OmniTacTune:
Policy-Agnostic Real-World RL for Tactile Residual Adaptation

Policy-Agnostic Real-World RL Tactile Residual Contact-Rich 40–80 min adaptation
Kelin Yu1*, Haode Zhang1*, Harish Ravichandar2, Yunhai Han2, Ruohan Gao1
1University of Maryland, College Park  ·  2Georgia Institute of Technology
*Equal contribution

Full Video — Method & Results Overview
A complete walkthrough of the OmniTacTune pipeline and all four contact-rich tasks.

Four Contact-Rich Tasks

10×
Peg-in-Hole
Spatial Generalization + Insertion
10×
Charger Insertion
Precise Insertion
10×
Cap Opening
Tool Using + Precise Interaction
10×
Box Opening
Tool Using + Dynamic Pivoting

Training Demonstration

A one-take demo of online real-world RL — the policy is trained in ~40 minutes directly on hardware, with no resets staged for the camera.

One-Take Online RL — Trained in 40 min
Continuous real-world practice from a weak base policy to reliable contact-rich behavior.

Generalize Across Different Base Policies

The same residual adaptation pipeline plugs into visual base policies that differ in observations, data sources, architectures, and action-chunk horizons.

Flow Policy
ACT
Diffusion Policy (DP)
π0.5

Generalize Across Different Data Sources

Visual base policies can be learned from scalable human videos or from robot teleoperation.

Human Video
Cross-embodiment motion priors from human demonstrations
10×
Teleoperation Data
VR-teleoperated robot demonstrations

Motivation

Insights

1

Visual data is abundant, and the visual policies trained on it are strong — but vision alone struggles with contact-rich manipulation, where success hinges on local force and contact geometry that cameras cannot measure.

2

Tactile data is highly informative for contact, yet it is far harder to collect than visual data and tends to waste the abundant visual data already available if you try to scale it from scratch.

3

We want an efficient, generalizable, and robust pipeline that adds tactile feedback on top of an existing visual policy — rather than retraining a visuo-tactile policy from scratch.

4

Inspired by how humans learn: after acquiring a visual prior through imitation, we use online practice — interacting with the world through touch — to learn the contact strategy that completes the task.

Vision provides scalable global priors; touch provides local residual feedback; OmniTacTune combines them like human learning.
Vision and touch play complementary roles. Vision provides broad, scalable supervision for task-level behavior; touch provides local, residual feedback for the last mile of physical interaction.

Overview

What is OmniTacTune?

OmniTacTune is a policy-agnostic real-world RL pipeline that adapts tactile feedback to pretrained visual policies through residual correction. It keeps the visual policy frozen as a motion prior and learns a lightweight tactile residual that fixes the contact-rich last mile — generalizing across diverse tasks, base policies, and tactile representations.

OmniTacTune teaser: visual base policies, two-stage tactile residual RL, and four real-world tasks.
OmniTacTune adapts tactile feedback to diverse visual base policies trained from human videos or robot data (left) through a two-stage real-world tactile residual RL pipeline (middle), enabling efficient tactile adaptation across challenging contact-rich manipulation tasks (right).

Abstract

Abstract

Visual policies learned from human videos, teleoperation, and robot demonstrations offer scalable motion priors, but often fail in contact-rich manipulation, where success significantly depends on local force and contact geometry. Tactile sensing provides these complementary signals, yet tactile data remain costly to collect and hard to generalize across sensors, robots, and tasks. We introduce OmniTacTune, a policy-agnostic real-world RL pipeline that adapts tactile feedback to pretrained visual policies through residual correction. OmniTacTune uses a two-stage design: it first bootstraps tactile-aware learning from autonomous base-policy rollouts, then learns a lightweight tactile residual policy through online interaction. Extensive experiments show that OmniTacTune generalizes across diverse contact-rich tasks, visual base policies, and tactile representations. Across four real-world contact-rich tasks, it improves visual base policies from 5–40% success to 85–100% within 40–80 minutes, demonstrating an efficient path for adapting tactile feedback to scalable visual robot policies.


