M3GCLR: Multi-View Mini-Max Infinite Skeleton-Data Game Contrastive Learning For Skeleton-Based Action Recognition
Authors: Yanshan Li, Ke Ma, Miaomiao Wei, Linhui Dai
Organizations: Shenzhen University, the Institute of Intelligence Information Processing, and the Guangdong Key Laboratory of Intelligent Information Processing, Shenzhen 518000, China
In recent years, contrastive learning has drawn significant attention as an effective approach to reducing reliance on labeled data. However, existing methods for self-supervised skeleton-based action recognition still face three major limitations: insufficient modeling of view discrepancies, lack of effective adversarial mechanisms, and uncontrollable augmentation perturbations. To tackle these issues, we propose the Multi-view Mini-Max infinite skeleton-data Game Contrastive Learning for skeleton-based action Recognition (M3GCLR), a game-theoretic contrastive framework. First, we establish the Infinite Skeleton-data Game (ISG) model and the ISG equilibrium theorem, and further provide a rigorous proof, enabling mini-max optimization based on multi-view mutual information. Then, we generate normal-extreme data pairs through multi-view rotation augmentation and adopt temporally averaged input as a neutral anchor to achieve structural alignment, thereby explicitly characterizing perturbation strength. Next, leveraging the proposed equilibrium theorem, we construct a strongly adversarial mini-max skeleton-data game to encourage the model to mine richer action-discriminative information. Finally, we introduce the dual-loss equilibrium optimizer to optimize the game equilibrium, allowing the learning process to maximize action-relevant information while minimizing encoding redundancy, and we prove the equivalence between the proposed optimizer and the ISG model. Extensive Experiments show that M3GCLR achieves three-stream 82.1%, 85.8% accuracy on NTU RGB+D 60 (X-Sub, X-View) and 72.3%, 75.0% accuracy on NTU RGB+D 120 (X-Sub, X-Set). On PKU-MMD Part I and II, it attains 89.1%, 45.2% in three-stream respectively, all results matching or outperforming state-of-the-art performance. Ablation studies confirm the effectiveness of each component.
Figures & tables
Symbol
Description
Δ(Ω)
The set of all probability distributions over the sample space Ω .
× (or ×i∈N )
The Cartesian product of two or more sets, representing all possible ordered tuples. Example: if A={1} and B={2,3} , then A×B={(1,2),(1,3)} .
Γ=(N,(Ci)i∈N,(ui)i∈N)
A strategic-form game Γ , where N is the set of players, Ci is the strategy set of player i , and ui is the utility (or payoff) function of player i .
[⋅]
Pure strategy in a strategic game.
−j
The remaining set after removing element j from N , i.e., −j=N∖{j} . Example: if N={1,2,3} , then −2={1,3} .
σi
A randomized strategy of player i . Example: if C1={[a1],[b1]} , then Δ(C1)={p[a1]+(1−p)[b1]∣0≤p≤1} , and σ1=0.5[a1]+0.5[b1] .
TABLE I: Significant Mathematical Symbols in This Section
Fig. 1: Pipeline of the proposed M 3 GCLR. The input sequence X(i) is first processed by the Multi-view Rotation-based Augmentation Module, where the normal-augmentation Rotation Matrix, extreme-augmentation Rotation Matrix, and batch averaging are applied to generate a normally augmented data, an extremely augmented data, and the average data, respectively. These three views are fed into query encoder 1, query encoder 2, and the key encoder to obtain the feature embeddings through an MLP projection head. In the Mutual-information-based Mini-Max Infinite Skeleton-data Game Module, the mean mutual information among feature embeddings is computed to construct the utility functions of the ISG. By updating the encoder parameters to maximize the ISG utilities, strong adversarial feature learning is achieved. Finally, in the Dual-Loss-based Equilibrium Optimizer, the optimization is performed using both the LPush loss and the KL-divergence-based MI objective, forming the final loss L . This process further optimizes the model parameters and ensures the convergence of the ISG.
