Papers for

robotic manipulation engineers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Modular robotic hand quickly changes finger layout for better grasping

ORBIT: A Modular Multi-finger Robotic Hand Platform with Rotational Finger Reconfiguration

Abstract: Despite the popularity of multi-fingered robotic hands for dexterous manipulation, there is no systematic platform to compare different hand morphologies against one another. We present ORBIT (Orbital Reconfigurable Base-actuated Integrated Theta-motion Hand), a modular platform designed to enable principled exploration of multi-fingered hand morphology. The core contribution of ORBIT is a rotating knuckle mechanism, where independent fingers travel around a cylindrical palm via a belt drive. This enables ORBIT to perform quick recon- figuration (< 1 s) of finger layout without hand disassembly. ORBITs a robust system, with finger average angular velocity of 1.57 rad / s1 and a root finger force resistance of 50 N. Using a three fingers instantiation of ORBIT, we demonstrate an initial pilot grasping study, comparing anthropomorphic, isometric, and Barrett-style finger layouts across eleven objects of varied size, shape, and texture. We further demonstrate how ORBITs nonanthropomorphic orbital DOF enables the achievement of tasks that would be difficult to perform with fixed-knuckle designs, such as cube face reorientation, lid threading, and precision pinching of sub-centimeter objects. These results establish ORBIT as a viable platform for direct apples to apples comparison of multi-fingered hand morphologies for specific manipulation tasks

Fri 23 OctRobotics
The gist
Robotic hands can be made with different finger shapes and arrangements, but it’s hard to compare which designs work best for different tasks. The authors built a robotic hand called ORBIT that can quickly rotate its fingers around the palm to try out a variety of layouts without taking the hand apart. They tested three finger setups on various objects, showing that ORBIT can handle tricky tasks like turning a cube’s face or threading a lid. This platform helps scientists and engineers directly compare how well different finger designs perform.
Open → 2610.33241v1

ContactBench benchmark advances everyday robot touch and manipulation skills

ContactBench 1.0: A Benchmark for Everyday Contact-Rich Robotic Manipulation

Abstract: Contact-rich manipulation is essential to everyday activities, yet evaluating robots' ability to perform these activities remains challenging because of their diverse contact behaviors and the difficulty of reproducing tasks across laboratories. Drawing on observations of everyday human manipulation, we identify eight recurring skill categories that provide a practical framework for studying these capabilities. We introduce ContactBench 1.0, an extensible benchmark that instantiates these skills through 36 reference tasks and more than 40 object assets. The assets capture task-relevant geometry and contact behavior, support reproducible fabrication using consumer-grade 3D printers, and are paired with simulation models with tunable resistance loads. Controlled task variations enable evaluation of policy generalization. We evaluate recent vision-based and vision-tactile policy learning methods on six benchmark tasks. The results reveal that the evaluated vision-only policies struggle to perceive or react to contact events, while the evaluated visual-tactile policies do not meaningfully improve performance. By providing shared tasks and physical and simulated assets, ContactBench 1.0 establishes a foundation for reproducible evaluation of contact-rich manipulation research. The benchmark is open-sourced at https://jingyi-xiang.github.io/contactbench

Sat 17 OctRobotics
The gist
Robots need to handle things with touch and precision to do everyday tasks, but testing how good they are at this is hard. The authors created ContactBench 1.0, a set of 36 tasks and objects that mimic real-life handling challenges, which anyone can reproduce using 3D printing and simulation. They tested some recent robot control methods and found that simply using vision doesn’t handle touch well, and adding tactile sensors still needs improvement. This benchmark helps researchers and engineers fairly compare and improve robots’ ability to manipulate objects with contacts.
Open → 2610.24512v1

Human data helps robots learn touch and motion in physical tasks

ACTS: Learning Visuo-Tactile World Models from Human Physical Interaction

Abstract: Abstract Action-conditioned world models for contact-rich manipulation require data that captures how contact forms, slides, and releases under varying force. Such data are slow to collect through robot teleoperation, which often lacks force feedback and is constrained by gripper geometry. We ask whether these dynamics can instead be learned from human physical interaction and transferred to a robot. We present ACTS, a visuo-tactile world model trained only on human interaction data. Operators manipulate handheld GelSight sensors while we record third-person and wrist video, tactile images, 6-DoF sensor motion, and tactile-derived normal force, yielding React, a 4.9-hour bimanual dataset across three objects. We represent actions at the tactile sensor as motion augmented by force change, providing a shared action space for human collection and robot execution. ACTS jointly predicts future scene, wrist, and tactile observations. On held-out human data, ACTS improves scene-view prediction by 0.7-2.0 dB PSNR over the stronger of two visuo-tactile world models trained from scratch on React. Without fine-tuning, in the robot teleoperation rollouts we inspected, predicted tactile imprints still appear and disappear with recorded contact. Visual transfer is less robust: camera predictions exceed frame copying on PushT, are mixed on Rope, and fall below it on Motherboard, while wrist views can blur or hallucinate structure. These results suggest that contact dynamics transfer more reliably than visual appearance from human to robot.

