Research
GOAG: Generative and Object-Agnostic Grasp Planner for Dexterous Robotic Manipulation
GOAG: Generative and Object-Agnostic Grasp Planner for Dexterous Robotic Manipulation Overview Research area: Robotics — dexterous multi-fingered grasp planning, deep generative modeling, and sim-to-r
- arXiv
- 2608.19759
- Published
- 2026-08-20
- Authors
- Julien Merand, Boris Meden, Mathieu Grossard, Liming Chen
AI summary
GOAG: Generative and Object-Agnostic Grasp Planner for Dexterous Robotic ManipulationOverview
Research area: Robotics — dexterous multi-fingered grasp planning, deep generative modeling, and sim-to-real transfer for robotic manipulation.
Technical level: Advanced. The paper assumes familiarity with variational autoencoders, point-cloud encoders, contact representations, and force-closure analysis, though its central idea is stated simply.
Scope (one sentence): The paper proposes a grasp planner trained only on the geometry and kinematics of a robotic hand — never on object shapes — and shows it generalizes zero-shot to unseen objects across three simulated grippers, five benchmark datasets (3,438 objects), and a real Allegro hand on YCB objects.
What This Paper Is About
Most deep-learning grasp planners learn from databases that pair specific grippers with specific objects, so they inherit a bias toward the training shapes and struggle on new ones. GOAG flips the perspective: instead of learning where objects can be grasped, it learns the contact capabilities intrinsic to a gripper (a CVAE trained only on gripper geometry), and introduces object geometry only at inference time. The goal is a planner that produces valid, diverse, kinematics-aware grasps on arbitrary objects without ever having seen object-specific training data.
Key Contributions
- Object-agnostic learning strategy. A training paradigm for dexterous grasping that uses exclusively the gripper's intrinsic geometry and kinematics, with no object geometry in training, eliminating bias toward specific object datasets.
- A generative contact model plus kinematic mapper. A Conditional Variational Autoencoder (CVAE) learns the conditional distribution of feasible contact areas on the gripper via a Basis Point Set (BPS) encoding, while a parallel PointNet++ "Links Mapper" assigns each contact point to a specific gripper phalanx, enabling recovery of full joint configurations.
- A complete inference pipeline with physical validation. Latent sampling of contact fields on a novel object, a force-closure check with resampling, and a joint-configuration optimization with explicit penalties for object penetration, self-penetration, and joint limits.
- Extensive simulated and real-world validation. Results on established protocols across the Barrett, Allegro, and ShadowHand grippers, plus five grasp benchmarks and a real Allegro hand on YCB objects.
Main Findings
- State-of-the-art on MultiDex objects. GOAG achieves an average success rate of 86.93% across the Barrett (87.40%), Allegro (93.20%), and ShadowHand (77.90%) grippers, outperforming DFC (79.32%), GenDexGrasp (70.96%), and DRO-Grasp (72.47%) on the same test set.
- Force-closure check helps. Removing it (GOAG w/o FC) lowers the average to 84.07% (Barrett 86.30%, Allegro 91.20%, ShadowHand 74.70%), indicating the model implicitly learns much of grasp mechanics on its own.
- Much faster at scale. GOAG generates a grasp in 0.18 / 0.19 / 0.20 seconds for Barrett / Allegro / ShadowHand, versus 9.78 / 16.45 / 14.65 for GenDexGrasp and 0.88 / 0.42 / 1.72 for DRO-Grasp. DFC takes more than 1,800 seconds per grasp. The paper attributes GOAG's advantage to a vectorized optimization over a single energy function for all candidates.
- Competitive cross-dataset generalization with a single training run. With the Shadow Hand across DexGraspNet, UniDexGrasp, MultiDex, RealDex, and DexGRAB (3,438 objects), GOAG reaches an average of 53.97%, second behind DGA (58.48%) — even though every competing method was retrained per dataset while GOAG was trained once, object-agnostically.
- Dataset cost drop. Generating the 3,000,000 labeled point clouds took about 1 GPU hour on a single Nvidia RTX 4090, against the previously reported 1,400 GPU hours on Nvidia A100 for GenDexGrasp.
- Diversity. GOAG reports standard deviations of 0.0479 (translation), 1.401 (rotation), 0.3170 (joint values), with joint-value diversity highest among the compared learning methods; the authors note that grasp diversity for a given object depends on how thoroughly object poses are sampled, since the model is gripper-centric.
- Real-robot transfer. An Allegro Left Hand on a 7-DoF robot arm successfully grasped 11 objects from the YCB dataset.
Methodology in Plain English
The core observation is that at every contact point, the gripper's surface and the object's surface have the same geometry — so a contact region can be described from the gripper's side instead of the object's side.
- Training data is made from the hand alone. The authors uniformly sample 10,000 valid joint configurations of the gripper and, for each, randomly pick one of 6 grasp types adapted from a human grasp taxonomy and sample 50 sets of admissible contact points inside the regions that type permits. This yields 3,000,000 labeled point clouds. The taxonomy acts as a prior: without it, sampled contact points could be kinematically incoherent. The 6 chosen grasp types are reported to cover 92.5% of machinists' and 96.2% of housemaids' working time.