Fig. 2: Block diagram of MRAM. Rotation Matrices (RMs) around the x , y , z axes Rx(θ) , Ry(θ) , Rz(θ) are combined through matrix multiplication to obtain a multi-axis RM Rxyz(θ) . After the input skeleton sequence is processed by the Multi-view Rotation-based Augmentation Module, three transformed views are generated: (a) the average data Xˉ(i) obtained by batch averaging, (b) the normally augmented data X^(i) produced by multiplying the input with the normal-augmented RM Rxyz(θnormal) , and (c) the extremely augmented data X~(i) derived from the extreme-augmented RM Rxyz(θextreme) . These augmented sequences are then fed into the subsequent Mutual-information-based Mini-Max Infinite Skeleton-data Game Module to facilitate robust adversarial representation learning.
Fig. 3: Visualizations of mean-motion sequences (the another isolated sequence represents another skeleton instance).
Fig. 4: Block diagram of M 3 ISGM. The average data Xˉ(i) , the normally augmented data X^(i) , and the extremely augmented data X~(i) produced by the Multi-view Rotation-based Augmentation Module are fed into the Mutual-information-based Mini-Max Infinite Skeleton-data Game Module (M 3 ISGM). After passing through the key encoder, query encoder 1 (encoder 1) and query encoder 2 (encoder 2), their respective feature representations zˉ(i) , z^(i) , and z~(i) are obtained. The mutual information between z^(i) and zˉ(i) is computed as I1 , and the mutual information between z~(i) and zˉ(i) is computed as I2 . The squared difference between I1 and I2 is added to I1 is obtained encoder 2’s utility function u2 , while encoder 1’s utility function is the negation of encoder 2’s, i.e. u1=−u2 . Based on the obtained equilibrium solution, the parameters of query encoder 1 and query encoder 2 (i.e., fq_1 and fq_2 ) are updated accordingly, which further provides support for the equilibrium optimization based on dual-loss learning.
Fig. 5: Block diagram of DLEO. After obtaining encoded features from the Mutual-information-based Mini-Max Infinite Skeleton-data Game Module, we feed them into the Dual-Loss-based Equilibrium Optimizer (DLEO). In DLEO, we first compute the distributions among the negative feature mk , the average feature zˉ(i) , the normally augmented feature z^(i) , and the extremely augmented feature z~(i) , formulated as p(z^(i)∣zˉ(i)) , p(z~(i)∣zˉ(i)) , p(z^(i)∣mk) , and p(z~(i)∣mk) . Based on these distributions, the InfoNCE loss LPush and the KL divergence MI are calculated. Finally, the overall loss function L is computed from LPush and MI , enabling multi-view Mini-Max game-driven contrastive learning to achieve more robust representation learning for skeleton-based action recognition.
System Configuration
Parameters
CUDA Version
Cuda release V11.8.89
Pytorch Version
Pytorch 1.13.0+cu117
Python Version
3.9.12
GPU Model
Nvidia GeForce RTX3090 (24G)
TABLE II: System Configuration
Fig. 6: Comparison results of the 3s-baseline methods and 3s-M 3 GCLR on NTU RGB+D 60, NTU RGB+D 120, and PKU-MMD Part I datasets under the linear evaluation protocol. 3s-M 3 GCLR achieves consistently superior performance across all methods.
Fig. 7: Feature distribution visualization of nine representative actions on the NTU RGB+D 60 dataset. The scatter maps show the encoded features after linear evaluation for AimCLR and M 3 GCLR, where M 3 GCLR exhibits more compact intra-class clustering and clearer inter-class separation.
Fig. 8: Confusion matrices of AimCLR and M 3 GCLR under the linear evaluation protocol on the NTU RGB+D 60 dataset, visualized for the Joint, Motion, and Bone streams. Each matrix is computed from 100 samples per class across 9 actions. M 3 GCLR consistently demonstrates higher recognition accuracy and reduced misclassification.
