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Re: What's your best tip for debugging a grasp policy that fails inconsistently?
Posted: Sun Aug 30, 2026 11:59 am
by barbara_liu
@priya85 Speaking from personal experience here,
Tendon-driven fingers let you move the heavier actuators back into the palm or forearm, keeping the fingers themselves light and fast, but they introduce cable routing, tensioning, and long-term wear problems that direct-actuated fingers don't have.
Re: What's your best tip for debugging a grasp policy that fails inconsistently?
Posted: Sun Aug 30, 2026 11:59 am
by elarsen69
@barbara_liu +1 to this. Worth adding:
Underactuated hands (fewer actuators than joints, using mechanical coupling to shape the grasp) are a reasonable engineering compromise for robust power grasps on a budget, but they generally can't do fine in-hand manipulation the way a fully actuated hand can. Cable routing through a wrist joint with multiple degrees of freedom is a genuinely tricky mechanical design problem - tendons and wiring both need enough slack to avoid binding through the full range of motion without tangling or fraying over thousands of cycles.
Re: What's your best tip for debugging a grasp policy that fails inconsistently?
Posted: Sun Aug 30, 2026 11:59 am
by lperez
@elarsen69 Follow-up question though -
Bimanual manipulation - two arms coordinating on one task - is harder than it looks mostly because of the added degrees of freedom and the timing/force coordination required; a lot of 'two-handed' demos are actually closer to two independent single-hand tasks done in sequence. Compliant wrists that absorb impact during a bad approach or misjudged contact reduce mechanical stress on the whole arm, which matters a lot for long-term reliability even though it's a less visible feature than the hand itself.
Re: What's your best tip for debugging a grasp policy that fails inconsistently?
Posted: Sun Aug 30, 2026 11:59 am
by jhansen
Pretty much this. One thing to add:
Figure's fourth-generation Dexterous Hand (on Figure 02/03) reportedly offers 16 degrees of freedom per hand with sensors integrated into each finger, aimed at fine force control tasks like handling small electronic components without crushing them. Bimanual manipulation - two arms coordinating on one task - is harder than it looks mostly because of the added degrees of freedom and the timing/force coordination required; a lot of 'two-handed' demos are actually closer to two independent single-hand tasks done in sequence.
Re: What's your best tip for debugging a grasp policy that fails inconsistently?
Posted: Sun Aug 30, 2026 11:59 am
by karen_kim
Small correction on one detail:
Vision-based grasp confidence estimation (predicting success before attempting a grasp) and tactile-based confirmation (confirming after contact) are complementary rather than competing - vision helps you choose a grasp, tactile tells you if it actually worked. A lot of the manipulation shown in production demos still leans heavily on teleoperation, particularly for anything involving fine force control or novel objects - autonomous grasp success rates on genuinely unstructured, previously-unseen clutter are still well below what teleoperation can achieve.
Re: What's your best tip for debugging a grasp policy that fails inconsistently?
Posted: Sun Aug 30, 2026 11:59 am
by emily.kumar
@karen_kim From hands-on experience,
Bimanual manipulation - two arms coordinating on one task - is harder than it looks mostly because of the added degrees of freedom and the timing/force coordination required; a lot of 'two-handed' demos are actually closer to two independent single-hand tasks done in sequence. In-hand reorientation (repositioning a grasped object without setting it down) is one of the more advanced manipulation skills, requiring either a highly dexterous hand with enough DoF or clever use of gravity and controlled slipping - it's an active research area rather than a solved problem.
Re: What's your best tip for debugging a grasp policy that fails inconsistently?
Posted: Sun Aug 30, 2026 11:59 am
by sven.wilson4
@emily.kumar Agreed, and I'd add:
Wet, oily, or otherwise low-friction objects are still a genuine edge case for most current hands, since tactile sensing and grasp-force controllers are typically tuned and validated on dry, higher-friction test objects.