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Main Authors: Chen, Feng, Chu, Tianzhe, Sun, Li, Zhou, Pei, Xu, Zhuxiu, Gao, Shenghua, Zhai, Yuexiang, Yang, Yanchao, Ma, Yi
Format: Preprint
Published: 2026
Subjects:
Online Access:https://arxiv.org/abs/2605.18727
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author Chen, Feng
Chu, Tianzhe
Sun, Li
Zhou, Pei
Xu, Zhuxiu
Gao, Shenghua
Zhai, Yuexiang
Yang, Yanchao
Ma, Yi
author_facet Chen, Feng
Chu, Tianzhe
Sun, Li
Zhou, Pei
Xu, Zhuxiu
Gao, Shenghua
Zhai, Yuexiang
Yang, Yanchao
Ma, Yi
contents Evaluating embodied systems on real dexterous hardware requires more than isolated primitive skills: an agent must perceive a changing tabletop scene, choose a context-appropriate action, execute it with a dexterous hand, and leave the scene usable for later decisions. We introduce DexHoldem, a real-world system-level benchmark built around Texas Hold'em dexterous manipulation with a ShadowHand. DexHoldem provides 1,470 teleoperated demonstrations across 14 Texas Hold'em manipulation primitives, a standardized physical policy benchmark, and an agentic perception benchmark that tests whether agents can recover the structured game state needed for embodied decision making. On primitive execution, $π_{0.5}$ obtains the highest task completion rate ($61.2\%$), while $π_{0.5}$ and $π_0$ tie on scene-preserving success rate ($47.5\%$). On agentic perception, Opus 4.7 obtains the best strict problem-level accuracy ($34.3\%$), while GPT 5.5 obtains the best average field-wise accuracy ($66.8\%$), exposing a gap between isolated visual sub-capabilities and complete routing-relevant state recovery. Finally, we instantiate the full embodied-agent loop in three case studies, where waiting, recovery dispatches, human-help requests, and repeated primitive execution reveal how perception and policy errors accumulate during closed-loop deployment. DexHoldem therefore evaluates dexterous tabletop execution, agentic perception, and embodied decision routing in a shared physical setting. Project page: https://dexholdem.github.io/Dexholdem/.
format Preprint
id arxiv_https___arxiv_org_abs_2605_18727
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle DexHoldem: Playing Texas Hold'em with Dexterous Embodied System
Chen, Feng
Chu, Tianzhe
Sun, Li
Zhou, Pei
Xu, Zhuxiu
Gao, Shenghua
Zhai, Yuexiang
Yang, Yanchao
Ma, Yi
Robotics
Artificial Intelligence
Evaluating embodied systems on real dexterous hardware requires more than isolated primitive skills: an agent must perceive a changing tabletop scene, choose a context-appropriate action, execute it with a dexterous hand, and leave the scene usable for later decisions. We introduce DexHoldem, a real-world system-level benchmark built around Texas Hold'em dexterous manipulation with a ShadowHand. DexHoldem provides 1,470 teleoperated demonstrations across 14 Texas Hold'em manipulation primitives, a standardized physical policy benchmark, and an agentic perception benchmark that tests whether agents can recover the structured game state needed for embodied decision making. On primitive execution, $π_{0.5}$ obtains the highest task completion rate ($61.2\%$), while $π_{0.5}$ and $π_0$ tie on scene-preserving success rate ($47.5\%$). On agentic perception, Opus 4.7 obtains the best strict problem-level accuracy ($34.3\%$), while GPT 5.5 obtains the best average field-wise accuracy ($66.8\%$), exposing a gap between isolated visual sub-capabilities and complete routing-relevant state recovery. Finally, we instantiate the full embodied-agent loop in three case studies, where waiting, recovery dispatches, human-help requests, and repeated primitive execution reveal how perception and policy errors accumulate during closed-loop deployment. DexHoldem therefore evaluates dexterous tabletop execution, agentic perception, and embodied decision routing in a shared physical setting. Project page: https://dexholdem.github.io/Dexholdem/.
title DexHoldem: Playing Texas Hold'em with Dexterous Embodied System
topic Robotics
Artificial Intelligence
url https://arxiv.org/abs/2605.18727