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No Eyes, No Problem

What Does Touch Contribute to Blind Baoding Ball Manipulation?

Ayush Deshmukh*, Nalin Agarwal*, Elle Miller, Sethu Vijayakumar

University of Edinburgh
* Equal contribution

TL;DR A PPO policy trained entirely in simulation transfers zero-shot to a physical Shadow Dexterous Hand Lite and performs blind Baoding ball rotation from proprioception and 16 binary tactile signals alone, with no vision, depth, motion capture or object-state estimation. A coupling-aware simulation embodiment, hysteresis-based tactile calibration and two new episodic randomisations, slew-rate limits (SlewDR) and Stuck-AT Taxels (STAT), make the transfer possible. The policy sustains 225 consecutive 180° rotations (112.5 full rotations) at ~0.36 rot/s in a single continuous trial.

225consecutive 180° rotations
112.5full 360° rotations
310 sin one run, zero drops
0cameras
Long-horizon demonstration. One continuous run of our C3 policy on the physical hand, deployed straight from simulation. Nothing in the loop can see the balls: the policy only reads joint positions and binary touch. This run was recorded separately from the 10 benchmark trials below and isn't included in their statistics.

Benchmark

Each row is one policy, shown in simulation and on the real hand. Every policy was deployed zero-shot, with no training or tuning on the hardware. Each hardware clip is one of the 10 trials recorded for that policy.

C3 (ours)

Our full method. Senses joints and touch; trained with physical, slew-rate and Stuck-AT Taxel randomisation.

360° rotations hardware
34.75 avg · best 74*
Speed hardware
0.36 rot/s · best 0.45
Speed sim
0.416 rot/s
Simulation
Hardware

C3-TacOff

The same C3 policy with its touch input set to zero at deployment. This shows what touch contributes.

360° rotations hardware
5.0 avg · best 14.5
Speed hardware
0.256 rot/s · best 0.4
Speed sim
0.291 rot/s
Simulation
Hardware

Proprio-only

Trained from scratch without any touch sensing, using joint readings alone; physical randomisation.

360° rotations hardware
4.4 avg · best 8.0
Speed hardware
0.226 rot/s · best 0.35
Speed sim
0.591 rot/s
Simulation
Hardware

C2

Joints and touch; physical and slew-rate randomisation, but no Stuck-AT Taxels. Moves more smoothly than C1, yet still drops the balls within seconds.

360° rotations hardware
0.5 avg · best 1.5
Speed hardware
0.101 rot/s · best 0.25
Speed sim
0.277 rot/s
Simulation
Hardware

C1

Joints and touch; physical randomisation only. The fastest policy in simulation, but its aggressive motion falls apart on the real hand.

360° rotations hardware
0.35 avg · best 2
Speed hardware
0.054 rot/s · best 0.2
Speed sim
0.959 rot/s
Simulation
Hardware

Open-loop

No policy at all: a recorded joint trajectory replayed on the hand with no feedback. The baseline for "just repeat the motion".

360° rotations hardware
1.7 avg · best 5.0
Speed hardware
0.168 rot/s · best 0.4
Speed sim
—
Simulation
not applicable: hardware replay only
Hardware

* Benchmark results come from 10 separate hardware trials per policy. The 112.5-rotation demonstration run at the top of the page is not one of them and is not included in these statistics.

Evaluation

Hardware numbers are the mean ± standard deviation over 10 trials, with the min–max range in small type. Each trial started with both balls placed by hand and ran until a ball left the hand, with no time limit. Simulation numbers come from 768 ten-second episodes across three training seeds. A dash means the metric wasn't measured or reported.

ConditionSimulationHardware
Speed
rot/s
Drop rate Full rotationsTime to drop
s
η Speed
rot/s
Drop rate
Prior hardware results
Nagabandi et al.†——~0.50————
Yuan et al.‡——~3.00——~0.30—
Yang et al.§——~0.50————
Benchmark & ablations
Open-loop——1.7 ± 1.990–5.06.1 ± 4.71–14—0.168 ± 0.1790–0.480%
Proprio-only0.591 ± 0.12817%4.4 ± 2.440.5–8.021.4 ± 12.24–430.31 ± 0.130.226 ± 0.0980.05–0.3520%
C3-TacOff0.291 ± 0.16732%5.0 ± 4.10–14.519.0 ± 11.23–400.58 ± 0.260.256 ± 0.1120–0.420%
C3 (ours)0.416 ± 0.1292%34.75 ± 26.062.0–74*94.8 ± 68.08–2010.90 ± 0.160.36 ± 0.0610.25–0.4510%
C10.959 ± 0.0712%0.35 ± 0.630–25.9 ± 4.32–13—0.054 ± 0.0790–0.270%
C20.277 ± 0.0829%0.5 ± 0.530–1.54.1 ± 1.52–7—0.101 ± 0.0940–0.25100%

Full rotations: complete 360° rotations before either ball leaves the hand; one full rotation is two successful ball exchanges. Time to drop (tdrop): time from both balls being seated until either ball leaves the hand. Speed: R10 / min(10, tdrop), where R10 is the number of full rotations in the first 10 s (in simulation, tdrop is the episode survival time). η (exchange efficiency): 2R10 / (fgaitT), the fraction of executed gait cycles that complete a ball exchange, with T = min(10, tdrop); η ≤ 1. Drop rate: the fraction of episodes (simulation) or trials (hardware) in which a ball leaves the hand within 10 s.

* Benchmark results come from 10 separate hardware trials per policy. The 112.5-rotation demonstration run at the top of the page is not one of them and is not included in these statistics.

