# CHASE: Learning Convex Hull Adaptive Shift for Skeleton-based Multi-Entity Action Recognition

arXiv: https://arxiv.org/abs/2410.07153 · HTML: https://mlsanity.com/paper/2410.07153/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 79 of its 102 references that are in the map.
- First posted on arXiv 9 Oct 2024.

## Builds on (most cited first, 30 of 79)

- [Squeeze-and-Excitation Networks](https://mlsanity.com/paper/1709.01507/) (2017)
- [Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1801.07455/) (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)
- [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)
- [Assembly101: A Large-Scale Multi-View Video Dataset for Understanding Procedural Activities](https://mlsanity.com/paper/2203.14712/) (2022)
- [Revisiting Skeleton-based Action Recognition](https://mlsanity.com/paper/2104.13586/) (2021)
- [H2O: Two Hands Manipulating Objects for First Person Interaction Recognition](https://mlsanity.com/paper/2104.11181/) (2021)
- [First-Person Hand Action Benchmark with RGB-D Videos and 3D Hand Pose Annotations](https://mlsanity.com/paper/1704.02463/) (2017)
- [Actional-Structural Graph Convolutional Networks for Skeleton-based Action Recognition](https://mlsanity.com/paper/1904.12659/) (2019)
- [InterGen: Diffusion-based Multi-human Motion Generation under Complex Interactions](https://mlsanity.com/paper/2304.05684/) (2023)
- [MotionBERT: A Unified Perspective on Learning Human Motion Representations](https://mlsanity.com/paper/2210.06551/) (2022)
- [Training Very Deep Networks](https://mlsanity.com/paper/1507.06228/) (2015)
- [Spatio-Temporal LSTM with Trust Gates for 3D Human Action Recognition](https://mlsanity.com/paper/1607.07043/) (2016)
- [H+O: Unified Egocentric Recognition of 3D Hand-Object Poses and Interactions](https://mlsanity.com/paper/1904.05349/) (2019)
- [Scaling Up Dynamic Human-Scene Interaction Modeling](https://mlsanity.com/paper/2403.08629/) (2024)
- [Cross-view Action Modeling, Learning and Recognition](https://mlsanity.com/paper/1405.2941/) (2014)
- [View Adaptive Recurrent Neural Networks for High Performance Human Action Recognition from Skeleton Data](https://mlsanity.com/paper/1703.08274/) (2017)
- [PKU-MMD: A Large Scale Benchmark for Continuous Multi-Modal Human Action Understanding](https://mlsanity.com/paper/1703.07475/) (2017)
- [Inter-X: Towards Versatile Human-Human Interaction Analysis](https://mlsanity.com/paper/2312.16051/) (2023)
- [Beyond Appearance: a Semantic Controllable Self-Supervised Learning Framework for Human-Centric Visual Tasks](https://mlsanity.com/paper/2303.17602/) (2023)
- [Hierarchical Deep Temporal Models for Group Activity Recognition](https://mlsanity.com/paper/1607.02643/) (2016)
- [Hi4D: 4D Instance Segmentation of Close Human Interaction](https://mlsanity.com/paper/2303.15380/) (2023)
- [Hierarchically Decomposed Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2208.10741/) (2022)
- [View Adaptive Neural Networks for High Performance Skeleton-based Human Action Recognition](https://mlsanity.com/paper/1804.07453/) (2018)
- [Actor-Transformers for Group Activity Recognition](https://mlsanity.com/paper/2003.12737/) (2020)
- [Learning Actor Relation Graphs for Group Activity Recognition](https://mlsanity.com/paper/1904.10117/) (2019)
- [PYSKL: Towards Good Practices for Skeleton Action Recognition](https://mlsanity.com/paper/2205.09443/) (2022)
- [You2Me: Inferring Body Pose in Egocentric Video via First and Second Person Interactions](https://mlsanity.com/paper/1904.09882/) (2019)

## Built on by (most cited first, 3 of 3)

- [3D Skeleton-Based Action Recognition: A Review](https://mlsanity.com/paper/2506.00915/) (2025)
- [STAR: Skeletal Token Alignment and Rearrangement for Interaction Recognition](https://mlsanity.com/paper/2607.17342/) (2026)
- [De-biasing Skeleton-based Action Recognition with Convex Hull Adaptive Shift](https://mlsanity.com/paper/2609.32454/) (2026)

## Abstract (arXiv)

Skeleton-based multi-entity action recognition is a challenging task aiming to identify interactive actions or group activities involving multiple diverse entities. Existing models for individuals often fall short in this task due to the inherent distribution discrepancies among entity skeletons, leading to suboptimal backbone optimization. To this end, we introduce a Convex Hull Adaptive Shift based multi-Entity action recognition method (CHASE), which mitigates inter-entity distribution gaps and unbiases subsequent backbones. Specifically, CHASE comprises a learnable parameterized network and an auxiliary objective. The parameterized network achieves plausible, sample-adaptive repositioning of skeleton sequences through two key components. First, the Implicit Convex Hull Constrained Adaptive Shift ensures that the new origin of the coordinate system is within the skeleton convex hull. Second, the Coefficient Learning Block provides a lightweight parameterization of the mapping from skeleton sequences to their specific coefficients in convex combinations. Moreover, to guide the optimization of this network for discrepancy minimization, we propose the Mini-batch Pair-wise Maximum Mean Discrepancy as the additional objective. CHASE operates as a sample-adaptive normalization method to mitigate inter-entity distribution discrepancies, thereby reducing data bias and improving the subsequent classifier's multi-entity action recognition performance. Extensive experiments on six datasets, including NTU Mutual 11/26, H2O, Assembly101, Collective Activity and Volleyball, consistently verify our approach by seamlessly adapting to single-entity backbones and boosting their performance in multi-entity scenarios. Our code is publicly available at https://github.com/Necolizer/CHASE .
