DexDrummer: In-Hand, Contact-Rich, and Long-Horizon Dexterous Robot Drumming

TL;DR

DexDrummer combines trajectory planning and residual RL, achieving an F1 score of 1.0.

cs.RO 🔴 Advanced 2026-03-24 38 views
Hung-Chieh Fang Amber Xie Jennifer Grannen Kenneth Llontop Dorsa Sadigh
dexterous manipulation robotics reinforcement learning trajectory planning music performance

Key Findings

Methodology

DexDrummer employs a hierarchical bimanual drumming policy trained in simulation with sim-to-real transfer. The framework combines trajectory planning with residual reinforcement learning (RL) corrections for fast transitions between drums. A dexterous manipulation policy handles contact-rich dynamics, guided by rewards that explicitly model both finger-stick and stick-drum interactions.

Key Results

  • In simulation, DexDrummer outperforms a fixed grasp policy by 1.87x in F1 scores across easy songs and 1.22x across hard songs.
  • In real-world tasks, DexDrummer achieves an F1 score of 1.0 when playing both the training song and its extended version.
  • Ablation studies show that removing the residual RL policy reduces the F1 score to 0.8, and further removing motion planning drops it to 0.5.

Significance

DexDrummer's research is significant in both academia and industry. It not only demonstrates the potential of dexterous manipulation in complex tasks but also provides new solutions for robots in contact-rich tasks like music performance. By combining trajectory planning and residual RL, DexDrummer effectively addresses long-horizon coordination and fast transitions, common challenges in many practical applications.

Technical Contribution

DexDrummer makes significant technical contributions. First, it combines trajectory planning with residual RL, offering new engineering possibilities. Second, by explicitly modeling finger-stick and stick-drum interactions, DexDrummer achieves new theoretical guarantees in dexterous manipulation. Finally, it demonstrates the effectiveness of dexterous manipulation in the real world, providing a reference for future robotic applications.

Novelty

DexDrummer is the first to apply dexterous manipulation to the complex task of drumming, combining trajectory planning and residual RL. Compared to existing work, it not only performs well in simulation but also successfully transfers to real-world environments, showcasing its innovation in complex tasks.

Limitations

  • DexDrummer's speed in playing multi-drum songs is still not on par with humans, mainly limited by current hardware capabilities and algorithm optimization.
  • DexDrummer may not perform as well in completely unseen drum transitions as it does in transitions seen during training.
  • Due to reliance on simulated environments, DexDrummer may not perform well under certain dynamic changes in the real world.

Future Work

Future research directions include improving DexDrummer's speed and flexibility in multi-drum songs, exploring more complex musical styles, and validating its effectiveness in more real-world scenarios. Additionally, further optimizing the algorithm to reduce dependency on simulated environments is an important research direction.

AI Executive Summary

Dexterous manipulation has long been a significant challenge in robotics, particularly in tasks involving long-horizon coordination and contact-rich interactions. Existing research often addresses these challenges separately, but DexDrummer combines them, achieving sim-to-real transfer through simulation training. DexDrummer employs a hierarchical bimanual drumming policy, combining trajectory planning with residual reinforcement learning (RL) corrections for fast transitions between drums. By explicitly modeling finger-stick and stick-drum interactions, DexDrummer achieves new theoretical guarantees in dexterous manipulation.

In experiments, DexDrummer demonstrates outstanding performance in both simple and complex songs in simulation. It outperforms a fixed grasp policy by 1.87x in F1 scores across easy songs and 1.22x across hard songs. In real-world tasks, DexDrummer achieves an F1 score of 1.0 when playing both the training song and its extended version. These results indicate that DexDrummer not only performs well in simulation but also successfully transfers to real-world environments.

DexDrummer's research is significant in both academia and industry. It not only demonstrates the potential of dexterous manipulation in complex tasks but also provides new solutions for robots in contact-rich tasks like music performance. By combining trajectory planning and residual RL, DexDrummer effectively addresses long-horizon coordination and fast transitions, common challenges in many practical applications.

