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HuG: Learning Humanoid Whole-Body Affordance-Aware Grasping with Active Perception

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This research presents HuG, a framework for whole-body affordance-aware grasping with active perception for humanoids. The system uses a Perceive-Align-Grasp pipeline to handle occlusions and maintain stability. By curating training data with controller-in-the-loop dynamics simulation, it rejects 73% of kinematically valid but dynamically unstable grasps. Trained entirely in simulation with zero real demonstrations, HuG achieves an 87.5% success rate on a multi-level shelf task in the real world and generalizes to novel objects and heights below its training distribution.

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Environment: simulation
Supporting report

“g data with controller-in-the-loop dynamics simulation, rejecting 73% of kinematically valid grasps that would destabilize the deployment controller, so the policy learns kinodynamically feasible affordances. Trained entirely in simulation with zero real demonstrations, HuG attains 87.5% real-world success on a multi-level shelf task, generalizes to novel objects, and holds at least 73% success at every tested height”

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11/3
  1. arXiv Robotics — research abstractsSignal
    HuG: Learning Humanoid Whole-Body Affordance-Aware Grasping with Active Perception

    This research presents HuG, a framework for whole-body affordance-aware grasping with active perception for humanoids. The system uses a Perceive-Align-Grasp pipeline to handle occlusions and maintain stability. By curating training data with controller-in-the-loop dynamics simulation, it rejects 73% of kinematically valid but dynamically unstable grasps. Trained entirely in simulation with zero real demonstrations, HuG achieves an 87.5% success rate on a multi-level shelf task in the real world and generalizes to novel objects and heights below its training distribution.

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