Adversarial Game-Theoretic Algorithm for Dexterous Grasp Synthesis
Yu Chen, Botao He, Yuemin Mao, Arthur Jakobsson, Jeffrey Ke, Yiannis Aloimonos, Guanya Shi, Howie Choset, Jiayuan Mao, Jeffrey Ichnowski
TL;DR
This work tackles robust dexterous grasp synthesis for multi-fingered hands by explicitly accounting for adversarial object motion. It introduces a two-player game where the robot hand (Player 1) seeks a feasible grasp while an adversary (Player 2) perturbs the object to escape, coupled by a differentiable firm grasp condition that ensures the object cannot move without collision. The approach uses a point-set representation with differentiable collision and self-collision constraints and solves the game via an iterative best-response with augmented Lagrangian optimization, achieving online performance and improved success rates over state-of-the-art baselines in simulation and real-robot experiments. Empirically, the method yields higher grasp success across dexterous hands and demonstrates robustness to extreme shape changes and real-world disturbances, highlighting its potential for reliable, real-time dexterous manipulation. The work points to future improvements including frictional effects, better initialization, and approaches to escape local minima in the inner optimizers.
Abstract
For many complex tasks, multi-finger robot hands are poised to revolutionize how we interact with the world, but reliably grasping objects remains a significant challenge. We focus on the problem of synthesizing grasps for multi-finger robot hands that, given a target object's geometry and pose, computes a hand configuration. Existing approaches often struggle to produce reliable grasps that sufficiently constrain object motion, leading to instability under disturbances and failed grasps. A key reason is that during grasp generation, they typically focus on resisting a single wrench, while ignoring the object's potential for adversarial movements, such as escaping. We propose a new grasp-synthesis approach that explicitly captures and leverages the adversarial object motion in grasp generation by formulating the problem as a two-player game. One player controls the robot to generate feasible grasp configurations, while the other adversarially controls the object to seek motions that attempt to escape from the grasp. Simulation experiments on various robot platforms and target objects show that our approach achieves a success rate of 75.78%, up to 19.61% higher than the state-of-the-art baseline. The two-player game mechanism improves the grasping success rate by 27.40% over the method without the game formulation. Our approach requires only 0.28-1.04 seconds on average to generate a grasp configuration, depending on the robot platform, making it suitable for real-world deployment. In real-world experiments, our approach achieves an average success rate of 85.0% on ShadowHand and 87.5% on LeapHand, which confirms its feasibility and effectiveness in real robot setups.
