# Hypergraph Transformer for Skeleton-based Action Recognition

arXiv: https://arxiv.org/abs/2211.09590 · HTML: https://mlsanity.com/paper/2211.09590/

## Key facts

- Cited by 36 papers in the map (data through 14 Oct 2026).
- Builds on 41 of its 57 references that are in the map.
- First posted on arXiv 17 Nov 2022.

## Builds on (most cited first, 30 of 41)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [An Image is Worth 16x16 Words: Transformers for Image Recognition at Scale](https://mlsanity.com/paper/2010.11929/) (2020)
- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [Swin Transformer: Hierarchical Vision Transformer using Shifted Windows](https://mlsanity.com/paper/2103.14030/) (2021)
- [Semi-Supervised Classification with Graph Convolutional Networks](https://mlsanity.com/paper/1609.02907/) (2016)
- [Graph Attention Networks](https://mlsanity.com/paper/1710.10903/) (2017)
- [Training data-efficient image transformers & distillation through attention](https://mlsanity.com/paper/2012.12877/) (2020)
- [How Powerful are Graph Neural Networks?](https://mlsanity.com/paper/1810.00826/) (2018)
- [Neural Message Passing for Quantum Chemistry](https://mlsanity.com/paper/1704.01212/) (2017)
- [DeBERTa: Decoding-enhanced BERT with Disentangled Attention](https://mlsanity.com/paper/2006.03654/) (2020)
- [Transformer-XL: Attentive Language Models Beyond a Fixed-Length Context](https://mlsanity.com/paper/1901.02860/) (2019)
- [Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1801.07455/) (2018)
- [Self-Attention with Relative Position Representations](https://mlsanity.com/paper/1803.02155/) (2018)
- [Realtime Multi-Person 2D Pose Estimation using Part Affinity Fields](https://mlsanity.com/paper/1611.08050/) (2016)
- [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)
- [Hypergraph Neural Networks](https://mlsanity.com/paper/1809.09401/) (2018)
- [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)
- [Hypergraph Convolution and Hypergraph Attention](https://mlsanity.com/paper/1901.08150/) (2019)
- [Rethinking and Improving Relative Position Encoding for Vision Transformer](https://mlsanity.com/paper/2107.14222/) (2021)
- [An Attention Enhanced Graph Convolutional LSTM Network for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1902.09130/) (2019)
- [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)
- [An End-to-End Spatio-Temporal Attention Model for Human Action Recognition from Skeleton Data](https://mlsanity.com/paper/1611.06067/) (2016)
- [A New Representation of Skeleton Sequences for 3D Action Recognition](https://mlsanity.com/paper/1703.03492/) (2017)
- [Co-occurrence Feature Learning from Skeleton Data for Action Recognition and Detection with Hierarchical Aggregation](https://mlsanity.com/paper/1804.06055/) (2018)
- [View Adaptive Recurrent Neural Networks for High Performance Human Action Recognition from Skeleton Data](https://mlsanity.com/paper/1703.08274/) (2017)
- [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)