† Nagabandi et al. report ~54% success at a single 180° half-rotation within 10 s (read as ~0.5 full rotations), inferred from a video demonstration. ‡ Yuan et al. report ~3 full rotations within 10 s (~0.30 rot/s). § Yang et al. show a single qualitative 180° half-rotation on hardware without object vision. None of them report trial-to-trial variance, time to drop, or how long rotation can be sustained.

Key findings

What touch changes, moment to moment (simulation). We copy the hand at a single moment and switch touch off in the copy; the policy and the physical state are otherwise identical. With touch, the policy keeps the ring finger pushing to 90° and the exchange completes. Without touch, it cuts the push short at 84°, the ball isn't carried across, and it drops. This is one illustrative moment.
A speed limit in training (simulation and hardware). Trained with no speed limit (C1), the policy spins fast in simulation, but the real hand cannot move that fast. SlewDR (C2) trains under a random speed limit, so its simulated motion is much closer to what the real hand can do. It still drops the ball on hardware: C2 relies heavily on touch.
One sensor fails (simulation). Mid-run, we switch off a single touch sensor that the policy uses often, the middle-finger knuckle pad, on both C3 (trained with STAT) and C2 (trained without). C2 loses the ball; C3 keeps going. This is one illustrative run.

Hardware

Tactile sensing is expensive, and covering an entire robot hand with commercial tactile sensors costs far more than most labs can justify. Instead, we built our own low-cost tactile layer from 12 force-sensitive resistors (FSRs), which cost only a few dollars each. An FSR is a thin polymer film whose electrical resistance drops as force is applied to it. We read each one as a voltage and threshold it into a binary contact signal, using the hysteresis calibration described in the Method section.

The FSRs sit on the palm, knuckles and phalanges of the Shadow Dexterous Hand Lite. Together with the four BioTac sensors already on the fingertips, they give the policy 16 binary contact channels. We chose the sensor sites from how often each link was contacted in simulation: most often at the knuckle (MCP) regions, then the middle-joint (PIP) regions and the palm. The simulation model mirrors this layout exactly.

Left: the physical Shadow Hand Lite with each FSR and BioTac site labelled. Right: the simulation model with matching sensor sites and joint names (FFJ1–4, MFJ1–4, RFJ1–4, THJ1–5).
Sensor layout on hardware and in simulation. Left: the 12 FSRs and four fingertip BioTacs on the physical hand. Right: the matching sensor sites and joint names in the simulation model.

Overview

Humans manipulate objects in-hand through touch alone with remarkable ease, but sustained real-world manipulation without vision remains an open challenge for robots. Reinforcement learning can produce sophisticated blind manipulation policies in simulation, yet transferring them to a real dexterous hand is hindered by continuously changing contacts, motion-induced drift in tactile signals, and the gap between simulated and physical dynamics.

We study this problem through Baoding ball rotation on the four-fingered Shadow Dexterous Hand Lite. It is a harder test of in-hand dexterity than single-object reorientation: two free objects circulate simultaneously, interacting with each other and with the fingers, and their phase relationship must be maintained without being observed. The policy receives only proprioception and 16 binary contact signals. Zero-shot transfer is achieved through a sensor-aligned, coupling-aware simulation embodiment, per-channel tactile calibration, and two novel episodic domain randomisations: slew-rate action limits (SlewDR) and Stuck-AT Taxels (STAT).

On the physical hand, the policy completes 225 consecutive 180° rotations (112.5 full rotations) at ~0.36 rot/s in a single continuous trial, without any vision or object-state information. This is the strongest reported hardware result for Baoding ball manipulation in both rotation count and speed, regardless of sensing modality. We further quantify the contribution of tactile sensing relative to proprioception alone, and identify the hand regions where tactile information matters most.

A 1.2-second Baoding ball rotation in simulation (top) and on the physical Shadow Hand Lite (bottom) at matched time steps.
Zero-shot sim-to-real transfer of blind dexterous manipulation. A 1.2 s, 180° Baoding rotation in simulation (top) and on the physical Shadow Dexterous Hand Lite (bottom) at matched time steps. The policy is trained entirely in simulation and operates from proprioception and binary contact signals only, with no vision, depth, motion capture or object-state estimation in the pipeline.

Method

Method overview: training in simulation with coupling correction, zero-shot hardware transfer with action slewing and tactile calibration, and episode-reset randomisations.
Method. Top left: policy training in simulation; actions pass through the corrected coupling mechanism before the physics step, and the resulting state returns as proprioceptive and binary tactile observations. Bottom left: zero-shot deployment on hardware at 60 Hz, with tactile calibration and rate-limited actions. Right: randomisation applied at every episode reset: the STAT and SlewDR terms introduced in this work, plus standard ball-mass and friction randomisation.

New insights

In this section we discuss where our current system falls short, what we think could push these results further, and what could make blind in-hand dexterity more common, especially for complex tasks like manipulating two objects at once.

What limits the hand today

What we would build next

Normalised tactile activation drawn over the hand, in simulation (left) and on hardware (right). On hardware, activation is highest on the proximal and middle phalanges of the middle and ring fingers.
Where contact happens. Normalised tactile activation across the hand in simulation (left) and on hardware (right). On hardware, contact concentrates on the proximal and middle phalanges of the middle and ring fingers and around the knuckles. These are the regions where better sensing would help this task most.

BibTeX

@article{deshmukh2026no,
  title={No Eyes, No Problem: What Does Touch Contribute to Blind Baoding Ball Manipulation?},
  author={Deshmukh, Ayush and Agarwal, Nalin and Miller, Elle and Vijayakumar, Sethu},
  journal={arXiv preprint arXiv:2610.23438},
  year={2026}
}