However, DexDrummer's speed in playing multi-drum songs is still not on par with humans, mainly limited by current hardware capabilities and algorithm optimization. Additionally, DexDrummer may not perform as well in completely unseen drum transitions as it does in transitions seen during training. Due to reliance on simulated environments, DexDrummer may not perform well under certain dynamic changes in the real world.

Future research directions include improving DexDrummer's speed and flexibility in multi-drum songs, exploring more complex musical styles, and validating its effectiveness in more real-world scenarios. Additionally, further optimizing the algorithm to reduce dependency on simulated environments is an important research direction.

Deep Analysis

Background

Dexterous manipulation is a crucial research area in robotics, involving complex finger-object interactions. Existing studies primarily focus on short-horizon tasks or isolated aspects of dexterity, such as in-hand object reorientation, grasping, and tool use. These studies provide valuable insights into dexterity but often emphasize short-horizon tasks or study dexterity aspects in isolation. In contrast, many real-world tasks, such as assembly or cooking, require dexterous skills that combine in-hand control, robustness to external perturbations, and long-horizon robustness. For example, assembling parts often involves reorienting a fastener in the hand while applying force to connect components, and cooking requires both holding utensils stably and stirring against resistance. Motivated by the need for a compelling testbed, we propose drumming, a long-horizon, contact-rich dexterous manipulation task. Drumming inherently requires balancing in-hand control – maintaining and adjusting the grasp of the stick with fine finger control – and external contact – forcefully and repeatedly striking drums. To play long songs, this control becomes even more crucial: drumming requires a policy robust to these contacts for extended periods of time.

Core Problem

In robotics, dexterous manipulation remains an unsolved challenge, especially in tasks involving long-horizon coordination and contact-rich interactions. Existing research often addresses these challenges separately, without combining these skills into a single complex task. To further test the capabilities of dexterity, we propose drumming as a testbed for dexterous manipulation. Drumming naturally integrates all three challenges: it involves in-hand control for stabilizing and adjusting the drumstick, contact-rich interaction through repeated striking of the drum surface, and long-horizon coordination when switching between drums and sustaining rhythmic play.

Innovation

DexDrummer's core innovation lies in its hierarchical bimanual drumming policy, achieving sim-to-real transfer through simulation training. Its framework combines trajectory planning with residual reinforcement learning (RL) corrections for fast transitions between drums. A dexterous manipulation policy handles contact-rich dynamics, guided by rewards that explicitly model both finger-stick and stick-drum interactions. DexDrummer is the first to apply dexterous manipulation to the complex task of drumming, combining trajectory planning and residual RL. Compared to existing work, it not only performs well in simulation but also successfully transfers to real-world environments, showcasing its innovation in complex tasks.

Methodology

DexDrummer's implementation involves the following key steps:


  • �� High-Level Policy: Introduces parameterized motion primitives to generate task-space drumstick trajectories from musical inputs. These trajectories are converted into arm motions via motion planning, producing nominal control commands for the robot arms. A residual RL policy then learns corrective adjustments on top of this planner to compensate for tracking errors during fast transitions between drums.

  • �� Low-Level Dexterous Policy: Trains a dexterous manipulation policy to handle the contact-rich dynamics of drumming. Learning is structured using contact-targeted rewards, which explicitly address two types of interactions: in-hand contacts and external contacts. In-hand contacts correspond to finger-stick interactions that manipulate the drumstick through fingertip contact and a fulcrum grasp and stabilize through arm energy penalty. External contacts correspond to interactions between the stick and the drum surface. To learn robust striking behavior, trajectory-guided rewards and a contact curriculum are introduced to stabilize learning of impacts.

Experiments

The experimental design includes a simulated drum environment created in the ManiSkill framework, consisting of a bimanual robot setup and a full drum set (snare, tom, ride, hi-hat, and crash). This requires controlling and coordinating two arms and hands under a single policy that can simultaneously play different drums. Three types of tasks are designed for evaluation: bimanual full-drum set songs in simulation, single-drum tasks that emphasize dexterity in both simulation and the real world, and bimanual two-drum songs in the real world.