## Built on by (most cited first, 30 of 36)

- [Language Knowledge-Assisted Representation Learning for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2305.12398/) (2023)
- [HDFormer: High-order Directed Transformer for 3D Human Pose Estimation](https://mlsanity.com/paper/2302.01825/) (2023)
- [DAMO-StreamNet: Optimizing Streaming Perception in Autonomous Driving](https://mlsanity.com/paper/2303.17144/) (2023)
- [PoSynDA: Multi-Hypothesis Pose Synthesis Domain Adaptation for Robust 3D Human Pose Estimation](https://mlsanity.com/paper/2308.09678/) (2023)
- [Heterogeneous Skeleton-Based Action Representation Learning](https://mlsanity.com/paper/2506.03481/) (2025)
- [Ske2Grid: Skeleton-to-Grid Representation Learning for Action Recognition](https://mlsanity.com/paper/2308.07571/) (2023)
- [Human Pose-based Estimation, Tracking and Action Recognition with Deep Learning: A Survey](https://mlsanity.com/paper/2310.13039/) (2023)
- [3D Skeleton-Based Action Recognition: A Review](https://mlsanity.com/paper/2506.00915/) (2025)
- [MultiMax: Sparse and Multi-Modal Attention Learning](https://mlsanity.com/paper/2406.01189/) (2024)
- [Autoregressive Adaptive Hypergraph Transformer for Skeleton-based Activity Recognition](https://mlsanity.com/paper/2411.05692/) (2024)
- [KeyPosS: Plug-and-Play Facial Landmark Detection through GPS-Inspired True-Range Multilateration](https://mlsanity.com/paper/2305.16437/) (2023)
- [GCN-DevLSTM: Path Development for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2403.15212/) (2024)
- [CHASE: Learning Convex Hull Adaptive Shift for Skeleton-based Multi-Entity Action Recognition](https://mlsanity.com/paper/2410.07153/) (2024)
- [Muscles in Time: Learning to Understand Human Motion by Simulating Muscle Activations](https://mlsanity.com/paper/2411.00128/) (2024)
- [Hybrid-supervised Hypergraph-enhanced Transformer for Micro-gesture Based Emotion Recognition](https://mlsanity.com/paper/2507.14867/) (2025)
- [LORTSAR: Low-Rank Transformer for Skeleton-based Action Recognition](https://mlsanity.com/paper/2407.14655/) (2024)
- [Patch-Wise Hypergraph Contrastive Learning with Dual Normal Distribution Weighting for Multi-Domain Stain Transfer](https://mlsanity.com/paper/2503.09523/) (2025)
- [KGS-GCN: Kinematics-Driven Gaussian Splatting and Probabilistic Topology for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2603.16943/) (2026)
- [MDSC: Towards Evaluating the Style Consistency Between Music and Dance](https://mlsanity.com/paper/2309.01340/) (2023)
- [SkelMamba: A State Space Model for Efficient Skeleton Action Recognition of Neurological Disorders](https://mlsanity.com/paper/2411.19544/) (2024)
- [FreqMixFormerV2: Lightweight Frequency-aware Mixed Transformer for Human Skeleton Action Recognition](https://mlsanity.com/paper/2412.20621/) (2024)
- [BikeActions: An Open Platform and Benchmark for Cyclist-Centric VRU Action Recognition](https://mlsanity.com/paper/2601.10521/) (2026)
- [Refined Temporal Pyramidal Compression-and-Amplification Transformer for 3D Human Pose Estimation](https://mlsanity.com/paper/2309.01365/) (2023)
- [Multi-Scale Spatial-Temporal Self-Attention Graph Convolutional Networks for Skeleton-based Action Recognition](https://mlsanity.com/paper/2404.02624/) (2024)
- [Relation Learning and Aggregate-attention for Multi-person Motion Prediction](https://mlsanity.com/paper/2411.03729/) (2024)
- [HFGCN:Hypergraph Fusion Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2501.11007/) (2025)
- [PoseGRAF: Geometric-Reinforced Adaptive Fusion for Monocular 3D Human Pose Estimation](https://mlsanity.com/paper/2506.14596/) (2025)
- [CGTGait: Collaborative Graph and Transformer for Gait Emotion Recognition](https://mlsanity.com/paper/2509.16623/) (2025)
- [TSkel-Mamba: Temporal Dynamic Modeling via State Space Model for Human Skeleton-based Action Recognition](https://mlsanity.com/paper/2512.11503/) (2025)
- [Patch as Node: Human-Centric Graph Representation Learning for Multimodal Action Recognition](https://mlsanity.com/paper/2512.21916/) (2025)

## Abstract (arXiv)

Skeleton-based action recognition aims to recognize human actions given human joint coordinates with skeletal interconnections. By defining a graph with joints as vertices and their natural connections as edges, previous works successfully adopted Graph Convolutional networks (GCNs) to model joint co-occurrences and achieved superior performance. More recently, a limitation of GCNs is identified, i.e., the topology is fixed after training. To relax such a restriction, Self-Attention (SA) mechanism has been adopted to make the topology of GCNs adaptive to the input, resulting in the state-of-the-art hybrid models. Concurrently, attempts with plain Transformers have also been made, but they still lag behind state-of-the-art GCN-based methods due to the lack of structural prior. Unlike hybrid models, we propose a more elegant solution to incorporate the bone connectivity into Transformer via a graph distance embedding. Our embedding retains the information of skeletal structure during training, whereas GCNs merely use it for initialization. More importantly, we reveal an underlying issue of graph models in general, i.e., pairwise aggregation essentially ignores the high-order kinematic dependencies between body joints. To fill this gap, we propose a new self-attention (SA) mechanism on hypergraph, termed Hypergraph Self-Attention (HyperSA), to incorporate intrinsic higher-order relations into the model. We name the resulting model Hyperformer, and it beats state-of-the-art graph models w.r.t. accuracy and efficiency on NTU RGB+D, NTU RGB+D 120, and Northwestern-UCLA datasets.