Fri 16 OctRobotics
The gist
Robots often struggle to learn how to handle objects when touching and moving them because collecting this data via robot control is slow and limited. The authors show it is possible to train a system to predict how touch and motion behave using only data from humans manipulating sensors by hand. This human data helps the system learn contact dynamics that carry over to robots better than the visual look of scenes. So, robots might better understand how objects feel and move by learning from people instead of just their own limited experience.
Open → 2610.24285v1

Action jets speed up robot movement prediction by learning local action effects

Action Jets: Learning the Local Shape of the Action-conditioned Data Manifold

Abstract: World models are a powerful means of reasoning and planning, but many of these action-conditioned predictive models are high dimensional and computationally expensive. These challenges limit the number of action candidates that can be evaluated by a planner. We show that this cost is avoidable for planners over short horizons, which only require local information with respect to the current state. For a fixed state, the frames reachable by varying a low-dimensional action (a camera movement or an end-effector command) lie on a low-dimensional manifold. We estimate the local shape of that manifold directly via a network trained to estimate how each image region moves per unit of each action axis supervised by data collected from samples by the generator. A correction head fit to trajectory data estimates the shape of this manifold region up to a third-order Taylor polynomial. We call this network estimating the Taylor polynomial describing the manifold shape an Action Jet and compute its radius of validity in closed form. By traversing this approximation of the local manifold shape, we only have to perform inference once per state for any number of candidate actions. Scoring sixteen candidates from a single extraction is over 300x faster than with either source generator, and this gap widens with the number of candidates a planner evaluates. We measure against state-of-the-art action-conditioned generators, IRASim and WorldGym on BridgeData V2, a real 7-DoF manipulation benchmark, and FrameCrafter on DL3DV scenes, where we chart from the novel-view generators DepthSplat and LagerNVS. Because only the tangent comes from the generator and every other term from the data, the Action Jet also predicts held-out frames more accurately than IRASim, the generator that supplied its tangent, at short horizons and at over 100x less compute.

Tue 13 OctComputer Vision and Pattern Recognition
The gist
Predicting what will happen when a robot moves or acts can take a lot of computing power, making it hard to check many options quickly. The authors show that when looking just a short time ahead, this prediction only needs local information near the current state. They create a tool called an Action Jet that learns how small changes in actions locally warp the possible outcomes, capturing this with a mathematical approximation. This lets planners quickly score many possible actions without repeatedly doing heavy computations. Their method is faster and more accurate than previous models for short-term predictions in robot manipulation tasks.
Open → 2610.19007v1

Tactile sensors track object rotation inside robotic grippers

TacSpin: Tactile Tracking of In-Gripper Object Rotation on SO(3) via Axis-Magnitude Estimation

Abstract: Tracking object motion within a gripper provides essential feedback for robotic manipulation. However, limited contact coverage and uneven deformation make tactile estimation challenging. In this study, we present TacSpin, a method that tracks in-gripper object rotation on SO(3) using only two vision-based tactile sensors. The key idea is to estimate the axis and magnitude of the rotation response separately, rather than fitting a rigid-body model by least squares. Each finger's response is further refined with contact-boundary cues. The two fingers are then fused according to their agreement. On standard objects, TacSpin achieves lower mean checkpoint errors. Qualitative demonstrations on real-world objects, using calibration transferred from a standard sphere, illustrate tracking under different contact geometries.

Tue 13 OctRobotics
The gist
Robots need to know how objects move inside their hands to handle them better, but feeling exactly how things rotate is tricky because sensors only touch small parts and change shape unevenly. The authors created TacSpin, a method that uses two special touch-based cameras to figure out how an object rotates by estimating its rotation axis and amount separately. They improve accuracy by refining sensor data near the edges where fingers contact the object and combine data from both fingers to make a more reliable guess. Tests show TacSpin tracks rotations more accurately on common shapes and works well on real objects without needing new calibrations.
Open → 2610.17574v1

DexNinja learns robot cutting skills with real and simulated data

DexNinja: Learning Robust Dexterous Cutting Policy with a Real-to-Sim-to-Real Data Engine