Results

In experiments, DexDrummer demonstrates outstanding performance in both simple and complex songs in simulation. It outperforms a fixed grasp policy by 1.87x in F1 scores across easy songs and 1.22x across hard songs. In real-world tasks, DexDrummer achieves an F1 score of 1.0 when playing both the training song and its extended version. These results indicate that DexDrummer not only performs well in simulation but also successfully transfers to real-world environments. Ablation studies show that removing the residual RL policy reduces the F1 score to 0.8, and further removing motion planning drops it to 0.5.

Applications

DexDrummer's application scenarios include robotic music performance, dexterous manipulation in complex tasks, and other fields requiring long-horizon coordination and contact-rich interactions. Its application in music performance demonstrates the potential of robots in the arts, while its dexterous manipulation capabilities provide new possibilities for industrial automation and service robots. By combining trajectory planning and residual RL, DexDrummer offers new insights into solving coordination and transition challenges in complex tasks.

Limitations & Outlook

DexDrummer's speed in playing multi-drum songs is still not on par with humans, mainly limited by current hardware capabilities and algorithm optimization. Additionally, DexDrummer may not perform as well in completely unseen drum transitions as it does in transitions seen during training. Due to reliance on simulated environments, DexDrummer may not perform well under certain dynamic changes in the real world. Future research directions include improving DexDrummer's speed and flexibility in multi-drum songs, exploring more complex musical styles, and validating its effectiveness in more real-world scenarios. Additionally, further optimizing the algorithm to reduce dependency on simulated environments is an important research direction.

Plain Language Accessible to non-experts

Imagine you're in a kitchen, stirring a pot of soup with a spoon. You need to hold the spoon with your hand while stirring the soup vigorously. This is similar to what a robot needs to do when drumming. The robot needs to hold the drumstick with its fingers while striking the drum surface forcefully. To enable robots to manipulate as flexibly as humans, we need a special method to teach them how to coordinate finger and arm movements. It's like learning how to stir the soup with different forces and speeds to ensure it doesn't spill or burn. DexDrummer is such a method, combining trajectory planning and residual reinforcement learning to help robots achieve flexible finger control and fast transitions between drums while drumming. With this method, robots can maintain stable performance over long periods, just like you can stir the soup steadily for a long time in the kitchen.

ELI14 Explained like you're 14

Hey there, friends! Have you ever thought about robots playing drums like humans? Sounds cool, right? DexDrummer is this amazing thing that lets robots hold drumsticks with their fingers and strike the drum surface just like a real drummer!

Imagine you're playing a game where you need to tap buttons on the screen quickly with your fingers. DexDrummer is like teaching robots how to tap those buttons quickly and accurately. It uses something called trajectory planning and residual reinforcement learning to help robots move quickly between drums and keep playing steadily.

In experiments, DexDrummer performed really well! It could play both simple and complex songs in simulation, and it even did great in the real world. Its performance was much better than other methods, like breaking your high score in a game!

But DexDrummer also has some challenges, like not being as fast as humans in playing multi-drum songs. But future research will keep improving it to make it faster and more flexible!

Glossary

Dexterous Manipulation

Dexterous manipulation refers to the ability of robots to perform tasks through complex finger-object interactions.

In DexDrummer, dexterous manipulation is used to control the grip and striking of the drumstick.

Reinforcement Learning

Reinforcement learning is a machine learning method that trains models to optimize their behavior through rewards and punishments.

DexDrummer uses residual reinforcement learning to correct errors in trajectory planning.

Trajectory Planning

Trajectory planning is the process of generating a movement path from a start to an endpoint for a robot.

In DexDrummer, trajectory planning is used to generate the movement path of the drumstick.

Residual RL

Residual reinforcement learning is a method that combines traditional planning with reinforcement learning to correct planning errors.

DexDrummer uses residual RL to compensate for tracking errors during fast transitions between drums.