Method

Two-Stage Real-World Tactile Residual RL

Implementation Challenges: adapting a new tactile modality to a frozen visual policy is difficult because visual demonstrations don't provide offline tactile interaction data for replay buffer and critic initialization. Moreover, off-the-shelf tactile encoders are not directly reliable under task-specific contact distributions.
Stage 1 — Tactile-Aware Bootstrapping: autonomous rollouts of the frozen base policy initialize the replay buffer, bootstrap a flow-tactile critic, and adapt the tactile encoder using ControlTac augmentation. Stage 2 — Online RL: a lightweight flow-tactile residual policy learns contact-aware corrections on top of the frozen visual policy, guided by an object-centric multi-sensory reward.
System overview: data collection and base policies; two-stage tactile-aware bootstrapping and policy learning; dense reward shaping.
System overview. OmniTacTune collects visual demonstrations via human-video retargeting and VR teleoperation to train diverse base policies (left), then adapts tactile feedback through a tactile-aware bootstrapping stage and an online residual-learning stage (top right), using a dense multi-sensory reward to guide efficient real-world learning (bottom).
Flow Generation

Generated Flow for Policy Guidance and Reward Shaping

OmniTacTune generates object-centric flow from the initial observation to provide two complementary signals: motion guidance for both the base policy and the residual policy, and a dense flow-derived reward during residual RL. This generated task-level guidance encourages smoother object-centric trajectories while making real-world training more efficient and reliable.

Peg-in-Hole Spatial Generalization
Charger Insertion
Guidance + reward shaping
Cap Opening
Guidance + reward shaping
Box Opening
Guidance + reward shaping
How Generated Flow Makes Residual RL Policy-Agnostic
Any Frozen Visual Policy
Human-flow policy, ACT, DP, or π0.5
outputs a base action chunk
Shared Object-Centric Interface
generated keypoint goals + base-policy action chunk
plus tactile feedback, no hidden states
Flow-Tactile Residual Policy
predicts bounded contact correction Δares
only when correction is needed
Policy-Independent Reward
reaching + grasp/contact + flow matching + tactile stability − safety penalty
Real-World Residual RL
updates residual policy, critic, and tactile encoder
while keeping the base policy frozen

Policy-Agnostic Residual Policy

The key question is how one residual actor can correct architecturally diverse visual policies. OmniTacTune addresses this through interface-level agnosticism: the residual actor avoids policy-specific hidden states, visual tokens, or network internals.

Instead, it uses two policy-independent inputs: generated keypoint goals for shared task-level guidance, and the base-policy action chunk for short-horizon motion intent. Together with tactile feedback, this common interface enables closed-loop correction without finetuning the frozen visual policy.

Object-Centric Reward Shaping

The reward is also independent of the base policy. Instead of rewarding a particular policy representation, OmniTacTune computes dense feedback from task geometry, generated flow, tactile contact, and safety constraints. This lets the same reward train residual RL across different policies and tasks.

At a high level, the reward guides the robot toward the object, encourages stable grasp/contact, and matches observed object motion to the generated object-centric flow. Tactile terms penalize slip or unsafe contact, while a terminal success reward anchors dense shaping to the actual task objective.

Tactile Data Augmentation

ControlTac Augmentation for Tactile-Aware Bootstrapping

Because the bootstrapping buffer holds only a few real contact pairs, we use ControlTac to expand tactile diversity without any extra robot interaction. We first remove the marker pattern from a real tactile image to obtain a marker-free reference, generate new tactile images under different contact forces (ΔF), and then composite the original markers back. Robot states, actions, flow features, and rewards stay unchanged — only the tactile images vary — exposing the encoder and critic to richer contact-forces.

ControlTac augmentation: remove markers, generate marker-free tactile images under different contact forces, then composite markers back.
ControlTac trajectory-level augmentation. A real tactile image is converted to a marker-free reference, perturbed to new contact forces (e.g. ΔF = −3N and ΔF = +3N) via ControlTac, and recomposed with the original marker mask — producing physically plausible tactile variants for tactile-aware bootstrapping.

Experiments

Results

Efficient Tactile Adaptation with Real-World RL

Across all four tasks, OmniTacTune adapts tactile feedback faster and more reliably than prior real-world RL methods, lifting weak base policies to 85–100% success within 40–80 minutes of online practice.