Abstract: Cutting a piece of food looks effortless in human hands. For a robot, however, every cut is a high-contact interaction with a deformable, elasto-plastic object whose behavior changes with pose, contact mode, and cutting stage. Collecting real-world data is expensive and wasteful: each trial typically contaminates or damages the food, so obtaining scalable real world data for dexterous cutting is expensive and difficult. Simulation is an appealing alternative, but a large sim-to-real gap exists in both physics and perception. This gap is especially severe for topology-changing interactions like cutting, where small errors in contact, friction, or material and elasticity responses quickly compound. We propose \textsc{DexNinja}, a real2sim2real framework that turns a handful of real demonstrations into a dense and realistic training distribution. \textsc{DexNinja} (i) reconstructs object instances from real captures, (ii) randomizes physically meaningful parameters under category-level constraints, and (iii) produces augmented dexterous manipulation episodes using a custom differentiable simulator that couples robot dynamics, tactile contact, and deformable cutting. We evaluate \textsc{DexNinja} on a dexterous food-slicing task and show that (1) with tens of real demonstrations and hundreds of augmented simulator data, the success rate could reach more than 60\%. (2) the augmented data consistently improves success rates when only using real data with more than 20\% via sim-to-real, and (3) the resulting policies generalize to out-of-distribution objects with varying shapes and sizes.

Mon 12 OctRoboticsComputer Vision and Pattern Recognition
The gist
Cutting food with a robot is hard because it involves complicated interactions with soft, changing materials. The authors introduce DexNinja, a method that uses a few real cutting examples to create many realistic simulations, making it easier for robots to learn cutting. This approach helps robots improve their cutting success and adapt to different shapes and sizes of food. It combines real-world data, smart simulation, and robot control to teach robots dexterous cutting.
Open → 2610.17208v1

Hierarchical framework enables flexible multi-agent object manipulation

From Solo to Ensemble: A Hierarchical Framework for Composable Multi-Agent Human-Object Interaction

Abstract: Physics-based human-object interaction has achieved robust single-agent manipulation skills, yet extending them to multi-agent cooperative tasks remains challenging. Existing approaches typically adapt interaction policies through task-specific fine-tuning, which entangles low-level contact-rich execution with high-level coordination and limits reuse across object geometries, interaction types, and team sizes. We propose a hierarchical framework that converts a single-agent HOI policy into a reusable Object-oriented Motion Skill. Specifically, we reinterpret teacher rollouts as object-oriented action supervision by extracting short-horizon object-proxy motions from executed trajectories, and distill task-specific teachers into a low-level skill operating in an Object-oriented Action Space. For downstream tasks, the distilled skill is frozen as a reusable executor, while a high-level policy coordinates multiple agents by generating region-wise object-oriented actions conditioned on the shared object, task goal, agent states, and local manipulation regions. This formulation shifts multi-agent HOI learning from direct contact-rich full-body control to compact object-level proxy-motion coordination. Experiments on diverse HOI tasks show that the distilled Object-oriented Motion Skill supports robust proxy-motion execution and enables composable policy learning across different interaction types, object geometries, and team sizes.

Thu 8 OctRobotics
The gist
Manipulating objects with multiple people working together is hard because their movements and interactions need to be coordinated. The authors created a system that takes skills learned by one person handling an object and turns them into reusable building blocks. These blocks let multiple agents work together by planning coordinated movements of the objects instead of controlling every detail of human movement. Their experiments show this helps teams handle different objects and tasks more reliably.
Open → 2610.11722v1

Compositional dataset enables modeling of multiple interacting objects

COSMI: COmpositional Synthesis of Multi-object Interactions

Abstract: Generative models of human-object interaction are bounded by the data that exists: everyday activities involve several objects, but most captured datasets record one at a time, as multi-object capture is combinatorially expensive. Our observation is that interactions are local, so single-object captures already contain the parts of multi-object activities. We compose them: contact-consistent clips of single interactions, mirrored to balance the hands, transfer between bodies, and a language model and geometric checks admit only the pairings that are plausible, semantically and physically. Therefore, the dataset grows combinatorially with the clips rather than recording time. The COSMI dataset holds 222k sequences and 275 hours with up to five objects, nearly thirty times the largest multi-object capture, and can be extended by adding datasets or even hand-object recordings. On this data we train the COSMI method, a text-to-interaction diffusion transformer that follows how the data is built: weight-shared object slots generate a variable number of objects, predicted relative to the body parts that move them. On a benchmark with an unseen object and unseen interaction combinations, models trained on the dataset generalize to the unseen combinations. COSMI outperforms baselines in text alignment and contact accuracy, where its margin is largest on the unseen object. Code, models, and the dataset pipeline will be released on the project page: https://ptrvilya.github.io/cosmi.

