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DexMove: Learning Tactile-Guided Non-Prehensile Manipulation with Dexterous Hands

Conference: ICLR 2026
OpenReview: https://openreview.net/forum?id=dT3ZciXvNX
Code: Project Page https://peilin-666.github.io/projects/DexMove/
Area: Robotics / Dexterous Hands / Non-prehensile Manipulation / Tactile Sensing
Keywords: Non-prehensile manipulation, dexterous hands, visuo-tactile sensors, flow matching policy, wrist-finger coordination, hybrid sim+human data

TL;DR

DexMove adopts a hybrid data paradigm combining "large-scale simulation trajectories + a small amount of human tactile demonstrations" to train a flow matching policy. This allows a multi-fingered dexterous hand to push and rotate tabletop objects through wrist-finger coordination and tactile closed-loop control (non-prehensile relocation). On a real robot, it achieves an average success rate of 77.8% across 6 object categories, surpassing ablation baselines by 36.6% and improving efficiency by nearly 300%.

Background & Motivation

  • Background: Non-prehensile manipulation (moving objects by pushing/pressing without lifting them) is a more robust alternative to pick-and-place for relocating large, heavy, fragile, or irregular objects. However, most existing works utilize two-fingered grippers or pushers for single-point contact, leaving dexterous multi-fingered hands under-explored in this scenario.
  • Limitations of Prior Work: ① Data Scarcity—training a generalizable policy requires large-scale, physically plausible contact datasets covering variations in geometry, mass distribution, and surface friction. Teleoperation is inefficient and lacks high-fidelity force feedback, while pure simulation suffers from significant sim-to-real gaps (especially in tactility). ② Controller Deficiencies—multi-contact interactions couple the forces and motions of multiple fingers through hand-object dynamics; currently, there is a lack of whole-hand motion planners that coordinate such interactions.
  • Key Challenge: While dexterous hands are inherently suited for non-prehensile manipulation (distributed multi-point contact is more stable than single-point and manages objects with difficult dynamics like thin plates or cylinders), the "scarcity of scalable high-fidelity data" and the "absence of force-aware multi-contact coordination strategies" hinder progress.
  • Goal: Develop a non-prehensile manipulation framework for tactile-enabled dexterous hands that can scale force-conditioned wrist-finger trajectories and utilize real tactile feedback for closed-loop control, generalizing to unseen objects, frictions, and language-conditioned long-horizon tasks.
  • Core Idea: Hybrid Data Synthesis + Decoupled Tactile Force Planning—generate mass-scale "force-conditioned wrist-finger trajectories" in simulation (addressing scale) and collect "fingertip force distributions" from human demonstrations using wearable visuo-tactile devices (addressing tactile fidelity). These are fused via a flow matching policy, with a standalone TaFo-Net predicting "desired future finger forces" to drive the trajectory policy.

Method

Overall Architecture

DexMove is divided into "Data Acquisition" and "Policy Learning." On the data side: 2M force-conditioned wrist-finger trajectories are synthesized in simulation via optimization + rejection sampling; then, approximately 300k frames of real tactile vector fields are collected from human demonstrations using wearable exoskeletons + R-Tac visuo-tactile sensors. The policy side consists of a pipeline of three Flow Matching (FM)/Transformer components: ① A contact-building FM policy provides the initial grasp pose → ② TaFo-Net predicts future desired finger forces based on historical tactile fields → ③ DexMove-Policy rollouts future wrist-finger trajectories conditioned on historical states, target poses, and desired forces.

flowchart LR
    A[Object Point Cloud + Goal Pose] --> B[Contact-Building FM Policy<br/>Predict Initial Hand Pose]
    B --> C[DexMove-Policy<br/>Flow Matching Trajectory]
    D[Historical Tactile Vector Field V<br/>Historical/Goal Object Pose] --> E[TaFo-Net<br/>Predict Future Tactile Field → Force G]
    E -->|Desired Force G_1:Tf| C
    C --> F[Wrist-Finger Coordination<br/>Non-prehensile Relocation]
    F -->|Real-time Tactile/Pose Feedback| D

