# PHASE: PHysically-grounded Abstract Social Events for Machine Social Perception

arXiv: https://arxiv.org/abs/2103.01933 · HTML: https://mlsanity.com/paper/2103.01933/

## Key facts

- Cited by 22 papers in the map (data through 14 Oct 2026).
- Builds on 17 of its 55 references that are in the map.
- First posted on arXiv 2 Mar 2021.

## Builds on (most cited first, 17 of 17)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [The Kinetics Human Action Video Dataset](https://mlsanity.com/paper/1705.06950/) (2017)
- [CLEVR: A Diagnostic Dataset for Compositional Language and Elementary Visual Reasoning](https://mlsanity.com/paper/1612.06890/) (2016)
- [Social GAN: Socially Acceptable Trajectories with Generative Adversarial Networks](https://mlsanity.com/paper/1803.10892/) (2018)
- [CLEVRER: CoLlision Events for Video REpresentation and Reasoning](https://mlsanity.com/paper/1910.01442/) (2019)
- [Semantic Scene Completion from a Single Depth Image](https://mlsanity.com/paper/1611.08974/) (2016)
- [AVA: A Video Dataset of Spatio-temporally Localized Atomic Visual Actions](https://mlsanity.com/paper/1705.08421/) (2017)
- [Emergent Tool Use From Multi-Agent Autocurricula](https://mlsanity.com/paper/1909.07528/) (2019)
- [Machine Theory of Mind](https://mlsanity.com/paper/1802.07740/) (2018)
- [Moments in Time Dataset: one million videos for event understanding](https://mlsanity.com/paper/1801.03150/) (2018)
- [Long-term Human Motion Prediction with Scene Context](https://mlsanity.com/paper/2007.03672/) (2020)
- [Hierarchical Deep Temporal Models for Group Activity Recognition](https://mlsanity.com/paper/1607.02643/) (2016)
- [Learning Actor Relation Graphs for Group Activity Recognition](https://mlsanity.com/paper/1904.10117/) (2019)
- [Joint Inference of Groups, Events and Human Roles in Aerial Videos](https://mlsanity.com/paper/1505.05957/) (2015)
- [SALSA: A Novel Dataset for Multimodal Group Behavior Analysis](https://mlsanity.com/paper/1506.06882/) (2015)
- [Configurable 3D Scene Synthesis and 2D Image Rendering with Per-Pixel Ground Truth using Stochastic Grammars](https://mlsanity.com/paper/1704.00112/) (2017)
- [Learning Social Affordance for Human-Robot Interaction](https://mlsanity.com/paper/1604.03692/) (2016)

## Built on by (most cited first, 22 of 22)

- [MMToM-QA: Multimodal Theory of Mind Question Answering](https://mlsanity.com/paper/2401.08743/) (2024)
- [ToM2C: Target-oriented Multi-agent Communication and Cooperation with Theory of Mind](https://mlsanity.com/paper/2111.09189/) (2021)
- [MuMA-ToM: Multi-modal Multi-Agent Theory of Mind](https://mlsanity.com/paper/2408.12574/) (2024)
- [Theory of Mind in Large Language Models: Assessment and Enhancement](https://mlsanity.com/paper/2505.00026/) (2025)
- [The SocialAI School: Insights from Developmental Psychology Towards Artificial Socio-Cultural Agents](https://mlsanity.com/paper/2307.07871/) (2023)
- [NOPA: Neurally-guided Online Probabilistic Assistance for Building Socially Intelligent Home Assistants](https://mlsanity.com/paper/2301.05223/) (2023)
- [AutoToM: Scaling Model-based Mental Inference via Automated Agent Modeling](https://mlsanity.com/paper/2502.15676/) (2025)
- [SoMi-ToM: Evaluating Multi-Perspective Theory of Mind in Embodied Social Interactions](https://mlsanity.com/paper/2506.23046/) (2025)
- [Interaction Modeling with Multiplex Attention](https://mlsanity.com/paper/2208.10660/) (2022)
- [SPACE: A Simulator for Physical Interactions and Causal Learning in 3D Environments](https://mlsanity.com/paper/2108.06180/) (2021)
- [Do Large Language Models Have a Planning Theory of Mind? Evidence from MindGames: a Multi-Step Persuasion Task](https://mlsanity.com/paper/2507.16196/) (2025)
- [Neural Amortized Inference for Nested Multi-agent Reasoning](https://mlsanity.com/paper/2308.11071/) (2023)
- [Modeling Others' Minds as Code](https://mlsanity.com/paper/2510.01272/) (2025)
- [Explicit Modelling of Theory of Mind for Belief Prediction in Nonverbal Social Interactions](https://mlsanity.com/paper/2407.06762/) (2024)
- [Acting as Inverse Inverse Planning](https://mlsanity.com/paper/2305.16913/) (2023)
- [MARPLE: A Benchmark for Long-Horizon Inference](https://mlsanity.com/paper/2410.01926/) (2024)
- [Inferring the Future by Imagining the Past](https://mlsanity.com/paper/2305.17195/) (2023)
- [Discovering Generalizable Spatial Goal Representations via Graph-based Active Reward Learning](https://mlsanity.com/paper/2211.15339/) (2022)
- [Neural Interaction Energy for Multi-Agent Trajectory Prediction](https://mlsanity.com/paper/2404.16579/) (2024)
- [Human-Modeling in Sequential Decision-Making: An Analysis through the Lens of Human-Aware AI](https://mlsanity.com/paper/2405.07773/) (2024)
- [Behavioral Geometric Supervision Aligns Video Foundation Models with Human Social Perception](https://mlsanity.com/paper/2510.01502/) (2025)
- [Do World Models Make Better Robots? A Survey of Evaluation Benchmarks for Predictive Embodied Intelligence](https://mlsanity.com/paper/2609.29669/) (2026)

## Abstract (arXiv)

The ability to perceive and reason about social interactions in the context of physical environments is core to human social intelligence and human-machine cooperation. However, no prior dataset or benchmark has systematically evaluated physically grounded perception of complex social interactions that go beyond short actions, such as high-fiving, or simple group activities, such as gathering. In this work, we create a dataset of physically-grounded abstract social events, PHASE, that resemble a wide range of real-life social interactions by including social concepts such as helping another agent. PHASE consists of 2D animations of pairs of agents moving in a continuous space generated procedurally using a physics engine and a hierarchical planner. Agents have a limited field of view, and can interact with multiple objects, in an environment that has multiple landmarks and obstacles. Using PHASE, we design a social recognition task and a social prediction task. PHASE is validated with human experiments demonstrating that humans perceive rich interactions in the social events, and that the simulated agents behave similarly to humans. As a baseline model, we introduce a Bayesian inverse planning approach, SIMPLE (SIMulation, Planning and Local Estimation), which outperforms state-of-the-art feed-forward neural networks. We hope that PHASE can serve as a difficult new challenge for developing new models that can recognize complex social interactions.