Fri 2 OctComputer Vision and Pattern Recognition
The gist
Modeling how people interact with multiple objects is hard because datasets usually capture interactions with one object at a time, making multi-object data rare. The authors noticed that many multi-object interactions can be broken down into simpler single-object parts. They created a large dataset by combining these single-object interactions in realistic ways to simulate multiple objects being handled together. Using this dataset, they trained a model that can generate realistic multi-object interactions from text descriptions, even for new object combinations it hasn't seen before.
Open → 2610.03252v1

Robot adapts touch to read braille with high accuracy

Can a Robot Read Braille? - Learning to Adapt Contact via Imitation Learning for Tactile Braille Recognition

Abstract: For people who are blind, touch provides an essen-tial channel for accessing written information through Braille. Bringing a similar capability to robots requires them not only to recognize tactile patterns, but also to actively establish physical contact that makes those patterns readable. Yet existing robotic Braille readers largely focus on recognition after contact, leaving contact establishment itself insufficiently addressed. We present an adaptive-contact framework for robotic tactile Braille reading that assesses contact quality and physically corrects unsuitable contact before recognition and reconstruc-tion. Multi-Head Policy Learning uses expert-guided contact-adjustment demonstrations to jointly learn contact acceptability and pose corrections. During deployment, the robot iteratively evaluates and re-establishes contact, retaining reliable tactile observations for pose-aware fusion and Braille reconstruction. Across 20 physical Braille plates used for learning and eval-uation, the proposed approach achieves 94.0% tactile quality and 88.6% tactile reconstruction on the ten online-evaluation plates. These results demonstrate the importance of actively establishing readable contact, rather than relying solely on recognition under imperfect tactile observations, for reliable robotic Braille reading.

Fri 25 SeptRobotics
The gist
Reading Braille by touch is a key way blind people access information. To help robots do this, the authors created a method that not only recognizes Braille patterns but also adjusts how the robot's finger touches the surface to get clearer readings. They taught the robot using examples from experts on how to adjust the touch and then tested it on real Braille plates, achieving high accuracy. This shows that robots need to actively fix their touch position before reading Braille, rather than just trying to recognize patterns after a poor contact.
Open → 2609.30676v1

Humanoids learn soccer skills using depth images and joint control

DAVIS: A Depth-Only End-to-End Active-Vision Framework for Humanoid Soccer Skills

Abstract: Humanoid soccer contact skills require more than producing high-impact foot-ball contacts: the robot must close the loop over perception, approach, alignment, impact, and recovery while its own motion induces substantial viewpoint changes, frequent loss of the ball from view, and uncertain contact outcomes. In this work, we ask a compact yet stricter question: can a humanoid learn soccer contact skills using only a head-mounted depth image, proprioceptive history, and an optional low-dimensional task command, and directly output 25-DoF joint PD targets without extra runtime perception or planning modules? To this end, we propose DAVIS, a depth-only end-to-end framework for humanoid soccer skills that learns visibility-aware auxiliary geometry during training, and combines GT-to-prediction annealing, task curricula, and AMP-style motion priors to smoothly bridge privileged supervision and real deployment. Built on this framework, we instantiate representative soccer contact skills, including goal-directed shooting and directional dribbling, through task-specific definitions of objects, commands, rewards, and curricula, and validate them through simulation, Noetix E1 real-robot experiments, and ablations.

Wed 23 SeptRobotics
The gist
Playing soccer with humanoid robots is tricky because they need to see the ball, move their legs just right, and adjust to changing views while playing. The authors created DAVIS, a system that teaches robots to use only depth images from a camera on their head, plus their own body information, to control all their joints for soccer moves like shooting and dribbling. This system learns by practicing in simulations and real robots, without needing extra steps to plan or recognize objects during play. Their approach helps robots keep track of the ball and keep playing even when views change or contacts with the ball are uncertain.
Open → 2609.28175v1

Imagine-RL improves robot manipulation by predicting future outcomes

Imagine-RL: Residual-Confidence-Guided Cross-Attention for World-Model-Augmented VLA Reinforcement Learning

Abstract: Reliable action evaluation in contact-rich manipulation requires looking beyond the current observation to future visual and contact consequences. Existing noise-space reinforcement learning efficiently steers a frozen Vision-Language-Action (VLA) policy, but its critics largely ignore these consequences. We present Imagine-RL, which augments noise-space VLA post-training with action-conditioned visual-torque imagination. For each candidate action chunk, a frozen visual-torque latent world model (VTLWM) autoregressively predicts compact future representations without pixel reconstruction. A current image-state-action query attends to observed histories and predicted futures, while previous-window prediction residuals provide token-wise confidence priors that suppress unreliable future tokens. By combining current evidence with predicted consequences, the action critic better evaluates candidate actions and supervises the actor, while the VLA and VTLWM remain frozen. Across four real-robot tasks with 50 evaluation trials per task, Imagine-RL uses only 100 RL trajectories and improves the average success rate by (23.6%) over DSRL and by (60%) over VLA baselines.

