# Interaction Relational Network for Mutual Action Recognition

arXiv: https://arxiv.org/abs/1910.04963 · HTML: https://mlsanity.com/paper/1910.04963/

## Key facts

- Cited by 27 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 11 Oct 2019.

## Built on by (most cited first, 27 of 27)

- [Inter-X: Towards Versatile Human-Human Interaction Analysis](https://mlsanity.com/paper/2312.16051/) (2023)
- [SkateFormer: Skeletal-Temporal Transformer for Human Action Recognition](https://mlsanity.com/paper/2403.09508/) (2024)
- [IGFormer: Interaction Graph Transformer for Skeleton-based Human Interaction Recognition](https://mlsanity.com/paper/2207.12100/) (2022)
- [GeomNet: A Neural Network Based on Riemannian Geometries of SPD Matrix Space and Cholesky Space for 3D Skeleton-Based Interaction Recognition](https://mlsanity.com/paper/2111.13089/) (2021)
- [Interactive Spatiotemporal Token Attention Network for Skeleton-based General Interactive Action Recognition](https://mlsanity.com/paper/2307.07469/) (2023)
- [COMPOSER: Compositional Reasoning of Group Activity in Videos with Keypoint-Only Modality](https://mlsanity.com/paper/2112.05892/) (2021)
- [One-shot action recognition in challenging therapy scenarios](https://mlsanity.com/paper/2102.08997/) (2021)
- [Human Interaction Recognition Framework based on Interacting Body Part Attention](https://mlsanity.com/paper/2101.08967/) (2021)
- [Motion Matters: Motion-guided Modulation Network for Skeleton-based Micro-Action Recognition](https://mlsanity.com/paper/2507.21977/) (2025)
- [Two-person Graph Convolutional Network for Skeleton-based Human Interaction Recognition](https://mlsanity.com/paper/2208.06174/) (2022)
- [3D Skeleton-Based Action Recognition: A Review](https://mlsanity.com/paper/2506.00915/) (2025)
- [Domain and View-point Agnostic Hand Action Recognition](https://mlsanity.com/paper/2103.02303/) (2021)
- [Video-based Contrastive Learning on Decision Trees: from Action Recognition to Autism Diagnosis](https://mlsanity.com/paper/2304.10073/) (2023)
- [Learning Mutual Excitation for Hand-to-Hand and Human-to-Human Interaction Recognition](https://mlsanity.com/paper/2402.02431/) (2024)
- [A Two-stream Hybrid CNN-Transformer Network for Skeleton-based Human Interaction Recognition](https://mlsanity.com/paper/2401.00409/) (2023)
- [CHASE: Learning Convex Hull Adaptive Shift for Skeleton-based Multi-Entity Action Recognition](https://mlsanity.com/paper/2410.07153/) (2024)
- [Efficient and Accurate Skeleton-Based Two-Person Interaction Recognition Using Inter- and Intra-body Graphs](https://mlsanity.com/paper/2207.12648/) (2022)
- [Multi-stage Factorized Spatio-Temporal Representation for RGB-D Action and Gesture Recognition](https://mlsanity.com/paper/2308.12006/) (2023)
- [SkeleTR: Towrads Skeleton-based Action Recognition in the Wild](https://mlsanity.com/paper/2309.11445/) (2023)
- [Learning Adaptive Node Selection with External Attention for Human Interaction Recognition](https://mlsanity.com/paper/2507.03936/) (2025)
- [Two-stream Multi-level Dynamic Point Transformer for Two-person Interaction Recognition](https://mlsanity.com/paper/2307.11973/) (2023)
- [Group Activity Recognition in Computer Vision: A Comprehensive Review, Challenges, and Future Perspectives](https://mlsanity.com/paper/2307.13541/) (2023)
- [OV-HHIR: Open Vocabulary Human Interaction Recognition Using Cross-modal Integration of Large Language Models](https://mlsanity.com/paper/2501.00432/) (2024)
- [STAR: Skeletal Token Alignment and Rearrangement for Interaction Recognition](https://mlsanity.com/paper/2607.17342/) (2026)
- [Structure over Depth: A Single-Block Spatio-Temporal Transformer for Multi-Entity Reasoning](https://mlsanity.com/paper/2607.23077/) (2026)
- [One for All: Generalist Foundation Model for Cross-Sensor Skeleton Representation Learning](https://mlsanity.com/paper/2609.07078/) (2026)
- [De-biasing Skeleton-based Action Recognition with Convex Hull Adaptive Shift](https://mlsanity.com/paper/2609.32454/) (2026)

## Abstract (arXiv)

Person-person mutual action recognition (also referred to as interaction recognition) is an important research branch of human activity analysis. Current solutions in the field -- mainly dominated by CNNs, GCNs and LSTMs -- often consist of complicated architectures and mechanisms to embed the relationships between the two persons on the architecture itself, to ensure the interaction patterns can be properly learned. Our main contribution with this work is by proposing a simpler yet very powerful architecture, named Interaction Relational Network, which utilizes minimal prior knowledge about the structure of the human body. We drive the network to identify by itself how to relate the body parts from the individuals interacting. In order to better represent the interaction, we define two different relationships, leading to specialized architectures and models for each. These multiple relationship models will then be fused into a single and special architecture, in order to leverage both streams of information for further enhancing the relational reasoning capability. Furthermore we define important structured pair-wise operations to extract meaningful extra information from each pair of joints -- distance and motion. Ultimately, with the coupling of an LSTM, our IRN is capable of paramount sequential relational reasoning. These important extensions we made to our network can also be valuable to other problems that require sophisticated relational reasoning. Our solution is able to achieve state-of-the-art performance on the traditional interaction recognition datasets SBU and UT, and also on the mutual actions from the large-scale dataset NTU RGB+D. Furthermore, it obtains competitive performance in the NTU RGB+D 120 dataset interactions subset.