Method
Stream
NTU RGB+D 60 (%)
NTU RGB+D 120 (%)
PKU-MMD (%)
X-Sub Acc. ↑
X-View Acc. ↑
X-Sub Acc. ↑
X-Set Acc. ↑
Part I Acc. ↑
SkeletonCLR [ 14 ]
Joint
68.3
76.4
56.8
55.9
80.9
AimCLR [ 8 ]
Joint
74.3
79.6
63.4
63.4
83.0
M 3 GCLR (Ours)
Joint
77.5+3.2
81.9+2.3
68.3+4.9
70.1+6.7
83.2+0.2
SkeletonCLR [ 14 ]
Motion
53.3
50.8
39.6
40.2
63.4
AimCLR [ 8 ]
Motion
66.8
70.6
57.3
54.4
72.0
TABLE III: Comparison Results of the Proposed M 3 GCLR and Baseline Methods on NTU RGB+D 60, NTU RGB+D 120, and PKU-MMD Datasets under the Linear Evaluation Protocol
Method
Backbone
NTU RGB+D 60 (%)
NTU RGB+D 120 (%)
X-Sub Acc. ↑
X-View Acc. ↑
X-Sub Acc. ↑
X-Set Acc. ↑
CorsSCLR (2021) [ 14 ]
ST-GCN
72.9
79.9
67.9
66.7
MCAE (2021) [ 33 ]
MCAE
65.6
74.7
52.8
54.7
CP-STN (2021) [ 34 ]
ST-GCN
69.4
76.6
55.7
54.7
ST-CL (2022) [ 35 ]
GCN
68.1
69.4
54.2
55.6
AimCLR (2022) [ 8 ]
ST-GCN
78.2
83.8
68.2
68.8
TABLE IV: Comparison Results of the Proposed M 3 GCLR and Other Approaches on the NTU RGB+D 60 and NTU RGB+D 120 Datasets under the Linear Evaluation Protocol
Method
Backbone
PKU-MMD (%)
Part I Acc. ↑
Part II Acc. ↑
CorsSCLR (2021) [ 14 ]
ST-GCN
84.9
21.2
AimCLR (2022) [ 8 ]
ST-GCN
87.8
38.5
SkeAttnCLR (2023) [ 22 ]
ST-GCN
83.8
—
ASAR (2023) [ 21 ]
ST-GCN
83.5
38.8
CMCS (2024) [ 38 ]
ST-GCN
88.1
39.6
TABLE V: Comparison Results of the Proposed M 3 GCLR and Other Approaches on the PKU-MMD Part I and Part II Dataset under the Linear Evaluation Protocol
Normal Augmentation
MRAM
M 3 ISGM & DLEO
NTU RGB+D 60 (%)
X-Sub Acc. ↑
X-View Acc. ↑
✓
74.9
79.5
✓
71.2
77.1
✓
✓
77.4
82.5
✓
✓
✓
82.1
85.5
TABLE VI: Model-Wise Ablation Results of M 3 GCLR on the NTU RGB+D 60 Dataset (Linear Evaluation)
Rotation Angle Range (°)
[–15, 15]
[–30, 30]
[–60, 60]
[–120, 120]
Normal
82.1
80.2
75.4
75.3
Extreme
70.1
71.3
82.1
78.1
TABLE VII: Ablation Results of the Three Streams under Different Rotation Angle Ranges on the NTU RGB+D 60 X-Sub Dataset (Linear Evaluation)
Appendix figures & tables7 assets
Supplementary material from the paper’s appendix.
Appendix
Symbol
Description
Δ(Ω)
The set of all probability distributions over the sample space Ω .
× (or ×i∈N )
The Cartesian product of two or more sets, representing all possible ordered tuples. Example: if A={1} and B={2,3} , then A×B={(1,2),(1,3)} .
Γ=(N,(Ci)i∈N,(ui)i∈N)
A strategic-form game Γ , where N is the set of players, Ci is the strategy set of player i , and ui is the utility (or payoff) function of player i .
