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ContactIPM: A Structure-Exploiting Interior-Point Solver for Contact-Implicit Trajectory Optimization

ContactIPM is a novel structure-exploiting interior-point solver that combines stagewise optimal-control factorization with primal-dual consistency to efficiently and robustly solve contact-implicit trajectory optimization problems, demonstrating significant speedups and improved success rates over existing contact-specific solvers.

Original authors: Yucheng Chen

Published 2026-08-13
📖 3 min read☕ Coffee break read

Original authors: Yucheng Chen

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 a robot trying to push a heavy box across a room. To a human, this seems simple: grab, push, slide, stop. But to a robot's computer brain, it's a nightmare of math. The robot has to decide exactly when its hand touches the box, how hard to push, and when to let go, all while figuring out how to move its own joints. This is called "contact-implicit trajectory optimization." Think of it as asking a GPS to not just find a route, but to decide whether to drive on the road, walk on the sidewalk, or fly over a fence, all while calculating the perfect speed for every single second.

The tricky part is the "contact." In math, touching something is a weird condition called "complementarity." It's like a rule that says, "You can either be touching the box (force > 0) or not touching it (gap > 0), but you can never be doing both at the same time." This creates a mathematical dead-end where standard computer solvers get confused and stall, like a car trying to drive on a road that suddenly disappears. For a long time, scientists had to choose between two bad options: use a super-smart solver that gets stuck on the "touching" rules, or use a simpler solver that ignores the structure of the problem and takes forever to compute.

Enter ContactIPM, a new tool created by Yucheng Chen that acts like a master mechanic for these robot problems. Instead of choosing between speed and smarts, ContactIPM combines them. It treats the "touching" rules not as a hard, unbreakable wall, but as a stretchy, elastic band. This allows the computer to gently nudge the robot's plan through the tricky moments where it's deciding to touch or not touch, without getting stuck. Once the plan is found, it snaps back to the real, physical rules to make sure the robot actually works.

The paper shows that this approach is a game-changer. When tested against other top-tier robot solvers, ContactIPM was often 2 to 8 times faster. In one specific test involving a robot pushing a box, it solved the problem in just 2.08 milliseconds on average, even when the robot was confused by noise or errors. Most impressively, in a series of 50 difficult, real-world-like simulations where the robot had to recover from mistakes, ContactIPM succeeded in all 50 cases, whereas other methods sometimes gave up or failed to find a valid path. It proves that you don't have to sacrifice speed to get the robot to handle the messy, sticky reality of touching things.

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