DMMG: Dual Min-Max Games for Self-Supervised Skeleton-Based Action Recognition
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Abstract (arXiv)
In this work, we propose a new Dual Min-Max Games (DMMG) based self-supervised skeleton action recognition method by augmenting unlabeled data in a contrastive learning framework. Our DMMG consists of a viewpoint variation min-max game and an edge perturbation min-max game. These two min-max games adopt an adversarial paradigm to perform data augmentation on the skeleton sequences and graph-structured body joints, respectively. Our viewpoint variation min-max game focuses on constructing various hard contrastive pairs by generating skeleton sequences from various viewpoints. These hard contrastive pairs help our model learn representative action features, thus facilitating model transfer to downstream tasks. Moreover, our edge perturbation min-max game specializes in building diverse hard contrastive samples through perturbing connectivity strength among graph-based body joints. The connectivity-strength varying contrastive pairs enable the model to capture minimal sufficient information of different actions, such as representative gestures for an action while preventing the model from overfitting. By fully exploiting the proposed DMMG, we can generate sufficient challenging contrastive pairs and thus achieve discriminative action feature representations from unlabeled skeleton data in a self-supervised manner. Extensive experiments demonstrate that our method achieves superior results under various evaluation protocols on widely-used NTU-RGB+D and NTU120-RGB+D datasets.
Key facts. Cited by 6 papers in the map (data through 7 Oct 2026). Builds on 45 of its 60 references that are in the map. First posted on arXiv 22 Feb 2023.
Builds on
45 of 60 references.
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33 more
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Built on by
Citing papers per year: 2024: 3; 2025: 2; 2026: 1.
6 papers.
- 2024Vision-Language Meets the Skeleton: Progressively Distillation with Cross-Modal Knowledge for 3D Action Representation Learningcited by 11
- 2025Foundation Model for Skeleton-Based Human Action Understandingcited by 11
- 2024MM-WLAuslan: Multi-View Multi-Modal Word-Level Australian Sign Language Recognition Datasetcited by 6
- 2025Informative Sample Selection Model for Skeleton-based Action Recognition with Limited Training Samplescited by 4
- 2024LAMP: Learnable Meta-Path Guided Adversarial Contrastive Learning for Heterogeneous Graphscited by 0
- 2026Affinity Contrastive Learning for Skeleton-based Human Activity Understandingcited by 0
- 2026Affinity Contrastive Learning for Skeleton-based Human Activity Understanding23 Jan 2026
- 2025Informative Sample Selection Model for Skeleton-based Action Recognition with Limited Training Samples29 Oct 2025
- 2025Foundation Model for Skeleton-Based Human Action Understanding18 Aug 2025
- 2024MM-WLAuslan: Multi-View Multi-Modal Word-Level Australian Sign Language Recognition Dataset25 Oct 2024
- 2024LAMP: Learnable Meta-Path Guided Adversarial Contrastive Learning for Heterogeneous Graphs10 Sep 2024
- 2024Vision-Language Meets the Skeleton: Progressively Distillation with Cross-Modal Knowledge for 3D Action Representation Learning31 May 2024