- A common spatial encoding. Both gripper point clouds (training) and object point clouds (inference) are projected into a fixed-size Basis Point Set built from the gripper's reachable workspace (M = 8,192 points) using an aligned distance function with scaling factor γ = 2.0. This produces a distance field plus a continuous contact-likelihood label between 0 and 1.
- Learning. A CVAE (latent dimension ψ = 128, β = 0.01, attention factor α = 3.0, trained 100 epochs) reconstructs contact distributions; a PointNet++ Links Mapper (50 epochs) learns which gripper link should reach each point. Both trained with batch size 128 on Nvidia A100 GPUs.
- Inference. The object is transformed into the gripper's canonical frame, encoded the same way, and the CVAE decoder — sampled from a standard normal latent, bypassing the encoder — predicts contact locations directly in the workspace, kept where likelihood exceeds τ = 0.8. The Links Mapper labels each point.
- Checking and refining. Predicted points are grouped by phalanx, reduced to barycenters projected on the object surface, and tested for force closure with a Coulomb friction coefficient of μ = 0.3; if it fails, a new latent is sampled, up to 20 times. Finally, joint values are optimized with weights λ_d = 1.0, λ_p = 50.0, λ_s = 0.1, λ_j = 1.0 and a self-penetration threshold of 0.025 m.
- Evaluation. Success is judged in Isaac Gym by applying external forces along ±xyz for one second each and counting a grasp successful if the object moves less than 2 cm. Grasp candidates are sampled on the object's convex hull dilated by 110%.
Why This Matters
The work argues that the generalization bottleneck in data-driven grasping is the training data itself, not model capacity, and that removing objects from training is a viable route to broader competence. It also substantially lowers the cost of building grasp data — roughly 1 GPU hour instead of 1,400 — which matters for anyone wanting to add a new gripper.
Real-world applications:
- Warehouse and logistics picking, where robots must handle unfamiliar items rather than a fixed catalog.
- Industrial assembly and machine tending, where tool and part shapes change between jobs and where the model can be retrained per gripper rather than per part.
- Household and service robotics, the setting the paper cites when justifying its 6-grasp taxonomy.
- Prosthetics and teleoperation, since the method is gripper-centric and can be adapted to different hand designs.
Industry relevance: the ability to train one model per hand, once, and reuse it across object sets removes a major data-collection cost from deploying multi-fingered hands; the vectorized optimizer's near-constant per-grasp time (0.18–0.20 s) supports generating large grasp batches for downstream selection.
Future Directions
- Better pose sampling for large objects. The authors state that the simple convex-hull pose sampling works well when the object fits inside the gripper's workspace but is less effective for larger objects, and that a more advanced sampling strategy would likely improve results.
- Closing the train-test domain shift. The paper notes an inherent shift between gripper geometry at training and object geometry at inference, and points to further exploration of this cross-domain transfer problem.
- Extending the grasp taxonomy. Only the 6 most common grasp types were used; whether broader taxonomies widen the feasible contact manifold is untested here.
- Stronger real-world evaluation. The real-robot section reports success on 11 YCB objects but no success rate, leaving quantitative sim-to-real fidelity as an open question.
- Architecture scaling. The paper notes the architecture has been explored further in follow-up work, suggesting continued refinement of the CVAE and mapper components.
Target Audience
Robotics and machine-learning researchers working on dexterous manipulation, grasp synthesis, and generative models for robotics; engineers deploying multi-fingered hands who need planners that generalize beyond a fixed object catalog; and graduate students studying object-agnostic learning, contact representations, or sim-to-real transfer. Readers without a background in variational inference, point-cloud networks, and grasp mechanics will find the central idea accessible but the method section dense.
Authors’ abstract
Multifingered grasping is a crucial robotic skill, but current deep-learning grasp planners often struggle to generalize to new objects because they are trained on limited, object-specific datasets. We introduce a fundamentally different approach, grounded in the observation that the gripper and the object share identical surface geometry at their mutual contact points. We propose GOAG: Generative and Object-Agnostic Grasp Planner for Dexterous Robotic Manipulation, a novel deep generative model that learns a compact latent representation of a specific gripper's contact surface distribution, enabling the efficient sampling of valid grasp configurations without relying on object-specific training data. We show that by introducing object features only at inference time, our model can effectively retrieve admissible contact areas that are compatible with the gripper's capabilities. We validate our approach through extensive experiments on established grasp protocols in both simulated and real-world scenarios, demonstrating its effectiveness with different grippers from the literature. Our method delivers state-of-the-art results on the objects from the MultiDex dataset, achieving an average success rate of 86.93%. It offers significantly faster processing when generating numerous grasps, while matching the performance of leading approaches specifically trained on this dataset. Unlike these methods, our approach does not rely on object-specific training data, highlighting the advantages of object-agnostic learning. It effectively addresses the generalization challenges faced by traditional data-driven grasp planners. Code and videos are available on our project website https://cea-list.github.io/goagweb/ .