[⋅]
Pure strategy in a strategic game.
−j
The remaining set after removing element j from N , i.e., −j=N∖{j} . Example: if N={1,2,3} , then −2={1,3} .
σi
A randomized strategy of player i . Example: if C1={[a1],[b1]} , then Δ(C1)={p[a1]+(1−p)[b1]∣0≤p≤1} , and σ1=0.5[a1]+0.5[b1] .
Appendix
TABLE A-I: Significant Mathematical Symbols in Appendix
Fig. A-1: Illustration of the convergence process of the mini-max ISG toward equilibrium.
Fig. A-2: Illustration of the optimization process of DLEO.
Self-supervised contrastive learning has emerged as a powerful paradigm for skeleton-based action recognition by enforcing consistency in the embedding space. However, existing methods rely on binary contrastive objectives that overlook the intrinsic continuity of human motion, resulting in fragmented feature clusters and rigid class boundaries. To address these limitations, we propose TranCLR, a Transitional anchor-based Contrastive Learning framework that captures the continuous geometry of the action space. Specifically, the proposed Action Transitional Anchor Construction (ATAC) explicitly models the geometric structure of transitional states to enhance the model's perception of motion continuity. Building upon these anchors, a Multi-Level Geometric Manifold Calibration (MGMC) mechanism is introduced to adaptively calibrate the action manifold across multiple levels of continuity, yielding a smoother and more discriminative representation space. Extensive experiments on the NTU RGB+D, NTU RGB+D 120 and PKU-MMD datasets demonstrate that TranCLR achieves superior accuracy and calibration performance, effectively learning continuous and uncertainty-aware skeleton representations. The code is available at https://github.com/Philchieh/TranCLR.
Yingjie Feng, Yi Wang, Jiaze Wang +2
Harbin Institute of Technology, Shenzhen · Central South University · FitX Technology (Hong Kong) Limited
Skeleton-based human action recognition has gained increasing attention due to the stability of skeleton data across diverse environments and advances in motion capture technologies. Following the success of supervised learning approaches, self-supervised learning approaches, particularly contrastive learning ones, have achieved impressive performance. However, they remain vulnerable to adversarial attacks. In this work, we propose a plug-in robustification module via quantization for contrastive learning in self-supervised skeleton-based human action recognition (QCLR), which enhances the robustness of representations against adversarial attacks while preserving their representational capability. Specifically, we employ a dual-level quantization scheme across the encoding pipeline, which breaks the gradient propagation and absorbs small adversarial perturbations within the quantization bins. To mitigate the impact of inevitable quantization error, we further design an attention-guided multi-faceted quantization strategy to maintain the representation quality. Experiments on several benchmark datasets demonstrate that integrating QCLR into a progressive lineage of mainstream contrastive learning models substantially improves robustness against both gradient-based white-box and gradient-free black-box adversarial attacks, while preserving highly competitive classification accuracy.
Nanzhu Chen, Feixiang He, Yunfeng Diao +2
University of Leeds, Leeds, United Kingdom · Central South University, Changsha, China · Hefei University of Technology, Hefei, China +1
Human action recognition plays an important role when developing intelligent interactions between humans and machines. While there is a lot of active research on improving the machine learning algorithms for skeleton-based action recognition, not much attention has been given to the quality of the input skeleton data itself. This work demonstrates that by making use of multiple camera views to triangulate more accurate 3D~skeletons, the performance of state-of-the-art action recognition models can be improved significantly. This suggests that the quality of the input data is currently a limiting factor for the performance of these models. Based on these results, it is argued that the cost-benefit ratio of using multiple cameras is very favorable in most practical use-cases, therefore future research in skeleton-based action recognition should consider multi-view applications as the standard setup.
Daniel Bermuth, Alexander Poeppel, Wolfgang Reif
Institute for Software and Systems Engineering, University of Augsburg, Germany