLNtzU.
Imagine then Verify: Affordance-Targeted Active Perception for Task-Oriented Grasping in Cluttered Scenes
Task-oriented grasping (TOG) requires robots to grasp functional parts of objects (e.g., the handle of a mug for pouring), yet these affordance regions are frequently occluded in cluttered scenes. Active perception via next-best-view (NBV) planning can resolve such occlusions by moving the camera for more informative observations. However, existing NBV methods typically optimize viewpoints for grasping the target object as a whole without distinguishing which part is task-relevant. A naive adaptation, fully scanning the target object before predicting the affordance, wastes most of the viewpoint budget on task-irrelevant surfaces (e.g., the mug body for pouring). To address this, we propose ATAP, an Affordance-Targeted Active Perception framework that shifts viewpoint planning from exhaustive target scanning to targeted affordance verification. ATAP hypothesizes the occluded target geometry via a generative shape prior and predicts the affordance distribution over the imagined complete surface. In cluttered scenes, severe occlusion can make the location of the hidden affordance ambiguous, leaving multiple locations plausible given the partial observation. ATAP therefore introduces an uncertainty-aware viewpoint planner that jointly optimizes expected entropy reduction over these competing hypotheses and expected affordance verification gain from real observations. This process iterates until the affordance is sufficiently verified for grasp execution. Experiments in simulation and real-world cluttered scenes show that ATAP substantially improves the functional grasp success rate over fixed-view TOG baselines, and outperforms reconstruction-based active perception with over 57% fewer NBV steps.
AnyViewDex: View-Invariant Dexterous Manipulation from RGB Observations
Visuomotor policies for multi-fingered dexterous manipulation are highly sensitive to camera viewpoint shifts. To achieve view invariance, recent methods increasingly rely on explicit 3D modalities like RGB-D or point clouds, which can introduce hardware dependencies, calibration requirements, and vulnerability to sensor noise during real-world deployment. In this work, we show that view-invariant control can be achieved without explicit test-time 3D sensing by encoding geometric knowledge into the visual representation during simulation. We present AnyViewDex, an asymmetric training pipeline that combines multi-view contrastive alignment with privileged 3D geometric supervision. By regressing absolute 3D object coordinates during simulated training, this auxiliary objective provides a geometric grounding signal that mitigates the spatial collapse of the globally pooled contrastive embedding. At deployment, the policy operates zero-shot using only uncalibrated monocular RGB and proprioception. We validate this approach across both reinforcement learning and student-teacher distillation. In hardware evaluation on an xArm7 with a 16-DoF LEAP Hand, AnyViewDex reaches 76.7% grasping success across eight unseen objects and six uncalibrated viewpoints (480 trials; 2,400 across all ablation conditions), indicating that geometrically grounded monocular policies transfer zero-shot without test-time depth. Project Page: https://anyviewdex.github.io/