# Hierarchically Decomposed Graph Convolutional Networks for Skeleton-Based Action Recognition

arXiv: https://arxiv.org/abs/2208.10741 · HTML: https://mlsanity.com/paper/2208.10741/

## Key facts

- Cited by 85 papers in the map (data through 14 Oct 2026).
- Builds on 29 of its 40 references that are in the map.
- First posted on arXiv 23 Aug 2022.

## Builds on (most cited first, 29 of 29)

- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [Inductive Representation Learning on Large Graphs](https://mlsanity.com/paper/1706.02216/) (2017)
- [SGDR: Stochastic Gradient Descent with Warm Restarts](https://mlsanity.com/paper/1608.03983/) (2016)
- [Squeeze-and-Excitation Networks](https://mlsanity.com/paper/1709.01507/) (2017)
- [Going Deeper with Convolutions](https://mlsanity.com/paper/1409.4842/) (2014)
- [CBAM: Convolutional Block Attention Module](https://mlsanity.com/paper/1807.06521/) (2018)
- [Non-local Neural Networks](https://mlsanity.com/paper/1711.07971/) (2017)
- [Dynamic Graph CNN for Learning on Point Clouds](https://mlsanity.com/paper/1801.07829/) (2018)
- [The Kinetics Human Action Video Dataset](https://mlsanity.com/paper/1705.06950/) (2017)
- [Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1801.07455/) (2018)
- [Realtime Multi-Person 2D Pose Estimation using Part Affinity Fields](https://mlsanity.com/paper/1611.08050/) (2016)
- [Temporal Segment Networks: Towards Good Practices for Deep Action Recognition](https://mlsanity.com/paper/1608.00859/) (2016)
- [Convolutional Networks on Graphs for Learning Molecular Fingerprints](https://mlsanity.com/paper/1509.09292/) (2015)
- [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)
- [Geometric deep learning on graphs and manifolds using mixture model CNNs](https://mlsanity.com/paper/1611.08402/) (2016)
- [Disentangling and Unifying Graph Convolutions for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2003.14111/) (2020)
- [Neural Relational Inference for Interacting Systems](https://mlsanity.com/paper/1802.04687/) (2018)
- [Channel-wise Topology Refinement Graph Convolution for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2107.12213/) (2021)
- [Learning Convolutional Neural Networks for Graphs](https://mlsanity.com/paper/1605.05273/) (2016)
- [An Attention Enhanced Graph Convolutional LSTM Network for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1902.09130/) (2019)
- [Spatio-Temporal LSTM with Trust Gates for 3D Human Action Recognition](https://mlsanity.com/paper/1607.07043/) (2016)
- [Semantics-Guided Neural Networks for Efficient Skeleton-Based Human Action Recognition](https://mlsanity.com/paper/1904.01189/) (2019)
- [Cross-view Action Modeling, Learning and Recognition](https://mlsanity.com/paper/1405.2941/) (2014)
- [Skeleton-Based Action Recognition with Multi-Stream Adaptive Graph Convolutional Networks](https://mlsanity.com/paper/1912.06971/) (2019)
- [Constructing Stronger and Faster Baselines for Skeleton-based Action Recognition](https://mlsanity.com/paper/2106.15125/) (2021)
- [Multi-Scale Spatial Temporal Graph Convolutional Network for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2206.13028/) (2022)
- [Skeleton-Based Action Recognition Using Spatio-Temporal LSTM Network with Trust Gates](https://mlsanity.com/paper/1706.08276/) (2017)
- [Differential Recurrent Neural Networks for Action Recognition](https://mlsanity.com/paper/1504.06678/) (2015)

