Receding-Horizon Pushing with Composable
Object-Centric Policies

Zhiyi Yuan, Tianrun Hu, Anxing Xiao, Yuhong Deng, David Hsu, Hanbo Zhang†

National University of Singapore Shanghai Innovation Institute

† Corresponding author

Single-step push training in simulation and zero-shot deployment across tabletop and mobile manipulation settings
Single-step training, long-horizon deployment. Our policy is trained in simulation on single-step pushes, then deployed with a feedback-guided hierarchical planner, directly generalizing to long-horizon pushing through obstacles across diverse tabletop and mobile object relocating tasks robustly.

Abstract

Non-prehensile manipulation is practical for re-locating large, heavy, or geometrically ungraspable objects. Yet, long-horizon pushing of arbitrarily-shaped 3D objects couples three problems: 1) where to push the object so as to approach the target pose, 2) whether each push is stable and reachable, 3) whether subsequent actions remain feasible. We present an object-centric pushing policy within a feedback-guided hierarchical framework. At the low level, a learning-based policy predicts contact actions from a pose- and scale- normalized point cloud, conditioned on a near single-step subgoal. A stability score is applied to evaluate the predicted contacts by a quasi-static sliding-versus-tipping analysis. At the high level, BIT∗ first searches for an object path, and the next several subgoals are checked by contact prediction and robot motion planning for future feasibility. Failed motion plans, as feedback, change the local path costs and trigger re-planning. During execution, only the first feasible action is executed. In simulation, we evaluate 22 objects in six different scenes, upon which we also conduct comprehensive ablation studies. Results demonstrate that our method outperforms baselines with a clear margin and can reliably achieve long-horizon object pushing tasks under different situations. We also report quantitative real-robot experiments with a Franka arm and qualitative demonstrations with a mobile manipulator for large and heavy objects, with directly zero-shot sim-to-real transfer.

Video

System Overview

Method overview connecting object path planning, object-centric contact prediction, stability evaluation, motion planning, execution, and failure feedback
Method overview. The high level plans an object path, the low level checks contact and robot-motion feasibility, and a failed check updates the high-level cost distribution before replanning.
Learned component

Object-centric contact prediction

The policy consumes a canonical point cloud and a desired single-step transform, then predicts contact probability, push direction, and push distance densely over the object surface.

Point-cloud pushing policy network architecture
Analytical component

Stability evaluating score

A quasi-static analysis compares the force required for sliding with the force that would tip the object around its support polygon, providing an explicit and scale-invariant ranking cue.

Quasi-static sliding-versus-tipping stability model

Data Generation

Training data are collected entirely in simulation. Each rollout uses one fixed push direction; canonicalization and point-wise prediction turn these local examples into a policy that transfers across pose and scale.

100training objects
50Ktraining examples
2diverse dataset
1push direction per rollout
The 100 objects used to generate the simulation training set
The 100-object training set. A 10-object subset with the same total number of examples is used in the data-efficiency ablation.

Simulation Experiments

Seen and unseen objects together with six empty, cluttered, and adversarial simulation scenes
Simulation benchmark. Subfigures (a) and (b) show the tested objects, with the former containing seen objects and the latter unseen objects; Scenes (c) and (d) are denoted as Empty, Scenes (e) and (f) as Cluttered, and Scenes (g) and (h) as Adversarial.

22 objects

6 scenes

6,600 trials per method

Horizon sensitivity in empty, cluttered, and adversarial simulation scenes
Horizon sensitivity. Empty (S1–2), cluttered (S3–4), and adversarial (S5–6) scenes; solid lines show group means, dashed lines show individual-scene means, and shading shows 95% object-bootstrap confidence intervals.
Success-rate distributions for methods, ablations, and seen and unseen objects
Method comparison and ablations. Success-rate distributions for methods, component ablations, and seen/unseen objects; boxes summarize object-scene success rates over 50 trials per rate.
Planning horizon

The best horizon depends on scene risk.

Short-horizon planning performs best in empty and ordinary clutter, where long rollouts accumulate model error. In adversarial scenes with tempting but ultimately infeasible paths, full-horizon checking raises success from 49.82% to 73.05%.

Method comparison

Reliable performance on unseen objects.

Ours-100 reaches 81.52% overall success and 78.31% on unseen objects, with no zero-success object-scene pair. Increasing training diversity improves unseen-object success by 15.70 percentage points over Ours-10.

Mean success rates across 6,600 trials per method
MethodAll objectsSeenUnseen
Ours-10081.52%85.37%78.31%
Ours-1070.89%80.83%62.61%
Greedy Reactive Policy55.97%58.23%54.08%
Push-Net21.59%28.33%15.97%
ManiFoundation53.95%55.70%52.50%

Real World Experiments

Our method directly transfers zero-shot to both dual-arm tabletop manipulation and mobile-robot furniture rearrangement.

Three dual-arm tabletop scenes with different obstacle configurations
Dual-arm tabletop scenes. Blue marks the initial object pose and yellow marks the target pose.
Complete mobile manipulation sequences for relocating a table and a chair
Large-object relocation with a mobile manipulator. Top: coffee table. Bottom: chair.
40 / 60successful tabletop trials
66.7%mean tabletop success rate
Zero-shotsim-to-real deployment
Failure analysis

Perception is the main real-world bottleneck.

Of the 20 unsuccessful tabletop trials, 12 are attributed to perception. The remaining failures come from infeasible inverse kinematics, leaving the workspace, or collision. This points to reconstruction and pose tracking as the most direct opportunities for improvement.

Sankey diagram partitioning 60 tabletop trials into successes and failure causes

Citation

          
  @misc{yuan2026recedinghorizonpushingcomposableobjectcentric,
        title={Receding-Horizon Pushing with Composable Object-Centric Policies}, 
        author={Zhiyi Yuan and Tianrun Hu and Anxing Xiao and Yuhong Deng and David Hsu and Hanbo Zhang},
        year={2026},
        eprint={2609.23439},
        archivePrefix={arXiv},
        primaryClass={cs.RO},
        url={https://arxiv.org/abs/2609.23439}, 
  }
    
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