Mon 21 SeptRobotics
The gist
Robot arms need to understand not just what they see now but what will happen next when they touch and move things. The authors made a system called Imagine-RL that imagines future movements and forces without creating full images. This helps the robot guess the best action by combining what it sees now with what it expects to happen. They tested this on real robots doing four different tasks and found it works much better than older methods, using less training data.
Open → 2609.24033v1

Model predicts and controls rope shapes using two robot arms

ForwardDLO: Model-Based Bimanual Shape Matching of Unconstrained Deformable Linear Objects

Abstract: Ropes, cables, and other deformable linear objects appear in tasks from untangling to cable routing and suturing, yet controlling their shape remains a challenge in robot manipulation. We study model-based shape control in a general setting: the object lies unfixated on a support surface and two arms may grasp and move it anywhere along its length. Because each arm chooses a grasp point, direction, and magnitude, the joint action space is combinatorially large, and the dynamics model's per-prediction cost bounds how much of it a planner can search. We present ForwardDLO, a recurrent latent dynamics model for this unfixated bimanual setting that predicts per-segment displacements grounded in the observed rope state at every step. Our model reaches accuracy comparable to more expensive baselines while containing no explicit segment-to-segment operations, which makes batched evaluation of candidate actions cheap. On open-loop prediction of real rope motion it reaches the lowest error of the learned models we evaluate, 13% below the strongest baseline. Within a fixed time budget it scores 8 to 22 times more candidate actions than models of comparable accuracy while matching them in real-world shape matching; and on a simulated routing task at a 30Hz control rate, this throughput converts into 98% task success versus at most 30% for the baselines at their own budgets. We release the model, code, and a dataset of 2.42 million simulated and 14,107 real rope transitions at https://anonymous.4open.science/r/ForwardDLO/

Wed 16 SeptRobotics
The gist
Controlling the shape of flexible objects like ropes or cables is hard because they can move and bend in many ways. The authors present ForwardDLO, a model that predicts how a rope will move when two robot arms grasp and move it along its length without holding it down. Their model is accurate and fast, allowing robots to consider many possible actions quickly to better control rope shapes. It works better than previous methods both in real experiments and simulations.
Open → 2609.18455v1

Distilling robotic video prediction models into one-step fast control

DIDO: Distilling Interaction-Centric Dynamics into One-Step Denoising for World Action Models

Abstract: World Action Models (WAMs) use video generation models to predict future visual dynamics for robotic manipulation, but iterative denoising introduces additional latency for closed-loop control. We empirically find that visual content converges at different rates during denoising. Static background structure forms early, whereas the gripper and manipulated object remain blurry after the first step, with their interaction dynamics emerging only through subsequent denoising. Consequently, naively truncating a multi-step video model to one step preserves scene structure but loses the interaction-centric dynamics most critical for manipulation. To address this issue, we propose DIDO, which distills the converged dynamics of a multi-step video model into a single denoising step. DIDO combines distribution matching distillation with interaction-centric representation guidance. Beyond compressing multi-step generation into one forward pass, DIDO explicitly models the gripper, manipulated object, and their interaction using supervised bounding-box visual reasoning tokens. Additionally, DIDO aligns the target object's representations across multiple model layers with features from a pretrained DINOv3 encoder. This interaction-centric guidance helps the distilled model preserve both the relevant entities and their future dynamics in a single step, while substantially reducing inference latency. DIDO achieves an average success rate of 99.0\% on LIBERO, 76.6\% on LIBERO-Plus, and 92.0\% on RoboTwin, while also demonstrating effective transfer to long-horizon and generalization tasks in real-world robotic manipulation.

Mon 14 SeptRobotics
The gist
Robots need to predict what will happen next to handle objects well, but current video models take many steps to create each prediction, making them slow. The authors found that important moving parts, like the robot’s gripper and object, become clear only after several steps, not right away. They developed DIDO, a way to teach a fast one-step model to capture these crucial interactions accurately. This new method makes robot control quicker without losing the ability to understand how objects will move and interact.
Open → 2609.15570v1