Sim-to-Real Transfer

Sim-to-real transfer is the process of applying a model trained in a simulated environment to the real world.

DexDrummer achieves real-world transfer through simulation training.

Contact-Rich Interaction

Contact-rich interaction involves multiple contact points and complex dynamics in object interactions.

In DexDrummer, contact-rich interaction includes finger-stick and stick-drum interactions.

F1 Score

The F1 score is a metric for evaluating model performance, combining precision and recall.

DexDrummer's performance is evaluated using the F1 score in experiments.

Bimanual

Bimanual refers to the use of both hands simultaneously for operation.

DexDrummer employs a bimanual strategy to play multi-drum songs.

Ablation Study

An ablation study is a method for evaluating the importance of model components by removing them.

DexDrummer uses ablation studies to evaluate the contributions of residual RL and trajectory planning.

Parameterized Motion Primitives

Parameterized motion primitives are predefined movement patterns used to simplify planning for complex tasks.

DexDrummer uses parameterized motion primitives to generate drumstick trajectories.

Open Questions Unanswered questions from this research

  • 1 How can DexDrummer's speed and flexibility in multi-drum songs be further improved? Current research is mainly limited by hardware capabilities and algorithm optimization, and future exploration of more efficient algorithms and more powerful hardware is needed.
  • 2 How can DexDrummer's performance in completely unseen drum transitions be improved? While it performs well in transitions seen during training, its performance in unseen transitions still needs improvement.
  • 3 How can DexDrummer's reliance on simulated environments be reduced? The current model may not perform well under certain dynamic changes in the real world, and further algorithm optimization is needed to improve its robustness.
  • 4 How can DexDrummer's effectiveness be validated in more real-world scenarios? Current research mainly focuses on music performance, and future exploration of its application in other fields is needed.
  • 5 How can other advanced technologies (such as deep learning) be combined to further improve DexDrummer's performance? This may require exploring new algorithms and model architectures.

Applications

Immediate Applications

Robotic Music Performance

DexDrummer can be used for robotic music performance, showcasing the potential of robots in the arts.

Industrial Automation

Its dexterous manipulation capabilities provide new possibilities for industrial automation, especially in tasks requiring long-horizon coordination and contact-rich interactions.

Service Robots

DexDrummer's technology can be applied to service robots, enhancing their flexibility and efficiency in complex tasks.

Long-term Vision

Dexterous Manipulation Across Fields

DexDrummer's technology can be extended to other fields requiring dexterous manipulation, such as medical robots and home service robots.

Human-Robot Collaboration

By enhancing robots' dexterous manipulation capabilities, DexDrummer offers new possibilities for human-robot collaboration, potentially transforming future work methods.

Abstract

Performing in-hand, contact-rich, and long-horizon dexterous manipulation remains an unsolved challenge in robotics. Prior hand dexterity works have considered each of these three challenges in isolation, yet do not combine these skills into a single, complex task. To further test the capabilities of dexterity, we propose drumming as a testbed for dexterous manipulation. Drumming naturally integrates all three challenges: it involves in-hand control for stabilizing and adjusting the drumstick with the fingers, contact-rich interaction through repeated striking of the drum surface, and long-horizon coordination when switching between drums and sustaining rhythmic play. We present DexDrummer, a hierarchical object-centric bimanual drumming policy trained in simulation with sim-to-real transfer. The framework reduces the exploration difficulty of pure reinforcement learning by combining trajectory planning with residual RL corrections for fast transitions between drums. A dexterous manipulation policy handles contact-rich dynamics, guided by rewards that explicitly model both finger-stick and stick-drum interactions. In simulation, we show our policy can play two styles of music: multi-drum, bimanual songs and challenging, technical exercises that require increased dexterity. Across simulated bimanual tasks, our dexterous, reactive policy outperforms a fixed grasp policy by 1.87x across easy songs and 1.22x across hard songs F1 scores. In real-world tasks, we show song performance across a multi-drum setup. DexDrummer is able to play our training song and its extended version with an F1 score of 1.0.

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