Key Designs

1. Force-conditioned Trajectory Synthesis: Using "Penetration Depth" as a Force Proxy. To enable large-scale trajectory generation in rigid-body simulations, wrist poses \((R^{wrist}_0, T^{wrist}_0)\) are uniformly sampled. Each fingertip is pushed toward the nearest surface along displacement vector \(d\) (augmented by Gaussian noise \(\hat{d}=d+\varepsilon\) for diversity). An optimization (Eq. 1-2) solves for joint/wrist configurations that satisfy fingertip target positions and constrain contact within the sensor area \(L_{region}\). Post-contact, the hand is translated incrementally in random directions via MuJoCo. Directions are accepted via rejection sampling if stable contact holds over 50cm. Under the non-slip assumption, fingertip trajectories are derived from initial offsets and object transformations: \(P^{tip}_t = P^{obj}_t + R_z(\omega^{obj}_t)(P^{TIP}_0 - P^{obj}_0)\). Crucially, normal force is approximated by penetration depth \(G \approx D_{sensor} = r - \text{distance}(P^{TIP}_t, \text{surface})\). Finger positions are perturbed along the normal \(\vec{n}\) as \(\hat{P}^{TIP}_t = P^{TIP}_t + \vec{n}\cdot N(0,\sigma)\) to augment trajectories with varying force magnitudes. Inverse kinematics with wrist regularization \(L_{wrist}\) (prioritizing finger movement over arm movement) are used for final configurations. The dataset expands 88 YCB objects into 2M sequences across 412k grasp configurations.

2. Human Demonstrations for Real Tactility: Isomorphic Visuo-tactile Sensors. Since rigid-body simulations fail to model high-fidelity dynamics or real tactile output, force data is supplemented by human demonstrations. A wearable exoskeleton equipped with R-Tac visuo-tactile sensors on human fingertips allows for data collection that can be directly transferred to robotic hands—this isomorphic design minimizes the domain gap. Each trial records goal poses, real-time poses, and tactile data: normal force \(G\) derived from penetration and shear forces from 2D marker displacements, forming a tactile vector field \(V \in \mathbb{R}^{v\times 4}\) (\(v=33\) markers) collected at 30FPS across 20 objects.

3. TaFo-Net Force Planning: Implicit Environment Encoding via Historical Tactile Fields. The trajectory policy requires "desired finger forces" \(G_{1:T_f}\) as a condition, which TaFo-Net predicts. The core insight is that historical tactile vector fields implicitly encode environment properties (e.g., friction, contact state), while poses provide error signals. The network has three stages: (i) Per-finger spatial encoding—tactile fields are encoded into tokens via a light Transformer + geometric position embeddings; (ii) Cross-finger attention—tokens from all fingers in a frame are processed via multi-head self-attention \(\tilde{U}_{i,1:F}=CF(U_{i,1:F}+g_{1:F})\) to model coordination constraints; (iii) Per-finger causal temporal attention—a causal mask ensures query at time \(i\) only attends to tokens at \(\leq i\), enabling goal-conditioned, temporally and cross-fingerly consistent inference. Training minimizes reconstruction loss \(L_{rec}=\sum_t\sum_f \|\hat{V}_{t,f}-V_{t,f}\|^2\).

4. DexMove-Policy: Goal-Conditioned Trajectory Rollout. Both contact building and trajectory generation use Flow Matching (FM), which is faster than diffusion policies. FM learns a time-dependent velocity field \(u(\cdot)\) from interpolated samples \(X_t=(1-t)X_0+tX_1\), with objective \(L=\mathbb{E}\|(X_1-X_0)-u(X_t,t,\text{cond})\|^2\). DexMove-Policy is conditioned on system history \(T_p\) (joints, wrist, object pose, contact \(C\), forces \(G\)), target pose, and TaFo-Net's \(G_{1:T_f}\). These are fused via cross-attention and fed into a Transformer decoder to predict the velocity field, outputting future \(T_f\) frames of hand states \(X_1=(P^{hand},A^{hand},R^{wrist},T^{wrist})_{1:T_f}\).

Key Experimental Results

Main Results: Success Rate (Initial Yaw Error × Friction Surfaces)

Method 0–30° Fric.A 0–30° Fric.B 30–60° Fric.A 30–60° Fric.B 60–90° Fric.A 60–90° Fric.B
Open-loop 36.7 10.0 23.3 0.0 3.3 0.0
DyWA (Gripper) 50.0 36.7 46.7 30.0 50.0 33.3
CORN (Gripper) 43.3 36.7 46.7 40.0 43.3 43.3
DexMove 86.7 86.7 80.0 83.3 70.0 60.0

Fric.B is a friction surface unseen during training. DexMove shows minimal degradation (robustness), whereas gripper baselines degrade significantly on Surface B.

