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
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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/
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.