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Pose-Agnostic Robotic Functional Grasping via Observation-Action Canonicalization

The paper presents AnyMug, a simulation-trained visuomotor reinforcement learning framework that achieves zero-shot real-world functional grasping of mugs in diverse poses by canonicalizing both observations and actions into a shared object-centric frame to ensure consistent policy behavior across varying configurations.

Original authors: Le Qiu, Cole Harrison, Jiankai Sun, Yao Liu, Suning Huang, Qianzhong Chen, Yang You, Marco Pavone

Published 2026-06-23
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Original authors: Le Qiu, Cole Harrison, Jiankai Sun, Yao Liu, Suning Huang, Qianzhong Chen, Yang You, Marco Pavone

Original paper licensed under CC BY 4.0 (http://creativecommons.org/licenses/by/4.0/). ✨ This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

Imagine you are teaching a robot to pick up a coffee mug by its handle. Sounds simple, right? But for a robot, this is a nightmare.

Think of the robot's brain like a student trying to learn a dance. If the teacher (the robot's vision system) shows the student a mug sitting upright with the handle facing left, the student learns one set of moves. But if the teacher then shows a mug that is upside down with the handle facing right, the student has to learn a completely new set of moves. If the mug is in a different spot on the table, the student has to learn yet another variation.

The problem is that the actual goal—grabbing the handle—is exactly the same in every situation. The robot just needs to stop treating every different angle as a brand-new puzzle.

The Solution: "AnyMug"

The paper introduces a system called AnyMug. Think of AnyMug as a magical "perspective-shifting" trick that simplifies the robot's world.

Here is how it works, using a simple analogy:

1. The "Magic Camera" (Observation Canonicalization)
Imagine you are looking at a mug on a table. The handle is at a weird angle, and the mug is far away.

  • Without AnyMug: The robot sees a messy, tilted, distant image. It has to guess, "Okay, the handle is there, so I need to move my arm that way."
  • With AnyMug: The robot has a "magic camera" that instantly zooms in, centers the mug in the middle of the screen, and rotates the image so the handle always points to the left, no matter how the mug was actually sitting.
  • The Result: To the robot, every mug looks exactly the same: centered, with the handle pointing left. It doesn't matter if the real mug was upside down or sideways; the robot's "mind" sees a standard, easy-to-grab mug.

2. The "Standardized Dance" (Action Canonicalization)
Now, the robot needs to move its arm.

  • Without AnyMug: If the handle is on the right, the robot has to learn to move its arm right. If the handle is on the left, it must learn to move left. It's like learning two different dances for the same song.
  • With AnyMug: Because the robot's "mind" sees the handle always pointing left, it only needs to learn one single move: "Reach forward and grab the thing on the left."
  • The Translation: Once the robot decides to grab the "left handle," a translator instantly converts that decision back into the real world. If the real mug was upside down, the translator tells the robot's arm, "Okay, since the real mug is upside down, you need to reach down instead of forward."

3. The "Handle-Specific Coach" (Reward System)
The robot is trained in a virtual simulation (like a video game) using a coach that gives very specific feedback.

  • The coach doesn't just say "Good job" if the robot grabs the mug.
  • The coach says, "You grabbed the mug, but you missed the handle!" or "You grabbed the handle, but your fingers are on the same side, so you'll drop it!"
  • The robot learns to position its fingers on opposite sides of the handle before closing its grip, just like a human does.

The Results: From Video Game to Real Life

The researchers trained this robot entirely inside a computer simulation. They never showed it a real mug during training.

  • In the Simulation: The robot succeeded more than 93% of the time, even with mugs it had never seen before and mugs placed in random spots.
  • In the Real World: They took the robot out of the computer and put it on a real Franka Panda robot arm. Without any extra training or "fine-tuning" on real mugs, the robot successfully grabbed 80% of the physical mugs it encountered.

Why This Matters

Previous methods were like trying to memorize a map of every single street in a city. If a new street appeared, you were lost.
AnyMug is like giving the robot a compass and a rule: "Always find the handle, center it, and grab it." By simplifying the visual world and standardizing the instructions, the robot can handle a huge variety of mugs, positions, and orientations without getting confused.

In short: AnyMug teaches the robot to ignore the "noise" of where the mug is sitting and focus purely on the "signal" of how to grab the handle, allowing it to learn once and apply that skill everywhere.

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