Efficiency: Average Completion Time (s, lower is better)

Method 0–15 cm 15–30 cm 30–45 cm
DyWA 36.1 52.2 60.6
CORN 41.4 54.5 62.1
DexMove 8.3 10.9 12.4

DexMove completes tasks in less than half the time of gripper baselines (nearly 300% efficiency gain) due to multi-finger contact and fewer motion primitives.

Ablation Study: Success Rate per Object (%)

Method Lego Mouse Book Keyboard Large Can Small Can
Wrist-Only (Locked Fingers) 13.3 0.0 33.3 20.0 0.0 0.0
w/o Cross-Finger 13.3 3.3 63.3 50.0 0.0 3.3
w/o Shear-Force 70.0 66.7 33.3 13.3 0.0 0.0
w Heuristic Force 36.7 43.3 66.7 0.0 0.0 0.0
DexMove 66.7 86.7 90.0 90.0 63.3 70.0

Key Findings

  • Multi-finger > Single-point: Gripper baselines fail primarily during rotation (especially cylinders) because they rely on single contact points. Continuous multi-surface contact by dexterous hands enables precise rotation.
  • Removing Cross-finger Attention → Plane-only limits: The model can only handle flat objects (book/keyboard) and fails to capture inter-finger coordination.
  • Removing Shear Force → Heavy object failure: The model degrades to predicting smooth means, failing on heavy objects where shear feedback is vital for slip detection.
  • Heuristic Force < Learned Force: Hand-crafted "add force upon slip" strategies perform poorly across most tasks.
  • Strong Generalization: Success on deformable objects (Plushie 96.7%, Tissue 100%) is high; TaFo-Net can recover performance on uneven surfaces with 15 minutes of fine-tuning.

Highlights & Insights

  • "Penetration depth as force proxy" is a key trick bridging rigid-body simulation and tactility: it allows inexpensive simulations to produce "forced" trajectories and enables force augmentation via normal-direction perturbations.
  • Isomorphic wearable tactile exoskeleton: Using sensors for both humans and robots is an engineering masterstroke to inject "zero-domain-gap real tactility" into a policy at low cost.
  • Decoupled Force Planning and Trajectory Generation: TaFo-Net handles "how much force" while DexMove-Policy handles "how to move," with desired force as the bridge—this makes tactile closed-loop learning interpretable.
  • Implicit Environment Encoding: Not explicitly estimating friction but letting the network infer it from tactile history naturally supports generalization to unseen surfaces.

Limitations & Future Work

  • Accuracy is still sensitive to tactile quality; success rates for large objects drop significantly when tactile noise \(\sigma\) reaches 0.2.
  • Object motion is modeled as 3 DoF (x/y translation + yaw); more complex reorientations like flipping or uprighting are not addressed.
  • Simulation trajectories rely on non-slip assumptions and penetration-based force approximations, leaving the fidelity of highly dynamic or high-slip contacts unknown.
  • Evaluation is limited to a small set of objects; further validation on larger scale, open-world scenarios is needed.
  • Non-prehensile Manipulation: Evolves from planar pushing (Mason 1986) to controlled contact breaking/rebuilding (Chi 2024). This work extends it to dexterous hands + tactile closed-loop, demonstrating that multi-point contact is significantly more stable.
  • Tactile Data Collection: Teleoperation often lacks feedback for dexterous hands; tactile gloves have marker-mismatch domain gaps. Isomorphic sensors (Zhu 2025) represent the current frontier for low-domain-gap data collection.
  • Insight: For "contact-rich yet hard-to-simulate" tasks, the paradigm of "using cheap simulation for motion scale + small amounts of real data for physical fidelity (tactile/force)" is a highly reusable data strategy.

Rating

  • Novelty: ⭐⭐⭐⭐⭐ First non-prehensile policy for tactile dexterous hands; hybrid paradigm and isomorphic exoskeleton are highly original.
  • Experimental Thoroughness: ⭐⭐⭐⭐ Solid real-robot benchmarks + detailed ablations + robustness tests; however, lacks more diverse public baselines.
  • Writing Quality: ⭐⭐⭐⭐ Clear correspondence between motivation, challenges, and methods.
  • Value: ⭐⭐⭐⭐⭐ Provides a comprehensive hardware/software/data suite with real-world verification, offering significant utility for the dexterous manipulation community.