## Built on by (most cited first, 30 of 85)

- [Inter-X: Towards Versatile Human-Human Interaction Analysis](https://mlsanity.com/paper/2312.16051/) (2023)
- [MotionAGFormer: Enhancing 3D Human Pose Estimation with a Transformer-GCNFormer Network](https://mlsanity.com/paper/2310.16288/) (2023)
- [Learning Discriminative Representations for Skeleton Based Action Recognition](https://mlsanity.com/paper/2303.03729/) (2023)
- [SkateFormer: Skeletal-Temporal Transformer for Human Action Recognition](https://mlsanity.com/paper/2403.09508/) (2024)
- [LLMs are Good Action Recognizers](https://mlsanity.com/paper/2404.00532/) (2024)
- [Revealing Key Details to See Differences: A Novel Prototypical Perspective for Skeleton-based Action Recognition](https://mlsanity.com/paper/2411.18941/) (2024)
- [Interactive Spatiotemporal Token Attention Network for Skeleton-based General Interactive Action Recognition](https://mlsanity.com/paper/2307.07469/) (2023)
- [Action Quality Assessment via Hierarchical Pose-guided Multi-stage Contrastive Regression](https://mlsanity.com/paper/2501.03674/) (2025)
- [Leveraging Spatio-Temporal Dependency for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2212.04761/) (2022)
- [CrossGLG: LLM Guides One-shot Skeleton-based 3D Action Recognition in a Cross-level Manner](https://mlsanity.com/paper/2403.10082/) (2024)
- [Adaptive Hyper-Graph Convolution Network for Skeleton-based Human Action Recognition with Virtual Connections](https://mlsanity.com/paper/2411.14796/) (2024)
- [Bridging the Skeleton-Text Modality Gap: Diffusion-Powered Modality Alignment for Zero-shot Skeleton-based Action Recognition](https://mlsanity.com/paper/2411.10745/) (2024)
- [Skeleton-Based Human Action Recognition with Noisy Labels](https://mlsanity.com/paper/2403.09975/) (2024)
- [Identity-free Artificial Emotional Intelligence via Micro-Gesture Understanding](https://mlsanity.com/paper/2405.13206/) (2024)
- [Towards Physical World Backdoor Attacks against Skeleton Action Recognition](https://mlsanity.com/paper/2408.08671/) (2024)
- [Expressive Keypoints for Skeleton-based Action Recognition via Skeleton Transformation](https://mlsanity.com/paper/2406.18011/) (2024)
- [Skeleton-based Group Activity Recognition via Spatial-Temporal Panoramic Graph](https://mlsanity.com/paper/2407.19497/) (2024)
- [3D Skeleton-Based Action Recognition: A Review](https://mlsanity.com/paper/2506.00915/) (2025)
- [VSViG: Real-time Video-based Seizure Detection via Skeleton-based Spatiotemporal ViG](https://mlsanity.com/paper/2311.14775/) (2023)
- [Wavelet-Decoupling Contrastive Enhancement Network for Fine-Grained Skeleton-Based Action Recognition](https://mlsanity.com/paper/2402.02210/) (2024)
- [Two-Person Interaction Augmentation with Skeleton Priors](https://mlsanity.com/paper/2404.05490/) (2024)
- [MK-SGN: A Spiking Graph Convolutional Network with Multimodal Fusion and Knowledge Distillation for Skeleton-based Action Recognition](https://mlsanity.com/paper/2404.10210/) (2024)
- [Self-Supervised Skeleton-Based Action Representation Learning: A Benchmark and Beyond](https://mlsanity.com/paper/2406.02978/) (2024)
- [Shap-Mix: Shapley Value Guided Mixing for Long-Tailed Skeleton Based Action Recognition](https://mlsanity.com/paper/2407.12312/) (2024)
- [Autoregressive Adaptive Hypergraph Transformer for Skeleton-based Activity Recognition](https://mlsanity.com/paper/2411.05692/) (2024)
- [Body-Hand Modality Expertized Networks with Cross-attention for Fine-grained Skeleton Action Recognition](https://mlsanity.com/paper/2503.14960/) (2025)
- [A Two-stream Hybrid CNN-Transformer Network for Skeleton-based Human Interaction Recognition](https://mlsanity.com/paper/2401.00409/) (2023)
- [Skeleton-OOD: An End-to-End Skeleton-Based Model for Robust Out-of-Distribution Human Action Detection](https://mlsanity.com/paper/2405.20633/) (2024)
- [STARS: Self-supervised Tuning for 3D Action Recognition in Skeleton Sequences](https://mlsanity.com/paper/2407.10935/) (2024)
- [CHASE: Learning Convex Hull Adaptive Shift for Skeleton-based Multi-Entity Action Recognition](https://mlsanity.com/paper/2410.07153/) (2024)

## Abstract (arXiv)

Graph convolutional networks (GCNs) are the most commonly used methods for skeleton-based action recognition and have achieved remarkable performance. Generating adjacency matrices with semantically meaningful edges is particularly important for this task, but extracting such edges is challenging problem. To solve this, we propose a hierarchically decomposed graph convolutional network (HD-GCN) architecture with a novel hierarchically decomposed graph (HD-Graph). The proposed HD-GCN effectively decomposes every joint node into several sets to extract major structurally adjacent and distant edges, and uses them to construct an HD-Graph containing those edges in the same semantic spaces of a human skeleton. In addition, we introduce an attention-guided hierarchy aggregation (A-HA) module to highlight the dominant hierarchical edge sets of the HD-Graph. Furthermore, we apply a new six-way ensemble method, which uses only joint and bone stream without any motion stream. The proposed model is evaluated and achieves state-of-the-art performance on four large, popular datasets. Finally, we demonstrate the effectiveness of our model with various comparative experiments.
