# Two-person Graph Convolutional Network for Skeleton-based Human Interaction Recognition

arXiv: https://arxiv.org/abs/2208.06174 · HTML: https://mlsanity.com/paper/2208.06174/

## Key facts

- Cited by 7 papers in the map (data through 14 Oct 2026).
- Builds on 23 of its 45 references that are in the map.
- First posted on arXiv 12 Aug 2022.

## Builds on (most cited first, 23 of 23)

- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [Semi-Supervised Classification with Graph Convolutional Networks](https://mlsanity.com/paper/1609.02907/) (2016)
- [The Kinetics Human Action Video Dataset](https://mlsanity.com/paper/1705.06950/) (2017)
- [Deep High-Resolution Representation Learning for Human Pose Estimation](https://mlsanity.com/paper/1902.09212/) (2019)
- [Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1801.07455/) (2018)
- [OpenPose: Realtime Multi-Person 2D Pose Estimation using Part Affinity Fields](https://mlsanity.com/paper/1812.08008/) (2018)
- [NTU RGB+D: A Large Scale Dataset for 3D Human Activity Analysis](https://mlsanity.com/paper/1604.02808/) (2016)
- [NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understanding](https://mlsanity.com/paper/1905.04757/) (2019)
- [Long-term Recurrent Convolutional Networks for Visual Recognition and Description](https://mlsanity.com/paper/1411.4389/) (2014)
- [Disentangling and Unifying Graph Convolutions for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2003.14111/) (2020)
- [Channel-wise Topology Refinement Graph Convolution for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2107.12213/) (2021)
- [Actional-Structural Graph Convolutional Networks for Skeleton-based Action Recognition](https://mlsanity.com/paper/1904.12659/) (2019)
- [Co-occurrence Feature Learning from Skeleton Data for Action Recognition and Detection with Hierarchical Aggregation](https://mlsanity.com/paper/1804.06055/) (2018)
- [Skeleton-Based Action Recognition with Multi-Stream Adaptive Graph Convolutional Networks](https://mlsanity.com/paper/1912.06971/) (2019)
- [Stronger, Faster and More Explainable: A Graph Convolutional Baseline for Skeleton-based Action Recognition](https://mlsanity.com/paper/2010.09978/) (2020)
- [Constructing Stronger and Faster Baselines for Skeleton-based Action Recognition](https://mlsanity.com/paper/2106.15125/) (2021)
- [View Adaptive Neural Networks for High Performance Skeleton-based Human Action Recognition](https://mlsanity.com/paper/1804.07453/) (2018)
- [Skeleton-Based Human Action Recognition with Global Context-Aware Attention LSTM Networks](https://mlsanity.com/paper/1707.05740/) (2017)
- [Skeleton-Based Action Recognition Using Spatio-Temporal LSTM Network with Trust Gates](https://mlsanity.com/paper/1706.08276/) (2017)
- [Encouraging LSTMs to Anticipate Actions Very Early](https://mlsanity.com/paper/1703.07023/) (2017)
- [Richly Activated Graph Convolutional Network for Robust Skeleton-based Action Recognition](https://mlsanity.com/paper/2008.03791/) (2020)
- [Interaction Relational Network for Mutual Action Recognition](https://mlsanity.com/paper/1910.04963/) (2019)
- [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)

## Built on by (most cited first, 7 of 7)

- [Zero-Shot Skeleton-based Action Recognition with Dual Visual-Text Alignment](https://mlsanity.com/paper/2409.14336/) (2024)
- [Skeleton-based Group Activity Recognition via Spatial-Temporal Panoramic Graph](https://mlsanity.com/paper/2407.19497/) (2024)
- [Learning Adaptive Node Selection with External Attention for Human Interaction Recognition](https://mlsanity.com/paper/2507.03936/) (2025)
- [Relation Learning and Aggregate-attention for Multi-person Motion Prediction](https://mlsanity.com/paper/2411.03729/) (2024)
- [UnityGraph: Unified Learning of Spatio-temporal features for Multi-person Motion Prediction](https://mlsanity.com/paper/2411.04151/) (2024)
- [CloSE: A Geometric Shape-Agnostic Cloth State Representation](https://mlsanity.com/paper/2504.05033/) (2025)
- [Interaction-via-Actions: Cattle Interaction Detection with Joint Learning of Action-Interaction Latent Space](https://mlsanity.com/paper/2512.16133/) (2025)

## Abstract (arXiv)

Graph convolutional networks (GCNs) have been the predominant methods in skeleton-based human action recognition, including human-human interaction recognition. However, when dealing with interaction sequences, current GCN-based methods simply split the two-person skeleton into two discrete graphs and perform graph convolution separately as done for single-person action classification. Such operations ignore rich interactive information and hinder effective spatial inter-body relationship modeling. To overcome the above shortcoming, we introduce a novel unified two-person graph to represent inter-body and intra-body correlations between joints. Experiments show accuracy improvements in recognizing both interactions and individual actions when utilizing the proposed two-person graph topology. In addition, We design several graph labeling strategies to supervise the model to learn discriminant spatial-temporal interactive features. Finally, we propose a two-person graph convolutional network (2P-GCN). Our model achieves state-of-the-art results on four benchmarks of three interaction datasets: SBU, interaction subsets of NTU-RGB+D and NTU-RGB+D 120.
