ROBOTICS, WITH A LITTLE INDEPENDENCE

Fingers
as Legs.

A NEW WAY TO GET AROUND

A hand with
places to be.

Meet the research

Learning Self-Supported Locomotion and Manipulation
with an Anthropomorphic Hand

  • Amirhossein Kazemipour
  • Hehui Zheng
  • Robert Katzschmann

Soft Robotics Lab, ETH Zurich

Read on arXiv Watch film
The self-supported WUJI hand standing on its fingertips, with battery and onboard computer mounted above the palm
MEET THE HANDSELF-CONTAINED · 818 G
Off the arm.
Into the world.
Onboard power. Onboard computation. All five fingers.
01 THE IDEA

Same fingers.
New job description.

An off-the-shelf robotic hand learns to walk, support itself and interact with the world using the fingers it already has.

5fingers doing double duty
20powered joints
818 gincluding power & computation
14surfaces demonstrated

01 / THE PLATFORMThe original finger design and built-in joint controller stay. A compact module adds power, sensing, and a computer.

02 / THE CHALLENGELift one finger to step or press a key, and the others must still support the whole hand.

03 / THE APPROACHThe hand learns through trial and error in a calibrated simulator, then runs the learned policy onboard.

THE RESEARCH FILM

See it for yourself.

2 MIN 38 SEC

From the first steps to self-supported interaction.

02 OUT OF THE LAB

Taking the scenic route.

Untethered crawling, demonstrated on 14 indoor and outdoor surfaces. No wheels. No extra legs. Just a hand getting on with it.

The robotic hand walking on weathered stone beside the river in Zurich
HARDWARE DEMONSTRATION

Weathered stone

01 / 06
ALSO DEMONSTRATED ON

Rubber mat · Carpet · Tile · Metal grating · Asphalt · Dry concrete · Cut stone · Artificial turf

03 MORE THAN A WALK

A surprisingly
handy skill set.

The hand can also recover after a fall, press keys and push objects while supporting its own weight.

01 / RECOVER

Down, but not out.

After a fall, a dedicated recovery policy brings the hand back onto its fingertips.

21/25successful hardware recoveries
84% across two fall directions
02 / INTERACT

A hands-on gamer.

Successive key presses execute operator-issued Sokoban moves, without visual feedback.

29/32correct keyboard commands
0.25 s median correct-press latency
03 / MANIPULATE

A little push goes a long way.

With overhead visual feedback, the hand approaches and pushes a cube to a target.

17mmmean final target error
across 15 shown cube deliveries
DEMO SETUP

Each skill uses its own policy. Keyboard trials start with manual alignment. Steering remains asymmetric.

04 HOW THE HAND LEARNS

Train in simulation.
Take the skill outside.

The actor learns to move through trial and error. A critic with extra simulator information helps train it.

ASYMMETRIC ACTOR–CRITIC PPO

The actor moves.
The critic helps it learn.

CRAWLING · SIMULATION
AVAILABLE ON THE ROBOT

Sense + command

Joint angles, tilt, rotation rate and previous outputs, plus a movement command.

ACTOR · THE POLICY

Choose the movement

Turns sensor history and commands into 20 joint-target adjustments.

CONTROLLER + HAND

Try it in simulation

The built-in controller moves the simulated hand toward those targets.

New readings feed the next action.
EXTRA HELP WHILE LEARNINGSimulation only
A WIDER VIEW

More information

Body state, joint torques and fingertip contact forces from the simulator.

CRITIC · THE ESTIMATOR

Assess the situation

Estimates the future reward expected from the current state.

VALUE ESTIMATE

How promising is it?

Helps PPO compare outcomes with expectations.

Collected experience
+ rewards + critic estimates

PPOTHE LEARNING ALGORITHM

Update actor + criticThen collect another batch.

Asymmetric: the critic gets extra simulator information during training.

Inside the networks Inputs & training

The crawling actor, in numbers.

Eight samples of 49 inputs form a 392-value observation. A feedforward network with hidden layers of 512, 256 and 128 units produces 20 joint-target adjustments.

Learning happens in batches.

Training uses 4,096 parallel environments. Proximal Policy Optimization (PPO) uses a clipped objective to discourage overly large policy updates.

Architecture and training in the paper, Secs. III–IV

So, what makes
a useful step?

Rewards guide the learning. Explore one of them: a virtual-spring preference for each fingertip.

A HANDS-ON EXPLANATIONThree ideas. Try them yourself.
One finger, up close
One robotic finger and its reference position One finger is attached to a small part of the palm. A hollow ring marks its reference; a filled circle marks its fingertip. The reference moves with the body. Palm Reference position Fingertip
Reference position Fingertip
01 / ONE FINGER TELLS THE STORY

Start with
one fingertip.

The ring marks this fingertip’s reference in the settled stance. Each finger has its own.

This reference moves with the body.

02 / GUIDE, WITHOUT FIXING EVERY MOVE

Room to step.
A reason to stay close.

Stretching a virtual spring adds a training cost. Forward–backward movement costs less than sideways or upward movement.

03 / LET LEARNING DO THE COORDINATING

We set the goals.
It learns the moves.

WE GUIDE

Reference positions, movement speed and stepping pace.

THE POLICY LEARNS

Which finger lifts when, and how far it moves.

See the real hand in the film
Soft guidance. Learned coordination.Illustrative geometry and motion.
For the technically curious Reward, reference frame & timing

The footprint objective

Each fingertip has a fixed reference relative to the body in a frame calibrated to the settled stance. This frame removes the nominal palm tilt, then rotates with the body.

Cost per finger = 0.25 × forward² + sideways² + vertical²

Displacements are measured from each fingertip’s reference. The five costs enter the reward with weight −30.

A pace, not a prescribed sequence

The lift objective encourages a pace that increases with commanded speed. Direction shaping discourages airborne motion against the command.

Read the formulation in the paper, Sec. IV
SIMULATION · 12 TRAINING SEEDS

A better fit for this hand.

In simulation, our formulation produced faster movement than tuned rewards for four-legged robots.

05 READ THE RESEARCH

All the details.
At your fingertips.

Fingers as Legs: Learning Self-Supported Locomotion and Manipulation with an Anthropomorphic Hand

Amirhossein Kazemipour · Hehui Zheng · Robert Katzschmann
Soft Robotics Lab, ETH Zurich

Read on arXiv Download PDF
First page of the Fingers as Legs paperVIEW THE PAPER
Abstract

A walking robotic hand must use the same fingers to move its body, support its weight, and interact with the environment. We show how an anthropomorphic hand can learn these skills while retaining its finger design and position controller. Onboard power and computation make the platform self-contained. Our reinforcement learning approach accounts for the hand's unequal fingers, with training in a simulator calibrated from hardware measurements. In simulation, the hand moves faster with our reward formulation than with tuned rewards originally designed for quadrupeds. On hardware, task-specific policies enable untethered crawling, steering, and fall recovery. While supporting its own weight, the hand also executes successive keyboard commands without vision and pushes an object to targets using overhead visual feedback. These results demonstrate a compact mobile manipulator that reuses its fingers for locomotion and interaction, without a separate locomotion mechanism.

Citation

@misc{kazemipour2026fingers,
  title  = {Fingers as Legs: Learning Self-Supported Locomotion
            and Manipulation with an Anthropomorphic Hand},
  author = {Kazemipour, Amirhossein and Zheng, Hehui
            and Katzschmann, Robert},
  year   = {2026},
  eprint = {2609.17172},
  archivePrefix = {arXiv},
  primaryClass = {cs.RO},
  url    = {https://arxiv.org/abs/2609.17172}
}