Training curves: OmniTacTune rises faster and higher than PLD*, PLD (Visual Only), and ViTAL across all four tasks.
Training efficiency. OmniTacTune improves from 5–40% to 80–100% within 40–80 minutes and consistently exceeds all baselines.
Table 1: Final success rates across four tasks. Ours achieves 100/100/90/85, average 93.75%.
Table 1. Final success rates across the four real-world contact-rich tasks after RL training. OmniTacTune reaches a 93.75% average, far above PLD* (52.5%), PLD Visual-Only (37.5%), and ViTAL (43.75%).

One Residual Learner, Many Visual Policies

The residual pipeline is not tied to a specific policy architecture. On Peg-in-Hole, OmniTacTune improves five different base policies with different observations, data sources, architectures, and action chunks — within ~50 minutes of real-world practice.

It lifts every base policy by +40% to +60% success, reaching 75–100%. The human flow policy yields the smoothest motion prior and the highest final performance.

Flow +40–60% ACT +55% DP +60% π0.5 +60%
Bar chart: each base policy improved by 40-60% after OmniTacTune, reaching 75-100%.
OmniTacTune consistently improves diverse base visual policies on Peg-in-Hole.

Online Tactile Practice Beats More Demonstrations

Online tactile residual refinement beats learning a visuo-tactile policy from more demonstrations — even when every imitation baseline is given an extra 50 minutes of teleoperation data.

Table 2: OmniTacTune outperforms ACT, ACT+Tactile, DP, RDP, Pi0.5, Pi0.5+Tactile, reaching 100% vs at most 65%.
Table 2. Success rates of visuo-tactile robot-learning methods on Peg-in-Hole. To ensure a fair comparison, all baselines were given an additional 50 minutes of teleoperation data (demonstrations increased from 50 to 90) — matching the budget of our online stage. Even so, imitation- and SFT-based visuo-tactile learning remains 20–30% behind OmniTacTune, showing that contact correction is better learned through trial-and-error than from extra tactile demonstrations.

One Pipeline, Many Tactile Representations

OmniTacTune is not tied to a particular tactile representation. On Peg-in-Hole and Charger Insertion, it adapts equally well with pretrained tactile image encoders (AnyTouch2, Sparsh, T3) and with compact low-dimensional tactile markers.

AnyTouch2 and markers reach comparable final performance, while T3 and Sparsh lag slightly on the more dynamic Charger Insertion — likely because they are not pretrained on dynamic-contact tactile data.

AnyTouch2 Markers Sparsh T3
Radar chart: large improvement across AnyTouch2, Sparsh, T3, and Markers on both tasks after OmniTacTune.
Adapting different tactile representations via OmniTacTune on two contact-rich tasks.

Analysis

Ablation Studies

We ablate the four core design choices of OmniTacTune on Peg-in-Hole. Each component contributes to faster, more stable adaptation.

Reward Shaping

Removing any component of the multi-sensory reward slows learning and lowers final success — reaching, dense flow, and tactile rewards are all needed.

Reward shaping ablation: removing any reward component lowers final success.

Residual Policy Design

Trajectory-level keypoint guidance with contact-aware gating outperforms per-step keypoints and raw visuo-tactile conditioning.

Residual policy design ablation comparing keypoint conditioning, gating, and visuo-tactile inputs.

Bootstrapping Strategy

Optimizing the tactile encoder + critic (with ControlTac augmentation) during bootstrapping is critical for stable residual RL.

Bootstrapping ablation: removing optimization, ControlTac, critic loss, or reconstruction loss degrades performance.

Action Space Design

Both the residual scheduler and action scaling matter; an appropriate scale (0–0.15) keeps exploration stable and sample-efficient.

Action space ablation: scheduler and action scaling are both important.

Citation

BibTeX

@misc{yu2026omnitactunepolicyagnosticrealworldrl,
  title        = {OmniTacTune: Policy-Agnostic Real-World RL for Tactile Residual Adaptation of Visual Policies},
  author       = {Kelin Yu and Haode Zhang and Harish Ravichandar and Yunhai Han and Ruohan Gao},
  year         = {2026},
  eprint       = {2607.03723},
  archivePrefix = {arXiv},
  primaryClass  = {cs.RO},
  url          = {https://arxiv.org/abs/2607.03723},
}